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Mesa Vulkan Drivers Now Tracking Game Engine/Version For Handling More Workarounds

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  • Mesa Vulkan Drivers Now Tracking Game Engine/Version For Handling More Workarounds

    Phoronix: Mesa Vulkan Drivers Now Tracking Game Engine/Version For Handling More Workarounds

    Currently the Mesa OpenGL/Vulkan drivers have relied upon matching executable names for applying game/application-specific workarounds. But with Vulkan as part of the instance creation information and VkApplicationInfo it's possible to optionally advertise the rendering engine and version in use. The Mesa Vulkan drivers are now making use of that information to allow for more uniform workarounds...

    http://www.phoronix.com/scan.php?pag...ine-Workaround

  • #2
    But with Vulkan as part of the instance creation information and VkApplicationInfo it's possible to optionally advertise the rendering engine and version in use.
    Does this mean there is no similar functionality; getting engine name and version, in OpenGL?
    If not they should bring the info VkApplicationInfo provides in Vulkan to OpenGL. It needs this (engine name and more importantly engine version) much more and waaaaaay harder than Vulkan!
    Especially applications using earlier versions of OpenGL (between 3.0 and 4.5=4.6) which have lots of old applications including games doing different things.
    And even a bigger can of worms: the legacy of old drivers doing different things causing applications to try to code for those quirks and driver specific behaviours.

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    • #3
      Originally posted by plonoma View Post
      Does this mean there is no similar functionality; getting engine name and version, in OpenGL?
      If not they should bring the info VkApplicationInfo provides in Vulkan to OpenGL. It needs this (engine name and more importantly engine version) much more and waaaaaay harder than Vulkan!
      Especially applications using earlier versions of OpenGL (between 3.0 and 4.5=4.6) which have lots of old applications including games doing different things.
      And even a bigger can of worms: the legacy of old drivers doing different things causing applications to try to code for those quirks and driver specific behaviours.
      That's correct, OpenGL doesn't have an equivalent to this.

      It's too late for it to be useful there. OpenGL is mostly dead for new applications, and nobody is going to release updates to the thousands of existing old games just to add the name of the engine they use.

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      • #4
        Originally posted by smitty3268 View Post

        That's correct, OpenGL doesn't have an equivalent to this.

        It's too late for it to be useful there. OpenGL is mostly dead for new applications, and nobody is going to release updates to the thousands of existing old games just to add the name of the engine they use.
        Thanks for answering my question.
        Does VkApplicationInfo have optional, separate engine and engine version info for physics engine and other middleware integrated into the engine.
        You know for when someone integrates a third party physics engine (e.g. Bullet Physics engine) or other middleware into their engine.


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        • #5
          Originally posted by plonoma View Post
          Thanks for answering my question.
          Does VkApplicationInfo have optional, separate engine and engine version info for physics engine and other middleware integrated into the engine.
          You know for when someone integrates a third party physics engine (e.g. Bullet Physics engine) or other middleware into their engine.
          https://www.khronos.org/registry/vul...ationInfo.html

          The answer is no its not that detailed.

          You have application name and engine name that kind of it.

          I am not sitting on a vulkan supporting system to see if I can in a single program run vkCreateInstance twice with different VKapplicationinfo. If this would work it would most likely be the best way so that all engines could request the vulkan version they in fact want and expect.

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