Vulkan在c#中用于多平台实时图形

Dávid Szabó, Z. Illés
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引用次数: 1

摘要

现在几乎每台计算机设备都包含一个图形处理器。大型台式电脑有专用的显卡,笔记本电脑甚至手机都在CPU内集成了图形单元。为了使用和编程这些图形单元,我们需要特殊的库,即图形api。通常,这些api是用C或c++编写的,以确保低级功能和高性能。与此同时,. net支持的c#语言在过去的几年里有了很大的发展。c#现在是一种快速、强大和多平台的语言。[1]我们研究的主要目标是合并这两个世界:我们正在研究使用现代Vulkan图形API在。net c#中进行实时图形编程的可能性。本文介绍了在。net c#中使用Vulkan创建多平台实时图形库的方法。我们提供了使用Vulkan在通用。net UI框架上进行渲染的解决方案,以及处理API所需的低级内存管理的技术。此外,我们还确定了多个运行时和编译器之间的功能和性能差异。
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Vulkan in C# for Multi-Platform Real- Time Graphics
Nowadays almost every computer device contains a graphics processor. Large desktop PCs have dedicated graphics cards, laptops and even mobiles have integrated graphics units inside the CPU. To use and program these graphics units we need special libraries, the Graphics APIs. Usually these APIs are made in C or C++ to ensure low-level capabilities and high performance. In the meantime, the .NET supported C# language evolved greatly in the past years. C# is now a fast, powerful and multi-platform language. [1] The main goal of our research is the merging of these two worlds: We're examining the possibilities of the real-time graphical programming in .NET C# using the modern Vulkan graphics API. This paper presents methods of creating multi-platform real-time graphical libraries using Vulkan in .NET C#. We provide solutions for rendering onto common .NET UI frameworks with Vulkan and techniques for dealing with the low-level memory management required by the API. Furthermore, we determine the functional and performance differences between multiple runtimes and compilers.
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