Update README.md
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@@ -31,6 +31,10 @@ Gryphn works to abstract away platform API functions (Vulkan, Metal, D3D11/D3D12
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- allocated from a command pool, you record your render commnands to it and then submit it. <br />
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- Uniform pools:
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- 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. <br />
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- Uniforms:
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- Uniform Buffers: can be used to hold smaller data like camera indicies at that type of stuff <br />
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- SSBOs: used for instanced rendering, big buffers that can be bound <br />
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- Image: textures that can be bound so they can be used <br />
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- Synchronization:
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- Fences and Semaphores allow work to be submitted to the GPU and not block CPU side behavior. <br />
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- Buffers:
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@@ -58,7 +62,7 @@ Gryphn validation layers are meant to be more specific so there are certain ones
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- Pass info structs in by reference instead of by copy
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- Remove validation code from certain platform functions, add in validated functions for those cases
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#### Extensions/Supports
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- APIs like OpenGL dont support the full capabilities of vulkan so things like syncronization
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- APIs like OpenGL dont support the full capabilities of vulkan so things like syncronization
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# Utils library
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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.
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# Usage
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