Linux Graphics Drivers
Linux Graphics Drivers
Version 3
Stphane Marchesin
<[email protected]>
March 15, 2012
2
Contents
1 Introduction 7
1.1 Book overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
1.2 What this book does not cover . . . . . . . . . . . . . . . . . . . . . . . . . 8
2 A Look at the Hardware 9
2.1 Hardware Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.2 Bus types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.3 Virtual and Physical Memory . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.4 Anatomy of a Graphics Card . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.5 Programming the card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.6 Graphics Hardware Examples . . . . . . . . . . . . . . . . . . . . . . . . . 21
2.6.1 Forward renderers . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
2.6.2 Deferred Renderers . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3 The Big Picture 25
3.1 The X11 infrastructure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.2 The DRI/DRM infrastructure . . . . . . . . . . . . . . . . . . . . . . . . . 26
4 Framebuffer Drivers 31
4.1 Creating a framebuffer driver . . . . . . . . . . . . . . . . . . . . . . . . . 31
4.2 Framebuffer operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
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CONTENTS
5 The Direct Rendering Manager 35
5.1 DRM batch buffer submission model . . . . . . . . . . . . . . . . . . . . . 36
5.1.1 Hardware sharing . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
5.1.2 Memory management and security . . . . . . . . . . . . . . . . . 37
5.2 Modesetting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
5.3 libdrm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
6 X.Org Drivers 39
6.1 Creating a basic driver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
6.2 ShadowFB acceleration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
6.3 XAA acceleration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
6.4 EXA acceleration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
7 Video Decoding 45
7.1 Video Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
7.2 Video decoding pipeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
7.2.1 Entropy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
7.2.2 Inverse DCT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
7.2.3 Motion Compensation . . . . . . . . . . . . . . . . . . . . . . . . . 46
7.2.4 Color Space Conversion . . . . . . . . . . . . . . . . . . . . . . . . 46
7.3 Video decoding APIs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
8 OpenGL 51
8.1 The OpenGL Rendering Pipeline . . . . . . . . . . . . . . . . . . . . . . . 51
8.1.1 Vertex processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
8.1.2 Geometry processing . . . . . . . . . . . . . . . . . . . . . . . . . . 51
8.1.3 Fragment processing . . . . . . . . . . . . . . . . . . . . . . . . . . 51
9 Mesa 53
9.1 Mesa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
9.2 Mesa internals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
9.2.1 Textures in mesa . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
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CONTENTS
10 Gallium 3D 55
10.1 Gallium3D: a plan for a new generation of hardware . . . . . . . . . . . . 55
10.2 State trackers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
10.3 Pipe driver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
10.4 Winsys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
10.5 Vertex submission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
10.6 Writing Gallium3D drivers . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
10.7 Shaders in Gallium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
11 GPU Computing 59
12 Suspend and Resume 61
13 Technical Specications 63
13.1 Obtaining ofcial specications . . . . . . . . . . . . . . . . . . . . . . . . 63
13.2 Reverse engineering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
14 Beyond Development 67
14.1 Testing for conformance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
14.2 Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
14.3 Upstreaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
15 Conclusions 69
5
CONTENTS
6
Chapter 1
Introduction
Accelerating graphics is a complex art which suffers a mostly unjustied reputation
of being voodoo magic. This book is intended as an introduction to the inner work-
ings 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 ones applications through better under-
standing 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!
1.1 Book overview
The book starts with an introduction of relevant hardware concepts (Chapter 2). 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 3 and its evolution over
the years. Chapter 4 introduces framebuffer drivers, a basic form of graphics drivers
under Linux that, although primitive, sees wide usage in the embedded space. Chap-
ter 5 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 chap-
ter (Chapter 6) focuses on X.Org drivers and the existing acceleration APIs available
to the developper. Video decoding sees its own dedicated part in Chapter 7. We then
move on to 3D acceleration with Chapter 8 where we introduce the basic concepts of
OpenGL. Chapter 9 and 10 are dedicated to Mesa and Gallium 3D, the two founda-
tions of 3D graphics acceleration under Linux used as the framework for 3D drivers.
Chapter 11 tackles an emerging eld, GPU computing. Next, we discuss suspend and
resume in Chapter 12. We then discuss two side issues with Linux graphics drivers:
technical specications in Chapter 13 and what you should do aside pure development
in Chapter 14. Finally, we conclude in Chapter 15.
Each chapter nishes with the takeaways, a number of relevant points that we made
during said chapter.
7
1.2 What this book does not cover
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.
8
Chapter 2
A Look at the Hardware
Before diving any further into the subject of graphics drivers, we need to understand
the graphcs hardware. This chapter is by no means intended to be a complete descrip-
tion 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 cover the bases on
the knowledge we will require later on. Notably, most hardware concepts that will sub-
sequently be needed are introduced here. Although we sometimes have to go through
architecture-specic hoops, we try to stay as generic as possible and the concepts de-
tailed thereafter should generalize well.
2.1 Hardware Overview
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 2.1 outlines the layout of peripherals in a
standard computer.
The rst user of the bus is the CPU. The CPU uses the bus to access system mem-
ory and other peripherals. However, the CPU is not the only one able to write and
CPU
System
Memory
Graphics
Card
Network
Card
Bus
Figure 2.1: Peripheral interconnection in a typical computer.
9
2. A Look at the Hardware
read data to the peripherals, the peripherals themselves also have the capability to ex-
change 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 Mem-
ory 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 doesnt 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 im-
proving 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.
If a peripheral has the ability to achieve DMA to or from an uncontiguous list of mem-
ory 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).
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 transac-
tion 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 advan-
tages from a performance viewpoint, there are situations where it should be avoided.
2.2 Bus types
Buses connect the machine peripherals together; each and every communication be-
tween 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 2.2, 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 vari-
ants of the PCI bus type, however some of them feature singular improvements over
the original PCI design.
PCI (Peripheral Component Interconnect)
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 ushes
are required for the memory to be coherent across devices.
