Go to file
Raph Levien 1f9a4d5322
Merge pull request #214 from linebender/stroke_bbox
Fix rendering artifacts with strokes
2022-11-26 20:10:29 -05:00
.github Add ref_name to commit message 2022-07-14 07:25:18 -07:00
.vscode Remove all wgsl-analyzer errors (#210) 2022-11-25 16:43:21 +00:00
doc Doc improvements 2022-07-13 12:07:55 -07:00
pgpu-render Update piet-scene to depend on peniko 2022-11-22 14:49:51 -05:00
piet-gpu format 2022-11-26 14:41:30 -05:00
piet-gpu-derive Warning cleanup 2021-10-23 09:21:19 -07:00
piet-gpu-hal update dependencies 2022-10-19 15:21:29 -04:00
piet-gpu-types Radial gradients 2022-03-30 20:32:13 -07:00
piet-scene revert rename of SceneBuilder ctors 2022-11-26 16:00:34 -05:00
piet-wgsl Fix style nit 2022-11-26 17:07:23 -08:00
tests Fix ash and raw_window_handle breakage 2022-10-17 18:12:41 -07:00
.gitattributes Address review feedback 2022-10-25 09:03:13 -07:00
.gitignore Remove generated shaders from dev branch 2022-07-13 12:22:11 -07:00
Cargo.lock Libify piet-wgsl 2022-11-26 14:27:19 -05:00
Cargo.toml Libify piet-wgsl 2022-11-26 14:27:19 -05:00
LICENSE-APACHE Licenses and README 2020-04-15 08:56:39 -07:00
LICENSE-MIT Licenses and README 2020-04-15 08:56:39 -07:00
README.md Clarify licensing for WGSL shaders (#205) 2022-11-19 16:45:42 +00:00
UNLICENSE Clarify licensing for WGSL shaders (#205) 2022-11-19 16:45:42 +00:00

README.md

piet-gpu

This repo contains the new prototype for a new compute-centric 2D GPU renderer.

It succeeds the previous prototype, piet-metal.

Goals

The main goal is to answer research questions about the future of 2D rendering:

  • Is a compute-centered approach better than rasterization (Direct2D)? How much so?

  • To what extent do "advanced" GPU features (subgroups, descriptor arrays) help?

  • Can we improve quality and extend the imaging model in useful ways?

Another goal is to explore a standards-based, portable approach to GPU compute.

Blogs and other writing

Much of the research progress on piet-gpu is documented in blog entries. See doc/blogs.md for pointers to those.

There is a much larger and detailed vision that explains the longer-term goals of the project, and how we might get there.

Why not gfx-hal?

It makes a lot of sense to use gfx-hal, as it addresses the ability to write kernel and runtime code once and run it portably. But in exploring it I've found some points of friction, especially in using more "advanced" features. To serve the research goals, I'm enjoying using Vulkan directly, through ash, which I've found does a good job tracking Vulkan releases. One example is experimenting with VK_EXT_subgroup_size_control.

The hal layer in this repo is strongly inspired by gfx-hal, but with some differences. One is that we're shooting for a compile-time pipeline to generate GPU IR on DX12 and Metal, while gfx-hal ships SPIRV-Cross in the runtime. To access Shader Model 6, that would also require bundling DXC at runtime, which is not yet implemented (though it's certainly possible).

Why not wgpu?

The case for wgpu is also strong, but it's even less mature. I'd love to see it become a solid foundation, at which point I'd use it as the main integration with Druid.

In short, the goal is to facilitate the research now, collect the data, and then use that to choose a best path for shipping later.

License and contributions.

The piet-gpu project is dual-licensed under both Apache 2.0 and MIT licenses.

In addition, the shaders are provided under the terms of the Unlicense. The intent is for this research to be used in as broad a context as possible.

The dx12 backend was adapted from piet-dx12 by Brian Merchant.

Contributions are welcome by pull request. The Rust code of conduct applies. Pull requests should be against the dev branch; see shader_compilation.md for explanation and details.