Direct Rendering Infrastructure: Architecture
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UG1046 Ultrafast Embedded Design Methodology Guide
UltraFast Embedded Design Methodology Guide UG1046 (v2.3) April 20, 2018 Revision History The following table shows the revision history for this document. Date Version Revision 04/20/2018 2.3 • Added a note in the Overview section of Chapter 5. • Replaced BFM terminology with VIP across the user guide. 07/27/2017 2.2 • Vivado IDE updates and minor editorial changes. 04/22/2015 2.1 • Added Embedded Design Methodology Checklist. • Added Accessing Documentation and Training. 03/26/2015 2.0 • Added SDSoC Environment. • Added Related Design Hubs. 10/20/2014 1.1 • Removed outdated information. •In System Level Considerations, added information to the following sections: ° Performance ° Clocking and Reset 10/08/2014 1.0 Initial Release of document. UltraFast Embedded Design Methodology Guide Send Feedback 2 UG1046 (v2.3) April 20, 2018 www.xilinx.com Table of Contents Chapter 1: Introduction Embedded Design Methodology Checklist. 9 Accessing Documentation and Training . 10 Chapter 2: System Level Considerations Performance. 13 Power Consumption . 18 Clocking and Reset. 36 Interrupts . 41 Embedded Device Security . 45 Profiling and Partitioning . 51 Chapter 3: Hardware Design Considerations Configuration and Boot Devices . 63 Memory Interfaces . 69 Peripherals . 76 Designing IP Blocks . 94 Hardware Performance Considerations . 102 Dataflow . 108 PL Clocking Methodology . 112 ACP and Cache Coherency. 116 PL High-Performance Port Access. 120 System Management Hardware Assistance. 124 Managing Hardware Reconfiguration . 127 GPs and Direct PL Access from APU . 133 Chapter 4: Software Design Considerations Processor Configuration . 137 OS and RTOS Choices . 142 Libraries and Middleware . 152 Boot Loaders . 156 Software Development Tools . 162 UltraFast Embedded Design Methodology GuideSend Feedback 3 UG1046 (v2.3) April 20, 2018 www.xilinx.com Chapter 5: Hardware Design Flow Overview . -
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]. -
Porting Tizen-IVI 3.0 to an ARM Based Soc Platform
Porting Tizen-IVI 3.0 to an ARM based SoC Platform Damian Hobson-Garcia Automotive Linux Summit July 1-2, 2014 Tokyo, Japan Tizen IVI support Until recently… Intel architecture (x86) system – Tizen IVI 2.0alpha, Tizen IVI 3.0 ARM architecture based system – Tizen IVI 2.0alpha (ivi-panda) Need to port Tizen IVI 3.0 to ARM ourselves Current State of Affairs Intel architecture (x86) system – Tizen IVI 2.0alpha, Tizen IVI 3.0 – Tizen Common NEW ARM architecture based system – Tizen IVI 2.0alpha (ivi-panda) – Tizen Common NEW Tizen IVI now based on Tizen Common – Lots of reuse Target Platform Renesas R-Car Gen2 series platform R-Car M2 – ARM Cortex A15 x2 R-Car H2 – ARM Cortex A15 x4, + ARM Cortex A7 x4 (option) 3D Graphics System – Imagination Technologies PowerVR series On board IP blocks – H/W video decode/encode – image processing Agenda Objective Methodology Porting Tasks – Weston/Wayland Integration – WebKit Integration – GStreamer Integration Objective Tizen IVI 3.0 on R-Car M2/H2 1. Standard Native Applications – Terminal program – Open GL/ES applications 2. Web – Browser and web applications 3. Multimedia – Video playback (1080p @ 30fps) Local Build Methodology Tizen IVI 3.0 milestone releases we used: – M2-Sep (released Oct 11, 2013) – M2-EOY (released Jan 15, 2014) – M2-March2014 (released April 11, 2014) Non-hardware dependant packages – Rebuild for ARM instruction set Hardware dependant packages – Replace/update with R-Car M2/H2 support Tizen Common/IVI Rebase Methodology Reuse Tizen Common ARM support for Tizen -
Linux Kernal II 9.1 Architecture
Page 1 of 7 Linux Kernal II 9.1 Architecture: The Linux kernel is a Unix-like operating system kernel used by a variety of operating systems based on it, which are usually in the form of Linux distributions. The Linux kernel is a prominent example of free and open source software. Programming language The Linux kernel is written in the version of the C programming language supported by GCC (which has introduced a number of extensions and changes to standard C), together with a number of short sections of code written in the assembly language (in GCC's "AT&T-style" syntax) of the target architecture. Because of the extensions to C it supports, GCC was for a long time the only compiler capable of correctly building the Linux kernel. Compiler compatibility GCC is the default compiler for the Linux kernel source. In 2004, Intel claimed to have modified the kernel so that its C compiler also was capable of compiling it. There was another such reported success in 2009 with a modified 2.6.22 version of the kernel. Since 2010, effort has been underway to build the Linux kernel with Clang, an alternative compiler for the C language; as of 12 April 2014, the official kernel could almost be compiled by Clang. The project dedicated to this effort is named LLVMLinxu after the LLVM compiler infrastructure upon which Clang is built. LLVMLinux does not aim to fork either the Linux kernel or the LLVM, therefore it is a meta-project composed of patches that are eventually submitted to the upstream projects. -
Hdcp Support in Optee
HDCP SUPPORT IN OPTEE PRODUCT PRESENTATION Linaro Multimedia Working Group MICR ADVANCED TECHNOLOGIES • https://www.linaro.org/ SEPTEMBER 2019 Agenda • Quick introduction to HDCP • Secure Video Path overview • Current HDCP control in Linux • Proposal to control HDCP in OPTEE • Questions HDCP OVERVIEW 3 HDCP : High bandwidth Digital Content Protection • A digital copy protection developed by Intel™ to prevent copying of digital and audio video content. Before sending data, the source device shall check the destination device is authorized to received it. If so, the source device encrypts the data, only the destination device can decrypt. - data encryption - prevent non-licensed devices from receiving content • Android and Linux NXP bsp manage HDCP at Linux Level, through libDRM. So nothing prevent a user to disable HDCP protection while secure content is under playback. It is a security holes in the Secure Video Path. • HDCP support currently under development for wayland/Weston: https://gitlab.freedesktop.org/wayland/weston/merge_requests/48 • No Open Source solution exists to manage HDCP in secure mode. • HDCP versions: ▪ HDCP 1.X: Hacked: Master key published (leak/reverse engineering) ▪ HDCP 2.0: Hacked before release ▪ HDCP 2.1: Hacked before release ▪ HDCP 2.2: Not yet hacked 4 ▪ HDCP 2.3: Not yet hacked HDCP control state Machine Content with HDCP protection mandatory no yes Local display Local display yes no yes no Video displayed Video displayed without HDCP Digital Display without HDCP Digital Display encryption encryption yes no yes no It means we have analog display Video displayed Video displayed HDCP supported without HDCP HDCP supported without HDCP encryption encryption yes no yes no Video displayed Video displayed without Widevine/PlayReady To Video not displayed Application to decide if HDCP check current HDCP version Application to display a Warning 5 HDCP encryption message HDCP Unauthorized, encryption to be used >= expected HDCP version Content Disabled.' Error. -
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 -
IT Acronyms.Docx
