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Fun and Games with Exposure Notifications

from On Life and Lisp [alt+shift+b] in programming

Exposure Notifications is a protocol developed by Apple and Google for facilitating COVID-19 contact tracing on mobile phones by exchanging codes with nearby phones over Bluetooth, implemented within the Android and iOS operating systems, now available here in Toronto. Wait – phones? Android and iOS only? Can’t my Debian laptop participate? It has a recent Bluetooth chip. What about phones running GNU/Linux distributions like the PinePhone or Librem 5? Exposure Notifications breaks down neatly into three sections: a Bluetooth layer, some cryptography, and integration with local public health authorities. Linux is up to the task, via BlueZ, OpenSSL, and some Python. Given my background, will this build to be a reverse-engineering epic resulting in a novel open stack for a closed system? … Not at all. The specifications for the Exposure Notifications are available for both the Bluetooth protocol and the underlying cryptography. A partial reference implementation is available for Android, as is an independent Android implementation in microG. In Canada, the key servers run an open source stack originally built by Shopify and now maintained by the Canadian Digital Service, including open protocol documentation. All in all, this is looking to be a smooth-sailing weekend1 project. The devil’s in the details. Bluetooth Exposure Notifications operates via Bluetooth Low Energy “advertisements”. Scanning for other devices is as simple as scanning for advertisements, and broadcasting is as simple as advertising ourselves. On an Android phone, this is handled deep within Google Play Services. Can we drive the protocol from userspace on a regular GNU/Linux laptop? It depends. Not all laptops support Bluetooth, not all Bluetooth implementations support Bluetooth Low Energy, and I hear not all Bluetooth Low Energy implementations properly support undirected transmissions (“advertising”). Luckily in my case, I develop on an Debianized Chromebook with a Wi-Fi/Bluetooth module. I’ve...
7th Sep 2020

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Dissecting the Apple M1 GPU, the end

In 2020, Apple released the M1 with a custom GPU. We got to work reverse-engineering the hardware and porting Linux. Today, you can run Linux on a range of M1 and M2 Macs, with almost all hardware working: wireless, audio, and full graphics acceleration. Our story begins in December 2020, when Hector Martin kicked off Asahi Linux. I was working for Collabora working on Panfrost, the open source Mesa3D driver for Arm Mali GPUs. Hector put out a public call for guidance from upstream open source maintainers, and I bit. I just intended to give some quick pointers. Instead, I bought myself a Christmas present and got to work. In between my university coursework and Collabora work, I poked at the shader instruction set. One thing led to another. Within a few weeks, I drew a triangle. In 3D graphics, once you can draw a triangle, you can do anything. Pretty soon, I started work on a shader compiler. After my final exams that semester, I took a few days off from Collabora to bring up an OpenGL driver capable of spinning gears with my new compiler. Over the next year, I kept reverse-engineering and improving the driver until it could run 3D games on macOS. Meanwhile, Asahi Lina wrote a kernel driver for the Apple GPU. My userspace OpenGL driver ran on macOS, leaving her kernel driver as the missing piece for an open source graphics stack. In December 2022, we shipped graphics acceleration in Asahi Linux. In January 2023, I started my final semester in my Computer Science program at the University of Toronto. For years I juggled my courses with my part-time job and my hobby driver. I faced the same question as my peers: what will I do after graduation? Maybe Panfrost? I started reverse-engineering of the Mali Midgard GPU back in 2017, when I was still in high school. That led to an internship at Collabora in 2019 once I graduated, turning into my job throughout four years of university. During that time, Panfrost grew from a kid’s pet project based on blackbox reverse-engineering, to a professional driver engineered by a team with Arm’s backing and hardware documentation. I did what I set out to do, and the project succeeded beyond my dreams. It was time to move on. What did I want to do next? Finish what I started with the M1. Ship a great driver. Bring full, conformant OpenGL drivers to the M1. Apple’s drivers are not conformant, but we should strive for the industry standard. Bring full, conformant Vulkan to Apple platforms, disproving the myth that Vulkan isn’t suitable for Apple hardware. Bring Proton gaming to Asahi Linux. Thanks to Valve’s work for the Steam Deck, Windows games can run better on Linux than even on Windows. Why not reap those benefits on the M1? Panfrost was my challenge until we “won”. My next challenge? Gaming on Linux on M1. Once I finished my coursework, I started full-time on gaming on Linux. Within a month, we shipped OpenGL 3.1 on Asahi Linux. A few weeks later, we passed official conformance for OpenGL ES 3.1. That put us at feature parity with Panfrost. I wanted to go further. OpenGL (ES) 3.2 requires geometry shaders, a legacy feature not supported by either Arm or Apple hardware. The proprietary OpenGL drivers emulate geometry shaders with compute, but there was no open source prior art to borrow. Even though multiple Mesa drivers need geometry/tessellation emulation, nobody did the work to get there. My early progress on OpenGL was fast thanks to the mature common code in Mesa. It was time to pay it forward. Over the rest of the year, I implemented geometry/tessellation shader emulation. And also the rest of the owl. In January 2024, I passed conformance for the full OpenGL 4.6 specification, finishing up OpenGL. Vulkan wasn’t too bad, either. I polished the OpenGL driver for a few months, but once I started typing a Vulkan driver, I passed 1.3 conformance in a few weeks. What remained was wiring up the geometry/tessellation emulation to my shiny new Vulkan driver, since those are required for Direct3D. Et voilà, Proton games. Along the way, Karol Herbst passed OpenCL 3.0 conformance on the M1, running my compiler atop his “rusticl” frontend. Meanwhile, when the Vulkan 1.4 specification was published, we were ready and shipped a conformant implementation on the same day. After that, I implemented sparse texture support, unlocking Direct3D 12 via Proton. …Now what? Ship a great driver? Check. Conformant OpenGL 4.6, OpenGL ES 3.2, and OpenCL 3.0? Check. Conformant Vulkan 1.4? Check. Proton gaming? Check. That’s a wrap. We’ve succeeded beyond my dreams. The challenges I chased, I have tackled. The drivers are fully upstream in Mesa. Performance isn’t too bad. With the Vulkan on Apple myth busted, conformant Vulkan is now coming to macOS via LunarG’s KosmicKrisp project building on my work. Satisfied, I am now stepping away from the Apple ecosystem. My friends in the Asahi Linux orbit will carry the torch from here. As for me? Onto the next challenge!

