On Tuesday, 7 January 2014 at 08:50:28 UTC, Ola Fosheim Grøstad
wrote:
If you want cross platform performance your only choice is to
pick a DX compatible subset of OpenGL ES 2/3 and use that as
Just in case this isn't obvious: you need a reference
implementation during API design in order to track performance
and feature regressions on a wide range of systems and GPU types
(e.g. mobile tile based GPUs work differently from regular
desktop GPUs). The goal of the reference is not to obtain optimal
performance, but to ensure that acceptable performance and
resource usage is attainable across the set of target systems
without limiting the feature set.