D Vulkan API

2016-03-01 Thread Nicholas Wilson via Digitalmars-d
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 on the code itself as well as the generated code and general feel

Re: Vulkan bindings

2016-02-24 Thread Thomas Brix Larsen via Digitalmars-d
On Wednesday, 24 February 2016 at 12:45:13 UTC, Nicholas Wilson wrote: On Thursday, 18 February 2016 at 04:11:39 UTC, ZombineDev wrote: [...] Hey I've started work on a more D like vulkan http://dpaste.dzfl.pl/1ecfa367b966 I switched to adapting Satoshi bindings (I gave up on trying to gen

Re: Vulkan bindings

2016-02-24 Thread Nicholas Wilson via Digitalmars-d
vulkan http://dpaste.dzfl.pl/1ecfa367b966 I switched to adapting Satoshi bindings (I gave up on trying to gen it from the xml too much like hard work Way too many inconsistencies ) If you have any further ideas for improvements let me know! (I think a tool to autogen the descriptor layouts would

Re: Vulkan bindings

2016-02-21 Thread Satoshi via Digitalmars-d
On Saturday, 20 February 2016 at 07:59:13 UTC, ParticlePeter wrote: On Tuesday, 16 February 2016 at 19:01:58 UTC, Satoshi wrote: Hello Vulkan API 1.0 is here and I just wrapped it into D. https://github.com/Rikarin/VulkanizeD Have fun! I think your usage of const pointer is wrong. E.g. c

Re: Vulkan bindings

2016-02-20 Thread ParticlePeter via Digitalmars-d
On Tuesday, 16 February 2016 at 19:01:58 UTC, Satoshi wrote: Hello Vulkan API 1.0 is here and I just wrapped it into D. https://github.com/Rikarin/VulkanizeD Have fun! I think your usage of const pointer is wrong. E.g. c const char* maps to d const(char)* etc.

Re: Vulkan bindings

2016-02-20 Thread ParticlePeter via Digitalmars-d
the other layers (currently) found in the LunarG SDK? Without them its just toying around with Vulkan. Porting them manually seems a lot of work, how can this be tackled automatically?

Re: Vulkan bindings

2016-02-18 Thread Alex Parrill via Digitalmars-d
On Thursday, 18 February 2016 at 03:39:30 UTC, Kapps wrote: On Thursday, 18 February 2016 at 03:38:42 UTC, Kapps wrote: This is what I did with OpenGL for my own bindings. It had some nice benefits like having the documentation be (mostly) accessible. Unfortunately, turns out the spec

Re: Vulkan bindings

2016-02-17 Thread Mike Parker via Digitalmars-d
On Thursday, 18 February 2016 at 03:27:55 UTC, Alex Parrill wrote: (IMO It would be cool to generate OpenGL and Vulkan bindings directly from the XML spec; std.xml doesn't work in CTFE. Though it would probably take a long time to compile) https://github.com/Dav1dde/glad

Re: Vulkan bindings

2016-02-17 Thread ZombineDev via Digitalmars-d
On Thursday, 18 February 2016 at 03:27:55 UTC, Alex Parrill wrote: On Tuesday, 16 February 2016 at 19:01:58 UTC, Satoshi wrote: Hello Vulkan API 1.0 is here and I just wrapped it into D. https://github.com/Rikarin/VulkanizeD Have fun! Please consider making it a Dub package! (IMO It would

Re: Vulkan bindings

2016-02-17 Thread Kapps via Digitalmars-d
On Thursday, 18 February 2016 at 03:38:42 UTC, Kapps wrote: This is what I did with OpenGL for my own bindings. It had some nice benefits like having the documentation be (mostly) accessible. Unfortunately, turns out the spec contains a lot of typos, including wrong arguments / function

Re: Vulkan bindings

2016-02-17 Thread Kapps via Digitalmars-d
On Thursday, 18 February 2016 at 03:27:55 UTC, Alex Parrill wrote: On Tuesday, 16 February 2016 at 19:01:58 UTC, Satoshi wrote: Hello Vulkan API 1.0 is here and I just wrapped it into D. https://github.com/Rikarin/VulkanizeD Have fun! Please consider making it a Dub package! (IMO It would

Re: Vulkan bindings

2016-02-17 Thread Alex Parrill via Digitalmars-d
On Tuesday, 16 February 2016 at 19:01:58 UTC, Satoshi wrote: Hello Vulkan API 1.0 is here and I just wrapped it into D. https://github.com/Rikarin/VulkanizeD Have fun! Please consider making it a Dub package! (IMO It would be cool to generate OpenGL and Vulkan bindings directly from

Re: OT: Vulkan released

2016-02-17 Thread Xavier Bigand via Digitalmars-d
://pbs.twimg.com/media/CbUg4_5WEAANwhc.jpg:orig Lol I am in case where vulkan could help for my day job. But we are following Qt3D module that can help us for a lot of other issue with our current 3D engine. Qt3D will support vulkan as backend.

