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AMD Reportedly Plans To Bring Mantle To Linux, Calls Mantle An Open-Source API

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  • Jammyamerica
    replied
    Originally posted by philip550c View Post
    would be pretty funny if they open source it and it performs better on nvidia.
    PSSL is based on OpenGL ES/GLSL, and modeled after HLSL, With DX11.2 extensions.

    Leave a comment:


  • grndzro
    replied
    Originally posted by scottishduck View Post
    PSSL is based on HLSL/Nvidia Cg... lmao
    No it isn't based on HLSL.
    You really think Sony is using Nvidia Cg on AMD graphics? And Microsoft HLSL on Unix?

    Nvidia Cg parts of PSGL were scrapped when it was adopted for PSSL. Duh no more NV GPU. What was left was made into PSSL with OGL 4.4 support(GLSL), and a heavy emphasis on HLSL/DX11.2 compliance.

    PSSL is based on OpenGL ES/GLSL, and modeled after HLSL, With DX11.2 extensions.

    PS4 uses a DX wrapper (GMNX)

    By your logic PSSL was made with HLSL(On Unix) then modified for OGL 4.4.......isn't that a bit backwards to write a completely new driver based on Direct X for Unix?

    Yes PSSL is very similar to HLSL. it was modeled after it using GLSL as a base. It is a hybrid.
    Or do you think making new drivers based on GLSL was easier than adopting the AMD OpenGL 4(Linux) drivers and working from there.
    That would have been 10x the work.

    Leave a comment:


  • scottishduck
    replied
    Originally posted by grndzro View Post
    Oh really?
    What is PSSL based on then?
    Why does it support OpenGL?
    PSSL is based on HLSL/Nvidia Cg... lmao

    Leave a comment:


  • efikkan
    replied
    Originally posted by grndzro View Post
    Mabye because the PS4 API is based on OGL.
    Mantle came about through AMD's collaborative work on the PS4 API and talks with developers in what they want in an API. AMD approached Dice to help with making Mantle. That's why the PS4 API is very similar to mantle as well. If Mantle dosent matter then why is it becoming an increasingly prevalent feature in upcoming game engines and titles? Why is AMD going to make it for Linux? Why was both DX12 and Apple's Metal API designed around the features in Mantle? Why did NV make new OGL extensions with the express purpose of combating Mantle with OGL?
    You are way off base here. The extensions (most initially created by Nvidia) were released before Mantle, the first of Bindless Graphics was available in 2009 on GT200 hardware!

    Leave a comment:


  • grndzro
    replied
    Originally posted by Nille View Post
    Still No. Not even Close.
    Oh really?
    What is PSSL based on then?
    Why does it support OpenGL?

    Leave a comment:


  • Nille
    replied
    Originally posted by grndzro View Post
    Mabye because the PS4 API is based on OGL.
    Direct X isn't available on FreeBSD so Sony adapted the PS3 API to OGL 4.4 and added extensions for DX11 support.
    Still No. Not even Close.

    Leave a comment:


  • grndzro
    replied
    Originally posted by Nille View Post
    No.
    *fivechars*
    Originally posted by scottishduck View Post
    Where does this BS about playstation systems using OGL come from. PS3 was libGCM and PS4 is LibGNM.
    Mabye because the PS4 API is based on OGL.
    Direct X isn't available on FreeBSD so Sony adapted the PS3 API to OGL 4.4 and added extensions for DX11 support.

    Originally posted by efikkan View Post
    I'm sorry, you got it all wrong. Mantle was created because AMD didn't want to wait for Direct3D 12. They grabbed the opportunity and scored a whole lot of PR. In the end Mantle does not matter much either way, it's interesting from a technical point but that's about it.
    Mantle came about through AMD's collaborative work on the PS4 API and talks with developers in what they want in an API. AMD approached Dice to help with making Mantle. That's why the PS4 API is very similar to mantle as well. If Mantle dosent matter then why is it becoming an increasingly prevalent feature in upcoming game engines and titles? Why is AMD going to make it for Linux? Why was both DX12 and Apple's Metal API designed around the features in Mantle? Why did NV make new OGL extensions with the express purpose of combating Mantle with OGL?

    Leave a comment:


  • efikkan
    replied
    Originally posted by grndzro View Post
    Because Mantle is very close to DX12. DX12 has been designed with Mantle in mind. Johan Anderson even commented that it was absurdly similar to Mantle. AMD even says the effort to port from Mantle-DX12 is easy.
    I'm sorry, you got it all wrong. Mantle was created because AMD didn't want to wait for Direct3D 12. They grabbed the opportunity and scored a whole lot of PR. In the end Mantle does not matter much either way, it's interesting from a technical point but that's about it.

    Leave a comment:


  • scottishduck
    replied
    Where does this BS about playstation systems using OGL come from. PS3 was libGCM and PS4 is LibGNM.

    Leave a comment:


  • Nille
    replied
    Originally posted by grndzro View Post
    PS4 uses OGL and is the biggest next gen console so the work on OGL there isn't entirely wasted.
    No.



    *fivechars*

    Leave a comment:

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