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nabla features update
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app/nabla/page.tsx

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@@ -27,24 +27,32 @@ export default function Page() {
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transition={{ duration: 0.5 }}
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className="flex flex-row items-center justify-center"
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>
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<div className="container mx-auto flex justify-center w-full max-w-full max-h-full py-4 px-4 lg:px-8">
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<div className="container mx-auto flex justify-center w-full max-w-full max-h-full py-4 px-4 lg:px-8 overflow-y-scroll">
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<div>
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<h1>Main Features</h1>
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<ul className="px-2 py-4 flex flex-col flex-wrap gap-1 list-disc list-inside font-thin text-sm sm:text-md lg:text-lg">
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<li>Frontend API with Vulkan as First Class Citizen</li>
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<li>Thread safe and context pollution safe OpenGL</li>
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<li>Asset management pipeline</li>
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<li>Automatic pipeline layout creation</li>
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<li>Shader introspection</li>
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<li>Using SPIR-V shaders in OpenGL and ES</li>
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<li>Libraries of GLSL shader functions</li>
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<li>Compute shaders</li>
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<li>Virtual Texturing</li>
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<li>Virtual Geometry (programmable and non programmble fetching) with triangle batching</li>
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<li>CUDA and Vulkan interop</li>
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<li>CPU asset manipulation (image filtering, image format transcoding, mesh optimization and manipulation)</li>
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<li>GPU driven Scene Graph</li>
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<li>Material Compiler for Path Tracing UberShaders</li>
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<li>Curated List of Vulkan Features and Extensions the Nabla Core Profile</li>
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<li>Easy filtering of Vulkan Physical Devices by capabilities</li>
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<li>SPIR-V and Vulkan as first class citizens</li>
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<li>First class integration of Renderdoc</li>
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<li>Extensive use of Timeline Semaphores (event handlers, cpu callbacks on gpu conditions)</li>
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<li>GPU Object life cycle tracking (descriptor sets and commandbuffers)</li>
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<li>Reusability: HLSL2021 Standard Template Library</li>
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<li>Testability: HLSL subset compiling as both C++ Host and SPIR-V Device code</li>
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<li>Future Proof: C++20 Concepts in HLSL for safe and documented Static Polymorphism</li>
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<li>Insane: Boost PreProcessor and Template Metaprogramming in HLSL!</li>
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<li>Embraces Buffer Device Address and Descriptor Indexing to the full</li>
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<li>Minimally Invasive (vulkan handle acquisition, multiple windows, content playing second fiddle)</li>
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<li>Designed for Interoperation (memory export, import and Coming Soon: CUDA Interop)</li>
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<li>Cancellable Future based Async I/O</li>
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<li>Virtual File System (archive mounting, our alternative to #embed, everything is referenced by absolute path)</li>
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<li>Asset Managment: Directed Acyclic Graphs</li>
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<li>Asset Converter: Merkle Trees de-duplicating GPU Object Instances</li>
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<li>Unit tested BxDFs in a Statically Polymorhic framework</li>
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<li>In Progress: GPU ECS (Property Pools)</li>
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<li>SPIR-V Introspection and Layout creation</li>
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<li>Extensions (ImGUI, FFT, Workgroup Prefix Sum, Blur, Counting Sort In Progress: Autoexposure, Tonemap, GPU MPMC Queue, OptiX Interop, Global Scan)</li>
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<li>Coming Soon: Scene Loaders, GPU Driven Scene Graph, Material Compiler v2 for efficient scheduling of BxDF graph evaluation</li>
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</ul>
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</div>
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</div>

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