Check out our Monthly Survey Page to see what our users are running.
We do often include affiliate links to earn us some pennies. See more here.

AMD Render Pipeline Shaders SDK adds Linux support

By - | Views: 19,979

One for game developers here and anyone tinkering around with graphics APIs, as AMD has announced the next upgrade to their Render Pipeline Shaders SDK and now it has Linux support.

This SDK was announced back in December in Open Beta, as a comprehensive and extensible Render Graph framework for graphics applications and engines using explicit APIs (like Vulkan and DirectX 12). The v1.1 update from May 3rd adds in:

  • Linux support for the base library and the RPSL compiler.
  • Support for dynamically loading Vulkan functions.
  • Support for latest stable Agility SDK 1.608.3.
  • Automatic marking of the discard flags to accesses.

Some background on it from GitHub:

"The AMD Render Pipeline Shaders (RPS) SDK is a comprehensive and extensible Render Graph framework.

Since the debut of explicit graphics APIs (Direct3D 12 and Vulkan®), Render Graphs (or Frame Graphs) have been proposed as an elegant and efficient solution to various problems such as generating resource barriers, managing transient memory and scheduling GPU workload. In practice, it is non-trivial to implement a render graph system from scratch, and it requires effort to keep it optimal according to hardware, API and content changes. Porting effects and techniques between different render graph systems may also consume extra engineering time.

The RPS SDK intends to make Render Graphs more easily accessible and to provide a generally optimal barrier generator and (aliasing) memory scheduler. RPS also tries to simplify Render Graph construction by extending HLSL with attributes and intrinsics to create a domain specific language for render graph programming. This enables opt-in applications to program Render Graphs implicitly via a high-level, declarative programming model, allowing users to focus on the render pipeline logic rather than node configuration details. We call the extended language "Render Pipeline Shader Language", or RPSL."

Always good to see more and more developer-focused tooling available for Linux, bringing down more barriers for developers working on games, game engines, drivers and more.

Article taken from GamingOnLinux.com.
Tags: Game Dev, Misc, Vulkan
12 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
See more from me
2 comments

Kuduzkehpan May 4, 2023
This is the way!
i hope one day we will have OS independent gaming ecosystem so we easy will play out best games in our best OS's
mphuZ May 4, 2023
Unfortunately, there will be no much sense of open tools, while the developers use Proton.
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Login / Register


Or login with...
Sign in with Steam Sign in with Google
Social logins require cookies to stay logged in.