Skip to content

chaoticbob/tinyrenderers

Repository files navigation

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.

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages