XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. XUSG includes the following modules:
- XUSG core (XUSGCore), the wrapper of the core functions in graphics API (currently DirectX 12).
- XUSG ray-tracing (XUSGRayTracing), the wrapper of the ray-tracing functions in graphics API, including the ray-tracing pipleine functions through DXR fallback layer, which supports both native DXR and compute emulation. The hardware requirement of DXR fallback layer is backward-compatible to Tier 2 (official Microsoft DXR fallback layer needs Tier 3).
- XUSG core with ultimate extensions, the wrapper of the extension functions in graphics API (currently DirectX 12 Ultimate).
- XUSG-EZ, DirectX 11-style wrapper of XUSG core. It exposes pipeline state machine, auto implicit barrier settings, and auto implicit descriptor table compositions.
- XUSGRayTracing-EZ, DirectX 11-style wrapper of XUSGRayTracing. It exposes pipeline state machine, auto implicit barrier settings, auto implicit descriptor table compositions, simplified acceleration-structure building with implicit scratch-buffer allocations, and implicit shader-table creations. What's more, it supports both native and DXR-fallback path of ray tracing.
- XUSG machine learning, the wrapper of the machine learning functions, currently based on DirectML (DML).
Using XUSGCore only:
https://github.com/StarsX/VolumeRender
https://github.com/StarsX/MIPGen
https://github.com/StarsX/IrradianceMap
https://github.com/StarsX/VoxelizerX12
https://github.com/StarsX/ComputeRaster
https://github.com/StarsX/ParticleEmitter
Using XUSGCore and partially open-source XUSGAdvanced:
https://github.com/StarsX/Character12
Using XUSGCore with ultimate extensions (mesh shader related):
https://github.com/StarsX/MeshShader
https://github.com/StarsX/MSFallback
Using XUSGRayTracing (supporting Tier 2 hardware with DXR fallback layer):
https://github.com/StarsX/RayTracedGGX
https://github.com/StarsX/MultiVolumes
Using XUSGRayTracing (native DXR path only):
https://github.com/StarsX/SparseVolumeDXR (DXR fallback layer has a bug on IgnoreHit() to implement the algorithm, but the partial demo can run without DXR.)
Using XUSG-EZ:
https://github.com/StarsX/FluidX12
https://github.com/StarsX/NonuniformBlur
https://github.com/StarsX/SHIrradianceEZ
Using XUSGRayTracing-EZ:
https://github.com/StarsX/DXRVoxelizer (supporting Tier 2 hardware with DXR fallback layer)
https://github.com/StarsX/RayTracedSPH
Using XUSGMachineLearning:
https://github.com/StarsX/SuperResolution (reproducing DML SuperResolution sample)
Interops: