Graphics: CodeXL, X.Org Server, FreeDesktop.org and SIMD32
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CodeXL 2.6 is released!
For current users of CodeXL, this new release may look and feel a little different. The AMD Developer Tools team has been busy working on many new tools, some of which replicate functionality found in older versions of CodeXL. Thus, to limit confusion for our users, we have removed several major components from CodeXL.
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AMD CodeXL 2.6 Advances GPU Profiling, Static Analysis & GPU Debugging
But what is found within CodeXL 2.6 for GPU developers are the GPU profiling features, static analysis features, and GPU debugging features.
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[ANNOUNCE] xorg-server 1.20.2
Lots of bugfixes all over the map. Thanks to all for testing and patches!
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X.Org Server 1.20.2 Released With A Bunch Of Bug Fixes
It's almost been a half-year already since the release of the long delayed X.Org Server 1.20, but with no signs of X.Org Server 1.21 releasing soon, xorg-server 1.20.2 was announced today as the latest stable point release.
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FreeDesktop.org Might Formally Join Forces With The X.Org Foundation
FreeDesktop.org is already effectively part of X.Org given the loose structure of FreeDesktop.org, the key members/administrators being part of both projects, and FreeDesktop.org long being the de facto hosting platform from the X.Org Server to Mesa and much more. But now they may be officially joining forces.
As a formality, the X.Org Foundation is seeking to change their foundation's by-laws to reflect that the X.Org Foundation shall also "Support free and open source projects through the freedesktop.org infrastructure. For projects outside the scope [of the X.Org Foundation] support extends to project hosting only."
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Experimental Patches For Using SIMD32 Fragment Shaders With Intel's Linux Driver
Existing Intel graphics hardware already supports SIMD32 fragment shaders and the Intel open-source Linux graphics driver has supported this mode for months, but it hasn't been enabled. That though is in the process of changing.
Since June the Intel Mesa driver's fragment shader code has supported the SIMD32 mode supported by the past number of generations of Intel graphics hardware, but it hasn't actually been turned on. That enabling wasn't done over not having the heuristics in place for determining when to enable it over the other code paths.
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