[Interest] Utilizing the GPU, how to start?

John C. Turnbull ozemale at ozemail.com.au
Wed Jul 6 13:27:12 CEST 2016


Thanks.

I certainly see Vulkan very much as a "future" prospect as it is clearly not even relevant in the technology world to any great extent at the moment.

I was just curious if Vulkan had been considered and I am very pleased that it is "on the radar" where it should be.

-jct

> On 6 Jul 2016, at 20:26, Sean Harmer <sean.harmer at kdab.com> wrote:
> 
> 
> 
>> On 06/07/2016 10:41, John C. Turnbull wrote:
>> Thanks - great to hear!
>> 
>> I am a firm believer in the significance that Vulkan will play in the future of GPU based applications.
> 
> That's also my view. However, we are not yet at the stage where the graphics API is the bottleneck for most work loads, especially with     Qt Quick. Even in Qt 3D we are still bottle-necked by the CPU work that needs to be done prior to the CPU load of submitting the actual OpenGL calls.
> 
> For Qt Quick there is a lot of lower hanging fruit to be tackled than providing a Vulkan backend. Laszlo is doing great work in abstracting the Qt Quick renderer to make it work with other backends which will enable a Vulkan renderer in the future - along with DX12 and Metal.
> 
> Qt 3D already has an architecture that would make it relatively easy to add backends for other graphics API but again, we have plenty of     other stuff to tackle before OpenGL becomes the bottleneck. Especially since Qt 3D can already take advantage of instanced rendering, compressed textures, texture arrays, UBOs and compute shaders. Until we can be convinced that Vulkan would remove a large bottle neck we will likely continue adding more features, examples, documentation, fixing bugs and optimising performance. But rest assured, Vulkan is on the radar.
> 
> Cheers,
> 
> Sean
> 
>> 
>> On 6 Jul 2016, at 18:33, Dmitry Volosnykh <dmitry.volosnykh at gmail.com> wrote:
>> 
>>> John, here you are: https://blog.qt.io/?s=vulkan&lang=en
>>> 
>>>> On Wed, Jul 6, 2016 at 11:31 AM John C. Turnbull <ozemale at ozemail.com.au> wrote:
>>>> Just out of interest, has anyone within the Qt community or company considered Vulkan?
>>>> 
>>>> It looks to me as though the future of low level graphics APIs is not OpenGL or Direct3D or Metal.
>>>> 
>>>> It's Vulkan.
>>>> 
>>>> > On 6 Jul 2016, at 17:53, Kai Koehne <Kai.Koehne at qt.io> wrote:
>>>> >
>>>> >
>>>> >
>>>> >> -----Original Message-----
>>>> >> From: Interest [mailto:interest-bounces+kai.koehne=qt.io at qt-project.org]
>>>> >> [...]
>>>> >> Multimedia and web rendering are a different story.  Others are better
>>>> >> qualified to comment on the details of how WebEngine, QtMultimedia, and
>>>> >> the older alternatives are implemented - but they are all wrappers around
>>>> >> other libraries.  Just because widgets don’t render their own pixels on the
>>>> >> GPU doesn’t mean those libraries can’t render the framed content on the
>>>> >> GPU, AFAIK.  At least theoretically, but I’m not up-to-date on whether the
>>>> >> widget implementations are currently doing that efficiently.
>>>> >
>>>> > QWeb_Engine_View indeed uses Qt Quick (and therefore potentially
>>>> > the GPU) underneath , even for the widgets integration. So it might be worth
>>>> > a try porting your app from Qt WebKit to Qt WebEngine (if only because
>>>> > Qt WebKit is deprecated).
>>>> >
>>>> > For the video, it looks like QVideoWidget might benefit from OpenGL if
>>>> > it's parent is a QOpenGL widget. Maybe you can experiment with this.
>>>> > (I don't have first hand experience with QVideoWidget though).
>>>> >
>>>> >
>>>> >
>>>> > Regards
>>>> >
>>>> > Kai
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