26th Aug 2025 • 1 votes
Vulkan 1.4 sur Asahi Linux

English version follows. Aujourd’hui, Khronos Group a sorti la spécification 1.4 de l’API graphique standard Vulkan. Le projet Asahi Linux est fier d’annoncer le premier pilote Vulkan 1.4 pour le matériel d’Apple. En effet, notre pilote graphique Honeykrisp est reconnu par Khronos comme conforme à cette nouvelle version dès aujourd’hui. Ce pilote est déjà disponible dans nos dépôts officiels. Après avoir installé Fedora Asahi Remix, executez dnf upgrade --refresh pour obtenir la dernière version du pilote. Vulkan 1.4 standardise plusieurs fonctionnalités importantes, y compris les horodatages et la lecture locale avec le rendu dynamique. L’industrie suppose que ces fonctionnalités devront être plus courantes, et nous y sommes préparés. Sortir un pilote conforme reflète notre engagement en faveur des standards graphiques et du logiciel libre. Asahi Linux est aussi compatible avec OpenGL 4.6, OpenGL ES 3.2, et OpenCL 3.0, tous conformes aux spécifications pertinentes. D’ailleurs, les nôtres sont les seuls pilotes conformes pour le materiel d’Apple de n’importe quel standard graphique. Même si le pilote est sorti, il faut encore compiler une version expérimentale de Vulkan-Loader pour utiliser la nouvelle version de Vulkan. Toutes les nouvelles fonctionnalités sont néanmoins disponibles comme extensions à notre pilote Vulkan 1.3 pour en profiter tout de suite. Pour plus d’informations, consultez l’article du blog de Khronos. Today, the Khronos Group released the 1.4 specification of Vulkan, the standard graphics API. The Asahi Linux project is proud to announce the first Vulkan 1.4 driver for Apple hardware. Our Honeykrisp driver is Khronos-recognized as conformant to the new version since day one. That driver is already available in our official repositories. After installing Fedora Asahi Remix, run dnf upgrade --refresh to get the latest drivers. Vulkan 1.4 standardizes several important features, including timestamps and dynamic rendering local read. The industry expects that these features will become more common, and we are prepared. Releasing a conformant driver reflects our commitment to graphics standards and software freedom. Asahi Linux is also compatible with OpenGL 4.6, OpenGL ES 3.2, and OpenCL 3.0, all conformant to the relevant specifications. For that matter, ours are the only conformant drivers on Apple hardware for any graphics standard. Although the driver is released, you still need to build an experimental version of Vulkan-Loader to access the new Vulkan version. Nevertheless, you can immediately use all the new features as extensions in our Vulkan 1.3 driver. For more information, see the Khronos blog post.

2nd Dec 2024 • 1 votes
AAA gaming on Asahi Linux

Gaming on Linux on M1 is here! We’re thrilled to release our Asahi game playing toolkit, which integrates our Vulkan 1.3 drivers with x86 emulation and Windows compatibility. Plus a bonus: conformant OpenCL 3.0. Asahi Linux now ships the only conformant OpenGL®, OpenCL™, and Vulkan® drivers for this hardware. As for gaming… while today’s release is an alpha, Control runs well! Installation First, install Fedora Asahi Remix. Once installed, get the latest drivers with dnf upgrade --refresh && reboot. Then just dnf install steam and play. While all M1/M2-series systems work, most games require 16GB of memory due to emulation overhead. The stack Games are typically x86 Windows binaries rendering with DirectX, while our target is Arm Linux with Vulkan. We need to handle each difference: FEX emulates x86 on Arm. Wine translates Windows to Linux. DXVK and vkd3d-proton translate DirectX to Vulkan. There’s one curveball: page size. Operating systems allocate memory in fixed size “pages”. If an application expects smaller pages than the system uses, they will break due to insufficient alignment of allocations. That’s a problem: x86 expects 4K pages but Apple systems use 16K pages. While Linux can’t mix page sizes between processes, it can virtualize another Arm Linux kernel with a different page size. So we run games inside a tiny virtual machine using muvm, passing through devices like the GPU and game controllers. The hardware is happy because the system is 16K, the game is happy because the virtual machine is 4K, and you’re happy because you can play Fallout 4. Vulkan The final piece is an adult-level Vulkan driver, since translating DirectX requires Vulkan 1.3 with many extensions. Back in April, I wrote Honeykrisp, the only Vulkan 1.3 driver for Apple hardware. I’ve since added DXVK support. Let’s look at some new features. Tessellation Tessellation enables games like The Witcher 3 to generate geometry. The M1 has hardware tessellation, but it is too limited for DirectX, Vulkan, or OpenGL. We must instead tessellate with arcane compute shaders, as detailed in today’s talk at XDC2024. Geometry shaders Geometry shaders are an older, cruder method to generate geometry. Like tessellation, the M1 lacks geometry shader hardware so we emulate with compute. Is that fast? No, but geometry shaders are slow even on desktop GPUs. They don’t need to be fast – just fast enough for games like Ghostrunner. Enhanced robustness “Robustness” permits an application’s shaders to access buffers out-of-bounds without crashing the hardware. In OpenGL and Vulkan, out-of-bounds loads may return arbitrary elements, and out-of-bounds stores may corrupt the buffer. Our OpenGL driver exploits this definition for efficient robustness on the M1. Some games require stronger guarantees. In DirectX, out-of-bounds loads return zero, and out-of-bounds stores are ignored. DXVK therefore requires VK_EXT_robustness2, a Vulkan extension strengthening robustness. Like before, we implement robustness with compare-and-select instructions. A naïve implementation would compare a loaded index with the buffer size and select a zero result if out-of-bounds. However, our GPU loads are vector while arithmetic is scalar. Even if we disabled page faults, we would need up to four compare-and-selects per load. load R, buffer, index * 16 ulesel R[0], index, size, R[0], 0 ulesel R[1], index, size, R[1], 0 ulesel R[2], index, size, R[2], 0 ulesel R[3], index, size, R[3], 0 There’s a trick: reserve 64 gigabytes of zeroes using virtual memory voodoo. Since every 32-bit index multiplied by 16 fits in 64 gigabytes, any index into this region loads zeroes. For out-of-bounds loads, we simply replace the buffer address with the reserved address while preserving the index. Replacing a 64-bit address costs just two 32-bit compare-and-selects. ulesel buffer.lo, index, size, buffer.lo, RESERVED.lo ulesel buffer.hi, index, size, buffer.hi, RESERVED.hi load R, buffer, index * 16 Two instructions, not four. Next steps 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 2077. While many games are playable, newer AAA titles don’t hit 60fps yet. Correctness comes first. Performance improves next. Indie games like Hollow Knight do run full speed. Beyond gaming, we’re adding general purpose x86 emulation based on this stack. For more information, see the FAQ. Today’s alpha is a taste of what’s to come. Not the final form, but enough to enjoy Portal 2 while we work towards “1.0”. Acknowledgements This work has been years in the making with major contributions from… Alyssa Rosenzweig Asahi Lina chaos_princess Davide Cavalca Dougall Johnson Ella Stanforth Faith Ekstrand Janne Grunau Karol Herbst marcan Mary Guillemard Neal Gompa Sergio López TellowKrinkle Teoh Han Hui Rob Clark Ryan Houdek … Plus hundreds of developers whose work we build upon, spanning the Linux, Mesa, Wine, and FEX projects. Today’s release is thanks to the magic of open source. We hope you enjoy the magic. Happy gaming.

