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Zink Seeing macOS Support For OpenGL Over Vulkan Then MoltenVK On Top Of Metal

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  • #11
    I must say, it is hilarious that Apple's OpenGL drivers are so garbage that third party implementations have a real market.

    Literally crashing the entire OS with shaders (on both iOS and macOS) by accident is funny the first time it happens.

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    • #12
      Originally posted by shmerl View Post
      Apple are lock-in freaks. Good thing someone is making translation work to break their lock-in.
      This is very true, and I hate working with it...

      If you develop for the Apple ecosystem, it is easy, friendly and "advanced".
      However, if you are porting to the Apple ecosystem, they always have to find one or another way to screw you up.

      Safari turned into another Internet Explorer to me, as it was a pain in the whole body to work with.
      Their AutoPlay policies are way stricter than Chrome/Firefox's, which can get extremely annoying when developing games (which require sounds to be able to play without user interaction).
      They don't even support the Web Audio API completely, and especially AudioWorklet (for non-stutter/threaded/low-latency audio... which is ironic considering macOS is often used in audio/music production houses); and when working with WebAssembly, for a while I got unexpected errors/memory corruptions that did not reproduce in any other browser.

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      • #13
        What does Wine do with D3D9 on macOS? Would you end up using Zink, to get D3D9 -> OpenGL -> Vulkan -> Metal? That'd hilarous

        I haven't been keeping up, but assume there's probably a D3D9 -> Vulkan layer for one less API to go through, or someone also made one for mapping to Metal.

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        • #14
          Originally posted by polarathene View Post
          What does Wine do with D3D9 on macOS? Would you end up using Zink, to get D3D9 -> OpenGL -> Vulkan -> Metal? That'd hilarous

          I haven't been keeping up, but assume there's probably a D3D9 -> Vulkan layer for one less API to go through, or someone also made one for mapping to Metal.
          I can imagine the wine d3d supports end when OpenGL is finally removed in OSX

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          • #15
            Originally posted by polarathene View Post
            What does Wine do with D3D9 on macOS? Would you end up using Zink, to get D3D9 -> OpenGL -> Vulkan -> Metal? That'd hilarous

            I haven't been keeping up, but assume there's probably a D3D9 -> Vulkan layer for one less API to go through, or someone also made one for mapping to Metal.
            Surely they'd use the DX9 part of DXVK -> Vulkan -> Metal

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            • #16
              I don't know why stupid Apple pushes their stupid Metal instead of adopting something Vulkan.
              All Android devices supports OpenGL ES and Vulkan.
              Windows supports DirectX 12.
              Xbox Series X will support DirectX 12 Ultimate.
              What will PlayStation 5 support?

              Apple are alone with Metal. It makes no sense for them, it makes more sense to go with Vulkan for them.

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              • #17
                Originally posted by tildearrow View Post

                This is very true, and I hate working with it...

                If you develop for the Apple ecosystem, it is easy, friendly and "advanced".
                However, if you are porting to the Apple ecosystem, they always have to find one or another way to screw you up.

                Safari turned into another Internet Explorer to me, as it was a pain in the whole body to work with.
                Their AutoPlay policies are way stricter than Chrome/Firefox's, which can get extremely annoying when developing games (which require sounds to be able to play without user interaction).
                They don't even support the Web Audio API completely, and especially AudioWorklet (for non-stutter/threaded/low-latency audio... which is ironic considering macOS is often used in audio/music production houses); and when working with WebAssembly, for a while I got unexpected errors/memory corruptions that did not reproduce in any other browser.
                That's why you should develop for the one true platform - Chrome.

                What do you mean other browsers exist? What are these web standards thingies? I only know the Chrome API.

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                • #18
                  Originally posted by uid313 View Post
                  I don't know why stupid Apple pushes their stupid Metal instead of adopting something Vulkan.
                  All Android devices supports OpenGL ES and Vulkan.
                  Windows supports DirectX 12.
                  Xbox Series X will support DirectX 12 Ultimate.
                  What will PlayStation 5 support?

                  Apple are alone with Metal. It makes no sense for them, it makes more sense to go with Vulkan for them.
                  There's Vulkan on Windows as well, but it's supported by the 3D drivers and not Windows itself. I was hoping that Sony would go for Vulkan as their 3D graphics API, since they poached a Feral Vulkan developer, but I don't think that happened. As usual, fragmentation and everyone carving out their own territory.

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                  • #19
                    Can't wait to see more Zink code getting merged in upstream Mesa! Exciting times :-)

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                    • #20
                      There's MoltenGL but it's only ES, how about creating MoltenFGL (Full GL)? I wanted to share that idea for some time but I thought some might have taken it painfully, developers were left in uncertainity by ceasing support for OpenGL, I don't want people to grief, I can't create anything like that as separate package, I don't know that well OpenGL but many people (such as guys at Molten) do, let's let the possibility and solution to move ahead.

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