Originally posted by geearf
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Mesa's "Dozen" Close To Providing Vulkan Over Direct3D 12
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Originally posted by ermo View PostWhat's the end goal here?
As in: Is there a nefarious purpose (EEE) or is it more like simple practicality in terms of wanting to be able to emulate/virtualise WSL2 on top of existing DX12 Windows closed-source driver infra when using Vulkan-native apps inside WSL2?
If it's not clear from the context, I'm leaning towards the latter FWIW.
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Originally posted by dragon321 View Post
There is also one more thing. Windows natively doesn't support neither modern OpenGL or Vulkan. If I recall correctly it only supports OpenGL 1.1 (Windows NT intially supported only OpenGL) and newer versions or other APIs are provided by drivers via Installable Client Driver (ICD). That's how it's working on x86 Windows. On other Windows based platforms (Windows ARM or Xbox) only natively supported APIs are available and drivers are not providing implementation for others.
in the end, it's a way for windows to push towards their pseudo utopian OS ecosystem, much like mac and osx
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There is no reason for Mesa to not accept Microsoft's free software code (open source).
The logic of Free Software, is the user to have access to the source code of the software he uses, so as to be able to adapt it to his needs, if needed.
For example, source code is contributed to the Linux kernel, by Google, for Android operating system functionality.
The user is not obliged to use the code contributed by Microsoft to Mesa. He can run some real Linux distribution, FreeBSD, or some other OS where Mesa works.Last edited by johnp; 05 February 2022, 02:20 AM.
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Originally posted by ermo View PostWhat's the end goal here?
As in: Is there a nefarious purpose (EEE) or is it more like simple practicality in terms of wanting to be able to emulate/virtualise WSL2 on top of existing DX12 Windows closed-source driver infra when using Vulkan-native apps inside WSL2?
If it's not clear from the context, I'm leaning towards the latter FWIW.
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Originally posted by sebastianlacuesta View PostMaybe they finally can prevent vendor OpenGL, OpenCL and Vulkan implementations to be used in Windows and force everybody to write DirectX drivers only. More or less Metal does it in MacOS. So yes, we can finally have an EEE here in the middle term future.
Also keep in mind, this work only runs inside WSL for now, so it's not as though it's really useful as a replacement for Vulkan drivers on Windows anyway.
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Originally posted by Quackdoc View Post
"natively supports" means baking it into their proprietary driver stack, as for vulkan it's self, it's supported as well as dx12 is from the OS's interpretation of it, the reason they don't support vulkan is because micro$oft says no. just like gpu providers need to provide an ICD for vulkan, they also need to provide a UMD, which sits between d3dxx.dll and dxgi.dll, dxgi talks directly to d3dkmt, I believe vulkan icd does as well, (though there may be a layer of abstraction, like gdi32 for OGL).
in the end, it's a way for windows to push towards their pseudo utopian OS ecosystem, much like mac and osx
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Originally posted by dragon321 View Post
DirectX is part of Windows API and it's provided by Windows itself. Drivers are responsible for providing backend that's right, but API itself is part of Windows. Neither Vulkan or modern OpenGL are part of Windows - you need external implementations to have them and they are not necessary for Windows to function. They are not even available on every Windows based platform. Windows x86 simply doesn't block drivers developers from providing support for another API. And we are speaking about Win32 here because UWP doesn't support any other graphics API than Direct3D even on x86.
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