GPU Scheduling for Real-Time Multi-Tasking Environments
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Reverse Engineering Power Management on NVIDIA Gpus - Anatomy of an Autonomic-Ready System Martin Peres
Reverse Engineering Power Management on NVIDIA GPUs - Anatomy of an Autonomic-ready System Martin Peres To cite this version: Martin Peres. Reverse Engineering Power Management on NVIDIA GPUs - Anatomy of an Autonomic-ready System. ECRTS, Operating Systems Platforms for Embedded Real-Time appli- cations 2013, Jul 2013, Paris, France. hal-00853849 HAL Id: hal-00853849 https://hal.archives-ouvertes.fr/hal-00853849 Submitted on 23 Aug 2013 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Reverse engineering power management on NVIDIA GPUs - Anatomy of an autonomic-ready system Martin Peres Ph.D. student at LaBRI University of Bordeaux Hobbyist Linux/Nouveau Developer Email: [email protected] Abstract—Research in power management is currently limited supported nor documented by NVIDIA. As GPUs are leading by the fact that companies do not release enough documentation the market in terms of performance-per-Watt [3], they are or interfaces to fully exploit the potential found in modern a good candidate for a reverse engineering effort of their processors. This problem is even more present in GPUs despite power management features. The choice of reverse engineering having the highest performance-per-Watt ratio found in today’s NVIDIA’s power management features makes sense as they processors. -
High Speed Visualization in the Jetos Aviation Operating System Using Hardware Acceleration*
High Speed Visualization in the JetOS Aviation Operating System Using Hardware Acceleration* Boris Barladian[0000-0002-2391-2067], Nikolay Deryabin[0000-0003-1248-6047], Alexey Voloboy[0000-0003-1252-8294], Vladimir Galaktionov[0000-0001-6460-7539], and Lev Shapiro[0000-0002-6350-851X] The Keldysh Institute of the Applied Mathematics of RAS, Moscow, Russia [email protected],{voloboy, vlgal, pls}@gin.keldysh.ru Abstract. The paper discusses details of the pilot display visualization that uses the hardware acceleration capabilities of the Vivante graphics processor in the JetOS aviation operating system. Previously the OpenGL Safety Critical library was implemented without hardware acceleration. This was done in such a way because software library is easier to certify in accordance with the avionics re- quirements. But usage of the software OpenGL does not provide acceptable visualization speed for modern Flight Display and 3D relief applications. So more complex visualization approach utilized the GPU acceleration capabilities was elaborated. Although the OpenGL library was implemented for a specific GPU and took into account its specificity, the described approach to adapt the MESA open source library can be used for other GPUs. An effective algorithm for multi-window visualization using the implemented library with hardware acceleration is present. The described approach allows you to achieve the visu- alization speed acceptable for the pilot display of the aircraft. Keywords: Pilot Display, Embedded Systems, Real-time Operating System, OpenGL Safety Critical, Multi-windowing. 1 Introduction In [1] requirements were formulated for a real-time operating system (RTOS) de- signed to work with integrated modular avionics. In particular, the RTOS should comply with the ARINC 653 standard [2]. -
Ati Driver Freebsd
Ati driver freebsd Hey, I`m new to teh the bsd *BSD world and just installed Freebsd FreeBSD. Only thing missing is my video driver. ATI Radeon X How to Solved - Switch between ATI and VESA drivers? If you want to automatically load a video driver at boot time, we recommend to do it from /etc/:Radeon: It allows the use of newer xfvideo-ati drivers and AMD GPUs. This project started in January Initial radeon code comes from Linux. EndSection DESCRIPTION radeon is an Xorg driver for ATI/AMD RADEON-based video cards with the following features: o Full support for 8-, , and. This package contains the xfvideo-ati driver. xdrivers/drm-kmod: Port for the DRM kernel drivers for FreeBSD This port. If I boot X11 with no or with ati driver, the system stops responding, although cursor continues to follow mouse movements. (I suppose. To all those concerned, I have read that FreeBSD would be supported by the latest graphic card drivers, which was also confirmed by. I bought an expensive ATI card when they announced they'll go Note that AMD doesn't provide a driver for FreeBSD, so you'll be using the. We now know for sure that FreeBSD will ship with a kernel mode-setting driver for supporting open-source AMD Radeon graphics with its. AMD tech support has allegedly confirmed that Catalyst is being ported to FreeBSD. A Phoronix reader pointed out this thread. I am not sure that FreeBSD will fully support this card. The Xorg version for FreeBSD is and the ATI driver used is version The reason is, AMD/ATI doesn't support FreeBSD, and you have to resort to the sucky open source drivers. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
