|
| 1 | ++++ |
| 2 | +date = "2024-10-01T10:00:00-04:00" |
| 3 | +draft = false |
| 4 | +title = "AAA gaming on Asahi Linux" |
| 5 | +slug = "aaa-gaming-on-asahi-linux" |
| 6 | +author = "Alyssa Rosenzweig" |
| 7 | ++++ |
| 8 | + |
| 9 | +Gaming on Linux on M1 is here! We're thrilled to release our Asahi game playing |
| 10 | +toolkit, which integrates our Vulkan 1.3 drivers with x86 emulation and Windows |
| 11 | +compatibility. Plus a bonus: conformant OpenCL 3.0. |
| 12 | + |
| 13 | +Asahi Linux now ships the only conformant [OpenGL®](https://www.khronos.org/conformance/adopters/conformant-products/opengl#submission_3470),<!-- |
| 14 | +[OpenGL® ES](https://www.khronos.org/conformance/adopters/conformant-products/opengles#submission_1045),--> |
| 15 | +[OpenCL™](https://www.khronos.org/conformance/adopters/conformant-products/opencl#submission_433), and |
| 16 | +[Vulkan®](https://www.khronos.org/conformance/adopters/conformant-products#submission_7910) |
| 17 | +drivers for this hardware. As for gaming... while today's release is an alpha, [**Control**](https://store.steampowered.com/app/870780/Control_Ultimate_Edition/) runs well! |
| 18 | + |
| 19 | +<figure><a href="/img/blog/2024/10/Control-small.png"><img src="/img/blog/2024/10/Control-small.avif" alt="Control"></a></figure> |
| 20 | + |
| 21 | +## Installation |
| 22 | + |
| 23 | +First, install [Fedora Asahi Remix](https://asahilinux.org/fedora/). Once |
| 24 | +installed, get the latest drivers with <code style="white-space:nowrap">dnf |
| 25 | +upgrade \-\-refresh && reboot</code>. Then just <code |
| 26 | +style="white-space:nowrap">dnf install steam</code> and play. While all M1/M2-series systems work, most games require 16GB of memory due to emulation overhead. |
| 27 | + |
| 28 | +## The stack |
| 29 | + |
| 30 | +Games are typically x86 Windows binaries rendering with DirectX, while our target is Arm Linux |
| 31 | +with Vulkan. We need to handle each difference: |
| 32 | + |
| 33 | +* [FEX](https://fex-emu.com/) emulates x86 on Arm. |
| 34 | +* [Wine](https://www.winehq.org/) translates Windows to Linux. |
| 35 | +* [DXVK](https://github.com/doitsujin/dxvk) and [vkd3d-proton](https://github.com/HansKristian-Work/vkd3d-proton) translate DirectX to Vulkan. |
| 36 | + |
| 37 | +There's one curveball: page size. Operating systems allocate memory in fixed |
| 38 | +size "pages". If an application expects smaller pages than the system uses, |
| 39 | +they will break due to insufficient alignment of allocations. That's a problem: |
| 40 | +x86 expects 4K pages but Apple systems use 16K pages. |
| 41 | + |
| 42 | +While Linux can't mix page sizes between processes, it *can* virtualize another |
| 43 | +Arm Linux kernel with a different page size. So we run games inside a tiny |
| 44 | +virtual machine using [muvm](https://github.com/AsahiLinux/muvm), passing through |
| 45 | +devices like the GPU and game controllers. The |
| 46 | +hardware is happy because the system is 16K, the game is happy because the |
| 47 | +virtual machine is 4K, and you're happy because you can play [**Fallout |
| 48 | +4**](https://store.steampowered.com/app/377160/Fallout_4/). |
| 49 | + |
| 50 | +<figure><a href="/img/blog/2024/10/Fallout4-small.png"><img src="/img/blog/2024/10/Fallout4-small.avif" alt="Fallout 4"></a></figure> |
| 51 | + |
| 52 | +## Vulkan |
| 53 | + |
