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  3. I'm still mildly suspicious that some of my perf problems (esp.

I'm still mildly suspicious that some of my perf problems (esp.

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  • Tom ForsythT Tom Forsyth

    @lisyarus If it's just Linux and Windows then DX11 and a matching modern flavour of OGL still work perfectly well, and I prefer the balance of how much work I have to do versus what the driver does for me.

    OblomovO This user is from outside of this forum
    OblomovO This user is from outside of this forum
    Oblomov
    wrote last edited by
    #5

    @TomF @lisyarus

    > Linux
    > DX11

    TOM.

    Nikita LisitsaL Tom ForsythT Andre WeissflogF 3 Replies Last reply
    0
    • OblomovO Oblomov

      @TomF @lisyarus

      > Linux
      > DX11

      TOM.

      Nikita LisitsaL This user is from outside of this forum
      Nikita LisitsaL This user is from outside of this forum
      Nikita Lisitsa
      wrote last edited by
      #6

      @oblomov @TomF You missed the "and a matching modern flavour of OGL" part 🙂

      1 Reply Last reply
      0
      • OblomovO Oblomov

        @TomF @lisyarus

        > Linux
        > DX11

        TOM.

        Tom ForsythT This user is from outside of this forum
        Tom ForsythT This user is from outside of this forum
        Tom Forsyth
        wrote last edited by
        #7

        @oblomov @lisyarus The trick is to read ALL the words I wrote, not just some of them.

        OblomovO 1 Reply Last reply
        0
        • OblomovO Oblomov

          @TomF @lisyarus

          > Linux
          > DX11

          TOM.

          Andre WeissflogF This user is from outside of this forum
          Andre WeissflogF This user is from outside of this forum
          Andre Weissflog
          wrote last edited by
          #8

          @oblomov @TomF @lisyarus

          > Linux
          > DX11

          Tbh, a Win32 binary using D3D11 is most like more future proof on Linux than a native desktop-Linux executable 😉

          OblomovO 1 Reply Last reply
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          • Andre WeissflogF Andre Weissflog

            @oblomov @TomF @lisyarus

            > Linux
            > DX11

            Tbh, a Win32 binary using D3D11 is most like more future proof on Linux than a native desktop-Linux executable 😉

            OblomovO This user is from outside of this forum
            OblomovO This user is from outside of this forum
            Oblomov
            wrote last edited by
            #9

            @floooh @TomF @lisyarus

            sadly 8-(

            Andre WeissflogF 1 Reply Last reply
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            • Tom ForsythT Tom Forsyth

              @lisyarus If it's just Linux and Windows then DX11 and a matching modern flavour of OGL still work perfectly well, and I prefer the balance of how much work I have to do versus what the driver does for me.

              Nikita LisitsaL This user is from outside of this forum
              Nikita LisitsaL This user is from outside of this forum
              Nikita Lisitsa
              wrote last edited by
              #10

              @TomF Uhh, then I could just use OpenGL and that's it, why write two backends if one works on both platforms?

              I'd go this way from the start of OpenGL wasn't this crappy global-state API with seven thousand layers of legacy on top 😞

              Tom ForsythT Doug BinksD 2 Replies Last reply
              0
              • OblomovO Oblomov

                @floooh @TomF @lisyarus

                sadly 8-(

                Andre WeissflogF This user is from outside of this forum
                Andre WeissflogF This user is from outside of this forum
                Andre Weissflog
                wrote last edited by
                #11

                @oblomov @TomF @lisyarus IMHO the small-ish subset of Win32+D3D+DXGI needed for game development is actually a quite nice (and stable!) "cross-platform API".

                OblomovO 1 Reply Last reply
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                • Aksel HjerpbakkA This user is from outside of this forum
                  Aksel HjerpbakkA This user is from outside of this forum
                  Aksel Hjerpbakk
                  wrote last edited by
                  #12

                  @pierogiburo @lisyarus I second this. Modern vulkan is pleasant. Hard part is actually knowing the "correct" API in vulkan since the working group refuses to actually remove anything for backwards compatibility. Atleast the documentation has startet to label some functions that are considered "deprecated".

                  rojunR 1 Reply Last reply
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                  • Tom ForsythT Tom Forsyth

                    @oblomov @lisyarus The trick is to read ALL the words I wrote, not just some of them.

