Last month AMD announced GPUOpen. With GPUOpen they are opening up more software from libraries to tools and SDK under the MIT license. This just isn't a Linux-focused project but is equally focused on Windows with DirectX code samples and more. It's basically AMD's competition to NVIDIA's GameWorks but with going for the open-source approach.
There is an initial blog post today on GPUOpen.com and it explains the principles:
The first is to provide code and documentation allowing PC developers to exert more control on the GPU. Current and upcoming GCN architectures (such as Polaris) include many features not exposed today in PC graphics APIs, and GPUOpen aims to empower developers with ways to leverage some of those features. In addition to generating quality or performance advantages such access will also enable easier porting from current-generation consoles (XBox One and PlayStation 4) to the PC platform.There are also some blog posts about using GPU PerfStudio, using the CodeXL Analyzer CLI, optimizations, and other initial content. However, as of writing I have yet to see any new code released on GitHub. Explore more at GPUOpen.com.
The second is a commitment to open source software. The game and graphics development community is an active hub of enthusiastic individuals who believe in the value of sharing knowledge. Full and flexible access to the source of tools, libraries and effects is a key pillar of the GPUOpen philosophy. Only through open source access are developers able to modify, optimize, fix, port and learn from software. The goal? Encouraging innovation and the development of amazing graphics techniques and optimizations in PC games.
The third is a collaborative engagement with the developer community. GPUOpen software is hosted on public source code repositories such as GitHub as a way to enable sharing and collaboration. Engineers from different functions will also regularly write blog posts about various GPU-related topics, game technologies or industry news.