Originally posted by artivision
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So to implement wined3d with same functionally as current on Vulkan would also require doing opengl on Vulkan and adding in the windows extensions. Projects doing opengl on Vulkan have not got too far. Lets talk about increasing the current work load by many times. So working on fixing up the performance of direct x on opengl is a lot less costly than attempting to current wined3d functionality on Vulkan.
Like it or not at this stage to support some applications the opengl version has to remain maybe in future an extension to Vulkan will appear allowing opengl buffers to be used from Vulkan.
Now this is not that wined3d long term plan will be pure opengl. Like when opengl 4.6 hits using the same shader complier for DX10, 11 and 12. Yes 12 be Vulkan and 10 and 11 be opengl at first. Remember the opengl sharing only works up to DX11. So the lines in sand with wined3d stopping at 11 then doing 12 in Vulkan makes sense for the functionality requirements. The line in sand could move if feature appears.
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