New to Linux Kernel/Driver development - linux

Recently, i began developing a driver of an embedded device running linux.
Until now i have only read about linux internals.
Having no prior experience in driver devlopment, i am finding it a tad difficult to land my first step.
I have downloaded the kernel source-code (v2.6.32).
I have read (skimped) Linux Device Drivers (3e)
I read a few related posts here on StackOverflow.
I understand that linux has a "monolithic" approach.
I have built kernel (included existing driver in menuconfig etc.)
I know the basics of kconfig and makefile files so that should not be a problem.
Can someone describe the structure (i.e. the inter-links)
of the various directories in the kernel-source code.
In other words, given a source-code file,
which other files would it refer to for related code
(The "#include"-s provide a partial idea)
Could someone please help me in getting a better idea?
Any help will be greatly appreciated
Thank You.

Given a C file, you have to look at the functions it calls and data structures it uses, rather than worrying about particular files.
There are two basic routes to developing your own device driver:
Take a driver that is similar to yours; strip out the code that isn't applicable to your device, and fill in new code for your device.
Start with the very basic pieces of a device driver, and add pieces a little at a time until your device begins to function.
The files that compose your driver will make more sense as you complete this process. Do consider what belongs in each file, but to some extent, dividing a driver among files is more an art than a science. Smaller drivers often fit into just one or two files.
A bit of design may also be good. Consider what you device does, and what your driver will need to do. Based on that, you should be able to map out what functions a device driver will need to have.
I also believe Linux Device Drivers, Third Edition may help you get on your way to driver development.
Linux files themselves include files based on what they do, what layer they are in, and what layer they access of the call stack. The Big Picture truly informs how each file is related to the next.

I had to fix a kernel driver once. My biggest tip (if you use vim) is to set it up with ctags so you can jump around the kernel source with ctrl-] every time you see a function you don't understand.

Related

In Vulkan how can you associate each individual video card with monitors they're directly connected to

I have two monitors, each connected to a different GPU. Both GPUs are in a single machine, and I want to run a single application. I have two independent views, and I would like to render each one using a GPU/Monitor set. I can create multiple surfaces and devices, but I want to ensure I associate each surface with the GPU its monitor is plugged into, otherwise I suspect I'll suffer performance issues as the frame buffers need to be copied back and forth between cards.
I'm using fullscreen surfaces, and I was thinking this was something vkGetPhysicalDeviceSurfaceSupportKHR would tell me. However, both VkSurfaceKHR appear to be valid targets for each VkPhysicalDevice so I guess this is something the OS and GPU Driver can handle, but is there any hint about which surface is optimal to associate with a device?
From what I can tell the extension VK_KHR_display is one way of doing this, but it's not available on my Windows 10 machine or Nvidia GPU. It seems to be intended for embedded platforms only. However it lets you list attached displays for each device which is pretty much what I'm looking for: https://vulkan.lunarg.com/doc/view/1.0.30.0/linux/vkspec.chunked/ch29s03.html
This quote from the docs makes me belive this may not be supported on Windows:
Issues
1) Does Win32 need a way to query for compatibility between a particular physical device and a specific screen? Compatibility between a physical device and a window generally only depends on what screen the window is on. However, there is not an obvious way to identify a screen without already having a window on the screen.
RESOLVED: No. While it may be useful, there is not a clear way to do this on Win32. However, a method was added to query support for presenting to the windows desktop as a whole.
However, I'm still interested in hearing if there's a work around to achieve a similar effect.
Finally figured out a work around for this:
Direct X actually supports this through use of the IDXGIAdapter::EnumOutputs function. This lets you list the monitors connected to each GPU. Then using these two extensions you can remap this information to Vulkan:
VK_KHR_external_memory_capabilities
VK_KHR_get_physical_device_properties2
You can use these to get the deviceLUID from VkPhysicalDeviceIDPropertiesKHR.
This can then be compared with the Luid from this structure in Direct X DXGI_ADAPTER_DESC
You can also use glfwGetWin32Window to get the HWND of the monitor. This lets you associate a vulkan surface with a direct x monitor.
You now have all the information you need to accociate vulkan surfaces with the devices they're actually connected to.
At least in my application, setting this up correctly results in a significant difference in performance.
This would all be way simpler (and cross platform) if Windows would just support the VK_KHR_display and VK_KHR_display_swapchain extensions as Linux does.
There are two extensions that are useful for such things: the one mentioned by You, VK_KHR_display and the second called VK_KHR_display_swapchain which allows You to create a swapchain directly on a device’s display without any underlying window system.
But these extensions are rarely supported on Windows. In core Vulkan API there is no way to achieve what You want. And I'm afraid You need to use OS-specific functions (You need to rely on the WinAPI functions in this situation).
[EDIT]
Did You saw this question? How can you get the display adapter used for a particular monitor in Windows? If not, maybe it will help You start with Your research.
As you already discovered, on Win32 you need to use the OS windowing system to pick the display you want to use, using the Window API. It can be straight forward.
BUT if you intend to make simple and agnostic OS code, check GLFW project. It has high level functions to handle windows on all major OSs.
Check :
GLFW monitor Guide
GLFW Vulkan integration
GLFW on its own words:
GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.

