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https://github.com/StarsX/XUSG
XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. It can be a good reference for designing your own DX12 wrapper APIs.
https://github.com/StarsX/XUSG
d3d12 directx-12 directx12 dx12 dxr dxr-fallback-layer graphics-api wrapper
Last synced: about 1 month ago
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XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. It can be a good reference for designing your own DX12 wrapper APIs.
- Host: GitHub
- URL: https://github.com/StarsX/XUSG
- Owner: StarsX
- License: mit
- Created: 2020-04-05T11:13:51.000Z (over 4 years ago)
- Default Branch: master
- Last Pushed: 2024-04-10T02:45:01.000Z (3 months ago)
- Last Synced: 2024-04-10T04:39:33.743Z (3 months ago)
- Topics: d3d12, directx-12, directx12, dx12, dxr, dxr-fallback-layer, graphics-api, wrapper
- Language: C
- Homepage:
- Size: 9.88 MB
- Stars: 112
- Watchers: 3
- Forks: 8
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Lists
- anything_about_game - XUSG
- anything_about_game - XUSG
README
# XUSG
XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. XUSG includes the following modules:* XUSG core (XUSGCore), the wrapper of the core functions in graphics API (currently DirectX 12).
* XUSG ray-tracing (XUSGRayTracing), the wrapper of the ray-tracing functions in graphics API, including the ray-tracing pipleine functions through [DXR fallback layer](https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Libraries/D3D12RaytracingFallback), which supports both native DXR and compute emulation. The hardware requirement of DXR fallback layer is backward-compatible to Tier 2 (official Microsoft DXR fallback layer needs Tier 3).
* XUSG core with ultimate extensions, the wrapper of the extension functions in graphics API (currently DirectX 12 Ultimate).
* XUSG-EZ, DirectX 11-style wrapper of XUSG core. It exposes pipeline state machine, auto implicit barrier settings, and auto implicit descriptor table compositions.
* XUSGRayTracing-EZ, DirectX 11-style wrapper of XUSGRayTracing. It exposes pipeline state machine, auto implicit barrier settings, auto implicit descriptor table compositions, simplified acceleration-structure building with implicit scratch-buffer allocations, and implicit shader-table creations. What's more, it supports both native and DXR-fallback path of ray tracing.
* XUSG machine learning, the wrapper of the machine learning functions, currently based on DirectML (DML).# Samples
Using XUSGCore only:
https://github.com/StarsX/VolumeRender
https://github.com/StarsX/MIPGen
https://github.com/StarsX/IrradianceMap
https://github.com/StarsX/VoxelizerX12
https://github.com/StarsX/ComputeRaster
https://github.com/StarsX/ParticleEmitter
Using XUSGCore and partially open-source XUSGAdvanced:
https://github.com/StarsX/Character12
Using XUSGCore with ultimate extensions (mesh shader related):
https://github.com/StarsX/MeshShader
https://github.com/StarsX/MSFallback
Using XUSGRayTracing (supporting Tier 2 hardware with DXR fallback layer):
https://github.com/StarsX/RayTracedGGX
https://github.com/StarsX/MultiVolumes
Using XUSGRayTracing (native DXR path only):
https://github.com/StarsX/SparseVolumeDXR (DXR fallback layer has a bug on IgnoreHit() to implement the algorithm, but the partial demo can run without DXR.)
Using XUSG-EZ:
https://github.com/StarsX/FluidX12
https://github.com/StarsX/NonuniformBlur
https://github.com/StarsX/SHIrradianceEZ
Using XUSGRayTracing-EZ:
https://github.com/StarsX/DXRVoxelizer (supporting Tier 2 hardware with DXR fallback layer)
https://github.com/StarsX/RayTracedSPH
Using XUSGMachineLearning:
https://github.com/StarsX/SuperResolution (reproducing DML SuperResolution sample)
Interops:
https://github.com/StarsX/OclDX12Interop
https://github.com/StarsX/Amp12Interop