Building Loon GPU: A Bindless Abstraction Layer for Modern Graphics
Writing a bindless GPU abstraction layer
Inspired by Sebastian Aaltonen's vision, I created Loon GPU to simplify modern graphics APIs by treating GPU memory as first-class pointers. This library eliminates complex buffer objects and bind groups, allowing developers to use vertex pulling and bindless textures directly. While currently supporting Vulkan and Metal backends, the project faces challenges with shader compilation in Slang, yet it significantly streamlines CPU-side code and offers a more natural programming model.
"Having the API just give you pointers really does make the CPU-side code feel a lot more natural."