I had a long debate on multiple forums recently regarding the almost uselessness of OpenGL in presence of something like OpenCL, especially when OpenGL does its job (as a graphics library) in a very crappy manner by trying to be part-framework, part-library, and not doing either properly, and making the life of a graphics programmer a living hell, who has to code 80% of the graphics pipeline by hand or using third pa…
I've spent 15 years working on OpenGL, but I'd kick it to the kerb in a heartbeat. AMD and NVIDIA are free to implement Vulkan on Windows and Linux, but the problem is that we will probably be stuck with OpenGL 4.0 on Mac OS X for the foreseeable future.
Vulkan – Graphics and computing belong together
11–20 of 97 posts
Re: Vulkan – Graphics and computing belong together
#12Gee, I wonder what happened in June 2014 to inspire this....
Re: Vulkan – Graphics and computing belong together
#13Re: Vulkan – Graphics and computing belong together
#14Direct access to the GPU...is that done in some kind of sandbox at least? How do Mantle/Metal/DX12 do it?
Re: Vulkan – Graphics and computing belong together
#15I had a long debate on multiple forums recently regarding the almost uselessness of OpenGL in presence of something like OpenCL, especially when OpenGL does its job (as a graphics library) in a very crappy manner by trying to be part-framework, part-library, and not doing either properly, and making the life of a graphics programmer a living hell, who has to code 80% of the graphics pipeline by hand or using third pa…
I've spent 15 years working on OpenGL, but I'd kick it to the kerb in a heartbeat. AMD and NVIDIA are free to implement Vulkan on Windows and Linux, but the problem is that we will probably be stuck with OpenGL 4.0 on Mac OS X for the foreseeable future.
> Will work on any platform that supports OpenGL ES 3.1 and up
Furthermore, Apple is on the working group.Re: Vulkan – Graphics and computing belong together
#16Earlier quoted context omitted.
I've spent 15 years working on OpenGL, but I'd kick it to the kerb in a heartbeat. AMD and NVIDIA are free to implement Vulkan on Windows and Linux, but the problem is that we will probably be stuck with OpenGL 4.0 on Mac OS X for the foreseeable future.
I don't know too much about the topic (I wish I did), but how what makes you think so? I see that it says "Will work on any platform that supports OpenGL ES 3.1 and up" and Apple platforms seem not to support that (as of now). However Apple is part of the working group, doesn't that make it very likely they are working on an implementation, too?
Re: Vulkan – Graphics and computing belong together
#17"Rapid progress since June 2014" Gee, I wonder what happened in June 2014 to inspire this....
Re: Vulkan – Graphics and computing belong together
#18I thought it might have turned into a LongPeaks 2.0, but from the initial overview it is quite interesting.
And I really like it seems to be moving forward into a more language agnostic friendly API and better tooling support.
Re: Vulkan – Graphics and computing belong together
#19I had a long debate on multiple forums recently regarding the almost uselessness of OpenGL in presence of something like OpenCL, especially when OpenGL does its job (as a graphics library) in a very crappy manner by trying to be part-framework, part-library, and not doing either properly, and making the life of a graphics programmer a living hell, who has to code 80% of the graphics pipeline by hand or using third pa…
Re: Vulkan – Graphics and computing belong together
#20Earlier quoted context omitted.
I've spent 15 years working on OpenGL, but I'd kick it to the kerb in a heartbeat. AMD and NVIDIA are free to implement Vulkan on Windows and Linux, but the problem is that we will probably be stuck with OpenGL 4.0 on Mac OS X for the foreseeable future.
I don't know too much about the topic (I wish I did), but how what makes you think so? I see that it says "Will work on any platform that supports OpenGL ES 3.1 and up" and Apple platforms seem not to support that (as of now). However Apple is part of the working group, doesn't that make it very likely they are working on an implementation, too?
Khronos is a funny beast, a bit like the United Nations. Just because these companies are all part of it doesn't mean they actually like each other and want to cooperate!
Apple has famously lagged far behind with their implementation of OpenGL. They only support OpenGL 4.1, the spec for which was released in 2010 [1].
Their developer tools are also pretty lacking on the desktop, and because they keep their drivers closed, external vendors can't do much to help. (Apple write their own drivers for Intel, NVIDIA and AMD GPUs, and even the engineers at those companies have little insight to what goes on behind Apple's closed doors.)
Perhaps this new, streamlined Vulkan API will be easier and more attractive for Apple to implement.
We live in hope...