10
2.2. Bus types
Bus type Bus width Frequency Bandwidth Capabilities
PCI 32 bits 33 Mhz 133 MB/s (33 Mhz) -
AGP 32 bits 66 Mhz 2100 MB/s (8x) SBA, FW,
GART
PCI-X 64 bits 33, 66, 533 MB/s (66 Mhz) -
133 Mhz
PCI-Express (1.0) Serial 1.25 Ghz 4 GB/s (16 lanes) -
PCI-Express (3.0) Serial 4 Ghz 16 GB/s (16 lanes) -
Figure 2.2: Common bus types.
AGP (Accelerated Graphics Port)
AGP is essentially a modied 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:
The rst feature is AGP GART (Graphics Aperture Remapping Table), a simple
form of IOMMU (as will be seen in section 2.3). It allows taking a (non contigu-
ous) set of physical memory pages out of system memory and exposing it to the
GPUfor its use as a contiguous area. This increases the amount of memory usable
by the GPU at little cost, and creates an 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 ushed before
transactions from the other party can begin. Another drawback is that only a sin-
gle GART area is handled by the hardware, and it has to be sub-allocated by the
driver.
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 adresses and data, the nominal AGP bandwidth can be
dedicated to data only. This feature is transparent to the driver developer.
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.
Keep in mind that these last two features are known to be unstable on a wide range of
hardware, and oftentimes require chipset-specic 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.
11
2. A Look at the Hardware
PCI-X
PCI-X was developed as a faster PCI for server boards, and very few graphics periph-
erals exist in this format (some Matrox G550 cards). It is not to be confused with PCI-
Express, which sees real widespread usage.
PCI-Express (PCI-E)
PCI-Express is the newgeneration of PCI devices. It has more advantages than a simple
improved PCI.
Finally, it is important to note that, depending on the architecture, the CPU-GPU com-
munication 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.
2.3 Virtual and Physical Memory
The term memory has to two main different acceptions:
Physical memory. Physical memory is real, hardware memory, as stored in the
memory chips.
Virtual memory. Virtual memory is a translation of physical memory addresses
allowing user space applications to see their allocated chunks as if they were con-
tiguous while they are fragmented and scattered on the chips.
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 difcult if not impos-
sible 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.
To achieve this, memory is split into pages. For the scope of this book, it is sufcient to
say that a memory page is a collection contiguous bytes in physical memory
1
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 2.3. 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-y
page instantiations. As the MMU is only effective for CPU access to memory, virtual
12
2.3. Virtual and Physical Memory
CPU GPU
MMU IOMMU
MMU page table IOMMU page table
Memory
GPU Address Virtual Address
Physical Address Physical Address
Figure 2.3: MMU and IOMMU.
addresses are not relevant to the hardware since it is not able to match them to physical
addresses.
While the MMU only works for CPU accesses, it has an equivalent for peripherals: the
IOMMU. As shown on gure 2.3, 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
IOMMUis to translate memory addresses fromthe peripherals into physical addresses.
In particular, this allows fooling a device into restricting its DMAs to a given range
of memory and it is required for better security and hardware virtualization.
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.
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.
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
1
On x86 and x86-64, a page is usually 4096 bytes long, although different sizes are possible on other
architectures or with huge pages.
13
2. A Look at the Hardware
is embedded in the graphics card, and often the physical memory used does not need
to be contiguous.
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 accross devices, in particular that data written by
the CPU is availble 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.
As far as setting the memory caching parameters goes, there are two ways to set caching
attributes on memory ranges:
MTRRs. An MTRR (Memory Type Range Register) is a register describing at-
tributes for a range of given physical memory. Each MTRR consists in a starting
physical address, a size, and a caching type. The number of MTRR depends on
the system, but is very limited. Although this applies 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 specic caching type.
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.
On top of these, one can use explicit caching instructions on some architectures, for
example on x86 movntq is an uncached mov instruction and clush can selectively ush
cache lines.
There are three caching modes, usable both through MTRRs and PAT on system mem-
ory:
UC(UnCached) memory is uncached. CPUread/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.
WC (Write Combine) memory is uncached, but CPU writes are combined to-
gether in order to improve the performance. This is useful to improve perfor-
mance in situations where uncached memory is required, but where combining
the writes together has no adverse effects.
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 nite time.
Notice that these caching modes apply to the CPU only, the GPU accesses are not di-
rectly affected by the current caching mode. However, when the GPU has to access an
area of memory which was previously lled by the CPU, uncached modes ensure that
14
2.4. Anatomy of a Graphics Card
the memory writes are actually done, and are not pending sitting in a CPU cache. An-
other way to achieve the same effect is the use of cache ushing instructions present on
some x86 processors (like cush). 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.
Obviously with so many different caching modes, not all accesses have the same per-
formance:
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.
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.
Obviously the GPU accessing VRAM is extremely fast.
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 asyn-
chronously, they can be considered free from the viewpoint of the CPU, how-
ever 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.
Finally, one last important point to make about memory is the notion of memory barri-
ers 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/Oarea which will, as a side effect, wait until pending writes
have taken effect before completing.
2.4 Anatomy of a Graphics Card
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.
Graphics Memory
The GPUs memory, which we will from now on refer to as video memory, can be ei-
ther real, dedicated, on-card memory (in the case of a discrete card), or memory shared
15
2. A Look at the Hardware
with the CPU (also known as stolen memory or carveout in the case of an inte-
grated 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 implemented prop-
erly. 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.
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 CPUs virtual memory, but uses a com-
pletely 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.
Surfaces
Surfaces are the basic sources and targets for all rendering. Althought they can be called
differenty (textures, render targets, buffers...) the basic idea is always the same. Figure
2.4 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:
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 bpp. Common pixel formats include 888 RGBX, 8888 RGBA,
565 RGB, 5551, RGBA, 4444 RGBA. Notice that most cards today work natively in
ABGR 8888.
Width and height are the most obvious characteristics, and are given in pixels.
