Originally posted by -MacNuke-
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Valve Developed An Intel Linux Vulkan GPU Driver
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Originally posted by mr_tawan View PostMaybe a Vulkan-compatibility layer made in Gallium3D ?
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Originally posted by duby229 View PostWhy do you think everyone should have to re-invent the wheel everytime a new API is developed? If it's in RAM, then it's in some kind of state and it doesn't matter what some marketing department says.
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Originally posted by duby229 View PostThe SPIR-V code won't even need to know anything about gallium because the hardware driver will directly support SPIR-V and gallium independently. It's the hardware driver that will end up executing the SPIR-V code.
It's the only use case I can think of right now anyway :P.
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Originally posted by bridgman View PostIt might be worth reading through the Vulkan slides again, doing a Find on the word "state". The driver has to do a lot more than just manage memory and execute SPIR-V.
I do not find anything useful in terms of state in combination with the API calls.
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Originally posted by mr_tawan View PostThat is based on the fact that driver already support Vulkan and SPIR-V. So if the driver does not support it, it would be nice to have a compatibility layer just before that right ?
It's the only use case I can think of right now anyway :P.
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Originally posted by duby229 View PostWhy do you think everyone should have to re-invent the wheel everytime a new API is developed? If it's in RAM, then it's in some kind of state and it doesn't matter what some marketing department says.
Gallium3D was created, because every driver implemented a state-tracker, a shader-compiler and an internal representation of things going on.
Vulkan is simply the last step to the hardware itself. When the driver implements SPIR-V directly, than Gallium3D on itself is useless for that task. The Vulkan-Library will send the code to the driver and not to another library (like libGL).
Sure you need Gallium3D to execute applications which are using OpenGL, but not for Vulkan.
Or in short. Vulkan is some kind of Gallium3D.
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Originally posted by mr_tawan View PostWell eh, with Vulkan you can choose not to track the state, or even not to create the state at all (afterall you have to create the state-tracking mechnism yourself so you can use whatever to implement that, or just don't create it). While in OpenGL the state is always there and create overheads in CPU.
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