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I've held the title of graphics programmer professionally a few times and I do think it was a bad idea. If you're targeting Android/Linux/Windows/OSX it's reall
by vvanders 8y ago
I've held the title of graphics programmer professionally a few times and I do think it was a bad idea. If you're targeting Android/Linux/Windows/OSX it's really handy to be able to run the same APIs on the desktop for debugging and faster iteration time.
The real knife in the back was when they forked for Metal instead of adopting Vulkan. I've not used Vulkan in anger yet(just a couple toy demos) but everything I saw pointed to it solving all the major issues people have with OpenGL. Now there's another N+1 APIs, shader language and graphics pipeline that you need to support if you're building a graphical application and not leveraging Unity/UE4/etc.
- judge2020 8y agoWhile not the best solution, there is MoltenVK [0] which handles Metal from Vulkan code. 0: https://github.com/KhronosGroup/MoltenVK https://github.com/KhronosGroup/MoltenVK
- vvanders 8y agoYeah, but if you look at the support[1] you need to be careful and not depend on any of the APIs called out. Also you will take a perf hit regardless of how well the shim is written. [1] https://github.com/KhronosGroup/MoltenVK/blob/master/Docs/MoltenVK_Runtime_UserGuide.md#limitations https://github.com/KhronosGroup/MoltenVK/blob/master/Docs/Mo...