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 height pitch and not height
width bpp in order to include the dead zone.
16
2.4. Anatomy of a Graphics Card
Surface width
Surface pitch
Surface height Used pixels
Dead
zone
Figure 2.4: The layout of a surface.
Notice that surfaces are not always stored linearly in video memory, in fact for perfor-
mance reasons it is extremely common that they are not, as this improves the locality
of the memory accesses when rendering. Such surfaces are called tiled. The exact lay-
out of a tiled surface is highly dependent on the hardware, but is usually a form of
space-lling curve like the Z curve or Hilberts curve.
2D Engine
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:
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.
Solid lls. Solid lls consist in lling a rectangle memory area with a color. Note
that this can also include the alpha channel.
Alpha blits. Alpha blits use the alpha component of pixels from of a surface to
achieve transparency [porter & duff].
Stretched blits.
Figure 2.5 shows an example of blitting a rectangle between two different surfaces.
This operation is dened by the following parameters: the source and destination co-
ordinates, the source and destination pitches, and the blit width and height. However,
17
2. A Look at the Hardware
Blit width
Blit height
Src pitch
Src pixels
Dst pitch
Dst pixels
Figure 2.5: Blitting between two different surfaces.
this is limited to 2D coordinates, usually no perspective or transformation is possible
with a blitting engine.
When a blit happens between two overlapping source and destination surfaces, the
semantics of the copy is not trivially dened, especially if one considers that what hap-
pens for a blit is not a simple move of a rectangle, but is done pixel-by-pixel at the
core. As seen on Figure 2.6, if one does a line-by-line copy top to bottom, some source
pixels will be modied 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.
Finally, keep in mind that not all current graphics accelerators feature a 2D engine.
Since 3Dacceleration is technically a super-set of 2Dacceleration, it is possible to imple-
ment 2D acceleration using the 3D engine (and this idea is one of the core ideas behind
the Gallium3Ddesign, which will be detailed in Chapter 10). 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 tran-
sistors, 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 rmware that implements 2D on top of 3D). This sometimes
has an impact on mixing 2D and 3D operations since those now share hardware units.
18
2.4. Anatomy of a Graphics Card
Surface width
Surface pitch
Surface height
Src pixels
Dst pixels
Figure 2.6: Overlapping blit inside a surface.
3D Engine
A 3D engine is also called rasterization engine. It contains a series of stages which
exchange data in a pipeline (1-directional) fashion.
vertex -> geom -> fragment
graphics fo
DMA
http://www.x.org/wiki/Development/Documentation/HowVideoCardsWork
To attain better cache locality, the textures and surface are often tiled. Tiling means that
the texture isnt 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.
Overlays and hardware sprites
Scanout
The last stage of a graphics display is presenting the information onto a display device,
or screen.
Display devices are the last link of the graphics chain. They are charged with presenting
the pictures to the user.
19
2. A Look at the Hardware
digital vs analog signal
hsync, vsync
sync on green
Connectors and encoders: CRTC,TMDS, LVDS, DVI-I, DVI-A, DVI-D, VGA (D-SUB 15
is the proper name)
2.5 Programming the card
Each PCI card exposes a number of PCI resources; lspci -v 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.
MMIO
MMIOis the most direct access to the card. Arange of addresses is exposed to the CPU,
where each write goes directly to the GPU. This allows the simplest for of communica-
tion of commands fromthe CPUto 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 sub-
sequent commands. For this reason MMIO is only used in the non-performance critical
paths of todays drivers.
DMA
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:
Transfers by the GPU to and from system memory (for reading textures and writ-
ing buffers). This allows implementing things like texturing over AGP or PCI,
and hardware-accelerated texture transfers.
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 execu-
tion by the GPU. Then the GPU reads the FIFO asynchronously using DMA and
20
2.6. Graphics Hardware Examples
executes the commands. This model allows asynchronous execution of the CPU
and GPU command ows and thus leads to higher performance.
Interrupts
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.
2.6 Graphics Hardware Examples
2.6.1 Forward renderers
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.
ATI
Shader engine 4+1
Nvidia
NVidia hardware has multiple specicities compared to other architectures. The rst
one is the availability of multiple contexts, which is implemented using multiple com-
mand fos (similar to what some high-end inniband networking cards do) and a con-
text switching mechanism to commute between those fos. A small rmware 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.
The second specicity is the notion of graphics objects. Nvidia hardware features two
levels of GPU access: the rst 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).
Shader engine nv40/nv50
http://nouveau.freedesktop.org/wiki/HonzaHavlicek
21
2. A Look at the Hardware
2.6.2 Deferred Renderers
Deferred renderers are a different design for GPUs. Instead of rendering each 3D prim-
itive 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:
Much better rendering locality can be achieved by splitting the screen into tiles
(usually in the 16 16 to 32 32 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 fetch-
ing 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).
If the depth buffer values are not required, they dont need to be written to mem-
ory. 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.
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 synchroniza-
tion) its not always possible to avoid it.
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 dont matter.
SGX
The SGX is an example of a deferred rendering GPU. It uses a tiling architecture.
The SGX shaders combine blending and depth test
Another example of a deferred renderer is the Mali family of GPUs.
22
2.6. Graphics Hardware Examples
Takeaways:
There are multiple memory domains in a computer, and they are not coherent.
A GPU is a completely separate computer with its own bus, address space and
computational units.
Communication between the CPU and GPU is achieved over a bus, which has
non-trivial performance implications.
GPUs can be programmed using two modes: MMIO and command FIFOs.
There is no standard output method for display devices.
23
2. A Look at the Hardware
24
Chapter 3
The Big Picture
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 justication 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.
3.1 The X11 infrastructure
Application
Xlib
X server
DIX
DDX (Driver)
Hardware
Figure 3.1: The X11 architecture.
DIX (Device-Independent X), DDX (Device-Dependent X),
modules
Xlib
25
3. The Big Picture
socket
X protocol
X extensions
shm -> shared memory for transport
XCB -> asynchronous
Another notable X extension is Xv, which will be discussed in further detail in the video
decoding chapter.
