bytemuck | A crate for mucking around with piles of bytes

 by   Lokathor Rust Version: bytemuck_derive-v1.4.1 License: Apache-2.0

kandi X-RAY | bytemuck Summary

kandi X-RAY | bytemuck Summary

bytemuck is a Rust library. bytemuck has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A crate for mucking around with piles of bytes.
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            kandi-support Support

              bytemuck has a low active ecosystem.
              It has 444 star(s) with 54 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 24 open issues and 60 have been closed. On average issues are closed in 97 days. There are 10 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of bytemuck is bytemuck_derive-v1.4.1

            kandi-Quality Quality

              bytemuck has 0 bugs and 0 code smells.

            kandi-Security Security

              bytemuck has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              bytemuck code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              bytemuck is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              bytemuck releases are not available. You will need to build from source code and install.

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            bytemuck Key Features

            No Key Features are available at this moment for bytemuck.

            bytemuck Examples and Code Snippets

            No Code Snippets are available at this moment for bytemuck.

            Community Discussions

            QUESTION

            Compute Shader Corrupting Vertex Buffer
            Asked 2020-Oct-08 at 08:31

            I'm making a tutorial for computing tangents and bitangents in a WGPU (Vulkan GLSL) compute shader. I'm creating the vertex buffer on the CPU from a .obj I made in blender.

            Here's the code for the compute shader.

            ...

            ANSWER

            Answered 2020-Oct-08 at 08:31

            Turns out Vulkan style GLSL aligns to the largest field in the struct when using std430.

            https://github.com/KhronosGroup/glslang/issues/264

            In my case it's vec3. The vec2 tex_coord is throwing it off causing the shader to pull data from the wrong parts of the vertex buffer.

            The fix was to change the struct in model_load.comp to specify the individual components instead.

            Source https://stackoverflow.com/questions/64252846

            QUESTION

            wgpu-rs: Putting a Matrix3 into a vertex shader results in odd behavior but using a Matrix4 works fine
            Asked 2020-May-13 at 16:24

            Using wgpu-rs, I'm trying to get a 3x3 cgmath matrix into a shader (compiled using glsl-to-spirv). However, the resulting mat3 in the shader has incorrect data. When I replace the mat3 and Matrix3 with mat4 and Matrix4, everything works fine and the matrix has correct data.

            Vertex Shader:

            ...

            ANSWER

            Answered 2020-May-13 at 16:24

            This is an open issue in wgpu-rs. Indeed the simplest workaround may be to make your mat3 into a mat4 until it is resolved.

            The problem seems to be a mistake of alignment in generating SPIR-V. The actual alignment is:

            1. If the member is a scalar consuming N basic machine units, the base alignment is N.
            2. If the member is a two- or four-component vector with components consuming N basic machine units, the base alignment is 2N or 4N, respectively.
            3. If the member is a three-component vector with components consuming N basic machine units, the base alignment is 4N.
            4. If the member is an array of scalars or vectors, the base alignment and array stride are set to match the base alignment of a single array element, according to rules (1), (2), and (3), and rounded up to the base alignment of a vec4. The array may have padding at the end; the base offset of the member following the array is rounded up to the next multiple of the base alignment.

            You are in case 4. Having a mat4 should leave no extra padding on the end and not give any possibility for misalignment issues.

            Source https://stackoverflow.com/questions/61768628

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install bytemuck

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
          • HTTPS

            https://github.com/Lokathor/bytemuck.git

          • CLI

            gh repo clone Lokathor/bytemuck

          • sshUrl

            git@github.com:Lokathor/bytemuck.git

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