Originally posted by wertigon
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For a non-Mesa driver it doesn't seem clear at all that rearchitecting it to an implicit sync model makes sense, considering Mesa itself is planning to move away from it.
Kopper+Zink works for freakin' *everything* (once bugs have been ironed out). And everything needs to support Vulkan in either case. So why not simply *only* support Vulkan, and Zink the games on OpenGL, and call it a day? From where I am standing this is now the logical choice to support desktop Linux. Who cares about whether Wayland renders at 10 000 FPS or 100 000 FPS? Does it matter if a Bugatti can go 300 mph and the Ferrari only 290 mph, when all your driving will happen below 100 mph regardless?
But anyway, all this stuff about explicit vs implicit sync is not that relevant to OpenGL vs Vulkan vs Zink, it's lower level concerns about how to communicate dependencies between buffers (rendered by Vulkan or OpenGL or some other API, or a compute buffer used by a compute shader) that are used by different applications (potentially running in different security contexts) in a rendering pipeline.
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