Originally posted by schmidtbag
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Zink OpenGL-On-Vulkan vs. RadeonSI OpenGL Performance As Of January 2021
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Originally posted by pal666 View Postno the reason is zink has inherent unsolvable overhead
Vulkan is designed to more closely represent how modern GPUs work so, for all we know, there might be a way to optimize Zink so that it performs on par. It all depends on how much effort is wasted "moving off to the side and then back again" from going OpenGL→Vulkan→Hardware as opposed to OpenGL→Hardware. (Do Mesa Vulkan drivers still translate to NIR before going to hardware or does Vulkan replace NIR in the pipeline?)
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Originally posted by ssokolow View Post
That's like saying that using OS APIs has inherent unsolvable overhead over twiddling hardware registers directly. OpenGL is a significantly higher-level API than Vulkan, so it's inherently going to have some overhead, but not necessarily as much as going from DirectX 11 or below to OpenGL, which are equally high level.
Vulkan is designed to more closely represent how modern GPUs work so, for all we know, there might be a way to optimize Zink so that it performs on par. It all depends on how much effort is wasted "moving off to the side and then back again" from going OpenGL→Vulkan→Hardware as opposed to OpenGL→Hardware. (Do Mesa Vulkan drivers still translate to NIR before going to hardware or does Vulkan replace NIR in the pipeline?)
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Originally posted by ssokolow View PostThat's like saying that using OS APIs has inherent unsolvable overhead over twiddling hardware registers directly.
Originally posted by ssokolow View PostOpenGL is a significantly higher-level API than Vulkan, so it's inherently going to have some overhead
Originally posted by ssokolow View PostVulkan is designed to more closely represent how modern GPUs work so, for all we know, there might be a way to optimize Zink so that it performs on par.
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