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    Main » Emulation » Zink, an OpenGL implementation on top of Vulkan
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    Posted on 18-11-01, 05:10
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    Post: #9 of 441
    Since: 10-30-18

    Last post: 25 days
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    Not strictly-speaking emulation as such, but emulators need to display their video output somehow, and if you're emulating a 2D console you don't need the power and flexibility of Direct3D 12, or Vulkan, or Metal, you just want to draw a single textured rectangle with hardware-accelerated scaling. OpenGL 2.1 is a nice middle ground API - it's pretty easy to draw a textured quad, but it also has access to vertex and pixel shaders so you can get quite fancy output if you want. Some authors have been scared off OpenGL 2 because the classic, easy API was deprecated in OpenGL 3, and presumably driver authors would eventually drop support for it.

    Enter Zink, an OpenGL implementation on top of Vulkan.

    I think this means that on Linux, if a driver implements mode-setting and Vulkan, they'll (someday) get hardware-accelerated OpenGL for free (courtesy of Zink) and hardware-accelerated 2D graphics for X11 (modern Xorg implements the classic 2D drawing APIs on OpenGL).

    The ending of the words is ALMSIVI.
    Posted on 18-11-01, 10:59

    Post: #6 of 210
    Since: 10-29-18

    Last post: 746 days
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    It really is an API stacking game these days, isn't it?
    Posted on 18-11-01, 12:08

    Post: #2 of 365
    Since: 10-29-18

    Last post: 6 days
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    Needs more gLiDe.

    My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
    Posted on 18-11-02, 23:59

    Post: #3 of 175
    Since: 10-30-18

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    Posted by Kakashi
    It really is an API stacking game these days, isn't it?

    Basically, yeah. A while ago I was trying to use DXVK to emulate Direct3D 11 to use dgVoodoo to emulate DirectDraw to get some older programs working with Wine.
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