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>Hardly any different from Windows then. How so?
by ChuckNorris89 3y ago
>Hardly any different from Windows then.
How so?
- pjmlp 3y agoDirectX is the official API, OpenGL and Vulkan only work because of backwards compatibility Microsoft never got rid of ICD ABI they introduced back when OpenGL in Windows NT was a thing. https://learn.microsoft.com/en-us/windows-hardware/drivers/display/loading-an-opengl-installable-client-driver https://learn.microsoft.com/en-us/windows-hardware/drivers/d... That is how GPU vendor drivers expose OpenGL and Vulkan, via ICD, they aren't even supported on the Windows SDK, it is up to you to get the header files and libraries to link against the DLLs provided by the GPU vendors. From Windows SDK point of view, OpenGL 1.1 is what is shipped in the box. https://learn.microsoft.com/en-us/windows/win32/OpenGL/opengl https://learn.microsoft.com/en-us/windows/win32/OpenGL/openg... Even the "OpenGL improvements" introduced in Windows 8 rely on DirectX 3D APIs, https://learn.microsoft.com/en-us/windows-hardware/drivers/display/supporting-opengl-enhancements https://learn.microsoft.com/en-us/windows-hardware/drivers/d... There is no support for OpenGL/Vulkan on UWP, XBox, HoloLens, Win32 sandboxes, while OpenGL/Vulkan on WSL are exposed via a DirectX driver wrapper, similar to MoltenVK.
- ChuckNorris89 3y agoSo very different then Mac then.
- pjmlp 3y agoMac uses own API, Metal. Windows uses own API, DirectX. OpenGL is legacy on Mac. OpenGL relies on a legacy ICD ABI on Windows. Vulkan uses MoltenVK on Mac. Vulkan either uses legacy OpenGL ICD ABI on Windows, or relies on DirectX 12 translation layer, while WSL relies on dxgkrnl, a VM host driver that translates GL/Vulkan into DirectX as well. Pretty much alike.