Wednesday, November 4th 2015

NVIDIA Coming Around to Vulkan Support
NVIDIA is preparing to add support for Vulkan, the upcoming 3D graphics API by Khronos, and successor to OpenGL, to its feature-set. The company's upcoming GeForce 358.66 series driver will introduce support for Vulkan. What makes matters particularly interesting is the API itself. Vulkan is heavily based on AMD's Mantle API, which the company gracefully retired in favor of DirectX 12, and committed its code to Khronos. The 358 series drivers also reportedly feature function declarations in their CUDA code for upcoming NVIDIA GPU architectures, such as Pascal and Volta.
Source:
LaptopVideo2Go
41 Comments on NVIDIA Coming Around to Vulkan Support
Vulkan may share some similarities in terms of some function names, but the underlying API build around SPIR-V and GLSL and is not based on Mantle. AMD advertised OpenGL 4.5 "support" for almost a year before they added driver support, as both AMD and Nvidia also did with Direct3D 12 support. What they mean is hardware support. It will be a while until we see software support. No, there is currently no support for Vulkan in any public AMD driver.
www.amd.com/Documents/Mantle-Programming-Guide-and-API-Reference.pdf
And lo, its a Mantle programming guide that AMD gave to Khronos along with Mantle code, drivers, and all else mantle related that became the core DNA of Vulkan.....
"OpenGL® 4.5 support available in AMD Catalyst™ 15.30 WHQL driver."
As a fact OpenGL code debugger is written by AMD developer.amd.com/tools-and-sdks/opencl-zone/codexl/
So how about you pull your head out of your ass, and learn to read and do you own "googling" which I know is hard princess, but you really can do the wurdz and shit.
AMD with their CodeXL and NVIDIA with Perfkit & Nsight (CUDA, DC, OpenCL, D3D, & OpenGL visual debugger).
Our discussion is based on the idea that AMD has no Vulkan support, but they do, poor support possibly as with most of their other broken promises, but its there. In a thread where the progression of Mantle, a AMD software and API was given a new name by Khronos after it was given to them, and Nvidia releases a PR dump about their support for it.
I guarantee you you will need more than that "getting started with Mantle" PDF you basically linked to code a Vulkan app. Some libraries to code against might be a nice start. You won't get anywhere with the stuff you linked, as functions have been renamed.
vkCmdPipelineBarrier is in there three times.
Claiming one is based on the other is just as silly as claiming that ARM is based on X86 because they both include similar arithmetics.
But as Ford shows...... Vulkan is Mantle, and simply put, AMD was the reason we have it, the reason that MS pushed for DX12 improvements, and something they finally did right and deserve credit for. Nvidia would have fallen on swords before they did the same with Physx, and yet shills are still here saying how great they are for being "the first to support this" and how shit AMD is.
The underlying API features is not based on Mantle. Vulkan is built around SPIR-V from Khronos.
As for Mantle and Vulkan...
www.anandtech.com/show/9038/next-generation-opengl-becomes-vulkan-additional-details-released