summaryrefslogtreecommitdiff
path: root/linuxgraphicsdrivers.lyx
blob: 3826847e2b5af8fb28fc14c6d1918479e37eb88b (plain)
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Linux Graphics Drivers: an Introduction
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Version 3
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Stéphane Marchesin
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<stephane.marchesin@gmail.com>
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Introduction
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\lang english
Accelerating graphics is a complex art which suffers a mostly unjustified
 reputation of being voodoo magic.
 This book is intended as an introduction to the inner workings and development
 of graphics drivers under Linux.
 Throughout this whole book, knowledge of C programming is expected, along
 with some familiarity with graphics processors.
 Although its primary audience is the graphics driver developer, this book
 details the internals of the full Linux graphics stack and therefore can
 also be useful to application developers seeking to enhance their vision
 of the Linux graphics world: one can hope to improve the performance of
 one's applications through better understanding the Linux graphics stack.
 In this day and age of pervasive 3D graphics and GPU computing, a better
 comprehension of graphics is a must have!
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Book overview
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 Only concepts directly relevant to the graphics driver business are presented
 there.
 Then we paint a high-level view of the Linux graphics stack in Chapter
 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:The-Big-Picture"

\end_inset

 and its evolution over the years.
 Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Framebuffer-Drivers"

\end_inset

 introduces framebuffer drivers, a basic form of graphics drivers under
 Linux that, although primitive, sees wide usage in the embedded space.
 Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:The-DRM-Kernel"

\end_inset

 introduces the Direct Rendering Manager (or DRM), a kernel module which
 is in charge of arbitrating all graphics activity going on in a Linux system.
 The next chapter (Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:X.Org-Drivers"

\end_inset

) focuses on X.Org drivers and the existing acceleration APIs available to
 the developer.
 Video decoding sees its own dedicated part in Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Video-Decoding"

\end_inset

.
 We then move on to 3D acceleration with Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:OpenGL"

\end_inset

 where we introduce the basic concepts of OpenGL.
 Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Mesa"

\end_inset

 and 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Gallium-3D"

\end_inset

 are dedicated to Mesa and Gallium 3D, the two foundations of 3D graphics
 acceleration under Linux used as the framework for 3D drivers.
 Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:GPU-Computing"

\end_inset

 tackles an emerging field, GPU computing.
 Next, we discuss suspend and resume in Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Suspend-and-Resume"

\end_inset

.
 We then discuss two side issues with Linux graphics drivers: technical
 specifications in Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Technical-Specifications"

\end_inset

 and what you should do aside pure development in Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Beyond-Development"

\end_inset

.
 Finally, we conclude in Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Conclusions"

\end_inset

.
\end_layout

\begin_layout Standard

\lang english
Each chapter finishes with the 
\begin_inset Quotes eld
\end_inset

takeaways
\begin_inset Quotes erd
\end_inset

, a number of relevant points that we made during said chapter.
\end_layout

\begin_layout Section

\lang english
What this book does not cover
\end_layout

\begin_layout Standard

\lang english
Computer graphics move at a fast pace, and this book is not about the past.
 Obsolete hardware (isa, vlb, ...), old standards (the vga standard and its
 dreadful int10, vesa), outdated techniques (user space modesetting) and
 old X11 servers (Xsun, XFree86, KDrive...) will not be detailed.
\end_layout

\begin_layout Chapter

\lang english
A Look at the Hardware
\begin_inset CommandInset label
LatexCommand label
name "cha:A-Look-at"

\end_inset


\end_layout

\begin_layout Standard

\lang english
Before diving any further into the subject of graphics drivers, we need
 to understand the graphics hardware.
 This chapter is by no means intended to be a complete description of all
 the inner workings of your average computer and its graphics hardware,
 but only as an introduction thereof.
 The goal of this section is just to 
\begin_inset Quotes eld
\end_inset

cover the bases
\begin_inset Quotes erd
\end_inset

 on the knowledge we will require later on.
 Notably, most hardware concepts that will subsequently be needed are introduced
 here.
 Although we sometimes have to go through architecture-specific hoops, we
 try to stay as generic as possible and the concepts detailed thereafter
 should generalize well.
\end_layout

\begin_layout Section

\lang english
Hardware Overview
\end_layout

\begin_layout Standard

\lang english
Today all computers are architectured the same way: a central processor
 and a number of peripherals.
 In order to exchange data, these peripherals are interconnected by a bus
 over which all communications go.
 Figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:Peripheral-interconnection-in"

\end_inset

 outlines the layout of peripherals in a standard computer.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout
\noindent
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick}, myarrowtwoside/.style={<->, >=latex', shorten >=1pt, thick},   
  mylabel/.style={text width=7em, text centered}  }   
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width=1.5cm] (CPU) {CPU 
\backslash

\backslash
 };   
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width=1.5cm, right=0.8cm of CPU] (memory) {System 
\backslash

\backslash
 Memory}; 
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width=1.5cm, right=0.8cm of memory] (GPU) {Graphics 
\backslash

\backslash
 Card}; 
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width=1.5cm, right=0.8cm of GPU] (network) {Network 
\backslash

\backslash
 Card}; 
\end_layout

\begin_layout Plain Layout


\backslash
node[right = 0.8cm of network] {$
\backslash
cdots$};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 12cm, below=2cm of GPU] (bus) {Bus};   
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrowtwoside] (CPU.south) -> ++(0,-2.2) (bus);	 
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrowtwoside] (GPU.south) -> ++(0,-2) (bus);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrowtwoside] (memory.south) -> ++(0,-2) (bus);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrowtwoside] (network.south) -> ++(0,-2) (bus);
\end_layout

\begin_layout Plain Layout

%
\backslash
node[mynode, below=2cm of GPU] (iommu) {IOMMU}; 
\end_layout

\begin_layout Plain Layout

%
\backslash
node[mynode, left=1cm of mmu] (mmupt) {MMU page table};   
\end_layout

\begin_layout Plain Layout

%
\backslash
node[mynode, right=1cm of iommu] (iommupt) {IOMMU page table}; 
\end_layout

\begin_layout Plain Layout

%
\backslash
node[mynode, text width=5cm, below=2cm of mmu,  xshift=1.5cm] (memory) {Memory};
  
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[myarrow] (CPU.south)  -|  (mmu.north);	 
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[myarrow] (GPU.south) -|  (iommu.north);
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[myarrow] (mmu.south)  ->  ++(0,-2) (memory);
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[myarrow] (iommu.south)  ->  ++(0,-2) (memory);
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[myarrow] (mmu)  ->  (mmupt);
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[myarrow] (iommu)  -> (iommupt);
\end_layout

\begin_layout Plain Layout

%
\backslash
node at (4,-1.5) {GPU Address};
\end_layout

\begin_layout Plain Layout

%
\backslash
node at (-1.5,-1.5) {Virtual Address};
\end_layout

\begin_layout Plain Layout

%
\backslash
node at (-1.5,-4.5) {Physical Address};
\end_layout

\begin_layout Plain Layout

%
\backslash
node at (4,-4.5) {Physical Address};
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:Peripheral-interconnection-in"

\end_inset

Peripheral interconnection in a typical computer.
\end_layout

\end_inset


\begin_inset Note Note
status open

\begin_layout Plain Layout
tout sur le meme bus c'est bien simpliste :-) tu devrais au moins faire
 (cpu,memory) - bus - (gfx,network).
 avec un blurb a propos de integrated gfx, où gfx est dans le bridge 
\end_layout

\end_inset


\end_layout

\end_inset

The first user of the bus is the CPU.
 The CPU uses the bus to access system memory and other peripherals.
 However, the CPU is not the only one able to write and read data to the
 peripherals, the peripherals themselves also have the capability to exchange
 information directly.
 In particular, a peripheral which has the ability to read and write to
 memory without the CPU intervention is said to be DMA (Direct Memory Access)
 capable, and the memory transaction is usually called a DMA.
 This type of transaction is interesting, because it allows the driver to
 use the GPU instead of the CPU to do memory transfers.
 Since the CPU doesn't need to actively work any more to achieve those transfers
, and since it allows better asynchronicity between the CPU and the GPU,
 better performance can be attained.
 Common uses of DMA include improving the performance of texture uploads
 or streaming video.
 Today, all graphics processors feature this ability (named DMA bus mastering)
 which consists in the card requesting and subsequently taking control of
 the bus for a number of microseconds.
\end_layout

\begin_layout Standard

\lang english
If a peripheral has the ability to achieve DMA to or from an uncontiguous
 list of memory pages (which is very convenient when the data is not contiguous
 in memory), it is said to have DMA scatter-gather capability (as it can
 scatter data to different memory pages, or gather data from different pages).
\end_layout

\begin_layout Standard

\lang english
Notice that the DMA capability can be a downside in some cases.
 For example on real time systems, this means the CPU is unable to access
 the bus while a DMA transaction is in progress, and since DMA transactions
 happen asynchronously this can lead to missing a real time scheduling deadline.
 Another example is small DMA memory transfers, where the CPU overhead of
 setting up the DMA is greater than the gain in asynchronicity and therefore
 transfers slow down.
 So while DMA has a lot of advantages from a performance viewpoint, there
 are situations where it should be avoided.
\end_layout

\begin_layout Section

\lang english
Bus types
\end_layout

\begin_layout Standard

\lang english
Buses connect the machine peripherals together; each and every communication
 between different peripherals goes over (at least) one bus.
 In particular, a bus is the way most graphics card are connected to the
 rest of the computer (one notable exception being the case of some embedded
 systems, where the GPU is directly connected to the CPU).
 As shown in Table 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:Common-bus-types"

\end_inset

, there are many bus types suitable for graphics: PCI, AGP, PCI-X, PCI-express
 to name a (relevant) few.
 All the bus types we will detail are variants of the PCI bus type, however
 some of them feature singular improvements over the original PCI design.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout
\align center

\lang english
\begin_inset Tabular
<lyxtabular version="3" rows="8" columns="5">
<features tabularvalignment="middle">
<column alignment="center" valignment="top" width="0">
<column alignment="center" valignment="top" width="0">
<column alignment="center" valignment="top" width="0">
<column alignment="center" valignment="top" width="0">
<column alignment="center" valignment="top" width="0">
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Bus type
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Bus width
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Frequency
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Bandwidth
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Capabilities
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
PCI
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
32 bits
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
33 Mhz
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
133 MB/s (33 Mhz)
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
-
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
AGP
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
32 bits
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
66 Mhz
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
2100 MB/s (8x)
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
SBA, FW, 
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
GART
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
PCI-X
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
64 bits
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
33, 66, 
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
533 MB/s (66 Mhz)
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
-
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
133 Mhz
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
PCI-Express (1.0)
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Serial
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
1.25 Ghz
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
4 GB/s (16 lanes)
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
-
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
PCI-Express (3.0)
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Serial
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
4 Ghz
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
16 GB/s (16 lanes)
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
-
\end_layout

\end_inset
</cell>
</row>
</lyxtabular>

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:Common-bus-types"

\end_inset

Common bus types.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
PCI (Peripheral Component Interconnect)
\end_layout

\begin_layout Standard

\lang english
PCI is the most basic bus allowing connecting graphics peripherals today.
 One of its key feature is called bus mastering.
 This feature allows a given peripheral to take hold of the bus for a given
 number of cycles and do a complete transaction (called a DMA, Direct Memory
 Access).
 The PCI bus is coherent, which means that no explicit flushes are required
 for the memory to be coherent across devices.
\end_layout

\begin_layout Subsubsection*

\lang english
AGP (Accelerated Graphics Port)
\end_layout

\begin_layout Standard

\lang english
AGP is essentially a modified PCI bus with a number of extra features compared
 to its ancestor.
 Most importantly, it is faster thanks to a higher clock speed and the ability
 to send 2, 4 or 8 bits per lane on each clock tick (for AGP 2x, 4x and
 8x respectively).
 AGP also three distinctive features:
\end_layout

\begin_layout Itemize

\lang english
The first feature is AGP GART (Graphics Aperture Remapping Table), a simple
 form of IOMMU (as will be seen in section 
\begin_inset CommandInset ref
LatexCommand ref
reference "sec:Virtual-and-Physical"

\end_inset

).
 It allows taking a (non contiguous) set of physical memory pages out of
 system memory and exposing it to the GPU for its use as a contiguous area.
 This increases the amount of memory usable by the GPU at little cost, and
 creates a convenient area for sharing data between the CPU and the GPU
 (AGP graphics cards can do fast DMA to/from this area, and since the GART
 area is a chunk of system RAM, CPU access is a lot faster than VRAM).
 One notable drawback is that the GART area is not coherent, and therefore
 writes to GART (be it from the GPU or CPU) need to be flushed before transactio
ns from the other party can begin.
 Another drawback is that only a single GART area is handled by the hardware,
 and it has to be sub-allocated by the driver.
\end_layout

\begin_layout Itemize

\lang english
The second feature is AGP side band addressing (SBA).
 Side band addressing consists in 8 extra bus bits used as an address bus.
 Instead of multiplexing the bus bandwidth between addresses and data, the
 nominal AGP bandwidth can be dedicated to data only.
 This feature is transparent to the driver developer.
\end_layout

\begin_layout Itemize

\lang english
The third feature is AGP Fast Writes (FW).
 Fast writes allow sending data to the graphics card directly, without having
 the card initiate a DMA.
 This feature is also transparent for the driver developer.
\end_layout

\begin_layout Standard

\lang english
Keep in mind that these last two features are known to be unstable on a
 wide range of hardware, and oftentimes require chipset-specific hacks to
 work properly.
 Therefore it is advisable not to enable them.
 In fact, they are an extremely frequent cause for strange hardware errors
 on AGP cards.
\end_layout

\begin_layout Subsubsection*

\lang english
PCI-X
\end_layout

\begin_layout Standard

\lang english
PCI-X was developed as a faster PCI for server boards, and very few graphics
 peripherals exist in this format (some Matrox G550 cards).
 It is not to be confused with PCI-Express, which sees real widespread usage.
\end_layout

\begin_layout Subsubsection*

\lang english
PCI-Express (PCI-E)
\end_layout

\begin_layout Standard

\lang english
PCI-Express is the new generation of PCI devices.
 It has more advantages than a simple improved PCI.
\end_layout

\begin_layout Standard

\lang english
Finally, it is important to note that, depending on the architecture, the
 CPU-GPU communication does not always relies on a bus.
 This is especially common on embedded systems where the GPU and the CPU
 are on a single die.
 In that case the CPU can access the GPU registers directly.
\end_layout

\begin_layout Section

\lang english
Virtual and Physical Memory
\begin_inset CommandInset label
LatexCommand label
name "sec:Virtual-and-Physical"

\end_inset


\end_layout

\begin_layout Standard

\lang english
The term 
\begin_inset Quotes eld
\end_inset

memory
\begin_inset Quotes erd
\end_inset

 has two main different meanings:
\end_layout

\begin_layout Itemize

\lang english
Physical memory.
 Physical memory is real, hardware memory, as stored in the memory chips.
 
\end_layout

\begin_layout Itemize

\lang english
Virtual memory.
 Virtual memory is a translation of physical memory addresses allowing user
 space applications to see their allocated chunks as if they were contiguous
 while they are fragmented and scattered on the chips.
\end_layout

\begin_layout Standard

\lang english
In order to simplify programming, it is easier to handle contiguous memory
 areas.
 It is easy to allocate a small contiguous area, but allocating a bigger
 memory chunk would require as much contiguous physical memory which is
 difficult if not impossible to achieve shortly after bootup because of
 memory fragmentation.
 Therefore, a mechanism is required to keep the appearance of a contiguous
 piece of memory to the application while using scattered pieces.
 
