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 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 9:01:12 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

4 sources
I love these kinds of things and use them in GPU programming, among other things. Things have changed in a variety of ways: population count and count-trailing-zeros are generally available as fast instructions now. Multiply is also now just as fast as other operations, so is not to be avoided. A couple examples. [1] computes the sum of the number of bytes used of four consecutive segments of a bezier path - each segment can be lineto, quadto, or curveto, can be the end of a path or not, and be i16 or f32. 4 tag bytes are packed into a 32 bit word, it computes all these, then sums them together. [2] linearizes a recursive subdivision into an iterative loop. The stack depth is represented as the number of zeros in a word, so pushing the stack is a left shift, and popping is a right shift. It turns out you want to pop multiple levels at onc
Read the rest
e, and the number of levels is computed by countTrailingZeros. ([2] is experimental Rust code, but I will adapt this into a compute shader) [1]: https://github.com/linebender/piet-gpu/blob/main/piet-wgsl/s... [2]: https://github.com/linebender/kurbo/blob/euler/src/euler.rs#...
In Bit Twiddling Hacks (2005)
Thanks for the matmul sizes, but the question I am more interested in is precision. Matrix multiply throughput can be dramatically higher for tensor cores[1] than normal shader ALU, specifically for reduced precision arithmetic. I'm wondering to what extent that's accessible on the M1, and to what extent IREE can address them. Regarding prefix sum, the specific question I'm interested in is that SPIRV OpControlBarrier with device scope gets translated into threadgroup_barrier(mem_device) [2]. That's insufficient to make decoupled look-back work. Conversely, if you're not using decoupled look-back, you're not getting the full throughput on GPUs that do support that barrier. I'm wondering how your infrastructure deals with that. [1]: https://developer.nvidia.com/blog/programming-tensor-cores-c... [2]: https://github.com/linebender/piet-gpu/
Read the rest
In PyTorch on Apple M1 MAX GPUs with SHARK – faster than TensorFlow-Metal

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.