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Didn't realize Qt updates were such a disaster... Interesting to me that they went for "Rendering Hardware Interface" with their own "cross-compile shaders bot
by kvark 6y ago
Didn't realize Qt updates were such a disaster...
Interesting to me that they went for "Rendering Hardware Interface" with their own "cross-compile shaders both at compile and at runtime". I wonder about the exact scope of this work, and if they considered Vulkan Portability instead.
- Jasper_ 6y agoDon't take this the wrong way kvark, but is Vulkan Portability really the long term answer here? Do we want everybody to be writing Vulkan code? It's unfortunate that due to the mess of tilers, Vulkan got way more complicated than it likely should have, a lot of stuff wasn't properly thought out (i.e. pipeline derivatives, framebuffers, push descriptors), and we're even walking back a lot of the "atomic draw" promises with e.g. VK_EXT_extended_dynamic_state. Even D3D12 had its allocation APIs pretty badly neutered, leaving is in this pretty suboptimal place. I love the promises that Vulkan in theory provides but in practice the gains haven't been as bold as we thought they would be. Explicit APIs have less lies than the older ones, but still are pretty far from zero.
- jfkebwjsbx 6y agoI have always seen its goal as providing the means to create different user libraries for different specialized purposes on top of it. Then you also get implementations of other APIs like Direct3D on top on Vulkan, which is amazing because you can reuse all your code and tooling and run everywhere.
- kvark 6y agoIn the long term, especially for a use-case like Qt, WebGPU native would make more sense. The timing is just a off by a few years:)