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Mantle (API)

From Wikipedia, the free encyclopedia
Low-overhead rendering API
Mantle
DevelopersAMD,DICE[1]
Initial releaseSeptember 25, 2013; 12 years ago (2013-09-25)[2]
Operating systemWindows
Platformx86 andx86-64
SuccessorVulkan
LicenseProprietary,freeware
Websitewww.amd.com/mantle

Mantle was a low-overheadrendering API targeted at 3D video games.[3]AMD originally developed Mantle in cooperation withDICE, starting in 2013.[1] Mantle was designed as an alternative toDirect3D andOpenGL, primarily for use onpersonal computers. In 2015, Mantle's public development was suspended and in 2019 completely discontinued, asDirectX 12 and the Mantle-derivedVulkan rose in popularity.[4][5][6][7]

Overview

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The draw call improvements of Mantle help alleviate cases where theCPU is the bottleneck. The design goals of Mantle are to allow games and applications to utilize theCPUs andGPUs more efficiently, eliminate CPU bottlenecks by reducing API validation overhead and allowing more effective scaling on multiple CPU cores, provide faster draw routines, and allow greater control over the graphics pipeline by eliminating certain aspects of hardware abstraction inherent to both current prevailing graphics APIs OpenGL and Direct3D.[8]

CPU-bound scenarios

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With a basic implementation, Mantle was designed to improve performance in scenarios where the CPU is the limiting factor:

  • Low-overhead validation and processing of API commands;[9][10]
  • Explicit command buffer control;[9]
  • Close to linear performance scaling from reordering command buffers onto multiple CPU cores;[9]
  • Reduced runtime shader compilation overhead;[9]
  • AMD claims that Mantle can generate up to 9 times more draw calls per second than comparable APIs by reducing CPU overhead;[11]
  • Multithreaded parallel CPU rendering support for at least 8 cores.[12]

GPU-bound scenarios

[edit]

Mantle was also designed to improve situations where high resolutions and "maximum detail" settings are used, although to a somewhat lesser degree, as these settings tax GPU resources in a way that is more difficult to improve at the API level. While Mantle provides some built-in features to improve GPU-bound performance, gains in these cases are largely dependent on how well Mantle features and optimizations are being utilized by the game engine. Some of those features include:[13][14]

  • Reduction of command buffers submissions
  • Explicit control of resource compression, expands and synchronizations
  • Asynchronous DMA queue for data uploads independent from the graphics engine
  • Asynchronous compute queue for overlapping of compute and graphics workloads
  • Data formats optimizations via flexible buffer/image access
  • Advanced Anti-Aliasing features for MSAA/EQAA optimizations[3][9]
  • Native multi-GPU support[3]

Benchmarks

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  • Performance superior to Direct3D 11[15]
  • Improved performance inBattlefield 4[16][17][18] and up to 319% faster in theStar Swarm demo in single GPU configuration[19][20][21] in extremely CPU-limited situations.

Other claims

[edit]
This sectionis inlist format but may read better asprose. You can help byconverting this section, if appropriate.Editing help is available.(August 2014)
  • Easier to port from Mantle to Direct3D 12 than from Direct3D 11 to Direct3D 12[22]
  • AtGDC 14 Oxide Games employee Dan Baker stated that Mantle would address fundamental development challenges that could not be addressed by a retrofit of an existing API. It is hard to optimize for the graphics device driver.[23][24][25]
  • At the AMD Developer Summit (APU) in November 2013 Johan Andersson, technical director of the Frostbite engine at DICE praised Mantle for making development easier and enabling developers to innovate.[26]
  • Mantle targets 100K[27]
  • Monolithic Pipeline[3]
  • Pipeline saving and loading[22]
  • Hybrid Resource Model
  • Generalized Resources
  • Control over resource preparation
  • Dynamic flow control without CPU intervention
  • Direct GPU control
  • Reduced runtime shader compilation overhead
  • Better control over the hardware.[11]
  • "All hardware capabilities are exposed through the API."[11]
  • Reduction of command buffer submissions
  • Data formats optimizations via flexible buffer/image access
  • Explicit control of resource compression, expansion, and synchronization
  • Asynchronous DMA queue for data uploads independent from the graphics engine
  • Asynchronous compute queue for overlapping of compute and graphics workloads
  • New rendering techniques

Support

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The Mantle API was only available as part ofAMD Catalyst prior to 19.5.1, which was available forMicrosoft Windows.AMD promised to support their Mantle API only for their graphics cards and APUs which are based on theirGraphics Core Next microarchitecture, but not older products based on theTeraScale microarchitecture.[28] As of July 2014[update] the implementation of the Mantle API was available for the following hardware:[citation needed]

  • certainRadeon HD 7000 series GPUs
  • certainRadeon HD 8000 series GPUs
  • certainAMD Radeon Rx 200 series GPUs ("R7" and "R9")
  • allSteamroller-based "Kaveri" APUs: AMD A10-7000 series and AMD A8-7000 series
  • allJaguar-based "Kabini" and "Temash" APUs: AMD E1-2000 series, E2-3000 series, A4-1200 series, A4-1350, A4-5000 series, A6-1450, A6-5200, Sempron 2650, Sempron 3850, Athlon 5150, Athlon 5350, etc.
  • allPuma-based "Beema" and "Mullins" APUs: E1 Micro-6200T, A4 Micro-6400T, A10 Micro-6700T, E1-6010, E2-6110, A4-6210, A6-6310, etc.

