Originally posted by eydee
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OpenGL 4.6 Released With Vulkan/SPIR-V Ingestion, Parallel Shader Compiles & Finally AF
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Michael Larabel
https://www.michaellarabel.com/
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Can't they built OpenGL atop vulkan and focus on vulkan instead?
D3D11 might actually be easier in that regard, but has other issues - you'd need to re-implement parts of DXGI as well, and both legacy APIs have resource binding models that do not map well at all to Vulkan's descriptor sets.
I'm kind of curious how exactly Gallium works, though. Is there any decent documentation available for that?
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Originally posted by Gusar View Post
Indeed didn't take long, patch is now on the mailing list: https://lists.freedesktop.org/archiv...ly/164799.html
Anyway, interesting that shader_group_vote is there, but not shader_ballot. The int64 dependency got in the way? Well, at least that means there's a high chance Haswell will get full 4.6 support
But I'll keep my eyes peeled, and fix any problem as fast as possible.
Thanks!
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