Re: OT: Vulkan released

2016-02-17 Thread Ola Fosheim Grøstad via Digitalmars-d
On Wednesday, 17 February 2016 at 11:54:22 UTC, Vladimir Panteleev wrote: I found this: https://pbs.twimg.com/media/CbUg4_5WEAANwhc.jpg:orig Yes, Vulkan seems to be more suited for building a generic engine than a small scale application.

Re: Vulkan bindings

2016-02-17 Thread Satoshi via Digitalmars-d
On Wednesday, 17 February 2016 at 10:55:22 UTC, Rikki Cattermole wrote: On 17/02/16 8:01 AM, Satoshi wrote: Hello Vulkan API 1.0 is here and I just wrapped it into D. https://github.com/Rikarin/VulkanizeD Have fun! Btw you removed Khronos header/license declaration. I'm copying back

Re: OT: Vulkan released

2016-02-17 Thread Vladimir Panteleev via Digitalmars-d
On Tuesday, 16 February 2016 at 21:27:22 UTC, Ola Fosheim Grøstad wrote: On Tuesday, 16 February 2016 at 19:03:13 UTC, Zoadian wrote: I'll write derelict bindings. 600 lines of code to display a triangle... I found this: https://pbs.twimg.com/media/CbUg4_5WEAANwhc.jpg:orig

Re: OT: Vulkan released

2016-02-17 Thread Zardoz via Digitalmars-d
On Tuesday, 16 February 2016 at 19:05:03 UTC, Rikki Cattermole wrote: On 17/02/16 8:03 AM, Zoadian wrote: On Tuesday, 16 February 2016 at 14:20:51 UTC, Ola Fosheim I'll write derelict bindings. I'll steal it once you've done that for alphaPhobos :) Maybe even get Windows context creation

Re: Vulkan bindings

2016-02-17 Thread Rikki Cattermole via Digitalmars-d
On 17/02/16 8:01 AM, Satoshi wrote: Hello Vulkan API 1.0 is here and I just wrapped it into D. https://github.com/Rikarin/VulkanizeD Have fun! Btw you removed Khronos header/license declaration. I'm copying back the original to my variation of these bindings.

Re: OT: Vulkan released

2016-02-16 Thread Ola Fosheim Grøstad via Digitalmars-d
On Tuesday, 16 February 2016 at 19:03:13 UTC, Zoadian wrote: I'll write derelict bindings. 600 lines of code to display a triangle... This is crying for toolkits. I guess they will emerge on github soon.

Re: OT: Vulkan released

2016-02-16 Thread Rikki Cattermole via Digitalmars-d
On 17/02/16 8:03 AM, Zoadian wrote: On Tuesday, 16 February 2016 at 14:20:51 UTC, Ola Fosheim Grøstad wrote: https://www.khronos.org/vulkan/ OS-X Metal is kinda like a C++ derivative => GPU compilation. With Vulkan/SPIR other languages should be able to come up with something simi

Re: OT: Vulkan released

2016-02-16 Thread Zoadian via Digitalmars-d
On Tuesday, 16 February 2016 at 14:20:51 UTC, Ola Fosheim Grøstad wrote: https://www.khronos.org/vulkan/ OS-X Metal is kinda like a C++ derivative => GPU compilation. With Vulkan/SPIR other languages should be able to come up with something similar for other platforms. finally. I'll wr

Vulkan bindings

2016-02-16 Thread Satoshi via Digitalmars-d
Hello Vulkan API 1.0 is here and I just wrapped it into D. https://github.com/Rikarin/VulkanizeD Have fun!

Re: OT: Vulkan released

2016-02-16 Thread deed via Digitalmars-d
Thanks for the info.

OT: Vulkan released

2016-02-16 Thread Ola Fosheim Grøstad via Digitalmars-d
https://www.khronos.org/vulkan/ OS-X Metal is kinda like a C++ derivative => GPU compilation. With Vulkan/SPIR other languages should be able to come up with something similar for other platforms.