                    OblomovO This user is from outside of this forum
                    OblomovO This user is from outside of this forum
                    Oblomov
                    wrote last edited by
                    #13

                    @TomF @lisyarus

                    can I pretend it's your fault for using a chiastic structure in the post? *whistles innocently*

                    1 Reply Last reply
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                    • Andre WeissflogF Andre Weissflog

                      @oblomov @TomF @lisyarus IMHO the small-ish subset of Win32+D3D+DXGI needed for game development is actually a quite nice (and stable!) "cross-platform API".

                      OblomovO This user is from outside of this forum
                      OblomovO This user is from outside of this forum
                      Oblomov
                      wrote last edited by
                      #14

                      @floooh @TomF @lisyarus

                      Does Wine have a macOS port? I know mesa does, so this might make it possible to leverage the various dx->vulkan layers for the graphics part.

                      Oh wait with the new ARM stuff that wouldn't work at all without some kind of lower level emulation. Was this what Valve was working on for their new VR thing?

                      1 Reply Last reply
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                      • Nikita LisitsaL Nikita Lisitsa

                        @TomF Uhh, then I could just use OpenGL and that's it, why write two backends if one works on both platforms?

                        I'd go this way from the start of OpenGL wasn't this crappy global-state API with seven thousand layers of legacy on top 😞

                        Tom ForsythT This user is from outside of this forum
                        Tom ForsythT This user is from outside of this forum
                        Tom Forsyth
                        wrote last edited by
                        #15

                        @lisyarus This is a fair point. I write DX11 as the "golden path" because that's what I know best, and then translate to the equivalent OpenGL and ignore all the wacky variants/extensions of OGL that don't directly correspond to the DX11 equivalents. But you could just skip writing the DX11 code entirely I guess? I don't have a broad enough experience of OGL to know if that's wise.

                        1 Reply Last reply
                        0
                        • Nikita LisitsaL Nikita Lisitsa

                          @TomF Uhh, then I could just use OpenGL and that's it, why write two backends if one works on both platforms?

                          I'd go this way from the start of OpenGL wasn't this crappy global-state API with seven thousand layers of legacy on top 😞

                          Doug BinksD This user is from outside of this forum
                          Doug BinksD This user is from outside of this forum
                          Doug Binks
                          wrote last edited by
                          #16

                          @lisyarus @TomF You can simplify an awful lot of OpenGL these days, but the largest problem is that tool support for decent profiling has pretty much disappeared. A secondary issue is that I have experienced some performance issues due to shader compilation for long shaders, which is why Avoyd's path tracer runs on Vulkan.

                          A lot of Vulkan's verbosity issues can be worked around with some support code, and it is getting simpler to write (though I stick to an older subset for compatibility atm).

                          1 Reply Last reply
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                          • Aksel HjerpbakkA Aksel Hjerpbakk

                            @pierogiburo @lisyarus I second this. Modern vulkan is pleasant. Hard part is actually knowing the "correct" API in vulkan since the working group refuses to actually remove anything for backwards compatibility. Atleast the documentation has startet to label some functions that are considered "deprecated".

                            rojunR This user is from outside of this forum
                            rojunR This user is from outside of this forum
                            rojun
                            wrote last edited by
                            #17

                            @avokado @pierogiburo @lisyarus I'm testing my assumptions and memory here, as I did try to hook #Vulkan to a framework at work.

                            Afaik, despite the lot-of-typing, Vulkan also provides error cues for troubleshooting like nothing I've seen so far. Or is there?

                            There's no other C++ native rendering framework that woud cater with a unified shader format without all the other connected bloat (like bgfx) now that Circle's effort was ditched. Right?

                            You can use modern ogl as the input for Vulkan though you'll depend on transpiling it to spirv and then to the platform specific format. I don't think this is an issue as I had an autoloading cmake job to handle this on file changes.

                            Macos is quite the divide here as the deprecated the ogl long ago and Metal, though it's quite good, is just different from DX.

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