How DRI and DRM Work
How DRI and DRM Work
Introduction
This page is intended as an introduction to what DRI and DRM are, how they fit into the overall structure of X, Mesa and so on, and why you should care about it if you're developing applications which make use of graphics acceleration. It's written with the SMedia Glamo chip of the Openmoko Neo FreeRunner in mind, but many of the concepts are generally applicable to all graphics hardware. However, more advanced hardware is generally a lot more complicated than the technology described here...
The Hardware
The graphics processor (GPU) is separate from the main CPU, and has its own memory. The graphics chip can't access the main system memory at all [1], but** the graphics memory ("VRAM") can be mapped into the CPU's address space and then written to or read from**. If we didn't care about accelerated graphics, we would just program the GPU to display a section of its VRAM on the LCD screen, and write what we wanted to display.
But we want to do some slightly more exciting things. To use acceleration features, a sequence of commands has to be written to a circular buffer, in VRAM, of commands. Circular in this sense means that when there is no more space left at the end of the buffer, writing begins again at the start of the buffer. Hopefully the buffer is long enough that the program can write a significant number of commands, then go away and do something else while they execute.
Commands submitted via this buffer (known as the "command queue", "ring buffer" or similar) generally need to refer to other buffers in VRAM. For instance, if we told the GPU to turn the entire screen blue, we would need to send a command sequence which described that a flood fill operation was to be performed, that it was to be done using the colour blue, and that the buffer to be filled with blue was the same buffer we previously told it to display on the LCD.
Historical Situation
Previously, all applications which used hardware acceleration would contain a full implementation of the code required to allocate VRAM for the command queue, program the command queue processor (part of the GPU) to read commands from the newly allocated buffer, and to keep updating its configuration every time new commands were written. There'd also be a lot of error-checking to be done to make sure everything went smoothly. In addition, it'd have to handle memory management if it wanted to allocate more buffers in VRAM - for instance, to hold the contents of offscreen windows ready to be quickly copied onto the screen. This is a lot of programming, but is the situation we currently have with the Glamo chip. The X server (both the old Kdrive-based server (Xglamo) and the more recent X.org driver xf86-video-glamo) contains command queue handling code, as does the accelerated version of mplayer.
It's pretty clear that multiple applications can't simultaneously use the acceleration - they'd both be trying to manage a single command queue and pool of VRAM in their own ways, and the results could range from instability to outright catastrophe. This is one of the things DRI is here to fix.
DRM - Kernel Level Support
The Direct Rendering Manager, DRM, is the kernel part of the wider Direct Rendering Infrastructure (DRI). With DRM, all the command queue and VRAM handling is done by the kernel, and there's an ioctl interface through which userspace programs can ask it to do things. For example, a program might ask to allocate some VRAM, and the DRM will return a unique handle by which the program can refer to the newly allocated VRAM. The kernel, aware of the requests from the multiple programs, can coordinate memory management across them all. If the program needed to read or write its VRAM, it could ask the kernel to map the memory into the program's address space. The subset of the DRM ioctl interface which takes care of memory is called GEM [2].
Command queue handling is similar. If the program wanted to submit a sequence of commands, it could call another ioctl with its commands, and the kernel would add it to the command queue. Part of the beauty of all this is that only the kernel has to know where the objects in VRAM actually reside at any point, and it can move some of them out of VRAM if space becomes tight. Userspace programs just use their unique handles to refer to memory, and let the kernel take care of making sure that the correct buffers are in the right places at the right times.
Finally, there's a library ("libDRM") which exists to make handling DRM's ioctls a little easier.
EXA - X Server Acceleration
I mentioned that the X server used to be one of the programs which wanted to access the hardware to send command sequences. With DRM in place, the X server uses the ioctl interface to pass its commands down to the kernel. The GEM interface is used to allocate VRAM for offscreen pixmaps.
DRI - X Server Support
"DRI" could be taken to mean the overall infrastructure which makes accelerated rendering possible. The DRI interface, which is what this section is about, is specific to X. It consists of a handful of X requests by which X clients can request that the X server allows it to carry out accelerated rendering to a particular window. The client asks for a handle for the window, and uses that handle to tell the kernel to draw things, for instance using the 3D engine of the graphics hardware. When it's finished drawing a frame, the client asks the X server to swap the buffers (assuming, say, a double-buffered OpenGL context) so that the contents are visible on the screen.
DRI is just one way to use the underlying DRM framework. For instance, there are other graphics systems (such as Wayland) which also use DRM to access the hardware.
KMS - Kernel Modesetting
There's just one more piece to the puzzle, which is called KMS. This could be the subject of a whole new article, but here's a short overview. Previously, the X driver would directly program the hardware, just as it had to program the command queue engine itself. With KMS, it can ask the kernel to set a certain display resolution, colour depth, or whatever. At the same time, the X driver can send the kernel its handle for a memory buffer which should be used as the contents of the screen. Since the kernel is in complete control of the actual programming of the hardware, it can switch back in the case of, say, a kernel panic or X server crash.
Conclusion
This mostly isn't as complicated as it sounds...! For examples of what programs which use DRM look like, take a look at the Glamo DRI tests. Despite the name, most of these just test DRM, and are independent of the higher-level DRI interfaces.
