Vulkan is Next-Gen OpenGL

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463 comments, last by 21st Century Moose 7 years, 6 months ago
Maybe, but Mantle was one vision by one team and we don't know what MS did behind the scenes; maybe they took that model to NV, Intel and all the mobile revs and got enough push back that they decided it wasn't the right way to go... and if so Vulkan could well have the same fate as the same players are involved (more so on the mobile side, what with WP not being a huge market share).

Although, saying that, isn't there a way to query for a few sizes in D3D12? It's been a while since I've looked at the docs but I was sure a fair chunk of stuff had size/alignment restrictions which were queryable in some way...
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Here is a new blog post on Vulkan https://developer.nvidia.com/engaging-voyage-vulkan

NVIDIA will therefore provide a few Vulkan extensions from day zero, so that you as developer can enjoy less obstacles on your path to Vulkan. We will support consuming GLSL shader strings directly and not having to use SPIR-V.

This seems strange. Wouldn't it be easier as a source file than embedding it into the driver thus making the driver harder to maintain? I assume someone will release one later though.

SPIR-V is mandatory for Vulkan, this extension will allow usage of GLSL strings. Both extensions mentioned in the article target people with existing OpenGL code, who want to have a quicker go on evaluating Vulkan for their needs, or transitioning to it. For final applications, or applications made from scratch it is much more likely you would be using the open-source SPIR-V tools such as Google's https://github.com/google/shaderc

yes reworded it after seeing the confusion around it. As for development stage, I used that wording, as paperwork, polish, conformance tests... is part of the process as Khronos said in their December statement. If you just mean the header, yes that was frozen a while back.

Here is a new blog post on Vulkan https://developer.nvidia.com/engaging-voyage-vulkan

Begin & End commands are so '90ish

"Recursion is the first step towards madness." - "Skegg?ld, Skálm?ld, Skildir ro Klofnir!"
Direct3D 12 quick reference: https://github.com/alessiot89/D3D12QuickRef/
Does the render pass replace D3D12 barriers (in a more abstracted way)?

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