C#/.NET bindings for the Vulkan graphics API and SPIR-V shader generation.
SharpVk is a set of C#/.NET bindings for the Vulkan graphics and compute API, allowing .NET developers to create high-performance 3D graphics, compute, and VR applications. It provides type-safe access to Vulkan's low-level functionality and includes tools for SPIR-V shader generation. The project solves the problem of accessing modern GPU APIs from managed .NET code.
.NET developers building graphics-intensive applications such as games, scientific visualization tools, or VR experiences who need direct access to Vulkan's performance capabilities.
Developers choose SharpVk because it provides the most comprehensive and idiomatic C# interface to Vulkan, with additional tools like Shanq for type-safe shader generation, all distributed as easy-to-use NuGet packages.
C# Bindings for the Vulkan API & SPIR-V
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Provides full-featured, type-safe C# bindings for the entire Vulkan API, enabling precise control over graphics and compute pipelines as highlighted in the README.
Includes Shanq for Linq-to-SPIR-V shader generation, offering compile-time validation and a C#-centric approach to shader development, though it's in early alpha.
Available as NuGet packages for straightforward integration into .NET projects, reducing setup overhead and simplifying dependency management.
Aims to deliver a clean, idiomatic C# interface to Vulkan, maintaining compatibility with the native API while adhering to .NET conventions.
Glfw bindings are partial with 'lots & lots of gaps,' per the README, requiring additional work for robust window and input handling beyond basic samples.
Shanq is labeled as 'early alpha,' indicating instability and potential breaking changes, making it risky for production shader development.
Sample code is maintained in a different repo, which can add friction for developers trying to quickly reference usage patterns and best practices.