ork! Now I can rest in peace tonight. :D
Same for me :) Great to see folks working in Vulkan with D.
On Thursday, 20 July 2023 at 06:27:13 UTC, Danni Coy wrote:
ok found it, I am an idiot, (really not used to working with
dynamic libraries).
erupted needs a call to load device level functions.
loadDeviceLevelFunctions(instance);
On Thu, Jul 20, 2023 at 4:22 PM Danni Coy
wrote:
ok found it, I am an idiot, (really not used to working with dynamic libraries).
erupted needs a call to load device level functions.
loadDeviceLevelFunctions(instance);
On Thu, Jul 20, 2023 at 4:22 PM Danni Coy wrote:
>
> https://pastebin.com/Jc9ZaFFs
> Redid the code as an almost exact
https://pastebin.com/Jc9ZaFFs
Redid the code as an almost exact translation of the C code.
should be easier to test and compare. Same issue is occurring.
On Thu, Jul 20, 2023 at 5:30 AM Mike Shah via Digitalmars-d-learn
wrote:
>
> On Wednesday, 19 July 2023 at 07:39:35 UTC, Danni Coy wrote:
> >
On Thu, Jul 20, 2023 at 5:30 AM Mike Shah via Digitalmars-d-learn
wrote:
>
> On Wednesday, 19 July 2023 at 07:39:35 UTC, Danni Coy wrote:
> > https://pastebin.com/JxxJufNB
>
> What platform are you using, and how are you trying to build?
>
> I can try to replicate on my end.
I am on Manjaro
On Wednesday, 19 July 2023 at 07:39:35 UTC, Danni Coy wrote:
https://pastebin.com/JxxJufNB
What platform are you using, and how are you trying to build?
I can try to replicate on my end.
https://pastebin.com/JxxJufNB
>
> I was able to get through the triangle demo a while back. I feel
> like it's more of a D question than a Vulkan library question.
> You'll have to post your code so people can tell what it is. Just
> a hunch, but it's probably something that the gc is collecting
> before i
On Wednesday, 19 July 2023 at 02:50:05 UTC, Danni Coy wrote:
I am trying to run through the basic Vulkan triangle demo. I am
getting stuck at
vkGetDeviceQueue which segfaults for me.
I have written the same tutorial to about the same point in C
and I am
not getting the segfault.
I have
I am trying to run through the basic Vulkan triangle demo. I am getting stuck at
vkGetDeviceQueue which segfaults for me.
I have written the same tutorial to about the same point in C and I am
not getting the segfault.
I have enabled validation layers and they are not picking up anything.
Any
On Thursday, 27 May 2021 at 10:12:43 UTC, Danny Arends wrote:
On Friday, 14 May 2021 at 21:12:55 UTC, Imperatorn wrote:
On Friday, 14 May 2021 at 16:39:53 UTC, Danny Arends wrote:
[...]
Nice! Is it on dub as well?
No not yet, It's still very very early for that I think. I was
hoping to
On Friday, 14 May 2021 at 21:12:55 UTC, Imperatorn wrote:
On Friday, 14 May 2021 at 16:39:53 UTC, Danny Arends wrote:
Dear all,
I'm proud to announce CalderaD, yet another SDL2 Vulkan
renderer in the D Programming Language. However, this one will
work on Windows, Linux, and even Android
On Friday, 14 May 2021 at 16:39:53 UTC, Danny Arends wrote:
Dear all,
I'm proud to announce CalderaD, yet another SDL2 Vulkan
renderer in the D Programming Language. However, this one will
work on Windows, Linux, and even Android. The current 'engine'
is based on the excellent vulkan
On Friday, 14 May 2021 at 17:38:54 UTC, Danny Arends wrote:
On Friday, 14 May 2021 at 17:29:13 UTC, evilrat wrote:
On Friday, 14 May 2021 at 16:39:53 UTC, Danny Arends wrote:
Find the GPL-v3 licensed code here:
https://github.com/DannyArends/CalderaD
You can set up platform filters in
On Friday, 14 May 2021 at 17:38:54 UTC, Danny Arends wrote:
Hmm, things gotta have a license, why not GPL would CC0 be
better? is attribution and sharing code so weird ?
