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High performance graphics abstraction API, with simplified programming model, on top of Vulkan, DirectX 12, and Metal.

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NGFX Graphics Framework

NGFX is a low level graphics framework, providing an abstraction API on top of Vulkan, DirectX12, and Metal. It exposes the benefits of next-generation graphics technology via a common platform abstraction API, with minimal programming complexity. It also supports optional access to the backend data structures, enabling platform specific optimizations.


Source Code

https://github.com/gopro/ngfx


High Level Architecture

High Level Architecture


Low Level Architecture

Low Level Architecture

The ngfx graphics classes provide high-level abstractions on top of various graphics objects, including Buffer, Texture, Renderpass, Swapchain, Surface, CommandBuffer, etc. Each backend (Vulkan, Metal, DirectX12) is responsible for implementing the high-level abstraction interface via a subclass.

The user can construct 3D graphics commands using these high-level abstractions. Optionally, the user can access the backend-specific data by casting the high-level object to a backend-specific subclass.

For example:

Buffer *buffer = Buffer::create(...);
VKBuffer *vkBuffer = (VKBuffer*)buffer;

From there, the user can access platform specific data, including the underlying Vulkan buffer object, etc. This provides a high degree of flexibility, where the user can primarily use platform-agnostic code, while still being able to use platform-specific code for high-performance optimizations, and for achieving optimal interaction with the platform.

Modules

Modules

Module Description
ComputePipeline Programs the modules on the GPU related to compute operations. In particular, defines the compute shader input and various portions of the GPU pipeline layout.
ComputeShader Defines a programmable shader that can perform arbitrary computation.
ComputeOp Defines the base interface for compute operations. Provides support for performing one or more compute operations. Describes the inputs, outputs, intermediate buffers, and layout transitions.
ComputeApplication A helper class for creating an application that performs compute operations.
GraphicsPipeline Defines the input to the shader stages (vertex, fragment, geometry, tessellation, etc), and GPU pipeline layout.
DrawOp Defines the base class for draw operations.
RenderPass Provides support for performing one or more draw operations. Describes the inputs, outputs, intermediate buffers, and layout transitions.
GraphicsCore Defines various graphics data types such as BlendOp, BlendFactor, etc.
FilterOp Defines the base interface for image filters.
MeshData Defines the data for a 3D mesh.
MeshUtil Provides various mesh utility functions.
Graphics Defines various graphics commands via a high level abstraction API. Also provides various profiling functions.
Surface Defines a high-level abstraction for a platform surface. A surface is essentially a buffer of memory along with an associated pixel format.
Texture Defines a high-level abstraction for a GPU texture. A texture consists of an organized array of texels along with the texture format. In addition, a texture supports random sampling on the GPU. Supports various types of textures including 2D, 3D, 2D arrays, cubemaps, etc. Also supports mipmapping.
Pipeline Programs the GPU pipeline modules, including the input assembler, shader stages, rasterizer, blend parameters, etc.
Fence Supports GPU-CPU synchronization. Notifies the CPU when some operation on the GPU is completed.
Camera Provides an orbital camera that supports pan / tilt / zoom. Supports keyboard, mouse, and touch input
ShaderModule Defines the base class for programmable shader modules. A programmable shader allows the user to write code in a high-level shading language that performs arbitrary graphics or computation on the GPU. Supports precompiled shaders for optimal performance. Also supports runtime shader compilation although this usage is discouraged. Supports GLSL (in Vulkan backend), HLSL (in DirectX12 backend) and MSL (in Metal backend), along with the associated precompiled formats (spirv, dxc, metallib). The user can either program in a platform-specific shading language, or program in GLSL and the code can be auto-converted to HLSL / MSL for other platforms (see ShaderTools).
ShaderTools Provides support for auto-converting GLSL to HLSL / MSL. Uses spirv-cross internally to convert the shaders. Supports offline shader conversion for optimal performance and more importantly, validation. Also supports runtime shader conversion although this usage is discouraged.
VertexShaderModule Defines the shader input to the vertex shader module.
FragmentShaderModule Defines the shader input to the fragment shader module.
ComputeShaderModule Defines the shader input to the compute shader module
Semaphore Support GPU-GPU synchronization. Synchronizes GPU operations within or across command queues. The main difference between fences and semaphores is that fences can be accessed from your program (on the CPU) while semaphores are only accessible within the GPU.
Barrier
GraphicsContext
Device Defines a logical abstraction for a GPU device. Also has logic to query the devices in the system and choose the device based on capabilities, although this logic will probably be moved.
Queue Defines a logical abstraction for a GPU queue. Commands are recorded to CommandBuffers and submitted to the GPU via queues. Queues can support up to 3 uses: compute, transfer, and graphics.
Swapchain Manages a set of images (typically 2 or 3) that are presented to the display. Supports various present modes.
Framebuffer Supports rendering to one or more textures via attachments.
Window Provides a high-level window abstraction, and has logic for creating the window and handling resizing, input events, etc. NGFX currently supports various window backends: glfw, Windows, appkit, etc. NGFX also supports rendering directly to a surface (which can be existing window surface or an offscreen surface).
CommandBuffer Supports recording multiple commands and submitting them to the GPU. Supports both primary and secondary command buffers. Secondary command buffers can be recorded in parallel, using multiple threads, and added to a primary command buffer.
Buffer Supports GPU buffers. A buffer is an unorganized block of data. The same buffer can support multiple usage scenarios, including storing uniform data, vertex buffer data, index buffer data, etc. On shared memory architectures, supports shared CPU/GPU access. For discrete GPUs, supports uploading / downloading to dedicated GPU memory.
BufferUtil Provides various helper functions for creating specialized buffers.
Config Defines various configuration options.
Application Defines the base class for an application interface, which is an optional module that simplifies creating an application.
File Supports file operations.
StringUtil Supports various string operations.
RegexUtil Provides various regex utility functions.
Timer Provides a basic timer that measures elapsed time.
FPSCounter Supports measing FPS (frames per second).
Util Various utility functions.
InputListener Defines the base interface for an object that can respond to input events.
InputMap Provides a common abstraction for input codes (such as key codes).

