Re: [Bf-committers] Metal GPU support

2018-12-12 Thread Nick Renieris
Hi, >However, once Vulkan gets more support in the market it's inevitable that there will be a Vulkan implementation available for Mac, using Metal. Not sure about license matters, but this already exists and is maintained by Khronos themselves: https://github.com/KhronosGroup/MoltenVK Regards,

Re: [Bf-committers] Metal GPU support

2018-12-12 Thread Ton Roosendaal
Hi Stuart, Thanks for reaching out. I understand the concern of Apple users. However, going native with Metal in Blender is not the way to go. For example: -The amount of work (since 2014) to move old OpenGL in Blender to OpenGL Core Profile was huge. Multiple person years of work. A decent

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Stuart Carnie
*Stuart Carnie* On Tue, Dec 4, 2018 at 7:56 PM Clément FOUCAULT wrote: > Well given the amount of shader we use, we *need* to only maintain one > version of each. > A very reasonable requirement. > > The biggest showstopper I see for porting to metal is the lack of geometry > shader that we

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Clément FOUCAULT
Well given the amount of shader we use, we *need* to only maintain one version of each. The biggest showstopper I see for porting to metal is the lack of geometry shader that we use in some places (not that many actually but important ones like the edit mesh cage and outlines wireframes). It

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Stuart Carnie
I'd agree, it would be much easier to use unified shaders. I've had a really good experience with using glslang and SPIRV-cross in RetroArch to generate Metal shaders dynamically. Both of these projects are well maintained. Worth noting that some of the glsl shaders are quite complex and translate

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Ray Molenkamp
It's up for debate really, I'd prefer not having to maintain 5 different versions of all shaders , also there is a fair amount of dynamic glsl being generated by blender. so having something that'll take glsl and outputs 'whatever we want' would be nice. glslang[1] with spirvcross[2] looked

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Stuart Carnie
Ray: Thank you for the reply. It sounds like there is an interest in supporting multiple back-ends, which is exciting. With regards to the cleanup, it sounds like the current goal is to replace any GL calls with GPU_* calls outside the GPU folders. I'd be happy to contribute to that cleanup. Is

Re: [Bf-committers] Metal GPU support

2018-12-04 Thread Ray Molenkamp
I'm going to assume RA was build with multiple back-ends in mind, the blender code-base however is an old old code-base, and wasn't really designed to use anything other than openGL. Although we have cleaned it up quite a bit, there are still loads of openGL calls and opengl-isms sprinkled all