10th Oct 2024 • 1 votes
Vulkan 1.3 on the M1 in 1 month

u{text-decoration-thickness:0.09em;text-decoration-color:skyblue} Finally, conformant Vulkan for the M1! The new “Honeykrisp” driver is the first conformant Vulkan® for Apple hardware on any operating system, implementing the full 1.3 spec without “portability” waivers. Honeykrisp is not yet released for end users. We’re continuing to add features, improve performance, and port to more hardware. Source code is available for developers. HoloCure running on Honeykrisp ft. DXVK, FEX, and Proton. Honeykrisp is not based on prior M1 Vulkan efforts, but rather Faith Ekstrand’s open source NVK driver for NVIDIA GPUs. In her words: All Vulkan drivers in Mesa trace their lineage to the Intel Vulkan driver and started by copying+pasting from it. My hope is that NVK will eventually become the driver that everyone copies and pastes from. To that end, I’m building NVK with all the best practices we’ve developed for Vulkan drivers over the last 7.5 years and trying to keep the code-base clean and well-organized. Why spend years implementing features from scratch when we can reuse NVK? There will be friction starting out, given NVIDIA’s desktop architecture differs from the M1’s mobile roots. In exchange, we get a modern driver designed for desktop games. We’ll need to pass a half-million tests ensuring correctness, submit the results, and then we’ll become conformant after 30 days of industry review. Starting from NVK and our OpenGL 4.6 driver… can we write a driver passing the Vulkan 1.3 conformance test suite faster than the 30 day review period? It’s unprecedented… Challenge accepted. April 2 It begins with a text. Faith… I think I want to write a Vulkan driver. Her advice? Just start typing. There’s no copy-pasting yet – we just add M1 code to NVK and remove NVIDIA as we go. Since the kernel mediates our access to the hardware, we begin connecting “NVK” to Asahi Lina’s kernel driver using code shared with OpenGL. Then we plug in our shader compiler and hit the hay. April 3 To access resources, GPUs use “descriptors” containing the address, format, and size of a resource. Vulkan bundles descriptors into “sets” per the application’s “descriptor set layout”. When compiling shaders, the driver lowers descriptor accesses to marry the set layout with the hardware’s data structures. As our descriptors differ from NVIDIA’s, our next task is adapting NVK’s descriptor set lowering. We start with a simple but correct approach, deleting far more code than we add. April 4 With working descriptors, we can compile compute shaders. Now we program the fixed-function hardware to dispatch compute. We first add bookkeeping to map Vulkan command buffers to lists of M1 “control streams”, then we generate a compute control stream. We copy that code from our OpenGL driver, translate the GL into Vulkan, and compute works. That’s enough to move on to “copies” of buffers and images. We implement Vulkan’s copies with compute shaders, internally dispatched with Vulkan commands as if we were the application. The first copy test passes. April 5 Fleshing out yesterday’s code, all copy tests pass. April 6 We’re ready to tackle graphics. The novelty is handling graphics state like depth/stencil. That’s straightforward, but there’s a lot of state to handle. Faith’s code collects all “dynamic state” into a single structure, which we translate into hardware control words. As usual, we grab that translation from our OpenGL driver, blend with NVK, and move on. April 7 What makes state “dynamic”? Dynamic state can change without recompiling shaders. By contrast, static state is baked into shader binaries called “pipelines”. If games create all their pipelines during a loading screen, there is no compiler “stutter” during gameplay. The idea hasn’t quite panned out: many game developers don’t know their state ahead-of-time so cannot create pipelines early. In response, Vulkan has made ever more state dynamic, punctuated with the EXT_shader_object extension that makes pipelines optional. We want full dynamic state and shader objects. Unfortunately, the M1 bakes random state into shaders: vertex attributes, fragment outputs, blending, even linked interpolation qualifiers. Like most of the industry in the 2010s, the M1’s designers bet on pipelines. Faced with this hardware, a reasonable driver developer would double-down on pipelines. DXVK would stutter, but we’d pass conformance. I am not reasonable. To eliminate stuttering in OpenGL, we make state dynamic with four strategies: Conditional code. Precompiled variants. Indirection. Prologs and epilogs. Wait, what-a-logs? AMD also bakes state into shaders… with a twist. They divide the hardware binary into three parts: a prolog, the shader, and an epilog. Confining dynamic state to the periphery eliminates shader variants. They compile prologs and epilogs on the fly, but that’s fast and doesn’t stutter. Linking shader parts is a quick concatenation, or long jumps avoid linking altogether. This strategy works for the M1, too. For Honeykrisp, let’s follow NVK’s lead and treat all state as dynamic. No other Vulkan driver has implemented full dynamic state and shader objects this early on, but it avoids refactoring later. Today we add the code to build, compile, and cache prologs and epilogs. Putting it together, we get a (dynamic) triangle: April 8 Guided by the list of failing tests, we wire up the little bits missed along the way, like translating border colours. /* Translate an American VkBorderColor into a Canadian agx_border_colour */ enum agx_border_colour translate_border_color(VkBorderColor color) { switch (color) { case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK: return AGX_BORDER_COLOUR_TRANSPARENT_BLACK; ... } } Test results are getting there. Pass: 149770, Fail: 7741, Crash: 2396 That’s good enough for vkQuake. April 9 Lots of little fixes bring us to a 99.6% pass rate… for Vulkan 1.1. Why stop there? NVK is 1.3 conformant, so let’s claim 1.3 and skip to the finish line. Pass: 255209, Fail: 3818, Crash: 599 98.3% pass rate for 1.3 on our 1 week anniversary. Not bad. April 10 SuperTuxKart has a