Mantle was originally planned to be released on other platforms thanWindows, including Linux, but it never happened.[29][30]

While the API was officially discontinued, Clément Guérin[31] started a Mantle toVulkan translation layer called GRVK[32] in mid 2020. This allows the API and ultimately the games to live on even without Mantle supporting graphic drivers.

Game engines

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Main page:Game engines that support Mantle

Video games

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Main page:Video games that support Mantle

Originally planned

[edit]

Similar technologies

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A set of recent OpenGL 4.4 features, coupled with bindless texturing as an extension, can also substantially reduce driver overhead. This approach, termed by the Khronos Group as "AZDO" (Approaching Zero Driver Overhead) has been shown to achieve substantial performance improvements, approaching those stated for Mantle.[42][43]Nvidia has extended OpenGL with a number of features that further reduce driver overhead.[44]

After details about DirectX 12 were made public, AMD has stated that they fully intend to support DirectX 12, but at the same time they claimed that Mantle "will [still] do some things faster." They have also claimed that due to similarities in the design philosophy of the two APIs, porting games from Mantle to DirectX 12 will be relatively straightforward,[45] and easier than porting from DirectX 11 to 12.[22]

Ultimately, AMD discontinued Mantle as a game API due to the similar aims of DirectX 12 and glNext (later renamed Vulkan).[4][5] AMD donated the Mantle API to the Khronos group, which developed it into the Vulkan API.[46][47][48][49][50][51]

Comments

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Much of the work that drivers used to do on an application’s behalf is now the responsibility of thegame engine. ... It also means that this work, which must still be done, is done by someone withconsiderably more information. Because the engine knows exactly what it will do and how it will do it, it is able to make design decisions that drivers could not.

— Firaxis on 2014-04-28,Why We Went With Mantle

Recording and FPS overlay software

[edit]

PC gamers and professionals traditionally used programs such asFraps andBandicam to record gameplay, measure game FPS and display FPS overlay, but because Mantle is new, most traditional recording software does not work with new titles while using the new API.

In partnership with AMD, PC gaming community and game recording software makerRaptr have overhauled their client and have since re-branded it as theAMD Gaming Evolved client in conjunction with AMD's Gaming Evolved initiative in the PC gaming space. Out of the partnership, players who install and use the client while in-game can earn points to spend on digital items like games or computer hardware, chat with friends, keep their game library optimized, check for graphics card driver updates, stream their games toTwitch and record gameplay of their own with a built-in GVR, a feature similar toNvidia Shadowplay software in its own GeForce Experience software that allows users to define a custom buffer length in their game for retroactive game recording with the push of a button so no moment gets missed and users typically do not need expensive hard drive setups to record to. In late 2014, AMD updated the client to support the recording and streaming of titles using Mantle.[52] As of its initial update into the client, the Gaming Evolved software was the only software to officially support the recording and streaming of Mantle enabled games.

Besides Raptr, D3DGear[53] was the only other commercial game recording software that supported Mantle API based games.

See also

[edit]
  • Direct3D 12 – low-level API from Microsoft
  • Vulkan – low-overhead API from Khronos, developed from Mantle
  • Glide – another low-level API, by the now defunct 3dfx
  • GNM – low-level API of the PlayStation 4
  • GNMX – high-level API of the PlayStation 4
  • Metal – low-level API for Apple iOS and macOS