| 54 | +The final piece is an adult-level Vulkan driver, since translating DirectX requires Vulkan 1.3 |
| 55 | +with many extensions. Back in April, I wrote |
| 56 | +[Honeykrisp](https://rosenzweig.io/blog/vk13-on-the-m1-in-1-month.html), the |
| 57 | +only Vulkan 1.3 driver for Apple hardware. I've since added DXVK support. Let's look at some new features. |
| 58 | + |
| 59 | +### Tessellation |
| 60 | + |
| 61 | +Tessellation enables games like [**The Witcher 3**](https://store.steampowered.com/app/292030/The_Witcher_3_Wild_Hunt/) to generate |
| 62 | +geometry. The M1 has hardware tessellation, but it is |
| 63 | +too limited for DirectX, Vulkan, or OpenGL. We must instead tessellate with arcane compute shaders, as detailed in [today's talk at XDC2024](https://www.youtube.com/live/pDsksRBLXPk). |
| 64 | + |
| 65 | +<figure><a href="/img/blog/2024/10/Witcher3-small.png"><img src="/img/blog/2024/10/Witcher3-small.avif" alt="The Witcher 3"></a></figure> |
| 66 | + |
| 67 | +### Geometry shaders |
| 68 | + |
| 69 | +Geometry shaders are an older, cruder method to generate geometry. Like |
| 70 | +tessellation, the M1 lacks geometry shader hardware so we emulate with compute. |
| 71 | +Is that fast? No, but geometry shaders are slow [even on desktop |
| 72 | +GPUs](http://www.joshbarczak.com/blog/?p=667). They don't need to be fast -- |
| 73 | +just fast enough for games like |
| 74 | +[**Ghostrunner**](https://store.steampowered.com/app/1139900/Ghostrunner/). |
| 75 | + |
| 76 | +<figure><a href="/img/blog/2024/10/Ghostrunner-small.png"><img src="/img/blog/2024/10/Ghostrunner-small.avif" alt="Ghostrunner"></a></figure> |
| 77 | + |
| 78 | +### Enhanced robustness |
| 79 | + |
| 80 | +"Robustness" permits an application's shaders to access buffers out-of-bounds |
| 81 | +without crashing the hardware. In OpenGL and Vulkan, out-of-bounds loads may |
| 82 | +return arbitrary elements, and out-of-bounds stores may corrupt the buffer. |
| 83 | +Our OpenGL driver [exploits this |
| 84 | +definition](https://rosenzweig.io/blog/conformant-gl46-on-the-m1.html) for |
| 85 | +efficient robustness on the M1. |
| 86 | + |
| 87 | +Some games require stronger guarantees. In DirectX, out-of-bounds loads return zero, and |
| 88 | +out-of-bounds stores are ignored. DXVK therefore requires |
| 89 | +[`VK_EXT_robustness2`](https://docs.vulkan.org/guide/latest/robustness.html#_vk_ext_robustness2), |
| 90 | +a Vulkan extension strengthening robustness. |
| 91 | + |
| 92 | +Like before, we implement robustness with compare-and-select instructions. A |
| 93 | +naïve implementation would *compare* a loaded index with the buffer size and |
| 94 | +*select* a zero result if out-of-bounds. However, our GPU loads are vector |
| 95 | +while arithmetic is scalar. Even if we disabled page faults, we would need up |
| 96 | +to four compare-and-selects per load. |
| 97 | + |
| 98 | +```asm |
| 99 | +load R, buffer, index * 16 |
| 100 | +ulesel R[0], index, size, R[0], 0 |
| 101 | +ulesel R[1], index, size, R[1], 0 |
| 102 | +ulesel R[2], index, size, R[2], 0 |
| 103 | +ulesel R[3], index, size, R[3], 0 |
| 104 | +``` |
| 105 | + |
| 106 | +There's a trick: reserve *64 gigabytes* of zeroes using virtual memory voodoo. |
| 107 | +Since every 32-bit index multiplied by 16 fits in 64 gigabytes, any index into |
| 108 | +this region loads zeroes. For out-of-bounds loads, we simply replace the buffer |
