And OS X (and FreeBSD, and Solaris)
http://developer.download.nvidia.com...r-overview.pdf
Originally Posted by nVidia
And OS X (and FreeBSD, and Solaris)
http://developer.download.nvidia.com...r-overview.pdf
Originally Posted by nVidia
Common sense, isn't it?
Why would nVidia maintain a separate codebase for OS X, when most of it is the same as for the other OSes? (And if anyone thinks that Apple or Microsoft write their own drivers: n00bs)
So back to my question: why would linux be any different from OS X, given that they both use the same OpenGL codebase?
Well, I know that windows and linux have the same codebase but I never heard anything about osx, and going on it's own opengl version and not following that the driver support don't help in that matter. It's common sense that the driver is made by nvidia and maybe apple puts some layer or something like that.
Well, it's right there in nVidia's own docs. In the exact same sentence that also explains that Windows and linux share the same codebase... So how could you (or anyone else) possibly have missed that? Selective reading much?
The difference is mainly that afaik only Apple distributes the drivers, instead of just downloading the latest ones directly from nVidia.
Aside from that, Apple has some custom extensions (then again, so do X and Windows in the form of GLX and WGL), and Apple wants to keep the OpenGL version the same across all vendors, to avoid compatibility issues. So their OpenGL versioning is lowest-common-denominator pretty much. Even though nVidia and AMD have OpenGL 4.2 support in their codebase, they only expose version 3.2 on OS X (but they do expose their extensions).
But again, that's still plenty for a 10-year old DX9 game.
Because OGL implementation is shared between all manufacturers. Check fig. 1-5 https://developer.apple.com/library/...1987-CH208-SW1
The common OpenGL framework layer is the software interface to the graphics hardware. This layer contains Apple's implementation of the OpenGL specification.
I guess you missed the part where they explain the driver layer:
That's where the actual hardware-accelerated vendor driver plugs in. Which is what you'd normally be using under OS X. Apple does provide a software implementation as a fallback, but it is not suitable for playing games like L4D.Originally Posted by Apple
They even drew you a picture:
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Last edited by Scali; 08-04-2012 at 06:40 AM.
I believe they already did a D3D tracker as a proof-of-concept, using Gallium to build a Windows driver.
That should easily be portable to linux.
But the biggest problem is that most linux drivers don't make use of Gallium. Certainly not the only two drivers that really matter: AMD's and nVidia's binary drivers.