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https://github.com/msiglreith/rostkatze
C++ implementation of Vulkan sitting on D3D12 :cat2:
https://github.com/msiglreith/rostkatze
Last synced: 12 days ago
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C++ implementation of Vulkan sitting on D3D12 :cat2:
- Host: GitHub
- URL: https://github.com/msiglreith/rostkatze
- Owner: msiglreith
- License: apache-2.0
- Created: 2018-02-22T11:57:33.000Z (over 6 years ago)
- Default Branch: master
- Last Pushed: 2018-04-18T16:51:00.000Z (over 6 years ago)
- Last Synced: 2024-10-11T20:46:38.410Z (28 days ago)
- Language: C++
- Size: 1.51 MB
- Stars: 82
- Watchers: 15
- Forks: 2
- Open Issues: 5
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- AwesomeCppGameDev - rostkatze
README
# 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