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Conformant OpenGL 4.6 on the M1

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Re: Conformant OpenGL 4.6 on the M1

#21
post #9
post #8

Kind of crazy to think that the only reason OpenGL was ever a thing for 3D gaming was because of John Carmack's obsession with using it for Quake II back in the 90s.

I don’t know that it was the only reason, but Carmack’s push for OpenGL certainly helped. A lot of things related to 3D games are thanks to doom and Quake.

> A lot of things related to 3D games are thanks to doom and Quake.

Quake sure, but Doom? IIRC Doom is far more like Wolf3D's 2.5D/raycasting than the "true 3D" of Quake, it cpu rendered to a frame buffer with zero hardware acceleration. I find it hard to believe it made any lasting impact on any subsequent 3D rendering APIs.

Re: Conformant OpenGL 4.6 on the M1

#22
post #8

Kind of crazy to think that the only reason OpenGL was ever a thing for 3D gaming was because of John Carmack's obsession with using it for Quake II back in the 90s.

And yet it still got its ass kicked by Direct3D because Microsoft made better stuff. Better API, better tooling, better debuggability.

Honestly, it would've been better to leave OpenGL to the legacy CAD vendors and standardize on Direct3D roundabout 1997 or so.

Re: Conformant OpenGL 4.6 on the M1

#23

"Unlike the vendor’s non-conformant 4.1 drivers, our open source Linux drivers are conformant to the latest OpenGL versions, finally promising broad compatibility with modern OpenGL workloads, like Blender, Ryujinx, and Citra." Looks like apple silicon are currently the best hardware for running linux and linux is the best OS for apple silicon machines.

And Sodium! (For minecraft)

Re: Conformant OpenGL 4.6 on the M1

#24

"Unlike the vendor’s non-conformant 4.1 drivers, our open source Linux drivers are conformant to the latest OpenGL versions, finally promising broad compatibility with modern OpenGL workloads, like Blender, Ryujinx, and Citra." Looks like apple silicon are currently the best hardware for running linux and linux is the best OS for apple silicon machines.

Still waiting for some hardware support and hardware video decoding.

Re: Conformant OpenGL 4.6 on the M1

#25

This is for Fedora on the M1. It would be amazing to get this for macOS. What's involved in pulling something like that off?

Perhaps already possible via MoltenVK -> Vulkan -> Zink?

Probably needs one or two more layers just to be sure.

Re: Conformant OpenGL 4.6 on the M1

#26

"Unlike the vendor’s non-conformant 4.1 drivers, our open source Linux drivers are conformant to the latest OpenGL versions, finally promising broad compatibility with modern OpenGL workloads, like Blender, Ryujinx, and Citra." Looks like apple silicon are currently the best hardware for running linux and linux is the best OS for apple silicon machines.

Strange the article doesn't use the word "Apple" once, and instead awkwardly uses "the vendor" to refer to Apple.

It's inline with how the linux/floss community refers to hardware vendors in general, even if Apple is a unique case in many circumstances.

Re: Conformant OpenGL 4.6 on the M1

#28
post #22
post #8

Kind of crazy to think that the only reason OpenGL was ever a thing for 3D gaming was because of John Carmack's obsession with using it for Quake II back in the 90s.

And yet it still got its ass kicked by Direct3D because Microsoft made better stuff. Better API, better tooling, better debuggability. Honestly, it would've been better to leave OpenGL to the legacy CAD vendors and standardize on Direct3D roundabout 1997 or so.

Well, except for only working on xbox and windows, which pretty much destroys it as a viable direct target for modern games or apps.

> Honestly, it would've been better to leave OpenGL to the legacy CAD vendors and standardize on Direct3D roundabout 1997 or so.

If you remember what Microsoft was like in those days, the chances of D3D being standardized in a viable way on any platform but windows were about the same chances as an ice cube in hell stands.

Re: Conformant OpenGL 4.6 on the M1

#29

This is obviously very exciting, but—why not target Vulkan first? It seems like the more salient target these days and one on top of which we already have an OpenGL implementation.

They started with targeting older OpenGL to get a basic feature set working first. I guess from there, getting up to a more recent OpenGL was less work than doing a complete Vulkan implementation, and they probably learned a lot about what they'll need to do for Vulkan.
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