5 releases
0.0.5 | Oct 19, 2024 |
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0.0.4 | Aug 17, 2024 |
0.0.3 | Aug 14, 2024 |
0.0.2 | Aug 7, 2024 |
0.0.1 | Aug 3, 2024 |
#23 in Rendering engine
Used in rillrate-system
39KB
419 lines
Kiyo
What is Kiyo?
A lightweight compute shader engine using ash.
Kiyo provides a simple configuration interface to run compute shaders. The following features are implemented:
- Multiple subsequent compute passes
- Shared storage images between them
- GLSL compile logging
- Shader hot-reloading
For any feedback or requests you are very welcome to create issues or contact me directly!
You can find examples in ./examples/ and in my toy project repository.
Shader environment variables
These variables are accessible in the shader and provided by Kiyo itself, do not overwrite these as bugs will be introduced.
NUM_IMAGES
- The amount of accessible storage images.WORKGROUP_SIZE
- The workgroup size at which the shaders should run.
Building & running
Make sure you have the Vulkan SDK installed.
Then build and run kiyo
:
git clone https://github.com/angelocarly/kiyo.git
cd kiyo
cargo run --example simple-render
GPU debugging
Windows & Linux
Renderdoc!
Mac
Mac only has XCode's Metal debugger. In order to use it you need to provide the following environment variables:
VULKAN_SDK=$HOME/VulkanSDK/<version>/macOS
DYLD_FALLBACK_LIBRARY_PATH=$VULKAN_SDK/lib
VK_ICD_FILENAMES=$VULKAN_SDK/share/vulkan/icd.d/MoltenVK_icd.json
VK_LAYER_PATH=$VULKAN_SDK/share/vulkan/explicit_layer.d
Then you should be able to launch your kiyo application and capture a frame.
This video does a nice job explaining the process.
References
- sound-shader - Cpal wrapper code and shader audio inspiration
Libraries
Dependencies
~41–56MB
~1M SLoC