I just misunderstood what you were talking about then. Yes, if you ditched Vulkan et al completely and just had a low-level API that was nVidia-specific, one that was ATI-specific, and one that was Intel-specific, that would be amazing, especially if it is the same PC/Mac.
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I'm not sure how to convince people to do that though since they just moved _away_ from that by going from Mantle to Vulkan :/ So I'm afraid you would just end up with more layers of cruft here.
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I have been asking for years for per-hardware APIs. I don't know how to make that happen. One nVidia API, one AMD API, and one Intel API is what we want. We may get that on Apple, sort of, since they are obviously moving to their own chips (CPU definitely, GPU presumably?)
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What exactly do you think you will get from that over Vulkan + Extensions? Exposing raw ISA is out of the question.
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Replying to @axelgneiting @cmuratori and
Main thing that comes to my mind is lower level memory barriers / flushes / decompression control which might make code/intent a bit clearer. Is that worth having vendor specific APIs vs a bit more verbosity in DX/Vk?
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Replying to @relativetoyou @axelgneiting and
Actually there is a lot more than that. In an ideal graphics API, the data format is completely specified, so there are no API calls besides kickoffs, polls, and waits. Vulkan/D3D12 are nowhere close to this ideal. They are a function spec not a data spec.
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I argue that data spec is the right way to do an async API like this. If you must translate the data in the driver, go ahead, but it is _much_ better than forcing (non-inlinable!!!) function calls every time. And over time, you can have cards take most of the data directly.
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