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port for AMD #41
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nvidium is the first to use nvidia opengle technologies therefore, it is unlikely that this is possible on amd, but I probably don’t know something |
Appearantly AMD gpus support mesh shaders wich is what nvidium uses. This could be possible. |
i believe to support other gpus it would require vulkan, since mesh shaders on other gpus are only available on vulkan. |
Would not do it in this mod if i did such a thing sorry, yea you are correct, vk mesh shaders do exist but its different from the nv extension |
I don't expect this to ever be ported, but could a AMD equivalent be made? Surely there are some AMD specific OpenGL extensions that could boost performance greatly as well, maybe someone else could work on this perhaps I would like to see it. I'm just throwing this out as a suggestion, so maybe someone picks it up I found this list that might be of use, doesn't seem as extensive as the NVIDIA one so maybe AMD sticks more to standards. Still might be some gains to be made perhaps, I don't know much about graphics programming |
Hey, I'd love to see an AMD version of this mod using AMD specific OpenGL extensions too, unfortunately I know little to nothing about graphics programming myself however it is possible to convert OpenGL programs to vulkan using drivers such as zink |
Zink won't magically increase fps, but it could theoretically be used as an interop bridge to provide VulkanMod with compatibility with legacy OpenGL mods. |
In some cases it actually does, but this seems to be the exception rather than the rule. I wouldn't know if Minecraft if one of these edge cases. However, no mod is needed for Zink itself, to my understanding any OpenGL program should be able to use it provided theirs no issues |
Zink itself is straightforward to use, but it's almost impossible to get a performance boost unless the IHV only provides inferior native OpenGL drivers and also provides quality Vulkan drivers, which is not the case for Windows desktop devices. IHVs that have a quality Vulkan driver also offer a quality OpenGL driver, and IHVs that only have an inferior OpenGL driver won't offer a quality Vulkan driver to give you high performance with Zink. The only way to potentially bring performance gains is to use native Vulkan rendering like VulkanMod, and then use Zink for VK<->GL interop to provide compatibility with legacy mods, like X-Plane. |
True, but there is still edge cases technically. Probably could eliminate them if someone cared enough, but they exist technically |
I don't think that is possible, given that AMD strictly abides by the original specifications of OpenGL. The AMD-optimized build is… standalone Sodium. |
I would assume this applies to Vulkan too? If not I guess someone could make something like this for the Vulkan Mod https://github.com/xCollateral/VulkanMod but I doubt it's a exception |
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Neat, but will something similar be added to RadeonSI/Mesa drivers? Maybe worth mentioning on the Gitlab for Mesa? |
Fairly certain if the OpenGL Team has plans to add Mesh Shaders to the OpenGL driver, they will first appear on Mesa and then on Windows |
Just gonna link this issue here for those interested in this topic: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7192 |
#138 (comment) is a potential solution to this, @lukim007. |
We are going to get the opengl function required for this mod in a later opengl version. |
I opened an issue in AMD's new driver forum on GitHub and already received a response. They are aiming for the end of the year. Maybe you should comment or react so they see that this matters to us. |
can you pls in the future make a port for AMD
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