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gx2gl - Translate OpenGL calls to GX2 calls

Work-In-Progress OpenGL implementation for the Nintendo Wii U.

Inspired by VitaGL and my thirst for Sonic 3 A.I.R. on the Wii U

https://github.com/rinnegatamante/vitagl

CafeGLSL: https://github.com/Exzap/CafeGLSL

wut: https://github.com/devkitPro/wut/

"Because ANGLE wasn't enough." - siahisaforker, February 12, 2026

-# even though angle is something completely different anyway..

Please read!!

!!This project is being used as a learning device. It is NOT production ready, and by using it you acknowledge that it is NOT accurate and will not be for a long time.

gx2vk

The current gx2vk slice is intentionally narrow:

  • instance / physical device / logical device creation

  • Vulkan 1.3 feature advertisement for dynamicRendering, synchronization2, and maintenance4

  • queue, command-pool, and command-buffer scaffolding

  • vkCmdBeginRendering / vkCmdEndRendering

  • vkCmdPipelineBarrier2

  • vkGetDeviceBufferMemoryRequirements

gx2vk_test.rpx is a loader smoke test, not a renderer yet. It should hold:

  • green on success

  • red on failure

Don't use gx2vk. I'm warning you.

(unless you wanna contribute)

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A translation layer over the Wii U's GX2 API to support desktop OpenGL

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