References

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  1. ^abAltavilla, Dave (2013-09-30)."AMD and DICE To Co-Develop Console Style API For Radeon Graphics".Forbes. Retrieved2014-07-14.
  2. ^"AMD Radeon R9 and R7 Series Graphics Cards Usher in a New Era of Gaming Realism".AMD. Retrieved22 June 2021.
  3. ^abcd"Mantle WhitePaper"(PDF).AMD.
  4. ^abSmith, Ryan (2 March 2015)."AMD Lays Out Future of Mantle". Anandtech.com. Archived fromthe original on March 4, 2015. Retrieved28 June 2016.
  5. ^ab"One of Mantle's Futures: Vulkan | AMD Blogs".
  6. ^"AMD's Revolutionary Mantle Graphics API". Retrieved2017-10-04.
  7. ^"Farewell Mantle… AMD has ended all support for DirectX 12's API inspiration". 14 May 2019. Retrieved2019-05-15.
  8. ^"Some Mantle benchmarks by AMD". AMD. 2014-02-01.
  9. ^abcde"Mantle 101". AMD. 2014-05-28. Archived fromthe original on 2014-05-30.
  10. ^"AMD Gaming". 2014-02-01.
  11. ^abcd"AMD Livestream at GPU 14 Tech Days". 2013. Archived fromthe original on September 27, 2013.
  12. ^Smith, Ryan (Sep 26, 2013)."Understanding AMD's Mantle: A Low-Level Graphics API For GCN".anandtech.com.AnandTech. Archived fromthe original on October 1, 2013. RetrievedOct 1, 2013.
  13. ^"The Next Generation of Graphics APIs". Oxide Games. 2014-05-21. Archived fromthe original on 2016-03-04. Retrieved2014-07-18.
  14. ^"The Race to the Metal". Josh Barczak. 2014-05-23.
  15. ^"The performance of Mantle". AMD. 2014-05-28.
  16. ^"AMD Mantle API Performance Analysis With Radeon R7 260X, R9 270X, R9 280X". 2 February 2014.
  17. ^"Tłumacz Google". February 2014.
  18. ^"AMD claim performance boosts of up to 45% using Mantle over DirectX | PCGamesN". 6 January 2014.
  19. ^"AMD Mantle Powered Flagship Nitrous Engine "Star Swarm Benchmark" Released on Steam". 31 January 2014.
  20. ^"Page 2 - AMD's Mantle benchmarked: The biggest innovation in gaming since DirectX 9 | ExtremeTech".
  21. ^"AMD releases Mantle, shares performance numbers".
  22. ^abc"Mantle: the start of a low-overhead future". AMD. 2014-05-28.
  23. ^"Combining Efficient Engine Design with a modern API". 2014-03-20.
  24. ^"Mantle in the words of game developers". AMD. 2014-05-28.
  25. ^"How Mantle changes the game"(PDF). 2013-11-21. Archived fromthe original(PDF) on 2014-08-11. Retrieved2014-07-18.
  26. ^"Mantle for Developers (by Johan Andersson, DICE)". 2013-11-21.
  27. ^"Empowering 3D Graphics Innovation". 2013-11-21.
  28. ^Smith, Ryan (26 September 2013)."Understanding AMD's Mantle". Anandtech.com. Archived fromthe original on October 1, 2013. Retrieved28 June 2016.
  29. ^"AMD wants to improve gaming in Linux and Steam boxes with its Mantle tools". 2014-06-18.
  30. ^"Linux support isn't ruled out completely".Phoronix. 2014-05-31.
  31. ^"libcg on Github".GitHub.
  32. ^"GRVK on GitHub".GitHub.
  33. ^"AMD Mantle support is headed to another game engine". 14 January 2022.
  34. ^Parrish, Kevin (Sep 25, 2013)."AMD's Mantle API Gives Devs Direct Hardware Control".tomshardware.com. Tom's Hardware. RetrievedOct 1, 2013.
  35. ^"Star Swarm Stress Test on Steam".
  36. ^"Mantle Renderer now available in Battlefield 4".
  37. ^"Mantle Takes to the Stars with Sid Meier's Civilization: Beyond Earth".
  38. ^"Sniper Elite 3 to tap AMD's Mantle API". 21 November 2013.
  39. ^"AMD's Revolutionary Mantle Graphics API Adopted by Industry Leading Game Developers Cloud Imperium, Eidos-Montréal and Oxide".AMD. NYSE: AMD. November 4, 2013.Archived from the original on 22 February 2014. RetrievedNovember 5, 2013.
  40. ^"Star Citizen to Include Mantle Support".Transmission. Cloud Imperium Games. 5 November 2013. Retrieved6 November 2013.
  41. ^"Mantle to power 15 Frostbite games; DICE calls for multi-vendor support - The Tech Report". 13 November 2013.
  42. ^"OpenGL Efficiency: AZDO"(PDF).Khronos Group. March 2014. Retrieved2020-10-07.
  43. ^"Beyond Porting: How Modern OpenGL Can Radically Reduce Driver Overhead".YouTube. 2014-02-11. Retrieved2020-10-07.
  44. ^"OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead". 2014-12-04. Retrieved2020-10-07.
  45. ^"A closer look at DirectX 12".The Tech Report. 2014-03-30. Retrieved2020-10-07.
  46. ^"More on Vulkan and SPIR - V: The future of high-performance graphics"(PDF). Khronos Group. p. 10. Retrieved27 June 2015.Thanks AMD!
  47. ^Mah Ung, Gordon (6 March 2015)."Mantle is a Vulkan: AMD's dead graphics API rises from the ashes in OpenGL's successor". PCWorld.
  48. ^"AMD Gaming: One of Mantle's Futures: Vulkan | AMD Blogs". Community.amd.com. Retrieved2015-03-05.
  49. ^Hruska, Joel (4 March 2015)."Not dead yet: AMD's Mantle powers new Vulkan API, VR efforts". ExtremeTech. Retrieved2015-03-05.
  50. ^"AMD's Mantle Lives On In Vulkan - Lays The Foundation For The Next OpenGL". Wccftech.com. 2014-06-20. Retrieved2020-10-07.
  51. ^Kirsch, Nathan (2015-03-03)."Is AMD Mantle Dead As We Have Known It? Vulcan API Uses Mantle Technology for OpenGL". Legit Reviews. Retrieved2020-10-07.
  52. ^"AMD Gaming Evolved Now Supports Mantle".
  53. ^"D3DGear Mantle Recording Software".

External links

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