Originally posted by smitty3268
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Originally posted by smitty3268
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Originally posted by smitty3268
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Yes when you on on vulkan your program can basically be running without any validation unless you decide to turn the validation layers on.
So vulkan everything is configured that you may place a layer in at between application and hardware without altering the application or the drivers. This can be a layer that makes application calling a old vulkan function use a new vulkan function instead or use some other setting on that function call or possible behave that it does not have a feature when it does and so on. All these changes can be done by the application writer or third party creating a vulkan layer without needing the graphics driver makers to do them.
Remember all the vulkan quirk handling done in layers like for dxvk and other things is usable by opengl on vulkan.
The fun of the problem of quirks. Opengl on Vulkan could make the amount of code need to handle the hardware quirk emulation less because the vulkan layers to make application see hardware that does not have X quirk to have X quirk so it does not crash will be generic vulkan layer usable by everything.
Vulkan layers is kind of a big thing. Its not always performance Vulkan layers could allow more applications to work. The overhead of opengl on vulkan may not be great we will not know until zink is more complete.
Originally posted by smitty3268
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Vulkan layer system is a good thing. Problem is making opengl native driver implementation have the same as Vulkan layer system for emulating hardware defects and so on you basically at core a re-implementing Vulkan. Of course with this being the case the question comes how big if any cost is there putting opengl on vulkan that zink may nicely answer.
Vulkan layer system comes out of all the issues learnt from attempting to do the Opengl Compatiblity profile.
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