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Back to nullmoth/nvidia-macos-driver

Projects sharing features with Nvidia Macos Driver

30 open-source projects similar to nullmoth/nvidia-macos-driver, ranked by shared indexed features. Tags may describe platforms or build tools rather than the same primary purpose. Check each project’s use case, license, and deployment requirements before treating it as a replacement.

  • nvidia/open-gpu-kernel-modulesNVIDIA avatar

    NVIDIA/open-gpu-kernel-modules

    17,107View on GitHub↗

    This project is an open source Linux GPU kernel driver implemented as a loadable kernel module. It functions as a GPU firmware loader, providing the low-level driver services necessary to enable direct communication between the operating system and graphics processing units. The driver utilizes a dual-module architecture that separates GPL-licensed kernel code from proprietary firmware blobs. This system extracts and links signed binary firmware images into the kernel modules at driver load time. The project provides driver support for Turing-architecture GPUs and all subsequent newer hardwa

    C
    View on GitHub↗17,107
  • gfx-rs/gfxgfx-rs avatar

    gfx-rs/gfx

    5,398View on GitHub↗

    gfx is a hardware-agnostic graphics API abstraction that translates a unified set of graphics and compute commands into native instructions for multiple GPU drivers. It provides a common interface for cross-platform rendering and general-purpose GPU compute programming. The project features an intermediate-representation shader translation system that converts source code and SPIR-V into target-specific languages. It employs a data-driven reference test framework to verify that graphics output remains consistent across different hardware platforms. Capabilities include parallel command buffe

    Rustdx11dx12gfx
    View on GitHub↗5,398
  • dortania/opencore-install-guidedortania avatar

    dortania/OpenCore-Install-Guide

    4,288View on GitHub↗

    This project is a comprehensive technical manual for installing macOS on non-Apple x86 hardware using the OpenCore bootloader. It serves as a configuration guide for emulating Apple hardware and patching system firmware to achieve operating system compatibility on PCs. The documentation provides detailed instructions for SMBIOS hardware emulation, including the generation of system identifiers and model profiles. It covers the application of ACPI table patches to enable native power management and the modification of UEFI runtime services to resolve memory map and write protection issues. Th

    JavaScript
    View on GitHub↗4,288

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  • openmoonray/openmoonrayOpenMoonRay avatar

    OpenMoonRay/openmoonray

    4,750View on GitHub↗

    OpenMoonray is a production-grade physically based rendering system and path-tracing engine. It simulates the physical behavior of light to generate high-fidelity photorealistic images and is compatible with Universal Scene Description files for visualizing complex 3D scenes and production pipelines. The system is designed as a distributed rendering framework, capable of splitting heavy computational workloads across multiple machines or cloud clusters to accelerate image generation. It integrates OpenColorIO for consistent color management across different display devices and color spaces.

    CMake
    View on GitHub↗4,750
  • nvidia/isaac-gr00tNVIDIA avatar

    NVIDIA/Isaac-GR00T

    6,222View on GitHub↗
    Jupyter Notebook
    View on GitHub↗6,222
  • confettifx/the-forgeConfettiFX avatar

    ConfettiFX/The-Forge

    5,575View on GitHub↗

    The Forge is a low-level toolkit for building high-performance graphics engines and applications across desktop, mobile, and console platforms. It provides a cross-platform engine framework and a dedicated shader compiler that translates a single source into target-specific languages for various graphics APIs and hardware. The project includes a GPU memory and resource manager that utilizes unified root signatures for resource binding, alongside a ray tracing rendering pipeline that implements hardware-accelerated ray and path tracing queries. State management is handled through a high-perfor

    C++
    View on GitHub↗5,575
  • utkarshdalal/gamenativeutkarshdalal avatar

    utkarshdalal/GameNative

    11,756View on GitHub↗

    GameNative is a PC game compatibility layer and library manager designed to run desktop game binaries on mobile devices. It functions as a system for executing desktop titles through translation layers and hardware-specific driver optimizations. The project provides a unified interface for aggregating multiple digital storefronts, allowing for the installation and organization of games and downloadable content in one place. It includes a custom input mapping tool that translates touchscreen gestures and controller inputs into legacy keyboard and mouse events. The system covers game performan

    Kotlin
    View on GitHub↗11,756
  • dusty-nv/jetson-inferencedusty-nv avatar

    dusty-nv/jetson-inference

    8,734View on GitHub↗

    jetson-inference is a set of libraries and tools for executing optimized deep learning models on embedded GPU hardware. Its primary purpose is to enable real-time computer vision and AI inference at the edge with low latency and high throughput. The project distinguishes itself through high-performance streaming analytics and the ability to execute concurrent AI pipelines on auto-grade silicon. It provides specialized support for multi-sensor stream processing, utilizing zero-copy data transport to load camera frames directly into GPU memory. The codebase covers a broad surface of capabiliti

