# Graphics Execution > **Scope.** How the emulated vGPU runs **3D graphics** work — the OpenGL and > Vulkan command streams a stock guest submits — on the physical GPU, and what > is proven about it. This is the shared machinery behind > [`OpenGL.md`](OpenGL.md), [`Vulkan.md`](Vulkan.md) and the Windows/DirectX > target ([`DirectX.md`](DirectX.md)); CUDA compute uses the same submission and > completion path for a different engine workload > ([`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 milestone ladder) and > [`../docs/04-implementation/04-real-render-walls.md`](../docs/04-implementation/04-real-render-walls.md) > (the measured walls); the docs tree wins on disagreement. Status: 2026-11-11, tree `master @ 4acac093`. Tags: `[live]` observed end to end; `[wip]` partially built; `[wall]` current blocker; `[target]` defined success state; `[planned]` designed, not built. ## 1. What "real pixels" means The acceptance target is strict: a **stock** guest GL or Vulkan application's draw commands are executed by the physical GPU's fixed-function 3D pipeline (vertex fetch, primitive assembly, rasterisation, fragment work, ROP), the render target is readable by the guest, and that image reaches the capture path through the emulated mdev. The pixels must not come from another GPU, a software rasteriser, or a host display round-trip. ## 2. The path a graphics command takes ```mermaid graph TD APP["Guest applications
OpenGL · Vulkan · CUDA"] --> LIB["Guest user space
GL: GLX client + the driver's GL core
Vulkan: the NVIDIA ICD
CUDA: libcuda"] APP --> X["X server (Linux GL)
GLX module + the NVIDIA DDX"] LIB --> KMD["Guest kernel: nvidia.ko
RM core, GSP client, channels, modeset/drm"] X --> KMD KMD -- "GPFIFO rings + doorbell;
method streams in push buffers" --> VG["Host module vgsp.ko
device model + emulation core"] VG --> L1["Lane 1: verbatim 3D
method-stream replay"] VG --> L2["Lane 2: synthesized launch
from a captured section"] VG --> L3["Lane 3: forwarded CUDA
launch (compute)"] L1 --> FE["Physical GPU
front-end fetch -> GR engine"] L2 --> FE L3 --> FE FE -- "engine-authored releases
(semaphores in guest memory)" --> VG VG -- "completion relay: MSI-X +
poller/event wake the guest" --> KMD ``` ```text guest apps (GL / Vulkan / CUDA) -> guest user space (GLX client + GL core, Vulkan ICD, libcuda) -> guest X server (GLX module + NVIDIA DDX) [OpenGL] -> nvidia.ko: channels, GPFIFO rings, doorbells [all APIs] -> vgsp.ko: capture sections, decode pushes, forward -> physical GPU front-end -> GR engine (3D + compute) / copy engines <- engine-authored releases written into guest memory <- completion relay (MSI-X + wakes) back to the guest ASCII fallback above; the diagram shows the three execution lanes. ``` ## 3. The three execution lanes Graphics work reaches the engines today in one of three shapes, in increasing fidelity: 1. **Verbatim 3D method-stream replay** `[live]`. The emulation captures the X server's graphics-class (`0xC597`, `TURING_A`) section from its channel, relocates the operand addresses into host-built shadow pages the engine can reach, and submits the stream unchanged. The engine retires it: the uploads (`LINE_LENGTH_IN`/`LAUNCH_DMA`), the state, program and texture binds, and the release all execute with no MMU fault. This proves the *mechanics* of 3D execution — object bind, window placement, operand relocation, completion — on real hardware. 2. **Synthesized launch from a captured section** `[live]`. A compute-shaped launch built from the captured section (operand list, program, a 64-word launch descriptor) reaches the engine and retires real `sm_75` SASS; the Turing shader-program-header form (`V3`) is accepted with zero header faults across repeated launches. This proved engine-side dispatch before the verbatim lane existed. The program itself is still a development stand-in at this rung — execution proof, not pixels. 