Vulkan renderer. April 11 Zink works too. April 12 I tracked down some fails to a test bug, where an arbitrary verification threshold was too strict to pass on some devices. I filed a bug report, and it’s resolved within a few weeks. April 16 The tests for “descriptor indexing” revealed a compiler bug affecting subgroup shuffles in non-uniform control flow. The M1’s shuffle instruction is quirky, but it’s easy to workaround. Fixing that fixes the descriptor indexing tests. April 17 A few tests crash inside our register allocator. Their shaders contain a peculiar construction: if (condition) { while (true) { } } condition is always false, but the compiler doesn’t know that. Infinite loops are nominally invalid since shaders must terminate in finite time, but this shader is syntactically valid. “All loops contain a break” seems obvious for a shader, but it’s false. It’s straightforward to fix register allocation, but what a doozy. April 18 Remember copies? They’re slow, and every frame currently requires a copy to get on screen. For “zero copy” rendering, we need enough Linux window system integration to negotiate an efficient surface layout across process boundaries. Linux uses “modifiers” for this purpose, so we implement the EXT_image_drm_format_modifier extension. And by implement, I mean copy. Copies to avoid copies. April 20 “I’d like a 4K x86 Windows Direct3D PC game on a 16K arm64 Linux Vulkan Mac.” … “Ma’am, this is a Wendy’s.” April 22 As bug fixing slows down, we step back and check our driver architecture. Since we treat all state as dynamic, we don’t pre-pack control words during pipeline creation. That adds theoretical CPU overhead. Is that a problem? After some optimization, vkoverhead says we’re pushing 100 million draws per second. I think we’re okay. April 24 Time to light up YCbCr. If we don’t use special YCbCr hardware, this feature is “software-only”. However, it touches a lot of code. It touches so much code that Mohamed Ahmed spent an entire summer adding it to NVK. Which means he spent a summer adding it to Honeykrisp. Thanks, Mohamed ;-) April 25 Query copies are next. In Vulkan, the application can query the number of samples rendered, writing the result into an opaque “query pool”. The result can be copied from the query pool on the CPU or GPU. For the CPU, the driver maps the pool’s internal data structure and copies the result. This may require nontrivial repacking. For the GPU, we need to repack in a compute shader. That’s harder, because we can’t just run C code on the GPU, right? …Actually, we can. A little witchcraft makes GPU query copies as easy as C. void copy_query(struct params *p, int i) { uintptr_t dst = p->dest + i * p->stride; int query = p->first + i; if (p->available[query] || p->partial) { int q = p->index[query]; write_result(dst, p->_64, p->results[q]); } ... } April 26 The final boss: border colours, hard mode. Direct3D lets the application choose an arbitrary border colour when creating a sampler. By contrast, Vulkan only requires three border colours: (0, 0, 0, 0) – transparent black (0, 0, 0, 1) – opaque black (1, 1, 1, 1) – opaque white We handled these on April 8. Unfortunately, there are two problems. First, we need custom border colours for Direct3D compatibility. Both DXVK and vkd3d-proton require the EXT_custom_border_color extension. Second, there’s a subtle problem with our hardware, causing dozens of fails even without custom border colours. To understand the issue, let’s revisit texture descriptors, which contain a pixel format and a component reordering swizzle. Some formats are implicitly reordered. Common “BGRA” formats swap red and blue for historical reasons. The M1 does not directly support these formats. Instead, the driver composes the swizzle with the format’s reordering. If the application uses a BARB swizzle with a BGRA format, the driver uses an RABR swizzle with an RGBA format. There’s a catch: swizzles apply to the border colour, but formats do not. We need to undo the format reordering when programming the border colour for correct results after the hardware applies the composed swizzle. Our OpenGL driver implements border colours this way, because it knows the texture format when creating the sampler. Unfortunately, Vulkan doesn’t give us that information. Without custom border colour support, we “should” be okay. Swapping red and blue doesn’t change anything if the colour is white or black. There’s an even subtler catch. Vulkan mandates support for a packed 16-bit format with 4-bit components. The M1 supports a similar format… but with reversed “endianness”, swapping red and alpha. That still seems okay. For transparent black (all zero) and opaque white (all one), swapping components doesn’t change the result. The problem is opaque black: (0, 0, 0, 1). Swapping red and alpha gives (1, 0, 0, 0). Transparent red? Uh-oh. We’re stuck. No known hardware configuration implements correct Vulkan semantics. Is hope lost? Do we give up? A reasonable person would. I am not reasonable. Let’s jump into the deep end. If we implement custom border colours, opaque black becomes a special case. But how? The M1’s custom border colours entangle the texture format with the sampler. A reasonable person would skip Direct3D support. As you know, I am not reasonable. Although the hardware is unsuitable, we control software. Whenever a shader samples a texture, we’ll inject code to fix up the border colour. This emulation is simple, correct, and slow. We’ll use dirty driver tricks to speed it up later. For now, we eat the cost, advertise full custom border colours, and pass the opaque black tests. April 27 All that’s left is some last minute bug fixing, and… Pass: 686930, Fail: 0 Success. The future The next task is implementing everything that DXVK and vkd3d-proton require to layer Direct3D. That includes esoteric extensions like transform feedback. Then Wine and an open source x86 emulator will run Windows games on Asahi Linux. That’s getting ahead of ourselves. In the mean time, enjoy Linux games with our conformant OpenGL 4.6 drivers… and stay tuned. Baby Storm running on Honeykrisp ft. DXVK, FEX, and Proton.

