"Please temper your expectations: even with hardware documentation, an optimized Vulkan driver stack (with enough features to layer OpenGL 4.6 with Zink) requires many years of full time work. At least for now, nobody is working on this driver full time3. Reverse-engineering slows the process considerably. We won’t be playing AAA games any time soon." From https://rosenzweig.io/blog/asahi-gpu-part-6.html
Totally non-sarcastic question: then why bother? It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete. And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.
Native Linux GPU Driver for Apple M1
201–210 of 322 posts
Re: Native Linux GPU Driver for Apple M1
#202This is one of the first Linux kernel driver writen in rust! Also all of this has progressed so fast thanks to Alyssa doing bunch of GPU reverse engineering on macOS and writing coresponding userspace MESA driver. https://rosenzweig.io/blog/asahi-gpu-part-6.html
Quoted post unavailable.
Kernel work is niche in general so really you could say the same thing about Linux itself - yet here we are, it likely works on many devices you use.
Re: Native Linux GPU Driver for Apple M1
#203Re: Native Linux GPU Driver for Apple M1
#204Earlier quoted context omitted.
Yeah, it's because of this statement from an extremely trustworthy source that I'm looking for context here. I suspect most of the big problems haven't been suddenly and magically overcome? E.g. how close are we, given this, to supporting an AAA game, let's say from a few years ago?
What AAA games run not only on Linux, but ARM Linux? This is more for going on YouTube with hardware acceleration than gaming, which is niche upon niche in its current state anyway.
I do this on my workstation and can run anything, it's quite nice:
$ lscpu | grep Architecture
Architecture: x86_64
$ GOARCH=arm64 go build main.go
$ file ./main
./main: ELF 64-bit LSB executable, ARM aarch64, version 1 (SYSV), statically linked, ...
$ ./main
Hello, world.Re: Native Linux GPU Driver for Apple M1
#205"Please temper your expectations: even with hardware documentation, an optimized Vulkan driver stack (with enough features to layer OpenGL 4.6 with Zink) requires many years of full time work. At least for now, nobody is working on this driver full time3. Reverse-engineering slows the process considerably. We won’t be playing AAA games any time soon." From https://rosenzweig.io/blog/asahi-gpu-part-6.html
Totally non-sarcastic question: then why bother? It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete. And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.
Because most of us looking into Asahi don't care for playing AAA games with it. We want Linux on our Mac laptop, with hw acceleration for the desktop and apps.
Re: Native Linux GPU Driver for Apple M1
#206Earlier quoted context omitted.
There's a much lower standard than "AAA gaming" which still delivers massive value to most users in running a desktop environment. Also, the Apple GPU has evolved from PowerVR roots dating back to the 1990s. It is fairly safe to assume that the next generation of Apple GPU will share enough with the current generation that in 3 years, supporting whatever new hardware exists will be incremental rather than transformat…
I don't really understand what's the difference between AAA game and Google Chrome? I thought that modern applications heavily use GPU acceleration. Is it some subset of GPU commands that's required for desktop, compared to AAA game? Is it possible that Google Chrome will crash the OS with some tricky CSS animation (may be in the future version)?
Hundreds of GPU features the latter doesn't use in normal hw-accelerated rendering of webpages... except maybe in doing WebGL content (and even less much fewer and older features than what AAA games want)
Re: Native Linux GPU Driver for Apple M1
#207"Please temper your expectations: even with hardware documentation, an optimized Vulkan driver stack (with enough features to layer OpenGL 4.6 with Zink) requires many years of full time work. At least for now, nobody is working on this driver full time3. Reverse-engineering slows the process considerably. We won’t be playing AAA games any time soon." From https://rosenzweig.io/blog/asahi-gpu-part-6.html
Totally non-sarcastic question: then why bother? It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete. And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.
I wonder the same thing, but from an ideological perspective.
Why should the free software community promote Apple hardware by making it more accessible to OSS enthusiasts, when Apple only cares about OSS when it directly benefits them? Apple makes great hardware, but they're actively hostile to everything free software stands for. If Apple cared about this user base, they would work on this themselves.
That said, from a technical standpoint, this is nothing short of impressive, so kudos to the team. I can't even imagine the dedication and patience required to work on this project.
Re: Native Linux GPU Driver for Apple M1
#208Earlier quoted context omitted.
Totally non-sarcastic question: then why bother? It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete. And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.
You can't tell people who are doing the work what to work on.. but considering there is a mountain of linux development for people with the expertise to be done for more open platforms. This work pretty much only helps one of the richest companies and Apple shows very little inclination to help by providing documentation or support (they let an alternative OS boot seems to be the extent of it).
Re: Native Linux GPU Driver for Apple M1
#209Earlier quoted context omitted.
Totally non-sarcastic question: then why bother? It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete. And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.
The answer could be: because they like it. People do great stuff with computers and programming and I think this is a good example. Passion is what it's all about.
The "why bother" is missing the crucial point, that the most important use of the GPU driver for Asahi would be HW accelerated desktop (and driving external monitors, etc) - it's not like a GPU driver for M1 is useless if no AAA games aren't supported...
Re: Native Linux GPU Driver for Apple M1
#210How is a gpu driver ported? Isn't it proprietary? From a past article, reversing a printer protocol was derided for its complexity and there is a wire to snoop.