Writing Portable Rendering Code with Nvrhi(developer.nvidia.com) |
Writing Portable Rendering Code with Nvrhi(developer.nvidia.com) |
Additionally from what I've heard most of those aren't used since if you're doing Vulkan or DX12 you're doing so for the increased control and better potential performance. Throwing in a library to track everything without any understanding of the application just reduces that performance unnecessarily.
The only thing I can pull as evidence for that (anecdotal of course), is this is the first time I've heard of this and I work in the DX12 field on the GPU side. But it's also possible that the library doesn't present itself in any way on the debugging side of things.
Most engines I've worked do have abstraction layer for gfx APIs, usually you don't have 3 different API specific implementation for all render passes. Abstraction layers (such as NVRHI) do allow taking manual control when needed though.