Wine 4.0 is released bringing initial Vulkan graphics API support, Direct3D CSMT is enabled by default, early Direct3D 12 support via VKD3D, continued HiDPI work, various OpenGL improvements, and more. There is a very brief but official announcement on the Wine News feed.
The new MoltenVK now allows run-time configuration of MoltenVK via environment variables, support for GPU switching was added and is enabled by default, queue family specialization was added but currently disabled by default, synchronous queue submits was added and enabled by default, there is now support for four queue families, support for the VK_AMD_gpu_shader_half_float and VK_KHR_variable_pointers extensions, and updated against the latest SPIR-V Cross. There is also some fixes and other internal improvements. Checkout the Change Log on GitHub and read more about this update on Phoronix.
Intel compiler engineer Alexey Bader sent out a public "request for comments" on the idea of adding SYCL to the LLVM Clang compiler stack. He wrote, "We (Intel) would like to request to add SYCL programming model support to LLVM/Clang project to facilitate collaboration on C++ single-source heterogeneous programming for accelerators like GPU, FPGA, DSP, etc. from different hardware and software vendors." Learn more about this initiative or read the original letter.
Artifact is now available with launch-day support for Linux, macOS, and Windows. Artifact is a competitive digital card game. The game is targeting Dota 2 players as well as card gaming enthusiasts. Vulkan support on macOS is done through MoltenVK.
Shader Conductor is one of several open-source projects for going from one shading language to another. With Microsoft's Shader Conductor the focus is on converting HLSL to GLSL or SPIR-V (OpenGL/Vulkan), ESSL (OpenGL ES), MSL (Apple Metal), and older HLSL shader models. Shader Conductor can handle all shader stages, including geometry and compute shaders. Learn more about this new Open Source project from Microsoft.
The AMDVLK Vulkan Radeon driver updates include support for the VK_EXT_inline_uniform_block extension, which lets uniform blocks be directly backed by descriptor sets. Code clean up and other updates can be viewed on Phoronix and directly from the source on Github GPUOpen-Drivers/AMDVLK.
A libre-licensed software implementation of Vulkan has started up again. Originally started in c++ in 2017, for a reimplementation Rust has been chosen for its concurrency and memory-safety features, and Rust's LLVM support makes it highly portable. With OpenGL having both llvmpipe and MesaGL for fallback and testing purposes, it seems strange that there does not exist a corresponding Reference Implementation for Vulkan: the only implementations available are in hardware, making it extremely challenging for anyone considering entering the market. Kazan helps fill that gap. Sponsorship of this entirely libre-licensed project welcomed.
MoltenVK 1.0.20 is out as the latest feature update to this Vulkan-over-Metal layer. With the MoltenVK 1.0.20 release there is support for several new extensions including VK_KHR_maintenance1, VK_KHR_shader_draw_parameters, VK_KHR_get_physical_device_properties2, and VK_KHR_push_descriptor. MoltenVK 1.0.20 also adds the ability to track and access supported/enabled extensions and has re-based its SPIRV-Cross code against upstream.
Earlier this month there was a report on a game studio finding their MoltenVK-using game rejected from Apple's App Store. The situation is now resolved and Apple has allowed this Vulkan-over-Metal game into their iOS marketplace. Details on the issue and how it was resolved are set out in this Phoronix story.
A new pull request has been submitted to MoltenVK, the open-source project for mapping the Vulkan graphics/compute API over Apple's Metal to run on iOS/macOS. This pull request is working to address the issue that caused at least one MoltenVK-using iPhone/iPad game to be rejected from the Apple App Store.
The X-Plane cross-platform flight simulator has been depending upon OpenGL for nearly two decades since the program first came into existence, but a port of its rendering engine to use the Vulkan API has been a work-in-progress. It looks like their Vulkan support is getting squared away as the company has tweeted this weekend they will be talking about Vulkan integration this weekend at the Flight Sim Expo in Las Vegas.
Yesterday Valve released Vulkan support for Dota 2 on macOS. Indeed, this first major game relying upon MoltenVK for mapping Vulkan over the Apple Metal drivers is delivering performance gains. Phoronix has started to post some benchmarks.
Qt 5.10 added support for ETC2 texture compression while for Qt 5.11 there is support for Khronos' KTX texture container format. The KTX file format for OpenGL and OpenGL ES allows for supporting a wider-range of compression algorithms to suit more hardware/driver options. [source: Phoronix]
The AMD developers working on the official Vulkan Linux driver, AMDVLK, have just uploaded their revised code supporting Vulkan 1.1. With around 13,000 lines of new code, they have enabled Vulkan 1.1 support within their AMDVLK/XGL code-base.