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DRM(7)                     Direct Rendering Manager                     DRM(7)

NAME
       drm - Direct Rendering Manager

SYNOPSIS
       #include <xf86drm.h>

DESCRIPTION
       The  Direct  Rendering  Manager (DRM) is a framework to manage Graphics
       Processing Units (GPUs). It is designed to support the needs of complex
       graphics devices, usually containing programmable pipelines well suited
       to 3D graphics acceleration. Furthermore, it is responsible for  memory
       management,  interrupt  handling and DMA to provide a uniform interface
       to applications.

       In earlier days, the kernel framework was solely used  to  provide  raw
       hardware  access to privileged user-space processes which implement all
       the hardware abstraction layers. But more and  more  tasks  were  moved
       into the kernel. All these interfaces are based on ioctl(2) commands on
       the DRM character device. The  libdrm  library  provides  wrappers  for
       these system-calls and many helpers to simplify the API.

       When  a GPU is detected, the DRM system loads a driver for the detected
       hardware type. Each connected GPU is then presented to user-space via a
       character-device that is usually available as /dev/dri/card0 and can be
       accessed with open(2) and close(2). However, it still  depends  on  the
       graphics  driver which interfaces are available on these devices. If an
       interface is not available, the syscalls will fail with EINVAL.

   Authentication
       All DRM devices provide authentication mechanisms. Only a DRM master is
       allowed  to perform mode-setting or modify core state and only one user
       can be DRM master at a time. See drmSetMaster(3) for information on how
       to  become DRM master and what the limitations are. Other DRM users can
       be authenticated to the DRM-Master via drmAuthMagic(3) so they can per-
       form buffer allocations and rendering.

   Mode-Setting
       Managing connected monitors and displays and changing the current modes
       is called Mode-Setting. This is restricted to the current  DRM  master.
       Historically,  this  was implemented in user-space, but new DRM drivers
       implement a kernel interface to perform mode-setting called Kernel Mode
       Setting (KMS). If your hardware-driver supports it, you can use the KMS
       API provided by DRM. This includes allocating  framebuffers,  selecting
       modes and managing CRTCs and encoders. See drm-kms(7) for more.

   Memory Management
       The most sophisticated tasks for GPUs today is managing memory objects.
       Textures, framebuffers, command-buffers and all other kinds of commands
       for  the  GPU have to be stored in memory. The DRM driver takes care of
       managing all memory objects, flushing caches, synchronizing access  and
       providing  CPU  access to GPU memory. All memory management is hardware
       driver dependent. However, two generic frameworks  are  available  that
       are  used  by most DRM drivers. These are the Translation Table Manager
       (TTM) and the Graphics Execution Manager (GEM).  They  provide  generic
       APIs  to  create,  destroy and access buffers from user-space. However,
       there are still many differences between the drivers  so  driver-depen-
       dent  code is still needed. Many helpers are provided in libgbm (Graph-
       ics Buffer Manager) from the Mesa project. For more information on  DRM
       memory management, see drm-memory(7).

REPORTING BUGS
       Bugs      in      this     manual     should     be     reported     to
       https://gitlab.freedesktop.org/mesa/drm/-/issues.

SEE ALSO
       drm-kms(7), drm-memory(7), drmSetMaster(3), drmAuthMagic(3),  drmAvail-
       able(3), drmOpen(3)

                                September 2012                          DRM(7)

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