Update README.md

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Gregory Wells
2025-07-04 10:23:12 -04:00
parent 3fe6311c1f
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@@ -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. <br />
- 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. <br />
- Uniforms:
- Uniform Buffers: can be used to hold smaller data like camera indicies at that type of stuff <br />
- SSBOs: used for instanced rendering, big buffers that can be bound <br />
- Image: textures that can be bound so they can be used <br />
- Synchronization:
- Fences and Semaphores allow work to be submitted to the GPU and not block CPU side behavior. <br />
- 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