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Abstract:
This live stream documents a significant refactoring effort within the Hazel game engine's rendering system, designated "Renderer 2025." The core objective is to transition Hazel from its custom Vulkan backend to NVIDIA's NVRHI, a graphics abstraction library that supports Vulkan, DirectX 11, and DirectX 12. The speaker systematically ports key rendering components, including index and vertex buffers, graphics pipelines, images, frame buffers, and textures, replacing Vulkan-specific implementations with NVRHI interfaces.
Challenges encountered include adapting Hazel's internal API to NVRHI's design, re-evaluating memory management (e.g., intrusive reference counting), and addressing specific rendering features like frame buffer load/store operations which require further investigation within NVRHI's model. Significant progress is made in reducing compilation errors as several Vulkan-specific modules are successfully ported and subsequently removed from the project. Future work identified includes a complete rewrite of the ImGui rendering backend and the compute shader infrastructure to align with the new NVRHI architecture.
Hazel Engine - Live Stream: Porting Renderer to NVRI (Renderer 2025)
IndexBuffer.cpp and VertexBuffer.cpp, making constructor access public to simplify Ref class usage, which acts as an intrusive reference counting system.VulkanPipeline.cpp implementation is successfully ported and merged into the generic Pipeline.cpp class, demonstrating the benefits of NVRI's abstraction. VulkanPipeline.cpp is then deleted.VulkanImage2D.cpp's logic is moved into Image.cpp, replacing Vulkan image and view creation with NVRI texture and TextureSubresourceSet equivalents. VulkanImage.h/.cpp is subsequently deleted.FrameBuffer.cpp is identified as a complex porting task. Vulkan frame buffer creation, attachments, and render pass logic are adapted to NVRI's FramebufferDescription and FramebufferAttachment.FramebufferAttachment structure. This is marked for future investigation.FrameBuffer (and deleting VulkanFrameBuffer.h/.cpp), the compilation errors are significantly reduced to 36, indicating substantial progress.Texture.cpp (for Texture2D and TextureCube) is ported, replacing Vulkan texture and sampler creation with NVRI equivalents. VulkanTexture.h/.cpp is deleted.VulkanImGuiLayer.cpp) is heavily tied to Vulkan and will require a complete rewrite to utilize NVRI, identified as a major upcoming task.VulkanComputePipeline.cpp and DescriptorSetManager (Vulkan-specific) are next in line for a significant rewrite, involving mapping to NVRI's ComputePipelineDesc, BindingLayout (descriptor set layout), and BindingSet (descriptor set data).