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Type: Posts; User: Gedolo2

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  1. Sticky: I'm curious how this move of Microsoft will turn...

    I'm curious how this move of Microsoft will turn out and if a significant number of people will upgrade. And what effects this will have on the gaming market.

    The following contains only my...
  2. Sticky: If Vulkan gets released after DirectX12 as in...

    If Vulkan gets released after DirectX12 as in significantly after the media attention of DirectX12 has calmed down. The Vulkan API would not compete with media attention in the same time frame. ...
  3. Sticky: Please don't rush Vulkan. It's okay if Vulkan...

    Please don't rush Vulkan.
    It's okay if Vulkan comes out later than Windows10/DirectX11.3/DirectX12 that will be released this summer.
  4. Sticky: Then what does the function create? I understood...

    Then what does the function create? I understood the problem to be the function does not describe what it create and thus a better fitting name would have to be found.







    To use your own...
  5. Sticky: I'm only trying to solve the problem of device...

    I'm only trying to solve the problem of device implying hardware. The create/destroy function names is a result of the Device object name causing confusion. Solve the First problem by solving the...
  6. Sticky: Here is another naming suggestion: vkEntryPoint...

    Here is another naming suggestion:
    vkEntryPoint
    In combination with other suggestions: vkEntryPointInitDevice, vkEntryPointGPU, vkEntryPointInstance

    Since an Entry Point is where control enters...
  7. Sticky: Thanks for the naming suggestion. Even more...

    Thanks for the naming suggestion.
    Even more suggestions: vkDeviceInit, vkProcessInit, vkProcess, vkGPUProcess, vkProcessSetup, vkProcessConfig, ...
    Feel free to suggest other, better names than my...
  8. Sticky: The CmdBuffer or CreatePipeline are software...

    The CmdBuffer or CreatePipeline are software objects. The functions are creating and destroying them literally.

    The create and destroy functions do the things they say they do, except when...
  9. Sticky: Sounds better than my naming skills. Would good...

    Sounds better than my naming skills.
    Would good names be CreateDeviceHandle and DestroyDeviceHandle?

    Agreed with the not needing a GPU.
  10. Sticky: +1 Please Khronos do remove or at least rename...

    +1
    Please Khronos do remove or at least rename the functions CreateDevice and DestroyDevice ( <- from memory, no guarantees I got the names correct).

    Have QueryDevice/QueryGPU functions and a...
  11. Sticky: Do have conservative rasterization. Also to be...

    Do have conservative rasterization.
    Also to be safe, some hardware some vendors want to support might not have hardware support for conservative rasterization. A function to query if the...
  12. Sticky: How will higher level language features be...

    How will higher level language features be handled in the API's language bindings for higher level languages?
    I mean function overloading in particular. Also method / member function versus function...
  13. Sticky: The text seemed to imply descriptors are an...

    The text seemed to imply descriptors are an addition to bindless, not a replacement.

    I'm still a bit worried about the "Submit the same command buffer many times",
    what if you are...
  14. Sticky: @ Alfonse-Reinheart...

    @ Alfonse-Reinheart
    Thank you for clarifying bindless in the context of Vulkan.
    Great to know Vulkan already has something better and will perform well.

    Thanks for clarifying the...
  15. Sticky: From:...

    From: https://drive.google.com/file/d/0B-MryQk4ewrRMVlVdjRGeWFiZXM/view?pli=1
    Page 33

    Almost there, can't I just keep the command buffer copy on the GPU's memory and refer to executing it once...
  16. Sticky: Also don't forget to have API functionality for...

    Also don't forget to have API functionality for applications requesting if a specific version of Vulkan and SPIR-V is supported by a driver and or ask which versions of Vulkan and SPIR-V are...
  17. Sticky: From: ...

    From:
    https://drive.google.com/file/d/0B-MryQk4ewrRMVlVdjRGeWFiZXM/view?pli=1
    Page 33.

    You are implying you can make the API faster and are not going to do it because it's already fast...
  18. Sticky: It would be great if Vulkan could work with the...

    It would be great if Vulkan could work with the following:

    Support for new generation of frame sync technologies
    (These newer technologies have some advantages over V-Sync):...
  19. Sticky: +1 There was a 60 slide presentation about...

    +1

    There was a 60 slide presentation about Vulcan, I can't find it anymore.
  20. Sticky: The DMA queue sounds very useful for streaming...

    The DMA queue sounds very useful for streaming map purposes.
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    Sticky: Bring out this new version of OpenGL ES out after...

    Bring out this new version of OpenGL ES out after an OpenGL 4.x update with the efficient vertex processing.

    It's important to not bring out an OpenGL Es too soon. Since missing the tidy up and...
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    Sticky: Oh yes, of course. To make the list complete for...

    Oh yes, of course.
    To make the list complete for the new bindless paradigm:
    Add bindless vertex processing!
    Efficient drawing of vertex data is very, very useful. Is a natural fit with the newer...
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    Sticky: Use same version number for GLSL ES as for OpenGL...

    Use same version number for GLSL ES as for OpenGL ES.
    Thus when bringing out another OpenGL ES 3.x have the GLSL ES version also be 3.x.
    When bringing out an OpenGL ES 4.0 have the GLSL ES version...
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    Sticky: The previous comment talking about using OpenCL...

    The previous comment talking about using OpenCL ES profile is talking about the compute shader. The use of OpenCL (ES) based/inspired API in the compute shader.
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    Sticky: In OpenGL ES use the OpenCL ES profile. Because...

    In OpenGL ES use the OpenCL ES profile. Because ES profile.
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