Khronos Group Announces Vulkan To Compete Against DirectX 12
Phopojijo writes The Khronos Group has announced the Vulkan API for compute and graphics. Its goal is to compete against DirectX 12. It has some interesting features, such as queuing to multiple GPUs and an LLVM-based bytecode for its shading language to remove the need for a compiler from the graphics drivers. Also, the API allows graphics card vendors to support Vulkan with drivers back to Windows XP "and beyond."
a Tribble purr?
Political debates have me rolling my eyes so much I think I got optical whiplash. I should sue. - Foamy The Squirrel
when the only words in that headline you know are "group announces" and "compete against"...
Mostly random stuff.
an LLVM-based bytecode for its shading language to remove the need for a compiler from the graphics drivers
This removes the need for a shader language parser in the graphics driver. It still needs a compiler, unless you think the GPU is going to natively execute the bytecode. If you remove the compiler from a modern GPU driver, then there's very little left...
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OK so I decided to break with protocol and RTFA. Vulkan is what the makers see as being the next generation of OpenGL and it is backed by Valve for obvious reasons. It is aimed at a wider range of device types.
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I presume you intended this as a joke, but from the OpenGL/Vulkan comparison table in the overview: "Matches architecture of modern platforms including mobile platforms with unified memory, tiled rendering"
On that point - I'm not all that sure exactly what it does to support tiling. The PowerVR blog says "A render pass consists of framebuffer state (other than actual render target addresses), and how render targets should be loaded in and out of the GPU at the start and end of each render. This structure is the key object that allows tiled architectures like PowerVR to run at extremely high efficiency." but that it's not really all that clear to me how this makes a difference.