I agree with Nir. For years now, I'd love to have a Vulkan pipeline, not just for desktop linux but for the embedded/mobile platforms as well. But it's a lot of work indeed. It's easy to go for the first 90%, or even more. But the edge cases are the ones that will consume lots of time. I wish we could find a sponsor for this, but that isn't easy.
- Johan On Thu, Jun 22, 2023 at 3:27 PM Nir Lisker <nlis...@gmail.com> wrote: > The Vulkan pipeline option has been brought up several times over the past > years. It's a good addition, but it's a lot of work and there aren't enough > people who volunteered to work on it. > > Even "upgrading" the DirectX implementation from 9 to 11 hasn't taken off > for the same reason. > > On Thu, Jun 22, 2023 at 3:04 PM Kevin Rushforth < > kevin.rushfo...@oracle.com> wrote: > >> Apple's native API is Metal, and that's what we are going to use on Mac >> platforms. If we were to do a Vulkan port it would be for Linux (we use >> DirectX on Windows). It's certainly something we could consider for the >> future, but is not a high priority. >> >> -- Kevin >> >> >> On 6/22/2023 3:14 AM, Mark Raynsford wrote: >> > On 2023-06-22T06:56:48 -0300 >> > Thiago Milczarek Sayão <thiago.sa...@gmail.com> wrote: >> > >> >> Hi, >> >> >> >> Just curiosity. Would a Vulkan implementation offer any improvement >> over >> >> OpenGL in the case of JavaFX? >> >> >> >> I see that GTK has a Vulkan pipeline. >> >> >> >> Wayland too, it feels so fast and fluid. >> >> >> >> And why metal and not Vulkan since it's cross platform and metal isn't? >> >> >> >> Warning: It may be a stupid question. :) >> > I second, third, and fourth this. >> > >> > I really don't know why any project is pursuing anything other than a >> > Vulkan backend for rendering; the tools are better, the API is not >> > utterly error-prone like OpenGL, and it works on every platform >> > (assuming the presence of MoltenVK for Apple's walled garden). >> > >> >>