October 24, 2019
I recently went to XDC 2019, where I gave yet another talk about Zink. I kinda forgot to write a blog-post about it, so here’s me trying to make up for it… or something like that. I’ll also go into some more recent developments as well.
If you’re interested, you can find the slides for the talk here. The talk goes through the motivation and basic approach. I don’t think I need to go through this again, as I’ve already covered that before.
As for the status, Zink currently supports OpenGL 2.1 and OpenGL ES 2.0. And there’s no immediate plans on working on OpenGL 3.0 and OpenGL ES 3.0 until Zink is upstream.
Which gets us to the more interesting bit; that I started working on upstreaming Zink. So let’s talk about that for a bit.
So, my current goal is to get Zink upstream in Mesa. The plan outline in my XDC talk is slightly outdated by now, so here I’ll instead say what’s actually happened so far, and what I hope will follow.
Before I could add the driver itself, I decided to send all changes outside of the driver as a set of merge-requests:
The last one is probably the most interesting one, as it moves a lot of fixed-function operations into the state-tracker, so individual drivers won’t have to deal with them. Unless they choose to, of course.
But all of these has already been merged, and there’s just one final merge-request left:
This merge-request adds the driver in its current state. It consists of 163 commits at the time of writing, so it’s not a thing of beauty. But new drivers usually aren’t, so I’m not too worried.
When this is merged, Zink will finally be a “normal” part of Mesa… Well, sort of anyway. I don’t think we’ll enable Zink to be built by default for a while. But that’ll just be a matter of adding
zink to the
The current branch only adds building of Zink to the CI. There’s no testing being done yet. The reasons for this is two-fold:
So, there’s some work to be done here, but it seems like we should be able to get something working without too much hassle.
After Zink is upstream, it will be maintained similarly to other Mesa drivers. Practically speaking, this means that patches are sent to the upstream repo rather than my fork. It shouldn’t make a huge difference for most users.
The good thing is that if I go away on vacation, or are for some other reason unavailable, other people can still merge patches, so we’d slightly reduce the technical bus-factor.
I’m not stopping developing Zink at all, but I have other things going on in my life that means I might be busy with other things at times. As is the case for everyone!
In fact, I’m very excited to start working on OpenGL 3.x and 4.x level features; we still have a few patches for some 3.x features in some older branches.
The future is bright!
Last year, from June to September, I worked on the kernel development tool Coccinelle under Collabora. I implemented a performance boosting…
The open source Panfrost driver for Arm Mali Midgard and Bifrost GPUs now provides non-conformant OpenGL ES 3.0 on Bifrost and desktop OpenGL…
This year, the global pandemic has put a strain on us all. Motivation can become hard to maintain, worries can cloud our minds. Now more…
Wayland is still lacking proper consideration for color management & support for high dynamic range (HDR) imagery. However, a group of developers…
This week marks two years since the OpenGL implementation on Vulkan was initially announced. Since then, and especially over the past few…
Since our previous update on Panfrost, the open source stack for Arm's Mali Midgard and Bifrost GPUs, we've focused on taking our driver…