OpenXR interface, cleanup mess.
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README.md
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# C++ & Graphics Prototypes
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A collection of standalone modules demonstrating my approach to memory management, testing, and Vulkan pipeline engineering.
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### 📁 Samples
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* **`pipelineTracker.hpp` / `test_pipelineTracker.cpp`**: The VulkanPipelineTracker class is a core component designed for coordinating multi-stage workload pipelining and data flow across independent Vulkan devices using single-threaded host synchronization. It decouples multi-GPU coordination from hardware-specific extensions, ensuring reliable execution by isolating stages with custom configurations and metrics tracking. This design enhances compatibility across different GPU architectures while maintaining efficient data management between devices.
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Unit tests are included to validate the basic functionality of the class.
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* **`openXRComponent.hpp`**: The OpenXR Interface serves as an application-to-hardware bridge through OpenXR currently optimized for integration with VR runtime library like SteamVR.
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* **`strandComponent.hpp`**: High-performance volumetric rendering engine-component optimized for massive strand geometries (30M+ vertices).
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