5th Jun 2024 • 1 votes
Conformant OpenGL 4.6 on the M1

For years, the M1 has only supported OpenGL 4.1. That changes today – with our release of full OpenGL® 4.6 and OpenGL® ES 3.2! Install Fedora for the latest M1/M2-series drivers. Already installed? Just dnf upgrade --refresh. Unlike the vendor’s non-conformant 4.1 drivers, our open source Linux drivers are conformant to the latest OpenGL versions, finally promising broad compatibility with modern OpenGL workloads, like Blender. Conformant 4.6/3.2 drivers must pass over 100,000 tests to ensure correctness. The official list of conformant drivers now includes our OpenGL 4.6 and ES 3.2. While the vendor doesn’t yet support graphics standards like modern OpenGL, we do. For this Valentine’s Day, we want to profess our love for interoperable open standards. We want to free users and developers from lock-in, enabling applications to run anywhere the heart wants without special ports. For that, we need standards conformance. Six months ago, we became the first conformant driver for any standard graphics API for the M1 with the release of OpenGL ES 3.1 drivers. Today, we’ve finished OpenGL with the full 4.6… and we’re well on the road to Vulkan. Compared to 4.1, OpenGL 4.6 adds dozens of required features, including: Robustness SPIR-V Clip control Cull distance Compute shaders Upgraded transform feedback Regrettably, the M1 doesn’t map well to any graphics standard newer than OpenGL ES 3.1. While Vulkan makes some of these features optional, the missing features are required to layer DirectX and OpenGL on top. No existing solution on M1 gets past the OpenGL 4.1 feature set. How do we break the 4.1 barrier? Without hardware support, new features need new tricks. Geometry shaders, tessellation, and transform feedback become compute shaders. Cull distance becomes a transformed interpolated value. Clip control becomes a vertex shader epilogue. The list goes on. For a taste of the challenges we overcame, let’s look at robustness. Built for gaming, GPUs traditionally prioritize raw performance over safety. Invalid application code, like a shader that reads a buffer out-of-bounds, can trigger undefined behaviour. Drivers exploit that to maximize performance. For applications like web browsers, that trade-off is undesirable. Browsers handle untrusted shaders, which they must sanitize to ensure stability and security. Clicking a malicious link should not crash the browser. While some sanitization is necessary as graphics APIs are not security barriers, reducing undefined behaviour in the API can assist “defence in depth”. “Robustness” features can help. Without robustness, out-of-bounds buffer access in a shader can crash. With robustness, the application can opt for defined out-of-bounds behaviour, trading some performance for less attack surface. All modern cross-vendor APIs include robustness. Many games even (accidentally?) rely on robustness. Strangely, the vendor’s proprietary API omits buffer robustness. We must do better for conformance, correctness, and compatibility. Let’s first define the problem. Different APIs have different definitions of what an out-of-bounds load returns when robustness is enabled: Zero (Direct3D, Vulkan with robustBufferAccess2) Either zero or some data in the buffer (OpenGL, Vulkan with robustBufferAccess) Arbitrary values, but can’t crash (OpenGL ES) OpenGL uses the second definition: return zero or data from the buffer. One approach is to return the last element of the buffer for out-of-bounds access. Given the buffer size, we can calculate the last index. Now consider the minimum of the index being accessed and the last index. That equals the index being accessed if it is valid, and some other valid index otherwise. Loading the minimum index is safe and gives a spec-compliant result. As an example, a uniform buffer load without robustness might look like: load.i32 result, buffer, index Robustness adds a single unsigned minimum (umin) instruction: umin idx, index, last load.i32 result, buffer, idx Is the robust version slower? It can be. The difference should be small percentage-wise, as arithmetic is faster than memory. With thousands of threads running in parallel, the arithmetic cost may even be hidden by the load’s latency. There’s another trick that speeds up robust uniform buffers. Like other GPUs, the M1 supports “preambles”. The idea is simple: instead of calculating the same value in every thread, it’s faster to calculate once and reuse the result. The compiler identifies eligible calculations and moves them to a preamble executed before the main shader. These redundancies are common, so preambles provide a nice speed-up. We usually move uniform buffer loads to the preamble when every thread loads the same index. Since the size of a uniform buffer is fixed, extra robustness arithmetic is also moved to the preamble. The robustness is “free” for the main shader. For robust storage buffers, the clamping might move to the preamble even if the load or store cannot. Armed with robust uniform and storage buffers, let’s consider robust “vertex buffers”. In graphics APIs, the application can set vertex buffers with a base GPU address and a chosen layout of “attributes” within each buffer. Each attribute has an offset and a format, and the buffer has a “stride” indicating the number of bytes per vertex. The vertex shader can then read attributes, implicitly indexing by the vertex. To do so, the shader loads the address: Some hardware implements robust vertex fetch natively. Other hardware has bounds-checked buffers to accelerate robust software vertex fetch. Unfortunately, the M1 has neither. We need to implement vertex fetch with raw memory loads. One instruction set feature helps. In addition to a 64-bit base address, the M1 GPU’s memory