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Graphics: 2018 X.Org Developers Conference, Radeon Software 18.40 Released, Mesa3D

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Graphics/Benchmarks
  • A new direction for i965

    Graphical applications are always pushing the limits of what the hardware can do and recent developments in the graphics world have caused Intel to rethink its 3D graphics driver. In particular, the lower CPU overhead that the Vulkan driver on Intel hardware can provide is becoming more attractive for OpenGL as well. At the 2018 X.Org Developers Conference Kenneth Graunke talked about an experimental re-architecting of the i965 driver using Gallium3D—a development that came as something of a surprise to many, including him.

    Graunke has been working on the Mesa project for eight years or so; most of that time, he has focused on the Intel 3D drivers. There are some "exciting changes" in the Intel world that he wanted to present to the attendees, he said.

    CPU overhead has become more of a problem over the last few years. Any time that the driver spends doing its work is time that is taken away from the application. There has been a lot of Vulkan adoption, with its lower CPU overhead, but there are still lots of OpenGL applications out there. So he wondered if the CPU overhead for OpenGL could be reduced.

    Another motivation is virtual reality (VR). Presenting VR content is a race against time, so there is no time to waste on driver overhead. In addition, Intel has integrated graphics, where the CPU and GPU share the same power envelope; if the CPU needs more power, the GPU cannot be clocked as high as it could be. Using less CPU leads to more watts available for GPU processing.

    For the Intel drivers, profilers show that "draw-time has always been [...] the volcanically hot path" and, in particular, state upload (sending the state of the OpenGL context to the GPU) is the major component of that. There are three different approaches to handling state upload in an OpenGL driver that he wanted to compare, he said. OpenGL is often seen as a "mutable state machine"; it has a context that has a "million different settings that you can tweak". He likens it to an audio mixing board, which has lots of different knobs that each do something different. At its heart, OpenGL programs are setting these knobs, drawing, then setting them and drawing again—over and over.

  • Radeon Software 18.40 Released For Linux Systems

    Primarily for Linux workstation customers, AMD today released Radeon Software 18.40 as the collection of their closed-source Vulkan/OpenGL components as well as PAL OpenCL driver plus the option of using their packaged "All-Open" driver stack that is a snapshot of their Mesa-based driver components.

    The vast majority of Phoronix readers are best off using their distribution-supplied Mesa-based Radeon graphics drivers or the third-party PPAs / package archives for riding the bleeding-edge Mesa, if you aren't building the code yourself already. But for those needing the (now slower) proprietary OpenGL driver for specific workstation needs or just wanting to use the officially AMD blessed graphics driver, that's the (small) void Radeon Software on Linux fills today.

  • Intel Vulkan Driver Now Handles PRIME-Style Rendering, Raven Ridge Lands VCN JPEG Decode

    With just one week of feature development remaining for the in-development Mesa 18.3, the race is on for landing the remaining feature work ahead of this next quarterly Mesa3D stable version.

    Landing overnight is a small addition from Feral Interactive's Alex Smith to allow the Intel "ANV" Vulkan driver to present via a different GPU. With a simple two-line patch, Vulkan rendering can happen with an Intel GPU while the contents then presented to a display connected via a Radeon graphics card. Granted, the use-case of rendering with slower Intel graphics hardware and then presenting it on a display connected via a discrete Radeon GPU will be rare, but can be useful for game developers in testing the Intel graphics without having to change display connections.

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