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Re:Krita, OpenGL and Qt by akvadrako on Saturday July 18, 2020 @04:29AM (#23879981)
It is mostly a solved problem. OpenGL is the old high-level standard, Vulkan is the new standard, though it's closer to the hardware.

WebGPU is the main contender for a new high-level standard, which will probably mostly run on Vulkan.

Only Apple doesn't support Vulkan, but nobody can force them to.

Re:Krita, OpenGL and Qt by jfkebwjsbx on Saturday July 18, 2020 @04:55AM (#23880069)
WebGPU is not high-level, no? It is closer to Vulkan than to OpenGL.

And I am not sure Vulkan runs everywhere... what about consoles?

Re:Krita, OpenGL and Qt by skocznymroczny on Saturday July 18, 2020 @07:06AM (#23880541)
WebGPU is very similar to Metal. While it is closer to Vulkan than to OpenGL, it's still higher level than Vulkan and easier to use.
Re:Krita, OpenGL and Qt by q3k on Saturday July 18, 2020 @05:12AM (#23880130)
> And I am not sure Vulkan runs everywhere... what about consoles?

The Nintendo Switch supports it. Playstations had their own custom proprietary API since forever, and Microsoft peddles their own API on Xbox.

Re:Krita, OpenGL and Qt by pjmlp on Saturday July 18, 2020 @09:22AM (#23881248)
Switch supports it alongside NVN and OpenGL 4.5, and most engines end up using NVN. Unity alone accounts for 50% of the games.
Re:Krita, OpenGL and Qt by akvadrako on Saturday July 18, 2020 @06:26AM (#23880394)
> WebGPU is not high-level, no?

Right - what I read is performant WebGPU is more consistent than Vulkan between GPU vendors and I understood that to mean higher-level. But perhaps it's just a promise of a better design.

Re:Krita, OpenGL and Qt by pjmlp on Saturday July 18, 2020 @09:10AM (#23881186)
Only on the Switch, and even then they have their own API, NVN, which is what most AAA and middleware like Unity actually use.
Re:Krita, OpenGL and Qt by Netcob on Saturday July 18, 2020 @10:22AM (#23881559)
That means that any project that wants to be multi-platform and support OSX will need some sort of graphics API abstraction anyway. Of course it's still nice to only have to implement Metal and Vulkan. But you're not getting away with depending on a single open standard.
Re:Krita, OpenGL and Qt by zanny on Saturday July 18, 2020 @01:10PM (#23882878)
You don't have to implement Metal, Valve had MoltenVK open sourced specifically to fix the Apple hole in Vulkan coverage.
Re:Krita, OpenGL and Qt by coldtea on Saturday July 18, 2020 @05:25AM (#23880176)
>Only Apple doesn't support Vulkan, but nobody can force them to.

Why, does Microsoft support Vulcan? Does Google on Android?

Re:Krita, OpenGL and Qt by Nullabillity on Saturday July 18, 2020 @06:18AM (#23880368)
> Why, does Microsoft support Vulcan?

Microsoft just uses whatever the vendors throw over the wall. So yes.

> Does Google on Android?

Yes.[0]

[0]: https://developer.android.com/ndk/guides/graphics

Re:Krita, OpenGL and Qt by pjmlp on Saturday July 18, 2020 @08:41AM (#23881030)
Marketing sales pitch.

Windows only supports Vulkan via the ICD driver model used by OpenGL, Win32 and UWP sandbox only support DirectX.

Microsoft is now pushing for vendors just to implement them on top of DirectX.

Vulkan is only guaranteed to be available on Android devices since version 10. The market share of Android 10 is left as exercise for the reader.