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Unofficial Vulkan Transform Feedback Is Being Worked On for DXVK / VKD3D

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  • Unofficial Vulkan Transform Feedback Is Being Worked On for DXVK / VKD3D

    Phoronix: Unofficial Vulkan Transform Feedback Is Being Worked On for DXVK / VKD3D

    It turns out some Vulkan stakeholders are working on a transform feedback extension that would help efforts like DXVK and VKD3D in mapping Direct3D to Vulkan...

    http://www.phoronix.com/scan.php?pag...sform-Feedback

  • #2
    Whoa, that's a full-blown declaration of war with non-Kronos APIs (we all know who) right there.

    Hardware manufacturers must be getting really pissed.

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    • #3
      starshipeleven they are getting pissed because more apis Will be avaible where they have not implemented them ?

      Comment


      • #4
        Originally posted by starshipeleven View Post
        Whoa, that's a full-blown declaration of war with non-Kronos APIs (we all know who) right there.

        Hardware manufacturers must be getting really pissed.
        It really isnt

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        • #5
          Originally posted by GunpowaderGuy View Post
          starshipeleven they are getting pissed because more apis Will be avaible where they have not implemented them ?
          They have no control over other APIs. That's all this is about. Microsoft or Apple could just stop developing their API or develop it in directions the hardware manufacturers don't like, and they could not do much about that.

          For example, the very comment about this extension talks about such cases, where they decided to add an extension that does something they don't like, so will not go in Khronos standard extensions. And this extension exists just for the sake of allowing multi-platform frameworks to remap features of other APIs that they didn't implement because they don't like.

          They are doing this because apparently they do recognize that having robust, full-feature wrappers that remap proprietary APIs to Vulkan is a boon to Vulkan itself as a true cross-platform API.

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          • #6
            Originally posted by FireBurn View Post

            It really isnt
            Yes it is.

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            • #7
              I didn't expect to see some progress soon. An extension for this workaround sounds better that something in the official Vulkan API.

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              • #8
                This is great.

                Even if it is non-standard for now, it may become standard later on if it really makes sense.

                I will have to restart the Witcher 3 after this is fixed to see the monsters in their full glory.

                I just hop this get fixed up quickly, esp on the AMD stack.

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                • #9
                  Originally posted by asoltesz View Post
                  Even if it is non-standard for now, it may become standard later on if it really makes sense.
                  Nah this extension does not make that much sense outside of wrapping old high level APIs to Vulkan. It is just one of those few things (if not the only one) that you can't express in Vulkan that efficient. The comment just mentions that.

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                  • #10
                    Originally posted by asoltesz View Post
                    Even if it is non-standard for now, it may become standard later on if it really makes sense.
                    Well, the way I understand it, it really shouldn't. There are better ways to achieve the same, but this is aimed as a stopgap measure for direct compatibility.

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