loads also take an offset in elements. The hardware shifts the offset and adds to the 64-bit base to determine the address to fetch. Additionally, the M1 has a combined integer multiply-add instruction imad. Together, these features let us implement vertex loads in two instructions. For example, a 32-bit attribute load looks like: imad idx, stride/4, vertex, offset/4 load.i32 result, base, idx The hardware load can perform an additional small shift. Suppose our attribute is a vector of 4 32-bit values, densely packed into a buffer with no offset. We can load that attribute in one instruction: load.v4i32 result, base, vertex << 2 …with the hardware calculating the address: What about robustness? We want to implement robustness with a clamp, like we did for uniform buffers. The problem is that the vertex buffer size is given in bytes, while our optimized load takes an index in “vertices”. A single vertex buffer can contain multiple attributes with different formats and offsets, so we can’t convert the size in bytes to a size in “vertices”. Let’s handle the latter problem. We can rewrite the addressing equation as: That is: one buffer with many attributes at different offsets is equivalent to many buffers with one attribute and no offset. This gives an alternate perspective on the same data layout. Is this an improvement? It avoids an addition in the shader, at the cost of passing more data – addresses are 64-bit while attribute offsets are 16-bit. More importantly, it lets us translate the vertex buffer size in bytes into a size in “vertices” for each vertex attribute. Instead of clamping the offset, we clamp the vertex index. We still make full use of the hardware addressing modes, now with robustness: umin idx, vertex, last valid load.v4i32 result, base, idx << 2 We need to calculate the last valid vertex index ahead-of-time for each attribute. Each attribute has a format with a particular size. Manipulating the addressing equation, we can calculate the last byte accessed in the buffer (plus 1) relative to the base: The load is valid when that value is bounded by the buffer size in bytes. We solve the integer inequality as: The driver calculates the right-hand side and passes it into the shader. One last problem: what if a buffer is too small to load anything? Clamping won’t save us – the code would clamp to a negative index. In that case, the attribute is entirely invalid, so we swap the application’s buffer for a small buffer of zeroes. Since we gave each attribute its own base address, this determination is per-attribute. Then clamping the index to zero correctly loads zeroes. Putting it together, a little driver math gives us robust buffers at the cost of one umin instruction. In addition to buffer robustness, we need image robustness. Like its buffer counterpart, image robustness requires that out-of-bounds image loads return zero. That formalizes a guarantee that reasonable hardware already makes. …But it would be no fun if our hardware was reasonable. Running the conformance tests for image robustness, there is a single test failure affecting “mipmapping”. For background, mipmapped images contain multiple “levels of detail”. The base level is the original image; each successive level is the previous level downscaled. When rendering, the hardware selects the level closest to matching the on-screen size, improving efficiency and visual quality. With robustness, the specifications all agree that image loads return… Zero if the X- or Y-coordinate is out-of-bounds Zero if the level is out-of-bounds Meanwhile, image loads on the M1 GPU return… Zero if the X- or Y-coordinate is out-of-bounds Values from the last level if the level is out-of-bounds Uh-oh. Rather than returning zero for out-of-bounds levels, the hardware clamps the level and returns nonzero values. It’s a mystery why. The vendor does not document their hardware publicly, forcing us to rely on reverse engineering to build drivers. Without documentation, we don’t know if this behaviour is intentional or a hardware bug. Either way, we need a workaround to pass conformance. The obvious workaround is to never load from an invalid level: if (level <= levels) { return imageLoad(x, y, level); } else { return 0; } That involves branching, which is inefficient. Loading an out-of-bounds level doesn’t crash, so we can speculatively load and then use a compare-and-select operation instead of branching: vec4 data = imageLoad(x, y, level); return (level <= levels) ? data : 0; This workaround is okay, but it could be improved. While the M1 GPU has combined compare-and-select instructions, the instruction set is scalar. Each thread processes one value at a time, not a vector of multiple values. However, image loads return a vector of four components (red, green, blue, alpha). While the pseudo-code looks efficient, the resulting assembly is not: image_load R, x, y, level ulesel R[0], level, levels, R[0], 0 ulesel R[1], level, levels, R[1], 0 ulesel R[2], level, levels, R[2], 0 ulesel R[3], level, levels, R[3], 0 Fortunately, the vendor driver has a trick. We know the hardware returns zero if either X or Y is out-of-bounds, so we can force a zero output by setting X or Y out-of-bounds. As the maximum image size is 16384 pixels wide, any X greater than 16384 is out-of-bounds. That justifies an alternate workaround: bool valid = (level <= levels); int x_ = valid ? x : 20000; return imageLoad(x_, y, level); Why is this better? We only change a single scalar, not a whole vector, compiling to compact scalar assembly: ulesel x_, level, levels, x, #20000 image_load R, x_, y, level If we preload the constant to a uniform register, the workaround is a single instruction. That’s optimal – and it passes conformance. Blender “Wanderer” demo by Daniel Bystedt, licensed CC BY-SA.

