-
Notifications
You must be signed in to change notification settings - Fork 30
API features roadmap #35
Comments
@Kangz Where does interaction with multiple physical devices fit into this feature list? For example, in the Obsidian proposal, querying with I noticed that in the design document that canvas/WSI hasn't been considered in detail yet. I see that the NXT has both a rendering context (from I know it's all very early - just trying to understand the differences between the three proposals as they exist currently. |
Right now we are focusing on things that happen after the equivalent of We have some ideas on how to do canvas/WSI in the doc, but haven't done enough investigation to choose a direction yet. Also this part of the API is somewhat orthogonal to the rest so it can be designed later. One thing we want for sure, is to have a single device be able to render to multiple canvases. As for multiple devices interacting with each others, IMHO it is a niche and very complex feature. I don't think it will make it in any Web facing API. However the structure of the API should make it easy for multiple "modules" to share one device. |
Thanks for the clarification, I agree that canvas/WSI is mostly orthogonal to the rest of the API and can be designed later. Is it true that expected clients (i.e. game engines) do not plan to use multiple devices at once with Vulkan 1.1 or D3D12? This is anecdotal of course, but it seemed as though there was a lot of interest in multi-GPU resource sharing. If there is a possibility that multiple physical device support could be added beyond the MVP), it would be good to keep it in mind for logical device creation. |
Vulkan has extensions like |
Sounds good. I agree about the freshness concern and that it would likely be post MVP/1.0 if/when it's added. My thought was that it may still have implications on the design of the device API in the prototypes. Although it's not as important as the rest of the API details, so the discussion can probably wait until the prototypes are a bit further along. |
What about swap chain? At the moment seams there is single swap chain and automatic Present call. |
The "WSI" item stands for Window System Integration and includes the swapchain objects. We are currently looking at implementing some sort of swapchain but it will mostly be an empty shell for the application to fill with internal NXT structures. |
I see, |
In bold the most important features to write cool demos. The shading language features are explicitly left out. A feature can be checked is checked if investigation have been done, and it is implemented on at least one backend.
The text was updated successfully, but these errors were encountered: