I'm writing an app that heavily uses OpenGL; either on the Mac or on Linux.
I've heard of various rumors of Apple having buggy OpenGL drivers (and a reluctance to fix them). Can anyone confirm/deny this?
If you've developed on OpenGL on both Mac and Linux, how do they compare?
Thanks!
Looking at this list of Mac OS X games (which includes games like WoW and the upcoming StarCraft II) and the fact that Mac OS X itself uses OpenGL heavily for windows compositing and various eye candy makes this a highly dubious claim.
I don't believe they are buggy as such; merely poorly supported by Apple when something does actually go wrong in some way.
There are plenty of instances of things such as a low-end card from one manufacturer rendering much faster than a high-end card from another which can take a long time to get fixed if at all.
Related
I am sorry if my question is a bit vague. I am trying to understand where to look for my problems. I have a regression test suite that captures and compare the screen. It seems like whenever we do some kind of library upgrade the regression tests would fail. Our font settings are the same. The difference would be like the graphics card upgrade (driver), window manager upgrade, or just third party library upgrade (for example Qt library). From human visual testing, the fonts look almost identical, but if I do pixel to pixel comparison, it would show that the snapshots are different. Does anyone have insight how the fonts are rendered ?
Graphics rendering on Linux is a proper mess. While Linux is about as old as Windows, Linux first tried to copy the old X11 window system. This was one of the oldest GUI systems in the world, and it shows - the API is beyond horrible. As a result, lots and lots of libraries were stacked on top of X11 to make it workable, with various degrees of compatibility.
To make things worse, X11 was not just a single implementation, there were competing X11 implementations. Linux chiefly used XFree86, which later became Xorg. And because that's not confusing enough, recent developments added a number of alternatives to X11, which support backwards-compatibility interfaces to X11. Some of those GUI libraries on top of X11 are aware of these new libraries, and may now use the new interfaces.
So, you basically have a pretty fragile system, and any library with a decent programming model has shaky foundations. It's no wonder that changing any part may suddenly cause re-rendering, possibly even choosing entirely new rendering paths.
Windows is a bit better, but it too is old and has some competing GUI libraries. The reason why it's better is probably threefold: there's a single party in control of all the interfaces (Microsoft), they were aware of the bad X11 design from the start (avoided beginner mistakes) and Microsoft has far more resources to spend.
But still, both Linux and Windows had to evolve to support Unicode and the much larger fonts it brought, 24 bits color, high-DPI screens, LCD screens with subpixel resolution, accelerated GPU's, etc. And it's been hard for both to dump old interfaces.
I was wondering if it would be possible to get graphical hardware acceleration without Xorg and its DDX driver, only with kernel module and the rest of userspace driver. I'm asking this because I'm starting to develop on an embedded platform (something like beagleboard or more roughly a Texas instruments ARM chip with integrated GPU), and I would get hardware acceleration without the overhead of a graphical server (that is not needed).
If yes, how? I was thinking about OpenGL or OpengGLES implementations, or Qt embedded http://harmattan-dev.nokia.com/docs/library/html/qt4/qt-embeddedlinux-accel.html
And TI provides a large documentation, but still is not clear to me
http://processors.wiki.ti.com/index.php/Sitara_Linux_Software_Developer%E2%80%99s_Guide
Thank you.
The answer will depend on your user application. If everything is bare metal and your application team is writing everything, the DirectFB API can be used as Fredrik suggest. This might be especially interesting if you use the framebuffer version of GTK.
However, if you are using Qt, then this is not the best way forward. Qt5.0 does away with QWS (Qt embedded acceleration). Qt is migrating to LightHouse, now known as QPA. If you write a QPA plug-in that uses your graphics acceleration by whatever kernel mechanism you expose, then you have accelerated Qt graphics. Also of interest might be the Wayland architecture; there are QPA plug-ins for Wayland. Support exists for QPA in Qt4.8+ and Qt5.0+. Skia is also an interesting graphics API with support for an OpenGL backend; Skia is used by Android devices.
Getting graphics acceleration is easy. Do you want compositing? What is your memory foot print? Who is your developer audience that will program to the API? Do you need object functionality or just drawing primitives? There is a big difference between SKIA, PegUI, WindML and full blown graphics frameworks (Gtk, Qt) with all the widget and dynamics effects that people expect today. Programming to the OpenGL ES API might seem fine at first glance, but if your application has any complexity you will need a richer graphics framework; Mostly re-iterating Mats Petersson's comment.
Edit: From the Qt embedded acceleration link,
CPU blitter - slowest
Hardware blitter - Eg, directFB. Fast memory movement usually with bit ops as opposed to machine words, like DMA.
2D vector - OpenVG, Stick figure drawing, with bit manipulation.
3D drawing - OpenGL(ES) has polygon fills, etc.
This is the type of drawing you wish to perform. A framework like Qt and Gtk, give an API to put a radio button, checkbox, editbox, etc on the screen. It also has styling of the text and interaction with a keyboard, mouse and/or touch screen and other elements. A framework uses the drawing engine to put the objects on the screen.
Graphics acceleration is just putting algorithms like a Bresenham algorithm in a separate CPU or dedicated hardware. If the framework you chose doesn't support 3D objects, the frameworks is unlikely to need OpenGL support and may not perform any better.
The final piece of the puzzle is a window manager. Many embedded devices do not need this. However, many handset are using compositing and alpha values to create transparent windows and allow multiple apps to be seen at the same time. This may also influence your graphics API.
Additionally: DRI without X gives some compelling reasons why this might not be a good thing to do; for the case of a single user task, the DRI is not even needed.
The following is a diagram of a Wayland graphics stack a blog on Wayland.
This is depend on soc gpu driver implement ,
On iMX6 ,you can use wayland composite on framebuffer
I build a sample project as a reference
Qt with wayland on imx6D/Q
On omap3 there is a project
omap3 sgx wayland
Can you provide me a surface level knowledge about this.
How can I use linux's latest kernel and X windows GUI to create my own Embedded OS interface?
If you want to learn to make your own distribution, look at linux from scratch. A pre-existing embedded distribution may be more what you are looking for. Some are uclinux-dist, openembedded, poky, ltib, buildroot.
When you say "small" what do you mean by small? Small means reduced functionality.
The smallest is writing your own code that writes to the frame buffer. Your GUI may look like space invaders.
Bigger would be to use a direct to framebuffer toolkit like Nano-X
Bigger again is DirectFB.
Bigger again is a high level toolkit
(GTK or Qt) on top of DirectFB
And the biggest is X with a window
manager and high level toolkit.
Having "learned" already, I would use whatever comes with the platform you are developing on.
End Dump.
First suggestion, code HTML and use a browser. All of the heavy lifting will be done for you. More to the point, most embedded OSen do not live on systems with keyboards, video, and mice. Exporting everything to a remote web client though a web server is the standard way of doing things.
Second suggestion, use a high level toolkit, like Qt, KDE, or Gnome. Coding in low level X is painful.
I'd like to open an OpenGL context without X in Linux. Is there any way at all to do it?
I know it's possible for integrated Intel graphics card hardware, though most people have Nvidia cards in their system. I'd like to get a solution that works with Nvidia cards.
If there's no other way than through integrated Intel hardware, I guess it'd be okay to know how it's done with those.
X11 protocol itself is too large and complex. Mouse/Keyboard/Tablet input multiplexing it provides is too watered-down for modern programs. I think it's the worst roadblock that prevents Linux desktop from improving, which is why I look for alternatives.
Update (Sep. 17, 2017):
NVIDIA recently published an article detailing how to use OpenGL on headless systems, which is a very similar use case as the question describes.
In summary:
Link to libOpenGL.so and libEGL.so instead of libGL.so. (Your linker options should therefore be -lOpenGL -lEGL
Call eglGetDisplay, then eglInitialize to initialize EGL.
Call eglChooseConfig with the config attribute EGL_SURFACE_TYPE followed with EGL_PBUFFER_BIT.
Call eglCreatePbufferSurface, then eglBindApi(EGL_OPENGL_API);, then eglCreateContext and eglMakeCurrent.
From that point on, do your OpenGL rendering as usual, and you can blit your pixel buffer surface wherever you like. This supplementary article from NVIDIA includes a basic example and an example for multiple GPUs. The PBuffer surface can also be replaced with a window surface or pixmap surface, according to the application needs.
I regret not doing more research on this on my previous edit, but oh well. Better answers are better answers.
