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    Request OpenGL SC and Vulkan

    Keep OpenGL SC and Vulkan separate.
    Make an Vulkan SC for Vulkan instead of merging OpenGL SC and Vulkan.
    OpenGL and Vulkan are very different.
    Since OpenGL and Vulkan will be developed separately...
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    Sticky: Do NOT merge OpenGL ES with a Vulkan embedded...

    Do NOT merge OpenGL ES with a Vulkan embedded standard.
    Keep OpenGL ES and embedded Vulkan separate.
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    Sticky: For an OpenGL ES 4.0 release, incorporate all...

    For an OpenGL ES 4.0 release, incorporate all AZDO extensions/functionality in the release.
    AZDO: Approaching Zero Driver Overhead...
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    Sticky: Add bindless texture functionality to OpenGL ES

    Add bindless texture functionality by adding the ARB_bindless_texture extension to OpenGL ES.

    https://www.opengl.org/registry/specs/ARB/bindless_texture.txt...
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    Sticky: Make make sure the following extension is present...

    Make make sure the following extension is present as well:
    GL_ARB_draw_indirect
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    Sticky: Remove s3tc compression format. Replace with...

    Remove s3tc compression format.
    Replace with newer formats (maybe by ASTC) that are both technically superior and unencumbered by patents.
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    Sticky: Please make sure the following three extensions...

    Please make sure the following three extensions are in the next version of OpenGL ES:
    multi draw indirect
    https://www.opengl.org/registry/specs/ARB/multi_draw_indirect.txt
    multi bind...
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    Sticky: Does Vulkan provides application programmers with...

    Does Vulkan provides application programmers with the functionality to make all resource loading and shader compilation and loading asynchronous?
  9. Agreed. Do keep in mind the GPU device you are...

    Agreed.
    Do keep in mind the GPU device you are talking about in the given scenario is the same the physical hardware for multiple users in multiseat/multiuser configurations.

    - - - Updated - - -...
  10. Thanks for the explanation. From your...

    Thanks for the explanation.

    From your explanation we can conclude the current robustness is going to be the maximum robustness there will be for a while.
    GPU robustness won't become more robust...
  11. Vulkan will finally make game specific drivers...

    Vulkan will finally make game specific drivers obsolete. (Or reduce game specific code as much as possible. Change remaining stuff to graphics settings per game instead of driver code.)
    Curious to...
  12. Talking about features entailing having GPU...

    Talking about features entailing having GPU resets and failures happen on a per-application basis instead for the whole GPU.
    If one application crashes it does not take other applications with it....
  13. That's kinda sad Vulkan won't have such a nice...

    That's kinda sad Vulkan won't have such a nice feature.
    What about scenarios where people who would like to trade off some performance for robustness for some applications, sets of applications?
  14. For safety, security maybe there should be a...

    For safety, security maybe there should be a system to notify the user when programs would try to use other programs data on the GPU.
    (There are valid use cases. Updating resources made by one...
  15. The Vulkan API should of course also take into...

    The Vulkan API should of course also take into account near term developments.
    The introduction of HBM(High Bandwidth Memory) comes to mind.

    Vulkan seems to be shaping up to be an excellent API....
  16. Sounds terrible. The first release of Vulkan...

    Sounds terrible.
    The first release of Vulkan should provide a good starting point.
    A fresh starting point with as much legacy functionality removed as possible.
    Good focus on having some features...
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    Sticky: Plz add a post about the OpenGL 2015 Extensions...

    Plz add a post about the OpenGL 2015 Extensions Update in the OpenGL forum as well:
    https://www.opengl.org/discussion_boards/forumdisplay.php/16-Items-of-Importance-to-the-OpenGL-Community
    Include...
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    Sticky: (English is not my native language.) Seems like...

    (English is not my native language.)
    Seems like my wording was off. My apologies.

    The mechanism is generalised enough and already present, sounds good.

    My request is about adding some...
  19. Now that more information on desktop Metal is...

    Now that more information on desktop Metal is out. Does this mean Khronos can study the specification together with developers feedback in online communities and see if some things work out or not?
  20. Of course this shouldn't mean aversion of...

    Of course this shouldn't mean aversion of positive characteristics and shunning design decision inspiration in the same direction, paradigms as Metal.

    Interesting document from WWDC 2015 regarding...
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    Sticky: Different OpenGL profiles and versions dictate...

    Different OpenGL profiles and versions dictate what extensions are suppose to be present/supported.
    Both OpenGL and OpenGL ES demand some extensions/feature to be supported. Meaning they are not...
  22. Resource usage hints are a disaster. Often they...

    Resource usage hints are a disaster.
    Often they are too vague or not varied enough.
    Leading to mismatches in data use and inefficiency.

    And the horror of implicitly mixing resource usage...
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    Sticky: Evaluate features from Android Extension Pack...

    Evaluate features from Android Extension Pack (AEP).

    Introduce optional features for standardizing on ES on how to use tessellation and geometry shaders where supported. Since not every device has...
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    Sticky: From...

    From https://www.khronos.org/news/press/khronos-group-announces-key-advances-in-opengl-ecosystem
    and OpenGL 4.5 at a glance from https://www.khronos.org/opengl/

    GL_ARB_clip_control...
  25. Since Vulkan isn't finalized, it's too early to...

    Since Vulkan isn't finalized, it's too early to conclude anything about Apple's adoption stance on it.
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