I think: "license": "proprietary" also doesn't sound very
inviting
It's a WIP tutorial project. It is not finished yet.
On Friday, 14 May 2021 at 17:38:54 UTC, Danny Arends wrote:
Hmm, things gotta have a license, why not GPL would CC0 be
better? is attribution and sharing code so weird ?
GPL is a perfectly fine license. If people don't want to use it
because of that, their loss, not your problem.
On Friday, 14 May 2021 at 17:29:13 UTC, evilrat wrote:
On Friday, 14 May 2021 at 16:39:53 UTC, Danny Arends wrote:
Find the GPL-v3 licensed code here:
https://github.com/DannyArends/CalderaD
You can set up platform filters in dub to automatically match
target platforms without specifying
On Friday, 14 May 2021 at 16:39:53 UTC, Danny Arends wrote:
Find the GPL-v3 licensed code here:
https://github.com/DannyArends/CalderaD
You can set up platform filters in dub to automatically match
target platforms without specifying configuration for build.
See this
On Sunday, 2 May 2021 at 13:43:11 UTC, evilrat wrote:
Anyway, I might try to look at this next weekend. Do you have
this project available on github/google drive?
Open-sourced the code see:
https://github.com/DannyArends/CalderaD
Danny
Dear all,
I'm proud to announce CalderaD, yet another SDL2 Vulkan renderer
in the D Programming Language. However, this one will work on
Windows, Linux, and even Android. The current 'engine' is based
on the excellent vulkan-tutorial.com, and uses SDL2 via the
bindbc-sdl bindings for cross
On Sunday, 2 May 2021 at 16:42:07 UTC, evilrat wrote:
On Sunday, 2 May 2021 at 16:06:10 UTC, Danny Arends wrote:
On Sunday, 2 May 2021 at 12:35:51 UTC, evilrat wrote:
As for SDL2, are you sure it was built with Vulkan support?
That's the thing I worry about, since the SDL2 libraries
On Sunday, 2 May 2021 at 16:06:10 UTC, Danny Arends wrote:
On Sunday, 2 May 2021 at 12:35:51 UTC, evilrat wrote:
As for SDL2, are you sure it was built with Vulkan support?
That's the thing I worry about, since the SDL2 libraries are
locally build using android studio and I'm kind of a noob
On Sunday, 2 May 2021 at 13:43:11 UTC, evilrat wrote:
On Sunday, 2 May 2021 at 12:35:51 UTC, evilrat wrote:
On Sunday, 2 May 2021 at 08:58:30 UTC, Danny Arends wrote:
Any thoughts on why loading the Vulkan library using SDL2
would not work ?
thoughts in general about the process ?
Just few
On Sunday, 2 May 2021 at 12:35:51 UTC, evilrat wrote:
On Sunday, 2 May 2021 at 08:58:30 UTC, Danny Arends wrote:
Any thoughts on why loading the Vulkan library using SDL2
would not work ?
thoughts in general about the process ?
Just few tips.
GC "crashes" since you have cust
On Sunday, 2 May 2021 at 12:35:51 UTC, evilrat wrote:
On Sunday, 2 May 2021 at 08:58:30 UTC, Danny Arends wrote:
Any thoughts on why loading the Vulkan library using SDL2
would not work ?
thoughts in general about the process ?
Just few tips.
GC "crashes" since you have cust
On Sunday, 2 May 2021 at 08:58:30 UTC, Danny Arends wrote:
Any thoughts on why loading the Vulkan library using SDL2 would
not work ?
thoughts in general about the process ?
Just few tips.
GC "crashes" since you have custom main, D default main has
runtime initialization code s
-threading issues.
Since OpenGL is abandoned, I am currently adding Vulkan support
to future proof it.
I have done this in D with the help of the bindbc-sdl and erupted
packages and managed to get the whole vulkan-tutorial.com example
working under windows without much hassle. (I bet it would
[snip]
Forgot to add another question. The mentioned error message is
not too helpful in locating the real offended code. Is there a
way to get more information or additional hints about the actual
cause of the problem?