3. **Forwarding the client's own pushes** `[wip]`. The X DDX channel `0x1000014` executes its 3D replay (12 launches per cycle), the 2D path is green, and a guest pbuffer `glClear(red)+glFinish+glReadPixels` probe returns a real pixel (`pixel=ff0000ff`): the replay and readback machinery works. The off-screen frame path then produced **500/500 non-black 640x480 animated frames** and a captured 45.4 s video. The direct-GL **GR ring `0xbeef0100` now resolves** (`4acac093`: beef-family always-probe, per-channel promote backoff, rank-collision fallback, parked-candidate eviction); its releases advance frame by frame and GZDoom reaches `V_Init: allocate screen` with its GL 4.6.0 context. The direct-GL **CE ring `0xbeef0101` never resolves**, so the client's CE work does not execute and the guest wedges ~90 s after `V_Init`; window/screen present is still the frontier (§6). ## 4. The channel and object picture * **Every submission lives on a channel**: a GPFIFO ring plus engine objects, with a USERD the driver advances its put pointer in and a doorbell the host module traps. Channels are typed by engine: a graphics channel carries 3D state and draws; copy-class channels carry memory movements. * **The graphics object class** the guest's 3D stream binds is the Turing graphics class, `0xC597`. Streams now come from both the **X server's channel** and the **direct GL client's own channels** (`0xbeef0100` GR plus the `0xbeef0101`/`0xbeef0102` CE siblings); the 2D present/readback work rides lighter 2D-class and copy-engine shapes. * **Display and modeset** `[live]`. The guest's modeset path is served by an emulated display engine: the display push-buffer channels (core `0xc57d`, window `0xc57e`, immediate/window `0xc57b`) are registered, their push buffers parsed, and the notifier/`UPDATE` completion authored. The arm is class-aware (the window class has no NOTIFY bit; a bound notifier is the arm), and the X DDX's `0x8000 -> 0` notification completion is authored. This is what lets nvidia-modeset/NvKms register (`/dev/dri`), X settle and GLX clients obtain a real GL context. The display-capability seam is parameterised in the campaign configuration. * **Cells of state**: 3D streams are long—hundreds of method words per draw — and mix state binds (viewport, render target, ZS, blend/ROP), program and constant binds, vertex/index streams and draw-issuing methods. The capture machinery recognises the init-shaped operands today; the per-draw state vocabulary is being extended ([G-B in the plan]( ../docs/04-implementation/05-graphics-execution-plan.md)). * **Synchronisation**: tracking semaphores, notifications and fence values written by the engine; the guest's swap/present waits sit on top of those. ## 5. Completion, fences and presents The acceptance signal is the **engine-authored release**: a semaphore the engine writes when the work completes. For GL, completion flows through the channel's semaphores/notifications to the X server and the app's swap wait; for Vulkan, the client's fence value is released; for CUDA, the launch's release group wakes the client. The emulation relays engine completions into guest-observable memory (MSI-X plus a poller), and the guest resumes from there. For the display path, completion is the notifier write and `UPDATE -> FINISHED`; a completion event deferred by the reply path is force-retried until it posts, so the X server's mode set finishes. For the X DDX's own 2D push buffers, completion also requires the GPU-written engine get word to advance and the notifier to be recycled to `0xffff` after a kick; both are host-side levers now, and a diagnostic write of the get word released the DDX's reserve loop. For a windowed GL client the present is a kick; the GSP event-IRQ fix now sets the RISC-V SWGEN0 IRQSTAT/IRQMASK/IRQDEST and latches the CPU-tree leaf, so the guest services the event and glxgears completes swaps, and the GR backend no longer times out (the pair-close/pair-safe replay fixes are default ON; draws retire in 3-2400 ms). The DDX 3D replay renders and reads back a pbuffer pixel (`pixel=ff0000ff`), the off-screen frame path produced non-black animated frames and a 45.4 s video, the RM write-lock holder (Xorg in the DDX vidheap scrub wait) is fixed (`df6e71bb`), and the direct-GL GR ring now resolves with advancing releases. The next step is the direct-GL CE ring `0xbeef0101` and the window/screen present path. During bring-up the module also carries a **diagnostics-only mirror** for apps that spin on a shared progress word; it exists so a run can proceed while the natural completion path is being finished. The 60-fps milestone explicitly requires it switched off, along with any external poke. ## 6. Where the frontier is (ranked walls) 1. **Direct-GL CE ring resolution** `[wall]`. The GR ring `0xbeef0100` resolves and its releases advance, but the CE ring `0xbeef0101` (`gpfifo=0x4100000`) never maps: `VAS-PROMOTE` walks a parked candidate and returns `rc=-2`, then `NOT mapped by any registered VAS` every ~7 s. The client's CE work never executes and GZDoom wedges ~90 s after `V_Init`. Next: walk all parked candidates regardless of owner VAS and/or keep at least two fresh same-VAS parks. 