Graphics: VC4 and AMDVLK Driver
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VC4 display, VC5 kernel submitted
For VC5, I renamed the kernel driver to “v3d” and submitted it to the kernel. Daniel Vetter came back right away with a bunch of useful feedback, and next week I’m resolving that feedback and continuing to work on the GMP support.
On the vc4 front, I did the investigation of the HDL to determine that the OLED matrix applies before the gamma tables, so we can expose it in the DRM for Android’s color correction. Stefan was also interested in reworking his fencing patches to use syncobjs, so hopefully we can merge those and get DRM HWC support in mainline soon. I also pushed Gustavo’s patch for using the new core DRM infrastructure for async cursor updates. This doesn’t simplify our code much yet, but Boris has a series he’s working on that gets rid of a lot of custom vc4 display code by switching more code over to the new async support.
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V3D DRM Driver Revised As It Works To Get Into The Mainline Kernel
Eric Anholt of Broadcom has sent out his revised patches for the "V3D" DRM driver, which up until last week was known as the VC5 DRM driver.
As explained last week, the VC5 driver components are being renamed to V3D since it ends up supporting more than just VC5 with Broadcom VC6 hardware already being supported too. Eric is making preparations to get this VideoCore driver into the mainline Linux kernel and he will then also rename the VC5 Gallium3D driver to V3D Gallium3D.
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AMDVLK Driver Gets Fixed For Rise of the Tomb Raider Using Application Profiles
With last week's release of Rise of the Tomb Raider on Linux ported by Feral Interactive, when it came to Radeon GPU support for this Vulkan-only Linux game port the Mesa RADV driver was supported while the official AMDVLK driver would lead to GPU hangs. That's now been fixed.
With the latest AMDVLK/XGL source code as of today, the GPU hang issue for Rise of the Tomb Raider should now be resolved.
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