On Sunday, 20 December 2020 at 15:52:39 UTC, Adam D. Ruppe wrote:
On Sunday, 20 December 2020 at 15:45:59 UTC, ParticlePeter
wrote:
VkSemaphore[] wait_semaphores = [], //
error: TypeInfo required
does it still error if you just use = null? they work the same
way but
On Sunday, 20 December 2020 at 15:45:59 UTC, ParticlePeter wrote:
VkSemaphore[] wait_semaphores = [], //
error: TypeInfo required
does it still error if you just use = null? they work the same
way but might avoid the annoying error.
Hello,
I am experimenting with betterC and Vulkan through Erupted [0]
binding, but unfortunately I find myself hunting down these kind
of errors:
..\ErupteD\source\erupted\types.d-mixin-77(77,1): Error:
`TypeInfo` cannot be used with -betterC
The issue is with Vulkan type handles. One
The deprecated ErupteD was un-deprecated again. Version v2.0
comes with Vulkan 1.1 support and breaking changes regarding its
dependency mechanism. Details in the projects dub and github [0]
pages.
Regarding [1]:
ErupteD-V1 will be destroyed, ErupteD-V2 continued to implement a
valid
a proper automation and testing system in place.
There will be a separate announcement, when ErupteD v2.0.0
reaches vulkan 1.1 status.
`-bugfix.1` will be a binding to vulkan
v1.1.71? That doesn't make any sense.
Actually, for me it does, afaik we can put whatever into the
pre-release names, so this would work for me:
v1.1.71-bugfix.1.1.70.1
It informs me that v1.1.71 is on its way but we are fixing 1.1.70
bugs before that.
in it.
Well, I am interested in it - Vulkan is cool and so is D.
Here I was hoping for a little more attentive reading, the
bugfix (if any bugs happen in the end) for v1.1.70 would be
v1.1.71 (as in "point seven ONE") -bugfix.1. I would hope for
community colaboration to always use prerelease
)
2. Start versioning from 2.0.0 increasing MINOR when new Vulkan
version is supported and increasing PATCH when bug fixes
happen. Metadata can be added too.
This way users are going to always get latest version possible.
It'll look like this:
2.0.0+1.0.69
2.0.1+1.0.69 - first bugfix
2.1.0+1.
semver. You shouldn't just use Vulkan's
versions. If you release 1.0.69 which contains bindings to
Vulkan 1.0.69 and there is a bug in the binding which you want
to fix, you have to increase PATCH number which results in
1.0.70 which (obviously) is not a binding to Vulkan 1.0.70.
The bug
1.0.69 which contains bindings to
Vulkan 1.0.69 and there is a bug in the binding which you want
to fix, you have to increase PATCH number which results in
1.0.70 which (obviously) is not a binding to Vulkan 1.0.70.
The bug then is not in ErupteD but in its generator. It needs to
be fixed
- Changing how binding works, Vulkan v1.0.69
2.1.0 - Vulkan 1.0.70
...And so on. This way semver is followed and you don't have
to mess with erupted-v1 and erupted-v2 repos.
Also note that SemVer allows to attach meta data:
2.0.0+1.0.69
That'll work too, but I'm not sure how dub handles it. Anyway
On Monday, 26 March 2018 at 07:51:31 UTC, Seb wrote:
On Monday, 26 March 2018 at 07:04:00 UTC, Anton Fediushin wrote:
This is a *bad* idea and you shouldn't do that.
Just increase MAJOR version and start from there:
2.0.0 - Changing how binding works, Vulkan v1.0.69
2.1.0 - Vulkan 1.0.70
On Monday, 26 March 2018 at 07:04:00 UTC, Anton Fediushin wrote:
This is a *bad* idea and you shouldn't do that.
Just increase MAJOR version and start from there:
2.0.0 - Changing how binding works, Vulkan v1.0.69
2.1.0 - Vulkan 1.0.70
...And so on. This way semver is followed and you don't
will be further
developed.
