#With bevy can you access the underlying opengl pipeline?

27 messages · Page 1 of 1 (latest)

green schooner
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So if I wanted to use it in conjunction with Iced or have some C or C# or for a whole host of reasons I can connect to or access the opengl context/pipeline

winter chasm
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No, because we don't target opengl. While it's technically possible to tell wgpu to target opengl this is not a supported target for bevy and the opengl backend isn't a priority for wgpu

green schooner
winter chasm
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we use wgpu which targets vulkan/dx12/metal on desktop platforms and webgl/webgpu on the web

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we don't target a single graphics api

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although, on native it defaults to vulkan everywhere except macos

green schooner
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So, if you were to use bevy to target vulkan, is there a shared vulkan context or pipeline you can establish?

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For uses across libraries or languages

winter chasm
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not sure @hardy iris might have an answer though. IIRC they did things that used the vulkan context

hardy iris
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It's coming though, I have a PR under review

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Which I intend to use to add DLSS support to bevy

hardy iris
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No 0.16 is going to ship with 24, right?

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Rn 0.16-dev is on 23

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My pr hasn't been merged yet, it's not in 24

winter chasm
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Oh, yeah, wgpu is on 24 right now

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I thought the last release was 25

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then 0.17 is a good estimate yeah

green schooner
hardy iris
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Actually @prisma heron would there ever be an issue where you need a pure barrier, but not a resource transition when doing interopt with native? I could see there being an issue where wgpu omits the barrier because the texture is already in the correct state, but the user actually wanted an execution barrier... We might need to redesign the API in my pr

prisma heron
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to STORAGE_WRITE -> STORAGE_WRITE still includes a barrier

hardy iris
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Oh phew, thanks for letting me know

prisma heron
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wgpu wouldn't work otherwise

hardy iris
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Yeah makes sense when I think about it