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
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
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
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
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.
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?
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
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
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
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
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
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
://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.
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.
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
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
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
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.
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.
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
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
Hello Vulkan API 1.0 is here and I just wrapped it into D.
https://github.com/Rikarin/VulkanizeD
Have fun!
Thanks for the info.
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.
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
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
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
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
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
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
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
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.
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
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
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
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.
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
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
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
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
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
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
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
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
. ;)
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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