List of computing and IT abbreviations /.—Slashdot 1GL—First-Generation Programming Language 1NF—First Normal Form 10B2—10BASE-2 10B5—10BASE-5 10B-F—10BASE-F 10B-FB—10BASE-FB 10B-FL—10BASE-FL 10B-FP—10BASE-FP 10B-T—10BASE-T 100B-FX—100BASE-FX 100B-T—100BASE-T 100B-TX—100BASE-TX 100BVG—100BASE-VG 286—Intel 80286 processor 2B1Q—2 Binary 1 Quaternary 2GL—Second-Generation Programming Language 2NF—Second Normal Form 3GL—Third-Generation Programming Language 3NF—Third Normal Form 386—Intel 80386 processor 1 486—Intel 80486 processor 4B5BLF—4 Byte 5 Byte Local Fiber 4GL—Fourth-Generation Programming Language 4NF—Fourth Normal Form 5GL—Fifth-Generation Programming Language 5NF—Fifth Normal Form 6NF—Sixth Normal Form 8B10BLF—8 Byte 10 Byte Local Fiber A AAT—Average Access Time AA—Anti-Aliasing AAA—Authentication Authorization, Accounting AABB—Axis Aligned Bounding Box AAC—Advanced Audio Coding AAL—ATM Adaptation Layer AALC—ATM Adaptation Layer Connection AARP—AppleTalk Address Resolution Protocol ABCL—Actor-Based Concurrent Language ABI—Application Binary Interface ABM—Asynchronous Balanced Mode ABR—Area Border Router ABR—Auto Baud-Rate detection ABR—Available Bitrate 2 ABR—Average Bitrate AC—Acoustic Coupler AC—Alternating Current ACD—Automatic Call Distributor ACE—Advanced Computing Environment ACF NCP—Advanced Communications Function—Network Control Program ACID—Atomicity Consistency Isolation Durability ACK—ACKnowledgement ACK—Amsterdam Compiler Kit ACL—Access Control List ACL—Active Current -
Integration of the Chromium Browser in the GENIVI Platform
static void _f_do_barnacle_install_properties(GObjectClass *gobject_class) { GParamSpec *pspec; Integration of the Chromium /* Party code attribute */ pspec = g_param_spec_uint64 (F_DO_BARNACLE_CODE, Browser in the GENIVI Platform "Barnacle code.", "Barnacle code", 0, G_MAXUINT64, G_MAXUINT64 /* default value */, G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_PRIVATE); Jacobo Aragunde Pérez g_object_class_install_property (gobject_class, blogs.igalia.com/jaragunde F_DO_BARNACLE_PROP_CODE, ● Open Source experts and consultants ● 15 years of experience ● Important contributions to: ● Client-side web technologies: WebKit, Blink/Chromium, Servo ● Graphics & Multimedia: Mesa, GStreamer ● Compilers: V8, JavaScriptCore, SpiderMonkey, Guile ● Software-defined networking: Snabb ● ... Introduction Goals of the project ● Integrate full-featured Chromium browser in GDP ● Use Intel’s Ozone-Wayland project, most complete implementation of Wayland so far ● Get latest possible version of the browser working ● Analyze and fix multi-seat implementation, if required ● Funding: GENIVI challenge grant and Igalia contributions Elements and versions ● Chromium: latest stable release was 54 at that point ● Ozone-Wayland: latest branch supports Chromium 53 ● Meta-browser: supporting Chromium 48 ● GENIVI BSPs Rebase & integrate Chromium browser Work on meta-browser ● Simplify configuration ● Obsolete CHROMIUM_ENABLE_WAYLAND detection ● Build chromium+wayland version 53 ● Recipe was pointing to version 48 ● Required patch backport ● Fix specific build scenarios -
Instability Thresholds and Dynamics of Mesa Patterns in Reaction-Diffusion Systems
Instability thresholds and dynamics of mesa patterns in reaction-diffusion systems Rebecca McKay and Theodore Kolokolnikov Department of Mathematics and Statistics, Dalhousie University, Canada Abstract We consider a class of one-dimensional reaction-diffusion systems, u = ε2u + f(u, w) t xx . 0= Dw + g(u, w) xx Under some generic conditions on the nonlinearities f,g, in the singular limit ε 0, and for a fixed D independent of ε, such a system exhibits a steady state consisting→ of sharp back-to-back interfaces which is stable in time. On the other hand, it is also known that in the so-called shadow limit D = , the periodic pattern having more than one interface is unstable. In this paper, we analyse∞ in detail the transition between the stable patterns when D = O(1) and the shadow system when D = . We show that this transition occurs when D is exponentially large in ε and we derive instability∞ thresholds D D D . such 1 2 3 that a periodic pattern with 2K interfaces is stable if D<DK and is unstable when D>DK . We also study the dynamics of the interfaces when D is exponentially large; this allows us to describe in detail the mechanism leading to the instability. Direct numerical computations of stability and dynamics are performed; excellent agreement with the asymptotic results is observed. 1 Introduction One of the most prevalent phenomena observed in reaction-diffusion systems is the formation of mesa patterns. Such patterns consist of a sequence of highly localized interfaces (or kinks) that are separated in space by regions where the solution is nearly constant. -
