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Cool, GPU support via a D3D12 backend for Mesa! OpenGL only though. I hope they plan to do a Vulkan Portability implementation on D3D12 as well.

> rendered content needs to be copied to system memory before being presented to the compositor, to be brought back onto the GPU in the RDP client running on Windows (https://devblogs.microsoft.com/commandline/wslg-architecture...)

Ouch, that's pretty bad for performance. I hope they plan to improve this as well.



Why is all this needed? I admit I didn't in depth read the article yet but something seems out of whack if we can have the Linux compositor use the native graphics hardware but then have to copy over the resulting framebuffer through some sort of Rube goldberg machine fake network RDP setup.

I suppose this was just the easiest plug&play way to get interactivity working?




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