dxvk - Vulkan-based D3D11 and D3D10 implementation for Linux / Wine

  •        3

A Vulkan-based translation layer for Direct3D 10/11 which allows running 3D applications on Linux using Wine. For the current status of the project, please refer to the project wiki.

https://github.com/doitsujin/dxvk

Tags
Implementation
License
Platform

   




Related Projects

VK9 - Direct3D 9 compatibility layer using Vulkan.

  •    C++

Runs Direct3D 9 applications on Windows or Linux (/w Wine) over Vulkan. Please refer to the Github wiki for current state and details about the project.

ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages

  •    C++

ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages. Note that this project is still in an early stage, and it is under active development.

vulkano - Safe and rich Rust wrapper around the Vulkan API

  •    Rust

See also vulkano.rs. Vulkano is a Rust wrapper around the Vulkan graphics API. It follows the Rust philosophy, which is that as long as you don't use unsafe code you shouldn't be able to trigger any undefined behavior. In the case of Vulkan, this means that non-unsafe code should always conform to valid API usage.

renderdoc - RenderDoc is a stand-alone graphics debugging tool.

  •    C++

RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, and Android. It is completely open-source under the MIT license. If you have any questions, suggestions or problems or you can create an issue here on github, email me directly or come into IRC to discuss it.

SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages

  •    C++

SPIRV-Cross is a tool designed for parsing and converting SPIR-V to other shader languages. SPIRV-Cross tries hard to emit readable and clean output from the SPIR-V. The goal is to emit GLSL or MSL that looks like it was written by a human and not awkward IR/assembly-like code.


SPIRV-LLVM - LLVM framework with SPIR-V support

  •    C++

The khronos/spirv-3.6.1 branch of this repository contains source code for the LLVM/SPIR-V Bi-Directional Translator, a library for translating between LLVM and SPIR-V. The LLVM/SPIR-V Bi-Directional Translator is open source software. You may freely distribute it under the terms of the license agreement found in LICENSE.txt.

DiligentEngine - Master repository for Diligent Engine project

  •    C++

Diligent Engine is a lightweight cross-platform abstraction layer between the application and the platform-specific graphics API designed to take advantages of next-generation APIs such as Direct3D12 and Vulkan, while providing support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. Shader source code converter allows HLSL shaders to be used on all supported platforms and rendering backends. The engine is intended to be used as a graphics subsystem in a game engine or any other 3D application, and supports integration with Unity. Diligent Engine is distributed under Apache 2.0 license and is free to use. Alternatively, you can get master repository fisrt, and then individually clone all submodules into the engine's root folder.

SPIRV-Tools

  •    C++

The SPIR-V Tools project provides an API and commands for processing SPIR-V modules. The project includes an assembler, binary module parser, disassembler, validator, and optimizer for SPIR-V. Except for the optimizer, all are based on a common static library. The library contains all of the implementation details, and is used in the standalone tools whilst also enabling integration into other code bases directly. The optimizer implementation resides in its own library, which depends on the core library.

V-EZ

  •    C

V-EZ is an open source, cross-platform (Windows and Linux) wrapper intended to alleviate the inherent complexity and application responsibility of using the Vulkan API. V-EZ attempts to bridge the gap between traditional graphics APIs and Vulkan by providing similar semantics to Vulkan while lowering the barrier to entry and providing an easier to use API. V-EZ is not hardware vendor specific and should work on non-AMD hardware.

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library

  •    C++

Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. http://airmech.com/ AirMech is a free-to-play futuristic action real-time strategy video game developed and published by Carbon Games.

Vulkan-Hpp - Open-Source Vulkan C++ API

  •    C++

The goal of the Vulkan-Hpp is to provide header only C++ bindings for the Vulkan C API to improve the developers Vulkan experience without introducing CPU runtime cost. It adds features like type safety for enums and bitfields, STL container support, exceptions and simple enumerations. Vulkan-Hpp is part of the LunarG Vulkan SDK since version 1.0.24. Just #include <vulkan/vulkan.hpp> and you're ready to use the C++ bindings. If you're using a Vulkan version not yet supported by the Vulkan SDK you can find the latest version of the header here.

vulkan - Vulkan API bindings for Go programming language

  •    Go

Package vulkan provides Go bindings for Vulkan — a low-overhead, cross-platform 3D graphics and compute API. Updated October 13, 2018 — Vulkan 1.1.88. Vulkan API is the result of 18 months in an intense collaboration between leading hardware, game engine and platform vendors, built on significant contributions from multiple Khronos members. Vulkan is designed for portability across multiple platforms with desktop and mobile GPU architectures.

IntroductionToVulkan - Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

  •    C++

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up. This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.

VkHLF - Experimental High Level Framework for Vulkan

  •    C++

VkHLF is an experimental high level abstraction library on top of Vulkan. It adds features like transparent suballocation, resource tracking on the CPU & GPU and simplified resource creation while staying as close as possible to the original Vulkan API. In contrast to Vulkan-Hpp, which was carefully designed to be a zero-overhead C++ abstraction for Vulkan, this library adds significant higher-level functionality. Even so, it has been designed for high-performance, but it can cost performance relative to native Vulkan if not employed with the intended usage patterns. All handles and structs which hold handles have been replicated in the vkhlf namespace. For the other structs we simply use Vulkan-Hpp C++ bindings.

glslang - Khronos reference front-end for GLSL and ESSL, and sample SPIR-V generator

  •    C++

The above page includes where to get binaries, and is kept up to date regarding the feature level of glslang. An OpenGL and OpenGL ES shader front end and validator.

awesome-vulkan - Awesome Vulkan ecosystem

  •    

A curated list of awesome Vulkan libraries, debuggers and resources. Inspired by awesome-opengl and other awesome-... stuff. This work is licensed under a Creative Commons Attribution 4.0 International License.

vulkan_minimal_compute - Minimal Example of Using Vulkan for Compute Operations. Only ~400LOC.

  •    C++

This is a simple demo that demonstrates how to use Vulkan for compute operations only. In other words, this demo does nothing related to graphics, and only uses Vulkan to execute some computation on the GPU. For this demo, Vulkan is used to render the Mandelbrot set on the GPU. The demo is very simple, and is only ~400LOC. The code is heavily commented, so it should be useful for people interested in learning Vulkan. The application launches a compute shader that renders the mandelbrot set, by rendering it into a storage buffer. The storage buffer is then read from the GPU, and saved as .png. Check the source code comments for further info.

Vulkan-Docs - The Vulkan API Specification and related tools

  •    Python

This repository contains formal documentation of the Vulkan API. This includes the Specification of the Vulkan API, including extensions; the reference (“man”) pages; the XML API Registry; header files; and related tools and scripts. The authoritative public repository is located at https://github.com/KhronosGroup/Vulkan-Docs/ . Issues, proposed fixes for issues, and other suggested changes should be created using Github.

Vulkan - Examples and demos for the new Vulkan API

  •    C++

A comprehensive collection of open source C++ examples for Vulkan®, the new graphics and compute API from Khronos. from the root of the repository after cloning or see this for manual download.





We have large collection of open source products. Follow the tags from Tag Cloud >>


Open source products are scattered around the web. Please provide information about the open source projects you own / you use. Add Projects.