3.2 The DRI/DRM infrastructure
Initially (when Linux rst 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 acceler-
ation. 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).
Later on, Utah-GLX, the rst hardware-independent 3D accelerated design, came to
Linux. Utah-GLX basically consists in an additional user space 3Ddriver implementing
GLX, and directly accesses the graphics hardware from user space, in a way similar to
the 2Ddriver. In a time where the 3Dhardware was clearly separated from2D(because
the functionality used for 2D and 3D was completely different, or because the 3D card
was a completely separate card, 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.
At the same time, framebuffer drivers (which will be detailed in Chapter 4) were get-
ting increasingly widespread, and represented another component that could simulta-
neously access the graphics hardware directly. To avoid potential conicts 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 difcult for developers who suddenly faced bug-prone interac-
tion 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.
26
3.2. The DRI/DRM infrastructure
X11 Application OpenGL Application Framebuffer Application
XFree86
2D Driver Utah GLX driver
Graphics Hardware
GLX
User Space
Kernel Space
Hardware
FB driver
Figure 3.2: Early implementation of the Linux graphics stack using Utah-GLX.
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 3.2 all GL acceleration had to be indirect through the Xprotocol, which would
slow it down signicantly, especially for data-intensive functions like texture uploads.
Because of growing concerns about the security in Linux and performance shortcom-
ings, another model was required.
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 com-
mand 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 com-
mand streamfromXFree86 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.
27
3. The Big Picture
X11 Application OpenGL Application Framebuffer Application
X.Org
2D Driver
OpenGL DRI driver
DRI
DRM
Graphics Hardware
GLX
User Space
Kernel Space
Hardware
FB driver
Figure 3.3: The old picture of the Linux graphics stack.
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 pre-
vious 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: rst, merge the ker-
nel framebuffer 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.
28
3.2. The DRI/DRM infrastructure
X11 Application OpenGL Application Framebuffer Application
X.Org
2D Driver
OpenGL DRI driver
AIGLX
DRI
DRM
Graphics Hardware
GLX
User Space
Kernel Space
Hardware
Figure 3.4: The new picture of the Linux graphics stack.
VT switches
http://dri.sourceforge.net/doc/dri_data_ow.html
http://dri.sourceforge.net/doc/dri_control_ow.html
http://nouveau.freedesktop.org/wiki/GraphicStackOverview
http://people.freedesktop.org/~ajax/dri-explanation.txt
http://dri.sourceforge.net/doc/DRIintro.html
http://jonsmirl.googlepages.com/graphics.html
http://wiki.x.org/wiki/Development/Documentation/Glossary
http://mjules.littleboboy.net/carnet/index.php?post/2006/11/15/89-comment-marche-
x11-xorg-et-toute-la-clique-5-partie
29
3. The Big Picture
Takeaways:
Applications communicate with X.Org through a specic library which encapsu-
lates drawing calls.
The current DRI design has evolved over time in a number of signicant steps.
In a modern stack, all graphics hardware activity is moderated by a kernel mod-
ule, the DRM.
30
Chapter 4
Framebuffer Drivers
Framebuffer drivers are the simplest form of graphics drivers under Linux. A frame-
buffer driver is a kernel graphics driver exposing its interface through /dev/fb*. 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
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. It is also useful to know
how framebuffer drivers work when implementing framebuffer acceleration for a ker-
nel modesetting DRMdriver, as the acceleration callbacks are the same. In short, frame-
buffer drivers are especially interesting for embedded systems, where memory foot-
print is essential, or when the intended applications do not require advanced graphics
acceleration.
At the core, a framebuffer driver implements the following functionality:
Modesetting. Modesetting consists in conguring video mode to get a picture on
the screen. This includes choosing the video resolution and refresh rates.
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 lls. Acceleration is sometimes made available to user space
through a hook (the user space must then program card specic MMIO registers,
and this requires root privileges).
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 specic card model (like nvidia or ATI). Drivers on top of vesa, EFI or Open-
rmware exist; instead of accessing the graphics hardware directly, these drivers call
rmware functions to achieve modesetting and 2D acceleration.
http://www.linux-fbdev.org/HOWTO/index.html
4.1 Creating a framebuffer driver
struct platform_driver with a probe function
probe function in charge of creating the fb_info struct and register_framebuffer() on it.
31
4. Framebuffer Drivers
4.2 Framebuffer operations
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 lls, copies, or cursor handling. By lling struct fb_ops callbacks, one
can implement the following functions:
Set color register
int fb_setcolreg(unsigned regno, unsigned red, unsigned green, unsigned blue, unsigned transp, struct
fb_info info) ;
Set color registers in batch
int fb_setcmap(struct fb_cmap cmap, struct fb_info info);
Blank display
int fb_blank(int blank, struct fb_info info) ;
Pan display
int fb_pan_display(struct fb_var_screeninfo var, struct fb_info info) ;
Draws a solid rectangle
void fb_llrect ( struct fb_info info, const struct fb_llrect rect ) ;
Copy data from area to another
void fb_copyarea(struct fb_info info, const struct fb_copyarea region);
Draws an image to the display
void fb_imageblit(struct fb_info info, const struct fb_image image);
32
4.2. Framebuffer operations
Draws cursor
int fb_cursor(struct fb_info info, struct fb_cursor cursor);
Rotates the display
void fb_rotate( struct fb_info info, int angle);
Wait for blit idle, optional
int fb_sync(struct fb_info info) ;
Note that common framebuffer functions (cfb) are available if you do not want to
implement everything for your device specically. These functions are cfb_llrect,
cfb_copyarea and cfb_imageblit and will performthe corresponding function in a generic,
unoptimized fashion using the CPU.
Takeaways:
Framebuffer drivers are the simplest formof linux graphics driver, requiring little
implementation work.
Framebuffer drivers deliver a low memory footprint and thus are useful for em-
bedded devices.
