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Bringing Vulkan everywhere

gfx-rs.github.io

11–20 of 68 posts

Re: Bringing Vulkan everywhere

#11
post #2

Hopefully this will offer some way forward for FOSS software like Blender running on macOS when Apple kill OpenGL off.

Is Apple “killing off” OpenGL? Isn’t it just deprecated ie not further development but not removed?

In this year’s WWDC I asked the same question one of the GPU software engineers and he claimed that Apple is going to completely remove support for OpenGL in about two years from now.

Regardless, “deprecated” means “no longer maintained”, meaning that if any regressions will appear in the near future, it’s possible no one will fix them, as these issues will not be prioritized.

Re: Bringing Vulkan everywhere

#12
post #2

Hopefully this will offer some way forward for FOSS software like Blender running on macOS when Apple kill OpenGL off.

Is Apple “killing off” OpenGL? Isn’t it just deprecated ie not further development but not removed?

Apple removes deprecated stuff eventually.

Re: Bringing Vulkan everywhere

#13
post #9

Earlier quoted context omitted.

I think -- and I could be wrong here -- that gfx-rs aims to eventually implement Vulkan on D3D12 in addition to Metal, while MoltenVK only aims to work on Metal.

Are there any D3D12 platforms that don't also support Vulkan?

I am not completely sure, but I can imagine XBox One.

Re: Bringing Vulkan everywhere

#14
post #9

Earlier quoted context omitted.

I think -- and I could be wrong here -- that gfx-rs aims to eventually implement Vulkan on D3D12 in addition to Metal, while MoltenVK only aims to work on Metal.

Are there any D3D12 platforms that don't also support Vulkan?

Windows, partially. Vulkan can be used in classic win32 apps but not in "modern" UWP apps.

The Xbox One uses a variant of D3D12 and doesn't support Vulkan at all.

Re: Bringing Vulkan everywhere

#15
post #9

Earlier quoted context omitted.

Interesting, thanks for the clarification! Any idea as to the advantages of using these bindings vs. the Molten bindings, if one isn't using Rust?

I think -- and I could be wrong here -- that gfx-rs aims to eventually implement Vulkan on D3D12 in addition to Metal, while MoltenVK only aims to work on Metal.

I don't know about the MoltenVK branding specifically, but Khronos does plan a "Universally portable subset" of Vulkan with tools to target both Metal and D3D12 from one rendering codebase and common SPIR-V shaders.

The project is call Vulkan Portability Initiative:

https://www.khronos.org/blog/khronos-announces-the-vulkan-po...

Re: Bringing Vulkan everywhere

#16
post #12

Earlier quoted context omitted.

Is Apple “killing off” OpenGL? Isn’t it just deprecated ie not further development but not removed?

Apple removes deprecated stuff eventually.

Some things are removed swiftly, others stay around forever (e.g. /usr/lib/libssl.0.9.8.dylib)

Re: Bringing Vulkan everywhere

#18
post #2

Hopefully this will offer some way forward for FOSS software like Blender running on macOS when Apple kill OpenGL off.

Is Apple “killing off” OpenGL? Isn’t it just deprecated ie not further development but not removed?

They plan to kill it, but it's not very clear when. Quite stupid and as bad as not supporting Vulkan, but that's Apple for you.

Re: Bringing Vulkan everywhere

#19
post #9

Earlier quoted context omitted.

I think -- and I could be wrong here -- that gfx-rs aims to eventually implement Vulkan on D3D12 in addition to Metal, while MoltenVK only aims to work on Metal.

I don't know about the MoltenVK branding specifically, but Khronos does plan a "Universally portable subset" of Vulkan with tools to target both Metal and D3D12 from one rendering codebase and common SPIR-V shaders. The project is call Vulkan Portability Initiative : https://www.khronos.org/blog/khronos-announces-the-vulkan-po...

If I understood correctly, gfx-rs aims to provide an implementation for that initiative. Khronos only announced it in concept, they didn't implement it.

Re: Bringing Vulkan everywhere

#20
Correct me if I'm wrong: 1) this is an effort to provide an abstract graphics API for any OS/CPU instruction set 2) it is rust and therefore usable from rust and C(++).

If so, great news! Maybe we'll one day be free from tyranny of Windows when it comes to gaming. In my ideal world, operating systems should be interchangeable like web browsers and competing to provide the best implementation of an open standard rather than trying to trap developers and users by providing the most enticing proprietary API.

Have there been any previous attempts to do this? Any success?

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