\end_layout

\begin_layout Standard

\lang english
To achieve this, memory is split into pages.
 For the scope of this book, it is sufficient to say that a memory page
 is a collection contiguous bytes in physical memory
\begin_inset Foot
status open

\begin_layout Plain Layout

\lang english
On x86 and x86-64, a page is usually 4096 bytes long, although different
 sizes are possible on other architectures or with huge pages.
\end_layout

\end_inset

In order to make a scattered list of physical pages seem contiguous in virtual
 space, a piece of hardware called MMU (memory mapping unit) converts virtual
 addresses (used in applications) into physical addresses (used for actually
 accessing memory) using a page table as shown on Figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:MMU-and-IOMMU"

\end_inset

.
 In case a page does not exist in virtual space (and therefore not in the
 MMU table), the MMU is able to signal it, which provides the basic mechanism
 for reporting access to non-existent memory areas.
 This in turn is used by the system to implement advanced memory programming
 like swapping or on-the-fly page instantiations.
 As the MMU is only effective for CPU access to memory, virtual addresses
 are not relevant to the hardware since it is not able to match them to
 physical addresses.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout
\noindent
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},
\end_layout

\begin_layout Plain Layout

mynode2/.style={rectangle,rounded corners,draw=black, top color=white, bottom
 color=red!50,very thick, inner sep=1em, minimum size=3em, text centered,
 drop shadow},    myarrow/.style={->, >=latex', shorten >=1pt, thick},  
   mylabel/.style={text width=7em, text centered}  }   
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode] (CPU) {CPU};   
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=of CPU] (GPU) {GPU}; 
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below=2cm of CPU] (mmu) {MMU};   
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below=2cm of GPU] (iommu) {IOMMU}; 
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode2, left=1cm of mmu] (mmupt) {MMU page table};   
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode2, right=1cm of iommu] (iommupt) {IOMMU page table}; 
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width=5cm, below=2cm of mmu,  xshift=1.5cm] (memory) {Memory};
  
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (CPU.south)  -|  (mmu.north);	 
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (GPU.south) -|  (iommu.north);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (mmu.south)  ->  ++(0,-2) (memory);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (iommu.south)  ->  ++(0,-2) (memory);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (mmu)  ->  (mmupt);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (iommu)  -> (iommupt);
\end_layout

\begin_layout Plain Layout


\backslash
node at (4,-1.5) {GPU Address};
\end_layout

\begin_layout Plain Layout


\backslash
node at (-1.5,-1.5) {Virtual Address};
\end_layout

\begin_layout Plain Layout


\backslash
node at (-1.5,-4.5) {Physical Address};
\end_layout

\begin_layout Plain Layout


\backslash
node at (4,-4.5) {Physical Address};
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:MMU-and-IOMMU"

\end_inset

MMU and IOMMU.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
While the MMU only works for CPU accesses, it has an equivalent for peripherals:
 the IOMMU.
 As shown on figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:MMU-and-IOMMU"

\end_inset

, an IOMMU is the same as an MMU except that it virtualizes the address
 space of peripherals.
 The IOMMU can see various incarnations, either on the motherboard chipset
 (in which case it is shared between all peripherals) or on the graphics
 card itself (where it will be called AGP GART, PCI GART).
 The job of the IOMMU is to translate memory addresses from the peripherals
 into physical addresses.
 In particular, this allows 
\begin_inset Quotes eld
\end_inset

fooling
\begin_inset Quotes erd
\end_inset

 a device into restricting its DMAs to a given range of memory and it is
 required for better security and hardware virtualization.
\end_layout

\begin_layout Standard

\lang english
A special case of IOMMU is the Linux swiotlb which allocates a contiguous
 piece of physical memory at boot (which makes it feasible to have a large
 contiguous physical allocation since there is no fragmentation yet) and
 uses it for DMA.
 As the memory is physically contiguous, no page translation is required
 and therefore a DMA can occur to and from this memory range.
 However, this means that this memory (64MB by default) is preallocated
 and will not be used for anything else.
\end_layout

\begin_layout Standard

\lang english
AGP GART is another special case of IOMMU present with AGP graphics cards
 which exposes a single linear area to the card.
 In that case the IOMMU is embedded in the AGP chipset, on the motherboard.
 The AGP GART area is exposed as a linear area of virtual memory to the
 system.
 
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
Say it's linear in physical and virtual memory
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
Yet another special case of IOMMU is the PCI GART present on some GPUs,
 which allows exposing a chunk of system memory to the card.
 In that case the IOMMU table is embedded in the graphics card, and often
 the physical memory used does not need to be contiguous.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
http://images.google.fr/images?hl=fr&source=hp&q=page+table&btnG=Recherche+d'image
s&gbv=2&aq=f&oq=
\end_layout

\begin_layout Plain Layout

\lang english
http://pages.cs.wisc.edu/~bart/537/lecturenotes/s16.html
\end_layout

\begin_layout Plain Layout

\lang english
http://a.michelizza.free.fr/pmwiki.php?n=TutoOS.Mm3
\end_layout

\begin_layout Plain Layout

\lang english
http://lwn.net/Articles/106177/
\end_layout

\begin_layout Plain Layout

\lang english
http://www.vocw.edu.vn/content/m10106/latest/
\end_layout

\begin_layout Plain Layout

\lang english
http://cs.nyu.edu/courses/spring05/G22.2250-001/lectures/lecture-08.html
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
Obviously, with so many different memory types, performance is not homogeneous;
 not all combination of accesses are fast, depending on whether they involve
 the CPU, the GPU, or bus transfers.
 Another issue which arises is memory coherence: how can one ensure that
 memory is coherent across devices, in particular that data written by the
 CPU is available to the GPU (or the opposite).
 These two issues are correlated, as higher performance usually means a
 lower level of memory coherence, and vice-versa.
\end_layout

\begin_layout Standard

\lang english
As far as setting the memory caching parameters goes, there are two ways
 to set caching attributes on memory ranges:
\end_layout

\begin_layout Itemize

\lang english
MTRRs.
 An MTRR (Memory Type Range Register) is a register describing attributes
 for a range of given physical memory.
 Each MTRR consists of a starting physical address, a size, and a caching
 type.
 The number of MTRRs depends on the system, but it is usually very small
 (less than a dozen).
 Although these apply to a physical memory range, the effect works on the
 corresponding virtual memory pages.
 This for example makes it possible to map pages with a specific caching
 type.
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
XXX add examples
\end_layout

\end_inset


\end_layout

\begin_layout Itemize

\lang english
PAT (Page Attribute Table) allows setting per-page memory attributes.
 Instead of relying on a limited number of memory ranges like with MTRRs,
 it is possible to specify caching attributes on a per-page basis.
 However it is an extension only available on recent x86 processors.
\end_layout

\begin_layout Standard

\lang english
On top of these, one can use explicit caching instructions on some architectures
, for example on x86 
\emph on
movntq
\emph default
 is an uncached mov instruction and 
\emph on
clflush
\emph default
 can selectively flush cache lines.
\end_layout

\begin_layout Standard

\lang english
There are three caching modes, usable both through MTRRs and PAT on system
 memory:
\end_layout

\begin_layout Itemize

\lang english
UC (UnCached) memory is uncached.
 CPU read/writes to this area are uncached, and each memory write instruction
 triggers an actual immediate memory write.
 This is helpful to ensure that information has been actually written so
 as to avoid CPU/GPU race conditions.
\end_layout

\begin_layout Itemize

\lang english
WC (Write Combine) memory is uncached, but CPU writes are combined together
 in order to improve the performance.
 This is useful to improve performance in situations where uncached memory
 is required, but where combining the writes together has no adverse effects.
\end_layout

\begin_layout Itemize

\lang english
WB (Write Back) memory is cached.
 This is the default mode and leads to the best performance for CPU accesses.
 However this does not ensure that memory writes are propagated to central
 memory after a finite time.
\end_layout

\begin_layout Standard

\lang english
Notice that these caching modes apply to the CPU only, the GPU accesses
 are not directly affected by the current caching mode.
 However, when the GPU has to access an area of memory which was previously
 filled by the CPU, uncached modes ensure that the memory writes are actually
 done, and are not pending sitting in a CPU cache.
 Another way to achieve the same effect is the use of cache flushing instruction
s present on some x86 processors (like cflush).
 However this is less portable than using the caching modes.
 Yet another (portable) way is the use of memory barriers, which ensures
 that pending memory writes have been committed to main memory before moving
 on.
\end_layout

\begin_layout Standard

\lang english
Obviously with so many different caching modes, not all accesses have the
 same performance:
\end_layout

\begin_layout Itemize

\lang english
When it comes to CPU access to system memory, uncached mode provides the
 worst performance, write back provides the best performance, and write
 combine is in between.
\end_layout

\begin_layout Itemize

\lang english
When the CPU accesses the video memory from a discrete card, all accesses
 are extremely slow, be they reads or writes, as each access needs a cycle
 on the bus.
 Therefore it is not recommended to access large areas of VRAM with the
 CPU.
 Furthermore on some GPUs synchronizing is required or this could cause
 a GPU hang.
\end_layout

\begin_layout Itemize

\lang english
Obviously the GPU accessing VRAM is extremely fast.
\end_layout

\begin_layout Itemize

\lang english
GPU access to system ram is unaffected by the caching mode, but still has
 to go over the bus.
 This is the case of DMA transactions.
 As those happen asynchronously, they can be considered 
\begin_inset Quotes eld
\end_inset

free
\begin_inset Quotes erd
\end_inset

 from the viewpoint of the CPU, however there is a non-negligible setup
 cost involved for each DMA transaction.
 This is why, when transferring small amounts of memory, a DMA transaction
 is not always better than a direct CPU access.
\end_layout

\begin_layout Standard

\lang english
Finally, one last important point to make about memory is the notion of
 memory barriers and write posting.
 In the case of a cached (Write Combine or Write Back) memory area, a memory
 barrier ensures that pending writes have actually been committed to memory.
 This is used, for example, before asking the GPU to read a given memory
 area.
 For I/O areas, a similar technique called write posting exists: it consists
 in doing a dummy read inside the I/O area which will, as a side effect,
 wait until pending writes have taken effect before completing.
\end_layout

\begin_layout Section

\lang english
Anatomy of a Graphics Card
\end_layout

\begin_layout Standard

\lang english
Today, a graphics card is basically a computer-in-the-computer.
 It is a complex beast with a dedicated processor on a separate card, and
 features its own computation units, its own bus, and its own memory.
 This section gives an overview of a graphics card, including those elements.
\end_layout

\begin_layout Subsubsection*

\lang english
Graphics Memory
\end_layout

\begin_layout Standard

\lang english
The GPU's memory, which we will from now on refer to as video memory, can
 be either real, dedicated, on-card memory (in the case of a discrete card),
 or memory shared with the CPU (also known as 
\begin_inset Quotes eld
\end_inset

stolen memory
\begin_inset Quotes erd
\end_inset

 or 
\begin_inset Quotes eld
\end_inset

carveout
\begin_inset Quotes erd
\end_inset

 in the case of an integrated card).
 Notice that the case of shared memory has interesting implications, as
 it means that system to video memory copies can be virtually free if implemente
d properly.
 In the case of dedicated memory it means that transfers back and forth
 will need to happen, and they will be limited by the speed of the bus.
\end_layout

\begin_layout Standard

\lang english
It is not uncommon for modern GPUs to feature a form of virtual memory as
 well, allowing to map different resources (real video memory of system
 memory) into the GPU address space.
 This is very similar to the CPU's virtual memory, but uses a completely
 separate hardware implementation.
 For example, older Radeon cards (actually since Rage 128) feature a number
 of surfaces which you can map into the GPU address space, each of which
 is a contiguous memory resource (video ram, AGP, PCI).
 Old Nvidia cards (everything up to NV40) have a similar concept based on
 objects which describe an area of memory which can then be bound to a given
 use.
 Recent cards (starting with NV50 and R800) let you build the address space
 page by page, with the ability of picking system and dedicated video memory
 pages at will.
 The similarity of these with a CPU virtual address space is very striking,
 in fact unmapped page access can be signaled to the system through an interrupt
 and acted upon in a video memory page fault handler.
 However, be careful playing with those as the implication here is that
 driver developers have to juggle with multiple address spaces from the
 CPU and GPU which are going to be fundamentally different.
\end_layout

\begin_layout Subsubsection*

\lang english
Surfaces
\end_layout

\begin_layout Standard

\lang english
Surfaces are the basic sources and targets for all rendering.
 Although they can be called differently (textures, render targets, buffers...)
 the basic idea is always the same.
 Figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:The-layout-of"

\end_inset

 depicts the layout of a graphics surface.
 The surface width is rounded up to what we call the pitch because of hardware
 limitations (usually to the next multiple of some power of 2) and therefore
 there exists a dead zone of pixels which goes unused.
 The graphics surface has a number of characteristics:
\end_layout

\begin_layout Itemize

\lang english
The pixel format of the surface.
 A pixel color is represented memory by its red, green and blue components,
 plus an alpha component used as the opacity for blending.
 The number of bits for a whole pixel usually matches hardware sizes (8,16
 or 32 bits) but the repartition of the bits between the four components
 does not have to match those.
 The number of bits used for each pixels is referred to as bits per pixel,
 or 
\emph on
bpp
\emph default
.
 Common pixel formats include 888 RGBX, 8888 RGBA, 565 RGB, 5551, RGBA,
 4444 RGBA
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
, YUV12, YUY16
\end_layout

\end_inset

.
 Notice that most cards today work natively in ABGR 8888.
\end_layout

\begin_layout Itemize

\lang english
Width and height are the most obvious characteristics, and are given in
 pixels.
 
\end_layout

\begin_layout Itemize

\lang english
The pitch is the width in bytes (not in pixels!) of the surface, including
 the dead zone pixels.
 The pitch is convenient for computing memory usages, for example the size
 of the surface should be computed by 
\begin_inset Formula $height\times pitch$
\end_inset

 and not 
\begin_inset Formula $height\times width\times bpp$
\end_inset

 in order to include the dead zone.
\end_layout

\begin_layout Standard

\lang english
Notice that surfaces are not always stored linearly in video memory, in
 fact for performance reasons it is extremely common that they are not,
 as this improves the locality of the memory accesses when rendering.
 Such surfaces are called 
\emph on
tiled
\emph default
.
 The exact layout of a tiled surface is highly dependent on the hardware,
 but is usually a form of space-filling curve like the Z curve or Hilbert's
 curve.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout
\noindent
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
hspace{-4cm}
\end_layout

\end_inset


\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick}, mylabel/.style={text width=7em, text centered}  }  
\end_layout

\begin_layout Plain Layout

\end_layout

\begin_layout Plain Layout


\backslash
tikz{
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (2,2) rectangle (10,7);  
\end_layout

\begin_layout Plain Layout


\backslash
draw[pattern = north east lines]  (8.5,2) rectangle (10,7); 
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (2,7.5) -- +(6.5,0); 
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (1.5,2) -- +(0,5); 
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (2,1.5) -- +(8,0); 
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,8) {Surface width};
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,1) {Surface pitch};
\end_layout

\begin_layout Plain Layout


\backslash
node at (0,4.5) {Surface height};
\end_layout

\begin_layout Plain Layout


\backslash
node at (5.2,4.5) {Used pixels};
\end_layout

\begin_layout Plain Layout


\backslash
node at (9.2,4.8) {Dead};
\end_layout

\begin_layout Plain Layout


\backslash
node at (9.2,4.3) {zone};
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,0.5) { };
\end_layout

\begin_layout Plain Layout

} 
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:The-layout-of"

\end_inset

The layout of a surface.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
2D Engine
\end_layout

\begin_layout Standard

\lang english
The 2D engine, or blitter, is the hardware used for 2D acceleration.
 Blitters have been one of the earliest form of graphics acceleration and
 are still extremely widespread today.
 Generally, a 2D engine is capable of the following operations:
\end_layout

\begin_layout Itemize

\lang english
Blits.
 Blits are a copy of a memory rectangle from one place to another by the
 GPU.
 The source and destination can be either video or system memory.
\end_layout

\begin_layout Itemize

\lang english
Solid fills.
 Solid fills consist in filling a rectangle memory area with a color.
 Note that this can also include the alpha channel.
\end_layout

\begin_layout Itemize

\lang english
Alpha blits.
 Alpha blits use the alpha component of pixels from of a surface to achieve
 transparency [porter & duff].
\end_layout

\begin_layout Itemize

\lang english
Stretched blits.
 
