Kernel Mode Setting
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Kernel Mode Setting
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. 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. Overview 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 ...
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Kernel
Kernel may refer to: Computing * Kernel (operating system), the central component of most operating systems * Kernel (image processing), a matrix used for image convolution * Compute kernel, in GPGPU programming * Kernel method, in machine learning * Kernelization, a technique for designing efficient algorithms ** Kernel, a routine that is executed in a vectorized loop, for example in general-purpose computing on graphics processing units *KERNAL, the Commodore operating system Mathematics Objects * Kernel (algebra), a general concept that includes: ** Kernel (linear algebra) or null space, a set of vectors mapped to the zero vector ** Kernel (category theory), a generalization of the kernel of a homomorphism ** Kernel (set theory), an equivalence relation: partition by image under a function ** Difference kernel, a binary equalizer: the kernel of the difference of two functions Functions * Kernel (geometry), the set of points within a polygon from which the whole polygon bound ...
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3D Rendering
3D rendering is the 3D computer graphics process of converting 3D modeling, 3D models into 2D computer graphics, 2D images on a computer. 3D renders may include photorealistic rendering, photorealistic effects or non-photorealistic rendering, non-photorealistic styles. Rendering methods Rendering (computer graphics), Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life. Several different, and often specialized, rendering methods have been developed. These range from the distinctly non-realistic Wire frame model, wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, Ray tracing (graphics), ray tracing, or Radiosity (computer graphics), radiosity. Rendering may take from fractions of a second to days for a single image/frame. In general, different methods are better suited for e ...
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Kernel Space
A modern computer operating system usually segregates virtual memory into user space and kernel space. Primarily, this separation serves to provide memory protection and hardware protection from malicious or errant software behaviour. Kernel space is strictly reserved for running a privileged operating system kernel, kernel extensions, and most device drivers. In contrast, user space is the memory area where application software and some drivers execute. Overview The term user space (or userland) refers to all code that runs outside the operating system's kernel. User space usually refers to the various programs and libraries that the operating system uses to interact with the kernel: software that performs input/output, manipulates file system objects, application software, etc. Each user space process normally runs in its own virtual memory space, and, unless explicitly allowed, cannot access the memory of other processes. This is the basis for memory protection in today' ...
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High Level Overview Of DRM
High may refer to: Science and technology * Height * High (atmospheric), a high-pressure area * High (computability), a quality of a Turing degree, in computability theory * High (tectonics), in geology an area where relative tectonic uplift took or takes place * Substance intoxication, also known by the slang description "being high" * Sugar high, a misconception about the supposed psychological effects of sucrose Music Performers * High (musical group), a 1974–1990 Indian rock group * The High, an English rock band formed in 1989 Albums * ''High'' (The Blue Nile album) or the title song, 2004 * ''High'' (Flotsam and Jetsam album), 1997 * ''High'' (New Model Army album) or the title song, 2007 * ''High'' (Royal Headache album) or the title song, 2015 * ''High'' (EP), by Jarryd James, or the title song, 2016 Songs * "High" (Alison Wonderland song), 2018 * "High" (The Chainsmokers song), 2022 * "High" (The Cure song), 1992 * "High" (David Hallyday song), 1988 * "Hi ...
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Nvidia Optimus
Nvidia Optimus is a computer GPU switching technology created by Nvidia which, depending on the resource load generated by client software applications, will seamlessly switch between two graphics adapters within a computer system in order to provide either maximum performance or minimum power draw from the system's graphics rendering hardware. A typical platform includes both a lower-performance integrated graphics processor by Intel and a high-performance one by Nvidia. Optimus saves battery life by automatically switching the power of the discrete graphics processing unit (GPU) off when it is not needed and switching it on when needed again. The technology mainly targets mobile PCs such as notebooks. When an application is being launched that is determined to benefit from the performance of the discrete GPU, the discrete GPU is powered up and the application is served by a rendering context via that GPU. Otherwise the application is served by a rendering context that uses the in ...
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GPU Switching
GPU switching is a mechanism used on computers with multiple graphic controllers. This mechanism allows the user to either maximize the graphic performance or prolong battery life by switching between the graphic cards. It is mostly used on gaming laptops which usually have an integrated graphic device and a discrete video card. Basic components Most computers using this feature contain integrated graphics processors and dedicated graphics cards that applies to the following categories. Integrated graphics Also known as: ''Integrated graphics'', ''shared graphics solutions'', ''integrated graphics processors'' (IGP) or ''unified memory architecture'' (UMA). This kind of graphics processors usually have much fewer processing units and share the same memory with the CPU. Sometimes the graphics processors are integrated onto a motherboard. It is commonly known as: ''on-board graphics.'' A motherboard with on-board graphics processors doesn't require a discrete graphics card ...
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Kernel Mode-setting
Mode setting is a software operation that activates a display mode (screen resolution, color depth, and refresh rate) for a computer's display controller by using VESA BIOS Extensions or UEFI Graphics extensions (on more modern computers). The display mode is set by the kernel. In ''user-space mode-setting'' (UMS), the display mode is set by a user-space process. Kernel mode-setting is more flexible and allows displaying of an error in the case of a fatal system error in the kernel, even when using a user-space display server. User-space mode setting would require superuser privileges for direct hardware access, so kernel-based mode setting shuns such requirement for the user-space graphics server. Implementation Microsoft Windows Microsoft Windows versions that are NT-based use kernel mode setting. The kernel error display made possible by kernel mode setting is officially called "bug check", but more commonly known as the Blue Screen of Death. Linux The Linux ...
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Graphics Execution 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. 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. Overview 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 ...
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X Window System
The X Window System (X11, or simply X) is a windowing system for bitmap displays, common on Unix-like operating systems. X provides the basic framework for a GUI environment: drawing and moving windows on the display device and interacting with a mouse and keyboard. X does not mandate the user interfacethis is handled by individual programs. As such, the visual styling of X-based environments varies greatly; different programs may present radically different interfaces. X originated as part of Project Athena at Massachusetts Institute of Technology (MIT) in 1984. The X protocol has been at version 11 (hence "X11") since September 1987. The X.Org Foundation leads the X project, with the current reference implementation, X.Org Server, available as free and open-source software under the MIT License and similar permissive licenses. Purpose and abilities X is an architecture-independent system for remote graphical user interfaces and input device capabilities. Each person using a ...
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Video RAM
Dual-ported video RAM, or VRAM, is a dual-ported variant of dynamic RAM (DRAM), which was once commonly used to store the framebuffer in graphics adapters. Note that most computers and game consoles do not use this form of memory, and dual-ported VRAM should not be confused with other forms of video memory. History It was invented by F. Dill, D. Ling and R. Matick at IBM Research in 1980, with a patent issued in 1985 (US Patent 4,541,075). The first commercial use of VRAM was in a high-resolution graphics adapter introduced in 1986 by IBM for its RT PC system, which set a new standard for graphics displays. Prior to the development of VRAM, dual-ported memory was quite expensive, limiting higher resolution bitmapped graphics to high-end workstations. VRAM improved the overall framebuffer throughput, allowing low cost, high-resolution, high-speed, color graphics. Modern GUI-based operating systems benefitted from this and thus it provided a key ingredient for proliferation o ...
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Graphics Adapter
A graphics card (also called a video card, display card, graphics adapter, VGA card/VGA, video adapter, display adapter, or mistakenly GPU) is an expansion card which generates a feed of output images to a display device, such as a computer monitor. Graphics cards are sometimes called discrete or dedicated graphics cards to emphasize their distinction to integrated graphics. A graphics processing unit that performs the necessary computations is the main component of a graphics card, but the acronym "GPU" is sometimes also used to refer to the graphics card as a whole. Most graphics cards are not limited to simple display output. The graphics processing unit can be used for additional processing, which reduces the load from the central processing unit. Additionally, computing platforms such as OpenCL and CUDA allow using graphics cards for general-purpose computing. Applications of general-purpose computing on graphics cards include AI training, cryptocurrency mining, and molec ...
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Framebuffer
A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor. In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. Screen buffers should be distinguished from video memory. To this end, the term off-screen buffer is also used. The information in the buffer typically consists of color values for every pixel to be shown on the display. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit ...
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