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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