Announcement

Collapse
No announcement yet.

Mesa OpenGL Threading Work Sees Much Reduced Memory Footprint For OpenGL Calls

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • bug77
    replied
    Originally posted by rmfx View Post

    The advantage of Vulkan lies not only in performance but also in simplifying drivers and their maintenance, by leveraging complexity.
    Additionally, it established a new standard built upon fresh modern foundations.
    Yeah, the same way ASM simplifies programming by doing away with the complexity of high-level languages and providing you with a very concise list of instructions...
    It got some adoption after all, but for the first few years it made like no impact at all.

    Leave a comment:


  • Luke_Wolf
    replied
    Originally posted by bug77 View Post
    Back when Vulkan was in its infancy and it was believed it will cure cancer and everything, there was a presentation floating around saying OpenGL itself can trim fat to become nimble to the point of rivaling Vulkan. Of course, OpenGL won't do everything Vulkan can, but this improvement right here says that presentation was at least partially right.
    Vulkan did cure cancer as far as graphics goes. It wasn't just a matter of "trimming the fat" OpenGL just wasn't a good abstraction for various reasons and this was well understood even prior to Vulkan which is why Direct3D became so dominant. OpenGL just sucked. As it turns out however Vulkan is at the perfect level of abstraction for writing other APIs ontop of which is why it's thanks to Vulkan and DXVK that most games now work on Wine. However besides merely emulating Windows this is important for another reason that hasn't been exercised yet: if let's say Valve wanted to create a cross-platform high level graphics API that didn't suck and targeted Vulkan... they can do that without having to fuss with getting it accepted into drivers. Let me repeat: It destroyed vendor lock in and opened up the graphics API market for innovation. Furthermore Implementations exist for Vulkan riding on top of DX12 and Metal. Vulkan is the glue that destroys vendor lock in at all levels, so if there's a task that's "curing cancer" in the graphics API space... that's it, and Vulkan solved it.

    Leave a comment:


  • cb88
    replied
    Originally posted by mxan View Post

    Mantle isn't just "similar", it's the direct predecessor to Vulkan. AMD donated it to Khronos.
    Firstly chill. Vulkan and mantle are different enough that similar is the right word. If you acutally check the Mantle API reference you'll see almost nothing from Vulkan was directly copied into mantle without at least changing the name of it to VK something even basic stuff like GPU enumeration has a completely different name.

    So the things that are there, have completely different API calls even if they are functionally identical.

    Leave a comment:


  • mxan
    replied
    Originally posted by cb88 View Post

    Mantle existed and is from a high level very similar. The PS3/PS4 graphics apis also existed and were probably one of the main motivations behind all this because GL was becoming uncompetitive.
    Mantle isn't just "similar", it's the direct predecessor to Vulkan. AMD donated it to Khronos.

    Leave a comment:


  • bearoso
    replied
    Originally posted by rmfx View Post

    The advantage of Vulkan lies not only in performance but also in simplifying drivers and their maintenance, by leveraging complexity.
    Additionally, it established a new standard built upon fresh modern foundations.
    From my experience, the advantage of Vulkan is that it's stateless. Even OpenGL DSA has some global state. But removing that was the primary goal for any true OpenGL successor. Without state you can do a lot more threading. Making threading first-class meant Vulkan's synchronization had to become manual. They added the render pass stuff to cater to to mobile, and that's how we ended up with the complexity we got with Vulkan 1.0.

    I'm glad they're backpedalling a bit on the mobile focus with dynamic rendering and shader objects. The extreme verbosity has to stay because, with state attached to objects, it has to all be defined, but Vulkan is now and will be easier to use in the future.

    Leave a comment:


  • rmfx
    replied
    Originally posted by bug77 View Post
    Back when Vulkan was in its infancy and it was believed it will cure cancer and everything, there was a presentation floating around saying OpenGL itself can trim fat to become nimble to the point of rivaling Vulkan. Of course, OpenGL won't do everything Vulkan can, but this improvement right here says that presentation was at least partially right.
    The advantage of Vulkan lies not only in performance but also in simplifying drivers and their maintenance, by leveraging complexity.
    Additionally, it established a new standard built upon fresh modern foundations.

    Leave a comment:


  • cb88
    replied
    Originally posted by user1 View Post

    this one? Although it was at least 2 years before Vulkan was released, so idk if Vulkan was even known back then,
    Mantle existed and is from a high level very similar. The PS3/PS4 graphics apis also existed and were probably one of the main motivations behind all this because GL was becoming uncompetitive.

    Leave a comment:


  • user1
    replied
    Originally posted by bug77 View Post
    Back when Vulkan was in its infancy and it was believed it will cure cancer and everything, there was a presentation floating around saying OpenGL itself can trim fat to become nimble to the point of rivaling Vulkan. Of course, OpenGL won't do everything Vulkan can, but this improvement right here says that presentation was at least partially right.
    this one? Although it was at least 2 years before Vulkan was released, so idk if Vulkan was even known back then,

    Leave a comment:


  • bug77
    replied
    Back when Vulkan was in its infancy and it was believed it will cure cancer and everything, there was a presentation floating around saying OpenGL itself can trim fat to become nimble to the point of rivaling Vulkan. Of course, OpenGL won't do everything Vulkan can, but this improvement right here says that presentation was at least partially right.

    Leave a comment:


  • zboszor
    replied
    Originally posted by user1 View Post
    Is glthread currently disabled by default on RadeonSi? I remember it was enabled in late 2022 but was disabled again shortly after.
    It was never disabled in master as further fixes made it unnecessary. It was only disabled for the 22.3 release series.

    radeonsi has it enabled by default. zink, asahi and maybe some others as well.

    Leave a comment:

Working...
X