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout
\noindent
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
hspace{-2cm}
\end_layout

\end_inset


\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick}, mylabel/.style={text width=7em, text centered}  }
\end_layout

\begin_layout Plain Layout

\end_layout

\begin_layout Plain Layout


\backslash
tikz{
\end_layout

\begin_layout Plain Layout

% Source
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (2,2) rectangle (8,6);
\end_layout

\begin_layout Plain Layout


\backslash
draw[pattern = north east lines] (7,2) rectangle (8,6);
\end_layout

\begin_layout Plain Layout


\backslash
node at (4,7) {Blit width};
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (3,6.5) -- +(2,0);
\end_layout

\begin_layout Plain Layout


\backslash
node at (0,4.5) {Blit height};
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (1.5,3.5) -- +(0,2);
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (2,1.5) -- +(6,0);
\end_layout

\begin_layout Plain Layout


\backslash
node at (5,1) {Src pitch};
\end_layout

\begin_layout Plain Layout

% source pixels
\end_layout

\begin_layout Plain Layout


\backslash
draw  (3,3.5) rectangle (5,5.5);
\end_layout

\begin_layout Plain Layout


\backslash
node at (4,4.5) {Src pixels};
\end_layout

\begin_layout Plain Layout

% Destination
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (9,2) rectangle (12,6);
\end_layout

\begin_layout Plain Layout


\backslash
draw[pattern = north east lines] (11.5,2) rectangle (12,6);
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (9,1.5) -- +(3,0);
\end_layout

\begin_layout Plain Layout


\backslash
node at (10.5,1) {Dst pitch};
\end_layout

\begin_layout Plain Layout

% destination pixels
\end_layout

\begin_layout Plain Layout


\backslash
draw  (9.2,2.5) rectangle (11.2,4.5);
\end_layout

\begin_layout Plain Layout


\backslash
node at (10.2,3.5) {Dst pixels};
\end_layout

\begin_layout Plain Layout

% relier les zones src/dst de copie
\end_layout

\begin_layout Plain Layout


\backslash
draw[-,style=dashed] (9.2,2.5) -- (3,3.5);
\end_layout

\begin_layout Plain Layout


\backslash
draw[-,style=dashed] (11.2,2.5) -- (5,3.5);
\end_layout

\begin_layout Plain Layout


\backslash
draw[-,style=dashed] (11.2,4.5) -- (5,5.5);
\end_layout

\begin_layout Plain Layout


\backslash
draw[-,style=dashed] (9.2,4.5) -- (3,5.5);
\end_layout

\begin_layout Plain Layout

% faux noeud pour pas que la légende soit collée
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,0.5) { };
\end_layout

\begin_layout Plain Layout

}
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:Blitting-between-two"

\end_inset

Blitting between two different surfaces.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
Figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:Blitting-between-two"

\end_inset

 shows an example of blitting a rectangle between two different surfaces.
 This operation is defined by the following parameters: the source and destinati
on coordinates, the source and destination pitches, and the blit width and
 height.
 However, this is limited to 2D coordinates, usually no perspective or transform
ation is possible with a blitting engine.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout
\noindent
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
hspace{-4cm}
\end_layout

\end_inset


\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick}, mylabel/.style={text width=7em, text centered}  }  
\end_layout

\begin_layout Plain Layout

\end_layout

\begin_layout Plain Layout


\backslash
tikz{
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (2,2) rectangle (10,7);  
\end_layout

\begin_layout Plain Layout


\backslash
draw[pattern = north east lines]  (8.5,2) rectangle (10,7); 
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (2,7.5) -- +(6.5,0); 
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (1.5,2) -- +(0,5); 
\end_layout

\begin_layout Plain Layout


\backslash
draw[<->] (2,1.5) -- +(8,0); 
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,8) {Surface width};
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,1) {Surface pitch};
\end_layout

\begin_layout Plain Layout


\backslash
node at (0,4.5) {Surface height};
\end_layout

\begin_layout Plain Layout

% source pixels
\end_layout

\begin_layout Plain Layout


\backslash
draw  (4,3.5) rectangle (8,6.5);
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,6) {Src pixels};
\end_layout

\begin_layout Plain Layout

% destination pixels
\end_layout

\begin_layout Plain Layout


\backslash
draw  (2.5,2.5) rectangle (6.5,5.5);
\end_layout

\begin_layout Plain Layout


\backslash
node at (4,3) {Dst pixels};
\end_layout

\begin_layout Plain Layout

% faux noeud pour pas que la légende soit collée
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,0.5) { };
\end_layout

\begin_layout Plain Layout

} 
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:Overlapping-blit-inside"

\end_inset

Overlapping blit inside a surface.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
When a blit happens between two overlapping source and destination surfaces,
 the semantics of the copy is not trivially defined, especially if one considers
 that what happens for a blit is not a simple move of a rectangle, but is
 done pixel-by-pixel at the core.
 As seen on Figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:Overlapping-blit-inside"

\end_inset

, if one does a line-by-line copy top to bottom, some source pixels will
 be modified as a side effect.
 Therefore, the notion of blitting direction was introduced into the blitters.
 In this case, for a proper copy a bottom to top copy is required.
 Some cards will determine the blitting direction automatically according
 to surface overlap (for example nvidia GPUs), and others will not, in which
 case this has to be handled by the driver.
 This is why some GPUs actually support negative pitches in order to tell
 the 2D engine to go backwards.
\end_layout

\begin_layout Standard

\lang english
Finally, keep in mind that not all current graphics accelerators feature
 a 2D engine.
 Since 3D acceleration is technically a super-set of 2D acceleration, it
 is possible to implement 2D acceleration using the 3D engine (and this
 idea is one of the core ideas behind the Gallium 3D design, which will
 be detailed in Chapter 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Gallium-3D"

\end_inset

).
 And indeed some drivers use the 3D engine to implement 2D which allows
 GPU makers to completely part with the transistors otherwise dedicated
 to it.
 Yet some other cards do not dedicate the transistors, but microprogram
 2D operations on top of 3D operations inside the GPU (this is the case
 for nVidia cards since nv10 and up to nv50, and for the Radeon R600 series
 which have an optional firmware that implements 2D on top of 3D).
 This sometimes has an impact on mixing 2D and 3D operations since those
 now share hardware units.
\end_layout

\begin_layout Subsubsection*

\lang english
3D Engine
\end_layout

\begin_layout Standard

\lang english
A 3D engine is also called rasterization engine.
 It contains a series of stages which exchange data in a pipeline (1-directional
) fashion.
\end_layout

\begin_layout Standard

\lang english
vertex -> geom -> fragment
\end_layout

\begin_layout Standard

\lang english
graphics fifo
\end_layout

\begin_layout Standard

\lang english
DMA
\end_layout

\begin_layout Standard

\lang english
http://www.x.org/wiki/Development/Documentation/HowVideoCardsWork
\end_layout

\begin_layout Standard

\lang english
To attain better cache locality, the textures and surface are often tiled.
 Tiling means that the texture isn't stored linearly in GPU memory, but
 instead is stored so as to make pixels which are close in texture space
 also close in memory space.
 Examples are the Z-order curve and the Hilbert curve.
\end_layout

\begin_layout Subsubsection*

\lang english
Overlays and hardware sprites
\end_layout

\begin_layout Standard

\lang english
Overlays and hardware sprites happen at the scanout stage.
\end_layout

\begin_layout Standard

\lang english
Common use is for mouse pointer and play movies.
\end_layout

\begin_layout Standard

\lang english
On embedded platforms, the overlays can be used to avoid repeatedly blitting
 the same surface
\end_layout

\begin_layout Standard
Overlay pixel formats, RGB/RGBA/YUV/YUVA...
\end_layout

\begin_layout Standard
Which overlay to scanout from is usually picked by either a priority, or
 a colorkey
\end_layout

\begin_layout Subsubsection*

\lang english
Scanout
\end_layout

\begin_layout Standard

\lang english
The last stage of a graphics display is presenting the information onto
 a display device, or screen.
\end_layout

\begin_layout Standard

\lang english
Display devices are the last link of the graphics chain.
 They are charged with presenting the pictures to the user.
\end_layout

\begin_layout Standard

\lang english
digital vs analog signal
\end_layout

\begin_layout Standard

\lang english
hsync, vsync
\end_layout

\begin_layout Standard

\lang english
sync on green
\end_layout

\begin_layout Standard

\lang english
Connectors and encoders: CRTC,TMDS, LVDS, DVI-I, DVI-A, DVI-D, VGA (D-SUB
 15 is the proper name)
\end_layout

\begin_layout Section

\lang english
Programming the card 
\end_layout

\begin_layout Standard

\lang english
Each PCI card exposes a number of PCI resources; 
\emph on
lspci -v
\emph default
 lists these resources.
 These can be, but are not limited to, BIOSes, MMIO ranges, video memory
 (or only some part of it).
 As the total PCI resource size is limited, oftentimes a card will only
 expose part of its video memory as a resource, and the only way to access
 the remaining memory is through DMA from other, reachable areas (in a way
 similar to bounce pages).
 This is increasingly common as the video memory sizes keep growing while
 the PCI resource space stays limited.
\end_layout

\begin_layout Subsubsection*

\lang english
MMIO
\end_layout

\begin_layout Standard

\lang english
MMIO is the most direct access to the card.
 A range of addresses is exposed to the CPU, where each write goes directly
 to the GPU.
 This allows the simplest form of communication of commands from the CPU
 to the GPU.
 This type of programming is synchronous; writes are done by the CPU and
 executed on the GPU in a lockstep fashion.
 This leads to sub-par performance because each access turns into a packet
 on the bus and because the CPU has to wait for previous GPU commands to
 complete before submitting subsequent commands.
 For this reason MMIO is only used in the non-performance critical paths
 of today's drivers.
\end_layout

\begin_layout Subsubsection*

\lang english
DMA
\end_layout

\begin_layout Standard

\lang english
A direct memory access (DMA) is the use by a peripheral of the bus mastering
 feature of the bus.
 This allows one peripheral to talk directly to another, without intervention
 from the CPU.
 In the graphics card case, the two most common uses of DMAs are:
\end_layout

\begin_layout Itemize

\lang english
Transfers by the GPU to and from system memory (for reading textures and
 writing buffers).
 This allows implementing things like texturing over AGP or PCI, and hardware-ac
celerated texture transfers.
\end_layout

\begin_layout Itemize

\lang english
The implementation of command FIFO.
 As MMIO between the CPU and GPU is synchronous and graphics drivers inherently
 use a lot of I/O, a faster means of communicating with the card is required.
 The command FIFO is a piece of memory (either system memory or more rarely
 video memory) shared between the graphics card and the CPU, where the CPU
 places command for later execution by the GPU.
 Then the GPU reads the FIFO asynchronously using DMA and executes the commands.
 This model allows asynchronous execution of the CPU and GPU command flows
 and thus leads to higher performance.
\end_layout

\begin_layout Subsubsection*

\lang english
Interrupts
\end_layout

\begin_layout Standard

\lang english
Interrupts are a way for hardware peripherals in general, and GPUs in particular
, to signal events to the CPU.
 Usage examples for interrupts include signaling completion of a graphics
 command, signaling a vertical blanking event, reporting a GPU error, ...
 When an interrupt is raised by the peripheral, the CPU executes a small
 routine called an interrupt handler, which preempts other current executions.
 There is a maximum execution time for an interrupt handler, so the drivers
 have to keep it short (not more than a few microseconds).
 In order to execute more code, the common solution is to schedule a tasklet
 from the interrupt handler.
\end_layout

\begin_layout Section

\lang english
Graphics Hardware Examples
\end_layout

\begin_layout Subsection

\lang english
Forward renderers
\end_layout

\begin_layout Standard

\lang english
Forward renderers (i.e.
 classical renderers) are GPU which render the primitives as they are submitted
 to the rendering API, and for each of those primitives it is drawn entirely
 before moving on to the next one.
 This is the most straightforward way of rendering 3D primitives.
 This is the approach used in most desktop-range GPUs.
\end_layout

\begin_layout Subsubsection*

\lang english
ATI
\end_layout

\begin_layout Standard

\lang english
Shader engine 4+1
\end_layout

\begin_layout Subsubsection*

\lang english
Nvidia
\end_layout

\begin_layout Standard

\lang english
NVidia hardware has multiple specificities compared to other architectures.
 The first one is the availability of multiple contexts, which is implemented
 using multiple command fifos (similar to what some high-end infiniband
 networking cards do) and a context switching mechanism to commute between
 those fifos.
 A small firmware is used for context switches between contexts, which is
 responsible for saving the graphics card state to a portion of memory and
 restoring another context.
 A scheduling system using the round robin algorithm handles the selection
 of the contexts, and the timeslice is programmable.
 
\end_layout

\begin_layout Standard

\lang english
The second specificity is the notion of graphics objects.
 Nvidia hardware features two levels of GPU access: the first one is at
 the raw level and is used for context switches, an the second one is the
 graphics objects which microprogram the raw level to achieve high level
 functionality (for example 2D or 3D acceleration).
\end_layout

\begin_layout Standard

\lang english
Shader engine nv40/nv50
\end_layout

\begin_layout Standard

\lang english
http://nouveau.freedesktop.org/wiki/HonzaHavlicek
\end_layout

\begin_layout Subsection
Deferred Renderers
\end_layout

\begin_layout Standard
Deferred renderers are a different design for GPUs.
 Instead of rendering each 3D primitive as it is submitted by the rendering
 API, the driver stores it in memory and when it notices the end of a frame,
 it issues a single hardware call to render the whole scene.
 This has a number of advantages over classic architectures:
\end_layout

\begin_layout Itemize
Much better rendering locality can be achieved by splitting the screen into
 tiles (usually in the 
\begin_inset Formula $16\times16$
\end_inset

 to 
\begin_inset Formula $32\times32$
\end_inset

 pixel range).
 The GPU can then iterate over these tiles, and for each of those can resolve
 per-pixel depth in an internal (mini) zbuffer.
 Once the whole tile is rendered it can be written back to video memory,
 saving precious bandwidth.
 Similarly, since visibility is determined before fetching texture data,
 only the useful texture data is read (again saving bandwidth) and the fragment
 shaders are only executed for visible fragments (which saves computation
 power).
\end_layout

\begin_layout Itemize
If the depth buffer values are not required, they don't need to be written
 to memory.
 The depth buffer resolution can happen per-tile inside the GPU and never
 be written back to video memory, therefore saving video memory bandwith
 and space.
\end_layout

\begin_layout Standard
Of course tiled renders require the ability to store the whole scene in
 memory before starting, and will also add latency since you need to wait
 for an end of frame even before you start drawing.
 The latency problem can be partially hidden by drawing a given frame on
 the GPU while the driver already allows the application to submit data
 for the next frame.
 However in some situations (readbacks, cross-process synchronization) it's
 not always possible to avoid it.
\end_layout

\begin_layout Standard
All in all, the deferred renderers are particularly useful for embedded
 platforms where the bandwidth is generally very scarce and the applications
 are simple enough that the additional latency and the limitations of the
 approach don't matter.
\end_layout

\begin_layout Subsubsection*

\lang english
SGX
\end_layout

\begin_layout Standard

\lang english
The SGX is an example of a deferred rendering GPU.
 It uses a tiling architecture.
\end_layout

