Vulkan/OpenGL Next Generation Initiative: unified API for mobile and non-mobile devices.

Discussion in 'Rendering Technology and APIs' started by ToTTenTranz, Aug 11, 2014.

  1. Andrew Lauritzen

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    The pipeline layout (or descriptor set layout or layout chain or whatever it's called now) is roughly equivalent to a root signature.
     
  2. Alessio1989

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    Thank you. I always had issue to see the big picture from blog posts.
    Now all I need is a comprehensive manual.
    I also noted that with the last AMD compress library they added ASTC support. Hopefully they will come (back) on DX12 wtih "Redstone" update too : p
     
  3. Kaotik

    Kaotik Drunk Member
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    #203 Kaotik, Feb 16, 2016
    Last edited: Feb 16, 2016
    pharma, Razor1 and milk like this.
  4. Kaarlisk

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    I wonder whether Intel's Linux Vulcan driver is opensource ...
     
  5. fellix

    fellix Hey, You!
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    #206 fellix, Feb 16, 2016
    Last edited: Feb 16, 2016
  6. Jawed

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    I wonder if there's a clue in GM204: Queues = 1

    GRAPHICS_BIT
    COMPUTE_BIT
    TRANSFER_BIT
    SPARSE_BINDING_BIT
     
  7. fellix

    fellix Hey, You!
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    Well, someone got a clue and he's not happy about it:
    GTX 980 Ti

    :lol:
     
  8. Kaotik

    Kaotik Drunk Member
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  9. Alessio1989

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    caps-bits, caps-bits everywhere...


    Code:
    typedef struct VkPhysicalDeviceFeatures {
    VkBool32 robustBufferAccess;
    VkBool32 fullDrawIndexUint32;
    VkBool32 imageCubeArray;
    VkBool32 independentBlend;
    VkBool32 geometryShader;
    VkBool32 tessellationShader;
    VkBool32 sampleRateShading;
    VkBool32 dualSrcBlend;
    VkBool32 logicOp;
    VkBool32 multiDrawIndirect;
    VkBool32 drawIndirectFirstInstance;
    VkBool32 depthClamp;
    VkBool32 depthBiasClamp;
    VkBool32 fillModeNonSolid;
    VkBool32 depthBounds;
    VkBool32 wideLines;
    VkBool32 largePoints;
    VkBool32 alphaToOne;
    VkBool32 multiViewport;
    VkBool32 samplerAnisotropy;
    VkBool32 textureCompressionETC2;
    VkBool32 textureCompressionASTC_LDR;
    VkBool32 textureCompressionBC;
    VkBool32 occlusionQueryPrecise;
    VkBool32 pipelineStatisticsQuery;
    VkBool32 vertexPipelineStoresAndAtomics;
    VkBool32 fragmentStoresAndAtomics;
    VkBool32 shaderTessellationAndGeometryPointSize;
    VkBool32 shaderImageGatherExtended;
    VkBool32 shaderStorageImageExtendedFormats;
    VkBool32 shaderStorageImageMultisample;
    VkBool32 shaderStorageImageReadWithoutFormat;
    VkBool32 shaderStorageImageWriteWithoutFormat;
    VkBool32 shaderUniformBufferArrayDynamicIndexing;
    VkBool32 shaderSampledImageArrayDynamicIndexing;
    VkBool32 shaderStorageBufferArrayDynamicIndexing;
    VkBool32 shaderStorageImageArrayDynamicIndexing;
    VkBool32 shaderClipDistance;
    VkBool32 shaderCullDistance;
    VkBool32 shaderFloat64;
    VkBool32 shaderInt64;
    VkBool32 shaderInt16;
    VkBool32 shaderResourceResidency;
    VkBool32 shaderResourceMinLod;
    VkBool32 sparseBinding;
    VkBool32 sparseResidencyBuffer;
    VkBool32 sparseResidencyImage2D;
    VkBool32 sparseResidencyImage3D;
    VkBool32 sparseResidency2Samples;
    VkBool32 sparseResidency4Samples;
    VkBool32 sparseResidency8Samples;
    VkBool32 sparseResidency16Samples;
    VkBool32 sparseResidencyAliased;
    VkBool32 variableMultisampleRate;
    VkBool32 inheritedQueries;
    } VkPhysicalDeviceFeatures;
    
    30.1.1 Feature Requirements
    All Vulkan graphics implementations must support the following features:
    • robustBufferAccess.
    All other features are not required by the Specification.
    
     
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  10. Kaotik

    Kaotik Drunk Member
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  11. lanek

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  12. Kaarlisk

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    The source seems to suggest Gen7 and up (i.e. Ivy Bridge and newer)… hopefully that includes Baytrail too.
     
  13. Kaotik

    Kaotik Drunk Member
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    That's curious, considering Gen7 doesn't support even DX12, and NVIDIA isn't bringing Vulkan to Fermi which does (in theory anyway, they still haven't actually delivered on that promise)
     
  14. Jawed

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  15. fuboi

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    From https://cgit.freedesktop.org/mesa/mesa/tree/README.intel-vulkan.txt?h=vulkan

    But I swear I saw mention of sandy bridge in a github repo, maybe they were the valve drivers?

    Also CAPS FOR EVERYBODY!!!:
     
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  16. Jawed

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    So here one of the developers of The Talos Principle talks about their plans for re-engineering their graphics engine for Vulkan:

    http://steamcommunity.com/app/257510/discussions/0/412447331651559970/#c412447331651997070


     
  17. pharma

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    http://www.guru3d.com/news-story/nvidia-blogs-about-vulkan-will-kepler-and-maxwell-gpus.html

    Two Vulcan demos:
    https://developer.nvidia.com/vulkan-android#samples

    Windows driver version 356.39 and Linux driver version 355.00.26 provide beta support for Vulkan.
    https://developer.nvidia.com/vulkan-driver
     
    #218 pharma, Feb 16, 2016
    Last edited: Feb 17, 2016
  18. pharma

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    Funny they used Nvidia driver version 361.91 for their testbed. The only beta driver supporting Vulkan on windows is 356.39.
     
  19. SimBy

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    They used 361.91 for other APIs. Other being DX and OpenGL.
     
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