GRAPHICS × PRODUCTION
中EN

CGBull

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Personal Research · Independent development

SharpGPU

CROSS-API RHI / RESOURCE BINDING / COMMAND SUBMISSION

A .NET exploration of the shared structure of Vulkan, DX12 and Metal, focused on resource binding, command buffers, pipeline state and backend boundaries.

CROSS-API RHIRESOURCE BINDINGCOMMAND SUBMISSION
SharpGPU architecture: resources, pipelines, commands and graphics backends

Design & implementation

  • Compare Bgfx, NV RHI, UE4 RHI, Unity Gfx and WebGPU abstractions.
  • Organize Instance, GPU, Device, Queue, CommandPool and CommandEncoder layers.
  • Describe BindGroup, Pipeline Layout, Descriptor and resource lifetime while retaining submission-cost boundaries.

01 / CROSS-API RHI / RESOURCE BINDING / COMMAND SUBMISSION

System Structure & Responsibilities

Common descriptions stay explicit about backend structure and submission cost.

  • Compare established RHI designs and their boundaries.
  • Organize device, queue, pool and encoder responsibilities.
  • Connect resource binding descriptions with lifetime management.

01 / DESCRIBE

Describe resources

Record BindGroup, Descriptor and resource lifetimes.

02 / SUBMIT

Organize submission

Place Queue, CommandPool and Encoder in a coherent hierarchy.

03 / RETIRE

Expose backend boundaries

Compare Vulkan, DX12 and Metal structural differences.