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Graphics: DirectFB2, Vulkan, Intel, and AMD

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Graphics/Benchmarks
  • DirectFB2 project brings back DirectFB graphics library for Linux embedded systems - CNX Software

    DirectFB2 is a new open-source project that brings back DirectFB, a graphics library optimized for Linux-based embedded systems that was popular several years ago for 2D user interfaces but has since mostly faded away. DirectFB2 attempts to preserve the original DirectFB backend while adding new features such as modern 3D APIs like Vulkan and OpenGL ES.

    I personally used it in 2008-2009 while working with Sigma Designs media processors that relied on the DirectFB library to render the user interfaces for IPTV boxes, karaoke machines, and so on. I remember this forced me to switch from a MicroWindows + Framebuffer solution, but the DirectFB API was easy enough to use and allowed us to develop a nicer user interface.

  • Intel's Vulkan Linux Driver Lands Dynamic Rendering Support - Phoronix

    As part of pushing it across the Vulkan 1.3 milestone, Intel's open-source graphics driver developers have merged their VK_KHR_dynamic_rendering support to mainline.

    Vulkan dynamic rendering for the Intel "ANV" Vulkan driver was pending on the mailing list for the past month while on Vulkan 1.3 day it was successfully merged, with this extension being part of the core specification now. 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."

  • Intel's Linux Graphics Driver Patched For New Security Issue But Can Impact Performance - Phoronix

    Intel's "i915" kernel graphics driver has been patched for a software issue that could lead to malicious user-space trigger DMAR read/write faults or worse is the possibility of user-space gaining access to random memory pages. Unfortunately, the security fix comes with performance implications.

    If not running with an IOMMU active, CVE-2022-0330 could lead to user-space gaining access to random memory pages. This could mean either data leaks and/or random memory corruption. The issue with the Intel graphics driver stems from a missing TLB flush when releasing memory that was backing a GPU buffer object to the system memory.

  • AMDVLK 2022.Q1.2 Released With Vulkan 1.3 Support

    AMDVLK as AMD's official open-source Vulkan Linux driver derived from their Radeon Software driver sources but using the LLVM shader compiler back-end is out with a new release. AMD is ready with day-after support for the newly-launched Vulkan 1.3 specification for AMDVLK.

    The AMDVLK 2022.Q1.2 driver enables Vulkan 1.3 support as well as enabling SPIRV 1.6 support. The VK_EXT_provoking_vertex and VK_EXT_depth_clip_control extensions are enabled too with today's release.

DirectFB2 Aims To Resurrect DirectFB For Embedded Systems

  • DirectFB2 Aims To Resurrect DirectFB For Embedded Systems

    The DirectFB library had been a popular option for embedded systems in running off the Linux frame-buffer to avoid the full overhead of an X11 server. But a number of years ago DirectFB disappeared and ultimately stopped being maintained. Meanwhile Wayland has been making lots of inroads into mobile/embedded and areas once popular for DirectFB use. But now it turns out DirectFB2 is in development as a fork of the original DirectFB.

    [...]

    Some of the early changes made to DirectFB2 has been making use of the Meson build system, limiting DirectFB2 to being a pure C implementation, and modularizing the existing source code. DirectFB2 also supports interfacing with DRM/KMS directly rather than just frame-buffer devices.

    Not only is OpenGL working with DirectFB2, but Vulkan is also possible per the FOSDEM abstract though seemingly limited to CPU-based acceleration using SwiftShader.

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