Since my answer in 2010, there have been a number of major shakeups in the Linux graphics space. So, an updated answer:
Today, nouveau and the other DRI drivers have matured to the point where OpenGL software is stable and performs reasonably well in general. With the introduction of the EGL API in Mesa, it's now possible to write OpenGL and OpenGL ES applications on even Linux desktops.
You can write your application to target EGL, and it can be run without the presence of a window manager or even a compositor. To do so, you would call eglGetDisplay, eglInitialize, and ultimately eglCreateContext and eglMakeCurrent, instead of the usual glx calls to do the same.
I do not know the specific code path for working without a display server, but EGL accepts both X11 displays and Wayland displays, and I do know it is possible for EGL to operate without one. You can create GL ES 1.1, ES 2.0, ES 3.0 (if you have Mesa 9.1 or later), and OpenGL 3.1 (Mesa 9.0 or later) contexts. Mesa has not (as of Sep. 2013) yet implemented OpenGL 3.2 Core.
Notably, on the Raspberry Pi and on Android, EGL and GL ES 2.0 (1.1 on Android < 3.0) are supported by default. On the Raspberry Pi, I don't think Wayland yet works (as of Sep. 2013), but you do get EGL without a display server using the included binary drivers. Your EGL code should also be portable (with minimal modification) to iOS, if that interests you.
Below is the outdated, previously accepted post:
I'd like to open an OpenGL context without X in linux. Is there any way at all to do it?
I believe Mesa provides a framebuffer target. If it provides any hardware acceleration at all, it will only be with hardware for which there are open source drivers that have been adapted to support such a use.
Gallium3D is also immature, and support for this isn't even on the roadmap, as far as I know.
I'd like to get a solution that works with nvidia cards.
There isn't one. Period.
NVIDIA only provides an X driver, and the Nouveau project is still immature, and doesn't support the kind of use that you're looking for, as they are currently focused only on the X11 driver.
You might be interested in a project called Wayland
http://en.wikipedia.org/wiki/Wayland_%28display_server%29
Have you looked at this page?
http://virtuousgeek.org/blog/index.php/jbarnes/2011/10/31/writing_stanalone_programs_with_egl_and_
It is likely a bit outdated. I haven't tried yet, but I would appreciate more documentation of this type.
Probably a good idea, as of today, is to follow Wayland compositor-drm.c implementation:
http://cgit.freedesktop.org/wayland/weston/tree/src/compositor-drm.c
https://gitlab.freedesktop.org/mesa/kmscube/ is a good a reference implementation of OGL (or OGLES) hardware-accelerated rendering without an X11 or wayland dependency.
You can look at how Android has solved this issues. See Android-x86 project.
Android uses mesa with egl and opengles. Android has its own simple Gralloc component for mode setting and graphic allocations. On top of that they have SurfaceFlinger component which is a composition engine, which uses OpenGLES for acceleration.
Cannot see why couldn't you use these components in similar way and even reuse the Android glue code.
I'm interesting in learning about the different layers of abstraction available for making graphical applications.
I see a lot of terms thrown around: At the highest level of abstraction, I hear about things like C#, .NET, pyglet and pygame. Further down, I hear about DirectX and OpenGL. Then there's DirectDraw, SDL, the Win32 API, and still other multi-platform libraries like WxWidgets.
How can I get a good sense of where one of these layers ends and where the next one begins? What is the "lowest possible level" way of creating a window in Windows, in C? What about C++? (A code sample would be divine.) What about in X11? Are the Windows implementations of OpenGL and DirectX built on top of the Win32 API? Where can I begin to learn about these things?
There's another question on SO where Programming Windows is suggested. What about for Linux? Is there an equivalent such book?
I'm aware that this is very low-level, and that there are many friendlier tools available, but I would like to at least learn the basics of what's going on beneath the surface. As much as I'd like to begin slinging windows and vectors right off the bat, starting with something like pygame is too high-level for me; I really need to make the full conceptual circuit of how you draw stuff on a computer.
I will certainly appreciate suggestions for books and resources, but I think it would be stupendously cool if the answers to this question filled up with lots of different ways to get to "Hello world" with different approaches to graphics programming. C? C++? Using OpenGL? Using DirectX? On Windows XP? On Ubuntu? Maybe I ask for too much.
