Vulkan-only renderer for game output, editor chrome, viewports and runtime UI. SDL3 supplies windows and Vulkan surfaces; MoltenVK is the macOS portability layer. Neither is a second renderer backend.
DeltaRender supports one GPU execution path:
IRenderFrameSession
-> IRenderGraph.Build(features)
-> transfer / compute / raster passes
-> IRenderGraph.Execute()
-> optional present or explicit readback
The same session and graph implementation serve windowed, offscreen and
compute-only work. Final shaders come from DeltaShader.Contract; XAML and
text adapters translate their producer-owned data into graph passes. Render
does not compile source, poll input, shape text or own ECS state.
The 0.0.14 release is prepared as one aligned package set. NuGet.org
publication is still pending; verify that the exact set is available on the
configured feed before consuming it:
| Package | Required first-party packages |
|---|---|
DeltaRender |
matching DeltaShader.Contract |
DeltaRender.Vulkan |
DeltaRender 0.0.14, matching DeltaShader.Contract |
DeltaRender.Platform.SDL3 |
DeltaRender 0.0.14 |
Use matching DeltaRender package versions. The Vulkan and SDL3 packages are
implementation layers over the renderer-neutral DeltaRender contract.
DeltaRender.Text and DeltaRender.XAML are repository-internal source
adapters, not public NuGet packages. They consume the source-only generated
DeltaShader.Text and DeltaShader.UI assemblies respectively, so publishing
either adapter before those producer assemblies have runtime packages would
create an incomplete dependency graph. Cross-repository samples consume the
base renderer packages and retain source ProjectReference entries
only for these adapters and their source-only shader producers.
- CONTRACT.md: authoritative cross-project contract.
- USER_API.md: graph authoring and resource usage.
- INTERNAL.md: Vulkan implementation design.
- TEXT_CONTRACT.md: DeltaRender.Text renderer integration boundary.
- TEXT_INTERNAL.md: DeltaRender.Text ownership and implementation details.
- RENDER_BATCHING.md: renderer-owned instance batching, ordering and dirty-upload behavior.
- MIGRATION.md: removal of every legacy submission path.
- TODO.md: selected implementation work.
- WORKFLOW.md: bounded local checks.
- Vulkan/SDL3/MoltenVK ADR: platform decision.