From: https://www.bitwiz.org.uk/s/how-dri-and-drm-work.html
How DRI and DRM Work的更多相关文章
- AM335x(TQ335x)学习笔记——LCD驱动移植
TI的LCD控制器驱动是非常完善的,共通的地方已经由驱动封装好了,与按键一样,我们可以通过DTS配置完成LCD的显示.下面,我们来讨论下使用DTS方式配置内核完成LCD驱动的思路. (1)初步分析 由 ...
- 如何理解显示卡的驱动模块(DDX,DRM,DRI,XVMC)
如何理解显示卡的驱动模块(DDX,DRM,DRI,XVMC) 1)DDX是什么 DDX是X服务器的2D驱动模块,例如via_drv.so. 2D的显示加速,包括xvideo也是由它负责. 它会初始化硬 ...
- Linux中的DRM
如果在搜索引擎离搜索 DRM 映入眼帘的尽是Digital Rights Managemen,也就是数字版权加密保护技术.这当然不是我们想要的解释.在类unix世界中还有一个DRM即The Direc ...
- 【原创】Linux环境下的图形系统和AMD R600显卡编程(2)——Framebuffer、DRM、EXA和Mesa简介【转】
转自:http://www.cnblogs.com/shoemaker/p/linux_graphics02.html 1. Framebuffer Framebuffer驱动提供基本的显示,fram ...
- Linux环境下的图形系统和AMD R600显卡编程(2)——Framebuffer、DRM、EXA和Mesa简介
转:https://www.cnblogs.com/shoemaker/p/linux_graphics02.html 1. Framebuffer Framebuffer驱动提供基本的显示,fram ...
- Linux Graphic DRI Wayland 显示子系统
转:https://blog.csdn.net/u013165704/article/details/80709547 1. 前言 上篇文章(Linux graphic subsytem(1)_概述) ...
- 【ARM-Linux开发】DRM学习(一)
http://www.landley.NET/kdocs/htmldocs/drm.html 非常好的一个链接,直接把DRM说的很透.很多API的功能都写全了. Table of Contents 1 ...
- linux DRM/KMS 测试工具 modetest、kmscude、igt-gpu-tools (一)
这里整理几个在学习Linux DRM/KMS中用到的几个工具,modetest.kmscude.igt-gpu-tools. 简介: modetest 是由libdrm提供的测试程序,可以查询显示设备 ...
- linux DRM/KMS 测试工具 modetest、kmscude、igt-gpu-tools (二)
kmscube kmscube is a little demonstration program for how to drive bare metal graphics without a c ...
随机推荐
- 配置VS2013 + opencv 2.4.10
其实我内心是极力反对装这么老的版本的,但是要交课堂作业~~好无奈 [注] : 如果按照本文配置不成功,可以试一下其他博客里面的配置(多试一试总能成功的) https://jingyan.baidu.c ...
- 2015-2016 ACM-ICPC, NEERC, Northern Subregional Contest (9/12)
$$2015-2016\ ACM-ICPC,\ NEERC,\ Northern\ Subregional\ Contest$$ \(A.Alex\ Origami\ Squares\) 签到 //# ...
- hdu 3549Flow Problem
Problem Description Network flow is a well-known difficult problem for ACMers. Given a graph, your t ...
- Codeforces Round #579 (Div. 3) E. Boxers (贪心)
题意:给你一组数,每个数都可以进行一次加一减一,问最后最多能有多少不同的数. 题解:我们可以用桶存每个数的次数,然后枚举\([1,150001]\)来求对答案的贡献,然后贪心,这里我们不用担心其他乱七 ...
- Codeforces Round #570 (Div. 3) B. Equalize Prices、C. Computer Game、D. Candy Box (easy version)、E. Subsequences (easy version)
B题题意: 给你n个物品的价格,你需要找出来一个值b,使得每一个物品与这个b的差值的绝对值小于k.找到最大的b输出,如果找不到,那就输出-1 题解: 很简单嘛,找到上下限直接二分.下限就是所有物品中最 ...
- PowerShell随笔7 -- Try Catch
PowerShell默认的顺序执行命令,即使中间某一句命令出错,也会继续向下执行. 但是,我们的业务有时并非如此,我们希望出现异常情况后进行捕获异常,进行记录日志等操作. 和其他编程语言一样,我们可以 ...
- JVM调优参数、方法、工具以及案例总结
这种文章挺难写的,一是JVM参数巨多,二是内容枯燥乏味,但是想理解JVM调优又是没法避开的环节,本文主要用来总结梳理便于以后翻阅,主要围绕四个大的方面展开,分别是JVM调优参数.JVM调优方法(流程) ...
- jdk8下的接口和抽象类
接口 在java8中,接口可以定义变量和方法,其中变量必须为 public && static && final: 方法必须为public && (ab ...
- codeforce 855B
B. Marvolo Gaunt's Ring time limit per test 2 seconds memory limit per test 256 megabytes input stan ...
- 开源软件ffmpeg使用中的问题
error while decoding MB 20 10, bytestream -13 经过调试,发现这部是 int ret = avcodec_decode_video2(pCodecConte ...