    C++caffecomputer-visiondeep-learning
    View on GitHub↗8,734
  • jakoolit/arch-hyprlandJaKooLit avatar

    JaKooLit/Arch-Hyprland

    4,587View on GitHub↗

    Arch-Hyprland is an automated installation framework and desktop configurator for Arch Linux. It provides a collection of scripts and configuration files to deploy the Hyprland Wayland window compositor and establish a complete visual workspace. The project includes a GPU driver automator that identifies and installs the correct graphics drivers and kernel modules to ensure hardware compatibility. It further automates the deployment of themes, icons, and display managers to create a cohesive desktop environment. The system handles package deployment through shell scripts and template-based c

    Shellarchlinuxhyprlandinstaller
    View on GitHub↗4,587
  • joshua-riek/ubuntu-rockchipJoshua-Riek avatar

    Joshua-Riek/ubuntu-rockchip

    4,084View on GitHub↗

    ubuntu-rockchip is a Rockchip Ubuntu distribution and GPU-accelerated Linux image designed for RK35XX series single-board computers. It provides a 64-bit ARM64 Linux environment that deploys a standard Ubuntu desktop on top of specialized board-support packages. The system features hardware drivers for 3D graphics acceleration and 4K video rendering and streaming. These optimizations allow for high-resolution media playback and increased rendering speeds for 3D applications on Rockchip hardware. The distribution includes tools for single-board computer administration, such as a guided first-

    Shellarmarm64embedded
    View on GitHub↗4,084
  • k11mch1/adrenotoolsdriversK11MCH1 avatar

    K11MCH1/AdrenoToolsDrivers

    5,173View on GitHub↗

    AdrenoToolsDrivers is a collection of compiled graphics drivers and hardware accelerators for Adreno GPUs. These driver binaries enable hardware acceleration for virtualized Android devices, allowing emulators to leverage the native GPU hardware of compatible devices to improve visual rendering performance and stability. The project focuses on Android emulator optimization by providing compatible drivers for software such as Yuzu and Vita3K. By managing and configuring these specific GPU drivers, the project aims to improve frame rates and overall stability for emulated applications on Androi

    View on GitHub↗5,173
  • yourtion/30daymakeosyourtion avatar

    yourtion/30dayMakeOS

    6,472View on GitHub↗

    30dayMakeOS is an educational hobby operating system project designed for the x86 architecture. It implements a monolithic kernel and a custom bootloader that transitions the CPU from real mode to 32-bit protected mode to enable flat memory addressing. The project focuses on low-level system development, featuring a custom graphics driver for direct pixel-buffer rendering and window management without an existing operating system. It includes an x86 bootloader that loads the kernel from disk into memory. The system covers core kernel capabilities including round-robin task scheduling for pro

    Casmbootc
    View on GitHub↗6,472
  • dortania/opencore-legacy-patcherdortania avatar

    dortania/OpenCore-Legacy-Patcher

    18,892View on GitHub↗

    OpenCore Legacy Patcher is a utility designed to enable the installation and operation of modern operating systems on legacy hardware that is no longer officially supported. By interposing a custom bootloader between the system firmware and the kernel, the project facilitates the deployment of current software releases on older devices, bypassing restrictive compatibility checks and hardware identification requirements. The project distinguishes itself through a comprehensive framework for system interposition and persistent patching. It employs dynamic kernel extension injection and runtime

    Pythonbig-surmacosopencore
    View on GitHub↗18,892
  • sharpemu/sharpemusharpemu avatar

    sharpemu/sharpemu

    6,545View on GitHub↗

    SharpEmu is an experimental PlayStation 5 emulator written in C#. It loads a game's boot executable and runs the game's native CPU instructions directly on a Windows or Linux desktop host, while console operating system and library calls are reimplemented in managed code so unmodified games find the services they expect. GPU support is partial, covering some 3D titles. An experimental backward-compatibility mode also runs selected games from the previous console generation on the same emulator core. Graphics are produced through a Vulkan translation layer that converts console GPU shaders and

