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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)

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