I think it has the potential to be pretty good, especially on modern hardware. If using DXVK or VKD3D is any indication, I think the performance losses can be minimized. Plus, I've used Zink before on Mesa's RADV Vulkan driver, and it's pretty good.
Someone could write an OpenGL layer directly on Metal. There have been a few incomplete starts at that.
Meanwhile, writing an OpenGL-on-Vulkan layer has been a plan for deprecating/simplifying driver support for OpenGL for quite a while now. Might as well focus efforts on that.
I think it has the potential to be pretty good, especially on modern hardware. If using DXVK or VKD3D is any indication, I think the performance losses can be minimized. Plus, I've used Zink before on Mesa's RADV Vulkan driver, and it's pretty good.
But why? Why do we need a thousand layers of emulation?
Someone could write an OpenGL layer directly on Metal. There have been a few incomplete starts at that.
Meanwhile, writing an OpenGL-on-Vulkan layer has been a plan for deprecating/simplifying driver support for OpenGL for quite a while now. Might as well focus efforts on that.
The hits would come from format transformations. When the math gets to the metal, there is little difference.