DeltaRender.Vulkan
0.0.15
dotnet add package DeltaRender.Vulkan --version 0.0.15
NuGet\Install-Package DeltaRender.Vulkan -Version 0.0.15
<PackageReference Include="DeltaRender.Vulkan" Version="0.0.15" />
<PackageVersion Include="DeltaRender.Vulkan" Version="0.0.15" />
<PackageReference Include="DeltaRender.Vulkan" />
paket add DeltaRender.Vulkan --version 0.0.15
#r "nuget: DeltaRender.Vulkan, 0.0.15"
#:package DeltaRender.Vulkan@0.0.15
#addin nuget:?package=DeltaRender.Vulkan&version=0.0.15
#tool nuget:?package=DeltaRender.Vulkan&version=0.0.15
DeltaRender
Vulkan renderer for game output, editor viewports and runtime UI.
What it provides
- One RenderGraph path for transfer, compute and raster work.
- Windowed, offscreen and compute-only sessions.
- Persistent buffers, textures and samplers with lifetime and generation checks.
- Transient graph resources and automatic pass ordering and hazard handling.
- Canonical DeltaShader artifacts with ABI validation and typed producer packers.
- Optional readback for rendered or computed data.
Quick start
Add the renderer packages to an application:
<PackageReference Include="DeltaRender" Version="*" />
<PackageReference Include="DeltaRender.Vulkan" Version="*" />
Obtain an IRenderFrameSession from the platform integration, create its graph,
add features, then execute the frame:
IRenderGraph graph = session.CreateRenderGraph();
graph.Build(frameNumber, features);
RenderGraphExecutionResult result = graph.Execute();
The result is a recorded and submitted frame for a windowed session, or an offscreen/compute result for a headless session. Explicit readback is available when CPU-visible output is required.
Core concepts
session -> graph.Build(features) -> transfer/compute/raster -> graph.Execute()
The session owns persistent resources and the optional presentation target. The graph owns temporary graph handles, dependencies and execution. Features translate application data into ordinary graph passes without exposing Vulkan objects.
Capabilities and limits
- Supported rendering backend: Vulkan, including MoltenVK on macOS.
- Supported shader input: final
DeltaShader.Contractartifacts and their ABI. - UI coordinates use a top-left origin; texture UV
(0,0)is top-left. - Depth and stencil attachments are supported when declared by the raster contract and compatible with the target.
- A session has one target; multi-window coordination belongs to the host.
- Input polling, text shaping, XAML layout and ECS state are outside the renderer.
- GPU timing and asynchronous readback depend on device capabilities.
Public packages and examples
DeltaRender: renderer-neutral public contract.DeltaRender.Vulkan: Vulkan implementation.DeltaRender.Platform.SDL3: SDL3 window and surface integration.- Headless shader playground: offscreen shader rendering.
- Shader sandbox: windowed shader experiments.
Further reading
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- Delta.Diagnostics.Contract (>= 0.0.3)
- DeltaRender (>= 0.0.15)
- DeltaShader.Contract (>= 0.0.23)
- Silk.NET.MoltenVK.Native (>= 2.23.0)
- Silk.NET.Vulkan (>= 2.23.0)
- Silk.NET.Vulkan.Extensions.EXT (>= 2.23.0)
- Silk.NET.Vulkan.Extensions.KHR (>= 2.23.0)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.