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Kronos announces Vulkan Portability Initiative

Sniperfox47

Update: Got confirmation. This is the next stage of the 3D Portability Initiative.

 

So, I'm not sure yet on its relation to the 3D portability initiative announced last year, but Kronos just announced the Vulkan Portability Initiative on their press blog (https://www.khronos.org/blog/khronos-announces-the-vulkan-portability-initiative).

 

2017-blog-Portability-TSG-Announcement-1

The idea is to take a subset of Vulkan that should be translatable to any of the other low level languages currently in use (DirectX 12 and Metal), and allow developers to write Vulkan apps that can run not only on machines that support Vulkan, but also those that only support Metal (Macs) and those that only support DirectX 12 (Windows 10S, Windows Holographic, Windows Phone 10, and just UWP apps in general).

 

Unlike the previous initiative this will also apparently be publicly transparent on GitHub for those interested:

Quote

The development of these tools will be undertaken on GitHub, enabling the community to provide input and feedback as work proceeds.

 

It also seems like a lot of their design goals have already been met by Khronos and others:

Quote

The design approach of the Vulkan Portability Initiative includes:

  • Identifying and specifying a subset of the Vulkan API that can be efficiently mapped to the native APIs on all key platforms.
  • Making available open-source libraries to run the defined subset of the Vulkan API on platforms that are currently only served by DirectX or Metal, removing the need for developers to target three different rendering backends.
  • Enabling standard Vulkan SPIR-V shader code, generated by the source language and compiler tools of the developer's choice, to be converted to the shader language of the target platforms through the open source SPIRV-Cross translator.
  • Providing a suite of conformance tests that will confirm the reliable operation of the portable Vulkan subset across multiple platforms.

The first has already been in progress for a while now for the 3D portability initiative and for the third there's been heavy work already on a SPIR-V to HLSL converter and SPIR-V to MSL should be quite a bit simpler.

 

 

 

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This is great news! But we should get rid of Metal and devs need to start utilizing DX12 features. Like AMD and Nvidia SLI/crossfire and a_sync computing

ƆԀ S₱▓Ɇ▓cs: i7 6ʇɥפᴉƎ00K (4.4ghz), Asus DeLuxe X99A II, GT҉X҉1҉0҉8҉0 Zotac Amp ExTrꍟꎭe),Si6F4Gb D???????r PlatinUm, EVGA G2 Sǝʌǝᘉ5ᙣᙍᖇᓎᙎᗅᖶt, Phanteks Enthoo Primo, 3TB WD Black, 500gb 850 Evo, H100iGeeTeeX, Windows 10, K70 R̸̢̡̭͍͕̱̭̟̩̀̀̃́̃͒̈́̈́͑̑́̆͘͜ͅG̶̦̬͊́B̸͈̝̖͗̈́, G502, HyperX Cloud 2s, Asus MX34. פN∩SW∀S 960 EVO

Just keeping this here as a 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Quite neat. And yes, devs nees to start utilizing features like od DX12 as said and other. 

You know, catch up with software side to fully leverage hardware properly. 

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So basically, Vulkan is another API that can be mapped to other API's on completely different platforms to optimise better features to graphics intensive applications.

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13 minutes ago, TheBeastPC said:

So basically, Vulkan is another API that can be mapped to other API's on completely different platforms to optimise better features to graphics intensive applications. For developers, applications would be easier to run with the vulkan API because it can be ran on all new generation 3D enabled platforms that require these benefits to optimise better graphic viewing in 3D type applications which makes it easier for developers.

Keep in mind, this will not have all of the features of Vulkan, or Metal or DX12. This is about portability and will be the largest subset possible which will work with all three. A lot of developers, particularly AAA game developers, will likely target the various APIs directly instead, to allow them to take advantage of various hardware boons.

 

Where this will be a big benefit is more general 3D applications where complex capabilities like "Stencil reference value from Pixel Shader" in DX12 aren't really beneficial. Some likely applications may include 3D rendering software, 3d-printer slicers, web browsers, games by smaller studios, and phone apps (since it allows you to target both iOS and Android without the added complexities of a layer like MoltenGL/MoltenVK).

 

There's also a very real possibility that this could be used as WebGL-Next too, because of it's portability. Mozilla suggested using a slightly modified Vulkan, but unless Apple decides they want to support it, that suggestion is probably dead in the water.

 

Edit: also just got confirmation from the Khronos webmaster, this is the next stage of the 3D Portability Initiative.

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The problem is the Apple exerts tight control over what API drivers Intel, Nvidia and AMD can support on Mac OSX.

 

Otherwise they would have just shipped a vulkan driver for Macs, like they do on the Windows (without asking for permission).

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29 minutes ago, Sniperfox47 said:

Keep in mind, this will not have all of the features of Vulkan, or Metal or DX12. This is about portability and will be the largest subset possible which will work with all three. A lot of developers, particularly AAA game developers, will likely target the various APIs directly instead, to allow them to take advantage of various hardware boons.

 

Where this will be a big benefit is more general 3D applications where complex capabilities like "Stencil reference value from Pixel Shader" in DX12 aren't really beneficial. Some likely applications may include 3D rendering software, 3d-printer slicers, web browsers, games by smaller studios, and phone apps (since it allows you to target both iOS and Android without the added complexities of a layer like MoltenGL/MoltenVK).

 

There's also a very real possibility that this could be used as WebGL-Next too, because of it's portability. Mozilla suggested using a slightly modified Vulkan, but unless Apple decides they want to support it, that suggestion is probably dead in the water.

 

Edit: also just got confirmation from the Khronos webmaster, this is the next stage of the 3D Portability Initiative.

So, basically AAA game developers target a variety of different API's to get the most advantage out of the various hardware to optimise better performance in games. Since Vulkan doesnt support all of the features for 3D applications, Vulkan will benefit in other 3D applications. I wonder what the next stage will be of the 3D portability initiative. 

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1 hour ago, Humbug said:

The problem is the Apple exerts tight control over what API drivers Intel, Nvidia and AMD can support on Mac OSX.

 

Otherwise they would have just shipped a vulkan driver for Macs, like they do on the Windows (without asking for permission).

That's the whole point of this. It's going to be a software API shim that goes into a software and converts your Vulkan subset code into Metal or DirectX 12 so the OS only sees it's native code.

 

If you'd like the actual details of how this would work, the idea is that rather than the software's Vulkan code being linked to the Vulkan API runtime, it'll get converted and then linked to the Metal API runtime or DirectX12 API runtime, and the SPIR-V shaders for Vulkan/OpenCL/OpenGL will get recompiled to MSL for Metal or HLSL for DirectX.

 

 

They already have an experimental recompiler (https://github.com/KhronosGroup/SPIRV-Cross/) that works to convert SPIR-V shaders to your choice of GLSL (OpenGL), MSL (Metal), HLSL (DirectX) and C++, so at this point they just need to finish that, define the subset of Vulkan they'll use, and create the shim API that does all the conversions and translations. And then down the road, make conformance tests and certifications.

 

 

 

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