Graphics: FreeDesktop, Nvidia, and Vulkan
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Without FreeDesktop There Is No Linux Desktop! - Invidious
FreeDesktop is one of the most important groups in the linux desktop space without them many of the crucial projects we rely on today wouldn't have any reasonable level of development or funding.
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Nvidia Racer RTX: Imagine what a Next-Gen Version of Re-Volt Would Look Like, And More on DLSS3 - Boiling Steam
Nvidia is released its new RTX 40 series, and while they have been ridiculed for their (extreme) pricing, they are certainly betting on the current strengths of the brand with more ray-tracing, a new version of DLSS, and upgraded PhysX. There’s a bunch of games (35) that are now being adapted to demonstrate how to best exploit such effects, and there’s also this very nice technical demo, called Nvidia Racer RTX, showing a Re-Volt like game that’s extremely well made...
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:tada: Turnip now exposes Vulkan 1.3 :tada: - Danylo’s blog
VK_KHR_dynamic_rendering was an especially nasty extension to implement on tiling GPUs because dynamic rendering allows splitting a render pass between several command buffers.
For desktop GPUs there are no issues with this. They could just record and execute commands in the same order they are submitted without any additional post-processing. Desktop GPUs don’t have render passes internally, they are just a sequence of commands for them.
On the other hand, tiling GPUs have the internal concept of a render pass: they do binning of the whole render pass geometry first, load part of the framebuffer into the tile memory, execute all render pass commands, store framebuffer contents into the main memory, then repeat load_framebufer -> execute_renderpass -> store_framebuffer for all tiles. In Turnip the required glue code is created at the end of a render pass, while the whole render pass contents (when the render pass is split across several command buffers) are known only at the submit time. Therefore we have to stitch the final render pass right there.