On Tue, Mar 24, 2020 at 5:39 PM Gert Wollny <gert.wol...@collabora.com> wrote: > > Dear Mesa developers, > > Today, we at Collabora together with Microsoft have announced a new > project based on Mesa: OpenGL and OpenCL on top of Microsoft's D3D12. > You can find the full announcements here: > > https://www.collabora.com/news-and-blog/news-and-events/introducing-opencl-and-opengl-on-directx.html > > https://devblogs.microsoft.com/directx/in-the-works-opencl-and-opengl-mapping-layers-to-directx > > How does this affect Mesa? > > First of all, we intend to contribute this work into upstream Mesa. > > The OpenGL work is similar to what Zink does with Vulkan, and will use > some comparable approaches for the emulation of features, hence there > will be some obvious opportunities for code-sharing with Zink. > > The OpenCL support is not using the Clover runtime, but instead is a > standalone runtime that shares the NIR-to-DXIL compiler that we > contribute to Mesa and that is also used by above OpenGL layer. >
I understand that people are unhappy with clover, but this way is not ideal either. Why creating a runtime which only benefits Microsoft when you could also create a replacement useful for all of gallium instead? > As we are using spirv-to-nir in our OpenCL compiler, we have > implemented some missing OpenCL-specific features there as well. In > addition, we are also carrying some out-of-tree changes from other mesa > contributors, where we also contribute reviews of in order to help them > land. > > Our work also includes contributing, improving, and maintaining the CI > for Windows, to be run on a variety of supported Windows targets. > Currently, Collabora is providing a Windows GitLab CI runner in order > to run our builds. We are looking into integrating this into fd.o's > general fleet of shared runners. > > A high-performance DXGI libgl-target/winsys is also in the works, so we > can render directly into Windows' compositor surfaces. In theory, and > as a benefit to the wider Mesa community, other hardware driver could > be ported to support rendering into those surfaces as well. > > As part of this work and thanks to Microsoft's support, the WGL header > files are being re-licensed as MIT, so we can reuse these original > headers rather than a reverse-engineered copy. Patches for this will > follow soon. > > A dump of the code in its current state can be found here: > https://gitlab.freedesktop.org/kusma/mesa/-/tree/msclc-d3d12 > and we intend to upstream this code by breaking it into independent > MRs shortly. > > We hope you're all as excited about this as we are! > > Gert Wollny, on behalf of the Microsoft development team (Bill > Kristiansen and Jesse Natalie) and the Collabora development team > (Boris Brezillon, Daniel Stone, Elie Tournier, Erik Faye-Lund, Louis- > Francis Ratté-Boulianne) > > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev