Questions tagged [api]

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1answer
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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 ...
2
votes
2answers
198 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, ...
1
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0answers
75 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 ...
1
vote
1answer
524 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 ...
30
votes
2answers
9k 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 ...
52
votes
8answers
29k views

Should new graphics programmers be learning Vulkan instead of OpenGL?

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 ...
11
votes
1answer
2k 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 ...
11
votes
4answers
1k 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 ...