Vulkan bindings

ParticlePeter via Digitalmars-d digitalmars-d at puremagic.com
Fri Feb 19 23:56:06 PST 2016


On Friday, 19 February 2016 at 01:49:12 UTC, Alex Parrill wrote:
> On Thursday, 18 February 2016 at 03:39:30 UTC, Kapps wrote:
>> On Thursday, 18 February 2016 at 03:38:42 UTC, Kapps wrote:
>>>
>>> This is what I did with OpenGL for my own bindings. It had 
>>> some nice benefits like having the documentation be (mostly) 
>>> accessible.
>>>
>>> Unfortunately, turns out the spec contains a lot of typos, 
>>> including wrong arguments / function names.
>>
>> And I should clarify, ahead of time to generate a .d file, not 
>> at compile-time. :P
>
> Yea, by "directly", I meant using D templates and CTFE, not a 
> script that generates a D file.
>
> For my own project, since I just need the function names, I'm 
> using a Python script to generate a CSV file from the OpenGL 
> spec, then importing/parsing that with D. It's neat, but slows 
> down the build a lot. I haven't had any issues with typos, 
> though.

What about all the other layers (currently) found in the LunarG 
SDK? Without them its just toying around with Vulkan. Porting 
them manually seems a lot of work, how can this be tackled 
automatically?


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