How are the concepts of DirectX and OpenGL related?

How are the concepts of DirectX and OpenGL related?

Often a similar hardware feature is exposed via DirectX and OpenGL using different terminology. I am looking for an exhaustive chart that describes which DirectX terminology is used to refer to which OpenGL concept, and vice-versa. Where can I find such a resource? I haven’t been able to find such a chart on the web, so I made one here.

What’s the difference between VULKAN and DirectX shaders?

And obviously, DirectX uses views to make things visible to shaders. Vulkan also uses views, but they are less frequent. Shader visibility behavior differs a bit between the two. Vulkan uses a mask to determine if a descriptor is visible to the various shader stages.

What’s the difference between OpenGL and Vulkan APIs?

Furthermore, OpenGL is a (relatively) safe API. It will issue errors when you do something wrong, usually. Vulkan is not. While there are debugging layers that you can use to help, the core Vulkan API will tell you almost nothing unless there is a hardware fault.

How is descriptor visibility handled in Vulkan DX12?

Vulkan uses a mask to determine if a descriptor is visible to the various shader stages. DX12 handles this a little differently, resource visibility is either done on single stage or all stages. I broke the descriptor set / root parameter stuff down best I could. Descriptor handling is one of the areas that vary greatly between the two APIs.

Where can I find the Direct3D 12 vs OpenGL test?

The test is available in the host_api/Direct3D12_vs_OpenGL/ folder of the code sample pack (files: 08-drawstress-d3d12.xml and 08-drawstress-opengl.xml). In this test, a quad is made up of 4 vertices and 2 triangles.

Can a mesa backend support OpenCL and OpenGL?

By leveraging our deep Windows and DirectX knowledge and Collabora’s extensive experience in the open source graphics space, we will be adding a new D3D12 backend to Mesa to support OpenCL and OpenGL, with initial support targeting OpenCL 1.2 and OpenGL 3.3. We have a few goals as a part of this new work:

Which is the first game to support OpenGL?

Overview of the upcoming support for DX12, NVIDIA CUDA, OpenGL and OpenCL acceleration in the Windows Subsystem for Linux. Gears Tactics is the very first game to ship with support for DirectX 12 Variable Rate Shading (VRS), one of the major features in DirectX 12 Ultimate.