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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.

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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. Find me on Mastodon.
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Pikolo May 28, 2021
That is interesting, I will have to read the details to see how much this causes Vulkan to creep in spec
STiAT May 29, 2021
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 May 29, 2021
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).
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