The Render Pipeline Shaders (RPS) SDK provides a framework for graphics engines to use Render Graphs with explicit APIs (e.g. DirectX® 12 or Vulkan®), with a generally optimal resource barrier and memory aliasing scheduler. Its compiler-like architecture is designed to be both controllable and extensible.
Download the latest version - v1.0
This release adds the following features:
- Just released!
Benefits
- Enables full-frame scheduling and pipelining optimizations.
- Handles resource barrier generation and batching.
- Manages transient resources with optional, automatic memory scheduling and aliasing.
- Allows constructing render graphs implicitly from a high-level description of the frame. Automatically generates and embeds debug info such as resource and pass names.
- Compiler-like architecture with extensible frontend, backend and graph-processing pipeline.
- The frontend API allows users to create custom render graph programming interfaces.
- Provides reference backend implementations for DirectX® 12 and Vulkan®. (A DirectX® 11 backend is also provided for backward compatibility and demonstration purpose).
- The backend allows partial customization via a set of runtime callback APIs.
- Users can also build new runtime backends targeting custom API / RHI layers.
- Tools for visualizing and debugging resource properties, heap layout, and the graph.
- Exhaustive and optional debug printing.
- The visualizer can be integrated into applications as a GUI overlay.
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Requirements
Development system requirements:
- Windows® 10 21H2 64bit or newer.
- Building the SDK requires CMake 3.12.1 or newer and a C++11 compliant compiler.
- Using only the C-API requires a C99 compliant compiler.