We should have three layers of falling back: OpenGL-on-Vulcan first, pure 
OpenGL next, Cairo software rendering last.

Moving some of the heavy duty graphics rendering off the CPU can help 
performances IMO.

> On Nov 28, 2019, at 7:50 AM, James Carthew <[email protected]> wrote:
> 
> If Apple is forcing the use of Metal, wouldn't it make sense to use Vulkan 
> rather than OpenGL? There's already working happening to make OpenGL a layer 
> built on top of Vulkan e.g Zink: 
> https://www.collabora.com/news-and-blog/blog/2018/10/31/introducing-zink-opengl-implementation-vulkan/
>  
> <https://www.collabora.com/news-and-blog/blog/2018/10/31/introducing-zink-opengl-implementation-vulkan/>
>  
> 
> On Thu, 28 Nov 2019 at 09:57, Andreas Fink <[email protected] 
> <mailto:[email protected]>> wrote:
> 
> 
>> On 27 Nov 2019, at 19:02, Max Chan <[email protected] <mailto:[email protected]>> 
>> wrote:
>> 
>> I wonder how Apple implemented their version though… I do have an 
>> observation: if I force VESA graphics on my Hackintosh (this requires 
>> special boot flags, so it is easier to do on Hackintosh than a real Mac,) 
>> the OS interfaces are rendered very slowly. However if I allow accelerated 
>> graphics (default behavior,) it operates smoothly but from time to time the 
>> GPU fan would spin up even though there is no GPU-intensive tasks.
>>  
>> I think Apple went down the exclusive OpenGL/Metal route. That is, either 
>> get accelerated graphics working at a kernel level, or tolerate slow 
>> CoreGraphics.
> 
> 
> Given OSX 10.15 and above does require metal support graphics hardware, (a 
> old MacPro (the big PC style towers, not the round ugly thing) could not be 
> upgraded to 10.15 unless it had a metal capable video card, would confirm 
> that.
> 
> 

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