Closer to AMD and mobile hardware. We got abominations like monolithic pipelines and layout transition thanks to the first, and render passes thanks to the latter. Luckily all of these are out or on their way out.
Closer to AMD and mobile hardware. We got abominations like monolithic pipelines and layout transition thanks to the first, and render passes thanks to the latter. Luckily all of these are out or on their way out.
Not really, other than on desktops, because as we all know mobile hardware gets the drivers it gets on release date, and that's it.
Hence why on Android, even with Google nowadays enforcing Vulkan, if you want to deal with a less painful experience in driver bugs, better stick with OpenGL ES, outside Pixel and Samsung phones.
Trying to fit both mobile and desktop in the same API was just a mistake. Even applications that target both desktop and mobile end up having significantly different render paths despite using the same API.
I fully expect it to be split into Vulkan ES sooner or later.