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Abstract:

This live stream session focuses on the continued refactoring of the Hazel game engine's rendering pipeline to adopt NVRHI (NVIDIA's Rendering Hardware Interface). The immediate objective is to integrate and run Hazel's editor UI, built with ImGui, using the new NVRHI backend, specifically targeting Vulkan. The primary technical challenge explored is bridging the gap between ImGui's direct dependency on raw Vulkan objects (like VkDescriptorSet, VkImageView, and VkSampler) and NVRHI's higher-level resource abstractions. The streamer devises a strategy to make ImGui's ImTextureID represent an NVRHI binding set, which internally manages the Vulkan resources. This involves creating custom NVRHI wrappers for existing Vulkan descriptor set layouts and samplers to satisfy NVRHI's API requirements while retaining compatibility with ImGui's underlying Vulkan rendering. The stream also touches on project logistics, development philosophy, and broader platform support for Hazel.

Refactoring Hazel's Renderer for NVRHI: Integrating ImGui and Tackling Vulkan Abstractions

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