Implementing acceleration is optional as software fallback functions exist.
33
4. Framebuffer Drivers
34
Chapter 5
The Direct Rendering Manager
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:
Put critical initialization of the card in the kernel, for example uploading rmwares
or setting up DMA areas.
Share the rendering hardware between multiple user space components, and ar-
bitrate access.
Enforce security by preventing applications from performing DMA to arbitrary
memory regions, and more generally fromprogramming the card in any way that
could result in a security hole.
Manage the memory of the card, by providing video memory allocation function-
ality to user space.
More recently, the DRM was improved to achieve modesetting. This simplies
the previous situation where both the DRM and the framebuffer driver were
ghting to access the same GPU. Instead, the framebuffer driver is removed and
instead framebuffer support is implemented in the DRM.
Kernel module (DRM)
Global DRI/DRM user space/kernel scheme (gure with libdrm - drm - entry points -
multiple user space apps)
35
5. The Direct Rendering Manager
X.Org OpenGL Application
libdrm
drm
Graphics Hardware
User Space
Kernel Space
Hardware
Figure 5.1: Accessing the DRM through libdrm.
When designing a Linux graphics driver aiming for more than simple framebuffer sup-
port, a DRM component is the rst thing to do. One should derive a design that is both
efcient and enforces security. The DRI/DRM scheme can be implemented in differ-
ent ways and the interface is indeed entirely card-specic. Do not always follow the
existing models that other drivers use, innovate!
5.1 DRM batch buffer submission model
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.
5.1.1 Hardware sharing
One of the duties of the DRMis to multiplex the GPUitself between multiple user space
processes. 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 others state. Depending on the hardware at hand, there are two major cases:
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
applications state itself. This is the way the nouveau driver works.
36
5.2. Modesetting
When the GPU doesnt have multiple hardware contexts, the common way of
multiplexing the hardware is to reemit the state at the beggining of each batch
buffer; its 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 doesnt
reemit the state at the beggining of each batch buffer, the state from other DRM
processes will leak onto it.
The DRM also prevent simultaneous access to the same hardware.
5.1.2 Memory management and security
The kernel has the ability to move memory areas around to handle high memory pres-
sure situations. Depending on the hardware, there are two ways to achieve it:
If the hardware has complete memory protection and virtualization, then it is pos-
sible to page in memory resources into the GPU as they get allocated and isolate
the per-process. Therefore not much is required to support memory protection of
GPU memory.
When the hardware doesnt 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 other-
wise unaware of them, the command submission ioctl will rewrite the command
buffers in the kernel by replacing all the hardware offsets to their current loca-
tions. This is possible since the kernel knows about the current position of all
memory buffers.
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 isnt. That way it is possible to implement memory protection
when the hardware doesnt provide that functionality.
GEM, TTM
Share video memory
5.2 Modesetting
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 ad-
vantage of not needing to rely on a VGAor VESAlayer). Historically, this was achieved
in user space by the DDX.
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 specication).
37
5. The Direct Rendering Manager
Crtc
Crtc is in charge of reading the framebuffer memory and routes the data to an encoder
Encoder
Encoder encodes the pixel data for a connector
Connector
The connector is the name physical output on the card (DVI, Dsub, Svideo...). Notice
that connectors can get their data frommultiple encoders (for example DVI-I which can
feed both analog and digital signals)
Also, on embedded or old hardware, it is common to have encoders and connectors
merged for simplicity/power efciency reasons.
+++ Ajouter ici un schema crtc-encoder-connector
5.3 libdrm
libdrm is a small (but growing) component that interfaces between user space and the
DRM module, and allows calling into the entry points.
Obviously security should not rely on components fromlibdrmbecause it is an unpriv-
ileged user space component
Takeaways:
The DRM manages all graphics activity in a modern linux graphics stack.
It is the only trusted piece of the stack and is responsible for security. Therefore it
shall not trust the other components.
It provides basic graphics functionality: modesetting, framebuffer driver, mem-
ory management.
38
Chapter 6
X.Org Drivers
This chapter covers the implementation of a 2D driver inside X.Org. There are multiple
ways to implement a 2D X.Org driver: ShadowFB, XAA, EXA. Another 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 good
enough option if all you need is basic X compatibility.
http://www.x.org/wiki/DriverDevelopment
6.1 Creating a basic driver
Mandatory entry points
PreInit
This function is in charge of the initialization.
Bool PreInit (ScrnInfoPtr pScreen, int ags ) ;
ScreenInit
This function gets called on startup. It is responsible for setting up all per-screen state.
Bool ScreenInit( int scrnIndex, ScreenPtr screen, int argc, char argv);
EnterVT
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.
Bool EnterVT(int scrnIndex, int ags ) ;
39
6. X.Org Drivers
LeaveVT
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.
/Bool LeaveVT(int scrnIndex, int ags) ;
Optional functions (but very useful)
SwitchMode
Sets a video mode.
Bool SwitchMode(int scrnIndex, DisplayModePtr mode, int ags);
AdjustFrame
This function is used to initialize the Start Address - the rst displayed location in the
video memory (randr 1.3 panning)
void AdjustFrame(int scrnIndex, int x, int y, int ags ) ;
FreeScreen
Cleanup the ScreenInit
void FreeScreen(int scrnIndex, int ags ) ;
6.2 ShadowFB acceleration
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).
Despite the name, shadowFB is not to be confused with the kernel framebuffer drivers.
Although ShadowFB is a very basic design, it can result in a more efcient and respon-
sive desktop than an incomplete implementation of EXA.
To implement shadowFB acceleration, a driver simply calls Bool ShadowFBInit(ScreenPtr
pScreen, RefreshAreaFuncPtr refreshArea ). refreshArea is a function pointer with the
following prole:
void RefreshAreaFuncPtr(ScrnInfoPtr pScreen, int numBoxes, BoxPtr pBox);
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.