Re: Did D will try to get the vulkan opportunity?

2015-03-26 Thread ZombineDev via Digitalmars-d
On Wednesday, 25 March 2015 at 18:46:51 UTC, bioinfornatics wrote: Dear, I would like to know if D dev have a plan with vulkan : https://www.khronos.org/vulkan/ ? D lang will be at same level than others language, nothing exists ! D could try to provide API and an environment around

Re: Did D will try to get the vulkan opportunity?

2015-03-26 Thread Vlad Levenfeld via Digitalmars-d
On Wednesday, 25 March 2015 at 18:46:51 UTC, bioinfornatics wrote: Dear, I would like to know if D dev have a plan with vulkan : https://www.khronos.org/vulkan/ ? D lang will be at same level than others language, nothing exists ! D could try to provide API and an environment around

Did D will try to get the vulkan opportunity?

2015-03-25 Thread bioinfornatics via Digitalmars-d
Dear, I would like to know if D dev have a plan with vulkan : https://www.khronos.org/vulkan/ ? D lang will be at same level than others language, nothing exists ! D could try to provide API and an environment around vulkan. To become a language need to be used in this field. Regards

Re: Targeting Vulkan and SPIR-V

2015-03-14 Thread John Colvin via Digitalmars-d
On Friday, 13 March 2015 at 18:44:18 UTC, karl wrote: Spir-V may be producable from HLL tools, but that doesn't mean it's perfectly ok to use any HLL. Capability for HLL-to-spir is exposed mainly for syntax sugar and shallow precompile optimisations, but mostly to avoid vendor-specific HLL

Re: Targeting Vulkan and SPIR-V

2015-03-13 Thread karl via Digitalmars-d
Spir-V may be producable from HLL tools, but that doesn't mean it's perfectly ok to use any HLL. Capability for HLL-to-spir is exposed mainly for syntax sugar and shallow precompile optimisations, but mostly to avoid vendor-specific HLL bugs that have plagued GLSL and HLSL (those billion

Re: Targeting Vulkan and SPIR-V

2015-03-12 Thread Iain Buclaw via Digitalmars-d
On 12 March 2015 at 15:57, John Colvin via Digitalmars-d digitalmars-d@puremagic.com wrote: On Saturday, 7 March 2015 at 02:18:22 UTC, Iain Buclaw wrote: On 6 Mar 2015 23:30, Joakim via Digitalmars-d digitalmars-d@puremagic.com wrote: The ground-up redesign of OpenGL, now called Vulkan

Re: Targeting Vulkan and SPIR-V

2015-03-12 Thread John Colvin via Digitalmars-d
On Saturday, 7 March 2015 at 02:18:22 UTC, Iain Buclaw wrote: On 6 Mar 2015 23:30, Joakim via Digitalmars-d digitalmars-d@puremagic.com wrote: The ground-up redesign of OpenGL, now called Vulkan, has been announced at GDC: http://www.phoronix.com/scan.php?page=articleitem=khronos-vulcan

Re: Targeting Vulkan and SPIR-V

2015-03-07 Thread Russel Winder via Digitalmars-d
On Sat, 2015-03-07 at 19:16 +1100, Daniel Murphy via Digitalmars-d wrote: Russel Winder via Digitalmars-d wrote in message news:mailman.7407.1425714258.9932.digitalmar...@puremagic.com... No-one other than the D community will do this for DMD. No-one anywhere will do this for DMD.

Re: Targeting Vulkan and SPIR-V

2015-03-07 Thread via Digitalmars-d
On Saturday, 7 March 2015 at 09:05:03 UTC, Paulo Pinto wrote: Of course, this doesn't matter when using engines, which every sane developer should do anyway. Any applications coded straight to graphics APIs ends up being a use case specific mini engine. We'll see, but the downside to having

Re: Targeting Vulkan and SPIR-V

2015-03-07 Thread via Digitalmars-d
On Saturday, 7 March 2015 at 07:44:18 UTC, Russel Winder wrote: It is not clear how quickly Vulkan compliant hardware will appear, a lot It already exits. Even PowerVR has an (experimental) implementation already... Also, of course, there is the huge problem of moving the AAA games world

Re: Targeting Vulkan and SPIR-V

2015-03-07 Thread Paulo Pinto via Digitalmars-d
On Saturday, 7 March 2015 at 11:35:59 UTC, ponce wrote: On Friday, 6 March 2015 at 23:25:40 UTC, Joakim wrote: The ground-up redesign of OpenGL, now called Vulkan, has been announced at GDC: http://www.phoronix.com/scan.php?page=articleitem=khronos-vulcan-spirv Both graphics shaders

Re: Targeting Vulkan and SPIR-V

2015-03-07 Thread Daniel Murphy via Digitalmars-d
Russel Winder via Digitalmars-d wrote in message news:mailman.7407.1425714258.9932.digitalmar...@puremagic.com... No-one other than the D community will do this for DMD. No-one anywhere will do this for DMD.

