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AMD Open-Source Driver For Vulkan "AMDVLK" Is Now Available

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  • #41
    Originally posted by VikingGe View Post
    Doom has broken textures on RADV and the old proprietary Linux driver as well so it might not actually be the driver's fault. Then again I had no luck getting Wolfenstein to render anything at all with this driver, it's just a black screen with a HUD. RADV at least renders some levels somewhat correctly.
    They work just fine for me on RADV. They take a second to load, but they do load. On AMDVLK the textures never load.

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    • #42
      Originally posted by M@yeulC View Post
      By the way, here's an idea: provide an equivalent to GALLIUM_HUD inside the libvulkan
      Great idea:

      PAL Debug Overlay
      PAL's debug overlay can be enabled to display real time statistics and information on top of a running application. This includes a rolling FPS average, CPU and GPU frame times, and a ledger tracking how much video memory has been allocated from each available heap. Benchmarking (i.e., "Benchmark (F11)") is currently unsupported.
      https://github.com/GPUOpen-Drivers/A...ster/README.md

      Right near the end of the page...
      Test signature

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      • #43
        Originally posted by bridgman View Post
        Are you using the modesetting or amdgpu X driver ? I have a question out to the development team re: whether their testing has included modesetting or just amdgpu X.
        Modesetting is just broken all together currently on mainline 4.15rc3 as well as on drm-next-4.16-wip, not just with amdvlk. I haven't investigated a lot, but when switching to xf86-video-amdgpu it works decently.

        (Except vkmark, that makes pageflipping fail, but just while it runs. Maybe some minor new bug somewhere in the kernel or so)

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        • #44
          Note: Pipeline compiler support for geometry and tessellation shaders is not fully implemented for the Radeonâ„¢ RX Vega Series. APU support is limited. These issues will be addressed in upcoming releases.
          Dawn of War III may crash during gameplay on Radeonâ„¢ RX Vega Series due to geometry shader is not yet supported
          It seems a little odd that the driver is missing support for newer hardware, given that the entire reasoning behind this driver is sharing code with the windows drivers and having faster support for new hardware.

          Hopefully that's only an issue with the initial code release, and not an indication that the project will continue to be months behind the official windows code for new hardware in the future.

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          • #45
            Originally posted by smitty3268 View Post
            It seems a little odd that the driver is missing support for newer hardware, given that the entire reasoning behind this driver is sharing code with the windows drivers and having faster support for new hardware.

            Hopefully that's only an issue with the initial code release, and not an indication that the project will continue to be months behind the official windows code for new hardware in the future.
            Windows has nothing to do with it. Keep in mind that the closed-source build of the Vulkan driver on Linux supports Vega just fine, but LLPC is still missing some bits for geometry and tessellation shaders on gfx9 (Vega/Raven).

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            • #46
              Originally posted by smitty3268 View Post
              It seems a little odd that the driver is missing support for newer hardware, given that the entire reasoning behind this driver is sharing code with the windows drivers and having faster support for new hardware.
              Why would it be odd ? That's a compiler issue and the compiler is not shared with Windows. All of our open source drivers use a common LLVM back end, albeit slightly different versions for each driver at the moment.

              That said, in the same way that moving to a common amdgpu kernel driver meant more developers working on open source kernel driver code we should now have more developers working on open source compiler code from a graphics POV.
              Last edited by bridgman; 22 December 2017, 07:22 PM.
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              • #47
                Any plans to support SteamVR? It looks like all the extensions that SteamVR requests are supported, but
                Code:
                *** Error in `/home/chris/.local/share/Steam/SteamApps/common/SteamVR/bin/linux64/vrcompositor': malloc(): memory corruption: 0x0000000001a19370 ***

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                • #48
                  Michael might be worth putting the binary pro driver in benchmarks as it uses the closed compilers I think

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                  • #49
                    Originally posted by airlied View Post
                    Michael might be worth putting the binary pro driver in benchmarks as it uses the closed compilers I think
                    Yep, will be doing RADV vs. AMDVLK vs. AMDGPU-PRO 17.50 after learning more earlier today of some differences.
                    Michael Larabel
                    https://www.michaellarabel.com/

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                    • #50
                      Absolutely!
                      Could you file an issue on github with stack trace attached?


                      Originally posted by haagch View Post
                      Any plans to support SteamVR? It looks like all the extensions that SteamVR requests are supported, but
                      Code:
                      *** Error in `/home/chris/.local/share/Steam/SteamApps/common/SteamVR/bin/linux64/vrcompositor': malloc(): memory corruption: 0x0000000001a19370 ***

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