Build Instructions

1) Install Dependencies

1.1) Install Platform-Specific Dependencies

On Windows 10 (or newer):

Install Microsoft Visual Studio 2019 (or newer)

Install PowerShell Core version 7.1.3 (or newer)

On Linux (Ubuntu 20.04.1 or newer, other Linux distros should work too):

Install GNU Toolchain (apt install build-essential)

On Mac:

Install XCode

1.2) Install Common System Dependencies

Install CMake 3.19.1 (or newer)

1.3) Set Environment Variables

On Windows 10 (or newer):

.\build_scripts\windows\msvc-env.ps1
.\build_scripts\windows\set_env.ps1

1.4) Install Third-Party Dependencies

ngfx has the following dependencies:

  • nlohmann/json 3.9.1 (or newer)
  • stb_image 2.26 (or newer)
  • glm 0.9.9.8 (or newer)
  • RenderDoc 1.11_64 (or newer, on Windows and Linux)
  • d3dx12.h v10.0.17763.0 (or newer, on Windows)
  • glfw 3.3.2 (or newer, on Windows and Linux)
  • shaderc v2020.4 (or newer)
  • spirv-cross 2021-01-15 (or newer)
  • vulkan sdk 1.2.162.1 (or newer, if using Vulkan backend)

We provide a helper script to help install 3rd-party dependencies

OS=*os* python build_scripts/install_deps.py

  • os: Windows, Linux, or Darwin (Mac OS)

2) Configure

cmake.exe -H. -B*build_folder* -DCMAKE_BUILD_TYPE=*build_type* -D*ngfx_graphics_backend*=ON -G *cmake_generator*

  • build_folder: the build output folder (e.g. cmake-build-debug, or cmake-build-release)
  • build type: Debug or Release
  • ngfx_graphics_backend: the graphics backend (NGFX_GRAPHICS_BACKEND_VULKAN, NGFX_GRAPHICS_BACKEND_METAL, or NGFX_GRAPHICS_BACKEND_DIRECT3D12)
  • cmake_generator: CMake generator (e.g. Visual Studio 16 2019)

Example:

cmake.exe -H. -Bcmake-build-debug -DCMAKE_BUILD_TYPE=Debug -DNGFX_GRAPHICS_BACKEND_DIRECT3D12=ON

We provide a helper script to configure

OS=*os* python build_scripts/configure.py

  • os: Windows, Linux, or Darwin (Mac OS)

3) Build

From command line:

cmake.exe --build *build_folder*

Alternatively, can build from IDE

We provide a helper script to build

OS=*os* python build_scripts/build.py

  • os: Windows, Linux, or Darwin (Mac OS)

5) Install

cmake.exe --install *build_folder* --config *build_type*

We provide a helper script to build

OS=*os* python build_scripts/install.py

  • os: Windows, Linux, or Darwin (Mac OS)

API Documentation

https://gopro.github.io/ngfx/api/Classes/


Contributing

Any feedback, suggestions, and contributions are greatly welcomed. Please don't hesitate to share suggestions to improve the architecture, APIs, design, or contribute to the code.

Coding Style Guidelines

We use clang-format to automatically enforce coding style. We use llvm coding style (the default option in clang-format). To automatically apply formatting: run build_scripts/clang_format.sh

The LLVM coding style can be referenced here: See https://llvm.org/docs/CodingStandards.html

We use doxygen, with JavaDoc-style annotations to generate API documentation.

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High performance graphics abstraction API, with simplified programming model, on top of Vulkan, DirectX 12, and Metal.

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