![]() Just like Diligent Engine, the same source code is used for multiple platforms without macros (in most cases). Building this framework is also easy with cmake, and an original build manager called GENie makes it easier. Released and being developed since 2015, there are many products using this framework, and many examples and forums' Q&As can be found. ( *2 For DirectX and OpenGL, there is an unofficial fork which enables hull/domain shader, but not maintenanced for a long time. ( *1 Automatically cross-compiled from original shader language like GLSL ) This can be bothered, but separated shaders are good point when higher performance and detailed configuration is needed. In this case, cross-compiling your shader code by yourself makes it easier, using spirv-cross or shaderc and so on. So the highest performance on each platform can be achieved, but you need advanced knowledge of Metal, DirectX and Vulkan, and also GPU.Īdditionally, different shaders are needed for each platform. This framework wraps low-level APIs, but you have to configure every parameter for different platform, and sometimes different codes using macros are needed. I think this is the most comprehensive and high performance framework, with compact implementation. Supporting DirectX / Metal / Vulkan / OpenGL (ES), and every types of shaders. ![]() ![]() )įew dependencies and easy build using cmake. ( Different shaders needed for each platform such as glsl/hlsl/metal/spv. ![]()
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