\begin_layout Standard

\lang english
The SGX shaders combine blending and depth test
\end_layout

\begin_layout Standard

\lang english
Another example of a deferred renderer is the Mali family of GPUs.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
use_makebox 0
width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
There are multiple memory domains in a computer, and they are not coherent.
\end_layout

\begin_layout Itemize

\lang english
A GPU is a completely separate computer with its own bus, address space
 and computational units.
\end_layout

\begin_layout Itemize

\lang english
Communication between the CPU and GPU is achieved over a bus, which has
 non-trivial performance implications.
\end_layout

\begin_layout Itemize

\lang english
GPUs can be programmed using two modes: MMIO and command FIFOs.
\end_layout

\begin_layout Itemize

\lang english
There is no standard output method for display devices.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
The Big Picture
\begin_inset CommandInset label
LatexCommand label
name "cha:The-Big-Picture"

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
X, how it works (encapsulating) with indirect (glx) 3D with kernel FB +
 picture.
 This is how utah-glx used to work.
\end_layout

\begin_layout Plain Layout

\lang english
DRI : bypassing encapsulation for performance-critical operations with kernel
 FB + picture
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
The Linux graphics stack has seen numerous evolutions over the years.
 The purpose of this section is to detail that history, as well as give
 the justification behind the changes which have been made over the years.
 Today, the design is still strongly rooted in that history, and this section
 will explain that historyto better motivate the current design of the Linux
 graphics stack.
\end_layout

\begin_layout Section

\lang english
The X11 infrastructure
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
placement tbh
wide false
sideways false
status open

\begin_layout Plain Layout
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick},     mylabel/.style={text width=7em, text centered}  }
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode] (application) {Application};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below=of application] (xlib) {Xlib};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (application.south)  ->  (xlib.north);
\end_layout

\begin_layout Plain Layout


\backslash
draw  (1,-1) rectangle (6,-5.2);
\end_layout

\begin_layout Plain Layout


\backslash
node at (3.5,-1.2) {X server};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=2cm of xlib] (xserver) {DIX};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (xlib.east)  ->  (xserver.west);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below=1cm of xserver] (driver) {DDX (Driver)}; 
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (xserver.south)  ->  (driver.north);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below=1cm of driver] (hardware) {Hardware}; 
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (driver.south)  ->  (hardware.north);
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
The X11 architecture.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
DIX (Device-Independent X), DDX (Device-Dependent X), 
\end_layout

\begin_layout Standard

\lang english
modules
\end_layout

\begin_layout Standard

\lang english
Xlib
\end_layout

\begin_layout Standard

\lang english
socket
\end_layout

\begin_layout Standard

\lang english
X protocol 
\end_layout

\begin_layout Standard

\lang english
X extensions
\end_layout

\begin_layout Standard

\lang english
shm -> shared memory for transport
\end_layout

\begin_layout Standard

\lang english
XCB -> asynchronous
\end_layout

\begin_layout Standard

\lang english
Another notable X extension is Xv, which will be discussed in further detail
 in the video decoding chapter.
\end_layout

\begin_layout Section

\lang english
The DRI/DRM infrastructure
\end_layout

\begin_layout Standard

\lang english
Initially (when Linux first supported graphics hardware acceleration), only
 a single piece of code would access the graphics card directly: the XFree86
 server.
 The design was as follows: by running with super-user privileges, the XFree86
 server could access the card from user space and did not require kernel
 support to implement 2D acceleration.
 The advantage of such a design was its simplicity, and the fact that the
 XFree86 server could be easily ported from one operating system to another
 since it required no kernel component.
 For years this was the most widespread X server design (although there
 were notable exceptions, like XSun which implemented modesetting in the
 kernel for some drivers).
\end_layout

\begin_layout Standard

\lang english
Later on, Utah-GLX, the first hardware-independent 3D accelerated design,
 came to Linux.
 Utah-GLX basically consists in an additional user space 3D driver implementing
 GLX, and directly accesses the graphics hardware from user space, in a
 way similar to the 2D driver.
 In a time where the 3D hardware was clearly separated from 2D (because
 the functionality used for 2D and 3D was completely different, or because
 the 3D card was a completely separate card, à la 3Dfx), it made sense to
 have a completely separate driver.
 Furthermore, direct access to the hardware from user space was the simplest
 approach and the shortest road to getting 3D acceleration going under Linux.
\end_layout

\begin_layout Standard

\lang english
At the same time, framebuffer drivers (which will be detailed in Chapter
 
\begin_inset CommandInset ref
LatexCommand ref
reference "cha:Framebuffer-Drivers"

\end_inset

) were getting increasingly widespread, and represented another component
 that could simultaneously access the graphics hardware directly.
 To avoid potential conflicts between the framebuffer and XFree86 drivers,
 it was decided that on VT switches the kernel would emit a signal to the
 X server telling it to save the graphics hardware state.
 Asking each driver to save its complete GPU state on VT switches made the
 drivers more fragile, and life became more difficult for developers who
 suddenly faced bug-prone interaction between different drivers.
 Keep in mind that there were at least two possibilities for XFree86 drivers
 (xf86-video-vesa and a native XFree86 driver) and two possibilities for
 kernel framebuffer drivers (vesafb and a native framebuffer driver), so
 each GPU had at least four combinations of cohabitating drivers.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
Tikz documentation : http://www.texample.net/tikz/examples/
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
placement H
wide false
sideways false
status open

\begin_layout Plain Layout
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick},     mylabel/.style={text width=7em, text centered}  }
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode] (x11application) {X11 Application};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=0.5cm of x11application] (glapplication) {OpenGL Application};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=0.5cm of glapplication] (fbapplication) {Framebuffer Applicati
on};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 6cm, below=1cm of x11application, xshift = 1.7cm]
 (xorg) {XFree86};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (x11application.south)  -> ++(0,-1)  (xorg);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glapplication.south)  -> ++(0,-1) (xorg);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below = of xorg, xshift=-2cm] (2ddriver) {2D Driver};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow]  (xorg.south) ++ (-2,0) ->  ++(0,-1) (2ddriver);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below = of xorg, xshift= 2cm] (glxdriver) {Utah GLX driver};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (xorg.south) ++(2,0) -> ++(0,-1) (glxdriver);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 12cm , below=3cm of 2ddriver, xshift=5cm] (hardware)
 {Graphics Hardware};
\end_layout

\begin_layout Plain Layout


\backslash
draw [thick, dotted] (-1.8,-5.2) -- (11,-5.2);
\end_layout

\begin_layout Plain Layout


\backslash
draw [thick, dotted] (-1.8,-7.2) -- (11,-7.2);
\end_layout

\begin_layout Plain Layout


\backslash
node at (4.6,-1) {GLX};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-5) {User Space};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-7) {Kernel Space};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-7.5) {Hardware};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glxdriver.south)  -> ++(0,-3.0) (hardware);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below=5.1cm of fbapplication] (fbdriver) {FB driver}; 
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (fbapplication)  ->  (fbdriver);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (fbdriver.south)  ->  ++(0,-1) (hardware);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (2ddriver.south)  -> ++(0,-3) (hardware);
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:Early-implementation-of"

\end_inset

Early implementation of the Linux graphics stack using Utah-GLX.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
Obviously, this model had drawbacks.
 First, it required that unprivileged user space applications be allowed
 to access the graphics hardware for 3D.
 Second, as can be seen on Figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:Early-implementation-of"

\end_inset

 all GL acceleration had to be indirect through the X protocol, which would
 slow it down significantly, especially for data-intensive functions like
 texture uploads.
 Because of growing concerns about the security in Linux and performance
 shortcomings, another model was required.
\end_layout

\begin_layout Standard

\lang english
To address the reliability and security concerns with the Utah-GLX model,
 the DRI model was put together; it was used in both XFree86 and its successor,
 X.Org.
 This model relies on an additional kernel component whose duty is to check
 the correctness of the 3D command stream, security-wise.
 The main change is now that instead of accessing the card directly, the
 unprivileged OpenGL application would submit command buffers to the kernel,
 which would check them for security and then pass them to the hardware
 for execution.
 The advantage of this model is that trusting user space is no longer required.
 Notice that although this would have been possible, the 2D command stream
 from XFree86 still did not go through the DRM, and therefore the X server
 still required super-user privileges to be able to map the GPU registers
 directly.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
placement H
wide false
sideways false
status open

\begin_layout Plain Layout
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick},     mylabel/.style={text width=7em, text centered}  }
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode] (x11application) {X11 Application};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=0.5cm of x11application] (glapplication) {OpenGL Application};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=0.5cm of glapplication] (fbapplication) {Framebuffer Applicati
on};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 6cm, below=1cm of x11application, xshift = 1.7cm]
 (xorg) {X.Org};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (x11application.south)  -> ++(0,-1)  (xorg);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glapplication.south)  -> ++(0,-1) (xorg);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below = of xorg, xshift=-2cm] (2ddriver) {2D Driver};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow]  (xorg.south) ++ (-2,0) ->  ++(0,-1) (2ddriver);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below = of xorg, xshift= 2cm] (glxdriver) {OpenGL DRI driver};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glapplication.south) ++(1.3,0) -> ++(0,-3.1) (glxdriver);
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,-2.1) {DRI};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below = 0.9cm of glxdriver] (drm) {DRM};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glxdriver.south) -> ++(0,-0.9) (drm);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 12cm , below=3cm of 2ddriver, xshift=5cm] (hardware)
 {Graphics Hardware};
\end_layout

\begin_layout Plain Layout


\backslash
draw [thick, dotted] (-1.8,-5.2) -- (11,-5.2);
\end_layout

\begin_layout Plain Layout


\backslash
draw [thick, dotted] (-1.8,-7.2) -- (11,-7.2);
\end_layout

\begin_layout Plain Layout


\backslash
node at (4.6,-1) {GLX};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-5) {User Space};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-7) {Kernel Space};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-7.5) {Hardware};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (fbapplication)  ->  ++(0,-5.65) (drm);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (2ddriver.south)  -> ++(0,-3) (drm);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (drm.south)  -> ++(0,-1.0) (hardware);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below=5.1cm of fbapplication] (fbdriver) {FB driver}; 
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (fbapplication)  ->  (fbdriver);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (fbdriver.south)  ->  ++(0,-1) (hardware);
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
The old picture of the Linux graphics stack.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
The current stack evolved from a new set of needs.
 First, requiring the X server to have super-user privileges always had
 serious security implications.
 Second, with the previous design different drivers were touching a single
 piece of hardware, which would often cause issues.
 In order to resolve this the key is two-fold: first, merge the kernel framebuff
er functionality into the DRM module and second, have X.Org access the graphics
 card through the DRM module and run unprivileged.
 This is called Kernel Modesetting (KMS); in this model the DRM module is
 now responsible for providing modesetting services both as a framebuffer
 driver and to X.Org.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
placement H
wide false
sideways false
status open

\begin_layout Plain Layout
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick},     mylabel/.style={text width=7em, text centered}  }
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode] (x11application) {X11 Application};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=0.5cm of x11application] (glapplication) {OpenGL Application};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=0.5cm of glapplication] (fbapplication) {Framebuffer Applicati
on};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 6cm, below=1cm of x11application, xshift = 1.7cm]
 (xorg) {X.Org};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (x11application.south)  -> ++(0,-1)  (xorg);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glapplication.south)  -> ++(0,-1) (xorg);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below = of xorg, xshift=-2cm] (2ddriver) {2D Driver};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow]  (xorg.south) ++ (-2,0) ->  ++(0,-1) (2ddriver);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, below = of xorg, xshift= 2cm] (glxdriver) {OpenGL DRI driver};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (xorg.south) ++(1,0) -> ++(0,-1) (glxdriver);
\end_layout

\begin_layout Plain Layout


\backslash
node at (3.5,-3.1) {AIGLX};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glapplication.south) ++(1.3,0) -> ++(0,-3.1) (glxdriver);
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,-2.1) {DRI};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 12cm, below = 0.9cm of glxdriver, xshift = 1cm]
 (drm) {DRM};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glxdriver.south) -> ++(0,-0.9) (drm);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 12cm , below=3cm of 2ddriver, xshift=5cm] (hardware)
 {Graphics Hardware};
\end_layout

\begin_layout Plain Layout


\backslash
draw [thick, dotted] (-1.8,-5.2) -- (11,-5.2);
\end_layout

\begin_layout Plain Layout


\backslash
draw [thick, dotted] (-1.8,-7.2) -- (11,-7.2);
\end_layout

\begin_layout Plain Layout


\backslash
node at (4.6,-1) {GLX};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-5) {User Space};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-7) {Kernel Space};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10,-7.5) {Hardware};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (fbapplication)  ->  ++(0,-5.65) (drm);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (2ddriver.south)  -> ++(0,-0.9) (drm);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (drm.south)  -> ++(0,-1.0) (hardware);
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
The new picture of the Linux graphics stack.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
VT switches
\end_layout

\begin_layout Standard

\lang english
http://dri.sourceforge.net/doc/dri_data_flow.html
\end_layout

\begin_layout Standard

\lang english
http://dri.sourceforge.net/doc/dri_control_flow.html
\end_layout

\begin_layout Standard

\lang english
http://nouveau.freedesktop.org/wiki/GraphicStackOverview
\end_layout

\begin_layout Standard

\lang english
http://people.freedesktop.org/~ajax/dri-explanation.txt
\end_layout

\begin_layout Standard

\lang english
http://dri.sourceforge.net/doc/DRIintro.html
\end_layout

\begin_layout Standard

\lang english
http://jonsmirl.googlepages.com/graphics.html
\end_layout

\begin_layout Standard

\lang english
http://wiki.x.org/wiki/Development/Documentation/Glossary
\end_layout

\begin_layout Standard

\lang english
http://mjules.littleboboy.net/carnet/index.php?post/2006/11/15/89-comment-marche-x1
1-xorg-et-toute-la-clique-5-partie
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
use_makebox 0
width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
Applications communicate with X.Org through a specific library which encapsulates
 drawing calls.
\end_layout

\begin_layout Itemize

\lang english
The current DRI design has evolved over time in a number of significant
 steps.
\end_layout

\begin_layout Itemize

\lang english
In a modern stack, all graphics hardware activity is moderated by a kernel
 module, the DRM.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
Framebuffer Drivers
\begin_inset CommandInset label
LatexCommand label
name "cha:Framebuffer-Drivers"

\end_inset


\end_layout

\begin_layout Standard

\lang english
Framebuffer drivers are the simplest form of graphics drivers under Linux.
 A framebuffer driver is a kernel graphics driver exposing its interface
 through /dev/fb* (generally /dev/fb0).
 This interface implements limited functionality (basically it allows setting
 a video mode and drawing to a linear framebuffer), and the framebuffer
 drivers are therefore extremely simple and easy to create.
 Despite their simplicity, framebuffer drivers are still a relevant option
 if the only thing you are after is a basic two-dimensional display with
 no bells and whistles.
 It is also useful to know how framebuffer drivers work when implementing
 framebuffer acceleration for a kernel modesetting DRM driver, as the accelerati
on callbacks are the same.
 In short, framebuffer drivers are especially interesting for embedded systems,
 where memory footprint is essential, or when the intended applications
 do not require advanced graphics acceleration.
\end_layout

\begin_layout Standard

\lang english
At the core, a framebuffer driver implements the following functionality:
\end_layout

\begin_layout Itemize

\lang english
Modesetting.
 Modesetting consists in configuring video mode to get a picture on the
 screen.
 This includes choosing the video resolution and refresh rates.
\end_layout

\begin_layout Itemize

\lang english
Optional 2d acceleration.
 Framebuffer drivers can provide basic 2D acceleration used to accelerate
 the linux console.
 These operations include copies in video memory and solid fills.
 Acceleration is sometimes made available to user space through a hook (the
 user space must then program card specific MMIO registers, and this requires
 root privileges).
\end_layout

\begin_layout Standard

\lang english
By implementing only these two pieces, framebuffer drivers remain the simplest
 and most amenable form of linux graphics drivers.
 Framebuffer drivers do not always rely on a specific card model (like nvidia
 or ATI).
 Drivers on top of vesa, EFI or Openfirmware exist; instead of accessing
 the graphics hardware directly, these drivers call firmware functions to
 achieve modesetting and 2D acceleration.
 
