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Rostkatze

An offspring of the gfx-rs project, implementing a C++ Vulkan driver on top of D3D12. Currently, lacks a lot functionality but can run quite a few Vulkan samples already.

Missing pieces

  • Pipeline barriers
  • RenderPasses
  • Secondary command buffers
  • Simultaneous command buffer submission
  • Queries
  • Validation of the current implementation(!)
  • Resource Tier 1 support

... (100+ bullet points)

Running

To able to use it latest Windows 10 Update is required (atm) and a GPU with Resource Tier 2 hardware (no NVIDIA!).

The library can be built with VS 2017 (C++17 support). In order to use the rostkatze ICD set the VK_ICD_FILENAMES variable to the path of manifest/rostkatze.json. Adjust the library path field in the manifest to the absolute path of the rostkatze shared library.

Good luck!

"Working" samples (SaschaWillems)

  • glTF-PBR
  • triangle
  • pipelines
  • texture
  • texturecubmap
  • texturearray
  • texturemipmapgen
  • mesh
  • specialization constants
  • offscreen
  • radialblur
  • textoverlay
  • particlefire (small particles only)
  • scenerendering
  • HDR
  • instancing
  • indirect drawing
  • shadowmapping
  • shadowmappingcascade
  • shadowmappingomni
  • skeletalanimation
  • bloom
  • deferred
  • pbrbasic
  • pbribl
  • pbrtexture
  • computeshaderparticles
  • computeshader
  • sphericalenvmapping
  • gears
  • distancefieldrendering
  • vulkanscene
  • imgui
  • multisampling
  • ssao
  • parallaxmapping
  • conservative rasterization

Partially working

  • computecloth (bugs)
  • pushconstants (push constant array members)

Almost/Not working

  • multithreading (seconday buffers not implemented)

  • dynamic uniform buffers (not implemented)

  • occlusion queries (not implemented)

  • deferred shadows (geometry shader support)

  • n-body (bug in samples/UB/portability)

  • raytracing (reading structs from byteaddressbuffer not supported)

  • culllod (indirect drawing, num_workgroups builtin, ..)

  • All tessellation and geometry samples