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Writing a bindless GPU abstraction layer

Quality: 8/10 Relevance: 9/10

Summary

The article presents Loon GPU, a bindless GPU abstraction layer implemented on Vulkan 1.3 and Metal 4 backends. It covers a pointer-centric API design, bindless textures and samplers, and the trade-offs and challenges of cross-backend shader integration, including the use of Slang and push constants. The post also discusses future work, debugging goals, and opportunities for collaboration in an open-source project.

🚀 Service construit par Johan Denoyer