{"id":13728737,"url":"https://github.com/NVIDIA-RTX/NVRHI","last_synced_at":"2025-05-08T00:32:16.963Z","repository":{"id":37958333,"uuid":"385536001","full_name":"NVIDIA-RTX/NVRHI","owner":"NVIDIA-RTX","description":null,"archived":false,"fork":false,"pushed_at":"2025-05-07T21:12:47.000Z","size":744,"stargazers_count":1181,"open_issues_count":17,"forks_count":133,"subscribers_count":40,"default_branch":"main","last_synced_at":"2025-05-07T21:35:44.824Z","etag":null,"topics":[],"latest_commit_sha":null,"homepage":null,"language":"C++","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/NVIDIA-RTX.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE.txt","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null}},"created_at":"2021-07-13T08:41:32.000Z","updated_at":"2025-05-07T21:12:50.000Z","dependencies_parsed_at":"2023-10-11T01:44:46.179Z","dependency_job_id":"4d28002a-ac0f-4649-b5b3-cf700b4179b1","html_url":"https://github.com/NVIDIA-RTX/NVRHI","commit_stats":{"total_commits":154,"total_committers":20,"mean_commits":7.7,"dds":"0.33766233766233766","last_synced_commit":"edfa604075f55464328fc167f6ab691e5e464ae4"},"previous_names":["nvidia-rtx/nvrhi","nvidiagameworks/nvrhi"],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/NVIDIA-RTX%2FNVRHI","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/NVIDIA-RTX%2FNVRHI/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/NVIDIA-RTX%2FNVRHI/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/NVIDIA-RTX%2FNVRHI/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/NVIDIA-RTX","download_url":"https://codeload.github.com/NVIDIA-RTX/NVRHI/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":252978267,"owners_count":21834898,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":[],"created_at":"2024-08-03T02:00:49.272Z","updated_at":"2025-05-08T00:32:16.930Z","avatar_url":"https://github.com/NVIDIA-RTX.png","language":"C++","readme":"# NVRHI\n\n[![Build Status](https://github.com/NVIDIA-RTX/NVRHI/actions/workflows/build.yml/badge.svg)](https://github.com/NVIDIA-RTX/NVRHI/actions/workflows/build.yml)\n\n## Introduction\n\nNVRHI (**NV**IDIA **R**endering **H**ardware **I**nterface) is a library that implements a common abstraction layer over multiple graphics APIs (GAPIs): Direct3D 11, Direct3D 12, and Vulkan 1.2. It works on Windows (x64 only) and Linux (x64 and ARM64).\n\nKey features:\n\n- Automatic tracking of resource states and barrier placement (optional).\n- Automatic tracking of resource usage and lifetime, deferred and safe resource destruction.\n- Convenient and efficient resource binding model with little runtime overhead.\n- Easy direct interaction with the underlying GAPI when necessary.\n- Easy portability of the rendering code between the supported GAPIs.\n- Hidden sub-allocation of upload buffers and versioning of constant buffers.\n- Parallel command list recording and multi-queue rendering.\n- Supports all types of pipelines: Graphics, Compute, Ray Tracing, and Meshlet.\n- Validation layer and resource reflection for easy debugging.\n\nNVRHI is used in several NVIDIA SDKs:\n\n- [Adaptive and Variable-Rate Shading SDK](https://github.com/NVIDIAGameWorks/nas-sample)\n- [Donut Framework](https://github.com/NVIDIA-RTX/Donut) and its [Samples](https://github.com/NVIDIA-RTX/Donut-Samples)\n- [In-Game Inference (NVIGI) Sample](https://github.com/NVIDIA-RTX/NVIGI-3d-Sample)\n- [Opacity Micro-Map SDK](https://github.com/NVIDIA-RTX/OMM)\n- [RTX Character Rendering SDK](https://github.com/NVIDIA-RTX/RTXCR)\n- [RTX Mega Geometry SDK](https://github.com/NVIDIA-RTX/RTXMG)\n- [RTX Neural Shading SDK](https://github.com/NVIDIA-RTX/RTXNS)\n- [RTX Neural Texture Compression SDK](https://github.com/NVIDIA-RTX/RTXNTC)\n- [RTX Path Tracing SDK](https://github.com/NVIDIA-RTX/RTXPT)\n- [RTX Texture Filtering SDK](https://github.com/NVIDIA-RTX/RTXTF)\n- [RTX Texture Streaming