[Mesa-dev] OpenGL and OpenCL on top of D3D12

Karol Herbst kherbst at redhat.com
Tue Mar 24 18:19:32 UTC 2020


On Tue, Mar 24, 2020 at 5:39 PM Gert Wollny <gert.wollny at 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)
>
>
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