The breaking changes and Vulkan 1.1 are implemented in
ErupteD-V2 [2]. At some future point ErupteD will be destroyed
and recreated with all releases of ErupteD-V2 [3].
Two issues bugged me with the previous design of the binding:
1. versions are not only disconnected from
ErupteD [0] is deprecated (one of its major modules). The project
content is supposed to be replaced completely. Current state was
copied into ErupteD-V1 [1] (without deprecation message), neither
ErupteD nor ErupteD-V1 will be further developed.
The breaking changes and Vulkan 1.1
On Tuesday, 13 February 2018 at 22:20:15 UTC, Ivan Trombley wrote:
I wanted to do some experimentation with Vulkan using D. None
of the projects that I found (derelict-vulkan, d-vulkan and
erupted) work.
Are there D bindings to Vulkan that actually work?
I had success using Vulkan
On Saturday, 17 February 2018 at 05:52:38 UTC, Jonathan M Davis
wrote:
Well, in D-speak, C header definitions rewritten as D so that D
can call the C functions are exactly what bindings are, whereas
if bindings are wrapped in D code to make them more D-like,
those are called wrappers. I
at 8:20 AM, Ivan Trombley via Digitalmars-d <
> >>
> >> digitalmars-d@puremagic.com <mailto:digitalmars-d@puremagic.com>>
wrote:
> >> I wanted to do some experimentation with Vulkan using D. None of
> >> the
> >> projects that I found (de
t;mailto:digitalmars-d@puremagic.com>> wrote:
>>
>> I wanted to do some experimentation with Vulkan using D. None of the
>> projects that I found (derelict-vulkan, d-vulkan and erupted) work.
>>
>> Are there D bindings to Vulkan that actually work?
&g
it can be fixed.
Derelict-vulkan is Windows only ATM.
The only difference is the one specific function for creating the
surface. You are better off using something like SDL2 for
creating the window anyways, which takes care of the only OS
specific code of vulkan.
None of the types also
it can be fixed.
Derelict-vulkan is Windows only ATM.
Actually someone added posix support. Just forgot to flag a new
release. (I did not test posix support myself yet).
If there are other issues please file them on GitHub.
On Wednesday, 14 February 2018 at 00:22:25 UTC, flamencofantasy
wrote:
Maybe these work, not sure;
https://github.com/Rikarin/VulkanizeD
Thanks, I'll check this out.
On Wednesday, 14 February 2018 at 02:40:18 UTC, Mike Parker wrote:
What [does] it mean to say they don't work? Have you reported
any issues? I don't see any in the DerelictVulkan repo. If
something's broken, please report it so it can be fixed.
Derelict-vulkan is Windows only ATM.
On 13/02/2018 10:54 PM, Danni Coy wrote:
On Wed, Feb 14, 2018 at 8:20 AM, Ivan Trombley via Digitalmars-d
<digitalmars-d@puremagic.com <mailto:digitalmars-d@puremagic.com>> wrote:
I wanted to do some experimentation with Vulkan using D. None of the
projects that I fou
On Wednesday, 14 February 2018 at 02:40:18 UTC, Mike Parker wrote:
What doesn't it mean
Eh, what *does* it mean.
On Tuesday, 13 February 2018 at 22:20:15 UTC, Ivan Trombley wrote:
I wanted to do some experimentation with Vulkan using D. None
of the projects that I found (derelict-vulkan, d-vulkan and
erupted) work.
Are there D bindings to Vulkan that actually work?
What doesn't it mean to say
On Tuesday, 13 February 2018 at 22:20:15 UTC, Ivan Trombley wrote:
I wanted to do some experimentation with Vulkan using D. None
of the projects that I found (derelict-vulkan, d-vulkan and
erupted) work.
Are there D bindings to Vulkan that actually work?
Maybe these work, not sure;
https
On Wed, Feb 14, 2018 at 8:20 AM, Ivan Trombley via Digitalmars-d <
digitalmars-d@puremagic.com> wrote:
> I wanted to do some experimentation with Vulkan using D. None of the
> projects that I found (derelict-vulkan, d-vulkan and erupted) work.
>
> Are there D bindings to Vulkan
I wanted to do some experimentation with Vulkan using D. None of
the projects that I found (derelict-vulkan, d-vulkan and erupted)
work.
Are there D bindings to Vulkan that actually work?
Hi All,
I am toying with the idea to use
https://github.com/KhronosGroup/Vulkan-Hpp to target the D
language. I haven't started it yet, but would like to hear
people's thought and opinion on it.
My goal is learning about vulkan and D in general. The existing
wrappers we have namely
I now have initial window resizing added to your example:
https://github.com/Manuel-Koenig/VulkanTriangleD
It's still pretty much your code, but I structured it into several
functions. Window resizing does work in the sense that the triangle
gets stretched and redrawn, but the validation layer
more luck adding
window resizing to your example. Will tell you when I get it to
work.
Does anyone here have a working vulkan window with a resizable
window?
I think its more of an xcb issue than a vulkan issue in my code,
because even when I do
- create xcb window with dimensions (w1, h1
On Fri, 27 May 2016 18:40:24 +, maik klein wrote:
> https://github.com/MaikKlein/VulkanTriangleD
>
> Currently only Linux is supported but it should be fairly easy to
> also add Windows support. Only the surface extensions have to be
> changed.
>
> The example
On Sunday, 29 May 2016 at 00:42:56 UTC, maik klein wrote:
On Sunday, 29 May 2016 at 00:37:54 UTC, Alex Parrill wrote:
On Saturday, 28 May 2016 at 19:32:58 UTC, maik klein wrote:
Btw does this even work? I think the struct initializers have
to be
Foo foo = { someVar: 1 };
`:` instead of a
On Sunday, 29 May 2016 at 00:37:54 UTC, Alex Parrill wrote:
On Saturday, 28 May 2016 at 19:32:58 UTC, maik klein wrote:
Btw does this even work? I think the struct initializers have
to be
Foo foo = { someVar: 1 };
`:` instead of a `=`
I didn't do this because I actually got autocompletion
On Saturday, 28 May 2016 at 17:50:30 UTC, Alex Parrill wrote:
On Saturday, 28 May 2016 at 10:58:05 UTC, maik klein wrote:
derelict-vulcan only works on windows, dvulkan doesn't have
the platform dependend surface extensions for xlib, xcb, w32
and wayland. Without them Vulkan is unusable
On Saturday, 28 May 2016 at 10:58:05 UTC, maik klein wrote:
derelict-vulcan only works on windows, dvulkan doesn't have the
platform dependend surface extensions for xlib, xcb, w32 and
wayland. Without them Vulkan is unusable for me.
I really don't care what I use, I just wanted something
with
their versioning.
Nice work. As a person still trying to understand modern
OpenGL, I admire your jump into Vulkan. Just a quick question
if I may; Why did you use ErupteD over say d-vulkan or
derelict-vulcan? From my brief perusal of all three, they all
seem kind of the same.
Thanks
to understand modern OpenGL,
I admire your jump into Vulkan. Just a quick question if I may;
Why did you use ErupteD over say d-vulkan or derelict-vulcan?
From my brief perusal of all three, they all seem kind of the
same.
Thanks.
https://github.com/MaikKlein/VulkanTriangleD
Currently only Linux is supported but it should be fairly easy to
also add Windows support. Only the surface extensions have to be
changed.
The example requires Vulkan ready hardware + driver + LunarG sdk
with validation layer + sdl2.
Another
Test worked, now supporting dub packages xcb-d, xlib-d,
wayland-client-d.
On Saturday, 19 March 2016 at 01:12:08 UTC, Alex Parrill wrote:
https://github.com/ColonelThirtyTwo/dvulkan
I've updated the bindings to Vulkan 1.0.13, and added a few fixes.