A Full GPU Virtualization Solution with Mediated Pass-Through
A Full GPU Virtualization Solution with Mediated Pass-Through Kun Tian, Yaozu Dong, David Cowperthwaite Intel Corporation Abstract shows the spectrum of GPU virtualization solutions Graphics Processing Unit (GPU) virtualization is an (with hardware acceleration increasing from left to enabling technology in emerging virtualization right). Device emulation [7] has great complexity and scenarios. Unfortunately, existing GPU virtualization extremely low performance, so it does not meet today’s approaches are still suboptimal in performance and full needs. API forwarding [3][9][22][31] employs a feature support. frontend driver, to forward the high level API calls inside a VM, to the host for acceleration. However, API This paper introduces gVirt, a product level GPU forwarding faces the challenge of supporting full virtualization implementation with: 1) full GPU features, due to the complexity of intrusive virtualization running native graphics driver in guest, modification in the guest graphics software stack, and and 2) mediated pass-through that achieves both good incompatibility between the guest and host graphics performance and scalability, and also secure isolation software stacks. Direct pass-through [5][37] dedicates among guests. gVirt presents a virtual full-fledged GPU the GPU to a single VM, providing full features and the to each VM. VMs can directly access best performance, but at the cost of device sharing performance-critical resources, without intervention capability among VMs. Mediated pass-through [19], from the hypervisor in most cases, while privileged passes through performance-critical resources, while operations from guest are trap-and-emulated at minimal mediating privileged operations on the device, with cost. Experiments demonstrate that gVirt can achieve good performance, full features, and sharing capability. -
A Simplified Graphics System Based on Direct Rendering Manager System
J. lnf. Commun. Converg. Eng. 16(2): 125-129, Jun. 2018 Regular paper A Simplified Graphics System Based on Direct Rendering Manager System Nakhoon Baek* , Member, KIICE School of Computer Science and Engineering, Kyungpook National University, Daegu 41566, Korea Abstract In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations. In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen shots are included. Index Terms: Direct rendering manager, Efficient handling, Graphics acceleration, Light-weight implementation, Prototype system I. INTRODUCTION Rendering speed is one of the most important factors for 3D graphics application programs. Typical present-day graph- After graphics output devices became publicly available, a ics programs need to be able to handle very large quantities large number of graphics applications were developed for a of graphics data. The larger the data size, and the more sen- broad spectrum of uses including computer animations, com- sitive to the rendering speed, the better the speed-up that can puter games, user experiences, and human-computer inter- be achieved, even for minor aspects of the graphics pipeline. -
The Linux Graphics Stack Attributions
I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions Introduction to GPUs and to the Linux Graphics Stack Martin Peres CC By-SA 3.0 Nouveau developer Ph.D. student at LaBRI November 26, 2012 1 / 36 I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions General overview Outline 1 I - Hardware : Anatomy of a GPU General overview Driving screens Host < − > GPU communication 2 II - Host : The Linux graphics stack General overview DRM and libdrm Mesa X11 Wayland X11 vs Wayland 3 Attributions Attributions 2 / 36 I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions General overview General overview of a modern GPU's functions Display content on a screen Accelerate 2D operations Accelerate 3D operations Decode videos Accelerate scientific calculations 3 / 36 I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions General overview CPU Clock Front-side Graphics Generator bus card slot Chipset Memory Slots High-speed graphics bus (AGP or PCI Northbridge Memory Express) bus (memory controller hub) Internal Bus PCI Bus Onboard Southbridge graphics PCI (I/O controller controller Bus hub) IDE SATA USB Cables and Ethernet ports leading Audio Codec CMOS Memory off-board PCI Slots LPC Bus Super I/O Serial Port Parallel Port Flash ROM Floppy Disk Keyboard (BIOS) Mouse 4 / 36 I - Hardware : Anatomy of a GPU II - Host : The Linux graphics stack Attributions General overview Hardware architecture GPU: Where all the calculations are made VRAM: Stores -
