mach/gpu
2022-07-25 11:21:37 -07:00
..
.github gpu: initialize project 2022-03-19 00:51:48 -07:00
examples gpu/examples: zig fmt 2022-04-20 23:01:52 -07:00
libs gpu: add gpu-hello-triangle (dawn) example 2022-03-19 00:51:48 -07:00
src gpu: use refAllDeclsRecursive to find and fix mistakes 2022-07-20 18:55:59 -07:00
.gitattributes gpu: initialize project 2022-03-19 00:51:48 -07:00
.gitignore gpu: initialize project 2022-03-19 00:51:48 -07:00
build.zig all: build: install tests exe 2022-07-25 11:21:37 -07:00
LICENSE gpu: initialize project 2022-03-19 00:51:48 -07:00
LICENSE-APACHE gpu: initialize project 2022-03-19 00:51:48 -07:00
LICENSE-MIT gpu: initialize project 2022-03-19 00:51:48 -07:00
README.md gpu: README: correct links to issue tracker / subproject 2022-03-19 07:05:42 -07:00

mach/gpu, truly cross-platform graphics for Zig Hexops logo

mach/gpu provides a truly cross-platform graphics API (desktop, mobile, and web) with unified low-level graphics & compute backed by Vulkan, Metal, D3D12, and OpenGL (as a best-effort fallback.)

Features

  • Desktop, (future) mobile, and (future) web support.
  • A modern graphics API similar to Metal, Vulkan, and DirectX 12.
  • Cross-platform shading language
  • Compute shaders
  • Cross-compilation & no fuss installation, using zig build, as with all Mach libraries.
  • Advanced GPU features where hardware support is available:
    • Depth buffer clipping control
    • Depth buffer format control
    • Texture compression (BC, ETC2, and ASTC)
    • Timestamp querying (for GPU profiling)
    • Indirect draw support
    • (bindless in the future, but not today)

Different approach to graphics API abstraction

Most engines today (Unreal, Unity, Godot, etc.) maintain their own GPU abstraction layer over native graphics APIs at great expense, requiring years of development and ongoing maintenance.

Many are attempting graphics abstraction layers on their own including Godot (and their custom shading language), SDL's recently announced GPU abstraction layer, sokol_gfx, and others including Blender3D which target varying native graphics APIs. These are admirable efforts, but come at great development costs.

Vulkan aims to be a cross-platform graphics API, but also requires abstraction layers like MoltenVK on Apple hardware and is often in practice too verbose for use by regular folks without at least one higher level abstraction layer (often the engine's rendering layer.) With a simpler API like Metal or D3D, however, one could stay closer to the underlying API without introducing as many abstraction layers on top and perhaps make smarter choices as a result.

With Mach, we'd rather focus on building the interesting and innovative bits of an engine rather than burning years on yet-another-graphics-abstraction-layer.

Behind the scenes

mach/gpu is an idiomatic Zig interface to the next-generation WebGPU API, which supersedes WebGL and exposes the common denominator between the latest low-level graphics APIs (Vulkan, Metal, D3D12) in the web.

Despite its name, WebGPU was also built with native support in mind and has substantial investment from Mozilla, Google, Microsoft, Intel, and, critically, Apple:

When targeting WebAssembly, mach/gpu merely calls into the browser's native WebGPU implementation.

When targeting native platforms, we build Google Chrome's WebGPU implementation, Dawn, bypassing the client-server sandboxing model and use zig build (plus a lot of hand-holding) to support zero-fuss cross compilation & installation without any third-party Google tools, libraries, etc. Just zig and git needed, nothing else.

Read more about why we believe WebGPU may be the future of graphics here

Warning: We're not fully done yet!

We have quite a lot, but are also missing a lot. You should be made aware of the pros and cons:

  • One example rendering a triangle
  • gpu.Interface (akin to std.mem.Allocator but for interfacing with GPUs.)
  • 99% of Dawn's webgpu.h exposed
  • Ziggified API
    • No chained structs (which make the webgpu.h API somewhat illegible)
    • C enums -> Zig Enums
    • C ptr+size -> Zig slices
    • untyped pointers -> generic Zig functions
  • Mac/Linux/Windows support + cross compilation
  • Zig API finalization (may change as we learn more)
  • WebGPU API finalization (WebGPU is not 100% finalized yet!)
  • Browser implementation of gpu.Interface
  • Nice examples
  • Clear documentation
  • Android support
  • iOS support
  • Dawn-specific API exposures

Learning resources

First check out examples/main.zig which contains a standalone basic example.

The following may also prove useful:

Join the community

Join the Mach engine community on Matrix chat to discuss this project, ask questions, get help, etc.

Issues

Issues are tracked in the main Mach repository.

Contributing

Contributions are very welcome. Pull requests must be sent to the main repository to avoid some complex merge conflicts we'd get by accepting contributions in both repositories. Once the changes are merged there, they'll get sync'd to this repository automatically.

WebGPU version

The interface and all documentation corresponds to the spec found at:

https://github.com/gpuweb/gpuweb/tree/main/spec

Revision: 3382f327520b4bcd5ea617fa7e7fe60e214f0d96

Tracking this enables us to diff the spec and keep our interface up to date.