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Writing Portable Rendering Code with Nvrhi
Learn about NVIDIA Rendering Hardware Interface (NVRHI), a library that defines a custom, higher-level graphics API and maps well to Vulkan, D3D12, and D3D11.
It manages resources, pipelines, descriptors, and barriers in a safe and automatic way that can be easily disabled or bypassed when necessary to reduce CPU overhead. The “fire and forget” pattern shown here, when the application creates a resource, uses it, and then immediately releases it, is perfectly fine in NVRHI, unlike D3D12 and Vulkan. Maybe you have to use some feature that is not supported by NVRHI, demonstrate some API usage in a sample application, or make the portable rendering code work with a native resource coming from elsewhere.
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