    C#csharpemulationemulator
    View on GitHub↗6,545
  • google/anglegoogle avatar

    google/angle

    4,032View on GitHub↗

    This project is a cross-platform graphics wrapper and translation layer that implements the OpenGL ES and EGL specifications. It functions as a graphics API bridge, mapping OpenGL ES calls and WebGL content to platform-specific hardware APIs such as Vulkan and Metal to ensure consistent rendering across different operating systems. The system features a shader translation service that validates shading language code and transpiles it into multiple target languages, including HLSL, SPIR-V, and Metal SL. It employs a pluggable backend architecture to select the appropriate hardware rendering AP

    C++
    View on GitHub↗4,032
  • nukem9/dlssg-to-fsr3Nukem9 avatar

    Nukem9/dlssg-to-fsr3

    4,951View on GitHub↗

    This project is a GPU feature compatibility layer and frame generation mod. It functions as a DLL API emulator and wrapper that intercepts proprietary Nvidia DLSS Frame Generation calls and redirects them to an alternative implementation. The software enables AMD FSR 3 frame generation in games that natively support only Nvidia DLSS Frame Generation. It translates proprietary graphics requests into an open standard, allowing frame interpolation to run on graphics cards that are otherwise incompatible with the original vendor standards. The system employs DLL proxy wrapping and dynamic librar

    C++amddirectx-12game-development
    View on GitHub↗4,951
  • intel/compute-runtimeintel avatar

    intel/compute-runtime

    1,408View on GitHub↗

    The compute runtime is a software layer that provides unified interfaces for parallel processing, kernel execution, and hardware-specific driver communication. It functions as a driver for OpenCL and OneAPI Level Zero, enabling the execution of data-intensive workloads across diverse graphics hardware architectures. The project distinguishes itself by maintaining consistent performance and compatibility across multiple generations of graphics hardware. It achieves this through a hardware abstraction layer that bridges high-level compute instructions with specific silicon capabilities, alongsi

    C++computegpgpugpu
    View on GitHub↗1,408
  • saschawillems/vulkanSaschaWillems avatar

    SaschaWillems/Vulkan

    12,208View on GitHub↗

    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

    GLSLglslhlslslang
    View on GitHub↗12,208
  • patriciogonzalezvivo/lygiapatriciogonzalezvivo avatar

    patriciogonzalezvivo/lygia

    3,274View on GitHub↗

    Lygia is a GLSL shader library providing a specialized suite of tools for color science, image filtering, noise generation, and implicit surface geometry. It serves as a collection of reusable functions for fragment shaders to handle color space conversion, image processing, and geometric rendering. The project is distinguished by its focus on cross-language shader management, allowing reusable functions to be synchronized across different shading languages to ensure consistent graphics behavior across multiple engines. It also implements a system for remote shader dependency resolution, fetc

    GLSLcudadirectxglsl
    View on GitHub↗3,274
  • armory3d/armortoolsarmory3d avatar

    armory3d/armortools

    3,933View on GitHub↗

    Armortools is a 3D PBR texture painting suite and mesh texture workflow tool. It provides a system for painting physically based rendering materials directly onto 3D meshes using a combination of layer and mask support, a GPU-accelerated texture baker for extracting geometry data from high-polygon models, and a node-based material editor for creating procedural textures. The software features integrated neural network tools for AI texture authoring, allowing the generation of PBR maps from text prompts, image-based material extraction, and texture upscaling via local nodes. It also implements

    C3darmorpaintpainting
    View on GitHub↗3,933
  • jellyfin/jellyfin-webjellyfin avatar

    jellyfin/jellyfin-web

    3,387View on GitHub↗

    Jellyfin Web is the browser-based frontend for the Jellyfin media server, providing the user interface for browsing, playing, and administering a self-hosted media collection. It functions as a cross-platform media client that works across desktop and mobile browsers, offering a dashboard for server configuration, user management, and plugin administration. The web client serves as the primary interface for organizing and streaming personal media libraries, including movies, TV shows, music, and photos. The web interface supports a range of media management capabilities, including library org

    JavaScripthacktoberfestjellyfinmedia
    View on GitHub↗3,387
  • kholia/osx-kvmkholia avatar

    kholia/OSX-KVM

    23,796View on GitHub↗

    OSX-KVM is a project that enables running macOS as a virtualized guest operating system on non-Apple hardware using QEMU/KVM and the OpenCore bootloader. It provides the core capability to install and boot macOS on a Linux host, supporting GPU passthrough for improved graphics performance and remote access via SSH and VNC for headless management. The project distinguishes itself by offering a complete virtualization stack for macOS, including hardware passthrough for physical GPUs and other devices, integration with libvirt and virt-manager for graphical VM management, and the ability to boot

