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From Bifrost to Panfrost - deep dive into the first render

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Graphics/Benchmarks
  • From Bifrost to Panfrost - deep dive into the first render

    In Panfrost’s infancy, community members Connor Abbott and Lyude Paul largely reverse-engineered Bifrost and built a proof-of-concept shader dis/assembler. Meanwhile, I focused on the Midgard architecture (Mali T600+), building an OpenGL driver alongside developers like Collaboran Tomeu Vizoso.

    As Midgard support has grown – including initial GLES3 support – we have now turned our attention to building a Bifrost driver. We at Collabora got to work in late February, with Tomeu porting the Panfrost command stream, while I built up a new Bifrost compiler.

    This week, we've reached our first major milestone: the first 3D renders on Bifrost, including basic texture support!

  • From Bifrost to Panfrost - deep dive into the first render

    The interface to a modern GPU has two components, the fixed-function command stream and the programmable instruction set architecture. The command stream controls the hardware, dispatching shaders and containing the state required by OpenGL or Vulkan. By contrast, the instruction set encodes the shaders themselves, as with any programmable architecture. Thus the GPU driver contains two major components, generating the command stream and compiling programs respectively.

    From Midgard to Bifrost, there have been few changes to the command stream. After all, both architectures feature approximately the same OpenGL and Vulkan capabilities, and the fixed-function hardware has not required much driver-visible optimization. The largest changes involve the interfaces between the shaders and the command stream, including the titular shader descriptors. Indeed, squinting command stream traces from Midgard and Bifrost look similar – but the long tail of minor updates implies a nontrivial Panfrost port.

  • Rosenzweig: From Bifrost to Panfrost - deep dive into the first render

    Alyssa Rosenzweig has posted a detailed look at progress on the Panfrost driver (a reverse-engineered driver for Arm Mali GPUs) on the Collabora blog.

  • The Panfrost Gallium3D Driver Begins Rendering On Arm Bifrost Hardware

    With the open-source Panfrost Gallium3D driver having its Arm Midgard graphics support in order, the developers involved have begun working more on the newer Bifrost architecture.

    Mali Bifrost GPUs have been around for two years now and already succeeded by Valhall as the latest Mali architecture. Bifrost is found in the likes of the Samsung Exynos 7885/8895, Rockchip RK3326, AmLogic S922X, Kirin 970/980/990, and numerous other SoCs.

  • Collabora continue expanding the FOSS 'Panfrost' driver to cover Mali Bifrost GPUs

    Some interesting open source GPU driver news to share today, as Collabora continue working on their open source Panfrost driver to cover newer generations of Mali ARM GPUs.

    Writing on the Collabora blog, Alyssa Rosenzweig, Software Engineer at Collabora, did a bit of a deeper dive into what's been happening. Now, they're in a position to get the first 3D renders on Bifrost, including basic texture support. This is following after getting the Panfrost driver to support OpenGL ES (GLES) 3.0 on the earlier Midgard series.

Panfrost Gets First 3D Renders on Bifrost GPU (Mali-G31)

  • Panfrost Gets First 3D Renders on Bifrost GPU (Mali-G31) including Basic Texture Support

    Collabora has been working on Panfrost open-source Arm Mali GPU driver for over a year. The drive aims to support both Midgard and Bifrost families. But so far, the company had mostly focused on Midgard (Mali-T6xx/T7xx) GPUs with for example experimental OpenGL ES 3.0 support announced last February.

    Collabora engineers, such as Alyssa Rosenzweig, have now started to work on Bifrost support, and some good progress has been made since they managed to have Panfrost render the first 3D graphics with basic texture support using a platform with an Arm Mali-G31 GPU.

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