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igl

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4 issues

Commits

List of commits on branch main.
Unverified
e799f09df51a4c0d34592a19efbe563c0160e775

Move format conversion function inside the ktx texture loader

ffrancoiscoulombe committed 3 hours ago
Unverified
4f6bb7ef531c022e393251b2eb4072949c5ae567

Unit test for ManagedUniformBuffer

rrudybear committed 3 hours ago
Unverified
ce8b7f1095e0784e8ae478fa3c9cb1b2ea28539a

igl | shell | Correctly handle desktop fullscreen mode on Windows

ccorporateshark committed 6 hours ago
Unverified
8f305c6ccee05d7296f15e765123e99a9de298a2

igl | shell | Introduce different screen modes

ccorporateshark committed 6 hours ago
Unverified
8d9de28ccaec866c012eb8bf8621a7deb0d61348

IGL: Fix incorrect use of IGL_UNREACHABLE_RETURN

committed 8 hours ago
Unverified
1b86d7db99a3a7deba92ccca475bc105118d1b1a

Fix buffer pooling

committed 9 hours ago

README

The README file for this repository.
IGL Logo

Build Status

Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It encapsulates common GPU functionality with a low-level cross-platform interface. IGL is designed to support multiple backends implemented on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan) with a common interface.

There are a lot of good options for abstracting GPU API's; each making different trade-offs. We designed IGL around the following priorities:

  1. Low-level, forward-looking API. IGL embraces modern abstractions (command buffers, state containers, bindless, etc) and is designed to give more control than OpenGL's state machine API. As a result, IGL can have leaner backends for modern API's (e.g. Metal, Vulkan).
  2. Minimal overhead for C++. IGL supports new or existing native rendering code without overhead of language interop or the need for other language runtimes.
  3. Reach + scale in production. IGL has been globally battle-tested for broad device reliability (especially the long-tail of Android devices as well as Quest 2/3/Pro compatibility for OpenGL/Vulkan) and performance-tuned on our apps.

Supported rendering backends

Supported platforms

  • Android
  • iOS
  • Linux
  • macOS
  • Windows
  • WebAssembly

API Support

Windows Linux macOS iOS Android
Vulkan 1.1 ✔️ ✔️ ✔️ (MoltenVK) ✖️ ✔️ (Quest 2/3/Pro)
OpenGL ES 2.0 - 3.0 ✔️ (Angle) ✔️ (Angle) ✔️ ✔️ ✔️
OpenGL ES 3.1 - 3.2 ✔️ (Angle) ✔️ (Angle) ✖️ ✖️ ✔️
OpenGL 3.1 - 4.6 ✔️ ✔️ ✖️ ✖️ ✖️
Metal 2 ✖️ ✖️ ✔️ ✔️ ✖️

Build

Before building, run the deployment scripts:

python3 deploy_content.py
python3 deploy_deps.py

These scripts download external third-party dependencies. Please check Dependencies for the full list.

  • Windows
cd build
cmake .. -G "Visual Studio 17 2022"
  • Linux
sudo apt-get install clang xorg-dev libxinerama-dev libxcursor-dev libgles2-mesa-dev libegl1-mesa-dev libglfw3-dev libglew-dev libstdc++-12-dev
cd build
cmake .. -G "Unix Makefiles"
  • macOS
cd build
cmake .. -G "Xcode" -DIGL_WITH_VULKAN=OFF
  • iOS
cd build
cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../third-party/deps/src/ios-cmake/ios.toolchain.cmake -DDEPLOYMENT_TARGET=13.0 -DPLATFORM=OS64
  • Android

The Gradle project is located within the build/android folder.

  • WebAssembly

Please install Emscripten and Ninja.

cd build
emcmake cmake .. -G Ninja
cmake --build .

Screenshots

image

image

License

IGL is released under the MIT license, see LICENSE.md for the full text as well as third-party library acknowledgements. SparkSL Compiler is released under the SparkSL Compiler License, see LICENSE for full text.