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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Android v
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ANGLE based OpenGL
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ANGLE based OpenGL
12-19-2018, 05:52 AM
#1
Nintonito Offline
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would this improve performance and/or compatibility?

https://www.xda-developers.com/android-q...velopment/

Seems google wants to move OpenGL to being a translated layer for vulkan rendering, using the ANGLE framework. I’m no expert on something like this, so I was curious what some of the actual experts in here might think. Supposedly the ANGLE framework is more unified and updated via the play store.
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12-19-2018, 06:09 AM (This post was last modified: 12-19-2018, 06:10 AM by Helios.)
#2
Helios Offline
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One of the things we struggle with on Android is driver overhead because we sometimes don't hit fast paths in drivers or we have to work around a driver bug by intentionally doing something slower but working. I don't think increasing overhead with a translation layer is a great idea, on top of forcing Dolphin to rely on Mali and Qualcomm's nonfunctional vulkan implementations.

The issue isn't that GLES is complex to manage from the dev's POV, which ANGLE aims to solve. The issue is that drivers suck. ANGLE won't help there
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12-19-2018, 07:01 AM
#3
AnyOldName3 Offline
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One of the main advantages of Vulkan was supposed to be that it was much easier to write drivers, so things like ANGLE were made so you could skip the dodgy GL/GLES drivers and use the reliable Vulkan drivers. Instead, the phone GPU vendors seem to have realised that Vulkan's easier to write drivers for, so hired proportionally fewer driver developers.
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12-22-2018, 06:50 AM
#4
sirdaniel Offline
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Article says, that new android system would rendrer user interface via Vulkan API. It may be easier for devs to support one system rendering API, and just add interlayer for legacy ogles applications, which would have almost native performance. 
All is about software emulation these days, not hardware backward compatibilty Smile
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12-22-2018, 07:48 AM
#5
JonnyH Offline
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Dolphin hits a number of driver bugs on mobile vulkan drivers. It'll likely generate a very similar command stream piping the same thing through the OpenGL dolphin backend and using another layer to translate to vulkan.

This is good for driver devs - as they won't need to maintain a complete opengl driver stack and indirectly may allow more effort into fixing issues on vulkan, but likely of little benefit to dolphin users (or other high-end games, as it will likely be beneficial for them to target vulkan directly)
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12-22-2018, 02:12 PM (This post was last modified: 12-24-2018, 11:51 PM by zxcvbad.)
#6
zxcvbad Offline
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GL ES 3.2 isn't listed, potentially it isn't coming to ANGLE framework
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