\end_layout

\begin_layout Standard

\lang english
http://www.linux-fbdev.org/HOWTO/index.html
\end_layout

\begin_layout Section

\lang english
Creating a framebuffer driver
\end_layout

\begin_layout Standard

\lang english
struct platform_driver with a probe function
\end_layout

\begin_layout Standard

\lang english
probe function in charge of creating the fb_info struct and register_framebuffer
() on it.
\end_layout

\begin_layout Section

\lang english
Framebuffer operations
\end_layout

\begin_layout Standard

\lang english
The framebuffer operations structure is how non-modesetting framebuffer
 callbacks are set.
 Different callbacks can be set depending on what functionality you wish
 to implement, like fills, copies, or cursor handling.
 By filling struct fb_ops callbacks, one can implement the following functions:
\end_layout

\begin_layout Subsubsection*

\lang english
Set color register
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

int fb_setcolreg(unsigned regno, unsigned red, unsigned green, unsigned
 blue, unsigned transp, struct fb_info *info);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Set color registers in batch
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

int fb_setcmap(struct fb_cmap *cmap, struct fb_info *info);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Blank display
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

int fb_blank(int blank, struct fb_info *info);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Pan display
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

int fb_pan_display(struct fb_var_screeninfo *var, struct fb_info *info);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Draws a solid rectangle
\end_layout

\begin_layout Standard

\lang english
Draws a solid rectangle on the framebuffer.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

void fb_fillrect(struct fb_info *info, const struct fb_fillrect *rect);
 
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Copy data from area to another
\end_layout

\begin_layout Standard

\lang english
This is mostly useful for accelerating console scrolling.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

void fb_copyarea(struct fb_info *info, const struct fb_copyarea *region);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Draws an image to the display
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

void fb_imageblit(struct fb_info *info, const struct fb_image *image);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Draws cursor
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

int fb_cursor(struct fb_info *info, struct fb_cursor *cursor);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Rotates the display
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

void fb_rotate(struct fb_info *info, int angle);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Wait for blit idle, optional
\end_layout

\begin_layout Standard

\lang english
It will be called by the cfb_* fallback functions if it's available.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

int fb_sync(struct fb_info *info);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
Note that common framebuffer functions (cfb) are available if you do not
 want to implement everything for your device specifically.
 These functions are cfb_fillrect, cfb_copyarea and cfb_imageblit and will
 perform the corresponding function in a generic, unoptimized fashion using
 the CPU.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
use_makebox 0
width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
Framebuffer drivers are the simplest form of linux graphics driver, requiring
 little implementation work.
\end_layout

\begin_layout Itemize

\lang english
Framebuffer drivers deliver a low memory footprint and thus are useful for
 embedded devices.
\end_layout

\begin_layout Itemize

\lang english
Implementing acceleration is optional as software fallback functions exist.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
The Direct Rendering Manager
\begin_inset CommandInset label
LatexCommand label
name "cha:The-DRM-Kernel"

\end_inset


\end_layout

\begin_layout Standard

\lang english
The use of a kernel module is a requirement in a complex world.
 This kernel module is called the Direct Rendering Manager (DRM, not to
 be confused with Digital Rights Management) and serves multiple purposes:
\end_layout

\begin_layout Itemize

\lang english
Put critical initialization of the card in the kernel, for example uploading
 firmwares or setting up DMA areas.
\end_layout

\begin_layout Itemize

\lang english
Share the rendering hardware between multiple user space components, and
 arbitrate access.
\end_layout

\begin_layout Itemize

\lang english
Enforce security by preventing applications from performing DMA to arbitrary
 memory regions, and more generally from programming the card in any way
 that could result in a security hole.
\end_layout

\begin_layout Itemize

\lang english
Manage the memory of the card, by providing video memory allocation functionalit
y to user space.
\end_layout

\begin_layout Itemize

\lang english
More recently, the DRM was improved to achieve modesetting.
 This simplifies the previous situation where both the DRM and the framebuffer
 driver were fighting to access the same GPU.
 Instead, the framebuffer driver is removed and instead framebuffer support
 is implemented in the DRM.
\end_layout

\begin_layout Standard

\lang english
Kernel module (DRM)
\end_layout

\begin_layout Standard

\lang english
Global DRI/DRM user space/kernel scheme (figure with libdrm - drm - entry
 points - multiple user space apps)
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
placement H
wide false
sideways false
status open

\begin_layout Plain Layout
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick},     mylabel/.style={text width=7em, text centered}  }
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode] (xorg) {X.Org};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, right=0.5cm of xorg] (glapplication) {OpenGL Application};
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 6cm, below= of xorg, xshift = 2.2cm] (libdrm) {libdrm};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (xorg.south)  -> ++(0,-1)  (libdrm);
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (glapplication.south)  -> ++(0,-1) (libdrm);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 6cm, below= of libdrm] (drm) {drm};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (libdrm.south)  -> ++(0,-1) (drm);
\end_layout

\begin_layout Plain Layout


\backslash
node[mynode, text width = 6cm, below= of drm] (hardware) {Graphics Hardware};
\end_layout

\begin_layout Plain Layout


\backslash
draw[myarrow] (drm.south)  -> ++(0,-1.0) (hardware);
\end_layout

\begin_layout Plain Layout


\backslash
draw [thick, dotted] (-1.8,-3.2) -- (9,-3.2);
\end_layout

\begin_layout Plain Layout


\backslash
draw [thick, dotted] (-1.8,-5.2) -- (9,-5.2);
\end_layout

\begin_layout Plain Layout


\backslash
node at (8,-3) {User Space};
\end_layout

\begin_layout Plain Layout


\backslash
node at (8,-5) {Kernel Space};
\end_layout

\begin_layout Plain Layout


\backslash
node at (8,-5.5) {Hardware};
\end_layout

\begin_layout Plain Layout

\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
Accessing the DRM through libdrm.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
When designing a Linux graphics driver aiming for more than simple framebuffer
 support, a DRM component is the first thing to do.
 One should derive a design that is both efficient and enforces security.
 The DRI/DRM scheme can be implemented in different ways and the interface
 is indeed entirely card-specific.
 Do not always follow the existing models that other drivers use, innovate!
\end_layout

\begin_layout Section

\lang english
DRM batch buffer submission model
\end_layout

\begin_layout Standard

\lang english
At the core of the DRM design is the DRM_GEM_EXECBUFFER ioctl; which lets
 a user space application submit a batch buffer to the kernel, which in
 turns puts it on the GPU.
 This ioctl allows many things like sharing the hardware, managing memory
 and enforcing memory protection.
\end_layout

\begin_layout Subsection

\lang english
Hardware sharing
\end_layout

\begin_layout Standard

\lang english
One of the duties of the DRM is to multiplex the GPU itself between multiple
 user space processes.
 
\lang american
Given that the GPU holds graphics state, a problem arises when multiple
 applications use the same GPU: if nothing is done, the applications can
 stomp over each other's state.
 Depending on the hardware at hand, there are two major cases:
\end_layout

\begin_layout Itemize
When the GPU features hardware state tracking, the hardware sharing is simpler
 since each application can send to a separate context, and the GPU tracks
 each application's state itself.
 This is the way the nouveau driver works.
\end_layout

\begin_layout Itemize

\lang english
When the GPU doesn't have multiple hardware contexts, the common way of
 multiplexing the hardware is to reemit the state at the begining of each
 batch buffer; it's the way the intel and radeon drivers multiplex the GPU.
 Note that this duty of reemitting the state relies on user space entirely.
 If the user space doesn't reemit the state at the begining of each batch
 buffer, the state from other DRM processes will leak onto it.
\end_layout

\begin_layout Standard

\lang english
The DRM also prevent simultaneous access to the same hardware.
\end_layout

\begin_layout Subsection

\lang english
Memory management and security
\end_layout

\begin_layout Standard

\lang english
The kernel has the ability to move memory areas around to handle high memory
 pressure situations.
 Depending on the hardware, there are two ways to achieve it:
\end_layout

\begin_layout Itemize
If the hardware has complete memory protection and virtualization, then
 it is possible to page in memory resources into the GPU as they get allocated
 and isolate them per-process.
 Therefore not much is required to support memory protection of GPU memory.
\end_layout

\begin_layout Itemize

\lang english
When the hardware doesn't have memory protection, this can still be achieved
 entirely in the kernel, in a way where the user space is completely oblivious
 to it.
 In order to allow relocations to work for a user space process which is
 otherwise unaware of them, the command submission ioctl will rewrite the
 command buffers in the kernel by replacing all the hardware offsets to
 their current locations.
 This is possible since the kernel knows about the current position of all
 memory buffers.
 
\begin_inset Newline newline
\end_inset

To prevent access to arbitrary GPU memory, the command submission ioctl
 can also check that each of these offsets is owned by the calling process,
 and reject the batch buffer if it isn't.
 That way it is possible to implement memory protection when the hardware
 doesn't provide that functionality.
 Although there is some overhead for doing command buffer parsing, it is
 bearable, and this is how the open source radeon drivers work.
\end_layout

\begin_layout Subsubsection
GEM Buffer management
\end_layout

\begin_layout Standard
GPU buffer allocation and management is done in the kernel and exposed to
 the userspace through the GEM interface.
 Such buffer is then called an object or a buffer object (BO).
\end_layout

\begin_layout Standard
GEM has been introduced by Intel in 2008 to simplify Tungsten Graphics'
 TTM (Translation Table Maps) and became the standard way to allocate, read,
 write and sharing BOs between applications.
 It is however impossible to share buffers between drivers through GEM.
\end_layout

\begin_layout Standard
As the GEM interface is driver-dependent, it is advised to use the driver-depend
ent libdrm calls to manage your buffers.
 However, the general outline of the interface remains fairly constant.
\end_layout

\begin_layout Subsubsection*

\lang english
Object Allocation & Destruction
\end_layout

\begin_layout Standard
Object allocation is done by calling the GEM_CREATE function.
 It should take the required size of the buffer as an argument and return
 a handle that is non-zero.
 This handle will be used later on as a buffer identifier.
\end_layout

\begin_layout Subsubsection*

\lang english
Reading and writing from/to a buffer object
\end_layout

\begin_layout Standard
There are two ways to read/write from/to a buffer object:
\end_layout

\begin_layout Itemize
pread/pwrite : syscalls to read/write to/from a buffer object.
 They both take the BO offset, the size and where the data should be read
 from/written to;
\end_layout

\begin_layout Itemize
mapping the BO : it is possible for the userspace to map the BO in his memory
 space.
 Mapping takes the BO offset and size that should be mapped as an argument.
 It then returns the address of the BO in the user's virtual address space.
\end_layout

\begin_layout Subsubsection*
Sharing buffer objects between applications
\end_layout

\begin_layout Standard
The GEM interface specifies a way for applications/clients to share buffers.
 In order to share a buffer, a client should:
\end_layout

\begin_layout Enumerate
call GEM_FLINK with the handle of the buffer object to be shared.
 An uint32 name will be returned.
\end_layout

\begin_layout Enumerate
transfer this name to the clients that should access the buffer object
\end_layout

\begin_layout Enumerate
the remote clients should open the BO by name by using the GEM_OPEN IOCTL.
\end_layout

\begin_layout Standard
By default, no buffers are shared between clients.
 However, when one buffer is shared, any authenticated client can read/write
 to the BO.
 No access control is done between authenticated clients.
\end_layout

\begin_layout Standard
A client is said to be authenticated if his euid is 0 (root) or if an already-au
thenticated client added this client to the authenticated-clients list.
\end_layout

\begin_layout Standard
The procedure to authenticate a non-root client is:
\end_layout

\begin_layout Enumerate
get a magic cookie from the dri interface (drm_getmagic)
\end_layout

\begin_layout Enumerate
send the magic cookie to an already-authenticated client
\end_layout

\begin_layout Enumerate
the authenticated client calls drm_authmagic to authenticate the cookie
 and thus, the original client
\end_layout

\begin_layout Subsubsection*
Learning more about GEM
\end_layout

\begin_layout Standard
The best documentation for GEM is the source code the drivers exposing it
 (libdrm for the userspace, the drm driver for the kernelspace).
 However, it is worth reading the initial proposal called 
\begin_inset CommandInset href
LatexCommand href
name "GEM - the Graphics Execution Manager"
target "https://lwn.net/Articles/283798/"

\end_inset

 from Intel.
 
\end_layout

\begin_layout Subsubsection

\lang english
DMA-Buf : Sharing buffer objects between drivers
\end_layout

\begin_layout Standard

\lang english
DMA-Buf is a driver-independent buffer-sharing mechanism for clients.
\end_layout

\begin_layout Standard

\lang english
Contrarily to GEM buffer sharing, a fd is returned to the client willing
 to export a buffer.
 It is then the client's responsability to export this fd to the other clients
 using a UNIX socket as explained by this 
\begin_inset CommandInset href
LatexCommand href
name "email from Greg A. Woods"
target "http://archives.neohapsis.com/archives/postfix/2000-09/1476.html"

\end_inset

.
 This sharing solution is more secure since clients cannot access to buffers
 unless explicitely allowed by the exporter contrarily to GEM where names
 are guessable.
\end_layout

\begin_layout Standard

\lang english
For more information, look at /Documentation/dma-buf-sharing.txt in your
 kernel tree.
\end_layout

\begin_layout Section

\lang english
Modesetting
\end_layout

\begin_layout Standard

\lang english
Modesetting is the act of setting a mode on the card to display.
 This can range from extremely simple procedures (calling a VGA interrupt
 or VESA call is a basic form of modesetting) to directly programming the
 card registers (which brings along the advantage of not needing to rely
 on a VGA or VESA layer).
 Historically, this was achieved in user space by the DDX.
 
\end_layout

\begin_layout Standard

\lang english
However, these days it makes more sense to put it in the kernel once and
 for all, and share it between different GPU users (framebuffer drivers,
 DDXes, EGL stacks...).
 This extension to modesetting is called kernel modesetting (also known
 as KMS).
 A number of concepts are used by the modesetting interface (those concepts
 are mainly inherited from the Randr 1.2 specification).
\end_layout

\begin_layout Subsubsection*

\lang english
Crtc
\end_layout

\begin_layout Standard

\lang english
Crtc is in charge of reading the framebuffer memory and routes the data
 to an encoder
\end_layout

\begin_layout Subsubsection*

\lang english
Encoder
\end_layout

\begin_layout Standard

\lang english
Encoder encodes the pixel data for a connector
\end_layout

\begin_layout Subsubsection*

\lang english
Connector
\end_layout

\begin_layout Standard

\lang english
The connector is the name physical output on the card (DVI, Dsub, Svideo...).
 Notice that connectors can get their data from multiple encoders (for example
 DVI-I which can feed both analog and digital signals)
\end_layout

\begin_layout Standard

\lang english
Also, on embedded or old hardware, it is common to have encoders and connectors
 merged for simplicity/power efficiency reasons.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
Here add a crtc-encoder-connector figure
\end_layout

\end_inset


\end_layout

\begin_layout Section

\lang english
libdrm
\end_layout

\begin_layout Standard

\lang english
libdrm is a small (but growing) component that interfaces between user space
 and the DRM module, and allows calling into the entry points.
 
