Mantle
E653472
Mantle is a low-level graphics API developed by AMD to provide high-performance, low-overhead access to GPUs, and it served as a precursor and influence to modern APIs like Vulkan and DirectX 12.
Statements (48)
| Predicate | Object |
|---|---|
| instanceOf |
application programming interface
ⓘ
graphics API ⓘ |
| announcedBy | AMD NERFINISHED ⓘ |
| category |
application programming interfaces
ⓘ
graphics libraries ⓘ |
| comparedTo |
Direct3D 11
NERFINISHED
ⓘ
OpenGL NERFINISHED ⓘ |
| designGoal |
enable low-level GPU control
ⓘ
improve CPU efficiency in graphics workloads ⓘ improve multi-threaded rendering performance ⓘ reduce driver overhead ⓘ |
| developer |
AMD
NERFINISHED
ⓘ
Advanced Micro Devices NERFINISHED ⓘ |
| domain |
3D graphics
ⓘ
computer graphics ⓘ |
| feature |
close-to-metal GPU access
ⓘ
explicit multi-GPU control ⓘ pipeline state objects ⓘ reduced driver validation overhead ⓘ |
| influenceAspect |
DirectX 12 low-level model
NERFINISHED
ⓘ
Vulkan API design ⓘ |
| influenced |
DirectX 12
NERFINISHED
ⓘ
Metal (API) NERFINISHED ⓘ Vulkan NERFINISHED ⓘ |
| influencedBy | console graphics APIs ⓘ |
| license | proprietary ⓘ |
| platform |
Windows
ⓘ
surface form:
Microsoft Windows
PC gaming ⓘ |
| purpose |
provide high-performance access to GPUs
ⓘ
provide low-overhead access to GPUs ⓘ |
| relatedTo |
Direct3D
NERFINISHED
ⓘ
DirectX 12 NERFINISHED ⓘ Metal (API) NERFINISHED ⓘ OpenGL NERFINISHED ⓘ Vulkan NERFINISHED ⓘ |
| status |
discontinued
ⓘ
no longer actively developed ⓘ |
| successorConcept |
DirectX 12
NERFINISHED
ⓘ
Vulkan NERFINISHED ⓘ |
| supports |
command buffers
ⓘ
explicit resource management ⓘ low-level synchronization primitives ⓘ multi-threaded command recording ⓘ |
| targetHardware | GPUs ⓘ |
| targetHardwareVendor | AMD GPUs NERFINISHED ⓘ |
| usedIn |
Battlefield 4
NERFINISHED
ⓘ
Civilization: Beyond Earth NERFINISHED ⓘ Thief (2014 video game) NERFINISHED ⓘ |
Referenced by (2)
Full triples — surface form annotated when it differs from this entity's canonical label.