2. **Window/screen present and the GLX lottery** `[wall]`. The pbuffer and off-screen frame paths are proven (`pixel=ff0000ff`, 500/500 non-black frames, 45.4 s video), but glxgears' window is black and the GLX probe/frames path is a per-window lottery (hang/black/BadValue). A synchronous window draw wedges X; screen capture must use the ivshmem frame path and the present must be made to land. 3. **X startup / stability** `[wall]`. X startup is a per-boot lottery: on 3/6 boots window creation wedges Xorg in an unkillable kernel RM spin (`_nv052600rm+0x7b`); `Failed to initialize DMA`, push-buffer `0x51`, `Wait for channel idle timed out` and occasional vmalloc failures also appear. A fresh cycle clears it. The shared nvClip `modeNum` must be even for the GL client's state init to succeed; the odd value is the guest kernel's nvKms deferred close, not module-induced. 4. **The X DDX footprint** `[wall]`. The DDX allocates 4 GB of system pages at startup; an 8 GB guest has no headroom once GZDoom's own footprint lands and both are OOM-killed. Current runs use a 12 GB guest; the allocation is a suspected emulation gap (a 512 MiB emulated VRAM falling back to a 4 GB sysmem allocation) to fix. 5. **Non-black window frames and sustained rate** `[wall]`/`[target]`. Once the CE ring, the window/screen present and X stability land, the capture must show motion in a window, then 60 fps in one VM with no forcing, then two VMs on two mediated devices with non-black frames in both. ## 7. What is proven today | Capability | State | |---|---| | X server initialises on the emulated vGPU (driver DMA sanity push, ScreenInit) | `[live]` | | Display engine serves the modeset push buffers; notifier plus `UPDATE -> FINISHED` | `[live]` (campaign configuration) | | nvidia-modeset/NvKms registers (`/dev/dri/card0`, `renderD128`, `fb0`); `nvidia-smi -L` enumerates | `[live]` | | `glxinfo` reports the emulated GPU with the NVIDIA renderer (OpenGL 4.6.0, direct rendering) | `[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 frames; 45.4 s video captured (`r1769`) | `[live]` | | Direct-GL GR ring `0xbeef0100` resolves; releases advance (`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]` | | GL section capture: the X channel's `0xC597` stream decoded | `[live]` | | Verbatim 3D method-stream replay retired by the engine (no MMU fault) | `[live]` | | Synthesized launch executes real `sm_75` SASS; Turing `V3` program header accepted | `[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 and the client's CE work executes | `[wall]` | | Window/screen present produces non-black window pixels | `[wall]` | | X startup/stability (`_nv052600rm` soft-lock, `0x51`, vmalloc) | `[wall]` | | Non-black screen pixels from the emulated vGPU's 3D pipeline | `[wall]` | | Windows/DirectX guests | `[planned]` | ## 8. What is not claimed * No **window/screen** pixel has been produced by the emulated vGPU's 3D pipeline yet; every screen capture so far is black. The proven non-black frames and the 45.4 s video come from the off-screen pbuffer path (pbuffer -> sysmem -> kvmfr ivshmem -> host reader), not from a windowed X screen capture. * Display/KMS bring-up (NvKms, `/dev/dri`, X, a real GL context) is not a rendered-frame claim. GZDoom reaching `V_Init: allocate screen` proves the client's GL init and the direct-GL GR lane, not the game loop or a presented frame; the direct-GL CE ring still does not resolve. * No frame-rate or latency numbers: the scheduled measurement is defined (60 fps over 60 s, no forcing) but not yet met. ## 9. Related pages * [`OpenGL.md`](OpenGL.md) — the guest OpenGL path and its status. * [`Vulkan.md`](Vulkan.md) — the guest Vulkan path and its status. * [`DirectX.md`](DirectX.md) — Windows guests and the DirectX target. * [`Execution-Frontier.md`](Execution-Frontier.md) — the CUDA compute chain, proven end to end. * [`Physical-GPU-Backend.md`](Physical-GPU-Backend.md) — the backend the work is forwarded to. * [`Introduction-to-GMMU.md`](Introduction-to-GMMU.md) — channels, GPFIFO, engines, and page tables. * [`Host-Module.md`](Host-Module.md) — where capture, decode and forwarding live. * [`../docs/04-implementation/05-graphics-execution-plan.md`](../docs/04-implementation/05-graphics-execution-plan.md) — the canonical plan: gap list, three approaches, and the M-GL1..M-GL6 milestone ladder with gates.