# 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: 2026-10-30, tree `master @ b4930168`. 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 source today is the **X server's channel**, whose graphics-class (`0xC597`, `TURING_A`) sections the emulation captures and executes ([`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; this upload is the piece the emulation must materialise for the engine to run *real* programs ([`Vulkan.md`](Vulkan.md) has the mirror-image of the same gap). * **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]` | | `glxinfo -B` reports the NVIDIA renderer (OpenGL 4.6.0, driver 570.144) | `[live]` | | The X driver's RC-watchdog channel registers and its notifier is authored | `[live]` | | GZDoom launches and runs on the emulated vGPU | `[live]` (menu/frames black) | | X server's `0xC597` graphics section captured and decoded | `[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]` | | Direct GL client: device-init gate handled; client channels allocate; readback path returns with no GL error | `[wip]` | | Direct GL client submits its per-frame draws | `[wall]` (no submissions observed) | | Non-black rendered frames through the emulated vGPU | `[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**: the interface work is done — the client creates its channels and its readback path is clean — and pixels are the gate. ## 6. What is not claimed * No OpenGL frame from the emulated vGPU has produced real rendered pixels yet; every capture so far is black. * No frame-rate or latency numbers. * The published two-VM GZDoom demo videos used the labelled `virtio-gpu`/ `virgl` path, not the emulated vGPU. ## 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.