Earlier quoted context omitted.
Sure, but the whole point of both Vulkan and Metal is to bring out more performance by being lower-level. I'd assume that at least part of that benefit is lost when you use something like this.
A lot of the point of Vulkan is not having to rewrite your entire graphics stack for every OS you want to target.
Deprecation of OpenGL and OpenCL
131–140 of 466 posts
Re: Deprecation of OpenGL and OpenCL
#132Re: Deprecation of OpenGL and OpenCL
#133The classic "Fuck Off" hubris from Apple. Their B.S. is getting out of hand. List of gripes: 1. Heavy handed regulation of app store: This needs intervention from regulatory authorities. Apple has successfully inserted itself between the consumer and producer of apps. It plays kingmaker, and very clearly promotes internal apps to the competition (recent ban of the Steam app is a prime example). It's only legal recour…
Steam link is weird, but I thought I read somewhere that they would have had to pay Apple 30% of in-app sales.
But long story short is that I am paying them to curate the apps.
Re: Deprecation of OpenGL and OpenCL
#134Re: Deprecation of OpenGL and OpenCL
#135The classic "Fuck Off" hubris from Apple. Their B.S. is getting out of hand. List of gripes: 1. Heavy handed regulation of app store: This needs intervention from regulatory authorities. Apple has successfully inserted itself between the consumer and producer of apps. It plays kingmaker, and very clearly promotes internal apps to the competition (recent ban of the Steam app is a prime example). It's only legal recour…
Re: Deprecation of OpenGL and OpenCL
#136OpenGL isn't pretty, but it's at least cross-platform. And my impression was that OpenGL support is mostly handled by the GPU manufacturers, so I'm not sure how much Apple gains here by deprecating OpenGL. Requiring developers to use an API locked to a particular platform feels pretty hostile to me. Doesn't matter if that API isn't perfect, or even far from it.
> Requiring developers to use an API locked to a particular platform feels pretty hostile to me. So like DirectX?
Re: Deprecation of OpenGL and OpenCL
#137The classic "Fuck Off" hubris from Apple. Their B.S. is getting out of hand. List of gripes: 1. Heavy handed regulation of app store: This needs intervention from regulatory authorities. Apple has successfully inserted itself between the consumer and producer of apps. It plays kingmaker, and very clearly promotes internal apps to the competition (recent ban of the Steam app is a prime example). It's only legal recour…
Everything on that list is relevant, but please keep in mind that banning custom browser engines isn't particularly bad thing for everyone. Of course Apple doing it to force web developers to keep supporting Safari since no one can simply expect iOS users to install Chrome, but it's also benefit open web greatly since it's preserve status quo that we have more than just one browser engine. The day Apple stop doing it…
Apple has crippled the mobile web since iOS reinvented the category. How many years before the file upload widget worked?
Re: Deprecation of OpenGL and OpenCL
#138- https://github.com/ROCm-Developer-Tools/HIP - https://github.com/RadeonOpenCompute/ROCm
"CUDA/HC Portable with HIP", "Microsoft C++AMP", "Apple/Khronos OpenCL": https://github.com/ROCm-Developer-Tools/HIP/blob/roc-1.8.x/d...
Re: Deprecation of OpenGL and OpenCL
#139Re: Deprecation of OpenGL and OpenCL
#140Ugggggh. As if graphics support on macOS weren't middling enough already. It's like they're trying to become as irrelevant as possible in that area. I could understand if they were deprecating it in favor of Vulkan. That would be in-line with Apple's history of aggressively pushing forward new standards. But by no means do they have the clout to coerce developers into their own bespoke graphics API that doesn't work…