kaleido3d
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Next Generation Renderer for Cross Platform Engine Development
* DXR to SPIRV [glslang][1]/[DXC][2] * ngfx layer [1]:https://github.com/Tomicyo/glslang [2]:https://github.com/Tomicyo/DirectXShaderCompiler
* use hash map to cache the descriptors and pipeline objects
- RHI only provides direct mapping to raw API calls. - According to the visibility, we free the memory of invisible object, and make budget for new objects. > see...
relative to #32