Silk.NET | speed OpenAL , OpenGL , Vulkan , and GLFW bindings library | Game Engine library

 by   Ultz C# Version: v2.1.0 License: MIT

kandi X-RAY | Silk.NET Summary

kandi X-RAY | Silk.NET Summary

Silk.NET is a C# library typically used in Gaming, Game Engine applications. Silk.NET has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Silk.NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL and OpenAL. Use Silk.NET to add cross-platform 3D graphics, audio, compute and haptics to your C# application. Silk.NET works on any .NET Standard 2.0 compliant platform. This includes Xamarin, .NET Framework 4.6.1+, and .NET Core 2.0+.
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              Silk.NET has a low active ecosystem.
              It has 500 star(s) with 58 fork(s). There are 27 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 26 open issues and 147 have been closed. On average issues are closed in 94 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Silk.NET is v2.1.0

            kandi-Quality Quality

              Silk.NET has 0 bugs and 0 code smells.

            kandi-Security Security

              Silk.NET has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Silk.NET code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Silk.NET is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Silk.NET releases are available to install and integrate.
              Silk.NET saves you 1778 person hours of effort in developing the same functionality from scratch.
              It has 3932 lines of code, 323 functions and 5628 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Silk.NET
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            Silk.NET Key Features

            No Key Features are available at this moment for Silk.NET.

            Silk.NET Examples and Code Snippets

            No Code Snippets are available at this moment for Silk.NET.

            Community Discussions

            QUESTION

            How to use glImportMemoryWin32HandleEXT to share an ID3D11Texture2D KeyedMutex Shared handle with OpenGL?
            Asked 2022-Feb-16 at 18:02

            I am investigating how to do cross-process interop with OpenGL and Direct3D 11 using the EXT_external_objects, EXT_external_objects_win32 and EXT_win32_keyed_mutex OpenGL extensions. My goal is to share a B8G8R8A8_UNORM texture (an external library expects BGRA and I can not change it. What's relevant here is the byte depth of 4) with 1 Mip-level allocated and written to offscreen with D3D11 by one application, and render it with OpenGL in another. Because the texture is being drawn to off-process, I can not use WGL_NV_DX_interop2.

            My actual code can be seen here and is written in C# with Silk.NET. For illustration's purpose though, I will describe my problem in psuedo-C(++).

            First I create my texture in Process A with D3D11, and obtain a shared handle to it, and send it over to process B.

            ...

            ANSWER

            Answered 2022-Feb-16 at 18:02

            After some more debugging, I managed to get [DebugSeverityHigh] DebugSourceApi: DebugTypeError, id: 1281: GL_INVALID_VALUE error generated. Memory object too small from the Debug context. By dividing my width in half I was able to get some garbled output on the screen.

            It turns out the size needed to import the texture was not WIDTH * HEIGHT * BPP, (where BPP = 4 for BGRA in this case), but WIDTH * HEIGHT * BPP * 2. Importing the handle with size WIDTH * HEIGHT * BPP * 2 allows the texture to properly bind and render correctly.

            Source https://stackoverflow.com/questions/71108346

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Silk.NET

            You can download it from GitHub.

            Support

            Silk.NET uses and encourages Early Pull Requests. Please don't wait until you're done to open a PR!. Some projects may not build properly without being configured to use Desktop MSBuild (i.e. the MSBuild shipped with Visual Studio). As a result, you will ideally need to be on Windows and have Visual Studio 2019 Community (or greater) installed with .NET Core and Xamarin workloads. If you don't have this (i.e. because you're on Linux or Mac), you can still develop Silk.NET in a limited capacity but you will not be able to work on mobile workloads.
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