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Graphics: Mesa 21.0.2, Sparse Buffers, and Wayland

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Graphics/Benchmarks
  • mesa 21.0.2
    Hi list,
    
    It's that time again, Mesa 21.0.2 is now available for general
    consumption. This release is the culmination of two weeks of hard work
    from the community. There's lots of good fixes here for basically
    everything in the tree from the compilers, to radv, utils, r600, intel,
    lavapipe, egl, aco, st/mesa, and panfrost.
    
    Cheers,
    Dylan
    
  • Mesa 21.0.2 Released With Lavapipe Fixes, Improved AMD L3 Cache Calculation

    Mesa 21.0.2 is out today as the latest bi-weekly point release to the Mesa3D open-source Vulkan/OpenGL drivers.

    Accumulating for Mesa 21.0.2 is the usual random smothering of fixes but with no area dominating the change-log this time around. Mesa 21.0.2 has just a few fixes for the likes of the Radeon and Intel drivers but nothing too exciting there. The other changes include several Lavapipe Vulkan CPU driver fixes, disabling of sparse buffers on GFX7/GFX8 for RadeonSi, Mesa state tracker fixes, and a few EGL fixes too.

  • Sparse – Mike Blumenkrantz – Super. Good. Code.

    The great thing about tomorrow is that it never comes.

    Let’s talk about sparse buffers.

    What is a sparse buffer? A sparse buffer is a buffer that is not required to be contiguously or fully backed. This means that a buffer larger than the GPU’s available memory can be created, and only some parts of it are utilized at any given time. Because of the non-resident nature of the backing memory, they can never be mapped, instead needing to go through a staging buffer for any host read/write.

    In a gallium-based driver, provided that an effective implementation for staging buffers exists, sparse buffer implementation goes almost exclusively through the pipe_context::resource_commit hook, which manages residency of a sparse resource’s backing memory, passing a range to change residency for and an on/off switch.

  • Wayland Is Driving Fragmentation Around EDID Parsing - A Call To Fix That - Phoronix

    In the open-source world there can even be much fragmentation and multiple implementations around something as central as parsing of EDID blobs for monitor (display) information and that's only been made worse by the growing number of Wayland compositors.

    Currently there is no de facto EDID parsing library for Linux but many different choices and most Wayland compositors rolling their own. The Extended Display Identification Data (EDID) is exposed by the kernel to user-space for offering various metadata around the display. This offers much more information in the standardized structure than what the kernel otherwise normally exposes to user-space and is becoming more important for advanced features like high dynamic range (HDR) and advanced color features that are relevant to compositors and other user-space software. (Heck even to reliably query the monitor(s) model string under Linux for the Phoronix Test Suite for years has meant just parsing the EDID information via sysfs.)

Dave Airlie: lavapipe reporting Vulkan 1.1 (not compliant)

  • Dave Airlie: lavapipe reporting Vulkan 1.1 (not compliant)

    The lavapipe vulkan software rasterizer in Mesa is now reporting Vulkan 1.1 support.

    It passes all CTS tests for those new features in 1.1 but it stills fails all the same 1.0 tests so isn't that close to conformant. (lines/point rendering are the main areas of issue).

AMDVLK 2021.Q2.1 Finally Adds Navi 12 Support

  • AMDVLK 2021.Q2.1 Finally Adds Navi 12 Support - Phoronix

    Most notable with AMDVLK 2021.Q2.1 is now officially supporting the Navi 12 SKU. Navi 12 so far is just found with the Radeon Pro 5600M for the Apple MacBook Pro 16 as well as the AMD Radeon Pro V520. But now these months later, Navi 12 support has finally worked its way into AMDVLK. Given the timing it does make us wonder if AMD is potentially set to introduce new Navi 12 SKUs soon. There was the recently-reported VCN-less, seemingly crypto/mining focused Navi 12 GPU device ID added to the kernel. Perhaps this AMDVLK support is coming for that for Vulkan compute workloads? Time will tell, but in any case the Navi 12 support is finally added to the open-source AMDVLK driver for Linux.

Mesa 21.1's Lavapipe Now Teases Vulkan 1.1 On CPUs

  • Mesa 21.1's Lavapipe Now Teases Vulkan 1.1 On CPUs

    Lavapipe with Mesa 21.1-devel is now advertising Vulkan 1.1 rather than Vulkan 1.0. But the big caveat is this CPU-based Vulkan driver is not yet a fully conformant Vulkan implementation. Lavapipe is still missing some bits needed to completely pass Vulkan 1.0 conformance tests. But what has changed is Lavapipe now supporting the delta to get to Vulkan 1.1, per the note by David Airlie.

Mesa 21.0.2 Is Released With Minor Bug-Fixes Mostly For AMD...

  • Mesa 21.0.2 Is Released With Minor Bug-Fixes Mostly For AMD Graphics Hardware

    Mesa 21.0.2 is a bug-fix release with small fixes for EGL, the Panfrost driver, the RADV Vulkan driver for AMD and the ACO shader compiler that goes along with it, and a LLVM related fix those of you with older AMD graphics cards will want.

    Mesa 21 was a big release. Mesa 21.0.2 is the second minor bug-fix update to that release.

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today's leftovers

  • Radeon Vulkan Driver Adds Option Of Rendering Less For ~30% Greater Performance - Phoronix

    If your current Vulkan-based Radeon Linux gaming performance isn't cutting it and a new GPU is out of your budget or you have been unable to find a desired GPU upgrade in stock, the Mesa RADV driver has added an option likely of interest to you... Well, at least moving forward with this feature being limited to RDNA2 GPUs for now. RADV as Mesa's Radeon Vulkan driver has added an option to allow Variable Rate Shading (VRS) via an environment variable override. This RADV addition is inspired by the likes of NVIDIA DLSS for trading rendering quality for better performance but in its current form is a "baby step" before being comparable to DLSS quality and functionality.

  • Bas Nieuwenhuizen: A First Foray into Rendering Less

    In RADV we just added an option to speed up rendering by rendering less pixels. These kinds of techniques have become more common over the past decade with techniques such as checkerboarding, TAA based upscaling and recently DLSS. Fundamentally all they do is trading off rendering quality for rendering cost and many of them include some amount of postprocessing to try to change the curve of that tradeoff. Most notably DLSS has been widly successful at that to the point many people claim it is barely a quality regression. Of course increasing GPU performance by up to 50% or so with barely any quality regression seems like must have and I think it would be pretty cool if we could have the same improvements on Linux. I think it has the potential to be a game changer, making games playable on APUs or playing with really high resolution or framerates on desktops. [...] VRS is by far the easiest thing to make work in almost all games. Most alternatives like checkerboarding, TAA and DLSS need modified render target size, significant shader fixups, or even a proprietary integration with games. Making changes that deeply is getting more complicated the more advanced the game is. If we want to reduce render resolution (which would be a key thing in e.g. checkerboarding or DLSS) it is very hard to confidently tie all resolution dependent things together. For example a big cost for some modern games is raytracing, but the information flow to the main render targets can be very hard to track automatically and hence such a thing would require a lot of investigation or a bunch of per game customizations.

  • Dota 2 version 7.29 is out with the new Dawnbreaker melee hero

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Devices/Embedded Hardware

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  • Play your retro console on a modern TV
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    Now the board is completely routed and has these features: [...]

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