The abstraction level discussed here is just where data gets passed across the user/kernel boundary. It's mostly queue and buffer management, which is why there are so few operations. The real action happens as queued commands are executed.
There's another stream of command completions coming back from the GPU. Looking forward to seeing how that works. All this asynchrony is mostly not the driver's problem. That's kicked up to the user code level, as the driver delivers completions.
I hate focusing on the metatools (tools for building tools). It really sounds like the objective here was to build something in Rust. In the article it is even described as "a gpu driver kernel supporting arm mali.." instead of just an arm mali driver
It is a misunderstanding of what the job of writing a driver is, you are connecting some wires between the OS api and the manufacturer api, you are not to build a framework that adds an additional layer of abstraction, sorry to put it so bluntly, but you are not that guy.
Sorry for being rough.
It's also an informative read.
> Paving the Road to Vulkan on Asahi Linux
Go look in the Linux kernel source code -- GPU drivers are, by lines of code, the single biggest component. Also, lots of drivers support multiple cards. Do you think it would be sensible to have a seperate driver, completely independant, for every single GPU card?
GPU drivers aren't about "connecting some wires" between two APIs, because those two APIs turn out to be quite different.
Of course, feel free to prove me wrong. Show me a GPU driver you've written, go link some wires together.
It's worse all the way up. Modern GPUs support a huge amount of asynchronous operations. Applications put commands on queues, and completions come back later. The driver and Vulkan mostly pass those completions upward, until they reach the renderer, which has to figure out what it's allowed to do next. How well that's done has a huge impact on performance.
(See my previous grumbling about the Rust renderer performance situation. All the great things Vulkan can do for performance are thrown away, because the easy way to do this doesn't scale.)
I don't believe it's possible to make an efficient API at a similar level of abstraction to Vulkan or D3D12 that is safe (as in, not marked unsafe in rust). To do so requires recreating all the complexity of D3D11 and OpenGL style APIs to handle resource access synchronization.
The value proposition of D3D12 and Vulkan is that the guardrails are gone and it's up to the user to do the synchronization work themselves. The advantage is that you can make the synchronization decisions at a higher level of abstraction where more assumptions can be made and enforced by a higher-level API. Generally this is more efficient because you can use much simpler algorithms to decide when to emit your barriers, rather than having the driver reverse engineer that high-level knowledge from the low-level command stream.
Rust is just not capable of representing the complex interwoven ownership and synchronization rules for using these APIs without mountains of runtime checks that suck away all the benefit of using these APIs. Lots of Vulkan map quite well to Rust's ownership rules, the memory allocation API surface maps very well. But anything that's happening on the GPU timeline is pretty much impossible to do safely. Rust's type system is not sufficiently capable of modeling this stuff without tons of runtime checks, or making the API so awful to use nobody will bother.
I've seen GP around a lot and afaik they're using WGPU which is, among other things, Firefox's WebGPU implementation. The abstraction that WebGPU provides is entirely the wrong level to most efficiently use Vulkan and D3D12 style APIs. WebGPU must be safe because it's meant to get exposed to JS in a browser, so it spends a boat load of CPU time to do all the runtime checks and work out the synchronization requirements.
Rust can be more challenging here because if you want a safe API you have to be very careful in where you set the boundary between the unsafe internals and the safe API. And Rust's safety rails will be of limited use for the real difficult parts. I'm writing my own abstraction over Vulkan/D3D12/Metal and I've intentionally decided not to make my API safe and to leave it to a higher layer to construct a safe API.
So I'd guess you can always use raw Vulkan bindings and deal with related unsafety and leave some areas that aren't tied to synchronization for safer logic.
Dealing with hardware in general is unsafe, and GPUs are so complex that it's sort of expected.
I agree with this, although the WGPU people disagree.
There could be a Vulkan API for "modern Vulkan" - bindless only, dynamic rendering only, asset loading on a transfer queue only, multithreaded transfers. That would simplify things and potentially improve performance. But it would break code that's already running and would not work on some mobile devices.
We'll probably get that in the 2027-2030 period, as WebGPU devices catch up.
WGPU suffers from having to support the feature set supported by all its back ends - DX12, Vulkan, Metal, WebGPU, and even OpenGL. It's amazing that it works, but a price was paid.
I agree with this, having been dabbling with Vulkan and Rust for a few years now. Destructors and ownership can make a pretty ergonomic interface to the cpu side of gpu programming. It's "safe" as long as you don't screw up your gpu synchronization which is not perfect but it's an improvement over "raw" graphic api calls (with little to no overhead).
As for the GPU timeline, I've been experimenting with timeline semaphores. E.g. all the images (and image views) in descriptor set D must be live as long as semaphore S has value less than X. This coupled with some kind of deletion queue could accurately track lifetimes of resources on the GPU timeline.
On the other hand, basic applications and "small world" game engines have a simpler way out. Most resources have a pre-defined lifetime, either it lives as long as the application, or the "loaded level" or the current frame. You might even use Rust lifetimes to track this (but I don't). This model is not applicable when streaming textures and geometry in and out of the GPU.
What I would really like to experiment with is using async Rust for GPU programming. Instead of using `epoll/kqueue/WaitForMultipleObjects` in the async runtime for switching between "green threads" the runtime could do `vkWaitForSemaphores(VK_SEMAPHORE_WAIT_ANY_BIT)` (sadly this function does not return which semaphore(s) were signaled). Each green thread would need its own semaphore, command pools, etc.
Unfortunately this would be a 6-12 month research project and I don't have that much free time at hand. It would also be quite an alien model for most graphics programmers so I don't think it would catch on. But it would be a fun research experiment to try.
Unless you mean to make the GPU command queue itself the uring and map that into userspace, but that would likely require significant firmware changes to support the specifics of the io_uring API, if even possible at all due to hardware specifics.
Muromec•16h ago
rjsw•14h ago