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Guru3D.com » News » AMD Mantle Programming Guide and Reference API

AMD Mantle Programming Guide and Reference API

by Hilbert Hagedoorn on: 03/03/2015 09:34 AM | source: | 64 comment(s)
AMD Mantle Programming Guide and Reference API

On the AMD blog they have released a 450-page programming guide for its Mantle 3D graphics API + the reference API, the company said it will talk about the future of Mantle in its GDC presentation. AMD remains developing and supporting Mantle, while maintaining that it will participate in the development and support of industry-standard APIs such as DirectX 12 and GLnext.

You can access both releases here. BTW read the part in BOLD .. very curious as AMD suggests to focus on DX12 over Mantle. IS AMD declaring Mantle 1.0 a dead ship in the water as DX12 offers all you guys needs ? If so, still respect to AMD for developing Mantle, as they started this race to get more out of your processor and into your gaming experience.

--

AMD's Mantle Graphics API has gathered incredible momentum in its first year, gaining support from five advanced game engines and 10 premium applications.

Mantle has also revolutionized the industry's thinking on low-overhead/high-throughput graphics APIs as solutions that do not compromise developer productivity. Compelling content was delivered on Mantle in historically quick time, paving the way for various graphics standards bodies to move forward with conviction on their own similar API standards and specifications.

We are proud of these accomplishments, and we have been inspired by everything we have learned along the way. We also haven’t forgotten the promise we made: openness.

AMD is a company that fundamentally believes in technologies unfettered by restrictive contracts, licensing fees, vendor lock-ins or other arbitrary hurdles to solving the big challenges in graphics and computing. Mantle was destined to follow suit, and it does so today as we proudly announce that the 450-page programming guide and API reference for Mantle will be available this month (March, 2015) at www.amd.com/mantle.

This documentation will provide developers with a detailed look at the capabilities we’ve implemented and the design decisions we made, and we hope it will stimulate more discussion that leads to even better graphics API standards in the months and years ahead.

Proud moments also call for reflection, and today we are especially thoughtful about Mantle’s future. In the approaching era of DirectX® 12 and the Next-Generation OpenGL Initiative, AMD is helping to develop two incredibly powerful APIs that leverage many capabilities of the award-winning Graphics Core Next (GCN) Architecture.

AMD’s game development partners have similarly started to shift their focus, so it follows that 2015 will be a transitional year for Mantle. Our loyal customers are naturally curious about what this transition might entail, and we wanted to share some thoughts with you on where we will be taking Mantle next

  1. AMD will continue to support our trusted partners that have committed to Mantle in future projects, like Battlefield™ Hardline, with all the resources at our disposal.
  2. Mantle’s definition of “open” must widen. It already has, in fact. This vital effort has replaced our intention to release a public Mantle SDK, and you will learn the facts on Thursday, March 5 at GDC 2015.
  3. Mantle must take on new capabilities and evolve beyond mastery of the draw call. It will continue to serve AMD as a graphics innovation platform available to select partners with custom needs.
    1. The Mantle SDK also remains available to partners who register in this co-development and evaluation program. However, if you are a developer interested in Mantle "1.0" functionality, we suggest that you focus your attention on DirectX® 12 or GLnext.

As an API born to tackle the big challenges in graphics, much of this evolution is already well under way. We invite you to join AMD this week at Game Developer Conference 2015 to see not just the future of Mantle, but the future of PC graphics itself.

Raja Koduri is Vice President of Visual and Perceptual Computing at AMD. His postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites are provided for convenience and unless explicitly stated, AMD is not responsible for the contents of such linked sites and no endorsement is implied.







« Quixel Video Unreal Engine 4 with Megascans jungle environment · AMD Mantle Programming Guide and Reference API · Battlefield Hardline Premium Announced »

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Redemption80
Senior Member



Posts: 18495
Joined: 2009-01-06

#5023821 Posted on: 03/04/2015 09:44 PM
Mantle might well be on GCN hardware, but it was built for that.

Based on the Star Swarm benchmark DX12 performs pretty similar to Mantle and it's not even finished yet, though to be fair to Mantle it also isn't finished yet.

sounar
Senior Member



Posts: 706
Joined: 2008-04-05

#5023883 Posted on: 03/04/2015 11:56 PM
we honestly need both Mantle and Dx to be relative in performance to each other, as they will feed off each other for better efficency resulting in frequent performance improvment.

Redemption80
Senior Member



Posts: 18495
Joined: 2009-01-06

#5023955 Posted on: 03/05/2015 01:59 AM
I don't think we will see many, if any games use both DX12 and Mantle though.

DX12 and GLNext is possible though.

Lane
Senior Member



Posts: 6361
Joined: 2005-02-25

#5023963 Posted on: 03/05/2015 02:10 AM
I don't think we will see many, if any games use both DX12 and Mantle though.

DX12 and GLNext is possible though.

You mean Vulkan ( new name for OpenGLnext ) ... http://community.amd.com/community/amd-blogs/amd-gaming/blog/2015/03/03/one-of-mantles-futures-vulkan

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