Panfrost: Liberating ARM Gpus
Panfrost: Liberating ARM GPUs Robert Foss @memcpy_io http://memcpy.io $ whoami Robert Foss - Based in Berlin - Work in Open Source - Specialize in Linux Graphics $ whoami Robert Foss - Based in Berlin - Work in Open Source - Specialize in Linux Graphics $ whoami Robert Foss - Based in Berlin - Work in Open Source - Specialize in Linux Graphics ARM GPUs Mali 2/3/4XX - Codenamed Utgard - Supported by Lima driver - Supports OpenGL ES <= 2.0 - Acquired with Phalanx Mali T-XXX - Codenamed Midgard - Supported by Panfrost driver - Supports OpenGL ES <= 3.1 - Supports Vulkan <= 1.0 - Design targeted OpenCL heavily Mali G-XX - Codenamed Bifrost - Supported by Panfrost driver - Supports OpenGL ES <= 3.2 - Supports Vulkan <= 1.1 - Partial re-design of Midgard Mali G-YY - Codenamed Valhall - Supports OpenGL ES <= 3.2 - Supports Vulkan <= 1.1 - New ISA & Compute core Driver History Driver History 7 1 0 2 Reverse EngineeringPanfrost Shader Loader Panfrost Prototype Panfrost Wayland 0 2 0 2 Driver History 7 1 0 2 Kernel and Mesa Panfrost committed Mali T820 Mali T720 0 2 0 2 Panfrost Today Panfrost Today - Deployed on Mali T720, T820 & T860 Panfrost Today - Deployed on Mali T720, T820 & T860 - Runs normal Desktop Environments Panfrost Today - Deployed on Mali T720, T820 & T860 - Runs normal Desktop Environments - Supports OpenGL ES <= 2.0 Panfrost Today - Deployed on Mali T720, T820 & T860 - Runs normal Desktop Environments - Supports OpenGL ES <= 2.0 - OpenGL ES 3.0 soon, with 3.1 & 3.2 coming Panfrost Today - Deployed on Mali T720, T820 & T860 - Runs -
TG-Gallium Driver Stack Softpipe, Cell and Beyond
TG-Gallium Driver Stack Softpipe, Cell and Beyond Keith Whitwell [email protected] DRI Driver Model drm App Mesa DRI Driver DRI ● Leaky interface between Mesa and driver. ● Drivers getting bigger, more complex. ● API, OS dependencies encoded in driver. Keith Whitwell [email protected] Impose new interfaces drm App Mesa DRI Driver DRI ● Isolate interactions with API, OS, HW. ● Identify new interfaces. ● Split the driver. Keith Whitwell [email protected] A New Model drm Gallium State OS, App Mesa HW tracker Winsys Driver DRI ● New components: – State tracker, HW driver, Winsys. ● The TG-Gallium driver stack. Keith Whitwell [email protected] Gallium Driver Model ● Driver interface inspired by GL3, NV_GPU4, i965 hardware, etc. ● Constant state objects. ● Simple drawing interface. ● Unified shading language, as bytecode. ● Private buffers as render targets. ● Ability to re-target HW drivers to new APIs (eg. GL3, GLES, ???). ● Ability to re-target HW drivers to new window systems, OS's. Keith Whitwell [email protected] Gallium Driver Model ● Driver interface inspired by GL3, NV_GPU4, i965 hardware, etc. ● Constant state objects. ● Simple drawing interface. – DrawArrays, DrawElements ● Unified shading language, as bytecode. ● Private buffers as render targets. ● Fullscreen clears. ● Other blits?? Maybe subject to strict restrictions. Keith Whitwell [email protected] Gallium HW Driver ● Significantly simpler than a DRI driver. ● Interface: – Create/Bind/Delete state objects – Draw – one or two entrypoints. – Buffer management and fencing. – Flush ● Each Gallium driver defines its own OS- level (current name: winsys) interface. ● Re-target driver by re-implementing the winsys layer, eg. miniglx, EGL, etc. Keith Whitwell [email protected] Mesa State Tracker ● Implements current Mesa driver model.