Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Boreal Games

Member Since 24 Oct 2011
Offline Last Active Today, 02:28 PM

Posts I've Made

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

13 May 2015 - 08:51 PM

https://github.com/boreal-games/magma

 

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.


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

18 April 2015 - 03:34 PM

This brilliant programmer reverse-engineered the Mantle API and wrote a "Hello Triangle" tutorial.  Definitely worth checking out.

 

https://medium.com/@Overv/implementing-hello-triangle-in-mantle-4302450fbcd2


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

29 March 2015 - 01:04 PM

Has anyone had any luck getting NDA access to the Mantle headers?  Think they'll grant it to a student looking to prepare for Vulkan or will they laugh at me?  The programming guide is fantastic but implementation is worth a thousand words.


In Topic: Vulkan is Next-Gen OpenGL

13 March 2015 - 01:22 AM

That's true but it's hard to call OpenGL itself open-source.  That's just an open-source implementation.

 

It's like calling .NET open-source because Mono exists.

 

/hair-splitting


In Topic: Vulkan is Next-Gen OpenGL

12 March 2015 - 05:20 AM

That's true, I guess I was confusing the concept of a GPU command with the concept of a draw call.

 

In that case, would it be correct to assume that things like instancing and multidraw indirect are here to stay?  Or are those simply "special cases" we were given to bypass slow parts of the driver, and technically everything is a multidraw indirect instanced call?


PARTNERS