nyorain / kms-vulkan

Example for using vulkan with drm and kms

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kms-quads: a simple KMS example

NOTE This code is a fork of kms-quads, follow the link for more information. It was developed by Daniel Stone, Collabora and DAQRI. This fork adds experimental vulkan support, see the vulkan section below.


kms-quads is a simple and well-explained example of how to use the Linux kernel's KMS API to drive graphical displays. It is built with the Meson build system:

  $ meson build
  $ ninja -C build

When run from a text terminal with no arguments, it takes over the terminal and displays a simple animation run independently on all currently-active displays:

  # ./build/kms-quads

To use a specific TTY, you can also pass the number as an environment variable, or as stdin:

  # TTYNO=4 ./build/kms-quads
  # ./build/kms-quads < /dev/tty4

During startup, kms-quads will iterate through all the available KMS resources, create output chains for all available outputs, render an initial image, and send an initial atomic modesetting request to show the initial image on all outputs. After this, each output will independently run its own repaint loop displaying a timed animation.

NOTE: by default, kms-quads will run indefinietly without any method of switching the vt. Unless you would like to be stuck with the program, you probably rather want to run something like this (SIGINT is handled by the program to correctly clean up):

  # ./build/kms-quads & (sleep 10; pkill -INT kms-quads)

Afterwards you will be able to switch the vt. If the program crashes, you might in bad cases also be stuck without any method (known to me) of switching back to your original VT, requiring a restart.

What is KMS?

The Linux kernel's graphical subsystem is the Direct Rendering Manager, or DRM for short (unrelated to the other DRM!). DRM is the subsystem for both rendering GPUs and display devices. Each of these devices will have one or more DRM devices.

Each GPU driver has its own user/kernel API, as these devices behave quite differently and there is no standard to be found.

However, display devices are similar enough that the Kernel Modesetting API, or KMS for short, covers all display device support in the kernel. KMS exposes a number of display components to userspace for it to control:

  • framebuffers is a set of pixels forming a single 2D image

  • planes takes a framebuffer and can optionally crop and scale it, or alter its colour management

  • CRTCs stack, blend, and combine the output of planes together (e.g. a cursor plane, on top of a UI plane, on top of a video plane), and generate a single logical pixel stream from the resulting image, at a defined resolution

  • connectors consume CRTC output and send it to to a physical display device, e.g. a HDMI monitor, or an LVDS panel: they can be queried for current display information such as the display's EDID information block, or whether or not the display is currently connected

kms-quads uses the KMS API to enumerate the currently-active devices, obtain a list of all these resources, and construct a complete display output chain of all these objects.

There are a number of presentations available on how KMS is built, including one from Boris Brezillon, which is primarily focused on the kernel implementation.

Vulkan

This fork adds vulkan support, showing how to use the VK_EXT_image_drm_format_modifier extension to import gbm buffer objects into vulkan for rendering. With this, you can theoretically build a vulkan kms app (like a wayland compositor) that has no need for EGL or GL at all. Most of the files (except vulkan.c and its shaders) are only minimally changed to allow using vulkan. The application currently tries to create a vulkan renderer but if some extensions are missing or if the drm/kms driver does not support modifiers, it will fall back the previously implemented EGL or dumb buffer rendering backend. The EGL/dumb buffer renderer show simple moving colored quads (hence the original project name) while the vulkan renderer currently shows a smoothly animated color wheel. This way you can know which renderer is used, but it will obviously also be logged.

Vulkan can only import dma buffer images if their format modifier is known. It additionally needs a couple of extension. At the time of writing (May 2019), AMD has no support for drm format modifiers at all, so vulkan importing won't work on AMD hardware (yet, hopefully). Support for the required VK_EXT_image_drm_format_modifier extension is not merged into mesa upstream yet, but there exists a merge request for anv, the intel vulkan driver. The application was tested and verified to work with that implementation on an intel gpu.

