Re:Site with future Vulkan tutorials for beginners
by sydd on Thursday March 15, 2018 @09:34AM
(#16592676)
Because Vulkan is cross-device, cross-platform. I dont want to tied to the Desktop or to Nvidia.
Vulkan Compute shaders work in recent Android devices and on every Windows/Linux PC that has a <5 year old dedicated GPU. And for iOS/OSX there is an interop layer in the works that will enable Vulkan over Metal.
Re:Site with future Vulkan tutorials for beginners
by pjmlp on Thursday March 15, 2018 @01:11PM
(#16594648)
> Vulkan Compute shaders work in recent Android devices
Actually no.
Vulkan is an optional API, so unless we are talking about Samsung and Google flagships phones, there is no guarantee of it being available.
So far Google hasn't even bothered to add it to the dashboards.
For compute, only Renderscript is required.
Re:Site with future Vulkan tutorials for beginners
by gmueckl on Thursday March 15, 2018 @10:07AM
(#16592944)
Apple has direct support for OpenCL. Why would you want to use a Metal wrapper instead?
Re:Site with future Vulkan tutorials for beginners
by sharpneli on Thursday March 15, 2018 @10:51AM
(#16593312)
iOS doesn't support OpenCL
Re:Site with future Vulkan tutorials for beginners
by gmueckl on Thursday March 15, 2018 @12:09PM
(#16594069)
Oh, I did not know that. Still, using Vulkan strictly for its compute shaders sounds weird to me.
Re:Site with future Vulkan tutorials for beginners
by tpxl on Thursday March 15, 2018 @09:26AM
(#16592600)
OpenCL is merging into Vulkan: https://www.pcper.com/reviews/General-Tech/Breaking-OpenCL-M...
Re:Site with future Vulkan tutorials for beginners
by gmueckl on Thursday March 15, 2018 @09:37AM
(#16592697)
It is unclear to me whether the target of the statement is runtime interop between OpenCL and Vulkan or something else, like implementing (a subset of) OpenCL on top of Vulkan. I have not seen statements recently from Khronos that would hint at the later.
Re:Site with future Vulkan tutorials for beginners
by tpxl on Thursday March 15, 2018 @11:04AM
(#16593426)
>The OpenCL working group has taken the decision to converge its roadmap with Vulkan, and use Vulkan as the basis for the next generation of explicit compute APIs – this also provides the opportunity for the OpenCL roadmap to merge graphics and compute.
From the article suggests at some point OpenCL is going to run on top of Vulkan.
Although I haven't written a compute shader yet, compute in Vulkan looks trivial to use once you have waged your initial battles against the rendering pipeline setup. Most of the complexity with Vulkan lies in understanding descriptor sets, pipeline layouts and pipeline objects. I find that the Vulkan interface is remarkably consistent once you get over the initial - and substantial - hurdles.