Command-Line linux OpenGL processing

I need to build a command line tool, that will take a 3D model as an argument, and will output photos of it, that may or may not be processed by this application. The tool will be deployed on Linux, but I want to make it as cross-platform as possible.
The program is not supposed to present a window of any kind, or accept any other input apart from the command line arguments.
I was wondering, how would someone approach this? I am currently able to display the 3D model on-screen with the help of GLFW, which actually drives my event handlers to peripheral input, and also my main loop. However, I don't know if using GLFW will help me if I want to make a command-line program with input-output as files.
Does anyone have any indications as to how to approach this?
create invisible/hidden window,
use its gl context to render to FBO and
use readpixels to save that to file
For OpenGL to work you need an OpenGL context. Which used to require some kind of windowing system active, that could produce you some drawable for which the context could be created.
Some OpenGL implementations, like Mesa, actually allow you to create an OpenGL context for drawables that are created without a windowing system; Mesa calls this "off-screen mesa". With Gallium3D drivers on Linux this even may give you GPU acceleration. But usually you end up in the "softpipe" software rasterizer.
Does anyone have any indications as to how to approach this?
Don't use OpenGL for it. OpenGL is mostly meant for creating interactive graphics; but of course if your goal is visualization of complex data, then a GPU would be better suited.
With NVidia hardware you'll need to use an X server for that; the X server must be running and active on the console for this to work. AMD hardware with the open source drivers and Mesa may give you off-screen capabilities without X (but I never tried that).
On Windows Server you don't have proper OpenGL support anyway (just v1.4 and very slow), so don't bother with it.

Replace Android with real Linux in smartphones?

I always wondered if, android is a linux derived SO, why I can't just compile a Gentoo (for example) with correct arch, and little modifications in boot to fully replace android.
I know that I may miss some functions, but having already kernel sources, and existing AOSP ROMs, and even, with UbuntuOS, I think it should be possible.
The only problem I have is that I don't know anything about the boot process, so even if I could manage to build an image, I wouldn't know how to boot it.
Any hints, information, or advises about this area?
P.S. In this case is a Samsung Galaxy S3 (I-9300), but could be applicable to other brands as well.

How are low level device drivers written for Linux?

I remember reading some books about Linux Device drivers around the end of my university education for Comp. Science. Soon there-after I got a job and haven't really worked much with Linux/Embedded (I do mostly java stuff now). However it's something I want to look into.
Anyways I recall reading an online article (ill edit post if I can find it) about writing a USB Driver for Linux for a Little "USB Missile Turret" similar to this:
http://www.thinkgeek.com/geektoys/warfare/8a0f/
Anyways it went into detail about how to write the driver without a driver being provided (the guy just found a generic one on ebay....and figured out how to like...write the driver just by looking at the components and such). ANYWAYS it was pretty amazing.
I have a pretty good clue about how low level embedded stuff works, but thats for stuff like AVR's/PIC Microcontrollers, I have no idea how something like this would be written for like a Normal processor in a PC.
Anyways I guess what Im asking is.....how do you figure out this kinda stuff, where would I find such information.
edit: found the link
http://matthias.vallentin.net/blog/2007/04/writing-a-linux-kernel-driver-for-an-unknown-usb-device/
(It's way more confusing then I thought, I didn't realize he reverse engineered a Windows USB driver..im guessing it'd be impossible to figure out without snooping through a windows driver?)
The Linux kernel and drivers are GDFL source. You can read the code, change them, compile them, and experiment to your heart's delight with them. That is a pretty good way to learn.

How can USB vendor ID and product ID values be spoofed on OSX?

We are considering using the vendor and product ID of a USB device (obtained via IOKit) to unlock certain features of an application. I'm aware that these values can be spoofed, but I'm not sure how easily it can be done on OSX. What is involved in spoofing the vendor and product ID? Is it something that a non-programmer can do fairly easily?
I suspect it would be fairly easy (for a programmer) to create a kext that creates a reasonably realistic IOUSBDevice object in kernel space. However, once done anyone would be able to load it.
It may also be possible to build a codeless kext using AppleUSBMergeNub to masquerade a device as another (though I haven't tested this, it looks like it might work, assuming you only try to match the IOUSBDevice without actually using it).
It would probably be easier to just hijack your API calls in userspace and give your software the answers it expects.
A non-programmer cannot do that. What you can do is writing a kernel extension (an IOKit driver) for the device, that has a matching dictionary matching the real vendor-/product-ID of the device, which causes the system to automatically load the kernel extension when this device is connected and pass a reference to the device object. The driver is now responsible for initializing the device and create all necessary user space information that is necessary for the IOKit framework (the user space library) to communicate with the device. Usually Apple has default IOKit drivers for most USB device classes (that's why you don't need an extra driver for every USB mouse or keyboard for example), but if there is a more specific driver found, then this driver will be used instead. And when creating the user space data, of course the driver may lie about the vendor-/product-ID, causing the user space program to see false values. Since IOKit is written in C++ and heavily depends upon objects and object inheritance, it is not even necessary to write the driver from scratch, but instead it can inherit from Apple's default driver and just override some methods and otherwise rely upon the super implementation. However, writing IOKit kernel drivers is not that easy and even people developing Mac software for years may have no idea how to do that and the IOKit documentation is one of the worst ones Apple is offering.
So to answer your question: Is it possible? Yes. Is it fairly easy? No. Can non-programmers do it? Certainly not, unless someone else has written a ready to use extension for them, that they only need to install.
It's actually rather EASY, and I'm definitely not a programmer!
Found the guide here
http://rolande.wordpress.com/2012/10/25/getting-the-aten-usb-serial-adapter-working-with-mac-osx-lion
Thanks, Rolande!
I was able to change the IDs of a USB Ethernet adaptor I bought on eBay to use another driver with Mac OS X 10.8.
Since nobody has answered so far, I've stumbled across a page which basically says that you can get an Arduino and program it to return any VID/PID/serial that you want. I still can't find any software-only way to do this.
I can create A OCX in Delphi code to do that
And supply infomation to send/receive data to the USB with other states like:- is it still connected.
Natraly I need a little more detail than that in case that same chip is connected from another product.
example frendly name, device desription.............

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