HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
linebender
vello
Rust2020–2026
linebender / vello

vello

A GPU compute-centric 2D renderer.

22Distinct people
34Mentions
0Explicit recommenders
4.5KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A GPU compute-centric 2D renderer.

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

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 1:49:46 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 year34 dated mentions

Observed mentions: 2020-04-18 01:56:31 UTC to 2026-03-27 06:47:59 UTC.

02462020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 5 mentions; 2 submissions, 3 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 6 mentions; 1 submissions, 5 comments20232024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 6 mentions; 0 submissions, 6 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 7 mentions; 0 submissions, 7 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

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
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC523
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC303
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC404
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC615
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC606
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC707
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC303

What Hacker News says

34 sources
"Just because you can doesn't mean you should." Wise advice I once got that I didn't follow. I like chasing problems that are quite difficult. Since 2024 I've wanted to be able to run a browser inside my browser. I know you could just do an iframe but I wanted to see if it was possible to render webpages inside webpages without that. I knew Rust would be helpful here because of it's WASM compatibility. But it still required a lot of legwork to get it to work: DOM parsing, CSS layout, rendering, this all had to come together. I started out using cheerpx which can run any x86 binaries, but couldn't find any browsers that would compile to that. So I abandoned that. I then moved onto using Servo (rust browser's engine) and its libraries like https://github.com/servo/stylo. https://github.com/DioxusLabs/blitz brought it all together and render
Read the rest
ed pages via https://github.com/linebender/vello. It's still not a true browser, it's missing a ton of features, but just rendering a webapge without using the DOM was fascinating to me.I learned coding it about Rust and WebGPU. Maybe it will be helpful for someone elses projects. Check it out! https://github.com/pdufour/browserbrowserbrowser
In Browserception in Rust (WASM and WebGPU)
Ironically the rationale for using Discord is that people are more likely to join it! It may be a case that this depend on the community one is targeting. Discord is popular among Rust developers, but perhaps less so among browser developers. If Zulip is more acceptable to you, then I also hang out in the Linebender Zulip [0] Linebender [1] is an open source collective whose 2D renderer (Vello [2]) and text layout library (Parley [3]) we have adopted (and are actively contributing back to) as another part of our "make everything modular" strategy in Blitz. [0]: https://xi.zulipchat.com/ [1]: https://github.com/linebender [2]: https://github.com/linebender/vello [3]: https://github.com/linebender/parley
In I tried Servo
This is a longer and deeper conversation, but I think on topic for the original article, so I'll go into it a bit. The tl;dr is developer friction. By all means if you're doing a game (or another app with similar build requirements), figure out a shader precompilation pipeline so you're able to compile down to the lowest portable IR for each target, and ship that in your app bundle. Slang is meant for that, and this pipeline will almost certainly contain other tools written in C++ or even without source available (DXC, the Apple shader compiler tools, etc). There are two main use cases where we want different pieces of shaders to come from different sources of truth, and link them together downstream. One is integrating samplers for (vello_hybrid) sparse strip textures so those can be combined with user paint sources in the user's 2D or 3
Read the rest
D app. The other is that we're trying to make the renderer more modular so we have separate libraries for color space conversion and image filters (blur etc). To get maximal performance, you don't want to write out the blur result to a full-resolution texture, but rather have a function that can sample from an intermediate result. See [1] for more context and discussion of that point. Stitching together these separate pieces of shader is a major potential source of developer friction. There is a happy path in the Rust ecosystem, albeit with some compromises, which is to fully embrace WGSL as the source of truth. The pieces can be combined with string-pasting, though we're looking at WESL as a more systematic approach. With WGSL, you can either do all your shader compilation at runtime (using wgpu for native), or do a build.rs script invoking naga to precompile. See [2] for the main PR that implements the latter in vello_hybrid. In the former case, you can even have hot reloading of shaders; implemented in Vello main but not (yet) vello_hybrid. To get the same quality of developer experience with Slang, you'd need an implementation in Rust. I think this would be a good thing for Slang. I've consistently underestimated the importance of developer friction in the past. As a contrast, we're also doing a CPU-only version of Vello now, and it's absolutely night and day, both for development velocity and attracting users. I think it's possible the GPU world gets better, but at the moment it's quite painful. I personally believe doing a Rust implementation of the Slang compiler would be an important step in the right direction, and is worth funding. Whether the rest of the world agrees with me, we'll see. [1]: https://xi.zulipchat.com/#narrow/channel/197075-vello/topic/... [2]: https://github.com/linebender/vello/pull/1011
In Layers All the Way Down: The Untold Story of Shader Compilation