SDK](https://github.com/NVIDIA-RTX/RTXTS)\n- [RTXDI SDK](https://github.com/NVIDIA-RTX/RTXDI)\n- [RTXGI SDK](https://github.com/NVIDIA-RTX/RTXGI)\n\nNotable third-party projects using NVRHI:\n\n- [RBDoom3-BFG](https://github.com/RobertBeckebans/RBDOOM-3-BFG)\n\nVarious early versions of NVRHI have been used in various projects created at NVIDIA, including:\n\n- [Asteroids demo](https://developer.nvidia.com/blog/using-turing-mesh-shaders-nvidia-asteroids-demo)\n- [DLSS SDK](https://developer.nvidia.com/dlss)\n- [VRWorks](https://developer.nvidia.com/vrworks)\n- [VXGI](https://developer.nvidia.com/vxgi)\n- [WaveWorks](https://developer.nvidia.com/waveworks)\n\n## Requirements\n\n* Windows or Linux (x64 or ARM64)\n* CMake 3.10\n* A C++ 17 compiler (Visual Studio 2019, GCC 8 or Clang 6)\n* Windows SDK version 10.0.22621.0 or later for DX12 support\n\n## Building NVRHI\n\nNVRHI can be configured to be used a set of static libraries in CMake-based projects, or as a single dynamic library.\n\nTo include NVRHI into a CMake project as static libraries:\n\n1. Add this repository as a submodule.\n2. Add a `add_subdirectory(nvrhi)` directive to the parent CMakeLists.txt.\n3. Add dependencies to the necessary targets: \n\t* `nvrhi` for the interface headers, common utilities, and validation;\n\t* `nvrhi_d3d11` for DX11 (enabled when `NVRHI_WITH_DX11` is `ON`);\n\t* `nvrhi_d3d12` for DX12 (enabled when `NVRHI_WITH_DX12` is `ON`); and\n\t* `nvrhi_vk` for Vulkan (enabled when `NVRHI_WITH_VULKAN` is `ON`).\n\nTo build NVRHI as a shared library (DLL or .so):\n\n1. Clone this repository recursively (including submodules).\n2. Generate the project with CMake:\n\t* Set the `NVRHI_BUILD_SHARED` variable to `ON`.\n\t* Make sure to set the target platform to a 64-bit one. 32-bit builds are not supported.\n3. Build and install as normal.\n\n## Using NVRHI in Applications\n\nSee the [programming guide](doc/ProgrammingGuide.md) and the [tutorial](doc/Tutorial.md).\n\n## NVAPI Support\n\nNVRHI includes optional support for certain DX11 and DX12 extensions available through the NVAPI library. The library is not distributed with NVRHI but is available separately [here](https://developer.nvidia.com/nvapi).\n\nTo enable NVAPI support, extract the NVAPI SDK into the `nvapi` subfolder of your main project and set the `NVRHI_WITH_NVAPI` CMake variable to `ON`.\n\nThe following extensions are supported:\n\n- Cluster Level Acceleration Structures (DX12)\n- Linear Swept Spheres (DX12, Blackwell+)\n- Opacity Micro-Maps (DX12, Ada+)\n- Shader Execution Reordering on DX12 (DX12, Ada+)\n- Single Pass Stereo (Pascal+)\n- Fast Geometry Shader with optional coordinate swizzling (Maxwell+)\n- Conservative Raster and other rasterizer features (Maxwell+)\n- HLSL Extensions through a fake UAV slot (see [this blog post](https://developer.nvidia.com/unlocking-gpu-intrinsics-hlsl))\n\n## RTXMU Integration\n\nNVRHI includes an optional integration of the [RTXMU](https://github.com/NVIDIA-RTX/RTXMU) library. The library is included as a git submodule, and can be enabled with the `NVRHI_WITH_RTXMU` CMake variable.\n\nWhen RTXMU integration is enabled, all bottom-level ray tracing acceleration structures (BLAS'es) are managed by that library. All built BLAS'es that have the `AllowCompaction` flag set are automatically compacted when `ICommandList::compactBottomLevelAccelStructs` method is called. No other configuration is necessary.\n\n## License\n\nNVRHI is licensed under the [MIT License](LICENSE.txt).","funding_links":[],"categories":["DirectX Tools, Libraries, and Frameworks","Libraries"],"sub_categories":["VS Code Extensions for Developer Productivity","Enable Proton in Steam","C++"],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FNVIDIA-RTX%2FNVRHI","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FNVIDIA-RTX%2FNVRHI","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FNVIDIA-RTX%2FNVRHI/lists"}