Porting X Windows System to Operating System Compliant with Portable Operating System Interface
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 11, No. 7, 2020 Porting X Windows System to Operating System Compliant with Portable Operating System Interface Andrey V. Zhadchenko1, Kirill A. Mamrosenko2, Alexander M. Giatsintov3 Center of Visualization and Satellite Information Technologies Scientific Research Institute of System Analysis Moscow, Russia Abstract—Now-a-days graphical interface is very important separated process contexts [4]. Current graphical subsystem for any operating system, even the embedded ones. Adopting is server-client X windows system implementation named existing solutions will be much easier than developing your XFree86 with version 4.8.0. Although XFree86 [5] supports up own. Moreover, a lot of software may be reused in this case. to the X11R6.6 protocol version, which is barely enough to run This article is devoted to X Window System adaptation for modern applications, absence of many important extensions, Portable Operating System Interface (POSIX) compliant real- for example, Xrender [6], implies heavy limits upon software. time operating system Baget. Many encountered problems come from the tight connection between X and Linux, therefore it is expected to encounter these issues during usage of X on non- Nowadays existing free software solutions in display Linux systems. Discussed problems include, but not limited to servers for operating systems are limited to two options: X the absence of dlopen, irregular file paths, specific device drivers. Windows System and Wayland [7]. However, there is a big Instructions and recommendations to solve these issues are given. ideological difference between them. X started it’s history a A comparison between XFree86 and Xorg implementations of X long time ago in the ’80s and was developed as an all-around is discussed. -
06523078 Galih Hendro Martono.Pdf (8.658Mb)
PANDUAN MIGRASI DARI WINDOWS KE UBUNTU TUGAS AKHIR Diajukan Sebagai Salah Satu Syarat Untuk Memperoleh Geiar Sarjana Teknik Informatika ^\\\N<£V\V >> ^. ^v- Vi-Ol3V< Disusun Oleh : Nama : Galih Hendro Martono No. Mahasiswa : 06523078 JURUSAN TEKNIK INFORMATIKA FAKULTAS TEKNOLOGI INDUSTRl UNIVERSITAS ISLAM INDONESIA 2010 LEMBAR PENGESAHAN PEMBIMBING PANDUAN MIGRASI DARI WINDOWS KE UBUNTU LAPORAN TUGAS AKHIR Disusun Oleh : Nama : Galih Hendro Martono No. Mahasiswa : 06523078 Yogyakarta, 12 April 2010 Telah DitejHha Dan Disctujui Dengan Baik Oleh Dosen Pembimbing -0 (Zainudki Zukhri, ST., M.I.T.) ^y( LEMBAR PERNYATAAN KEASLIAN TUGAS AKIilR Sa\a sane bertanda langan di bawah ini, Nama : Galih Hendro Martono No- Mahasiswa : 06523078 Menyatakan bahwu seluruh komponen dan isi dalam laporan 7'ugas Akhir ini adalah hasi! karya sendiri. Apahiia dikemudian hari terbukti bahwa ada beberapa bagian dari karya ini adalah bukan hassl karya saya sendiri, maka sava siap menanggung resiko dan konsckuensi apapun. Demikian pennalaan ini sa\a buaL semoga dapa! dipergunakan sebauaimana mesthna. Yogvakarta, 12 April 2010 ((ialih Hendro Martono) LEMBAR PENGESAHAN PENGUJI PANDUAN MIGRASI DARI WINDOWS KE UBUNTU TUGASAKHIR Disusun Oleh : Nama Galih Hendro Martono No. MahaMSwa 0f>52.'iU78 Telah Dipertahankan di Depan Sidang Penguji Sebagai Salah Satti Syarat t'nUik Memperoleh r>ekii Sarjana leknik 'nlormaUka Fakutlss Teknologi fiuiii3iri Universitas Islam Indonesia- Yogvakai .'/ April 2010 Tim Penguji Zainuditi Zukhri. ST., M.i.T Ketua Yudi Prayudi S.SUM.Kom Anggota Irving Vitra Paputungan,JO^ M.Sc Anggota lengelahui, "" ,&'$5fcysan Teknik liInformatika 'Islam Indonesia i*YGGYA^F' +\ ^^AlKfevudi. S-Si.. M. Kom, IV CO iU 'T 'P ''• H- rt 2 r1 > -z o •v PI c^ --(- -^ ,: »••* £ ii fc JV t 03 L—* ** r^ > ' ^ (T a- !—• "J — ., U > ~J- i-J- T-,' * -" iv U> MOTTO "liada 1'ufian sefainflffaft dan Jiabi 'Muhamadadafafi Vtusan-Tiya" "(BerdoaCzfi ^epada%u niscaya a^anjl^u ^a6u0ian (QS. -
Quake Three Download
