Timeline for Handling pipeline objects in both DX12 and Vulkan like graphics APIs
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 10, 2022 at 8:23 | vote | accept | Barış Üçkardeş | ||
| Jul 21, 2022 at 14:16 | comment | added | Maximus Minimus | I don't know that it's fair to call the PSO model restricting; it might be fair to observe that people did want it, but maybe didn't fully understand the implications of using it on PC hardware, and as a result it's a mismatch for the way people actually work. As I said, the ARB are already taking steps to address this via Vulkan extensions, and the drawbacks of it are generally recognized. | |
| Jul 21, 2022 at 11:58 | comment | added | Barış Üçkardeş | That's exactly what I meant from "ABSOLUTE obselete". Apple moving towards Metal which is by definition similiar to Mantle thus similiar to Vulkan. I dont know if Metal too uses this restricting pipeline objects. It seems future belongs to these pipeline objects. | |
| Jul 21, 2022 at 11:37 | comment | added | Maximus Minimus | @Roveldo - I don't understand what you mean by "ABSOLUTE obsolete", but I will observe that Vulkan was never intended as a one-size-fits-all replacement for OpenGL. They're two different solutions for two different problem spaces, and there's a huge amount of legacy OpenGL code that guarantees OpenGL will still be around and supported for a long time. As for DX11, Microsoft tend to evolve their APIs differently, but it's worth noting that even old D3D8 or 9 programs will still work today. | |
| Jul 21, 2022 at 11:30 | comment | added | Barış Üçkardeş | How long do you think OpenGL and Directx11 will be considered as ABSOLUTE obsolete? | |
| Jul 21, 2022 at 10:32 | history | answered | Maximus Minimus | CC BY-SA 4.0 |