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Vulkan and OpenGL render options... #372

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ViceEvochron opened this issue May 22, 2019 · 6 comments
Closed

Vulkan and OpenGL render options... #372

ViceEvochron opened this issue May 22, 2019 · 6 comments
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@ViceEvochron
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ViceEvochron commented May 22, 2019

Three basic/core fundamentals I'd like to request for the Vulkan and OpenGL rendering paths for AGK-Studio:

  • Please ensure that we can manually specify either the OpenGL or Vulkan rendering path so if/when a user runs into any kind of technical problem with one path, we can support them by having a way to specify which render path to use. Perhaps this could be provided in conjunction with a 'no hardware' render option for those of us interested in writing server programs that only need to display text.

  • Please ensure that anisotropic filtering is one of the built in texture filtering options (both in and out of shaders).

  • Please ensure that any shader compiler (ps/vs to SPIR-V) supports existing shaders in either render path.

@rvanner
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rvanner commented May 24, 2019

Hi, I have some feedback on this for you;

Any choice of rendering path has to happen before

  • The app starts running Tier 1 code, so it couldn't be a command, but we could add some kind of compile option like #force_opengl or something that would always use OpenGL even if Vulkan were available.

  • Anisotropic filtering is currently enabled by default in my Vulkan testing so we will leave that in for the AGK version.

  • On your last point we are attempting to support existing shaders in all render paths

@ViceEvochron
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Fantastic, thanks!

@plemsoft
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@ViceEvochron Thanks for your questions, i will keep it open for others to read for a while :)

@Rick-Nasher
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+1

@Marvin1968
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Definitely need this. I have a client with rendering issues on OpenGl; that I don't have on Vulcan...

@Marvin1968
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Even though I specify #renderer "Basic", I get errors on DrawtoImage stating Vulcan does not support this...

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