40
6.3. XAA acceleration
Shadow surface Video ram surface
Dirty pixels Dst pixels
Figure 6.1: Shadowfb acceleration.
6.3 XAA acceleration
Scanline based acceleration
Offscreen area, same pitch as the screen
6.4 EXA acceleration
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 avail-
able: 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 Prepare-
Action 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, rst and last. The PrepareAction
functions return a boolean, and can return false if they fail at accelerating the specic
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.
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.
Solid
Solid just lls an area with a solid color (RGBA). Just like with all EXA callbacks, there
are three main functions: the rst one is the Prepare() function which sets the graphics
41
6. X.Org Drivers
state required to do solid lls. The second one is the Solid() function which actually
does the solid ll. 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 ush required
GPU states.
Note that Solid() can be called many times in a row between a Prepare() and Done()
(the same applies to other EXA callbacks).
Bool PrepareSolid(PixmapPtr pPixmap, int alu, Pixel planemask, Pixel fg);
void Solid(PixmapPtr pPixmap, int x1, int y1, int x2, int y2);
void DoneSolid(PixmapPtr pPixmap);
Copy
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 Pre-
pare/Copy/Done triplet of callbacks, and Copy() can be called many times in a row.
Bool PrepareCopy(PixmapPtr pSrcPixmap, PixmapPtr pDstPixmap, int dx, int dy, int alu, Pixel planemask);
void Copy(PixmapPtr pDstPixmap, int srcX, int srcY, int dstX, int dstY, int width, int height) ;
void DoneCopy(PixmapPtr pDstPixmap);
Composite
Composite is an optional interface used to achieve composite operations like blend-
ing. This allows accelerating 2D desktop effects like blending, scaling, operations with
masks... All in all, the composite() hook is sufcient to implement a basic 2D compos-
ite window manager (KDE and XFCE are examples of window compositors indirectly
using EXA trough the Render API to implement compositing).
If the driver doesnt 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.
UploadToScreen
UploadToScreen copies an area from system memory to video memory
Bool UploadToScreen(PixmapPtr pDst, int x, int y, int w, int h, char src, int src_pitch) ;
42
6.4. EXA acceleration
DowndloadFromScreen
DownloadFromScreen copies an area from video memory to system memory
Bool DownloadFromScreen(PixmapPtr pSrc, int x, int y, int w, int h, char dst, int dst_pitch) ;
PrepareAccess
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.
FinishAccess
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.
A note about EXA performance
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 al-
ways 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 GPUmemory and will do the operation on the
GPU, and C will trigger a migration back to systemmemory 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!
As a side effect, it is often better to prole before implementing specic EXA compos-
ite() 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).
43
6. X.Org Drivers
Takeaways:
Multiple choices exist for accelerating 2D in X.Org.
The most efcient one is EXA, which puts all the smart optimizations in a com-
mon piece of code, and leaves the driver implementation very simple.
Today, most 2D acceleration is implemented using the 3D engine of the graphics
card.
If your card cannot accelerate 2D operations, shadowfb is the path to take.
44
Chapter 7
Video Decoding
7.1 Video Standards
H262 (mpeg 2, DVD)
H263 (divx/mpeg4)
H264 (used on blu-ray)
7.2 Video decoding pipeline
Two typical video pipelines : mpeg2 and h264
The H262 decoding pipeline
iDCT -> MC -> CSC -> Final display
The H.264 decoding pipeline
entropy decoding -> iDCT -> MC -> CSC -> Final display
7.2.1 Entropy
Entropy encoding is a lossless compression phase. It is the last stage of encoding and
therefore also the rst stage of decoding.
CABAC/CAVLC
45
7. Video Decoding
R
G
B
1 0 1.13983
1 0.39465 0.58060
1 2.03211 0
Y
U
V
Figure 7.1: YUV to RGB Conversion formula as per ITU-R RB recommendation 601.
R
G
B
1 0 1.13983
1 0.39465 0.58060
1 2.03211 0
Y
U
V
Figure 7.2: YUV to RGB Conversion formula as per ITU-R RB recommendation 709.
7.2.2 Inverse DCT
7.2.3 Motion Compensation
7.2.4 Color Space Conversion
A color space is the way color is represented.
In order to save space, perception principles are applied to movie encoding. The color
space conversion stage exploits the fact that the human eye is more perceptive of the
luminance than the chrominance, and separates the color data into those two compo-
nents. Intuitively, the luminance is the amount of light in the color, and the chromi-
nance is the name of the color (red, green, yellow...) and its amount of saturation.
The quality of the chrominance data can lowered to conserve space, for example by
downsampling it, and the missing chrominance data is interpolated at playing time
while minimally impacting the perceived video quality.
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 chromi-
nance information is less relevant to the eye than the luminance, so usually chromi-
nance is subsampled and luminance is at the original resolution. Therefore, the Y plane
usually has a higher resolution than the U and V planes.
Bandwidth gain example (RGBA32 vs YV12)
The color conversion from the YUV to the RGB color space is a linear relation, and can
therefore be represented by a matrix/vector multipliy, the matrix being the conversion
formula.
Figure 7.1 shows the conversion matrices from ITU-R BT Recommendation 601 (stan-
dard content) and recommendation 709 (intended for HD content). Notice that al-
though these matrices are very similar, there are numerical differences which will re-
sult 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 denition content but no attention is made to the proper conversion matrix that
should be used. Since the colors are only slightly wrong, this problem is commonly
46
7.2. Video decoding pipeline
Format
name
Y:U:V
bits per
pixel
Layout Comments
YV12 8:2:2 1 Y plane, 1 V 2*2
sub-sampled plane, 1
U 2*2 sampled plane
Same as I420 except U
and V are reversed.
I420 8:2:2 1 Y plane, 1 U 2*2
sub-sampled plane, 1
V 2*2 sub-sampled
plane
Same as YV12 except
U and V are reversed.
