Graphics: Mali, GRVK, Vulkan
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Mesa Begins Trek Bringing Up Arm Mali "Valhall" Graphics - Phoronix
The Panfrost Gallium3D OpenGL driver and PanVK open-source drivers in Mesa have come a long way via reverse-engineering for Arm Mali graphics support. However, to this point the focus has been on Arm's "Midgard" and "Bifrost" architectures while the newer "Valhall" architecture has been around the past two years. The Panfrost effort for bringing up Valhall is now getting underway.
Alyssa Rosenzweig who has led the Panfrost effort for open-source Arm Mali graphics has been working for a while now on getting Arm's Valhall architecture reverse-engineered and supported by the Linux graphics driver code. (That's also in addition to her separate work on reverse-engineering the Apple M1 graphics as another ongoing open-source adventure.)
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GRVK 0.5 Gets Battlefield 4 Running With AMD's Mantle Over Vulkan API - Phoronix
It's been a number of months since GRVK 0.4 as the open-source project re-implementing AMD's defunct Mantle API over the modern Vulkan API that was originally based on the former. With Sunday's release of GRVK 0.5, this Mantle-on-Vulkan translation layer is now capable of correctly rendering Battlefield 4.
Battlefield 4 back in the day was one of the flagship titles having a native Mantle renderer for that AMD-specific graphics API. Battlefield 4 was a flagship title for Mantle and one of the few games using this API along with the likes of Battlefield Hardline, Thief, Sniper Elite III, and others.
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Radeon RADV Driver Lands Vulkan Dynamic Rendering Support - Phoronix
Landing in Mesa 22.0 on Sunday night was the Radeon Vulkan driver "RADV" support for the recently introduced VK_KHR_dynamic_rendering extension.
VK_KHR_dynamic_rendering premiered last month with Vulkan 1.2.197. This new extension allows for creating single-pass render pass instances without the need of creating render pass objects or frame-buffers.
The Khronos documentation on dynamic rendering explains, "If you’re not using multiple subpasses or input attachments though, go ahead, rip those render pass objects right out! Dynamic rendering offers similar rendering performance to a single pass render pass object but with a much simpler interface on all implementations. Hopefully this extension will make writing future Vulkan renderers just a bit more enjoyable."
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