\end_layout

\begin_layout Standard

\lang english
Obviously security should not rely on components from libdrm because it
 is an unprivileged user space component
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
use_makebox 0
width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
The DRM manages all graphics activity in a modern linux graphics stack.
\end_layout

\begin_layout Itemize

\lang english
It is the only trusted piece of the stack and is responsible for security.
 Therefore it shall not trust the other components.
\end_layout

\begin_layout Itemize

\lang english
It provides basic graphics functionality: modesetting, framebuffer driver,
 memory management.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
X.Org Drivers
\begin_inset CommandInset label
LatexCommand label
name "cha:X.Org-Drivers"

\end_inset


\end_layout

\begin_layout Standard

\lang english
This chapter covers the implementation of a 2D driver for the Xorg server.
 Xorg loads drivers from shared object files depending on the hardware detected
 in the system and any xorg.conf configuration files found at startup.
 There are multiple ways to implement a 2D X.Org driver: ShadowFB, XAA, EXA.
\end_layout

\begin_layout Standard

\lang english
 One simple way of implementing X.Org support is through the xf86-video-fbdev
 module.
 This module implements X.Org on top of an existing, in-kernel framebuffer
 driver.
 It can be a 
\begin_inset Quotes eld
\end_inset

good enough
\begin_inset Quotes erd
\end_inset

 option if all you need is basic X compatibility.
 Similiarly the xf86-video-modesetting driver implements X.Org on top of
 an existing in-kernel KMS driver, again without hardware specific acceleration.
\end_layout

\begin_layout Standard

\lang english
Gallium Xorg state tracker
\end_layout

\begin_layout Standard

\lang english
http://www.x.org/wiki/DriverDevelopment
\end_layout

\begin_layout Section

\lang english
Creating a basic driver
\end_layout

\begin_layout Standard

\lang english
Mandatory entry points
\end_layout

\begin_layout Subsubsection*

\lang english
PreInit
\end_layout

\begin_layout Standard

\lang english
This function is in charge of the initialization.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

Bool PreInit (ScrnInfoPtr pScreen, int flags);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
ScreenInit
\end_layout

\begin_layout Standard

\lang english
This function gets called on startup.
 It is responsible for setting up all per-screen state.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

Bool ScreenInit(int scrnIndex, ScreenPtr screen, int argc, char **argv);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
EnterVT
\end_layout

\begin_layout Standard

\lang english
This is called when VT switching back to the X server.
 In a KMS-enabled X driver, this will only need to acquire the DRM master
 bit and set the video mode.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

Bool EnterVT(int scrnIndex, int flags);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
LeaveVT
\end_layout

\begin_layout Standard

\lang english
This is called when switching away from the X server to another VT.
 In a KMS-enabled X driver, this only needs to drop the DRM master bit.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

Bool LeaveVT(int scrnIndex, int flags);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
Optional functions (but very useful)
\end_layout

\begin_layout Subsubsection*

\lang english
SwitchMode
\end_layout

\begin_layout Standard

\lang english
Sets a video mode.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

Bool SwitchMode(int scrnIndex, DisplayModePtr mode, int flags);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
AdjustFrame
\end_layout

\begin_layout Standard

\lang english
This function is used to initialize the Start Address - the first displayed
 location in the video memory (randr 1.3 panning)
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

void AdjustFrame(int scrnIndex, int x, int y, int flags);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
FreeScreen
\end_layout

\begin_layout Standard

\lang english
Cleanup the ScreenInit
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

void FreeScreen(int scrnIndex, int flags);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Section

\lang english
ShadowFB acceleration
\end_layout

\begin_layout Standard

\lang english
ShadowFB provides no acceleration proper, a copy of the framebuffer is kept
 in system memory.
 The driver implements a single hook that copies graphics from system to
 video memory.
 This can be implemented using either a DMA copy, or a CPU copy (depending
 on the hardware and copy size, either can be better).
\end_layout

\begin_layout Standard

\lang english
Despite the name, shadowFB is not to be confused with the kernel framebuffer
 drivers.
\end_layout

\begin_layout Standard

\lang english
Although ShadowFB is a very basic design, it can result in a more efficient
 and responsive desktop than an incomplete implementation of EXA.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
Insérer une image avec la propagation shadowfb
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout
\noindent
\align center

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick}, mylabel/.style={text width=7em, text centered}  }  
\end_layout

\begin_layout Plain Layout

\end_layout

\begin_layout Plain Layout


\backslash
tikz{
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (0,2) rectangle (5,6);  
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (6,2) rectangle (11,6);
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[<->] (2,7.5) -- +(6.5,0); 
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[<->] (1.5,2) -- +(0,5); 
\end_layout

\begin_layout Plain Layout

%
\backslash
draw[<->] (2,1.5) -- +(8,0); 
\end_layout

\begin_layout Plain Layout


\backslash
node at (2.5,1.5) {Shadow surface};
\end_layout

\begin_layout Plain Layout


\backslash
node at (8.5,1.5) {Video ram surface};
\end_layout

\begin_layout Plain Layout

% source pixels
\end_layout

\begin_layout Plain Layout


\backslash
draw  (2,2.5) rectangle (4,4);
\end_layout

\begin_layout Plain Layout


\backslash
node at (3,3) {Dirty pixels};
\end_layout

\begin_layout Plain Layout

% destination pixels
\end_layout

\begin_layout Plain Layout


\backslash
draw  (8,2.5) rectangle (10,4);
\end_layout

\begin_layout Plain Layout


\backslash
node at (9,3) {Dst pixels};
\end_layout

\begin_layout Plain Layout

% fleches de copie
\end_layout

\begin_layout Plain Layout


\backslash
draw[->] (3,3.25) -- +(6,0); 
\end_layout

\begin_layout Plain Layout

% faux noeud pour pas que la légende soit collée
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,0.5) { };
\end_layout

\begin_layout Plain Layout

} 
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
Shadowfb acceleration.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard
To implement shadowFB acceleration, a driver simply calls Bool ShadowFBInit(Scre
enPtr pScreen, RefreshAreaFuncPtr refreshArea ).
 refreshArea is a function pointer with the following profile:
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

void RefreshAreaFuncPtr(ScrnInfoPtr pScreen, int numBoxes, BoxPtr pBox);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Standard
The callback should refresh numBoxes contained in the pBox[] array.
 It can be achieved either with a CPU copy to video memory or with a DMA
 on the GPU.
\end_layout

\begin_layout Section

\lang english
XAA acceleration
\end_layout

\begin_layout Standard

\lang english
XAA was the XFree86 Acceleration Architecture, an interface inside Xorg
 implemented by drivers for 2D acceleration.
   It was created for XFree86 3.3, and was rewritten for XFree86 4.0.
  EXA was developed as a replacement, and after years of offering both interface
s, XAA was removed from the Xorg server after the Xorg 1.12 release.
   XAA is thus useful only for maintaining existing drivers and new drivers
 should write to another interface instead.
\end_layout

\begin_layout Standard

\lang english
Scanline based acceleration
\end_layout

\begin_layout Standard

\lang english
Offscreen area, same pitch as the screen
\end_layout

\begin_layout Section

\lang english
EXA acceleration
\end_layout

\begin_layout Standard

\lang english
EXA is an interface inside X.Org implemented by drivers for 2D acceleration.
 It was originally designed as KAA in the Kdriver X server, and then was
 adapted into X.Org.
 The interface used is pretty simple; for each acceleration function three
 hooks are available: PrepareAction, Action and FinishAction.
 PrepareAction is called once before the operation is used.
 Action can be called many times in a row after a single PrepareAction call
 for different surfaces.
 FinishAction is called after all the Action calls have been made.
 The number of Action calls can be just one or many, but the PrepareAction
 and FinishAction function will always be called once, first and last.
 The PrepareAction functions return a boolean, and can return false if they
 fail at accelerating the specific type of operation, in which case a software
 fallback is used instead.
 Otherwise the function returns true and subsequent Action calls are expected
 to succeed.
\end_layout

\begin_layout Standard

\lang english
EXA is implemented in the driver as a series of callbacks; the following
 gives a detail of the EXA acceleration functions that a driver should implement
; some of them like Composite() are optional.
\end_layout

\begin_layout Subsubsection*

\lang english
Solid
\end_layout

\begin_layout Standard

\lang english
Solid just fills an area with a solid color (RGBA).
 Just like with all EXA callbacks, there are three main functions: the first
 one is the Prepare() function which sets the graphics state required to
 do solid fills.
 The second one is the Solid() function which actually does the solid fill.
 The last one is Done() which signals to the driver that the current series
 of Solid() calls is over, so that it can restore graphics state and/or
 flush required GPU states.
\end_layout

\begin_layout Standard
Note that Solid() can be called many times in a row between a Prepare()
 and Done() (the same applies to other EXA callbacks).
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

Bool PrepareSolid(PixmapPtr pPixmap, int alu, Pixel planemask, Pixel fg);
 
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}    
\end_layout

\begin_layout Plain Layout

void Solid(PixmapPtr pPixmap, int x1, int y1, int x2, int y2); 
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}    
\end_layout

\begin_layout Plain Layout

void DoneSolid(PixmapPtr pPixmap);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Copy
\end_layout

\begin_layout Standard

\lang english
Copy is a simple blit function; it copies a rectangle area in video memory
 from one pixmap to another pixmap (possibly the same one).
 Just like with Solid() it has a Prepare/Copy/Done triplet of callbacks,
 and Copy() can be called many times in a row.
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}
\end_layout

\begin_layout Plain Layout

Bool PrepareCopy(PixmapPtr pSrcPixmap, PixmapPtr pDstPixmap, int dx, int
 dy, int alu, Pixel planemask); 
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}    
\end_layout

\begin_layout Plain Layout

void Copy(PixmapPtr pDstPixmap, int srcX, int srcY, int dstX, int dstY,
 int width, int height); 
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}    
\end_layout

\begin_layout Plain Layout

void DoneCopy(PixmapPtr pDstPixmap);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
Composite
\end_layout

\begin_layout Standard

\lang english
Composite is an optional interface used to achieve composite operations
 like blending.
 This allows accelerating 2D desktop effects like blending, scaling, operations
 with masks...
 All in all, the composite() hook is sufficient to implement a basic 2D
 composite window manager (KDE and XFCE are examples of window compositors
 indirectly using EXA trough the Render API to implement compositing).
\end_layout

\begin_layout Standard

\lang english
If the driver doesn't support the required operation, it is free to return
 false, in which case the EXA layer will call into the pixman library as
 a software fallback.
 Of course this will be done on the CPU as a fallback.
\end_layout

\begin_layout Subsubsection*

\lang english
UploadToScreen
\end_layout

\begin_layout Standard

\lang english
UploadToScreen copies an area from system memory to video memory
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}    
\end_layout

\begin_layout Plain Layout

Bool UploadToScreen(PixmapPtr pDst, int x, int y, int w, int h, char *src,
 int src_pitch); 
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
DownloadFromScreen
\end_layout

\begin_layout Standard

\lang english
DownloadFromScreen copies an area from video memory to system memory
\end_layout

\begin_layout Standard

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{lstlisting}{}    
\end_layout

\begin_layout Plain Layout

Bool DownloadFromScreen(PixmapPtr pSrc, int x, int y, int w, int h, char
 *dst, int dst_pitch);
\end_layout

\begin_layout Plain Layout


\backslash
end{lstlisting}{}
\end_layout

\end_inset


\end_layout

\begin_layout Subsubsection*

\lang english
PrepareAccess
\end_layout

\begin_layout Standard

\lang english
PrepareAccess makes the pixmap accessible from the CPU.
 This includes mapping it into memory, copying it from unmappable video
 memory, untiling the pixmap...
 What this exactly does is very dependent from the GPU, but the core of
 the matter is that you must provide a piece of CPU-accessible memory which
 is stored in a linear form.
 This can be achieved by either mapping GPU memory into the CPU domain with
 a linear view, or by doing a copy from GPU to CPU memory.
\end_layout

\begin_layout Subsubsection*

\lang english
FinishAccess
\end_layout

\begin_layout Standard

\lang english
FinishAccess is called once the pixmap is done being accessed, and must
 undo what PrepareAccess did to make the pixmap usable by the GPU again.
\end_layout

\begin_layout Subsubsection*

\lang english
A note about EXA performance
\end_layout

\begin_layout Standard

\lang english
EXA Pixmap migration.
 EXA tries to be smart about pixmap migration, and will only migrate the
 parts of a pixmap that are required for an operation.
 Migration heuristics Greedy/Mixed/Driver.
 Since fallbacks might require pixmap migration, it is not always better
 to implement some of the composite interface.
 For example if the usage pattern often calls operations A->B->C and only
 B is GPU accelerated, A will be done on the CPU, B will trigger a migration
 to GPU memory and will do the operation on the GPU, and C will trigger
 a migration back to system memory and do the third operation on the CPU.
 Since the overhead and cost of pixmap migration is so high, the end result
 is probably slower than doing all three operations on the CPU, and therefore
 the newly added composite() functionality actually results in a slowdown!
\end_layout

\begin_layout Standard

\lang english
As a side effect, it is often better to profile before implementing specific
 EXA composite() functions, and look at the common calling patterns; a very
 common example is antialiased fonts (which will also show different calling
 patterns if subpixel rendering is enabled or not).
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
use_makebox 0
width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
Multiple choices exist for accelerating 2D in X.Org.
\end_layout

\begin_layout Itemize

\lang english
The most efficient one is EXA, which puts all the smart optimizations in
 a common piece of code, and leaves the driver implementation very simple.
\end_layout

\begin_layout Itemize

\lang english
Today, most 2D acceleration is implemented using the 3D engine of the graphics
 card.
\end_layout

\begin_layout Itemize

\lang english
If your card cannot accelerate 2D operations, shadowfb is the path to take.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
Video Decoding
\begin_inset CommandInset label
LatexCommand label
name "cha:Video-Decoding"

\end_inset


\end_layout

\begin_layout Section

\lang english
Video Standards
\end_layout

\begin_layout Standard

\lang english
H262 (mpeg 2, DVD)
\end_layout

\begin_layout Standard

\lang english
H263 (divx/mpeg4)
\end_layout

\begin_layout Standard

\lang english
H264 (used on blu-ray)
\end_layout

\begin_layout Section

\lang english
Video decoding pipeline
\end_layout

\begin_layout Standard

\lang english
Two typical video pipelines : mpeg2 and h264
\end_layout

\begin_layout Subsubsection*

\lang english
The H262 decoding pipeline
\end_layout

\begin_layout Standard

\lang english
iDCT -> MC -> CSC -> Final display
\end_layout

\begin_layout Subsubsection*

\lang english
The H.264 decoding pipeline
\end_layout

\begin_layout Standard

\lang english
entropy decoding -> iDCT -> MC -> CSC -> Final display
\end_layout

\begin_layout Subsection

\lang english
Entropy
\end_layout

\begin_layout Standard

\lang english
Entropy encoding is a lossless compression phase.
 It is the last stage of encoding and therefore also the first stage of
 decoding.
\end_layout

\begin_layout Standard

\lang english
CABAC/CAVLC
\end_layout

\begin_layout Subsection

\lang english
Inverse DCT
\end_layout

\begin_layout Subsection

\lang english
Motion Compensation
\end_layout

\begin_layout Subsection

\lang english
Color Space Conversion
\end_layout

\begin_layout Standard

\lang english
A color space is the way color is represented.
\end_layout

\begin_layout Standard

\lang english
In order to save space, perception principles are applied to video encoding.
 