Important: Theoretically, the VK_EXT_queue_family_foreign extension is needed as well. The vulkan standard states that VK_QUEUE_FAMILY_FOREIGN_EXT has to be used to transfer ownership of an image to a non-vulkan image user (the drm subsystem). There is no (up-to-date) mesa patch for this extension for any desktop vulkan driver though so we currently fall back to using VK_QUEUE_FAMILY_EXTERNAL, but this isn't guaranteed to work! Once the extension is supported on any driver, a patch will be trivial.

As you can see, the whole vulkan support for KMS is still rather experimental and not widely supported. I hope to keep this application updated as more drivers receive correct upstream support for all the required extensions.

NOTE: this has some issues and is slightly outdated by now. For a better, full implementation, look e.g. at the vulkan renderer of wlroots

What is atomic modesetting?

Atomic modesetting is a relatively recent development of the KMS API to apply and change state. The pre-atomic KMS interface (drmModeSetCrtc, drmModePageFlip, drmModeSetPlane, drmModeObjectSetProperty) was not easily extensible, and crucially lacked synchronisation between changing all the different objects.

Atomic modesetting replaces these calls with a unified and extensible property-based interface. Instead of issuing individual commands, userspace creates an atomic request structure, which holds an arbitrary number of property set commands. These can then be tested (to see if the proposed configuration is valid), or committed to the hardware.

The available properties can be discovered whilst enumerating the available resources.

kms-quads exclusively uses atomic modesetting, with no fallback to the pre-atomic API.

There are a couple of presentations on the atomic API, including one from Daniel Vetter.

What are EGL and GBM?

OpenGL and OpenGL ES are rendering-only APIs. They only submit graphics data and rendering commands to buffers which are supplied by an external interface. EGL is generally used to do this; there are many good explanations of what EGL is available online.

Unlike predecessors GLX (for X11) and WGL (Windows), EGL is independent of the underlying display technology. It can be used on any number of platforms, including Wayland, X11, and KMS.

To use EGL with KMS, we need a helper interface called GBM to bridge EGL's more stateful interface with KMS. The gbm_device object corresponds to a KMS device, from which you can create an EGLDisplay. You can select an EGLConfig by matching the EGL_NATIVE_VISUAL_ID attribute with a GBM/KMS format token, though take note that EGL_NATIVE_VISUAL_ID is ignored by eglChooseConfigs(), so you must iterate the configs and do the matching by hand.

There are two ways to use GBM to allocate buffers for EGL/GL.

The first is to simply create a gbm_surface (optionally passing the list of acceptable modifiers supplied by KMS), create an EGLSurface from that, and render as usual. Calling eglSwapBuffers will not post your new buffer to KMS, however: in order to display it, you must call gbm_surface_lock_front_buffer, which gives you a gbm_bo you can create a DRM framebuffer from. Once the buffer is no longer in use by KMS, you can call gbm_surface_release_buffer to give the buffer back to the implementation ready for reuse.

kms-quads uses an alternative approach: we explicitly allocate gbm_bos ourselves, import the BO (buffer object) to an EGLImage, bind the EGLImage to a GL texture unit, then create a GL framebuffer object to render to that texture. After ensuring the GL commands have been flushed, we create a DRM framebuffer from the gbm_bo and display it ourselves.

There is little practical difference between the two approaches. Using a gbm_surface is easier and requires less typing, however you cannot control the number of buffers allocated by the GBM/EGL implementation. It also has some lifetime challenges: destroying a gbm_surface will immediately destroy all the gbm_bos it allocated, with no way to keep them alive for longer.

Directly allocating gbm_bos requires more typing, but offers more control.

Contact

The original code has been authored by Collabora and DAQRI.

Issues and merge requests are welcome on this project, and can be filed in freedesktops GitLab or on Github. The original code (kms-quads) is hosted on freedesktops Gitlab and welcomes all issues and merge requests as well.

As this project is hosted on freedesktop.org, it follows the freedesktop.org Code of Conduct. Please be kind and considerate.

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Example for using vulkan with drm and kms

License:MIT License


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