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World of Software > Computing > Mesa’s PowerVR Vulkan Driver Gets Rid Of Its Old Hardcoded Shader Code
Computing

Mesa’s PowerVR Vulkan Driver Gets Rid Of Its Old Hardcoded Shader Code

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Last updated: 2025/09/24 at 10:07 AM
News Room Published 24 September 2025
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Imagination’s open-source PowerVR Vulkan driver within Mesa now is able to generate its different internal shaders required by the driver to forego shipping old hard-coded shaders.

Merged this week to Mesa 25.3 by Simon Perretta is adapting the PowerVR Vulkan driver in Mesa to generate its needed internal shaders to get rid of the old hard-coded shader framework mess previously shipped by this Imagination driver.

“This set of changes adds support for generating the various internal shaders required by the driver, and drops the old hardcoded shader framework.

As the driver continues to migrate over to the Mesa common Vulkan runtime, some of these shaders and their current methods of representing resources, linking, and execution may no longer be required.”

It’s an improvement for better managing the driver and greater transparency into this open-source driver with less hard-coded shaders to deal with.

PowerVR hard coded shader example

It is also worth noting that Imagination has demoted the PowerVR GX6250 graphics from being actively supported to being “partially supported and not currently under active development.” The GFX6250 was demoted while the AXE-1-16M and BXS-4-64 remain their active support targets.

As for the GX6250, various limitations are noted in the updated documentation:

“Various core-specific texture, compute, and other workarounds are currently unimplemented for this device. Some very simple Vulkan applications may run unhindered, but instability and corruption are to be expected until the aforementioned workarounds are in place.”

With the merge dropping the old hard-coded shaders, the merge is 2,106 lines of new code and 4,730 lines removed.

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