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.

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.
