An offspring of the gfx-rs project, implementing a C++ Vulkan driver on top of D3D12. Currently, lacks a lot functionality but can run quite a few Vulkan samples already.
- Pipeline barriers
- RenderPasses
- Secondary command buffers
- Simultaneous command buffer submission
- Queries
- Validation of the current implementation(!)
- Resource Tier 1 support
... (100+ bullet points)
To able to use it latest Windows 10 Update is required (atm) and a GPU with Resource Tier 2 hardware (no NVIDIA!).
The library can be built with VS 2017 (C++17 support). In order to use the rostkatze
ICD set the VK_ICD_FILENAMES
variable to the path of manifest/rostkatze.json
.
Adjust the library path field in the manifest to the absolute path of the rostkatze shared library.
Good luck!
- glTF-PBR
- triangle
- pipelines
- texture
- texturecubmap
- texturearray
- texturemipmapgen
- mesh
- specialization constants
- offscreen
- radialblur
- textoverlay
- particlefire (small particles only)
- scenerendering
- HDR
- instancing
- indirect drawing
- shadowmapping
- shadowmappingcascade
- shadowmappingomni
- skeletalanimation
- bloom
- deferred
- pbrbasic
- pbribl
- pbrtexture
- computeshaderparticles
- computeshader
- sphericalenvmapping
- gears
- distancefieldrendering
- vulkanscene
- imgui
- multisampling
- ssao
- parallaxmapping
- conservative rasterization
- computecloth (bugs)
- pushconstants (push constant array members)
-
multithreading (seconday buffers not implemented)
-
dynamic uniform buffers (not implemented)
-
occlusion queries (not implemented)
-
deferred shadows (geometry shader support)
-
n-body (bug in samples/UB/portability)
-
raytracing (reading structs from byteaddressbuffer not supported)
-
culllod (indirect drawing, num_workgroups builtin, ..)
-
All tessellation and geometry samples