Hhhhhhhhhhhhhh

Click Play

It’s been a while.

I meant to blog. I meant to make new zink-wip snapshots. I meant to shower.

Look, none of us are perfect, and I’m just gonna get into some graphics so nobody remembers how this post started.

tombraider-suballocated.png

Boom, beautiful triangles. Look at that ultra smooth fps in mangohud. Protip: if you’re seeing weird flickering or misrenders in your app/game, try throwing mangohud in front of the zink bus to see if it fixes them.

So what has been going on for the past however since the last post?

In a word: lots.

Here’s the rundown.

The Rundown

The 20210517 zink-wip snapshot is the biggest one in history. I say this with no exaggeration.

Changes since the last snapshot include:

  • an imperial units (and I measured this precisely) fuckton of general driver overhead reduction
  • (yet another) queue/dispatch rewrite, this one more optimized for threaded and multi-context use
  • an actually working disk cache implementation
  • an entire suballocator

One way or another, this is going to feel like a new driver. Ideally I’ll be doing a post every day detailing one of the items on that list, but for now I’ll close the post by saying that zink should be 100%-1000% faster (not a typo) in most scenarios where it was previously much slower than native GL drivers.

Yeah, Big Triangle knows who we are now.

Written on May 18, 2021