It's Been Another Exciting Week Of RADV Development (Radeon Vulkan)
The RADV open-source Radeon Vulkan driver continues to look promising and there's been a lot more code being merged the past few days.
Since last weekend when writing about RADV Radeon Vulkan Driver Continues Building Up Features Quickly, there have been 17 pages of commits landing in the code repository (Mesa semi-interesting branch) by David Airlie and Bas Nieuwenhuizen.
A lot of the code comes from merging code that includes the fast color clear / DCC support. There is also now an initial Vulkan implementation for Volcanic Islands hardware when using the AMDGPU driver. This VI support is good enough for running some demos, but appears more work is needed before it can be running Dota 2 and The Talos Principle.
There's also been more NIR instructions, supporting more S3TC formats, texel buffer support, cube map support, some storage buffer atomics, image atomics, a pipeline cache, hardware resolves, texture samples, blit improvements, and many fixes.
Overall development is going along well and they are still working towards looking at merging RADV in Mesa.
At this rate soon I will need to provide some fresh RADV benchmarks. If you missed my earlier tests, see Testing The Open-Source "RADV" Radeon Vulkan Driver vs. AMDGPU-PRO.
Since last weekend when writing about RADV Radeon Vulkan Driver Continues Building Up Features Quickly, there have been 17 pages of commits landing in the code repository (Mesa semi-interesting branch) by David Airlie and Bas Nieuwenhuizen.
A lot of the code comes from merging code that includes the fast color clear / DCC support. There is also now an initial Vulkan implementation for Volcanic Islands hardware when using the AMDGPU driver. This VI support is good enough for running some demos, but appears more work is needed before it can be running Dota 2 and The Talos Principle.
There's also been more NIR instructions, supporting more S3TC formats, texel buffer support, cube map support, some storage buffer atomics, image atomics, a pipeline cache, hardware resolves, texture samples, blit improvements, and many fixes.
Overall development is going along well and they are still working towards looking at merging RADV in Mesa.
At this rate soon I will need to provide some fresh RADV benchmarks. If you missed my earlier tests, see Testing The Open-Source "RADV" Radeon Vulkan Driver vs. AMDGPU-PRO.
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