|
|
|
|
|
by amaranth
3791 days ago
|
|
No one has such an API, as far as I can tell. You think drivers aren't activating special code paths and replacing shader code for games that use Direct3D? I suspect we'll have a short time period where drivers don't do this for Vulkan and D3D12 before we go right back to it because in the end, whoever runs the game and runs it faster wins, no matter how broken the game is. |
|
I think he's referring to GR_APPLICATION_INFO, which in Mantle was a struct passed during initialization containing the string names of the game and engine plus their version numbers.
The intention probably is to make app specific driver paths easier to implement but as you say, driver developers would do that regardless using the name/path/checksum of the EXE if they had to.
https://www.amd.com/Documents/Mantle-Programming-Guide-and-A... (pg. 308)
https://www.khronos.org/assets/uploads/developers/library/20... (pg. 13)