8 repositorios
Utilities for transferring new data to existing graphics-resident buffers to reflect state changes.
Distinct from GPU Buffer Allocators: Distinct from GPU Buffer Allocators: focuses on updating existing buffer contents rather than allocation.
Explore 8 awesome GitHub repositories matching data & databases · Buffer Content Updaters. Refine with filters or upvote what's useful.
This project is a cross-platform graphics and compute framework that provides a unified, hardware-agnostic abstraction layer for rendering and parallel processing. It enables developers to build high-performance applications that execute consistently across diverse operating systems and hardware backends, including Vulkan, Metal, and DirectX. By mapping high-level graphics commands to native APIs, it serves as a portable foundation for both real-time 3D rendering and general-purpose GPU computing. The framework distinguishes itself through a robust architecture that supports both native deskt
Transfers new data to graphics-resident buffers to reflect dynamic state changes like camera movement.
This project serves as a comprehensive educational framework and reference library for mastering high-performance graphics programming and parallel compute resource management. It provides a collection of practical implementations designed to demonstrate the explicit control required by the Vulkan API, covering the fundamental mechanics of modern graphics pipelines and cross-platform hardware interaction. The repository distinguishes itself by focusing on the low-level architectural requirements of modern GPU development, including manual memory allocation, multi-threaded command recording, a
Consolidates multiple uniform blocks into a single buffer using dynamic offsets to reduce descriptor set overhead.
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
Copies data from system memory to GPU buffers and images using a controlled one-update-per-frame model.
Magit is a complete Git interface that runs inside Emacs, providing a full-featured porcelain for version control operations without leaving the editor. It renders repository state as structured, collapsible sections within Emacs buffers, and manages Git command execution through a transactional process model with automatic buffer refresh and error handling. The interface exposes all configuration through Emacs' standard customization system and uses a transient command framework for context-sensitive menu-driven Git operations. What distinguishes Magit is its granular control over every stag
Automatically updates file-visiting buffers in Emacs when the underlying file changes on disk.
regl is a declarative WebGL library that manages graphics state and GPU resources through functional commands instead of manual binding and state tracking. It provides a command-based drawing abstraction where shaders, attributes, and render state are encapsulated into reusable, compiled functions that can be executed efficiently. What sets regl apart is its scoped state inheritance system, which allows nested drawing commands to inherit and override render state from parent scopes for organized rendering. The library automatically recovers from GPU context loss by restoring buffer and textur
Modifies vertex buffer content each frame for animation and performs in-place subdata updates.
gfx es una abstracción de API de gráficos agnóstica al hardware que traduce un conjunto unificado de comandos de gráficos y cómputo en instrucciones nativas para múltiples controladores de GPU. Proporciona una interfaz común para el renderizado multiplataforma y la programación de cómputo de GPU de propósito general. El proyecto cuenta con un sistema de traducción de shaders de representación intermedia que convierte el código fuente y SPIR-V en lenguajes específicos para el objetivo. Emplea un framework de pruebas de referencia basado en datos para verificar que la salida de gráficos permanezca consistente a través de diferentes plataformas de hardware. Las capacidades incluyen la codificación de buffers de comandos en paralelo a través de múltiples hilos y la encapsulación de estados de pipeline en objetos únicos para minimizar cambios de estado redundantes. El sistema gestiona recursos de GPU de bajo nivel, incluyendo asignación de memoria, mapeo de buffers asíncrono y presentación explícita de fotogramas a través de swapchains. La implementación apunta a entornos nativos y navegadores web a través de WebAssembly, proporcionando capas de traducción para WebGL y WebGL2.
Provides utilities to update contents of GPU-resident buffers and textures without manual staging buffer management.
webgl-globe is a WebGL globe visualization library and geospatial renderer used to display latitude and longitude spatial data on an interactive 3D globe. It functions as a 3D data visualization tool that maps coordinate-based datasets into a three-dimensional environment. The library provides capabilities for interactive geographic visualization and spatial data animation, allowing for the rendering of geographic coordinates and the creation of automated motion sequences to illustrate trends or movements over time. It utilizes hardware acceleration to implement a web-based map interface, em
Implements mechanisms to update vertex and attribute buffers for animating data points without re-creating the scene.
VulkanTutorial is a comprehensive educational guide and instructional resource for implementing low-level rendering and compute pipelines using the Vulkan API. It serves as a GPU programming course and a step-by-step guide for building high-performance graphics applications from scratch. The project provides detailed instruction on the full graphics pipeline, including the compilation of shaders to SPIR-V bytecode, the configuration of rasterization states, and the implementation of 3D graphics pipelines. It also covers general-purpose GPU compute programming, focusing on the execution of par
Utilizes memory buffers with dynamic offsets for efficient global data updates in the graphics pipeline.