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?
Conformant OpenGL 4.6 on the M1
81–90 of 118 posts
Re: Conformant OpenGL 4.6 on the M1
#82"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.
> Looks like apple silicon are currently the best hardware for running linux I wonder if this effort to run Linux on apple silicon will continue if snapdragon X laptops become mainstream.
Re: Conformant OpenGL 4.6 on the M1
#83One day, Apple will deprecate opengl 3.3 core, and I guess everybody might end up deprecating it. I've read that generally opengl is just easier to use than vulkan, I don't know if that's true, but if something is too complicated, it becomes just too hard for less experienced devs to exploit those GPU, and it becomes a barrier to entry, which might discourage some indie game developers. Although everyone uses unity a…
Re: Conformant OpenGL 4.6 on the M1
#84One day, Apple will deprecate opengl 3.3 core, and I guess everybody might end up deprecating it. I've read that generally opengl is just easier to use than vulkan, I don't know if that's true, but if something is too complicated, it becomes just too hard for less experienced devs to exploit those GPU, and it becomes a barrier to entry, which might discourage some indie game developers. Although everyone uses unity a…
WGPU is kinda supposed to solve the problem by making a cross platform API more user friendly than Vulkan. The problem with OpenGL is that it is too far from how GPUs work and it's hard to get good performance out of it.
A bigger issue you may face is OpenGL driver bugs but AFAIK the main culprit here was AMD and a couple of years ago they improved their OpenGL driver to be much better.
Also at this point OpenGL still has no hardware raytracing extension/API so if you need that you need to use Vulkan (either just for the RT bits with OpenGL interop or switching to it completely). My own 3D engine uses OpenGL and while the performance is perfectly fine, i'm considering switching to Vulkan at some point in the future to have raytracing support.
Re: Conformant OpenGL 4.6 on the M1
#85Earlier quoted context omitted.
I think both SGI and Quake were absolutely crucial. Without Quake, OpenGL would have remained an extremely niche thing for professional CAD and modeling software. And Microsoft would have completely owned the 3D gaming API space. Quake (and Quake 2, and Quake 3, and the many games that licensed those engines) really opened the floodgates in terms of mass market users demanding OpenGL capabilities (or at least a subse…
Microsoft never owned the 3D gaming API space, SEGA, Sony and Nintendo also have/had their own APIs.
Re: Conformant OpenGL 4.6 on the M1
#86Earlier quoted context omitted.
OpenGL is not deprecated, it is simpler and continues to be used where Vulkan is overkill. Using it for greenfields is a good choice if it covers all your needs (and if you don't mind the stateful render pipeline).
It is officially deprecated on all Apple platforms, and has been for five years now. Whether it will actually stop working anytime soon is a different question; but it is not a supported API.
It is marked as being deprecated as of iOS 12, which came out in September 2018.
Non-ES version was deprecated in aligned macOS version 10.14: https://developer.apple.com/library/archive/documentation/Gr...
Re: Conformant OpenGL 4.6 on the M1
#87Earlier quoted context omitted.
Microsoft never owned the 3D gaming API space, SEGA, Sony and Nintendo also have/had their own APIs.
I never heard about SEGA, Sony or Nintendo 3D APIs being used on a PC. I guess somebody somewhere did it, but it's so insignificant.
Re: Conformant OpenGL 4.6 on the M1
#88One day, Apple will deprecate opengl 3.3 core, and I guess everybody might end up deprecating it. I've read that generally opengl is just easier to use than vulkan, I don't know if that's true, but if something is too complicated, it becomes just too hard for less experienced devs to exploit those GPU, and it becomes a barrier to entry, which might discourage some indie game developers. Although everyone uses unity a…
Re: Conformant OpenGL 4.6 on the M1
#89One day, Apple will deprecate opengl 3.3 core, and I guess everybody might end up deprecating it. I've read that generally opengl is just easier to use than vulkan, I don't know if that's true, but if something is too complicated, it becomes just too hard for less experienced devs to exploit those GPU, and it becomes a barrier to entry, which might discourage some indie game developers. Although everyone uses unity a…
FWIW Metal is actually easier to use than Vulkan in my opinion, as Vulkan is kind of designed to be super flexible and doesn't have as much niceties in it. Either way, OpenGL was simply too high level to be exposed as the direct API of the drivers. It's much better to have a lower level API like Vulkan as the base layer, and then build something like OpenGL on top of Vulkan instead. It maps much better to how GPU har…
Re: Conformant OpenGL 4.6 on the M1
#90> Regrettably, the M1 doesn’t map well to any graphics standard newer than OpenGL ES 3.1. While Vulkan makes some of these features optional, the missing features are required to layer DirectX and OpenGL on top. No existing solution on M1 gets past the OpenGL 4.1 feature set. I'm very curious to know the performance impact of this, particularly compared to using Metal on macOS. (I'm sure the answer is "it depends", b…
The core of the issue is that Apple chose to implement a streamlined compute architecture, and they have cut a lot of legacy cruft and things that were known not to work well in the process. I don't think that the rhetorics of "M1 getting stuck at OpenGL 4.1" is appropriate. I stopped following OpenGL many years ago, so I don't know specifically which features past 4.1 she might refer to. What I can say is that I'd be very surprised if there is something that OpenGL offers that cannot be done in Metal, but there are plenty of things possible in Metal that cannot be done at all in OpenGL (starting with a fact that Metal shading language has fully featured pointers).