3 ms·
> How do we break the 4.1 barrier? Without hardware support, new features need new tricks. Geometry shaders, tessellation, and transform feedback become compute
by jauntywundrkind 3y ago
> How do we break the 4.1 barrier? Without hardware support, new features need new tricks. Geometry shaders, tessellation, and transform feedback become compute shaders. Cull distance becomes a transformed interpolated value. Clip control becomes a vertex shader epilogue. The list goes on.
I wonder how much of this work is in m1 gpu code, versus how much feature-implemented-on-another-festure work could be reused by others.
This feels very similar to what Zink does (runs complex opengl capabilities via a more primitive Vulkan), except there is no Vulkan backend to target for m1. Yet.
- zozbot234 3y agoMore generally, you could execute complex OpenGL or Vulkan on some more-or-less arbitrary combination of CPU soft-rendering and hardware-specific native acceleration support. It would just be a matter of doing the work, and it could be reused across a wide variety of hardware - including perhaps older hardware that may be quite well understood but not usable on its own for modern workloads.