[libre-riscv-dev] Vulkanizing

Jacob Lifshay programmerjake at gmail.com
Wed Feb 19 19:33:56 GMT 2020

On Wed, Feb 19, 2020, 11:21 Luke Kenneth Casson Leighton <lkcl at lkcl.net>

> On Wed, Feb 19, 2020 at 7:15 PM Scheming Pony
> <scheming-pony at protonmail.com> wrote:
> > Your flexible architecture could allow us to to OpenGL and Vulkan in
> parallel, with your current budget.
> yes, there's nothing that would not prevent that... other than we
> didn't apply for NLNet budget to do so.  we'd not *stop* someone from
> implementing an OpenGL library on top of the hardware - we'd welcome
> it.
> however i think such a person would find, particularly when it comes
> to the GL Shaders, that one of the prerequisites for having a
> successful OpenGL engine is: EXACTLY the same underlying shader engine
> as is found and required for Vulkan.

OpenGL requires an even more complex shader compiler because we have to
implement translation from GLSL to the IR as well as the IR to the output
binary. SPIR-V is much less effort to translate to the IR since it is
already partially compiled.



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