Jawed
Legend
API Guide now available.
http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/mantle#downloads
http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/mantle#downloads
So Mantle indeed seems to map quite well with our engine. We don't support "legacy" buffers eitherSpecialized vertex and constant buffers
In the Mantle API, specialized vertex and constant buffers are removed in favor of more general buffer support. An application can use regular buffers to store vertex data, shader constants, or any other data.
https://scalibq.wordpress.com/2015/09/02/directx-12-is-out-lets-review/And what of these claims that Microsoft would have copied Mantle? There was even some claim that the documentation was mostly the same, with some screenshots of alleged documentation of both, and alleged similarities. Now that the final documentation is out, it is clear that the two are not all that similar at the API level. DX12 is still using a lightweight COM approach, where Mantle is a flat procedural approach. But most importantly, DX12 has some fundamental differences with Mantle. Such as the distinction between bundles and command lists. Mantle only has ‘command buffers’. Again, it looks like Mantle is just a simplified version, rather than Microsoft cloning Mantle.
Didn't read it through yet, but does he have something between his teeth about AMD?
He handily disregards how old AMD's DX12/D3DFL12_0 supporting chips are (and even GCN1.0 is just 1 feature shy of D3D12 FL12_0), and that Microsofts own Xbox One is GCN 1.1 too, and as he says, MS knew what DX12 was going to be when they designed DX12.Now, if we move from the software to the hardware, there are some other interesting peculiarities. As I already mentioned earlier, AMD does not have support for feature level 12_1 in their latest GPUs, which were launched as their official DirectX 12 line. I think even more telling is the fact that they do not support HDMI 2.0 either, and all their ‘new’ GPUs are effectively rehashes of the GCN1.1 or GCN1.2 architecture. The only new feature is HBM support, but nothing in the GPU-architecture itself.
I get this nasty feeling that after 5 years of AMD downplaying tessellation in DX11, we are now in for a few years of AMD downplaying conservative raster and other 12_1 features.
That's not actually quite true for Vulkan, it is actually based on Mantle, had there not been Mantle, it could look a lot different than it is nowIs it really matter where Vulkan and D3D12 come from? Kudos to AMD for it, but in the end these APIs are independent from Mantle. Even if there are a lot of match.
Hasn't google thrown its weight behind vulkan? That alone could mean good things are in vulkan's future.My question is is Vulkan going to be more relevant to gaming than Mantle? OpenGL isn't exactly popular in gaming. With Mantle at least AMD conned a few companies into putting resources into a render path to make their APUs and FX CPUs look better.
Sorry about my petulance.Aside, why use the word conned? I thought this was a forum for smart people to discuss the industry, why use such inflammatory language?