\lang american
The color space conversion stage exploits the fact that the human eye is
 more perceptive in the luminance than the chrominance domain, and separates
 the color data into those two components.
 Intuitively, the luminance is the amount of light in the color, and the
 chrominance is the name of the color (red, green, yellow...) and its amount
 of saturation.
\end_layout

\begin_layout Standard
The quality of the chrominance data can be lowered to conserve space, for
 example by downsampling it.
 Then the missing chrominance data is interpolated at play time while minimally
 impacting the perceived video quality.
\end_layout

\begin_layout Standard

\lang english
This is how the YUV color space works: it separates the color information
 into one luminance component (Y) and two chrominance components (U and
 V).
 The chrominance information is less relevant to the human eye than the
 luminance, so usually chrominance is subsampled and luminance is at the
 original resolution.
 Therefore, the Y plane usually has a higher resolution than the U and V
 planes.
 For example, in the YUV420 video format, the U and V data is subsampled
 by a factor of two in both the X and Y directions, so U and V planes have
 a quarter of the number of pixels compared to the Y plane.
\end_layout

\begin_layout Standard

\lang english
Converting to YUV and downsampling the U and V planes can result in huge
 bandwidth gains.
 For example in the case of an RGB888 video encoded in YV12, the YUV version
 uses 12 bits per pixel compared to the original 24 bit per pixel.
\end_layout

\begin_layout Standard

\lang english
The color conversion from the YUV to the RGB color space is a linear relation,
 and can therefore be represented by a matrix/vector multiply, the matrix
 being the conversion formula.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout

\lang english
\begin_inset Formula $\left[\begin{array}{c}
R\\
G\\
B
\end{array}\right]=\left[\begin{array}{ccc}
1 & 0 & 1.13983\\
1 & -0.39465 & -0.58060\\
1 & 2.03211 & 0
\end{array}\right]\left[\begin{array}{c}
Y\\
U\\
V
\end{array}\right]$
\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:YUV-to-RGB"

\end_inset

YUV to RGB Conversion formula as per ITU-R RB recommendation 601.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout

\lang english
\begin_inset Formula $\left[\begin{array}{c}
R\\
G\\
B
\end{array}\right]=\left[\begin{array}{ccc}
1 & 0 & 1.28033\\
1 & -0.21482 & -0.38059\\
1 & 2.12798 & 0
\end{array}\right]\left[\begin{array}{c}
Y\\
U\\
V
\end{array}\right]$
\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:YUV-to-RGB-1"

\end_inset

YUV to RGB Conversion formula as per ITU-R RB recommendation 709.
\end_layout

\end_inset


\end_layout

\end_inset

Figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:YUV-to-RGB"

\end_inset

 shows the conversion matrices from ITU-R BT Recommendation 601 (standard
 definition content) and recommendation 709 (intended for high definition
 content).
 Notice that although these matrices are very similar, there are numerical
 differences which will result in slight off-colored rendering if one is
 used in place of the other.
 This is indeed often the case that video decoders with YUV to RGB hardware
 are used to playback high definition content but still use the ITU-R RB
 recommendation 601 color space conversion matrix.
 Since the colors are only slightly wrong, this problem is commonly overlooked,
 whereas most hardware features at least a BT601/BT709 switch, or a fully
 programmable conversion matrix.
\end_layout

\begin_layout Standard

\lang english
YUV Planar and packed (interlaced) formats on Figure 
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:YUV-layouts-in"

\end_inset

.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
wide false
sideways false
status open

\begin_layout Plain Layout
\noindent

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick}, mylabel/.style={text width=7em, text centered}  }  
\end_layout

\begin_layout Plain Layout

\end_layout

\begin_layout Plain Layout


\backslash
tikz{
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (0,2) rectangle (5,6);  
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (6,2) rectangle (8.5,4);
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (10,2) rectangle (12.5,4);
\end_layout

\begin_layout Plain Layout


\backslash
node at (2.5,1.5) {Y plane};
\end_layout

\begin_layout Plain Layout


\backslash
node at (7.25,1.5) {U plane};
\end_layout

\begin_layout Plain Layout


\backslash
node at (11.25,1.5) {V plane};
\end_layout

\begin_layout Plain Layout


\backslash
node at (1.25,5.5) {$Y_{0}$ $Y_{1}$ $Y_{2}$ $
\backslash
cdots$};
\end_layout

\begin_layout Plain Layout


\backslash
node at (6.75,3.5) {$U_{0}$ $U_{1}$ $
\backslash
cdots$};
\end_layout

\begin_layout Plain Layout


\backslash
node at (10.75,3.5) {$V_{0}$ $V_{1}$ $
\backslash
cdots$};
\end_layout

\begin_layout Plain Layout

% faux noeud pour pas que la légende soit collée
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,0.5) { };
\end_layout

\begin_layout Plain Layout

} 
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout
\noindent

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick}, mylabel/.style={text width=7em, text centered}  }  
\end_layout

\begin_layout Plain Layout

\end_layout

\begin_layout Plain Layout


\backslash
tikz{
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (0,2) rectangle (5,6);  
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (6,2) rectangle (11,4);
\end_layout

\begin_layout Plain Layout


\backslash
node at (2.5,1.5) {Y plane};
\end_layout

\begin_layout Plain Layout


\backslash
node at (7.25,1.5) {UV plane};
\end_layout

\begin_layout Plain Layout


\backslash
node at (1.25,5.5) {$Y_{0}$ $Y_{1}$ $Y_{2}$ $
\backslash
cdots$};
\end_layout

\begin_layout Plain Layout


\backslash
node at (7.25,3.5) {$U_{0}$ $V_{0}$ $U_{1}$ $V_{1}$ $
\backslash
cdots$};
\end_layout

\begin_layout Plain Layout

% faux noeud pour pas que la légende soit collée
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,0.5) { };
\end_layout

\begin_layout Plain Layout

} 
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout
\noindent

\lang english
\begin_inset ERT
status open

\begin_layout Plain Layout


\backslash
begin{tikzpicture}[node distance=1cm, auto]   
\end_layout

\begin_layout Plain Layout


\backslash
tikzset{     mynode/.style={rectangle,rounded corners,draw=black, top color=white
, bottom color=yellow!50,very thick, inner sep=1em, minimum size=3em, text
 centered, drop shadow},     myarrow/.style={->, >=latex', shorten >=1pt,
 thick}, mylabel/.style={text width=7em, text centered}  }  
\end_layout

\begin_layout Plain Layout

\end_layout

\begin_layout Plain Layout


\backslash
tikz{
\end_layout

\begin_layout Plain Layout


\backslash
draw[top color=white, bottom color=yellow!50, drop shadow,very thick, inner
 sep=1em] (0,2) rectangle (10,6);  
\end_layout

\begin_layout Plain Layout


\backslash
node at (2.5,1.5) {YUV plane};
\end_layout

\begin_layout Plain Layout


\backslash
node at (1.25,5.5) {$Y_{0}$ $U_{0}$ $Y_{1}$ $V_{0}$ $Y_{2}$ $U_{1}$ $Y_{3}$
 $V_{1}$ $
\backslash
cdots$};
\end_layout

\begin_layout Plain Layout

% faux noeud pour pas que la légende soit collée
\end_layout

\begin_layout Plain Layout


\backslash
node at (6,0.5) { };
\end_layout

\begin_layout Plain Layout


\backslash
node at (14,4) { };
\end_layout

\begin_layout Plain Layout

} 
\end_layout

\begin_layout Plain Layout


\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout
\noindent

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
\begin_inset CommandInset label
LatexCommand label
name "fig:YUV-layouts-in"

\end_inset

YUV layouts in memory: planar format example (YV12, top), partially interleaved
 format example (NV12, middle), fully interleaved format example (YUY2,
 bottom).
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
figure schema planar vs interlaced
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
Plane order (YV12 vs NV12)
\end_layout

\begin_layout Standard

\lang english
Order of the planes (YV12, I420)
\end_layout

\begin_layout Standard

\lang english
http://en.wikipedia.org/wiki/YUV
\end_layout

\begin_layout Standard

\lang english
http://www.fourcc.org/yuv.php
\end_layout

\begin_layout Standard

\lang english
http://www.glennchan.info/articles/articles.html
\end_layout

\begin_layout Standard

\lang english
http://www.poynton.com/papers/SMPTE_98_YYZ_Luma/index.html
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float table
wide false
sideways false
status open

\begin_layout Plain Layout
\align center

\lang english
\begin_inset Tabular
<lyxtabular version="3" rows="6" columns="4">
<features tabularvalignment="middle">
<column alignment="center" valignment="top" width="1.5cm">
<column alignment="center" valignment="top" width="1.2cm">
<column alignment="center" valignment="top" width="3.5cm">
<column alignment="center" valignment="top" width="3.5cm">
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Format name
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Y:U:V bits per pixel
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Layout
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Comments
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
YV12
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
8:2:2
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
1 Y plane, 1 V 2*2 sub-sampled plane, 1 U 2*2 sampled plane
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Same as I420 except U and V are reversed.
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
I420
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
8:2:2
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
1 Y plane, 1 U 2*2 sub-sampled plane, 1 V 2*2 sub-sampled plane
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Same as YV12 except U and V are reversed.
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
NV12
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
8:2:2
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
1 Y plane, 1 packed U+V 2*2 sub-sampled plane
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Convenient for hardware implementation on 3D-capable GPUs
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
YUY2 (YUYV)
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
8:4:4
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
1 Packed YUV plane
\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\lang english
Packed as Y0U0Y1V0
\end_layout

\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\begin_layout Plain Layout

\end_layout

\end_inset
</cell>
</row>
</lyxtabular>

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
Common YUV color space formats
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Standard
The final stage of video decoding is video upscaling.
 Video upscaling consists in upscaling a video frame from its native resolution
 to the screen resolution.
 It can be done by specialized hardware, the 3D engine, or the 2D blitter
 if it has scaling capabilities.

\lang english
 Since the conversion from YUV space to RGB space is linear, filtered upscaling
 can be done either in the YUV or RGB space, which conveniently allows using
 bilinear texture filtering which is available on 3D hardware to sample
 the YUV data.
 This allows a single pass color space conversion and scaling.
 For example, bi-linear filtering will work just fine with three textures
 for the three Y, U and V planes.
 Notice that higher quality can be obtained at the expense of performance
 by using better filtering modes, such as bi-cubic [citer papier hadwiger],
 even though this can prove to be costly.
 A trade-off can be achieved by implementing bi-cubic filtering for the
 (most eye-visible) Y plane, and keeping bi-linear filtering for U and V
 planes.
\end_layout

\begin_layout Standard

\lang english
If the hardware cannot achieve color space conversion and scaling at the
 same time (for example if you have a YUV->RGB blitter and a shader less
 3D engine), it is equivalent to first do color space conversion from YUV
 to RGB and then scale in RGB space.
 Again this is only possible when the color conversion operation is linear,
 in particular that means gamma correction has to be ignored.
\end_layout

\begin_layout Standard
gamma conversion
\end_layout

\begin_layout Standard
using a conversion shader or a conversion texture lookup
\end_layout

\begin_layout Section

\lang english
Video decoding APIs 
\end_layout

\begin_layout Subsubsection*

\lang english
Xv
\end_layout

\begin_layout Standard

\lang english
Xv is simply about CSC ans scaling.
 In order to implement Xv, a typical X.Org driver will have to implement
 this space conversion.
 Although the Xv API is a little complex for what it implements, the gits
 of it consists in the PutImage function, which puts an YUV image on screen.
 Multiple YUV formats can be handled, planar or interlaced mainly.
 Note that Xv has RGB support as well.
 Thanks to the bandwidth gains and DMA transfers, even an Xv implementation
 already provides a relevant level of video decoding acceleration, and can
 prove sufficient depending on the target hardware (for example, it can
 prove to be fine when coupled with a powerful CPU to decode H264 content).
\end_layout

\begin_layout Subsubsection*

\lang english
XvMC
\end_layout

\begin_layout Standard

\lang english
idct + mc +csc
\end_layout

\begin_layout Subsubsection*

\lang english
VAAPI
\end_layout

\begin_layout Standard

\lang english
VAAPI was initially created for intel's poulsbo video decoding.
 The API is very tailored to embedded platforms and has many entry points,
 at different pipeline stages, which makes it more complex to implement.
\end_layout

\begin_layout Subsubsection*

\lang english
VDPAU
\end_layout

\begin_layout Standard

\lang english
The VDPAU was initiated by nvidia for H264 & VC1 decoding support
\end_layout

\begin_layout Subsubsection*

\lang english
XvBA
\end_layout

\begin_layout Standard

\lang english
All 3 APIs are intended for full
\end_layout

\begin_layout Subsubsection*

\lang english
OpenMax
\end_layout

\begin_layout Standard

\lang english
http://x264dev.multimedia.cx
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
use_makebox 0
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special "none"
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height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
A video decoding pipeline consists in multiple stages chained together.
\end_layout

\begin_layout Itemize

\lang english
Color space conversion and scaling is the most important stage, and if your
 driver implements only one operation for simplicity, this is it.
\end_layout

\begin_layout Itemize

\lang english
Implementing a full pipeline can provide a high performance boost, and save
 battery life on mobile systems.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
OpenGL
\begin_inset CommandInset label
LatexCommand label
name "cha:OpenGL"

\end_inset


\end_layout

\begin_layout Standard

\lang english
OpenGL is a specification.
 There are many OpenGL implementations, both hardware accelerated and in
 software.
 As a driver author, our job is sometimes to provide a hardware-accelerated
 OpenGL implementation.
 In this section we describe the OpenGL pipeline from the point of view
 of the driver.
\end_layout

\begin_layout Standard

\lang english
OpenGL ARB, khronos, bla bla...
\end_layout

\begin_layout Section

\lang english
The OpenGL Rendering Pipeline
\end_layout

\begin_layout Standard

\lang english
\begin_inset Float figure
placement tbh
wide false
sideways false
status open

\begin_layout Plain Layout
\noindent
\align center

\lang english
\begin_inset ERT
status open

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\backslash
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\backslash
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\backslash
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\backslash
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\backslash
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\backslash
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draw[myarrow] (vertexprog.east)  ->   (vertex.west);
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draw[myarrow] (geomprog.east)  ->   (geom.west);
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\backslash
end{tikzpicture}  
\end_layout

\begin_layout Plain Layout

\end_layout

\end_inset


\end_layout

\begin_layout Plain Layout

\lang english
\begin_inset Caption

\begin_layout Plain Layout

\lang english
The OpenGL 3.2 pipeline.
\end_layout

\end_inset


\end_layout

\end_inset


\end_layout

\begin_layout Subsection

\lang english
Vertex processing
\end_layout

\begin_layout Standard

\lang english
vertex stage
\end_layout

\begin_layout Standard

\lang english
vertex buffers
\end_layout

\begin_layout Subsection

\lang english
Geometry processing
\end_layout

\begin_layout Subsection

\lang english
Fragment processing
\end_layout

\begin_layout Standard

\lang english
Rasterization
\end_layout

\begin_layout Standard

\lang english
Render buffers
\end_layout

\begin_layout Standard

\lang english
Textures
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
use_makebox 0
width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
OpenGL is a suite of stages arranged in a pipeline.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
Mesa
\begin_inset CommandInset label
LatexCommand label
name "cha:Mesa"

\end_inset


\end_layout

\begin_layout Standard

\lang english
Mesa is both a software OpenGL implementation, and the common rendering
 architecture for all open source hardware accelerated graphics drivers.
 We now describe the internals of Mesa and the available interfaces and
 infrastructure required for graphics drivers.
\end_layout

\begin_layout Section

\lang english
Mesa
\end_layout

\begin_layout Standard

\lang english
Mesa serves two major purposes:
\end_layout

\begin_layout Itemize

\lang english
Mesa is a software implementation of OpenGL.
 It is considered to be the reference implementation and is useful in checking
 conformance, seeing that the official OpenGL conformance tests are not
 publicly available.
\end_layout

\begin_layout Itemize

\lang english
Mesa provides the OpenGL entry points for Open Source graphics drivers under
 linux.
\end_layout

