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LLGL Aims To Be Abstraction Layer For OpenGL, Direct3D 11/12 & Vulkan

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  • #21
    Originally posted by geearf View Post
    But you're calling many Vk (or OGL) functions there, that does not seem low level to me.
    By Low Level I'd assume something close to a 1:1 mapping.
    The reverse would be to have many lower-level functions similar to Vulkan that run alone if offloading on Vk/DX12, or dump instructions/data in a bigger function to launch an OpenGL call later.

    Code:
    void lowLevelFunction{
    (stuff)
    if(vulkan)
         (offload on vulkan)
    if(opengl)
        (offload on loaderOpenGL)
    }
    
    void loaderOpenGL{
    (receiving stuff from lowLevelFunctions and storing it in a buffer)
    if(received enough stuff)
         (offload to OpenGL)
    }

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    • #22
      Originally posted by starshipeleven View Post
      The reverse would be to have many lower-level functions similar to Vulkan that run alone if offloading on Vk/DX12, or dump instructions/data in a bigger function to launch an OpenGL call later.

      Code:
      void lowLevelFunction{
      (stuff)
      if(vulkan)
      (offload on vulkan)
      if(opengl)
      (offload on loaderOpenGL)
      }
      
      void loaderOpenGL{
      (receiving stuff from lowLevelFunctions and storing it in a buffer)
      if(received enough stuff)
      (offload to OpenGL)
      }
      That would make sense.

      Comment


      • #23
        Originally posted by log0 View Post
        The guys who developed Vulkan are calling it an explicit API: "Vulkan is not “low level” – just a better abstraction of modern hardware." In some areas it looks "low-level" because of the explicit control, in others not so much. A draw call in Vulkan is still a draw call.
        Vulkan is called "low level" the same as C is called "low level".
        Neither is technically low-level (as the assebler is actual low-level), it's just that most other languages are MUCH higher level than that.

        So yeah it's technically wrong, but it is a semplification to not have to explain too much things.

        Comment


        • #24
          Originally posted by log0 View Post
          As an AMD dev has put it: "D3D12/Vulkan were not invented to write a legacy API driver on top".
          This allows to target both DX12 and Vulkan tho, possibly Metal if someone adds it.

          it's not just a "run DX11/openGL on vulkan" api.

          Comment


          • #25
            Originally posted by timofonic View Post
            How does this compare to Bgfx?

            https://github.com/bkaradzic/bgfx

            Anyone could opine about it?

            Comment

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