The shader-db graph below shows how the shader compiler has evolved over the last few months. This involved work at the NIR level, the lower-level IR specific to V3D, and the assembly instruction scheduler.
For those interested in the full list of changes, you can always go to the upstream Mesa repository and scan it for commits with Igalia authorship and the v3d tag.įirst we have the shader compiler, where we implemented a bunch of optimizations that should be producing better (faster) code for many shader workloads. Okay, so with that introduction out of the way, let’s now go into the nitty-gritty of what we have been working on as we ramped up over the last few months:ĭisclaimer: I won’t detail here everything we have been doing because then this would become a long and boring changelog list instead I will try to summarize the areas where we put more effort and the benefits that the work should bring. As I mentioned above, the VideoCore VI GPU can do OpenGL ES 3.2, but it can’t do OpenGL 3.0, so future feature work will focus on OpenGL ES.
Despite the fact that both GPU models belong in Broadcom’s VideoCore family, they have quite significant architectural differences, so we also have two separate OpenGL driver implementations. The GPU bundled with Raspberry Pi 4 is a VideoCore VI capable of OpenGL ES 3.2, a significant step above the VideoCore IV present in Raspberry Pi 3 which could only do OpenGL ES 2.0.
Learning a new GPU is a lot of work, but I think we have been making good progress and in this post we would like to share with the community some of our recent contributions to the driver and some of the plans we have for the future.īut before we go into the technical details of what we have been up to, I would like to give some context about the GPU hardware and current driver status for Raspberry Pi 4, which is where we have been focusing our efforts. My name is Iago Toral (itoral), and together with my colleagues Alejandro Piñeiro (apinheiro) and José Casanova (chema), we have been hard at work learning about the V3D GPU hardware and Eric’s driver design over the past few months.
Some of you may already know that Eric Anholt, the original developer of the open source VC4 and V3D OpenGL drivers used by Raspberry Pi, is no longer actively developing these drivers and a team from Igalia has stepped in to continue his work.
Please make sure to correctly enter the operating system, the NVIDIA driver version, the application name and version, graphics board maker and model, along with the steps which were taken to make this issue appear.Here’s an update from Iago Toral of Igalia on development of the open source VC4 and V3D OpenGL drivers used by Raspberry Pi. If you are certain that your graphics card meets the application hardware requirements and none of the above suggestions solve the problem, please file a support request here by clicking on "Ask a Question" near the top of this page. If none of these work, you likely need a more powerful Graphics Card to handle this application. You can also try manipulating a smaller image as you may be running out of video memory with extremely large images.
If you application is not listed, install the most recent driver for your graphics board from You should also check with your application provider for any updates or patches to your application. Drivers certified by Professional Software vendors can be found here. Verify you are running the most recent driver for your application. The workload the application sent to the Graphics Card could not be broken into small enough pieces to be processed. The most common cause for this issue is that the application was unable to continue due to hardware limitations.
Your hardware configuration does not meet minimum specifications needed to run the application.