2012-09-28 15:44:20 -06:00
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<?xml version='1.0'?> <!--*-nxml-*-->
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<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<!--
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Written 2012 by David Herrmann <dh.herrmann@googlemail.com>
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Dedicated to the Public Domain
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-->
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<refentry id="drm">
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<refentryinfo>
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<title>Direct Rendering Manager</title>
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<productname>libdrm</productname>
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<date>September 2012</date>
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<authorgroup>
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<author>
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<contrib>Developer</contrib>
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<firstname>David</firstname>
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<surname>Herrmann</surname>
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<email>dh.herrmann@googlemail.com</email>
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</author>
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</authorgroup>
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</refentryinfo>
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<refmeta>
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<refentrytitle>drm</refentrytitle>
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<manvolnum>7</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>drm</refname>
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<refpurpose>Direct Rendering Manager</refpurpose>
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</refnamediv>
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<refsynopsisdiv>
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<funcsynopsis>
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<funcsynopsisinfo>#include <xf86drm.h></funcsynopsisinfo>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1>
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<title>Description</title>
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<para>The <emphasis>Direct Rendering Manager</emphasis> (DRM) is a framework
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to manage <emphasis>Graphics Processing Units</emphasis> (GPUs). It is
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designed to support the needs of complex graphics devices, usually
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containing programmable pipelines well suited to 3D graphics
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acceleration. Furthermore, it is responsible for memory management,
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interrupt handling and DMA to provide a uniform interface to
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applications.</para>
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<para>In earlier days, the kernel framework was solely used to provide raw
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2018-12-19 07:55:45 -07:00
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hardware access to privileged user-space processes which implement
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2017-04-04 09:58:46 -06:00
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all the hardware abstraction layers. But more and more tasks were
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moved into the kernel. All these interfaces are based on
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<citerefentry><refentrytitle>ioctl</refentrytitle><manvolnum>2</manvolnum></citerefentry>
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commands on the DRM character device. The <emphasis>libdrm</emphasis>
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library provides wrappers for these system-calls and many helpers to
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simplify the API.</para>
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<para>When a GPU is detected, the DRM system loads a driver for the detected
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hardware type. Each connected GPU is then presented to user-space via
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a character-device that is usually available as
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<filename>/dev/dri/card0</filename> and can be accessed with
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<citerefentry><refentrytitle>open</refentrytitle><manvolnum>2</manvolnum></citerefentry>
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and
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<citerefentry><refentrytitle>close</refentrytitle><manvolnum>2</manvolnum></citerefentry>.
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However, it still depends on the graphics driver which interfaces are
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available on these devices. If an interface is not available, the
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syscalls will fail with <literal>EINVAL</literal>.</para>
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<refsect2>
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<title>Authentication</title>
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<para>All DRM devices provide authentication mechanisms. Only a DRM-Master
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is allowed to perform mode-setting or modify core state and only one
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user can be DRM-Master at a time. See
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<citerefentry><refentrytitle>drmSetMaster</refentrytitle><manvolnum>3</manvolnum></citerefentry>
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for information on how to become DRM-Master and what the limitations
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are. Other DRM users can be authenticated to the DRM-Master via
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<citerefentry><refentrytitle>drmAuthMagic</refentrytitle><manvolnum>3</manvolnum></citerefentry>
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so they can perform buffer allocations and rendering.</para>
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</refsect2>
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<refsect2>
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<title>Mode-Setting</title>
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<para>Managing connected monitors and displays and changing the current
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modes is called <emphasis>Mode-Setting</emphasis>. This is
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restricted to the current DRM-Master. Historically, this was
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implemented in user-space, but new DRM drivers implement a kernel
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interface to perform mode-setting called
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<emphasis>Kernel Mode Setting</emphasis> (KMS). If your
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hardware-driver supports it, you can use the KMS API provided by
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DRM. This includes allocating framebuffers, selecting modes and
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managing CRTCs and encoders. See
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<citerefentry><refentrytitle>drm-kms</refentrytitle><manvolnum>7</manvolnum></citerefentry>
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for more.</para>
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</refsect2>
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<refsect2>
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<title>Memory Management</title>
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<para>The most sophisticated tasks for GPUs today is managing memory
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objects. Textures, framebuffers, command-buffers and all other kinds
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of commands for the GPU have to be stored in memory. The DRM driver
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takes care of managing all memory objects, flushing caches,
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synchronizing access and providing CPU access to GPU memory. All
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memory management is hardware driver dependent. However, two generic
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frameworks are available that are used by most DRM drivers. These
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are the <emphasis>Translation Table Manager</emphasis> (TTM) and the
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<emphasis>Graphics Execution Manager</emphasis> (GEM). They provide
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generic APIs to create, destroy and access buffers from user-space.
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However, there are still many differences between the drivers so
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driver-depedent code is still needed. Many helpers are provided in
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<emphasis>libgbm</emphasis> (Graphics Buffer Manager) from the
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<emphasis>mesa-project</emphasis>. For more information on DRM
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memory-management, see
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<citerefentry><refentrytitle>drm-memory</refentrytitle><manvolnum>7</manvolnum></citerefentry>.</para>
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</refsect2>
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</refsect1>
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<refsect1>
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<title>Reporting Bugs</title>
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<para>Bugs in this manual should be reported to
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https://gitlab.freedesktop.org/mesa/drm/-/issues</para>
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2012-09-28 15:44:20 -06:00
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</refsect1>
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<refsect1>
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<title>See Also</title>
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<para>
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<citerefentry><refentrytitle>drm-kms</refentrytitle><manvolnum>7</manvolnum></citerefentry>,
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<citerefentry><refentrytitle>drm-memory</refentrytitle><manvolnum>7</manvolnum></citerefentry>,
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<citerefentry><refentrytitle>drmSetMaster</refentrytitle><manvolnum>3</manvolnum></citerefentry>,
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<citerefentry><refentrytitle>drmAuthMagic</refentrytitle><manvolnum>3</manvolnum></citerefentry>,
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<citerefentry><refentrytitle>drmAvailable</refentrytitle><manvolnum>3</manvolnum></citerefentry>,
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<citerefentry><refentrytitle>drmOpen</refentrytitle><manvolnum>3</manvolnum></citerefentry>
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</para>
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</refsect1>
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</refentry>
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