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Bringing Vulkan everywhere

gfx-rs.github.io

1–10 of 68 posts

Re: Bringing Vulkan everywhere

#3
post #2

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

I don't think there is any Rust (or any Rust on the roadmap) in Blender -- they would most likely use MoltenVK on macOS, similar to the path the Qt folks are taking [0].

[0] http://blog.qt.io/blog/2018/05/30/vulkan-for-qt-on-macos/

Re: Bringing Vulkan everywhere

#4
post #2

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

I don't think there is any Rust (or any Rust on the roadmap) in Blender -- they would most likely use MoltenVK on macOS, similar to the path the Qt folks are taking [0]. [0] http://blog.qt.io/blog/2018/05/30/vulkan-for-qt-on-macos/

I believe you can use this without touching Rust. If I remember correctly they even ran Dota2 with this. That certainly does not have Rust inside.

Re: Bringing Vulkan everywhere

#5
post #2

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

I don't think there is any Rust (or any Rust on the roadmap) in Blender -- they would most likely use MoltenVK on macOS, similar to the path the Qt folks are taking [0]. [0] http://blog.qt.io/blog/2018/05/30/vulkan-for-qt-on-macos/

My understanding is that this exposes a C ABI so that it's not purely for Rust programs.

Re: Bringing Vulkan everywhere

#6
post #4

Earlier quoted context omitted.

I don't think there is any Rust (or any Rust on the roadmap) in Blender -- they would most likely use MoltenVK on macOS, similar to the path the Qt folks are taking [0]. [0] http://blog.qt.io/blog/2018/05/30/vulkan-for-qt-on-macos/

I believe you can use this without touching Rust. If I remember correctly they even ran Dota2 with this. That certainly does not have Rust inside.

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?

Re: Bringing Vulkan everywhere

#8
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?

Given that it was already on a very old version, not doing further development counts as "killing it off" in my book. I'm bummed because I did an OpenGL based text renderer in xi-editor, and now have to decide whether to go back to CoreGraphics (assuming they've fixed the performance problems there) or forward with something like this.

Re: Bringing Vulkan everywhere

#9
post #4

Earlier quoted context omitted.

I believe you can use this without touching Rust. If I remember correctly they even ran Dota2 with this. That certainly does not have Rust inside.

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.

Re: Bringing Vulkan everywhere

#10
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.

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