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Boreal Games

Member Since 24 Oct 2011
Offline Last Active Yesterday, 02:57 PM

Posts I've Made

In Topic: Vulkan is Next-Gen OpenGL

17 August 2015 - 03:28 PM

Even if we have to support both DX12 and Vulkan side-by-side, I doubt it will be as difficult as supporting both D3D11 and OpenGL 4.x.


I also doubt that Vulkan will be limited to Windows 10.  I sure hope it's not, since I'm not planning on "upgrading" any time soon.

In Topic: Vulkan is Next-Gen OpenGL

20 June 2015 - 11:38 PM

There's this, but otherwise there's only the API documentation.



In Topic: Vulkan is Next-Gen OpenGL

18 June 2015 - 07:25 PM

Well, it's supposed to work on anything that can support OpenGL ES 3.1.  According to Wikipedia this includes Fermi onward (although this fact is not cited).


I assume that on the AMD side, Vulkan will be supported by a great deal of cards that currently support Mantle (probably not all of them, as I bet some optional features will be promoted to mandatory).


I'm pretty happy with playing around with Mantle at this point, although getting shaders up and running is a big hassle since the AMD IL documentation is horrible and there are no public headers for it (to my knowledge).  Plus, Mantle only supports a restricted subset of the full IL spec, and the only way to compile from HLSL is to use an old version of CodeXL since they dropped support for IL output in the newest version.  You also have to preprocess the output file to extract the shader binary (which is given in comments off to the side in hex) since the textual output is completely wrong.

In Topic: Vulkan is Next-Gen OpenGL

18 June 2015 - 11:13 AM

I've actually created a GLEW-like library for Mantle, which implements the full API as described in the reference.



In Topic: What are your opinions on DX12/Vulkan/Mantle?

13 May 2015 - 08:51 PM



Decided to write my own comprehensive Mantle headers and loading library so I can use Mantle while waiting for Vulkan.  So far I've filled out mantle.h, mantleDbg.h, and mantleWsiWinExt.h.


There are a couple minor issues that I've discovered so far:

  • grWsiWinGetDisplays thinks the output array you pass into it is zero-length
  • The Windows WSI error code values haven't been determined for the aforementioned reason
  • I could only get the functions working for the 64-bit DLLs so far, seems to be a calling convention issue

Over the next few days I'll be writing the other extensions, like the DMA queue extension.