NV12 8:2:2 1 Y plane, 1 packed
U+V 2*2 sub-sampled
plane
Convenient for
hardware
implementation on
3D-capable GPUs
YUY2
(YUYV)
8:4:4 1 Packed YUV plane Packed as Y0U0Y1V0
Table 7.1: Common YUV color space formats
overlooked, whereas most hardware features at least a BT601/BT709 switch, or a fully
programmable conversion matrix.
YUV Planar and packed (interlaced) formats on Figure 7.3.
Plane order (YV12 vs NV12)
Order of the planes (YV12, I420)
http://en.wikipedia.org/wiki/YUV
http://www.fourcc.org/yuv.php
http://www.glennchan.info/articles/articles.html
http://www.poynton.com/papers/SMPTE_98_YYZ_Luma/index.html
The nal stage of video decoding is video upscaling. Video upscaling consists in up-
scaling the movie resolution to the screen resolution. It can be done by specialized
hardware, the 3D engine, or the 2D blitter if it has scaling capabilities. Since the con-
version from YUV space to RGB space is linear, ltered upscaling can be done either
in the YUV or RGB space, which conveniently allows using bilinear texture ltering
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 ltering will work just ne
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 ltering 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 ltering for the (most eye-visible) Y plane, and
keeping bi-linear ltering for U and V planes.
47
7. Video Decoding
Y plane U plane V plane
Y
0
Y
1
Y
2
U
0
U
1
V
0
V
1
Y plane UV plane
Y
0
Y
1
Y
2
U
0
V
0
U
1
V
1
YUV plane
Y
0
U
0
Y
1
V
0
Y
2
U
1
Y
3
V
1
Figure 7.3: YUV layouts in memory: planar format example (YV12, top), partially in-
terleaved format example (NV12, middle), fully interleaved format example (YUY2,
bottom).
48
7.3. Video decoding APIs
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 rst do color space conversion from YUV to RGB and then scaling in RGB space.
Again this is only possible when the color conversion operation is a linear operation,
in particular that means gamma correction has to be ignored.
gamma conversion
using a conversion shader or a conversion texture lookup
7.3 Video decoding APIs
Xv
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 sufcient depending on the target hardware (for
example, it can prove to be ne when coupled with a powerful CPU to decode H264
content).
XvMC
idct + mc +csc
VAAPI
VAAPI was initially created for intels 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.
VDPAU
The VDPAU was initiated by nvidia for H264 & VC1 decoding support
XvBA
All 3 APIs are intended for full
49
7. Video Decoding
OpenMax
http://x264dev.multimedia.cx
Takeaways:
A video decoding pipeline consists in multiple stages chained together.
Color space conversion and scaling is the most important stage, and if your driver
implements only one operation for simplicity, this is it.
Implementing a full pipeline can provide a high performance boost, and save
battery life on mobile systems.
50
Chapter 8
OpenGL
OpenGL is a specication. 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.
OpenGL ARB, khronos, bla bla...
8.1 The OpenGL Rendering Pipeline
8.1.1 Vertex processing
vertex stage
vertex buffers
8.1.2 Geometry processing
8.1.3 Fragment processing
Rasterization
Render buffers
Textures
Takeaways:
OpenGL is a suite of stages arranged in a pipeline.
51
8. OpenGL
Vertex Shader
glDrawElements,
glArrayElement,
glDrawArrays
Vertex Shader
Program
Geometry Shader
Geometry
Shader Program
Clipping
Viewport glViewport
Face Culling
glCullFace, glFrontFace,
glPolygonMode, glEn-
able(GL_CULL_FACE)
Uniforms and
Samplers
Rasterization
glPolygonOffset,
glPointSize, glLineStip-
ple, glLineWidth
Fragment Shader
Fragment
Shader Program
Scissor
glScissor, glEn-
able(GL_SCISSOR)
Multisample
glSampleCoverage, glEn-
able(GL_MULTISAMPLE)
Stencil
glStencilFunc,
glStentilMask,
glStencilOp, glEn-
able(GL_STENCIL_TEST)
Depth
glDepthFunc,
glDepthMask, glEn-
able(GL_DEPTH_TEST)
Occlusion Query
glGenQueries, glIsQuery,
glBeginQuery, glEnd-
Query, glGetQuery*
Blending
glBlendColor, glBlend-
Func, glBlendEquation,
glEnable(GL_BLEND)
Dithering glEnable(GL_DITHER)
Logic Op
glLogicOp, glEn-
able(GL_COLOR_LOGIC_OP)
Masking
glColorMask,
glIndexMask
Framebuffer
Control
glDrawBuffer,
glDrawBuffers
Framebuffer
Figure 8.1: The OpenGL 3.2 pipeline.
52
Chapter 9
Mesa
Mesa is both a software OpenGL implementation, and the common rendering architec-
ture 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.
9.1 Mesa
Mesa serves two major purposes:
Mesa is a software implementation of OpenGL. It is considered to be the reference
implementation and is useful in checking conformance, seeing that the ofcial
OpenGL conformance tests are not publicly available.
Mesa provides the OpenGL entry points for Open Source graphics drivers under
linux.
In this section, we will focus on the second point.
9.2 Mesa internals
9.2.1 Textures in mesa
Takeaways:
Mesa is the reference OpenGL implementation under Linux.
All Open Source graphics drivers use Mesa for 3D
53
9. Mesa
54
Chapter 10
Gallium 3D
Gallium 3D is the Future of 3D Acceleration.
http://jrfonseca.blogspot.com/2008/04/gallium3d-introduction.html
http://people.freedesktop.org/~csimpson/gallium-docs/
10.1 Gallium3D: a plan for a new generation of hardware
Ten years ago, GPUs were a direct match with all the OpenGL or Direct3D functional-
ity; back then the GPUs had specic transistors dedicated to each piece of functionality.
