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by saschispatzi 4134 days ago
I don't know too much about the topic (I wish I did), but how what makes you think so? I see that it says "Will work on any platform that supports OpenGL ES 3.1 and up" and Apple platforms seem not to support that (as of now). However Apple is part of the working group, doesn't that make it very likely they are working on an implementation, too?
2 comments

I'm a cynic, but don't get me wrong, I'd be delighted if Vulkan or OpenCL 2.1 show up in OS X 10.11.

Khronos is a funny beast, a bit like the United Nations. Just because these companies are all part of it doesn't mean they actually like each other and want to cooperate!

Apple has famously lagged far behind with their implementation of OpenGL. They only support OpenGL 4.1, the spec for which was released in 2010 [1].

Their developer tools are also pretty lacking on the desktop, and because they keep their drivers closed, external vendors can't do much to help. (Apple write their own drivers for Intel, NVIDIA and AMD GPUs, and even the engineers at those companies have little insight to what goes on behind Apple's closed doors.)

Perhaps this new, streamlined Vulkan API will be easier and more attractive for Apple to implement.

We live in hope...

[1] http://en.wikipedia.org/wiki/OpenGL#OpenGL_4.1

> Khronos is a funny beast, a bit like the United Nations. Just because these companies are all part of it doesn't mean they actually like each other and want to cooperate!

It seems to me that this is an accurate description for any technology focused consortium or work group.

Apple are traditionally tardy when it comes to OpenGL. Yosemite is still on 4.1 (2010 release), lacking support for things like compute shaders.
This explains why CryEngine supports Linux but not Mac. CryEngine requires OpenGL 4.3 as that's what was the easiest translation target for CryTek from DirectX 11.
Oh, I see, didn't realize that. That is a pity because I would very much like for cross platform gaming to become much more of a thing and Vulkan does seem likely to be a big milestone in that, esp. considering Valve's involvement.
Cross platform gaming equals to game engines abstracting graphics APIs.

Despite urban legends propagating the myth, games consoles don't feature OpenGL APIs as such, rather using more low level ones, even if inspired by OpenGL.

It seems like it's unfair to say "Apple are late with OpenGL features." The third parties could put the same effort into making drivers for OS X that they do into making them (and their crapware frontends) for Windows, but they don't. I may be wrong, but it appears to me that it's Apple doing most of the work.
There's not much hard information on how Apple deals with graphics drivers, but from what I gather they use a unified in-house OpenGL frontend for the hardware-independent layer, then defer to a modified version of the vendors driver for the low-level stuff.

Their frontend only implements up to GL 4.1, so even if the vendors were to release drivers independently there would be no way for an app to access the newer functionality through the OS X frameworks.

A bit of a tangent but... are you sure?

I just replaced a dead drive in an old Mini with an SSD, then installed Yosemite. I'm not really an Apple guy, so I was not aware that Yosemite implemented kext (driver) signing, which had the side effect of 'breaking' TRIM support for 3rd party SSDs. It was never supported to begin with, but prior to Yosemite you could enable it by changing strings in the kext; doing so now will render the Mac unbootable unless you globally disable kext signing. Apple does not offer any other ability for a 3rd party to write their own driver to make this work, short of possibly rewriting the entire AHCI stack, which is not feasible.

https://web.archive.org/web/20150205071750/http://coriolis-s...