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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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