diff --git a/README.md b/README.md index c577efd..f7943e5 100644 --- a/README.md +++ b/README.md @@ -31,6 +31,10 @@ Gryphn works to abstract away platform API functions (Vulkan, Metal, D3D11/D3D12 - allocated from a command pool, you record your render commnands to it and then submit it.
- Uniform pools: - dynamic descriptor pools, on nvidia they use the "VK_NV_descriptor_pool_overallocation" to allow for this behavior, and on other cards they just hold a big list of internal descriptor pools.
+- Uniforms: + - Uniform Buffers: can be used to hold smaller data like camera indicies at that type of stuff
+ - SSBOs: used for instanced rendering, big buffers that can be bound
+ - Image: textures that can be bound so they can be used
- Synchronization: - Fences and Semaphores allow work to be submitted to the GPU and not block CPU side behavior.
- Buffers: @@ -58,7 +62,7 @@ Gryphn validation layers are meant to be more specific so there are certain ones - Pass info structs in by reference instead of by copy - Remove validation code from certain platform functions, add in validated functions for those cases #### Extensions/Supports -- APIs like OpenGL dont support the full capabilities of vulkan so things like syncronization +- APIs like OpenGL dont support the full capabilities of vulkan so things like syncronization # Utils library Gryphn comes with its own utlity library, aptly named Gryphn Utils, its written in C with some helper code in C++ that can be enabled by defining GN_UTILS_CPP, more information can be found on the gryphn utils github page, gryphn make extensive use of features in the utils library like Array Lists and 2d/3d types. # Usage