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Kwengeziwe Isendlalelo sokukhetha idivayisi esisebenzayo se-Vulkan API kumasistimu anama-GPU amaningi anikwe amandla e-Vulkan, asebenza ngokufanayo ne-DRI_PRIME ye-OpenGL. Ukuze ukhethe umshayeli osebenzayo kanye ne-GPU, i-MESA_VK_DEVICE_SELECT imvelo eguquguqukayo inikezwa (uma ingafakiwe, i-DRI_PRIME iyasetshenziswa). - Ukusekelwa kwama-chips okulindeleke ngonyaka ozayo ngokusekelwe ku-microarchitecture entsha yengezwe ku-i965 kanye nabashayeli be-iris be-Intel GPUs.
IChibi Lerocket . - Umshayeli we-ANV Vulkan wenzelwe i-Intel GPUs
kwengezwe ukulungiselelwa kwama-chips ngokusekelwe ku-Icelake microarchitecture (Gen11), okuvumela ukusetshenziswa kwemibala emsulwa lapho kuthunyelwa umbhalo. Lapho ihlolwa ku-Dota2, lolu shintsho lwehlise inani lemisebenzi yokuguqulwa kombala ngo-95% futhi lwakhuphula ukusebenza ngo-3.5%. - Kumshayeli we-Vulkan ANV
anda ukusebenza kahle kokusetshenziswa kwenqolobane kumasistimu ane-Intel Ivybridge nama-Haswell chips. Ukusebenzisa ukuhlolwa kokusebenza kwe-Vulkan compute kusuka ku-Geekbench 5 kubonise ukwenyuka kokusebenza okungu-330% kuhadiwe ye-Haswell GT3 (ukwanda ngenxa yokuthi ngaphambilini inqolobane yayingasetshenziswa kwezinye izimo). - Abashayeli be-Intel GPUs (
I965 ,iris )kungezwe Imodi “yembobo emnyama” (isandiso se-OpenGL INTEL_blackhole_render), esikhubaza yonke imisebenzi yokunikezela ehanjiswa yi-GPU, kodwa igcine ukucutshungulwa kwemisebenzi ye-OpenGL. - Ukusekelwa kwe-Vectorization okwengezwe ngaphambilini kuma-chips e-AMD kufakwe kuma-Intel graphics chips
Nir , ukumelwa okuphakathi okungabhala (IR) kwamashadi okuhloswe ukusebenza ezingeni eliphansi kakhulu, ngaphansi kwe-GLSL IR kanye ne-IR yangaphakathi ye-Mesa. Ngasohlangothini olusebenzayo, ngenxa yokulungiselelwa okungcono kwama-shader, ushintsho lwenze kwaba nokwenzeka ukukhulisa ukusebenza kwe-OpenGL ne-Vulkan emidlalweni eminingi kumasistimu ane-Intel GPUs. Ngokwesibonelo, emdlalweni
Rise of the Tomb Raiderkuphawuliwe ukusebenza kwenyuke ngo-3%, kwathi eShadow of the Tomb Raider ngo-10%. - Ngemuva kokuhlanganisa ama-shaders "
Aco “, ethuthukiswa iValve njengenye indlela ye-LLVM shader compiler, ukwesekwa kohlobo lwe-shaderInt9 kwengezwe ku-GFX16+ GPU, okuvumela ukusetshenziswa kwezinombolo ezingu-16-bit kukhodi ye-shader. Ngoba
I-AMD Navi GPU (GFX10)ivikelekile ukusetshenziswa kwezinjini ze-NGG (Next-Gen Geometry) lapho usebenza nama-vertex nama-tessellation shader. - Okwe-AMD Navi 12 kanye ne-Navi 14 GPUs
ifakiwe ukusekelwa kwemodi ye-DCC (Delta Color Compression) ebonisiwe, eqinisekisa ukusebenza ngedatha yombala ecindezelwe lapho uhlela ukuphuma kwesibonisi. -
Kwengeziwe ukusekelwa kokuhlola kwe-NIR komshayeli wakudala we-Gallium3D u-R600 (AMD Radeon HD 2000-6000) ngokusekelwa kwejometri, ucezu, i-vertex kanyei-tessellation imithunzi. - Umshayeli we-Vulkan RADV
kungezwe Isiqeshana esithuthukisa ukusebenza kwemidlalo ye-Id Tech kumasistimu ane-AMD APU ngokuthuthukisa ukuphathwa kwenkumbulo. - Kumshayeli wePanfrost
kwenziwe ukusekelwa kokuhlola kwe-OpenGL ES 3.0 kanyeenikeziwe Usekelo lokunikeza lwe-3D lwe-Bifrost GPU (Mali G31). Ukuqaliswa kokuqala kokuhlanganiswa kwe-shader kulungiselelwe okusekela isethi ye-Bifrost GPU-specific yemiyalelo yangaphakathi. - Umshayeli we-Vulkan TURNIP, owenzelwe i-Qualcomm Adreno GPUs,
kwengezwe ukusekelwa kwe-geometry shaders kanyeAdreno 650 chips . - Kumshayeli we-Gallium3D u-LLVMpipe, ohlinzeka ngokuhlinzekwa kwesofthiwe,
kwavela ukusekelwa kwama-tessellation shader. -
Kwethulwe большаяingxenye ukulungiselelwa ku-glthread (ukuqaliswa okucushwe okuningi kwe-OpenGL). Ngemva kokwenza izinguquko, ukusebenza kwesifanisi somjaho we-Torcs kukhuphuke ngo-16% ekucushweni okuzenzakalelayo futhi ngo-40% lapho i-glthread inikwe amandla. -
Kwengeziwe allow_draw_out_of_order option (inikwe amandla nge-driconf) ukunika amandla ukulungiselelwa ukuze kusheshiswe imisebenzi yokudweba ngaphandle kwe-oda eqondene ne-CAD. Uma le nketho inikwe amandla, ukusheshisa okungu-11% kubonakala ekuhlolweni kwe-Viewperf7 Catia. - Kwengezwe izandiso ezintsha ze-OpenGL:
GL_ARB_compute_variable_group_size ngo i965.GL_EXT_depth_bounds_test ngo-Iris.GL_EXT_texture_shadow_lod okwe-radeonsi kanye ne-nvc0.GL_EXT_draw_instanced kwe gles2.GL_NV_alpha_to_coverage_dither_control ngoba radeonsiGL_NV_copy_image kubo bonke abashayeli be-gallium.GL_NV_pixel_buffer_object kubo bonke abashayeli be-gallium, kanye ne-i915, i-i965 ne-swrast.GL_NV_viewport_array2 kwe-nvc0 (GM200+).GL_NV_viewport_swizzle kwe-nvc0 (GM200+).
- Kungezwe izandiso kumshayeli we-RADV Vulkan (wamakhadi e-AMD):
VK_AMD_memory_overallocation_behavior VK_KHR_shader_non_semantic_info VK_EXT_robustness2 VK_KHR_8bit_storage kumakhadi e-GFX8+ uma usebenzisa isipele se-“ACO” sokuhlanganiswa kwe-shaderVK_KHR_16bit_storage kumakhadi e-GFX8+ uma usebenzisa i-backend ye-“ACO” shader yokuhlanganiswa (ngaphandle kosekelo lwe-storeInputOutput16)VK_KHR_shader_float16_int8 kumakhadi e-GFX8+ uma usebenzisa i-backend ye-“ACO” shader yokuhlanganiswa (ngaphandle kosekelo lwe-storeInputOutput16)
- Kungezwe izandiso kumshayeli we-ANV Vulkan (wamakhadi we-Intel):
Source: opennet.ru