Originally posted by VikingGe
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Originally posted by duby229 View PostGallium was really designed for fixed function hardware, the drivers have to make programmable pipelines look like fixed function pipelines.
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Originally posted by duby229 View PostGallium was really designed for fixed function hardware, the drivers have to make programmable pipelines look like fixed function pipelines.
There's some related cruft in TGSI, but the only thing that radeonsi does with it is assign shader input/output locations, NIR doesn't have that.
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AFAIK the Gallium3D devs called Vulkan a "Gallium3D 2.0" API so... but I doubt that the developer of VK9 will get to that performance there anytime soon, he still has a lot of stuff left to even implement first, nevermind the performance tweaks...
It would probably be helpful if the Gallium Nine devs contributed to VK9 to speed the development a lot, given their experience with D3D9.
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Originally posted by VikingGe View PostYou need to stop thinking that having a lower-level abstraction in the middle of the stack is going to give you a magic performance boost out of nowhere. It doesn't.
What you need to understand is that both VK9 and Nine effectively have to do the same thing. Vulkan being lower level just means that VK9 will have to do some work that the Gallium driver is doing for you, and that in turn means that VK9 has to do these things under the restrictions of the Vulkan API. A Gallium driver is not restricted by the Vulkan API, meaning that it can do some things more efficiently if the hardware allows for it.Last edited by duby229; 16 June 2018, 08:11 AM.
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Originally posted by Qaridariumif you ask Bridgman(AMD) Vulkan is MORE LOW-LEVEL than Galium3D means if you do it right it will run faster than on Galium3D...
What you need to understand is that both VK9 and Nine effectively have to do the same thing. Vulkan being lower level just means that VK9 will have to do some work that the Gallium driver is doing for you, and that in turn means that VK9 has to do these things under the restrictions of the Vulkan API. A Gallium driver is not restricted by the Vulkan API, meaning that it can do some things more efficiently if the hardware allows for it.Last edited by VikingGe; 16 June 2018, 04:55 AM.
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Michael
I am not sure how far this is in line with the subject, but what about a 64bit virtual drive on PlayOnLinux with the Steam client featuring a Doom 2016 installation? I have it running on my Manjaro 17 XFCE installation drive and it is running pretty good with the Vulkan drivers with Wine 64bit 3.9. While I don't think Doom 2016 has a built in benchmark. One could test the approximate average FPS while standing still in a given area with Dooms built in performance metrics. I am running it on a GTX 1070 and core i7 7700 65watt with 16GB of DDR4 and all is maxed at 1080p. About 175-200fps seems to be what it pulls on average given what area I am in.Last edited by creative; 16 June 2018, 01:16 AM.
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Originally posted by VikingGe View PostGallium Nine is as native as it gets. Or did someone secretly rewrite it to use Vulkan instead?
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Originally posted by Weasel View PostIsn't 50% a bit harsh? I mean that's what you'd expect from DX->OGL, no?
Originally posted by darkbasic View PostThat's exactly the same.
- Almost entirely static pipeline state (instead of somewhat dynamic state objects)
- Descriptor sets (instead of fixed resource binding slots)
- Render passes (Vulkan-specific)
- Very explicit memory barriers
How much work a Gallium driver needs to do in order to translate that into something the hardware understands obviously depends on the hardware, but with Vulkan you're pretty much guaranteed to do a fair amount of work that's just completely unnecessary in a Gallium-based stack.
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