Mesa 20.1.2 Release and Linux Graphics Developers
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Mesa 20.1.2 Release Led By Radeon Driver Fixes
While Mesa 20.2 is the exciting development version in the works for release next quarter, those of you on the current Mesa 20.1 series now have the second point release available.
Mesa 20.1.2 is out with two weeks worth of fixes for this stable series. This time around the Radeon Vulkan (RADV) and OpenGL (RadeonSI) driver changes make up a majority of the changes.
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They want to be small, they want to be big: thoughts on code reviews and the power of patch series
Code reviews are a central fact of life in software development. It's important to do them well, and developer quality of life depends on a good review workflow.
Unfortunately, code reviews also appear to be a difficult problem. Many projects are bottlenecked by code reviews, in that reviewers are hard to find and progress gets slowed down by having to wait a long time for reviews.
The "solution" that I've often seen applied in practice is to have lower quality code reviews. Reviewers don't attempt to gain a proper understanding of a change, so reviews become shallower and therefore easier. This is convenient on the surface, but more likely to allow bad code to go through: a subtle corner case that isn't covered by tests (yet?) may be missed, there may be a misunderstanding of a relevant underlying spec, a bad design decision slips through, and so on. This is bound to cause pains later on.
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Mike Blumenkrantz: When Maths Get Weird
During shader compilation, GLSL gets serialized into SSA form, which is what ntv operates on when translating it into SPIR-V. An ALU in the context of Zink (specifically ntv) is an algebraic operation which takes a varying number of inputs and generates an output. This is represented in NIR by a struct, nir_alu_instr, which contains the operation type, the inputs, and the output.
When writing GLSL, there’s the general assumption that writing something like 1 + 2 will yield 3, but this is contingent on the driver being able to correctly compile the NIR form of the shader into instructions that the physical hardware runs in order to get that result. In Zink, there’s the need to translate all these NIR instructions into SPIR-V, which is sometimes made trickier by both different semantics between similar GLSL and SPIR-V operations as well as aggressive NIR optimizations.
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