Re:Vulkan and OpenCL will merge into a single API
by theparanoid on Saturday May 20, 2017 @07:23PM
(#14384910)
Apparently what's best for Apple is having crappy graphics drivers. Cause that's what they have right now.
Re:Vulkan and OpenCL will merge into a single API
by X86BSD on Saturday May 20, 2017 @10:59PM
(#14385480)
Correction, that is what they have had for 20 years. Steve ignored and refused to push graphics technology and cook is doing the exact same thing. I can't count the years growing up I wanted Apple to have the latest games. This was back in the IIc days. Steve hated games. Apple never took a lead roll here. They never supported game tech. The graphic stack especially. You don't think games when you think Mac. You never have. And games are where graphic technology is pushed the hardest. I don't see this changing with Apple ever. It wasn't even a consideration with Steve and it's not with Tim either. It is what it is. Shrug.
Re:Vulkan and OpenCL will merge into a single API
by ioquatix on Sunday May 21, 2017 @01:49AM
(#14385882)
You can write platform/hardware specific extensions to Vulkan, it's very easy and anyone can do it.
Re:Vulkan and OpenCL will merge into a single API
by pjmlp on Sunday May 21, 2017 @07:50AM
(#14386860)
Oh the fun of writing and debugging multiple execution paths in OpenGL is back!
Re:Vulkan and OpenCL will merge into a single API
by pcwalton on Sunday May 21, 2017 @02:10PM
(#14388356)
> But like I said earlier, it's not like they ever had very good OpenGL support either.
Around 2005 or so, Apple had one of the best implementations of OpenGL in the entire industry. Sadly, in a decade, they went from the best implementation in the industry to the worst.
On the other hand with Vulkan Nvidia or someone else would have to do some other process (I'm assuming it has some sort of extension support the way OpenGL did) and it would only get standardized later, if at all.
Or maybe it's not a new feature that gets exposed to developers. Maybe it's something along the lines of because Apple knows how the chips work and the shading pipeline and all that other stuff they are able to get extra information out of it to help reduce power draw where if they were using someone else's API it wouldn't be nearly as easy to glean information necessary.
> This decision may or may not be a conscious effort to create lock-in, but whether malicious or not, it hurts developers like me who have to develop modern cross-platform graphics applications.
My read on thing is that Apple doesn't really try to CREATE lock-in anymore, they just do what's best for Apple and that is often a side effect.
It seems like a lot of cross platform stuff has gone to using intermediate frameworks (at least in gaming) so I guess they're just sort of counting on that to bridge the gap. Outside of that (professional things) I'm guessing they think they either have enough market that they can get people to follow (possibly with some help from Apple) or they just don't think it's important enough to bother with.
The way Apple has been letting professionals just sort of sit there hoping for updates for a couple of years has been well documented, that may be the case here too. But like I said earlier, it's not like they ever had very good OpenGL support either. Are they treating a bad implementation of an old API for a good implementation of their own? Assuming they don't want to make a good implementation of the standard API (because obviously they don't) is that a good trade off? I don't know enough to make any reasonable guess.