Author Topic: Trying out the new Vulkan graphics API on PowerVR GPUs  (Read 3930 times)

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JeGX

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Trying out the new Vulkan graphics API on PowerVR GPUs
« on: March 03, 2015, 02:46:09 PM »
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Imagination is a promoting member of the Khronos Group and has been working on developing a proof-of-concept driver for Vulkan for our PowerVR Rogue GPUs. Our PowerVR demo team has also spent the last two months porting one of our new OpenGL ES 3.0 demos to the new API and today we are able to show you a snapshot of our work.

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For example, there are no glUniform*() equivalent entry points in Vulkan; instead, writing to GPU memory is the only way to pass data to shaders.

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Command buffers can be created on a different thread to the thread they are submitted on. This means rendering commands could be created on all cores of a CPU.

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When you call glTexStorage2D() in OpenGL, the driver has to allocate memory for a two-dimensional or one-dimensional array texture. The function and the memory allocation process represent a black box.

In Vulkan however, the memory allocation is done by the application. This means that the application knows more about what type of memory it is using and more importantly how much memory it is using, which should be useful for applications that are memory-bound.

- Complete story: http://blog.imgtec.com/powervr/trying-out-the-new-vulkan-graphics-api-on-powervr-gpus
- Library demo with Vulkan drivers: https://www.youtube.com/watch?v=KdnRI0nquKc