Originally posted by Quackdoc
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RADV Sees Experimental Fragment Shader Interlock - Important For Emulators, D3D12
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Originally posted by agd5f View Post
That is a purely software extension. It exposes the chips internal tiling modes via a generic interface. The tricky part is that the hardware's internal tiling formats are completely different and really complex to expose via that interface on pre-gfx9 chips. That's why it's not supported so far. If that extension is not supported, then linear formats are used which are (generally), compatible with all drivers. In practice you'll end up with linear anyway if you are sharing buffers between GPUs of different vendors anyway since most tiling formats are vendor specific.
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Originally posted by Quackdoc View Post
I understand that it maybe complicated to do and that the gpu's can technically support it, but if drivers don't expose it, it doesn't really help the user. currently wlroots based compositors are using it for vulkan support. and mpv uses it with their high quality GPU renderer for a feature which enable's mpv to work quite a bit more efficiently. both of these are highly desirable features.
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