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License: MIT License
My personal Vulkan renderer
License: MIT License
Hi,
I saw your issue on my repository, just wanted to let you know that I'm bindings latest vulkan 1.2.x bindings.
You can track the progress here: https://github.com/amerkoleci/Vortice.Vulkan
Cheers,
Amer
50-100mb/s on TriangleExample
Map all enums to custom:
VkCullModeFlags
-> CullMode
:VkPolygonMode
-> FillMode
: VkPolygonMode.Fill == FillMode.Solid
, VkPolygonMode.Line == FillMode.Wireframe
This will allow for a cleaner API and helps avoid Ext errors. It will also make it easier to pass DX11 / 12 and HLSL projects.
This is an overview of some major bullet points for improvements or unimplemented features in Vultaik:
Resource state transitioning: This is very fragile and needs improvement.
Memory allocator: VK_EXT_memory_budget
| VK_KHR_dedicated_allocation
| VK_KHR_buffer_device_address
| VK_EXT_memory_priority
Multi-sampling support:
MIP-map generator:
Dynamic buffer updates: This is very fragile and needs improvement.
Push constants:
Ray Tracing: VK_KHR_acceleration_structure
| VK_KHR_ray_tracing_pipeline
| VK_KHR_ray_query
| VK_KHR_pipeline_library
Conservative rasterization: VK_EXT_conservative_rasterization
Multiview rendering: VK_KHR_multiview
Conditional rendering VK_EXT_conditional_rendering
Arithmetic 16Bit : This is very fragile and needs improvement. VK_KHR_16bit_storage
Shading rate
Descriptor indexing: VK_EXT_descriptor_indexing
Timeline semaphore
Synchronization2: VK_KHR_synchronization2
GPU-Assisted Validation
Compute Shader
Geometry Shader
Tessellation Shader
Instancing, Indirect drawing
Post-AA (FXAA, SMAA and TAA)
Multithreaded rendering
Automatic descriptor set management
Shader reflection with SPIRV-Cross
Vulkan HLSL for shaders, shaders are compiled in runtime with DirectXShaderCompiler
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