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Questions tagged [api]

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2 votes
0 answers
183 views

Does WebGPU Have Significant Feature/Functionality Gaps As Compared to Vulkan/DirectX12/Metal?

A friend and I are considering using webgpu native (more specifically C++ bindings) for a project. We were wondering, since WebGPU likely runs on top of Vulkan XOR DirectX12 XOR Metal at any given ...
The Floating Brain's user avatar
10 votes
6 answers
7k views

Why can't we have hardware-specific graphics APIs?

Right now, if you want to use a GPU, you have to do it through graphics APIs like DirectX or Vulkan. These APIs are meant to be hardware-independent, but more often than not, they are tied to a ...
J22o's user avatar
  • 209
3 votes
0 answers
356 views

Graphics APIs: read/write the same texture

I know we can't bind the same texture as an input resource to a shader and as a render target within a single draw call, Direct3D just forces unbinding of such a texture SRV, OpenGL says it's ...
Emil Kabirov's user avatar
0 votes
1 answer
88 views

Unexpected INVALID_OPERATION on glClearNamedBufferData

Under OpenGL 4.5 on AMD RENOIR (DRM 3.40.0, 5.10.56-1-lts, LLVM 12.0.1), running ...
Tau's user avatar
  • 121
0 votes
0 answers
29 views

What APIs are used to output video and audio from a custom codec?

I am looking for tools to generate video and audio output for my own codecs, in my search I found SDL, EGL, FFmpeg and OpenAL, but it is not clear to me if these APIs serve my purpose which is simply ...
talC's user avatar
  • 1
0 votes
1 answer
59 views

API or Tools to query state of graphics during gameplay?

I’m looking to somehow programmatically query the state of graphics during a PC gameplay session. What I mean by “state of graphics” is, how polygons, textures, lighting and any other scene elements ...
junfanbl's user avatar
  • 113
1 vote
2 answers
53 views

Older Api documentation

I am currently using a older IntelHd Gpu which supports Opengl3.1 (Glsl #version140). While trying to locate the relevant Api for this version ,the Khronos site only provides documentation for ...
srt111's user avatar
  • 121
1 vote
1 answer
315 views

How can I control memory for command allocators and command queues in D3D12?

The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without ...
Paul Ferris's user avatar
1 vote
2 answers
2k views

Which graphics APIs texture formats are HDR texture formats?

I understand that HDR files are images encoded with a higher precision in order to keep more details. When loading such images in real-time rendering applications using common Graphics APIs (DirectX, ...
wip's user avatar
  • 1,861
1 vote
0 answers
91 views

Why are functions and structs in the Mantle API prefixed with "gr"?

I was looking at the Mantle API documentation and noticed that everything is prefixed with "gr", but it's never explained why the functions are prefixed with it and the letters "gr" do not appear ...
User9123's user avatar
1 vote
1 answer
2k views

Why do vulkan extensions need to be enabled?

This is sort of an API design question. Why do vulkan instance/device extensions need to be specifically enabled, in order for their calls to be available? Wouldn't it make more sense to have ...
haasn's user avatar
  • 175
36 votes
2 answers
19k views

DirectX / OpenGL(Vulkan) concepts mapping chart

Often a similar hardware feature is exposed via DirectX and OpenGL using different terminology. For example: Constant Buffer / Uniform Buffer Object RWBuffer / SSBO I am looking for an exhaustive ...
wip's user avatar
  • 1,861
66 votes
10 answers
48k views

Should new graphics programmers be learning Vulkan instead of OpenGL? [closed]

From the wiki: "the Vulkan API was initially referred to as the 'next generation OpenGL initiative' by Khrono", and that it is "a grounds-up redesign effort to unify OpenGL and OpenGL ES into one ...
galois's user avatar
  • 895
14 votes
1 answer
4k views

How many Direct/Compute/Copy Queues are meaningful?

DirectX 12 exposes command queues for either graphics (called "Direct"), compute or copy tasks. In terms of provided functionality, each one is a super-set of the following one. The specification ...
Wumpf's user avatar
  • 853
12 votes
4 answers
2k views

Does it matter whether I learn OpenGL or Direct3D?

Are the differences between these two APIs minor implementation details that mean once I have learned one I can use it for everything? Or are there reasons for learning one rather than the other if I ...
trichoplax is on Codidact now's user avatar