14th Feb 2024 • 1 votes

More in programming

Lexxy 1.0 is here

Today we are releasing the version 1.0 of Lexxy. Lexxy is a rich text editor for Rails built on Lexical. It already powers Basecamp, Fizzy and many others, and it will become the default editor in Rails. I recently presented it in Rails World (slides, video coming soon). This is the article version of my talk. Trix hit a wall Trix has been our editor since 2015, and every Rails app’s editor since Action Text shipped in Rails 6. It’s small and reliable, and it has served millions of people for a decade. But in the last few years our customers kept asking for features like tables or code highlighting, and we kept struggling to deliver them. The reason is the Trix document model. A Trix document is a flat list of blocks. A block is a line of text with some labels attached, like quote, bullet list, bullet. There is no tree, and a block can never contain another block. Nesting is an illusion: at render time, adjacent blocks with the same labels get wrapped together. A flat list of blocks with very limited extensibility options That design bought a lot of simplicity, but you can’t express something like a table with it. Two cells next to each other would carry exactly the same labels, so Trix would merge them into one. The model can say “this bullet is one level deeper”. It cannot say “this cell is different from the cell next to it”. A tables issue has been opened since 2015! The model just can’t do it. The second problem was maintenance. An editor built on contenteditable behaves differently in every browser and even changes from time with operating system releases. In 2024, three iOS releases in a row broke typing, dictation or the caret in Trix, and each one cost us real effort to work around. Check this one as an example. Why Lexical This was a conversation we had at 37signals for years: 2022. We started a project to add tables to Trix. We gave up after a week. The document model can’t represent two-dimensional things. 2023. I built a proof of concept with Tiptap inside HEY. We liked it, but we never started a serious project with it. 2024. We built House, our own Markdown editor, for Writebook. Not WYSIWYG, but WYSIWYM: what you see is what you mean. A wonderful editor for long-form writing like books or technical documentation. 2025. We tried House in another product, and it didn’t fit. For most apps, WYSIWYG was just the right answer. 2025. We had the discussion again, and this time we looked at the whole field. Four years of the same conversation David ruled out Tiptap, CKEditor and the other commercial editors: an open source core with features kept proprietary, and a sales team behind them. We didn’t want our editor to depend on somebody else’s licensing decisions. Then we found Lexical: MIT, from Meta, and very powerful. I spent two weeks evaluating it, and in May we made the call to go with it. A tiny core. Pick the rest. Lexical’s core has zero dependencies and weighs forty-two kilobytes. In a way, it validates the approach that Trix pioneered. The document is an immutable state you never mutate directly, you just get new snapshots when performing updates; contenteditable is an input device and a rendering surface, never the source of truth. It has a DOM reconciler to update the actual DOM very efficiently, and other primitives to deal with handling commands and node transformations. Everything else, from lists to tables to markdown, is a package in the orbit. Lexxy uses thirteen of them. Lexical solved the maintenance problem too. Meta’s products like Facebook or Instagram use Lexical and their user count is in the hundreds of millions. This means that even small issues with new keyboards and devices are fixed fast by the dedicated Meta team that maintains it. Furthermore, Meta’s business is the products, not the editor. We much rather liked this structure of incentives for the long-term investment an editor represents. The iceberg The plan was simple. Pick Lexical, wire it up to Action Text, add a toolbar and ship it. Well, it didn’t go exactly like that. What you envision, and what's under the water Lexxy today is thirteen thousand lines of vanilla JavaScript on top of Lexical. A great editing experience is very hard to get right. An editor is a machine where the user can change the state in a thousand different ways. For example. you have two images one after the other and want to put the cursor between them, but there is nothing there to put a cursor in. Or somebody pastes from Google Docs, and you have to turn a pile of inline styles and empty spans into clean markup. And then Safari, and Android keyboards, and the clipboard, and undo, and… From the first pull request to Basecamp 5 The first pull request landed in May 2025. Fizzy launched with Lexxy in December, and Basecamp 5 in May this year. Basecamp was the real test: twenty years of content written with Trix, and people who use the editor all day, every day. Zoltán Hosszú and Samuel Péchèr were the key people who made this happen. The took a very green version of Lexxy, added a ton of features (including Tables) and polish, and they fixed countless bugs. They also pulled off a remarkable milestone: seamlessly switching millions of Basecamp users from Trix to Lexxy. What’s included? We didn’t want a to build Trix with tables. We had Lexical and we had agents to help, so we wanted to be ambitious here. We went for the whole package. Features In terms of major features: A color highlighter, built in instead of this being a custom Basecamp extension, as it was with Trix. Tables, with an interface we worked hard to keep simple and accessible. Markdown. You type it, you get rich text. Code blocks with syntax highlighting as you type, in more than twenty languages. Image galleries you can navigate and reorder with the keyboard. Prompts. Type a character, get a menu: mentions, emoji, or whatever your app needs. Links by pasting a URL over selected text. Previews of attachments like videos and PDFs, rendered as your app renders them. Action Text Native Lexxy is also Action Text native. Action Text stores attachments in a canonical format that Trix doesn’t speak, so it translates on save and again on render. We taught Lexxy to emit exactly that markup. What you see in the editor is what gets saved, and what gets saved is what your app renders. Your existing content, attachments and views keep working. That opened another door. Action Text now talks to an editor adapter, with an implementation for Trix and one for Lexxy, so switching is one line: config.action_text.editor = :lexxy. Here the credit goes to Sean Doyle, who started that pull request before Lexxy existed and took it to the finish line with our input. It ships with Rails 8.2, and we hope other editors will use it too. Extensibility And you can extend Lexxy. Extensions are built on Lexical’s own mechanism, and this is not a second-class API: Lexxy itself is thirteen extensions, tables included, and Basecamp has nine more. class MyExtension extends Lexxy.Extension { get enabled() { … } get allowedElements() { … } get lexicalExtension() { return this.defineExtension({ name: "my-extension", nodes: [ … ], register(editor) { … } }) } initializeToolbar(toolbar) { … } dispose() { … } } Lexxy.configure({ global: { extensions: [ MyExtension ] } }) My favorite of how extensible is Lexxy are voice notes in Basecamp: you record, you see the waveform while you talk, and it becomes a player inside the document. About a thousand lines, without forking or patching anything. Performance Lexxy is fast, because Lexical is fast. In a ten thousand word document, Trix takes thirty-eight milliseconds to process a keystroke. Lexxy takes four. Above fifty milliseconds, the editor starts feeling sluggish. Compared to Trix, Lexxy brought a whole new performance regime. Milliseconds per keystroke by document size Accessibility Accessibility in Trix was not great. In general, building accessible experiences for rich text editors built on top of contenteditable is quite hard. We had a dream team to help with Lexxy accessibility. Bruno Prieto worked with Michael Berger, our accessibility champion at 37signals, to bring the bar to where we wanted it to be. Bruno is an outstanding programmer who happens to be blind, so he knows one thing or two about accessibility, and he delivered. As a result, in Lexxy everything is reachable with the keyboard. The editor announces itself properly to screen readers, and it gets a thousand details right so that the editing experience using a screen reader is fantastic. You can learn more about accessibility in our docs. Security The latest AI models have resulted in an unprecedented explosion of vulnerabilities found, and we took this thread quite seriously. Lexxy counted with programmers of the caliber of Jeremy Daer and Mike Dalessio helping to make it more secure. We have put a lot of attention to sanitizing the editor contents, validating attachment URLs and making sure that the types of attachments and nodes the editor support are allow-listed. Lexxy also comes with preliminary Trusted Types support, to offer CSP-level control over certain DOM manipulation APIs. The trusted types policy is there, but we are not enforcing it everywhere yet. Agents We started Lexxy using Claude since day one. A main lesson was that an agent needs to drive the editor like a user does. The best decision we made in this project was moving the system tests from Capybara to Playwright: three browsers instead of one, a suite that runs in seconds, and a much more faithful clipboard, keyboard and focus. This represented a tremendous improvement in how agents could close the loop by themselves. Write a test, see it fail, fix it, see it pass. We have more than six hundred browser tests today. Moving the suite to Playwright changed how fast we could write tests With a solid testing foundation in place, we could start fixing bugs in large batches. As mentioned, getting a text editor right implies a ton of work, and the kind of backlog we got at some point would have have buried us in pre-agent times. We also used agents to validate the fixes: an agent reproduces the bug in the public Lexxy sandbox, checks that it’s gone with the branch applied, and labels the pull request. Agents were essential to get Lexxy done with the people and the deadlines we had: we are a small company, and the same people were shipping two products in parallel. 275 cards closed The new Rails default We believe Lexxy is the best rich text editor out there right now, and we are going to make it the default editor in Rails next. If you’re starting a Rails application today, use Lexxy. If you’re using Action Text with a standard configuration, switch. It’s one line, and we’ve worked hard to make it seamless.

