tinyshader
vk-bootstrap
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tinyshader | vk-bootstrap | |
---|---|---|
4 | 9 | |
41 | 656 | |
- | - | |
2.6 | 8.4 | |
about 3 years ago | 3 days ago | |
C | C++ | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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tinyshader
- A lightweight, easy to embed HLSL to SPIR-V compiler written in C99
- Tinyshader: a lightweight HLSL to SPIR-V compiler (work in progress)
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Is there any simple layer (C/C++) which would take care of the long syntactic sugar?
For dynamic shader compilation you can try my HLSL compiler, it's pretty small and easy to integrate: https://github.com/felipeagc/tinyshader
vk-bootstrap
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Anybody know why V-EZ has not been updated in 5 years?
I recently asked about something similar. AFAIK in terms of convenience layers, only vk-bootstrap is still maintained, other than vulkan.hpp bindings. There's also vookoo but it's rarely updated.
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Are there any good c examples?
A shameless plug: here's a link to my repo https://github.com/jammymalina/vkbasicapp that could get you started. It's a WIP and far from done. The code is relatively structured, I got the inspiration from vk-bootstrap and I am Graphics And So Can You blogpost.
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Writing Vulkan SPIR-V shaders in C++?
Great answer. Wanted to add on vk-bootstrap, does a lot of the initialization boiler plate for you: https://github.com/charles-lunarg/vk-bootstrap
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Not able to display a triangle using tutorial code
Try this project: https://github.com/charles-lunarg/vk-bootstrap
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What is the proper way to link libvulkan.1.dylib ith cmake while avoiding issues with the installed vulkan SDK?
It looks like the issue was on how I was using a library to load vulkan https://github.com/charles-lunarg/vk-bootstrap/issues/83
- I'm seeking for advice, after a month of learning Vulkan I feel like I'm going nowhere
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Can I automate the first painful steps of vulkan?
vkguide is probably what you want, but in case you don't want to start your code with a guide, you can use vk-bootstrap to get started faster, it's what's used in vkguide.
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Vulkan Framework Design Question
I just discovered vk-bootstrap today, and it looks like it'll make initialization code much much easier.
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Is there any simple layer (C/C++) which would take care of the long syntactic sugar?
For what you are asking, vk-bootstrap is a library that mostly handles the very first 300-400 lines of vulkan code. https://github.com/charles-lunarg/vk-bootstrap
What are some alternatives?
SPIRV-VM - Virtual machine for executing SPIR-V
vulkan-guide - Introductory guide to vulkan.
redgpu - The best GPU API in the world. Better than Metal, Vulkan and other garbage.
Vulkan - Examples and demos for the new Vulkan API
ztorg - Main working repository for zse library, a sandbox utitily for game development or any other interactive program.
vk-bootstrap4j - A java port of vk-bootstrap with LWJGL
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
360-VJ - Add another dimension to your VJing with the 360-VJ effect pack! Rotate 360 and Fisheye videos, convert 360 and Flat videos to Fisheye. Great for fulldome and immersive VJing.
renderdoc-contrib - Community contributed extensions for RenderDoc
awesome-vulkan - Awesome Vulkan ecosystem
vulkan_ray_tracing_minimal_abstraction - A minimal implementation of Vulkan ray tracing.