Low cortisol graphics
Find a file
2026-08-12 21:10:31 +01:00
examples Updated simple example to use cw for pipeline 2026-08-12 21:10:31 +01:00
src Low cortisol depth management 2026-08-12 20:31:05 +01:00
tools HelloWorld 2026-08-11 21:06:28 +01:00
zig-out/bin Low cortisol depth management 2026-08-12 20:31:05 +01:00
.gitignore Low cortisol depth management 2026-08-12 20:31:05 +01:00
build.zig Low cortisol depth management 2026-08-12 20:31:05 +01:00
build.zig.zon HelloWorld 2026-08-11 21:06:28 +01:00
compile.sh Low cortisol depth management 2026-08-12 20:31:05 +01:00
README.md Updated README.md 2026-08-12 20:56:56 +01:00
zls.json Let there be images 2026-08-12 14:52:27 +01:00

NYXGFX

Low cortisol crossplatform RHI (Rendering Hardware Interface)

Backends

  • Vulkan
  • OpenGL
  • DX12

Features

  • Fire and forget
  • Dead simple + Performance + Flexible
  • Handles
  • Auto managed

Architecture

examples/simple/simple.zig

src/gfx.zig
  └─ Selected Backend

src/rhi/root.zig
  └─ Common / Handles / Configs

src/rhi/vulkan/vulkan.zig
  └─ Vulkan Backend / RHI

src/rhi/vulkan/resource.zig
  └─ Adapter / Device / Shader
Function Description
makeX(...) Creates an RHI resource and returns its handle
deleteX(handle) Releases the resource and removes it from the resource pool
releaseX(handle) Releases the resource without removing it from the resource pool
getXInfo(handle) Returns backend-independent information about the resource
getRawVkX(handle) Returns the backend-specific raw Vulkan GPU handle

Example

Core

const adapter = try gfx.makeAdapter(.{});
const surface = try gfx.makeSurface();
const device = try gfx.makeDevice(adapter, surface);
const swapchain = try gfx.makeSwapchain(adapter, device, surface);

Buffers

const vbuf = try gfx.makeBuffer(vertices, .vertex, adapter, device);
const ibuf = try gfx.makeBuffer(indices, .index, adapter, device);

Shaders

const simple_vert = try gfx.makeShader("examples/assets/shaders/compiled/simple.vert.spv", device);
const simple_frag = try gfx.makeShader("examples/assets/shaders/compiled/simple.frag.spv", device);

Pipelines

const pipeline = try gfx.makePipeline(.{
  .vertex_attributes = &.{
    .{ .location = 0, .format = .vec2, .offset = @offsetOf(Vertex, "pos") },
    .{ .location = 1, .format = .vec2, .offset = @offsetOf(Vertex, "normal") },
    .{ .location = 2, .format = .vec2, .offset = @offsetOf(Vertex, "uv") },
  },
  .vertex_binding = .{ .stride = @sizeOf(Vertex) },

  .uniforms = &.{
    .{ .name = "material", .offset = 0, .size = @sizeOf(UnlitMaterial) },
  },

  .textures = &.{texture},

  .blend_mode = .alpha,

  .vert_shader = simple_vert,
  .frag_shader = simple_frag,

  .device = device,
  .swapchain = swapchain,
});

Render Pass

if (gfx.beginPass(swapchain, .{
  .clear_color = .{ 0.01, 0.01, 0.01, 1.0 },
})) |pass| {
  defer pass.end();

  try vbuf.bind();
  try ibuf.bind();

  try pipeline.setUniform("material", material);

  try pipeline.bind();
  pass.drawIndexed(indices.len, 1, 0, 0, 0);
}

Examples

  • zig build run-simple
  • zig build run-3D