Join us on our own very special Reddit: /r/Linuxers

Not specifically gaming related but we love to cover industry stuff too, that might be interesting for some of our more technically minded users. Collabora have mentioned that thanks to work done on Mesa, OpenGL and Vulkan applications can now talk to each other.

While Vulkan is the next-generation, and eventually anything that wants performance will move over from OpenGL like applications, game engines and games - this all takes time. The bigger games especially, often taking a great many years and an API switch isn't an easy thing. However, what if some parts could gradually move to Vulkan while keeping other bits OpenGL?

This is being done now thanks to the EXT_external_objects extension, which has been worked on by the likes of Igalia, Collabora and others. The push for this is Chromium OS but could easily have use cases across standard desktop Linux too of course.

Bringing this feature to i965 and Iris allows Mesa to keep being a competitive player in the graphics world and merging this feature in allows for a very exciting future!

Rohan Garg, Collabora

See the blog post on Collabora.

Article taken from GamingOnLinux.com.
18 Likes , Who?
We do often include affiliate links to earn us some pennies. We are currently affiliated with GOG and Humble Store. See more here.
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
See more from me
3 comments

Pikolo 28 May
That is interesting, I will have to read the details to see how much this causes Vulkan to creep in spec
STiAT 29 May
I'll want caution. Badly implemented vulkan is worse than OGL. Or worse than d3d9 through proton.

Valheim proves that. D3D9 > OGL > DX11 > Vulkan..

Vulkan is a great framework if used properly. If.
ShabbyX 29 May
If any of devs see this, you might be interested in implementing ANGLE's extension on top of this, which allows the image usage and create flags to be passed from vk to gl. Otherwise the gl implementation has to assume all flags are used, and flags like MUTABLE and STORAGE are detrimental to performance (disallowing framebuffer compression).

https://chromium.googlesource.com/angle/angle/+/refs/heads/main/extensions/ANGLE_external_objects_flags.txt
While you're here, please consider supporting GamingOnLinux on:

Patreon, Liberapay or PayPal Donation.

This ensures all of our main content remains totally free for everyone with no article paywalls. We also don't have tons of adverts, there's also no tracking and we respect your privacy. Just good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Login / Register

Or login with...
Sign in with Steam Sign in with Twitter Sign in with Google
Social logins require cookies to stay logged in.

Livestreams & Videos
Community Livestreams
Latest Forum Posts