The cross-platform graphics toolkit. Create high-performance GPU accelerated graphics easily, with a safe, low-cost, C#-friendly abstraction around the low-level APIs.
Pie's API has been designed to be safe and easy to use. Unlike other libraries, Pie has been designed from the ground up in C#, so you'll feel right at home using it.
Pie currently supports the following backends:
- Direct3D 11
- OpenGL 4.3
- OpenGL ES 3.0
Graphics debugging can be tough. Pie features an optional debug layer that can provide detailed debug logging, API usage validation, statistics, and memory leak checking.
Pie features a cross-platform windowing library, powered by SDL. This is a do-it-yourself abstraction, it creates the window & graphics device for you, and you are expected to create the render loop yourself.
Pie features a cross-platform audio library, using mixr as its backend. On top of mixr's built-in features, Pie.Audio also features an SDL-powered audio device, so you can immediately start playing audio.
Cross-platform FreeType bindings, complete with a simple abstraction layer, to make text rendering easy.
Used by Pie itself, the shader compiler provides a simple way to transpile shaders. Compile GLSL or HLSL to Spir-V, and transpile Spir-V to various supported shading languages, such as GLSL or HLSL. This library is used by Pie to provide cross-platform shader support.
Pie provides low & high level bindings for shaderc.
Pie also provides low & high (coming soon) level bindings for SPIRV-Cross.
A raw wrapper around SDL, mostly for use by Pie.Windowing and Pie.Audio. It aims to be feature complete, though! (Although note at time of writing the bindings are very incomplete. PRs welcome!)