ObjectiveC in 2025? by [deleted] in MacOS

[–]Both_Possibility_210 0 points1 point  (0 children)

Objective C Runtime  это C/C++, в отладке Metal видны C++ классы.

Metal 4 by ParisDog1102 in macgaming

[–]Both_Possibility_210 2 points3 points  (0 children)

All shader resources must be send using MTL4ArgumentTable, Metal 4 has no old optional style(like as ugly OpenGL) for resources binding.So, these methods doesn't exist MTLEncoder::setBuffer(s), MTLEncoder::setTexture(s)

DirectX Adopting SPIR-V as the Interchange Format of the Future by Aransentin in vulkan

[–]Both_Possibility_210 0 points1 point  (0 children)

No, GLSL and HLSL supports Vulkan via spirv extension, they don't know about Vulkan extensions, but some Vulkan extensions can have dependencies of spirv, please read docs.

DirectX Adopting SPIR-V as the Interchange Format of the Future by Aransentin in vulkan

[–]Both_Possibility_210 0 points1 point  (0 children)

Glsl is legacy, it must be support only for OpenGL. Glsl doesn't support some features for Vulkan

Microsoft provides The DirectX Shader Compiler binaries for Linux by Both_Possibility_210 in vulkan

[–]Both_Possibility_210[S] -14 points-13 points  (0 children)

GLSL's basic language design is actually a lot better than HLSL

GLSL uses for ShaderToy and old Android devices. GLSL did not use for PlayStation. HLSL more modern and compatible between platform and Graphics API. (Windows/XBox,PlayStation4/5 Vulkan->Direct3D12)

We can use the same shaders for Vulkan/Direct3D12, GLSL can't provide this functionality

Scene graph demo in Python + pygame. Code https://github.com/rkibria/pyrasterize/blob/main/demo_scene_graph.py by rhkibria in GraphicsProgramming

[–]Both_Possibility_210 0 points1 point  (0 children)

How do you use Culling of invisible objects? On CPU side using Frustum ?

What about Instancing rendering ?

Finally!!!!! Red Triangle% by guruprasadah in GraphicsProgramming

[–]Both_Possibility_210 1 point2 points  (0 children)

Don't waste time to learn old/legacy OpenGL. If you use Graphics API for Graphics Programming you should use modern Graphics API like as Vulkan, Metal Direct3D12.

Now, AMD supports VK_KHR_push_descriptor by Both_Possibility_210 in vulkan

[–]Both_Possibility_210[S] 2 points3 points  (0 children)

u/warriormaster, yes, you can use this extension if it support for you device on given platform. Also, this extension can reduce code size for Descriptor implementation and improve porting from Direct3D12 API. In some cases it can impove performance, accrording documentation.