{"id":113225,"date":"2024-01-29T12:50:31","date_gmt":"2024-01-29T10:50:32","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/v-gtk-dobavleny-novye-dvizhki-otrisovki-dlya-opengl-i-vulkan"},"modified":"2024-01-29T12:50:31","modified_gmt":"2024-01-29T10:50:32","slug":"v-gtk-dobavleny-novye-dvizhki-otrisovki-dlya-opengl-i-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/en\/blog\/news\/v-gtk-dobavleny-novye-dvizhki-otrisovki-dlya-opengl-i-vulkan","title":{"rendered":"New rendering engines for OpenGL and Vulkan added to GTK","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>The developers of the GTK library have announced the readiness of two new rendering engines \u2014 'ngl' and 'vulkan', utilizing the OpenGL (GL 3.3+ and GLES 3.0+) and Vulkan graphic APIs. The new engines are included in the experimental release of GTK 4.13.6. In the experimental branch of GTK, the ngl engine is now used by default, but if significant issues are discovered, the old 'gl' rendering engine will be reinstated in the next stable branch 4.14.    <\/p>\n<p>The new engines are positioned as unified and built from a single codebase. The essence of the unification is that the Vulkan API is used as the foundation, on top of which a separate abstraction layer for OpenGL has been created, taking into account the differences between OpenGL and Vulkan. This approach has allowed both engines to utilize a shared infrastructure for handling the scene graph, transformations, texture caching, and glyphs. Unification has also significantly simplified the maintenance of the codebase of both engines and their upkeep in an up-to-date and synchronized state.     <\/p>\n<p>Unlike the old 'gl' engine, which used a separate simple shader for each type of rendering node and performed periodic data re-sorting during offscreen rendering, the new engines apply a complex shader (ubershader) that interprets data from the buffer instead of offscreen rendering. Currently, the new implementation lags behind the old one in terms of optimization levels, as the main focus at this stage is on the correctness of operation and ease of maintenance.    <\/p>\n<p>New features that are not available in the old 'gl' engine:  <\/p>\n<ul>\n<li class=\"l\"> Anti-aliasing \u2014 allows for the preservation of fine details and results in smoother contours.    <center><img decoding=\"async\" alt=\"New rendering engines for OpenGL and Vulkan added to GTK\" src=\"\/wp-content\/uploads\/2024\/01\/dc690b87095af7bca8d2826ebb3a9584.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Formation of arbitrary gradients, which can use any number of colors and anti-aliasing (the 'gl' engine only supported linear, radial, and conical gradients with 6 color stops).      <center><img decoding=\"async\" alt=\"New rendering engines for OpenGL and Vulkan added to GTK\" src=\"\/wp-content\/uploads\/2024\/01\/331c81cddc35e00e08db425a38d90dca.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Fractional scaling, allowing for non-integer scale values; for example, using a 125% scale for a 1200\u00d7800 window will allocate a buffer of 1500\u00d71000, rather than 2400\u00d71600 as in the old engine.\n<li class=\"l\"> Support for DMA-BUF technology for using multiple GPUs and offloading separate operations to another GPU.\n<li class=\"l\"> Many rendering nodes that had issues in the old implementation are now handled correctly.  <\/ul>\n<p>The limitations of the new engines include the lack of support for positioning with fractional values and glshader nodes, which were heavily tied to the features of the old engine and are no longer necessary after the addition of support for nodes with masks and textures with transparency. Also mentioned is the potential for issues with graphic drivers due to changes in the way drivers are handled.      <\/p>\n<p>In the future, based on the new unified model, the creation of rendering engines utilizing Metal on macOS and DirectX on Windows is not ruled out, but developing such engines is complicated by the use of different languages for shaders (the 'ngl' and 'vulkan' engines use GLSL, so for Metal and Direct, shaders will either need to be duplicated or a wrapper based on SPIRV-Cross will need to be used).    <\/p>\n<p>Future plans include support for HDR and tools for accurate color management, GPU-side path rendering capabilities, glyph rendering, off-main thread rendering, and performance optimization for older and low-powered devices. Currently, the performance of the Vulkan engine is close to that of the old GL engine. The NGL engine lags behind the old GL engine in performance, but the existing metrics are sufficient for rendering at rates of 60 or 144 FPS. It is expected that the situation will improve following optimization.<br \/>\n<br \/>Source: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60515\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0420\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a\u0438 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 GTK \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0438 \u043e \u0433\u043e\u0442\u043e\u0432\u043d\u043e\u0441\u0442\u0438 \u0434\u0432\u0443\u0445 \u043d\u043e\u0432\u044b\u0445 \u0434\u0432\u0438\u0436\u043a\u043e\u0432 \u043e\u0442\u0440\u0438\u0441\u043e\u0432\u043a\u0438 &#8212; &#171;ngl&#187; \u0438 &#171;vulkan&#187;, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u044e\u0449\u0438\u0445 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0435 API OpenGL (GL 3.3+ \u0438 GLES 3.0+) \u0438 Vulkan. \u041d\u043e\u0432\u044b\u0435 \u0434\u0432\u0438\u0436\u043a\u0438 \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u044b \u0432 \u0441\u043e\u0441\u0442\u0430\u0432 \u044d\u043a\u0441\u043f\u0435\u0440\u0438\u043c\u0435\u043d\u0442\u0430\u043b\u044c\u043d\u043e\u0433\u043e \u0432\u044b\u043f\u0443\u0441\u043a\u0430 GTK 4.13.6. \u0412 \u044d\u043a\u0441\u043f\u0435\u0440\u0438\u043c\u0435\u043d\u0442\u0430\u043b\u044c\u043d\u043e\u0439 \u0432\u0435\u0442\u043a\u0438 GTK \u0434\u0432\u0438\u0436\u043e\u043a ngl \u0442\u0435\u043f\u0435\u0440\u044c \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u0435\u0442\u0441\u044f \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e, \u043d\u043e \u0432 \u0441\u043b\u0443\u0447\u0430\u0435 \u0432\u044b\u044f\u0432\u043b\u0435\u043d\u0438\u044f \u0437\u043d\u0430\u0447\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0445 \u043f\u0440\u043e\u0431\u043b\u0435\u043c \u0432 \u0441\u043b\u0435\u0434\u0443\u044e\u0449\u0435\u0439 \u0441\u0442\u0430\u0431\u0438\u043b\u044c\u043d\u043e\u0439 \u0432\u0435\u0442\u043a\u0435 4.14 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":113226,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-113225","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0420\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a\u0438 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 GTK \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0438 \u043e \u0433\u043e\u0442\u043e\u0432\u043d\u043e\u0441\u0442\u0438 \u0434\u0432\u0443\u0445 \u043d\u043e\u0432\u044b\u0445 \u0434\u0432\u0438\u0436\u043a\u043e\u0432 \u043e\u0442\u0440\u0438\u0441\u043e\u0432\u043a\u0438 - &quot;ngl&quot; 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