    Shellcatalina-hackinotshemulationhackintosh
    View on GitHub↗23,796
  • luchina-gabriel/osx-proxmoxluchina-gabriel avatar

    luchina-gabriel/OSX-PROXMOX

    7,952View on GitHub↗
    Shellapplehackintoshmacos
    View on GitHub↗7,952
  • ly05010419/macnativegamesly05010419 avatar

    ly05010419/MacNativeGames

    7,262View on GitHub↗

    MacNativeGames is a toolchain and runtime for running console and PC games natively on Apple silicon Macs, iPhones and iPads. It takes a game dump and console keys that you supply and, through a single build script, produces a Mac app or an unsigned iPhone and iPad package. Switch titles run by executing the game's own ARM64 code directly rather than through an emulator, with only the instructions the operating system requires being rewritten. A small built-in host answers the game's system calls, so original console firmware is not needed. Graphics are handled by a layer that reimplements th

    Capple-siliconarm64breath-of-the-wild
    View on GitHub↗7,262
  • microsoft/directx-graphics-samplesMicrosoft avatar

    Microsoft/DirectX-Graphics-Samples

    6,866View on GitHub↗

    This project is a collection of reference implementations and technical guides for building high-performance 3D applications and graphics experiments on Windows. It provides a library of samples covering the implementation of GPU compute frameworks, raytracing reference models, and shader optimization techniques. The repository includes specific demonstrations for modeling physical light behavior to create reflections and lighting effects, as well as tools for analyzing memory dumps and tracking real-time execution metrics on graphics hardware. It further provides guidance on managing shader

    C++
    View on GitHub↗6,866
  • mitsuba-renderer/mitsuba2mitsuba-renderer avatar

    mitsuba-renderer/mitsuba2

    2,069View on GitHub↗

    Mitsuba 2 is a physically based ray tracing engine and differentiable rendering framework designed to simulate realistic light transport and compute exact gradients of the rendering process with respect to scene parameters. The software functions as an optical simulation tool that models complex phenomena using monochromatic, RGB, or spectral color representations alongside optional polarization effects. The system incorporates an automatic differentiation engine that records mathematical operations during the rendering pass to solve inverse problems and optimize designs. A plugin-based scen

    C++
    View on GitHub↗2,069
  • mmp/pbrt-v3mmp avatar

    mmp/pbrt-v3

    5,091View on GitHub↗

    This project is a physically based rendering system and ray tracing engine designed to generate photorealistic images. It operates as a spectral rendering system that records radiance across discretized wavelength buckets and functions as a volumetric path tracer to compute light scattering and absorption within participating media. The engine utilizes GPU acceleration to execute its rendering pipeline on parallel graphics hardware. It integrates real-world optical data, such as measured spectral power distributions and lens description files, to simulate the behavior of physical camera syste

    C++
    View on GitHub↗5,091
  • pov-ray/povrayPOV-Ray avatar

    POV-Ray/povray

    1,502View on GitHub↗

    POV-Ray is a ray tracing rendering engine that transforms text-based scene descriptions into photorealistic three-dimensional images and animations. It parses plain-text files containing scene geometry, lighting, textures, and camera definitions into an internal computational data structure, then calculates precise mathematical ray-scene intersections against geometric primitives and triangle meshes. The engine incorporates advanced lighting and geometry capabilities, including bounding hierarchy optimization to skip collision checks against distant geometry, and constructive solid geometry f

    C++3d-graphics3d-renderingpov-ray
    View on GitHub↗1,502
  • ssloy/tinyraytracerssloy avatar

    ssloy/tinyraytracer

    5,340View on GitHub↗

    This project is a ray tracing engine and C++ rendering project designed to simulate the physical behavior of light to generate 2D images from 3D scenes. It serves as a computer graphics tutorial and educational implementation intended to teach the fundamental mathematical and algorithmic principles of 3D graphics programming. The implementation focuses on the foundations of light transport and scene geometry. It utilizes Whitted-style recursive raytracing to simulate reflections and employs Lambertian diffuse shading to calculate surface brightness. The engine handles 3D scene rendering thro

    C++3d3d-graphicsc-plus-plus
    View on GitHub↗5,340
  • x11libre/xserverX11Libre avatar

    X11Libre/xserver

    4,817View on GitHub↗

    This project is an X11 window system server that coordinates graphical output and input devices. It functions as a display server, a hardware driver manager for graphics and input modules, and a graphics server capable of rendering directly to a generic framebuffer. The server provides multi-seat display management to isolate input and display devices for different concurrent users. It also implements namespace isolation to separate clients and restrict resource access, preventing interference between different user sessions or processes. The system manages GPU driver integration through dyn

    Cglamorglxlinux
    View on GitHub↗4,817