some housekeeping
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@@ -41,6 +41,12 @@ Gryphn works to abstract away platform API functions (Vulkan, Metal, D3D11/D3D12
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- buffers store GPU data so that it can be used in shaders <br />
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- Textures:
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- Store image data so that it can be sampled in shaders <br />
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# Extentions
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- GN_EXT_SYNCHRONIZATION
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- allows sync primatives (fence, semaphore) and sync functions (gnPresentationQueueGetImageAsync, gnSubmitSync, gnPresentSync)<br />
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- Supported APIs<br />
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- Vulkan <br />
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- Metal* (metal support is buggy, fences are nonatomic so they cannot be used across multible threads) <br />
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# Validation
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Gryphn its an interesting API to work with so ive attempted to put together a somewhat comprehensive set of validation tools that will tell you what you (or I) am doing wrong. Gryphn currently has support for 2 validation layers but I plan to support more in the future <br />
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@@ -61,7 +67,6 @@ Gryphn validation layers are meant to be more specific so there are certain ones
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- APIs like OpenGL dont support the full capabilities of vulkan so things like synchronization
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I currently am planning to move synchronization primatives to be an extension.
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Planned extensions: <br />
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- GN_EXT_SYNCHRONIZATION, my only problem with this extension is that I might be able to fake support for things like semaphores in OpenGL, im not 100% sure yet<br />
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- GN_EXT_COMPUTE, while compute pipelines might be a vulkan standard they are not an OpenGL standard so this does need to be an exension <br /><br />
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- I will add more exensions as Gryphn grows in complexity, my current biggest task is going to be moving synchronization primatives over into extension land and not a core part of the Gryphn standard. My biggest problem with exentensions is that I don't want them to be something like, this feature is only supported on Vulkan which I think removes part of the reason for my making this project.
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#### Standardization
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