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gfx-rs
gfx
Rust2014–2020
gfx-rs / gfx

gfx

[maintenance mode] A low-overhead Vulkan-like GPU API for Rust.

19Distinct people
21Mentions
0Explicit recommenders
5.4KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

[maintenance mode] A low-overhead Vulkan-like GPU API for Rust.

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 2:59:58 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year21 dated mentions

Observed mentions: 2014-11-15 01:01:43 UTC to 2020-05-06 12:47:00 UTC.

024682014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20172018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 6 mentions; 0 submissions, 6 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 8 mentions; 1 submissions, 7 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2020

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC110
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC101
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC101
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC202
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC606
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC817
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC202

What Hacker News says

6 sources
They do make some money on Macs, and Mac software, but not nearly as much as on iOS. Providing macOS gives a developer and designer platform for iOS. That is really important for them. So Metal being available on macOS is important for that reason. But it's also important in that the Mac platform is still important, just not nearly as important as iOS. OpenGL doesn't really have much of a future. Everyone is moving towards the next generation frameworks. It just happens that there was a lot of uncertainty about whether OpenGL could adapt or whether there would be a successor, and during that time Apple decided to invest in developing Metal. It wasn't until a couple of years later than Vulkan was released. In the meantime, Apple has built up quite a lot of tooling around Metal. And it's not like it's that difficult to write cross platform
Read the rest
apps that target the Mac. If you write against major engines, they will already have support for the different backends. If you are writing your own software, you can still target OpenGL, or you can target Vulkan and use MoltenVK to run it on macOS. And for the next several years, people writing portable software are going to have to either just target OpenGL, for compatibility with older graphics cards, or maintain at least two backends, OpenGL and Vulkan. Given that lots of games target DirectX first, and consider any of the cross-platform frameworks a porting effort, Apple probably doesn't consider it a big loss to add one more platform that needs to be ported to. What's going to wind up happening is more software like ANGLE (https://github.com/google/angle), MoltenVK (https://github.com/KhronosGroup/MoltenVK), and gfx-rs (https://github.com/gfx-rs/gfx and https://github.com/gfx-rs/portability, see http://gfx-rs.github.io/2018/04/09/vulkan-portability.html for details) for providing one set of abstractions on top of several different backends.
In Deprecation of OpenGL and OpenCL
If you're programming in Rust, you can just use `gfx-rs`'s HAL[1]. This is designed to be a Vulkan-like API that works on top of Vulkan, Metal, D3D12, or OpenGL. If you aren't in Rust, just use Vulkan. There are high-performance wrappers for it in various stages of development, such as MoltenVK[2] for macOS and iOS, and VulkanOnD3D12[3] for UWP. Non-UWP Windows, Linux, and Android should support Vulkan natively through their GPU drivers. [1]: https://github.com/gfx-rs/gfx [2]: https://github.com/KhronosGroup/MoltenVK [3]: https://github.com/Chabloom/VulkanOnD3D12
In Apple introduces macOS Mojave
At this point, since there is no consensus on the shape of the API or even the concrete feature set/programming model, we decided to focus on the low-level graphics abstraction layer ([1]) instead of pushing the WebGPU-Servo prototype further. This can change once things clear up a bit. [1] http://github.com/gfx-rs/gfx
In WebGPU demos

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