With the explosion in the amount of 3D functionality, this quickly made it impracti-
cal both for application developers (who saw the 3D APIs growing huge) and hard-
ware designers (who faced an explosion of the number of specic functionality a GPU
needed), and shaders were created. Instead of providing specic functionality, the 3D
APIs would now let the programmers create these little programs and run them on
the GPU. As the hardware was now programmable in a way which was a superset of
xed functionality, the xed function pipelines were not required any more and were
removed from the cards. Gallium 3D is modeled around the simple observation that
todays GPUs do not have xed pipe any more and only feature shaders, but drivers
still have to emulate xed function on top of the shaders to provide API compatibil-
ity. Doing so in every driver would require a lot of code duplication, and the Gallium
model is to put this code in a common place. Therefore gallium drivers become smaller
and easier to write and to maintain.
everything is a shader, including inside the driver
thin layer for xed pipe -> programmable functionality translation
global diagram
10.2 State trackers
A state tracker implements an API (for example OpenGL, OpenVG, Direct3D...) by
turning it into API-agnostic and hardware-agnostic TGSI calls.
55
10. Gallium 3D
10.3 Pipe driver
A pipe driver is the main part of a hardware-specic driver.
10.4 Winsys
The winsys is in charge of talking to the OS/Platform of choice. The pipe driver relies
on the Winsys to talk to the hardware. For example, this allows having a single pipe
driver with multiple winsyses targetting different Operating systems.
10.5 Vertex submission
The VBO interface
10.6 Writing Gallium3D drivers
screen
context
pipe_transfer
10.7 Shaders in Gallium
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 rst component of vector v, v.xyzw are all 4 components
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.
These components usually carry no semantics, and despite their name they can very
well carry a color or an opacity value indifferently.
TGSI instruction set
mesa/src/gallium/auxiliary/tgsi/tgsi-instruction-set.txt
56
10.7. Shaders in Gallium
Takeaways:
Gallium 3D is the new graphics API.
Everything is converted to a shader internally, xed functionality is gone.
Drivers are simpler than classic Mesa drivers, as one only has to implement
shaders to get all xed functionality to work.
57
10. Gallium 3D
58
Chapter 11
GPU Computing
59
11. GPU Computing
60
Chapter 12
Suspend and Resume
VT switches
Card state
Suspend/resume hooks in the DRM
Takeaways:
Suspend and resume has long been very clumsy, but this is solved now thanks to
the DRM implementing more functionality.
61
12. Suspend and Resume
62
Chapter 13
Technical Specications
Technical specications are the nuts and bolts of graphics driver work. Without hard-
ware specications, no work can be started. However, manufacturing companies are
usually wary of sharing said specications, as they think this will hinder their business.
While this claim is false (because you cant copy a GPU from just its specications), it is
still very widespread and prevents a lot of hardware from being properly documented.
Therefore, getting hold of hardware specications will be the rst major step in any
graphics driver development project.
13.1 Obtaining ofcial specications
Public specications Some vendors distribute the technical documentation for their
hardware publicly without restrictions.
Sometimes, things can be as simple as asking the vendor, who might share the docu-
mentation (possibly under NDA, see below).
NDA(Non-Disclosure Agreement) Put simply, an NDAis 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.
Terms of the NDA
Before signing an NDA, think. Whatever lawyers say, there is no such thing as a stan-
dard NDA, you can always negotiate.
Can Open Source drivers be written from that documentation under that NDA?
What happens when the NDA expires? Can code still be free, are you bound by any
clause?
What about yourself? Are you prevented from doing further work on this hardware?
63
13. Technical Specications
13.2 Reverse engineering
When specications are not easily available or just incomplete, an alternate route is
reverse engineering. Reverse engineering consists in guring out the specications 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.
Reverse engineering is not just a tool to obtain missing hardware specications, 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.
not as difcult 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!).
Mmiotrace
The basic idea behind mmio-trace is simple: it rst hooks the ioremap call, and there-
fore 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 fault-
ing instruction is decoded to gure 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.
mmio trace is now part of the ofcial Linux kernels. Therefore, any pre-existing driver
can be traced.
Libsegfault
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.
Valgrind-mmt
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 fromuser space. Memory accesses
are dynamically instrumented thanks to valgrind and each access to the zones we want
to see traced is logged.
64
13.2. Reverse engineering
vbetool/vbtracetool
Virtualization
Finally, one last pre-existing tool to help reverse engineering is virtualization. By run-
ning a proprietary driver in a controled environment, one can gure out the inner
workings of a GPU. The plan is then to write an emulated GPU while doing the re-
verse engineering (which imposes the use of an open source virtualization solution
like Qemu).
Ad-hoc tools
In addition to these generic tools, you will often nd it useful to implement your own
additional tools, tailored for specic 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.
Takeaways:
Technical specications of course very important for authoring graphics drivers.
NDAs can have unforeseen implications on yourself and your work.
When they are unavailable, incomplete or just plain wrong, reverse engineering
can help you gure out how the hardware actually works.
65
13. Technical Specications
66
Chapter 14
Beyond Development
14.1 Testing for conformance
Rendercheck
OpenGL conformance test suite
The ofcial OpenGL testing suite is not publicly available, and (paying) Khronos Mem-
bership is required. Instead, most developers use alternate sources for test programs.
Piglit
glean
glean.sourceforge.net
Mesa demos
mesa/progs/*
14.2 Debugging
gdb and X.Org
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.
67
14. Beyond Development
printk debug
crash
(surcouche gdb pour analyser les vmcore)
kgdb
serial console
diskdump
linux-uml
systemtap
14.3 Upstreaming
Submitting your code for inclusion in the ofcial trees is an important part of the graph-
ics driver development process under linux. There are multiple motivations for doing
this.
First, this allows end users to get hold of your driver more easily.
Second, this makes it easier for your driver maintenance in the future: in the event of
interface changes,
Why upstream?
How?
When?
Takeaways:
Thoroughly testing all your changes can save you the cost of bisection later on.
Debugging is not easy for graphics drivers.
By upstreaming your code in ofcial repositories, you save yourself the burden
of adapting it to ever-moving programming interfaces in X.Org, Mesa and the
kernel.
68
Chapter 15
Conclusions
69