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7

It's very different between the Khronos standards (including Vulkan) and DirectX. In DirectX, Microsoft implements the API, but they publish to GPU vendors a HAL API. There's actually two HALs: one that runs in kernel-mode, to communicate with the card directly; and one that runs in user-space, to do other tasks (like manage memory, set up data structures, ...


6

In GL's model of the GPU, the colour blending step is performed by special-purpose hardware. This idea dates back to the fixed-function origins of GL, before programmable shaders were even a thing. But not all GPUs today implement all colour blend options with special-purpose hardware. The hardware vendor can reduce gate count and power use by getting rid ...


4

Games, Triple A games in particular, tend to push graphics cards to their limits, computation capabilities, bandwidth, and drivers all get stressed heavily. This tends to cause even the smallest bug, or inefficiency in the driver to become a glaring problem resulting in "glitches", slow frame rates, game crashes and rendering quality issues. These &...


3

The marquee feature of buffer storage is not immutability of the allocation itself, but instead is a feature you couldn't have without immutable allocation: persistently mapped buffers. Pre-buffer_storage, you could not use a buffer while it was mapped. This is done to allow implementations the freedom to play games with mapping behind your back. For ...


3

Your assumption is wrong It actually was this way, in fact, things have changed the other direction. History Currently (pre nvidia link consumer graphics) you've got to copy the memory over from separate GPUs to render in cross fire and SLI, as global memory transfer speeds will slow down scaling, and as far as I can tell it did not work as a general direct ...


3

I wouldn't really call it OpenGL SDK but OpenGL API. There's a common OpenGL API which is basically a set of functions you can call to control the GPU. This API is hardware agnostic (barring extensions), so you can use it on NVIDIA, ATI, etc. GPU's. What the OpenGL driver does is to turn these platform agnostic function calls to hardware specific commands ...


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