DiligentCore
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A modern cross-platform low-level graphics API
I noticed that the current online documentation is not updated and doxygen is not quite the greatest experience so I added [m.css](https://github.com/mosra/m.css) to create a more usable version of the...
Both D3D12 and Vulkan allow executing more than one indirect command. https://github.com/microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12ExecuteIndirect
Never synchronize buffers when mapping for reading. Also, remove `MAP_READ_WRITE` flag as it does not and will not work in any back end
The engine currently reports memory usage statitcs for d3d12 and Vulkan backends when the app exits. It would however be useful for applications to have access to this data during...
Currently the engine uses individual allocator for every command list which is definitely suboptimal
**Setup** Using the latest version of DiligentEngine with : - Windows 10 Pro - Visual Studio 2019 Debug x64 CMake 3.15 - NVIDIA GeForce GTX 1070 driver version : 25.21.14.1681...
Add options to control the type of command lists being recorded by deferred contexts: - Primary vs secondary - One-time vs multiple-time Note that for parallel command buffer recording it...
Right now `GL_FRAMEBUFFER_SRGB` is set once during the engine initialization. As a result, this is always enabled for default framebuffer even when its format is not SRGB
I am adding DiligentCore directly via CMake `add_subdirectory()` to my project to link against the required libraries while also being able to change the core code for rapid prototyping if...