Direct3D12 backend for Angle?

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oscar bg

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Nov 16, 2015, 6:12:39 AM11/16/15
to angleproject
Hi,

I just keep seeing how OpenGL ES gets exposed via new backends using low overhead APIs..
See:
*OpenGL ES over Metal (both IOS and OSX support) ->MetalGL (https://metalgl.com/downloads/)
*OpenGL ES over Vulkan ->http://www.think-silicon.com/docs/AN_TSI_VULKAN_November_12_2015.pdf

both this implementations claim speedups over native OpenGL ES drivers..

so now seems just D3D12 is the unique new low overhead API without beign used to implement a OpenGL ES driver..
and you seem the most appropiate to ask having a D3D11 backend already..
I also see you just updated table saying D3D11 port is almost over so now ANGLE next step can be OpenGL ES 3.1 and 3.2 support and also new backends: like D3D12..

Would be nice if someone can contact ThinkSilicon to ship OpenGL ES over Vulkan driver with PC (Windows/Linux/Mac) support even in binary form.. right now used on his GPU driver..

What are your thoughts?

makes sense?

thanks..



Mark Callow

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Nov 16, 2015, 7:59:34 AM11/16/15
to rtf...@gmail.com, angleproject

On Nov 16, 2015, at 8:12 PM, oscar bg <rtf...@gmail.com> wrote:

What are your thoughts?

makes sense?

I find it difficult to believe that OpenGL {,ES} on top of Vulkan/Metal/whatever is faster than an OpenGL {,ES} driver. You’ve got the same OpenGL ES API at the top and the same hardware at the bottom. For it to be faster, either the OpenGL {,ES} driver must have been woefully inefficient or the OpenGL {,ES} API offered by the layer or being measured for performance must not be the full API.

Vulkan/Metal/whatever undoubtedly allow applications to do more on the GPU but a large part of that increase is only obtained by restructuring the application.

Regards

    -Mark


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Jamie Madill

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Nov 16, 2015, 9:25:26 AM11/16/15
to khr...@callow.im, rtf...@gmail.com, angleproject
Vulkan is something we're actively thinking about, and D3D12 is something we've talked about but don't have any current plans to take on. I think it's possible there are drivers out there with pretty poor OpenGL performance (no names shall be named). These vendors might have decent Vulkan drivers at some point, making that an attractive target. We'll have to wait and see if D3D12 offers any unique advantages, that would warrant a large time investment of a back-end.

Note that if an external party makes a D3D12 ANGLE back-end, it's something we'd consider accepting! :) ANGLE is open-source after all.

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