Quake three download Download ioquake3. The Quake 3 engine is open source. The Quake III: Arena game itself is not free. You must purchase the game to use the data and play. While the first Quake and its sequel were equally divided between singleplayer and multiplayer portions, id's Quake III: Arena scrapped the. I fucking love you.. My car has a Quake 3 logo vinyl I got a Quake 3 logo tatoo on my back I just ordered a. Download Demo Includes 2 items: Quake III Arena, QUAKE III: Team Arena Includes 8 items: QUAKE, QUAKE II, QUAKE II Mission Pack: Ground Zero. Quake 3 Gold Free Download PC Game setup in single direct link for windows. Quark III Gold is an impressive first person shooter game. Quake III Arena GPL Source Release. Contribute to Quake-III-Arena development by creating an account on GitHub. Rust Assembly Shell. Clone or download. Quake III Arena, free download. Famous early 3D game. 4 screenshots along with a virus/malware test and a free download link. Quake III Description. Never before have the forces aligned. United by name and by cause, The Fallen, Pagans, Crusaders, Intruders, and Stroggs must channel. Quake III: Team Arena takes the awesome gameplay of Quake III: Arena one step further, with team-based play. Run, dodge, jump, and fire your way through. This is the first and original port of ioquake3 to Android available on Google Play, while commercial forks are NOT, don't pay for a free GPL product ***. Topic Starter, Topic: Quake III Arena Downloads OSP a - Download Aerowalk by the Preacher, recreated by the Hubster - Download. -
Urban Terror [Server] Guide
Urban Terror [Server] Guide Sebastien Varrette [email protected] Version 0.2 - Rev : 448∗ Abstract This tutorial details the configuration of a Linux server for Urban Ter- ror (UrT [4]), a free multiplayer first person shooter (FPS) based on the Quake 3 engine [3]. Urban Terror is very similar to CounterStrike and can be described as a Hollywood tactical shooter. Yet UrT is cross-platform meaning the software package exists for Windows, Linux and Mac OS X. Whereas everybody can start a server from the client software, such approach does not authorize votes during the game, or statistics. Conse- quently, it is better to setup the server on a dedicated machine, as proposed in this document. In particular, apart from the UrT server setup, this tu- torial details the installation of BigBrotherBot (B3) [2], a complete and total server administration package for online games (including UrT) and various plugins (for player statistics etc.). ∗Draft version. Compiled time: 2009-07-28 16:14 1 Licence: Creative Commons 2.0. This document is released under the terms of the CC licence Creative Commons Attribution-Noncommercial-Share Alike 2.0 France. You are free: • to Share – to copy, distribute and transmit the work • to Remix – to adapt the work Under the following conditions: • Attribution – You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work). • Noncommercial – You may not use this work for commercial purposes. • Share Alike – If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one. -
Mechdyne-TGX-2.1-Installation-Guide
TGX Install Guide Version 2.1.3 Mechdyne Corporation March 2021 TGX INSTALL GUIDE VERSION 2.1.3 Copyright© 2021 Mechdyne Corporation All Rights Reserved. Purchasers of TGX licenses are given limited permission to reproduce this manual, provided the copies are for their use only and are not sold or distributed to third parties. All such copies must contain the title page and this notice page in their entirety. The TGX software program and accompanying documentation described herein are sold under license agreement. Their use, duplication, and disclosure are subject to the restrictions stated in the license agreement. Consistent with FAR 12.211 and 12.212, Commercial Computer Software, Computer Software Documentation, and Technical Data for Commercial Items are licensed to the U.S. Government under vendor's standard commercial license. This publication is provided “as is” without warranty of any kind, either express or implied, including, but not limited to, the implied warranties of merchantability, fitness for a particular purpose, or non- infringement. Any Mechdyne Corporation publication may include inaccuracies or typographical errors. Changes are periodically made to these publications, and changes may be incorporated in new editions. Mechdyne may improve or change its products described in any publication at any time without notice. Mechdyne assumes no responsibility for and disclaims all liability for any errors or omissions in this publication. Some jurisdictions do not allow the exclusion of implied warranties, so the above exclusion may not apply. TGX is a trademark of Mechdyne Corporation. Windows® is registered trademarks of Microsoft Corporation. Linux® is registered trademark of Linus Torvalds.