\begin_layout Standard

\lang english
In this section, we will focus on the second point.
\end_layout

\begin_layout Section

\lang english
Mesa internals
\end_layout

\begin_layout Subsection

\lang english
Textures in mesa
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
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special "none"
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height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
Mesa is the reference OpenGL implementation under Linux.
\end_layout

\begin_layout Itemize

\lang english
All Open Source graphics drivers use Mesa for 3D
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
Gallium 3D
\begin_inset CommandInset label
LatexCommand label
name "cha:Gallium-3D"

\end_inset


\end_layout

\begin_layout Standard

\lang english
Gallium 3D is the Future of 3D Acceleration.
\end_layout

\begin_layout Standard

\lang english
http://jrfonseca.blogspot.com/2008/04/gallium3d-introduction.html
\end_layout

\begin_layout Standard

\lang english
http://people.freedesktop.org/~csimpson/gallium-docs/
\end_layout

\begin_layout Section

\lang english
Gallium3D: a plan for a new generation of hardware
\end_layout

\begin_layout Standard
With the advent of shaders and thus programmable GPU hardware, the combinatorial
 space of hardware functions exposed by GPUs got a lot smaller.
 Gallium3D builds on this observation and tries to abstract away how GPUs
 work internally into an universally useable interface, where shaders are
 sitting at the core and the rest of the interface is there to control how
 they are executed.
 Keep in mind that Gallium3D is just a thin layer interface inside MESA
 and so is a moving target.
 There is no effort going into keeping the interface stable at any point;
 if something inside it does not fit newly introduced GPUs the interface
 is changed to cope with those changed capabilities.
\end_layout

\begin_layout Standard

\lang english
global diagram
\end_layout

\begin_layout Section

\lang english
Winsys
\end_layout

\begin_layout Standard
The name Winsys is actually a bit of a misnaming, but it wasn't changed
 since Gallium was introduced.
 The Winsys provides the hardware drivers with an internal fixed interface
 to talk to the operating system.
 You can easily imagine a driver for the same hardware working on different
 OSes, where you have to use differing interfaces to get hardware access
 through the kernel.
 The Winsys is meant to abstract those differences away.
 Consequently drivers that are not meant to run on different OSes don't
 need to implement a Winsys, although it might prove to be beneficial to
 stick to this strict layering.
\end_layout

\begin_layout Section

\lang english
Pipe driver
\end_layout

\begin_layout Standard

\lang english
Pipe drivers are the components that are actually implementing the Gallium
 interface.
 They are talking directly to the hardware, through the Winsys or direct
 usage of the respective operating system routines.
 The pipe driver has to fully hide how your hardware works internally.
\end_layout

\begin_layout Section

\lang english
State trackers
\end_layout

\begin_layout Standard

\lang english
State trackers are sitting on top of the Gallium interface and implement
 a specific API like OpenGL, OpenCL or other custom APIs that use the GPU
 to accelerate something.
 They do so by turning the API calls into hardware independent acceleration
 operations covered by Gallium.
 
\end_layout

\begin_layout Standard

\lang english
Gallium abstracts away most of the internals of the GPU, however it can
 not hide the different featuresets exposed by the large numbers of GPUs
 used today.
 Some things are hidden internally, like some drivers using a JIT compiler
 to do fallbacks when the GPU can't execute a specific shader and it seems
 worthwhile to do a software fallback, but mostly the differences in capabilitie
s are also reflected into the Gallium interface.
 So before a state tracker can use a specific part of the Gallium interface
 it has to ask the pipe driver it is running on currently if it supports
 that one feature.
 This is done using the respective pipe_cap, pipe_caf and pipe_shader_cap
 function calls, depending on what the state tracker wants to know.
\end_layout

\begin_layout Section

\lang english
Writing Gallium3D drivers
\end_layout

\begin_layout Standard

\lang english
screen
\end_layout

\begin_layout Standard

\lang english
context
\end_layout

\begin_layout Standard

\lang english
pipe_transfer
\end_layout

\begin_layout Section

\lang english
Shaders in Gallium
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
Do we want to go this deeply into gallium stuff here?
\end_layout

\end_inset


\end_layout

\begin_layout Standard

\lang english
In order to operate shaders, Gallium features an internal shader description
 language which uses 4-component vectors.
 We will later refer to the 4 components of a vector as x,y,z,w.
 In particular, v.x is the first component of vector v, v.xyzw are all 4 component
s of v in that order, and swizzling is allowed, for example v.wzyx reverses
 the component order.
 It is also legal to replicate a component, for example v.xxxx means four
 times the x component of v and v.yyzz means two times y and two times z.
\end_layout

\begin_layout Standard

\lang english
These components usually carry no semantics, and despite their name they
 can very well carry a color or an opacity value indifferently.
 
\end_layout

\begin_layout Standard

\lang english
TGSI instruction set
\end_layout

\begin_layout Standard

\lang english
mesa/src/gallium/auxiliary/tgsi/tgsi-instruction-set.txt
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
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height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
Gallium 3D is the new graphics API.
\end_layout

\begin_layout Itemize

\lang english
Everything is converted to a shader internally, fixed functionality is gone.
\end_layout

\begin_layout Itemize

\lang english
Drivers are simpler than classic Mesa drivers, as one only has to implement
 shaders to get all fixed functionality to work.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
GPU Computing
\begin_inset CommandInset label
LatexCommand label
name "cha:GPU-Computing"

\end_inset


\end_layout

\begin_layout Chapter

\lang english
Suspend and Resume
\begin_inset CommandInset label
LatexCommand label
name "cha:Suspend-and-Resume"

\end_inset


\end_layout

\begin_layout Standard

\lang english
VT switches
\end_layout

\begin_layout Standard

\lang english
Card state
\end_layout

\begin_layout Standard

\lang english
Suspend/resume hooks in the DRM
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
inner_pos "t"
use_parbox 0
use_makebox 0
width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
Suspend and resume has long been very clumsy, but this is solved now thanks
 to the DRM implementing more functionality.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
Technical Specifications
\begin_inset CommandInset label
LatexCommand label
name "cha:Technical-Specifications"

\end_inset


\end_layout

\begin_layout Standard

\lang english
Technical specifications are the nuts and bolts of graphics driver work.
 Without hardware specifications, no work can be started.
 However, manufacturing companies are usually wary of sharing said specification
s, as they think this will hinder their business.
 While this claim is false (because you can't copy a GPU from just its specifica
tions), it is still very widespread and prevents a lot of hardware from
 being properly documented.
 Therefore, getting hold of hardware specifications will be the first major
 step in any graphics driver development project.
\end_layout

\begin_layout Section

\lang english
Obtaining official specifications
\end_layout

\begin_layout Paragraph*

\lang english
Public specifications
\end_layout

\begin_layout Standard

\lang english
Some vendors distribute the technical documentation for their hardware publicly
 without restrictions.
\end_layout

\begin_layout Standard

\lang english
Sometimes, things can be as simple as asking the vendor, who might share
 the documentation (possibly under NDA, see below).
\end_layout

\begin_layout Paragraph*

\lang english
NDA (Non-Disclosure Agreement)
\end_layout

\begin_layout Standard

\lang english
Put simply, an NDA is a contract signed between the developer and the hardware
 company, by which the developer agrees not to spread the docs he received.
 However, there can be more restrictions in an NDA.
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\lang english
Terms of the NDA
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\lang english
Before signing an NDA, think.
 Whatever lawyers say, there is no such thing as a 
\begin_inset Quotes eld
\end_inset

standard
\begin_inset Quotes erd
\end_inset

 NDA, you can always negotiate.
\end_layout

\begin_layout Standard

\lang english
Can Open Source drivers be written from that documentation under that NDA?
\end_layout

\begin_layout Standard

\lang english
What happens when the NDA expires? Can code still be free, are you bound
 by any clause?
\end_layout

\begin_layout Standard

\lang english
What about yourself? Are you prevented from doing further work on this hardware?
\end_layout

\begin_layout Section

\lang english
Reverse engineering
\end_layout

\begin_layout Standard

\lang english
When specifications are not easily available or just incomplete, an alternate
 route is reverse engineering.
 Reverse engineering consists in figuring out the specifications for a given
 piece of hardware by yourself, for example by looking at what a black-box
 binary driver does to the hardware under certain circumstances.
\end_layout

\begin_layout Standard

\lang english
Reverse engineering is not just a tool to obtain missing hardware specifications
, it is also a strong means of Open Source advocacy.
 Once a reverse engineered driver exists and ships in linux distributions,
 pressure shifts on the hardware vendor for support.
 This, in turn, can force the vendor to support Open Source drivers.
\end_layout

\begin_layout Standard

\lang english
not as difficult as it seems, requires organization, being rigorous.
 Write down all bits of information (even incomplete bits), share it among
 developers, try to work out bits one by one.
 Do not hesitate writing ad-hoc tools, as they will save precious time down
 the road (if you hesitate, you have crossed the line already!).
\end_layout

\begin_layout Subsubsection*

\lang english
Mmiotrace
\end_layout

\begin_layout Standard

\lang english
The basic idea behind mmio-trace is simple: it first hooks the ioremap call,
 and therefore prevents mapping of a designated I/O area.
 Subsequently, accesses to this area will generate page faults, which are
 caught by the kernel.
 For each page fault, the faulting instruction is decoded to figure out
 the write or read address, along with the value written/read.
 The page is put back, the faulting instruction is then single-stepped,
 and the page is then removed again.
 Execution then continues as usual.
\end_layout

\begin_layout Standard

\lang english
mmio trace is now part of the official Linux kernels.
 Therefore, any pre-existing driver can be traced.
\end_layout

\begin_layout Subsubsection*

\lang english
Libsegfault
\end_layout

\begin_layout Standard

\lang english
libsegfault is similar to mmio-trace in the way it works: after removing
 some pages which one want to track accesses to, it will generate a segmentation
 fault on each access and therefore be able to report each access.
 The difference is that libsegfault is a user space tool while mmio-trace
 is a kernel tool.
\end_layout

\begin_layout Subsubsection*

\lang english
Valgrind-mmt
\end_layout

\begin_layout Standard

\lang english
Valgrind is a dynamic recompiling and instrumentation framework.
 Valgrint-mmt is a plugin for valgrind which implements tracing of read
 and writes to a certain range of memory addresses, usually an mmio range
 accessed from user space.
 Memory accesses are dynamically instrumented thanks to valgrind and each
 access to the zones we want to see traced is logged.
\end_layout

\begin_layout Subsubsection*

\lang english
vbetool/vbtracetool
\end_layout

\begin_layout Subsubsection*

\lang english
Virtualization
\end_layout

\begin_layout Standard

\lang english
Finally, one last pre-existing tool to help reverse engineering is virtualizatio
n.
 By running a proprietary driver in a controlled environment, one can figure
 out the inner workings of a GPU.
 The plan is then to write an emulated GPU while doing the reverse engineering
 (which imposes the use of an open source virtualization solution like Qemu).
\end_layout

\begin_layout Subsubsection*

\lang english
Ad-hoc tools
\end_layout

\begin_layout Standard

\lang english
In addition to these generic tools, you will often find it useful to implement
 your own additional tools, tailored for specific needs.
 Renouveau is an example of such a tool that integrates the reverse engineering
 mechanisms, the command decoding and printing.
 In order to achieve decoding of the commands, it carries a database of
 the graphics commands of nvidia GPUs.
 This allows quick testing of new database entries.
 Headers generated from this database are later used in the driver development
 process.
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
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width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
Technical specifications of course very important for authoring graphics
 drivers.
\end_layout

\begin_layout Itemize

\lang english
NDAs can have unforeseen implications on yourself and your work.
\end_layout

\begin_layout Itemize

\lang english
When they are unavailable, incomplete or just plain wrong, reverse engineering
 can help you figure out how the hardware actually works.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
Beyond Development
\begin_inset CommandInset label
LatexCommand label
name "cha:Beyond-Development"

\end_inset


\end_layout

\begin_layout Section

\lang english
Testing for conformance
\end_layout

\begin_layout Subsubsection*

\lang english
Rendercheck
\end_layout

\begin_layout Subsubsection*

\lang english
OpenGL conformance test suite
\end_layout

\begin_layout Standard

\lang english
The official OpenGL testing suite is not publicly available, and (paying)
 Khronos Membership is required.
 Instead, most developers use alternate sources for test programs.
\end_layout

\begin_layout Subsubsection*

\lang english
Piglit
\end_layout

\begin_layout Subsubsection*

\lang english
glean
\end_layout

\begin_layout Standard

\lang english
glean.sourceforge.net
\end_layout

\begin_layout Subsubsection*

\lang english
Mesa demos
\end_layout

\begin_layout Standard

\lang english
mesa/progs/*
\end_layout

\begin_layout Section

\lang english
Debugging
\end_layout

\begin_layout Subsubsection*

\lang english
gdb and X.Org
\end_layout

\begin_layout Standard

\lang english
gdb needs to run on a terminal emulator while the application debug might
 be with a lock held.
 That might result in a deadlock between the application stuck with a lock
 and gdb waiting to be able to output text.
\end_layout

\begin_layout Subsubsection*

\lang english
printk debug
\end_layout

\begin_layout Subsubsection*

\lang english
crash
\end_layout

\begin_layout Standard

\lang english
(surcouche gdb pour analyser les vmcore)
\end_layout

\begin_layout Subsubsection*

\lang english
kgdb
\end_layout

\begin_layout Subsubsection*

\lang english
serial console
\end_layout

\begin_layout Subsubsection*

\lang english
diskdump
\end_layout

\begin_layout Subsubsection*

\lang english
linux-uml
\end_layout

\begin_layout Subsubsection*

\lang english
systemtap
\end_layout

\begin_layout Section

\lang english
Upstreaming
\end_layout

\begin_layout Standard

\lang english
Submitting your code for inclusion in the official trees is an important
 part of the graphics driver development process under linux.
 There are multiple motivations for doing this.
 
\end_layout

\begin_layout Standard

\lang english
First, this allows end users to get hold of your driver more easily.
\end_layout

\begin_layout Standard

\lang english
Second, this makes it easier for your driver maintenance in the future:
 in the event of interface changes, 
\end_layout

\begin_layout Standard

\lang english
Why upstream?
\end_layout

\begin_layout Standard

\lang english
How?
\end_layout

\begin_layout Standard

\lang english
When?
\end_layout

\begin_layout Standard

\lang english
\begin_inset Box Shadowbox
position "t"
hor_pos "c"
has_inner_box 1
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use_parbox 0
use_makebox 0
width "100col%"
special "none"
height "1in"
height_special "totalheight"
status open

\begin_layout Plain Layout

\lang english
Takeaways:
\end_layout

\begin_layout Itemize

\lang english
Thoroughly testing all your changes can save you the cost of bisection later
 on.
\end_layout

\begin_layout Itemize

\lang english
Debugging is not easy for graphics drivers.
\end_layout

\begin_layout Itemize

\lang english
By upstreaming your code in official repositories, you save yourself the
 burden of adapting it to ever-moving programming interfaces in X.Org, Mesa
 and the kernel.
\end_layout

\end_inset


\end_layout

\begin_layout Chapter

\lang english
Conclusions
\begin_inset CommandInset label
LatexCommand label
name "cha:Conclusions"

\end_inset


\end_layout

\begin_layout Standard

\lang english
\begin_inset Note Note
status open

\begin_layout Plain Layout

\lang english
Bordel à caser quelque part :
\end_layout

\begin_layout Plain Layout

\lang english
- la composition, avec XRender ou avec GLX + GL_EXT_texture_from_pixmap,
 expliquer les différences
\end_layout

\begin_layout Plain Layout

\lang english
- XGL, AIGLX
\end_layout

\end_inset


\end_layout

\end_body
\end_document