Graphics: Mesa, KWinFT, and RADV

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Experimenting Is Underway For Rust Code Within Mesa - Phoronix
Longtime Mesa developer Karol Herbst who has worked extensively on the open-source NVIDIA "Nouveau" driver as well as the OpenCL/compute stack while being employed by Red Hat is now toying with the idea of Rust code inside Mesa.
Karol Herbst has begun investigating how Rust code, which is known for its memory safety and concurrency benefits, could be used within Mesa. Ultimately he's evaluating how Rust could be used inside Mesa as an API implementation as well as for leveraging existing Mesa code by Rust.
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KWinFT Continues Working On WLROOTS Render, Library Split
KWinFT as a fork of KDE's KWin X11/Wayland compositor code continues making progress on driving fundamental display improvements and ironing out the Wayland support.
KWinFT has been transitioning to use WLROOTS for its Wayland heavy-lifting and that process remains ongoing. KWinFT has also been working on splitting up its library code to make it more manageable and robust.
Among the features still desired by KWinFT and to be worked on include input methods, graphical tablet support, and PipeWire video stream integration. Currently there are two full-time developers working on the project but they hope to scale up to four to five full-time developers.
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Raytracing Starting to Come Together – Bas Nieuwenhuizen – Open Source GPU Drivers
I am back with another status update on raytracing in RADV. And the good news is that things are finally starting to come together. After ~9 months of on and off work we’re now having games working with raytracing.
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Multiple Games Are Now Working With RADV's Ray-Tracing Code - Phoronix
Not only is Intel progressing with its open-source ray-tracing driver support but the Mesa Radeon Vulkan driver "RADV" has been rounding out its RT code too and now has multiple games correctly rendering.
Bas Nieuwenhuizen has been spearheading the RADV work on Vulkan ray-tracing support and after more than a half-year tackling it things are starting to fall into place nicely.Games such as Quake II RTX with native Vulkan ray-tracing are working along with the game control via VKD3D-Proton for going from Direct3D 12 DXR to Vulkan RT. Metro Exodus is also working while Ghostrunner and Doom Eternal are two games tested that are not yet working.
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