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diff --git a/wiki/OpenGL.md b/wiki/OpenGL.md new file mode 100644 index 0000000..9540720 --- /dev/null +++ b/wiki/OpenGL.md @@ -0,0 +1,147 @@ +# OpenGL + +> **Scope.** How a stock guest OpenGL application's commands travel through the +> unmodified NVIDIA stack on the emulated vGPU, and the honest state of running +> OpenGL on it. The host-side execution machinery shared by all graphics APIs +> is on [`Graphics-Execution.md`](Graphics-Execution.md); CUDA compute is on +> [`Execution-Frontier.md`](Execution-Frontier.md). Canonical sources: +> [`../docs/04-implementation/05-graphics-execution-plan.md`](../docs/04-implementation/05-graphics-execution-plan.md) +> (the plan and milestones), +> [`../docs/04-implementation/04-real-render-walls.md`](../docs/04-implementation/04-real-render-walls.md) +> (the measured walls) and +> [`../docs/03-architecture/02-guest-stack-and-cudasw.md`](../docs/03-architecture/02-guest-stack-and-cudasw.md) +> (the guest stack). The docs tree wins on disagreement. + +Status: 2026-11-11, tree `master @ 4acac093`. Tags: `[live]` observed with the +stock guest driver; `[wip]` partial; `[wall]` current blocker; `[target]` +defined success state. + +## 1. The guest OpenGL stack + +On Linux, an OpenGL application does not talk to the kernel driver directly: +it talks to the GL implementation, and — when a display is involved — through +the X server's GLX extension: + +```text +application (toolkit / SDL / GLFW / raw GLX) + -> libGL (dispatch) -> libGLX_nvidia (NVIDIA GLX client) + -> libnvidia-glcore (the vendor GL engine: state, programs, shaders, draws) + -> ioctls + mappings to nvidia.ko -> channels, buffers, synchronization +X server (Xorg) + -> GLX extension module (glxserver_nvidia) and the NVIDIA DDX (X driver) + -> owns the screen, drawables and the present path +``` + +Two forms of operation exist, and both are visible in the guest: + +* **Direct rendering** — the normal desktop case. The GL client builds GPU + commands in its own process and the X server coordinates buffers and + presents. The client's channel is the source of truth for per-draw state. +* **Indirect GLX** — the client's GL protocol is serialised to the X server, + which executes it against its own GL context. Here the X server's channel + carries the graphics stream. + +On the emulated vGPU the readable command sources today are the **direct GL +client's own channels** — the GR channel `0xbeef0100` and its CE siblings +`0xbeef0101`/`0xbeef0102` — and the **X server's channels**, whose +graphics-class (`0xC597`, `TURING_A`) sections the emulation captures and +whose DDX kick channel (`0xbfef0002`) is decoded from its ring head +([`Graphics-Execution.md`](Graphics-Execution.md) §3). + +## 2. What an NVIDIA GL frame involves (observed shapes) + +* **Context and state setup** — shader programs (SASS) uploaded to device + memory, constant/descriptor banks, render targets and depth surfaces + allocated and mapped. +* **Per-draw work** — a graphics-class method stream: state binds (viewport, + render target, ZS, blend/ROP), program and constant binds, vertex/index + data, and draw-issuing methods that drive the fixed-function pipeline + (vertex fetch, primitive assembly, rasterisation, fragment work, ROP). +* **Program/descriptor delivery** — the driver uploads shader code and + descriptors through its copy/utility-channel inline-data path. The GL draw + path decodes these uploads and the engine executes the draw; Vulkan's + inline-to-memory arm is the remaining mirror-image gap + ([`Vulkan.md`](Vulkan.md)). +* **Present** — the X server's present/readback path runs as light 2D-class + and copy-engine operations; the emulator decodes and executes those shapes. + +## 3. Status on the emulated vGPU + +Rated honestly, against the milestone ladder in the plan: + +| Item | State | +|---|---| +| X server initialises on the emulated vGPU (driver push-DMA sanity test, ScreenInit) | `[live]` | +| nvidia-modeset/NvKms registers (`/dev/dri/card0`, `renderD128`, `fb0`); `nvidia-smi -L` enumerates | `[live]` (campaign configuration) | +| `glxinfo -B` reports the NVIDIA renderer (OpenGL 4.6.0, driver 570.144, direct rendering) | `[live]` | +| The X driver's RC-watchdog channel registers and its notifier is authored | `[live]` | +| X green on attempt 1 in three consecutive cycles (`ebf3130f`) | `[live]` | +| GSP event-IRQ fix wakes the guest poll; glxgears completes swaps | `[live]` | +| 2D path end-to-end: accelerated X fills read back via `xwd` | `[live]` | +| Guest's real GL draws forward and execute on the physical GPU (`work_gr backend_ok=5-7`) | `[live]` | +| GR backend timeouts fixed (`backend_timeout=0`; draws retire in 3-2400 ms) | `[live]` | +| DDX 3D replay executes (`section captured` + `GR LAUNCH` on `0x1000014`, 12 launches/cycle) | `[live]` | +| First real GPU readback: pbuffer `glClear(red)+glReadPixels` -> `pixel=ff0000ff` | `[live]` | +| First non-black GPU-rendered frames: 500/500 off-screen 640x480 frames, 45.4 s video captured (`r1769`) | `[live]` | +| Direct-GL GR ring `0xbeef0100` resolves; releases advance frame by frame (`4acac093`) | `[live]` | +| GZDoom passes `V_Init: allocate screen` with GL 4.6.0 when shared nvClip `modeNum` is even | `[live]` | +| RM write-lock holder identified (Xorg in the DDX vidheap scrub wait) and fixed (`df6e71bb`) | `[live]` | +| Engine executes a launch built from the captured section (real `sm_75` SASS retired) | `[live]` | +| Verbatim 3D method-stream replay retired by the engine, no MMU fault | `[live]` | +| X server survives the run on a 12 GB guest (the DDX's 4 GB sysmem allocation forces the size) | `[live]` | +| Direct-GL CE ring `0xbeef0101` resolves (GZDoom CE work executes) | `[wall]` | +| Window/screen present produces non-black screen pixels | `[wall]` | +| X startup/stability (`_nv052600rm` soft-lock, `0x51`, vmalloc) | `[wall]` | +| 60 fps sustained, no forcing (M-GL4) | `[target]` | + +## 4. How OpenGL runs are verified + +Instruments that matter, in order of usefulness: the X server log and +`xdpyinfo` (did the server initialise?), `glxinfo -B` (which renderer is +real), the application's own progress output, and frame capture at the GL +source (a swap-hook capture is the ground truth for pixels — the X screen +itself is not, on some stacks). Captures are decoded offline and scored: +fraction of pixels above a luminance threshold, colour count, and +frame-to-frame motion. A run counts only when the capture shows motion with +the NVIDIA renderer in use. + +## 5. Milestones on this path + +The graphics plan defines M-GL1 (client context-init decodes and executes; the +client leaves its retry loop), M-GL2 (`glxgears` non-black), M-GL3 (GZDoom GL +non-black through the mdev), M-GL4 (60 fps, no forcing), M-GL5 (two VMs, two +mdevs), M-GL6 (split-screen video). The project sits **between M-GL1 and +M-GL2, with M-GL2's off-screen half proven**: the display/KMS stack registers, +X settles, the client submits and retires its GR/CE channels, the direct-GL GR +ring resolves and its releases advance, and the GPU-rendered pbuffer path +produced non-black animated frames and a captured 45.4 s video. The remaining +gates are the direct-GL CE ring `0xbeef0101`, the window/screen present path +(a window draw currently wedges X and glxgears' window is black), and X +stability across boots — then the first rendered screen frame. + +## 6. What is not claimed + +* No **window/screen** frame has rendered real pixels through the emulated + vGPU yet; every screen capture so far is black. The non-black frames and the + video come from the off-screen pbuffer path (pbuffer -> sysmem -> kvmfr + ivshmem -> host reader), not from a windowed X screen capture. The direct-GL + CE ring `0xbeef0101` does not resolve, a synchronous window draw wedges X, + and X window creation wedges on some boots. Those are the current walls. +* GZDoom reaching `V_Init: allocate screen` is not a rendered-frame claim; it + proves the client's GL init and the direct-GL GR lane, not the game loop or + a presented frame. +* No frame-rate or latency numbers. + +## 7. Related pages + +* [`Graphics-Execution.md`](Graphics-Execution.md) — the shared execution + machinery and the ranked walls. +* [`Vulkan.md`](Vulkan.md) — the sibling API path, further along in the + pipeline lifecycle. +* [`DirectX.md`](DirectX.md) — the Windows/DirectX target. +* [`CUDA-Userspace-Driver.md`](CUDA-Userspace-Driver.md) — how the NVIDIA + userspace stack is analysed. +* [`Install-and-First-Run.md`](Install-and-First-Run.md) — bringing the stack + up. +* [`../docs/04-implementation/05-graphics-execution-plan.md`](../docs/04-implementation/05-graphics-execution-plan.md) — + the canonical plan, gap list and gates. |
