Wonder when the vulkan backend will be ready for OpenGL ES 3.0+ !

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梁蕴锋

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Dec 19, 2019, 3:40:39 AM12/19/19
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Hi, all

     Angle is a greate project, thanks to all the developers, good job! 
     I am just curious about the Vulkan backend of ANGLE, Could anyone tell me when the vulkan backend for OpenGL ES 3.0/3.1 or even 3.2 will be ready?  Is it in near future, or is there any specific timeline of it?

     Also, I am interersted in the performance of the vulkan backend. How does it perform compared to other backends, d3d11, opengl, etc, in terms of FPS and resource usage.

 
Best regards.

Liang

2019.12.19

Jamie Madill

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Dec 19, 2019, 12:36:28 PM12/19/19
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Hi Liang,

We're aiming to have 3.2 mostly complete by the end of next year. Currently we pass 3.0 conformance and we're at something like 99% conformant on ES 3.1. So you should be able to try out 3.1 right now on Linux, Windows and Android.

We don't have a good story on performance right now. It highly depends on the benchmark. For basic 2.0 use cases we're pretty good. Generally for most simple games our CPU overhead is fairly low relative to the total frame time. The Vulkan back-end should be able to reach lower overhead than our other back-ends.

Cheers,
Jamie

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梁蕴锋

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May 14, 2020, 4:28:07 AM5/14/20
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Thanks for the update. Also I am curious about the timeline about ES 3.2 support for both dx11 and opengl backends. 
My guess is that, ES 3.2 support for opengl backend is relatively easier than other backends, once the common angle frontend is completed. Not sure if it's true.

I already see the status of the ES 3.2 support for opengl backend is "In Progress" now, can it be expected to be completed before other backends? 
What's the timeline in plan for ES 3.2 support for these backends.

Best regards.

Liang
2020.5.14

在 2019年12月20日星期五 UTC+8上午1:36:28,Jamie Madill写道:
Hi Liang,

We're aiming to have 3.2 mostly complete by the end of next year. Currently we pass 3.0 conformance and we're at something like 99% conformant on ES 3.1. So you should be able to try out 3.1 right now on Linux, Windows and Android.

We don't have a good story on performance right now. It highly depends on the benchmark. For basic 2.0 use cases we're pretty good. Generally for most simple games our CPU overhead is fairly low relative to the total frame time. The Vulkan back-end should be able to reach lower overhead than our other back-ends.

Cheers,
Jamie

On Thu, Dec 19, 2019 at 3:40 AM 梁蕴锋 <lyf....@gmail.com> wrote:
Hi, all

     Angle is a greate project, thanks to all the developers, good job! 
     I am just curious about the Vulkan backend of ANGLE, Could anyone tell me when the vulkan backend for OpenGL ES 3.0/3.1 or even 3.2 will be ready?  Is it in near future, or is there any specific timeline of it?

     Also, I am interersted in the performance of the vulkan backend. How does it perform compared to other backends, d3d11, opengl, etc, in terms of FPS and resource usage.

 
Best regards.

Liang

2019.12.19

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Geoff Lang

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May 14, 2020, 10:05:40 AM5/14/20
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It's unlikely we will ever support ES 3.2 on D3D11, there isn't currently a use case for it.

OpenGL/ES is in progress but no ETA, it's not high priority but we will implement it as we add ES 3.2 support for Vulkan.  Our current priority is Vulkan performance.

Geoff

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Jamie Madill

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May 14, 2020, 2:04:05 PM5/14/20
to Geoff Lang, lyf....@gmail.com, angleproject
Our priorities around 3.2 shifted so we don't have a timeline for 3.2 support any longer. As Geoff said we're shooting for better performance vs native right now and finishing up 3.1 support. All this is for the Vulkan back-end only. D3D11 is mostly in maintenance mode.

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