Originally posted by efikkan
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Most OpenGL/Direct3D implementations collect your drawcalls and other commands. After some accumulation they send this package to a driver thread. This driver thread accumulates, creates and sends date packages to the GPU command queues.
There is a lot of validation going on in between, that eats a lot of CPU time.
We do utilize the GPUs, but with old style APIs we wast a lot of CPU power validating and not utilizing multi cores effectively at the same time. Also there is a lot of latency that does not need to exist.
Mantle actually lets you fill the command queues directly. With a thin abstraction of course. Same goes for the DMA copy queue.
There are no driver threads and mantle only runs in application thread(s) you called it from.
There isn't much information about mantle out there I guess and it sure comes/will come with disadvantages. But calling it old style API makes you look like somebody not doing his homework.
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