Platform support will come in a bit. I'm going to use void*
pointers for most of the platform-specific types, so you
On Friday, 20 May 2016 at 18:52:35 UTC, maik klein wrote:
On Thursday, 19 May 2016 at 15:44:27 UTC, ParticlePeter wrote:
I am a bit slow, how do I add xcb as a dependency?
/source/erupted/types.d(3335,16): Error: module xcb is in file
'xcb/xcb.d' which cannot be read
Can I add dependencies
On Thursday, 19 May 2016 at 15:44:27 UTC, ParticlePeter wrote:
On Wednesday, 18 May 2016 at 20:28:09 UTC, Manuel König wrote:
[...]
As far as I understand Mike it is still possible. Suppose you
build an engine based on (d-)vulkan/erupted, lets call it
Turtle-Engine, you would also specify
ut this is
probably just a pathetic use case not relevant in practice, I
just stumbled over the question if that is possible when I
wanted to add proper xcb, xlib, etc. support to erupteD.
As far as I understand Mike it is still possible. Suppose you
build an engine based on (d-)vulkan/erupted
this in the
d-vulkan issues.
On Monday, 16 May 2016 at 12:10:58 UTC, ParticlePeter wrote:
This is in respect to announce thread:
https://forum.dlang.org/post/mdpjqdkenrnuxvruw...@forum.dlang.org
Please let me know if you had the chance to test the
functionality as requested in the announce thread.
All other question are
Am Wed, 18 May 2016 18:57:48 +
schrieb ParticlePeter :
> On Wednesday, 18 May 2016 at 15:09:50 UTC, Mike Parker wrote:
> > On Wednesday, 18 May 2016 at 13:26:14 UTC, Manuel König wrote:
> >
> >> I think I will use glfw3 later. I don't know if the original
> >> problem
On Wednesday, 18 May 2016 at 15:09:50 UTC, Mike Parker wrote:
On Wednesday, 18 May 2016 at 13:26:14 UTC, Manuel König wrote:
I think I will use glfw3 later. I don't know if the original
problem of using multiple configurations (xcb, xlib, glfw3,
...) is possible with only dub's internal
On Wednesday, 18 May 2016 at 13:26:14 UTC, Manuel König wrote:
I think I will use glfw3 later. I don't know if the original
problem of using multiple configurations (xcb, xlib, glfw3,
...) is possible with only dub's internal logic. I tried
putting this in my "vulkantest" packages' dub.json
On, 18 May 2016 04:51:10 +,
ParticlePeter wrote:
> >
> > Sounds reasonable, picking a subconfig is definitely easier to
> > use and implement. I was looking into that too, the only
> > nitpicking I have is that it sounded like you can't select
> > multiple
On Tuesday, 17 May 2016 at 16:17:39 UTC, Manuel König wrote:
had to update the function loading names I chose differently.
This bugged me a little, v1.1.0 has the EruptedLoader struct
removed so that the loading functions are called without
EruptedLoader. prefix and can be renamed at
ther note, while I like the creative package naming, it
may not
be very easy for search engines to pick up or recognize by
potential
users as vulkan bindings. The project is still new, but
gooogle and duckduckgo don't find erupteD when searching for
"dlang
vulkan", but they do find derelic
be added. But I'll have to try that for myself.
On another note, while I like the creative package naming, it may not
be very easy for search engines to pick up or recognize by potential
users as vulkan bindings. The project is still new, but
gooogle and duckduckgo don't find erupteD when searching for &qu
into it. In your triangle vulkan
project add the path to xcb.xcb.d and xcb-d to "sourcePaths" and
"importPaths". Erupted might pick it up.
Another way would be, and I think I'll go for it, that I add dub
platform configurations. In your case it would be:
"subConfigurations":
are welcome here as well of course.
Cheers, ParticlePeter
Cool stuff! I think I'll try this out soon on Posix. My Nvidia
driver should in theory support Vulkan already.
Hi, Kalua here :)
First, thanks again for fixing vulkanizeD, now I don't have to use my
locally patched version anymore ;)
Giving you some input for how your lib works on my posix sytem (arch
linux):
My simple triangle drawing program works with your lib, I only had to
update the function
This is in respect to announce thread:
https://forum.dlang.org/post/mdpjqdkenrnuxvruw...@forum.dlang.org
Please let me know if you had the chance to test the
functionality as requested in the announce thread.
