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I can't remember exactly what it was, but I remember seeing a GL extension that was originally proposed by engineers at Apple and then not implemented. Other pl
by wlesieutre 9y ago
I can't remember exactly what it was, but I remember seeing a GL extension that was originally proposed by engineers at Apple and then not implemented. Other platforms supported it. In hindsight, maybe that was implemented after Apple had internally decided to bail on standards and retasked their graphics engineers to working on Metal.
Agreed that this is a sad state and has been for years. Hopefully we'll see an open source solution to Vulkan->Metal compatibility.
- microcolonel 9y agoHmm, anything in here[0] ring a bell? For what it's worth they were reasonably active for a lot of years, they just completely stopped participating a few years ago and it's starting to hold things up. [0]: https://www.khronos.org/registry/OpenGL/extensions/APPLE/ https://www.khronos.org/registry/OpenGL/extensions/APPLE/
- slavik81 9y agoThe Vulkan group is working on finding a subset of of Vulkan which can be implemented efficiently on top of DX12 and Metal. Hopefully that goes well, as I would very much like to write my graphics code once and have it work everywhere. For now, OpenGL ES 3.0 is the closest thing we have to a universal standard. Sadly, compute shaders weren't included until 3.1 so your options for cross-platform GPU compute are OpenCL 1.2 or OpenGL ES 3.0 with transform feedback.