This essay needs more work. Are you arguing for a better software abstraction, a different hardware abstraction or both? Lots of esoteric machines are name dropped, but it isn't clear how that helps your argument. Why not link to Vello? https://github.com/linebender/vello I think a stronger essay would at the end give the reader a clear view of what Good means and how to decide if a machine is closer to Good than another machine and why. SIMD machines can be turned into MIMD machines. Even hardware problems still need a software solution. The hardware is there to offer the right affordances for the kinds of software you want to write. Lots of words that are in the eye of beholder. We need a checklist or that Good parallel computer won't be built.
In I want a good parallel computer
Interesting article. Other than as an exercise, it's not clear why someone would write a massively parallel 2D renderer that needs a GPU. Modern GPUs are overkill for 2D. Now, 3D renderers, we need all the help we can get. In this context, a "renderer" is something that takes in meshes, textures, materials, transforms, and objects, and generates images. It's not an entire game development engine, such as Unreal, Unity, or Bevy. Those have several more upper levels above the renderer. Game engines know what all the objects are and what they are doing. Renderers don't. Vulkan, incidentally, is a level below the renderer. Vulkan is a cross-hardware API for asking a GPU to do all the things a GPU can do. WGPU for Rust, incidentally, is an wrapper to extend that concept to cross-platform (Mac, Android, browsers, etc.) While it seems you can wr
Read the rest
ite a general 3D renderer that works in a wide variety of situations, that does not work well in practice. I wish Rust had one. I've tried Rend3 (abandoned), and looked at Renderling (in progress), Orbit (abandoned), and Three.rs (abandoned). They all scale up badly as scene complexity increases. There's a friction point in design here. The renderer needs more info to work efficiently than it needs to just draw in a dumb way. Modern GPSs are good enough that a dumb renderer works pretty well, until the scene complexity hits some limit. Beyond that point, problems such as lighting requiring O(lights * objects) time start to dominate. The CPU driving the GPU maxes out while the GPU is at maybe 40% utilization. The operations that can easily be parallelized have been. Now it gets hard. In Rust 3D land, everybody seems to write My First Renderer, hit this wall, and quit. The big game engines (Unreal, etc.) handle this by using the scene graph info of the game to guide the rendering process. This is visually effective, very complicated, prone to bugs, and takes a huge engine dev team to make work. Nobody has a good solution to this yet. What does the renderer need to know from its caller? A first step I'm looking at is something where, for each light, the caller provides a lambda which can iterate through the objects in range of the light. That way, the renderer can get some info from the caller's spatial data structures. May or may not be a good idea. Too early to tell. [1] https://github.com/linebender/vello/
In I want a good parallel computer
It has a smaller API surface into the consuming applications and platforms. Skia tendrils run deep and leak all over the place. There's also a different set of work to invest in, next-generation Skia is likely to look quite different, moving much of the work on to the GPU, and this work is being researched and developed: https://github.com/linebender/vello. Some presentations about this work too: https://youtu.be/mmW_RbTyj8c https://youtu.be/OvfNipIcRiQ
In Memory safety for web fonts
Correct. There are some shared components (notably Stylo, the style system), but Webrender is not one of them. Webrender is still maintained primarily by Mozilla as part of Firefox. If they have any plans to move to Vulkan/Metal/DX10/wgpu then I haven't heard of them. It might be possible for Servo to go down the same route as Blitz and have pluggable rendering backends. If so then the wgpu-based renderering library we are using (Vello [0] - which is an exciting project in it's own right) could be an option. Servo is actively looking at potentially using this library to implement Canvas2D. [0]: https://github.com/linebender/vello
In Servo Revival: 2023-2024
I'm looking forward to doing careful benchmarking, as this renderer absolutely looks like it will be competitive. It turns out that is really hard to do, if you want meaningful results. My initial take is that performance will be pretty dependent on hardware, in particular support for pixel local storage[1]. From what I've seen so far, Apple Silicon is the sweet spot, as there is hardware support for binning and sorting to tiles, and then asking for fragment shader execution to be serialized within a tile works well. On other hardware, I expect the cost of serializing those invocations to be much higher. One reason we haven't done deep benchmarking on the Vello side is that our performance story is far from done. We know one current issue is the use of device atomics for aggregating bounding boxes. We have a prototype implementation [2] t
Read the rest
hat uses monoids for segmented reduction, and that looks like a nice improvement. Additionally, we plan to do f16 math (which should be a major win especially on mobile), as well as using subgroups for various prefix sum steps (subgroups are in the process of landing in WebGPU[3]). Overall, I'm thrilled to see this released as open source, and that there's so much activity in fast GPU vector graphics rendering. I'd love to see a future in which CPU path rendering is seen as being behind the times, and this moves us closer to that future. [1]: https://dawn.googlesource.com/dawn/+/refs/heads/main/docs/da... [2]: https://github.com/linebender/vello/issues/259 [3]: https://github.com/gpuweb/gpuweb/issues/4306
In Rive Renderer for real-time vector graphics is now open source

Showing the 15 most recent of 34 sources. Enable JavaScript to search and browse every indexed mention.

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.