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A fully compliant Vulkan implementation for M1 would come with very surprising performance cliffs for a developer. One of them: https://github.com/KhronosGroup
by my123 5y ago
A fully compliant Vulkan implementation for M1 would come with very surprising performance cliffs for a developer.
One of them: https://github.com/KhronosGroup/MoltenVK/issues/1244 https://github.com/KhronosGroup/MoltenVK/issues/1244
- WithinReason 5y agoAnd also potential optimisations that are not possible in other GPUs: https://developer.apple.com/documentation/metal/gpu_features/understanding_gpu_family_4/about_tile_shading https://developer.apple.com/documentation/metal/gpu_features...
- monocasa 5y agoThat's pretty common for TBDRs. The tile is rendered into a fixed size on chip buffer, and the driver has to split the tile into multiple passes to fit all of the render target data for nutty amounts of data coming out of the shader. PowerVR works the same way (completely unsurprisingly).
- zamadatix 5y agoIt'd be surprising if an architecture had 0 such surprises and did everything Vulkan allows without any special performance considerations vs another architecture.
- fulafel 5y agoSee this comment on that issue: https://github.com/KhronosGroup/MoltenVK/issues/1244#issuecomment-775527537 https://github.com/KhronosGroup/MoltenVK/issues/1244#issueco...