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Raspberry Pi's V3DV Vulkan Driver Can Now Run The Zink OpenGL Translation Layer
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This is a Linux/open source news site and is reporting news about open source technologies. Myself and probably others are interested in Zink, if you are not interested you can ignore the news article.
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Originally posted by jojo7887 View Post
Wait, what? I always thought the GPU supported OpenGL 4.x. It's kinda weird to me that it doesn't support it but supports Vulkan (not saying that supporting Vulkan is bad thing of course). I'm just genuinely surprised.
Originally posted by OneTimeShot View Post
In future Zink will be the only way to run old OpenGL software on newer hardware. It isn't going to be worth writing both a Vulkan and an OpenGL driver.
1. On macOS it's deprecated and will be removed in a future version (like we had with 32bit recently). Zink + MoltenVK will be the free opensource way to run OpenGL (next to the commerical closed source MoltenGL).
2. On Windows 10 on ARM desktop OpenGL will be via Zink to Direct3D driver API translation (I think we even had an article here how Microsoft is cooperating with Zink on bringing OpenGL to Windows 10 on ARM).
I don't worry about the performance, because that's only a CPU overhead. And those are faster and faster each year (much faster than the legacy software was made for). Been there done that - we had it with 3D API wrappers for decades (e.g. emulating 3Dfx Glide, or OpenGL on the first generation of 3D cards, which could do only Direct3D).
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Are they gonna help hooking OpenGL 3.1 ES to Zink. So they could run the whole android ecosystem over their Vulkan driver. Stressing the full hw capability out.
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Originally posted by andre30correia View PostIt is an issue with HW limits. Videocore VI hw only supports up to 4 multiple render targets.
For OpenGL ES that is enough, as the minimum value for GL_MAX_DRAW_BUFFERS is 4 (see table 6.27 on OpenGL ES 3.0 spec).
But for OpenGL 3.0 that is not enough, as the minimum value for GL_MAX_DRAW_BUFFERS is 8 (see table 6.51 on OpenGL 3.0 spec).
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Originally posted by zoomblab View PostYou can also compare if you want Zink with DXVK / D9VK. They reached close to native speeds quickly, because they do direct translation from DirectX to Vulkan.
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Originally posted by zoomblab View PostMichael please stop chanting every other day about Zink. It is an extremely inefficient solution and I will risk, an uneducated, analysis this problem has a fundamental basis. It is based on the architecture of Gallium. For this reason I predict that a performance similar to the DXVK will never reach. It's a good experiment but let's not go over it.
With Zink OpenGL is just done if have vulkan. Thats the benefit for small developer teams. And OpenGL is nothing else as legacy, future implementations are waste of rare ressources ...
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Originally posted by jntesteves View Post
An uneducated guess is as good as taking a shit on the keyboard and let the feces do the talk.Last edited by zoomblab; 05 November 2020, 07:54 AM.
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Originally posted by OneTimeShot View Post
In future Zink will be the only way to run old OpenGL software on newer hardware. It isn't going to be worth writing both a Vulkan and an OpenGL driver.
I agree that Zink gets more coverage than warranted. Nobody really needs this project right now or in the near future. It's basically a technology experiment.
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Originally posted by zoomblab View PostMichael please stop chanting every other day about Zink. It is an extremely inefficient solution and I will risk, an uneducated, analysis this problem has a fundamental basis. It is based on the architecture of Gallium. For this reason I predict that a performance similar to the DXVK will never reach. It's a good experiment but let's not go over it.
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