SharpVk 0.3.0
See the version list below for details.
dotnet add package SharpVk --version 0.3.0
NuGet\Install-Package SharpVk -Version 0.3.0
<PackageReference Include="SharpVk" Version="0.3.0" />
paket add SharpVk --version 0.3.0
#r "nuget: SharpVk, 0.3.0"
// Install SharpVk as a Cake Addin #addin nuget:?package=SharpVk&version=0.3.0 // Install SharpVk as a Cake Tool #tool nuget:?package=SharpVk&version=0.3.0
C#/.NET Bindings for the Vulkan API
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET Framework | net46 is compatible. net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
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- GlmSharp (>= 0.9.8)
NuGet packages (5)
Showing the top 5 NuGet packages that depend on SharpVk:
Package | Downloads |
---|---|
SharpVk.Shanq
Linq to SPIR-V shader generation |
|
SkiaSharp.Vulkan.SharpVk
This package adds Vulkan support to SkiaSharp via SharpVk. |
|
SharpVk.Glfw
GLFW3 Bindings for C# with Vulkan support via SharpVk |
|
MB.Pengu.Engine
MyBlindy's Pengu Vulkan Game Engine |
|
SharpVk.Shanq.GlmSharp
GlmSharp type mappings for SharpVk Shanq |
GitHub repositories (1)
Showing the top 1 popular GitHub repositories that depend on SharpVk:
Repository | Stars |
---|---|
mono/SkiaSharp
SkiaSharp is a cross-platform 2D graphics API for .NET platforms based on Google's Skia Graphics Library. It provides a comprehensive 2D API that can be used across mobile, server and desktop models to render images.
|
Version | Downloads | Last updated |
---|---|---|
1.0.0-dev497 | 851 | 8/24/2021 |
1.0.0-dev496 | 1,914 | 4/8/2020 |
1.0.0-dev495 | 511 | 1/20/2020 |
0.4.3-dev2 | 2,849 | 4/18/2018 |
0.4.3-dev | 882 | 2/10/2018 |
0.4.2 | 17,936 | 1/23/2018 |
0.4.1 | 3,163 | 1/20/2018 |
0.4.0 | 3,033 | 12/3/2017 |
0.4.0-dev4 | 1,395 | 11/20/2017 |
0.4.0-dev3 | 1,551 | 9/18/2017 |
0.4.0-dev2 | 1,520 | 7/22/2017 |
0.4.0-dev | 1,779 | 7/9/2017 |
0.3.4 | 2,541 | 6/6/2017 |
0.3.3-dev2 | 1,194 | 1/11/2017 |
0.3.3-dev | 994 | 10/28/2016 |
0.3.2 | 1,952 | 10/19/2016 |
0.3.2-dev2 | 1,517 | 10/11/2016 |
0.3.2-dev | 1,569 | 10/10/2016 |
0.3.1 | 2,053 | 9/19/2016 |
0.3.0 | 2,180 | 9/15/2016 |
0.3.0-alpha1 | 1,061 | 9/13/2016 |
0.2.3 | 1,370 | 8/27/2016 |
0.2.3-dev | 846 | 8/27/2016 |
0.2.2 | 1,290 | 8/18/2016 |
0.2.1 | 1,302 | 8/16/2016 |
0.2.0 | 1,227 | 8/15/2016 |
0.1.1 | 1,286 | 8/13/2016 |
0.1.0-alpha | 1,067 | 8/11/2016 |
The new Shanq library compiles Linq expressions to SPIR-V binaries, which can be saved as output files or directly built as ShaderModules. This allows calling code to define a full Vulkan pipeline in C# code without separate GLSL files, and without dependencies on external tools like glsllangvalidator or spirv-as. The current version supports constant values, basic arithmetic and outputting builtin variables (e.g. Position from vertex shaders) for scalar & vector types.
Callbacks are now generated for all types, allowing client code to supply memory allocator objects & define debug callbacks for validation layers. Underlying interop delegates are also generated along with an integrated cache layer to support GetInstanceProcAddr & GetDeviceProcAddr, so extension commands can be efficiently retrieved (by function pointer) from the core API and invoked by the public SharpVk interface without any change in client code.