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vinjn / vgfx

Licence: other
Vinjn's Low-level wrapper of Direct3D12 / Vulkan

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C++
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tinyrenderers

Single header implemenations of Vulkan and D3D12 renderers

Features

  • Single header for Vulkan renderer
  • Single header for D3D12 renderer
  • Texture upload + mipmap generation (better quality resizer coming soon)
  • Simplified API shared between both renderers
  • C style structs
  • Support for Vulkan layers
  • Configurable swapchain multi-sample
  • Configurable swapchain imagecount
  • Configurable swapchain depth/stencil attachment
  • Samples use GLFW
    • GLFW
      • Works for both Vulkan and D3D12 - renderer takes over after window handle is obtained
      • Image loading done via stb_image
  • Includes basic compute samples
  • Uses CMake
  • ...more to come soon

Notes

  • Linux and Windows only for the moment
    • Tested on open source intel driver on Linux
    • Tested on AMD and NVIDIA drivers on Windows
    • For best results, use latest drivers
  • Vulkan renderer will work with C/C++
    • For best results, use latest version of Vulkan SDK
  • D3D12 render requires C++
  • Microsoft's C compiler doesn't support certain C11/C99 features, such as VLAs (so alot of awkward array handling)
  • tinyvk/tinydx is written for experimentation and fun-having - not performance
  • For simplicity, only one descriptor set can be bound at once
    • In D3D12, this means two descriptor heaps (CBVSRVUAVs and samplers)
    • For Vulkan shaders the 'set' parameter for 'layout' should always be 0
    • For D3D12 shaders the 'space' parameter for resource bindings should always be 0
  • Vulkan like idioms are used primarily with some D3D12 wherever it makes sense
  • For Vulkan, host visible means both HOST VISIBLE and HOST COHERENT
  • Bring your own math libraary
  • Development was done on Cinder but renderers are not limited to it

Compiling and Linking

In one C/C++ file that #includes the renderer's header file, do this:

#define TINY_RENDERER_IMPLEMENTATION
#include "tinyvk.h"

or

#define TINY_RENDERER_IMPLEMENTATION
#include "tinydx.h"

Building on Linux

git clone --recursive [email protected]:chaoticbob/tinyrenderers.git
cd tinyrenderers
mkdir build
cd build
cmake ..
make

Ubuntu and variants will require the follow packages

libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev

Building on Windows

git clone --recursive [email protected]:chaoticbob/tinyrenderers.git
cd tinyrenderers
mkdir build
cd build
cmake -G "Visual Studio 14 2015 Win64" ..

Open tinyrenderers.sln and go

Screenshots

Change Log

[2017/11/12] - Added simple tessellation shader sample. Fixed misc issues with pipeline setup for tessellation. [2017/11/10] - Added ChessSet demo. Added geometry shader sample. Fixes to depth stencil handling. [2017/11/10] - Added TexturedCube sample. Updated depth attachment handling on swapchain render pass. Switched out lc_image for stb_image. Added DXC shader build script. [2017/05/27] - Fixed some annoying buffer state transitions. Added build script for shaders. Updated shader naming convention to be more exact. Added OpaqueArgs and PassingArrays for investigation.
[2017/05/20] - Updated Append/Consume sample for Vulkan. Requires latest glslang. ConstantBuffer also works for both platforms.
[2017/05/13] - Added Linux support. Moved to project files to cmake. Moved glsl shaders to glsl sub directory - forcing HLSL for now.
[2017/04/30] - Clarified shader usage in some sample programs to point out which source they're coming from.
[2017/04/27] - Added ConstantBuffer sample (D3D12 only for now). Updated Vulkan samples to use negative viewport height.
[2017/04/25] - Updated SimpleCompute and StructuredBuffer to work on Vulkan.
[2017/04/24] - Added compute samples (D3D12 only for now). One for simple compute and another for structured buffers.

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