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Systems for managing the creation, update, and destruction of GPU resources using descriptors.
Distinct from GPU Buffer Allocators: Covers the full lifecycle and synchronization (one-update-per-frame) of resources, not just the allocation of the buffers.
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Sokol is a C hardware abstraction layer and cross-platform graphics library designed for managing windowing, input, and audio across different operating systems. It functions as a GPU resource manager and multimedia application framework, providing a unified API for rendering 2D and 3D graphics across WebGL, Metal, Direct3D, and OpenGL. The project is distinguished by its single-header implementation, which simplifies integration and portability. It utilizes a stateless render pass definition and a one-update-per-frame model to synchronize CPU data to GPU memory and manage resource lifecycles
Manages vertex buffers, textures, and compute shaders using a one-update-per-frame model and descriptor structures.