Re: Targeting Vulkan and SPIR-V

2015-03-07 Thread ponce via Digitalmars-d
On Friday, 6 March 2015 at 23:25:40 UTC, Joakim wrote: The ground-up redesign of OpenGL, now called Vulkan, has been announced at GDC: http://www.phoronix.com/scan.php?page=articleitem=khronos-vulcan-spirv Both graphics shaders and the latest verson of OpenCL, which enables computation

Re: Targeting Vulkan and SPIR-V

2015-03-07 Thread Paulo Pinto via Digitalmars-d
On Saturday, 7 March 2015 at 08:41:26 UTC, Ola Fosheim Grøstad wrote: On Saturday, 7 March 2015 at 07:44:18 UTC, Russel Winder wrote: It is not clear how quickly Vulkan compliant hardware will appear, a lot It already exits. Even PowerVR has an (experimental) implementation already... Also

Re: Targeting Vulkan and SPIR-V

2015-03-07 Thread Daniel Murphy via Digitalmars-d
Russel Winder via Digitalmars-d wrote in message news:mailman.7408.1425716535.9932.digitalmar...@puremagic.com... Which would mean that anyone interested in CPU/GPU computing will have to eschew DMD in favour of LDC and GDC. Yes. Or for any of the other dozens of platforms that dmd will

Targeting Vulkan and SPIR-V

2015-03-06 Thread Joakim via Digitalmars-d
The ground-up redesign of OpenGL, now called Vulkan, has been announced at GDC: http://www.phoronix.com/scan.php?page=articleitem=khronos-vulcan-spirv Both graphics shaders and the latest verson of OpenCL, which enables computation on the GPU, will target a new IR called SPIR-V: http

Re: Targeting Vulkan and SPIR-V

2015-03-06 Thread deadalnix via Digitalmars-d
On Saturday, 7 March 2015 at 02:18:22 UTC, Iain Buclaw wrote: Unlike LDC, GDC doesn't need to be *made* to target anything. It's IR is high level enough that you don't need to think (nor care) about your backend target. GCC itself will need a backend to support it though. ;) Iain Why is

Re: Targeting Vulkan and SPIR-V

2015-03-06 Thread Iain Buclaw via Digitalmars-d
On 6 Mar 2015 23:30, Joakim via Digitalmars-d digitalmars-d@puremagic.com wrote: The ground-up redesign of OpenGL, now called Vulkan, has been announced at GDC: http://www.phoronix.com/scan.php?page=articleitem=khronos-vulcan-spirv Both graphics shaders and the latest verson of OpenCL, which

Re: Targeting Vulkan and SPIR-V

2015-03-06 Thread Iain Buclaw via Digitalmars-d
On 7 Mar 2015 04:00, deadalnix via Digitalmars-d digitalmars-d@puremagic.com wrote: On Saturday, 7 March 2015 at 02:18:22 UTC, Iain Buclaw wrote: Unlike LDC, GDC doesn't need to be *made* to target anything. It's IR is high level enough that you don't need to think (nor care) about your

Re: Targeting Vulkan and SPIR-V

2015-03-06 Thread Paulo Pinto via Digitalmars-d
On Saturday, 7 March 2015 at 03:57:15 UTC, deadalnix wrote: On Saturday, 7 March 2015 at 02:18:22 UTC, Iain Buclaw wrote: Unlike LDC, GDC doesn't need to be *made* to target anything. It's IR is high level enough that you don't need to think (nor care) about your backend target. GCC itself

Re: Targeting Vulkan and SPIR-V

2015-03-06 Thread Russel Winder via Digitalmars-d
. ;) All Apple's effort will go into Clang, and I suspect they are one of the driving forces behind Vulkan as they were the initiators and driving force behind OpenCL. Thus LDC should be able to get all the work about as for free as it gets. The question is whether NVIDIA and Intel will put effort

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