Recent from talks
Knowledge base stats:
Talk channels stats:
Members stats:
Direct Rendering Manager
The Direct Rendering Manager (DRM) is a subsystem of the Linux kernel responsible for interfacing with GPUs of modern video cards. DRM exposes an API that user-space programs can use to send commands and data to the GPU and perform operations such as configuring the mode setting of the display. DRM was first developed as the kernel-space component of the X Server Direct Rendering Infrastructure, but since then it has been used by other graphic stack alternatives such as Wayland and standalone applications and libraries such as SDL2 and Kodi.
User-space programs can use the DRM API to command the GPU to do hardware-accelerated 3D rendering and video decoding, as well as GPGPU computing.
The Linux kernel already had an API called fbdev, used to manage the framebuffer of a graphics adapter, but it couldn't be used to handle the needs of modern 3D-accelerated GPU-based video hardware. These devices usually require setting and managing a command queue in their own memory to dispatch commands to the GPU and also require management of buffers and free space within that memory. Initially, user-space programs (such as the X Server) directly managed these resources, but they usually acted as if they were the only ones with access to them. When two or more programs tried to control the same hardware at the same time, and set its resources each one in its own way, most times they ended catastrophically.
The Direct Rendering Manager was created to allow multiple programs to use video hardware resources cooperatively. The DRM gets exclusive access to the GPU and is responsible for initializing and maintaining the command queue, memory, and any other hardware resource. Programs wishing to use the GPU send requests to DRM, which acts as an arbitrator and takes care to avoid possible conflicts.
The scope of DRM has been expanded over the years to cover more functionality previously handled by user-space programs, such as framebuffer managing and mode setting, memory-sharing objects and memory synchronization. Some of these expansions were given specific names, such as Graphics Execution Manager (GEM) or kernel mode-setting (KMS), and the terminology prevails when the functionality they provide is specifically alluded. But they are really parts of the whole kernel DRM subsystem.
The trend to include two GPUs in a computer—a discrete GPU and an integrated one—led to new problems such as GPU switching that also needed to be solved at the DRM layer. In order to match the Nvidia Optimus technology, DRM was provided with GPU offloading abilities, called PRIME.
The Direct Rendering Manager resides in kernel space, so user-space programs must use kernel system calls to request its services. However, DRM doesn't define its own customized system calls. Instead, it follows the Unix principle of "everything is a file" to expose the GPUs through the filesystem name space, using device files under the /dev hierarchy. Each GPU detected by DRM is referred to as a DRM device, and a device file /dev/dri/cardX (where X is a sequential number) is created to interface with it. User-space programs that want to talk to the GPU must open this file and use ioctl calls to communicate with DRM. Different ioctls correspond to different functions of the DRM API.
A library called libdrm was created to facilitate the interface of user-space programs with the DRM subsystem. This library is merely a wrapper that provides a function written in C for every ioctl of the DRM API, as well as constants, structures and other helper elements. The use of libdrm not only avoids exposing the kernel interface directly to applications, but presents the usual advantages of reusing and sharing code between programs.
Hub AI
Direct Rendering Manager AI simulator
(@Direct Rendering Manager_simulator)
Direct Rendering Manager
The Direct Rendering Manager (DRM) is a subsystem of the Linux kernel responsible for interfacing with GPUs of modern video cards. DRM exposes an API that user-space programs can use to send commands and data to the GPU and perform operations such as configuring the mode setting of the display. DRM was first developed as the kernel-space component of the X Server Direct Rendering Infrastructure, but since then it has been used by other graphic stack alternatives such as Wayland and standalone applications and libraries such as SDL2 and Kodi.
User-space programs can use the DRM API to command the GPU to do hardware-accelerated 3D rendering and video decoding, as well as GPGPU computing.
The Linux kernel already had an API called fbdev, used to manage the framebuffer of a graphics adapter, but it couldn't be used to handle the needs of modern 3D-accelerated GPU-based video hardware. These devices usually require setting and managing a command queue in their own memory to dispatch commands to the GPU and also require management of buffers and free space within that memory. Initially, user-space programs (such as the X Server) directly managed these resources, but they usually acted as if they were the only ones with access to them. When two or more programs tried to control the same hardware at the same time, and set its resources each one in its own way, most times they ended catastrophically.
The Direct Rendering Manager was created to allow multiple programs to use video hardware resources cooperatively. The DRM gets exclusive access to the GPU and is responsible for initializing and maintaining the command queue, memory, and any other hardware resource. Programs wishing to use the GPU send requests to DRM, which acts as an arbitrator and takes care to avoid possible conflicts.
The scope of DRM has been expanded over the years to cover more functionality previously handled by user-space programs, such as framebuffer managing and mode setting, memory-sharing objects and memory synchronization. Some of these expansions were given specific names, such as Graphics Execution Manager (GEM) or kernel mode-setting (KMS), and the terminology prevails when the functionality they provide is specifically alluded. But they are really parts of the whole kernel DRM subsystem.
The trend to include two GPUs in a computer—a discrete GPU and an integrated one—led to new problems such as GPU switching that also needed to be solved at the DRM layer. In order to match the Nvidia Optimus technology, DRM was provided with GPU offloading abilities, called PRIME.
The Direct Rendering Manager resides in kernel space, so user-space programs must use kernel system calls to request its services. However, DRM doesn't define its own customized system calls. Instead, it follows the Unix principle of "everything is a file" to expose the GPUs through the filesystem name space, using device files under the /dev hierarchy. Each GPU detected by DRM is referred to as a DRM device, and a device file /dev/dri/cardX (where X is a sequential number) is created to interface with it. User-space programs that want to talk to the GPU must open this file and use ioctl calls to communicate with DRM. Different ioctls correspond to different functions of the DRM API.
A library called libdrm was created to facilitate the interface of user-space programs with the DRM subsystem. This library is merely a wrapper that provides a function written in C for every ioctl of the DRM API, as well as constants, structures and other helper elements. The use of libdrm not only avoids exposing the kernel interface directly to applications, but presents the usual advantages of reusing and sharing code between programs.