| 109 | +address with the reserved address while preserving the index. Replacing a |
| 110 | +64-bit address costs just two 32-bit compare-and-selects. |
| 111 | + |
| 112 | +```asm |
| 113 | +ulesel buffer.lo, index, size, buffer.lo, RESERVED.lo |
| 114 | +ulesel buffer.hi, index, size, buffer.hi, RESERVED.hi |
| 115 | +load R, buffer, index * 16 |
| 116 | +``` |
| 117 | + |
| 118 | +Two instructions, not four. |
| 119 | + |
| 120 | +## Next steps |
| 121 | + |
| 122 | +Sparse texturing is next for Honeykrisp, which will unlock more DX12 games. The alpha already runs DX12 games that don't require sparse, like [**Cyberpunk |
| 123 | +2077**](https://store.steampowered.com/app/1091500/Cyberpunk_2077/). |
| 124 | + |
| 125 | +<figure><a href="/img/blog/2024/10/Cyberpunk2077-small.png"><img src="/img/blog/2024/10/Cyberpunk2077-small.avif" alt="Cyberpunk 2077"></a></figure> |
| 126 | + |
| 127 | +While many games are playable, newer AAA titles don't hit 60fps *yet*. |
| 128 | +Correctness comes first. Performance improves next. Indie games like |
| 129 | +[**Hollow Knight**](https://store.steampowered.com/app/367520/Hollow_Knight/) do run full speed. |
| 130 | + |
| 131 | +<figure><a href="/img/blog/2024/10/HollowKnight-small.png"><img src="/img/blog/2024/10/HollowKnight-small.avif" alt="Hollow Knight"></a></figure> |
| 132 | + |
| 133 | +Beyond gaming, we're adding general purpose x86 emulation based on this |
| 134 | +stack. For more information, [see the |
| 135 | +FAQ](https://docs.fedoraproject.org/en-US/fedora-asahi-remix/x86-support/). |
| 136 | + |
| 137 | +Today's alpha is a taste of what's to come. Not the final form, but |
| 138 | +enough to enjoy [**Portal 2**](https://store.steampowered.com/app/620/Portal_2/) while we work towards "1.0". |
| 139 | + |
| 140 | +<figure><a href="/img/blog/2024/10/Portal2-small.png"><img src="/img/blog/2024/10/Portal2-small.avif" alt="Portal 2"></a></figure> |
| 141 | + |
| 142 | +## Acknowledgements |
| 143 | + |
| 144 | +This work has been years in the making with major contributions from... |
| 145 | + |
| 146 | +* [Alyssa Rosenzweig](https://rosenzweig.io) |
| 147 | +* [Asahi Lina](https://lina.yt/me) |
| 148 | +* [chaos_princess](https://social.treehouse.systems/@chaos_princess) |
| 149 | +* [Davide Cavalca](https://github.com/davide125) |
| 150 | +* [Dougall Johnson](https://mastodon.social/@dougall) |
| 151 | +* [Ella Stanforth](https://ella.gay) |
| 152 | +* [Faith Ekstrand](https://www.gfxstrand.net/faith/welcome/) |
| 153 | +* [Janne Grunau](https://social.treehouse.systems/@janne) |
| 154 | +* [Karol Herbst](https://chaos.social/@karolherbst) |
| 155 | +* [marcan](https://social.treehouse.systems/@marcan) |
| 156 | +* [Mary Guillemard](https://mary.zone) |
| 157 | +* [Neal Gompa](https://neal.gompa.dev/) |
| 158 | +* [Sergio López](https://sinrega.org) |
| 159 | +* [TellowKrinkle](https://github.com/TellowKrinkle) |
| 160 | +* [Teoh Han Hui](https://github.com/teohhanhui) |
| 161 | +* [Rob Clark](https://mastodon.gamedev.place/@robclark) |
| 162 | +* [Ryan Houdek](https://github.com/sonicadvance1) |
| 163 | + |
| 164 | +... Plus hundreds of developers whose work we build upon, spanning the Linux, |
| 165 | +Mesa, Wine, and FEX projects. Today's release is |
| 166 | +thanks to the magic of open source. |
| 167 | + |
| 168 | +We hope you enjoy the magic. |
| 169 | + |
| 170 | +Happy gaming. |
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