an hour ago • 1 votes
George Dryden

Reading my recent computing retrospective, I realised there was a big section missing: the people in my life that made an impact and helped shape my career. Outside my immediate family, one person made an outsized contribution, and I’m fairly certain that without his influence my life would have taken a very different path. The fact that I’m still here in 2026, still writing code and being fortunate enough to have a career in something I love is testament to him. So I’d like to take a few moments to talk about my old secondary school teacher, George Dryden. Denied Back in 1995, I had a problem. I knew I wanted to study computing at university and build a career out of my passion, but there was a snag. For those unfamiliar with the UK schooling system, when you’re 15-16 you take a set of GCSE exams in a broad range of subjects. After that, you pick around 3 subjects to really focus on over a period of 2 years. These are called A Levels, and they are a big step up and are meant to prepare you for a degree-level course at university. Admission to university is also governed by these results - if you want to study computing, you’re going to need a computing A-Level, and most universities will only accept you (or “make an offer”) if you achieve a certain grade. And whilst I had taken computing at a GCSE level, my school did not offer a computing A-Level course. I instead had to settle on “Design & Technology”, which just didn’t inspire me. Instead of working on my portfolio and projects, I spent most of my time daydreaming and writing code on the Acorn Archimedes computers that were the staple of every 90s UK school. No disrespect to the teachers - they were all awesome - but it just wasn’t for me. I was miserable, and by the end of my first year, I was well on my way to failing outright with my entire future plans seemingly going up in smoke. Someone noticed That’s when George stepped in. He’d taught me computing right the way through my GCSEs, and with no A-Level course on offer, that was officially where his involvement was supposed to have ended. It didn’t. He had noticed my constant presence in the computing labs - before and after school, during lunch breaks, free “study” periods - working on some little pet project or digging into RISC OS internals. I remember him as warm, with a wicked, dry sense of humour, and a refreshingly spiky attitude to authority - I always got the sense he’d worked out for himself which rules were worth taking seriously and which ones weren’t. And he always had time for me. I spent years pestering him with questions that had nothing to do with anything on the syllabus, and he’d always find a way to answer them that actually made sense. He was just as supportive of my odd little obsessions. At one point I’d got deep into the BBS scene, which I thought was the coolest thing ever, and decided what the school really needed was an internal BBS running on its own network. So I wrote one. It was deeply cringeworthy, obviously - but George helped me put posters up around the school advertising it, and even gave it a mention in assembly one morning. I think about five people in total ever checked it out. It didn’t matter: a teacher had stood up in front of the entire school and treated my weird little project like it was worth something, and that was a hugely validating moment for me. Off the books He recognised the passion, and eventually he made a suggestion: What if I quit the Design and Technology course, and instead attempt the A-level course myself? Personally, I also suspect he was enjoying himself. There was some internal school politics behind why computing wasn’t offered at A-Level in the first place - I never knew the details - and I think the prospect of one of his students simply going out and getting the qualification anyway appealed to him on two separate levels. It would get me where I wanted to go, and it would wind up exactly the right people. It wouldn’t be easy, he warned. The school would be against it, plus it was a two-year course which I’d have to cram into one year. I’d have to do it all myself - studying, lesson planning, coursework - he couldn’t help me in an official capacity, but he said he’d advocate for me and help where he could. If I had assignments, he’d send them off to be graded and would give feedback in his own time. He’d enter me in for the exams and also gave me a set of keys to the computer lab so I could use it whenever I needed. It was the first time anybody outside my own family had really shown faith in my abilities and encouraged me to take a stand. It was a pivotal moment for me - I realised if I wanted something badly enough I would have to fight for it, but I could still make it happen. I didn’t have to take “NO” for an answer - a lesson I think I picked up from watching him as much as from anything he ever actually said to me. After a few weeks of dithering, I took the jump. I remember a few awkward meetings with the school administration but thanks to his behind-the-scenes work, I was soon following my dream. An intense year And yes, it was bloody hard work. I had to condense an entire two year course into under a year, be disciplined enough to produce my own study plan, and be critical enough of my own shortcomings that I could focus my study where it was needed. I pretty much lived and breathed it for months straight and was more-or-less a permanent fixture in the labs or school library poring over my course books. I’d make lists of questions and chat to George over lunch, and he’d provide guidance and encouragement. It was a lonely way to learn with no classmates to compare notes with, no lessons to turn up to, and right up until the end I had no real idea whether any of it was good enough - but bit by bit, it started to feel like something I could actually pull off. And sure enough, in the late spring of 1996, I sat down in an exam hall with my fellow students, the only one with an A-Level computing question paper in front of me. The final exam went by in a blur - I can only remember a few of the questions now (and a peculiar obsession with the Pascal language) - but I do remember the euphoria as the invigilator called “time’s up, pens down, close your papers NOW”. I had done it. A few nerve-wracking months later, my Mum drove me into school to pick up my results. I ripped open the envelope and saw it - I’d passed with an A grade! I literally ran up the stairs to George’s office next to the computing labs to thank him personally. I’d taken my camera into school to take a few last photos for memory’s sake and snapped this photo of him before I walked out the school gates for the last time: A different path Because of him, I managed to get into my university of choice, studying computing with a focus on networks. Because of that, I landed my first job working as a “webmaster”, and my career since has been one of the highlights of my life. All these years later, it’s a real privilege to be able to get up each morning and actively look forward to working in an industry I love. Without George stepping up for me and encouraging me to believe in myself, none of that would have happened. I wouldn’t have had the career I have, and I wouldn’t be where I am now. I met my wife when we both worked at a software company - she sat at the desk behind me - so even my home and family life can be traced back to that spring of 1996. And the A-Level itself was only half of what I took away from that year. The qualification opened the door to university, but the lesson that came with it was every bit as important: that a “no” isn’t always the end of it, and that sometimes the answer can be argued with. I’m so proud of what I managed to achieve all those years ago, and even more thankful to have had someone like George in my life to put me on the right track. Mr. Dryden I did see him again after I left. He drank in one of my local pubs - a pub I’d been going to for a good while before I was technically old enough to be in it - and I’d say hello if I spotted him in there, mostly in the months before I moved away to university. After that it was only a handful of times. For years I’d find myself scanning the room whenever I was back home and in for a pint, half expecting him to be at the bar. At some point I stopped seeing him altogether and eventually moved across the country. The trouble was I never really knew how to talk to him outside of school. He was always Mr. Dryden, or just “Sir”, I don’t think I ever once called him George to his face! I was (and still am if I’m honest) fairly socially awkward, and I never worked out how to phrase the thing I actually wanted to say: that he had changed the entire direction of my life, and I wasn’t sure he knew it. So instead I’d say hello, and ask how he was, talk about nothing much, and go back to my friends. Epilogue Sadly, 3 years ago now, I opened the latest issue of my old school alumni newsletter to read that he’d passed away. The photo at the start of this article was taken from his obituary article and I read that he’d had a long illness and had suffered from dementia at the end. I did write to him years ago by email - I don’t know if he ever got it, or was in any capacity to understand what he’d done for me, but I hope so. There’s an old saying by one of my favourite authors (Terry Pratchett) that “no one is finally dead until the ripples they cause in the world die away”. In one of his books, a character keeps the memory of his son alive by passing his name along a series of telegraph towers. It’s in that spirit that I’m writing this post - I debated it for many years as it’s very personal to me and I also have no contact with any of George’s family so I have no idea what they would make of it all. But even though it’s 30+ years ago now, I will never forget him or what he did for me - and at least now, if someone searches his name it’ll be recorded here for as long as I’m alive and running this site. Thank you, Sir. George Dryden 1942-2023

yesterday • 1 votes
How Copy-on-Write Works with Memory-Mapped Files

Let’s step inside the kernel and understand how it implements copy-on-write and what are its implications for the performance of user-space systems

yesterday • 1 votes
If we do not stop to help each other, what do we become?

Yesterday, I received this email as a response to You Can't Vibe Code Love. It's such a remarkable and powerful statement that I asked permission to share it here, in its entirety, with personal information redacted: Hey Jeff, Hope you and your family are doing well.

3 days ago • 1 votes
You are still valuable

A frustrated Reddit post about being a condom between an AI and production made the rounds in our team. Here is why I think the opposite is true and what it means for how we review code, plan work and think.

4 days ago • 2 votes
📚 BoredReading

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