All other question are welcome here as well of course.
Cheers, ParticlePeter
Please discuss here:
https://forum.dlang.org/post/mclrqnwwrhmbxumgj...@forum.dlang.org
ErupteD is based on D-Vulkan, but goes further:
* Platform surface extensions
* DerelictLoader for Posix Systems
* With respect to [API without
Secrets](https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-1) D-Vulkan function loading system is partially broken
and not
in D? Just curious :)
I see now... The Vulkan docs provide python modules for easier
integration already. Makes sense.
On Saturday, 19 March 2016 at 01:12:08 UTC, Alex Parrill wrote:
https://github.com/ColonelThirtyTwo/dvulkan
[...]
@Alex Parrill: Thanks for sharing! Looks nice. I was just
wondering... why did you write the generator in python and not in
D? Just curious :)
On Sunday, 20 March 2016 at 00:52:48 UTC, Alex Parrill wrote:
If I import a xcb_connection_t from some bindings,
it ties d-vulkan to those bindings, which I'd rather not do.
By the magic of D:
version (Linux)
{
import xcb.xcb;
}
...
version (Linux)
{
xcb_connection_t* con;
}
Also
https://github.com/ColonelThirtyTwo/dvulkan
I know there are a few other bindings for Vulkan around, but I
didn't see one that generated the bindings from the XML spec, so
I made d-vulkan. The included vkdgen.py script leverages the spec
parser included in the Vulkan-Docs repo to generate D
On Sunday, 20 March 2016 at 00:52:48 UTC, Alex Parrill wrote:
If I import a xcb_connection_t from
some bindings, it ties d-vulkan to those bindings, which I'd
rather not do.
really? It would be a 1 line change. Or alternatively tell the
user to import
their own bindings.
;` in the version block, then that type
will be different than the xcb_connection_t declared in the XCB
bindings that the developer is likely using, and thus they will
be incompatible. If I import a xcb_connection_t from some
bindings, it ties d-vulkan to those bindings, which I'd rather
not do.
On Saturday, 19 March 2016 at 19:37:38 UTC, Alex Parrill wrote:
On Saturday, 19 March 2016 at 12:57:18 UTC, Nicholas Wilson
wrote:
On Saturday, 19 March 2016 at 01:12:08 UTC, Alex Parrill wrote:
Should be doable using appropriate version blocks.
The problem is that I'd have to define my own
On Saturday, 19 March 2016 at 12:57:18 UTC, Nicholas Wilson wrote:
On Saturday, 19 March 2016 at 01:12:08 UTC, Alex Parrill wrote:
Should be doable using appropriate version blocks.
The problem is that I'd have to define my own structs (Xlib
Display, Xlib Window, etc), which will be
On 19/03/16 13:57, Nicholas Wilson wrote:
Afaik OSX doesn't support vulkan, due to Apple's metal.
Seems someone is creating a Vulkan wrapper around Metal:
https://moltengl.com/moltenvk/
--
/Jacob Carlborg
to include. The platform-independent VK_KHR_surface extension
is available, however.
Should be doable using appropriate version blocks.
(Currently the Derelict loader only works in Windows because I
don't know the library names for Vulkan on Linux or OSX; if
anyone knows them, please tell me
Am Sat, 19 Mar 2016 01:12:08 +
schrieb Alex Parrill <initrd...@gmail.com>:
> https://github.com/ColonelThirtyTwo/dvulkan
> [...]
>
> (Currently the Derelict loader only works in Windows because I
> don't know the library names for Vulkan on Linux or OSX; if
> anyone
On Tuesday, 1 March 2016 at 11:33:26 UTC, Nicholas Wilson wrote:
So i've spent the last few days making more D feeling bindings
for vulkan, based off Satoshi's because going strait from the
spec was a PITA and very inconsistent, and they're almost done.
I would like to request some feedback
1 - 100 of 145 matches
Mail list logo