The lowest level would be the graphics card's video RAM. When the computer first starts, the graphics card is typically set to the 80x25 character legacy mode.
You can write text with a BIOS provided interrupt at this point. You can also change the foreground and background color from a palette of 16 distinctive colors. You can use access ports/registers to change the display mode. At this point you could say, load a different font into the display memory and still use the 80x25 mode (OS installations usually do this) or you can go ahead and enable VGA/SVGA. It's quite complicated, that's what drivers are for.
Once the card's in the 'higher' mode you'd change what's on screen by accessing the memory mapped to the video card. It's stored horizontally pixel by pixel with some 'dirty regions' of pixels that aren't mapped to screen at the end of each line which you have to compensate for. But yeah, you could copy the pixels of an image in memory directly to the screen.
For things like DirectX, OpenGL. rather than write directly to the screen, commands are sent to the graphics card and it updates its screen automatically. Commands like "Hey you, draw this image I've loaded into the VRAM here, here and here" or "Draw these triangles with this transformation matrix..." take a fraction of the time compared to pixel by pixel . The CPU will thank you.
DirectX/OpenGL is a programmer friendly library for sending those commands to the card with all the supporting functions to help you get it done smoothly. A more direct approach would only be unproductive.
SDL is an abstraction layer so without bothering to read up on it I'd guess it would have different ways of working on each system. On one it might use semi-direct screen writing, another Direct3D, etc. Whatever's fastest as long as the code stays cross-platform..able.
The GDI/GDI+ and XWindow system. They're designed specifically to draw windows. Originally they drew using the pixel-by-pixel method (which was good enough because they'd only have to redraw when a button was pressed or a window moved, etc.) but now they use Direct3D/OpenGL for accelerated drawing (and special effects). Optimizations depend on the versions and implementations of these libraries.
So if you want the most power and speed, DirectX/openGL is the way to go. SDL is certainly useful for getting the most from a cross-platform environment and integrates with OpenGL anyway. The windowing system comes last but don't underestimate it. Especially with the stuff Microsoft's coming up with lately.
Michael Abrash's Graphics Programming 'Black Book' is a great place to start. Plus you can download it for free!
If you really want to start at the bottom then drawing a line is the most basic operation. Computer graphics is simply about filling in pixels on a grid (screen), so you need to work out which pixels to fill in to get a line that goes from (x0,y0) to (x1,y1).
Check out Bresenham's algorithm to get a feel for what is involved.
To be a good graphics and image processing programmer doesn't require this low level knowledge, but i do hate to be clueless about the insides of what i'm using. I see two ways to chase this - high-level down, or bottom-level up.
Top-down is a matter of following how the action traces from a high-level graphics operation such as to draw a circle, to the hardware. Get to know OpenGL well. Then the source to Mesa (free!) provides a peek at how OpenGL can be implemented in software. The source to Xorg would be next, first to see how the action goes from API calls through the client side to the X server. Finally you dive into a device driver that interfaces with hardware.
Bottom up: build your own graphics hardware. Think of ways it could connect to a computer - how to handle massive numbers of pixels through a few byte-size registers, how DMA would work. Write a device driver, and try designing a graphics library that might be useful for app programmers.
The bottom-up way is how i learned, years ago when it was a possibility with the slow 8-bit microprocessors. The direct experience with circuitry and hardware-software interfacing gave me a good appreciation of the difficult design decisions - e.g. to paint rectangles using clever hardware, in the device driver, or higher level. None of this is of practical everyday value, but provided a foundation of knowledge to understand newer technology.
see Open GPU Documentation section:
http://developer.amd.com/documentation/guides/Pages/default.aspx
HTH
On MSWindows it is easy: you use what the API provides, whether it is the standard windows programming API or the DirectX-family API's: that's what you use, and they are well documented.
In an X windows environment you use whatever X11-libraries that are provided. If you want to understand the principles behind windowing on X, I suggest that you do this, nevermind that many others tell you not to, it will really help you to understand graphics and windowing under X. You can read the documentation on X-programming (google for it). (After this exercise you would appreciate the higher level libraries!)
Apart from the above, at the absolutely lowest level (excluding chip-level) that you can go is to call the interrupts that switch to the various graphics modes available - there are several - and then write to the screen buffers, but for this you would have to use assembler, anything else would be too slow. Going this way will not be portable at all.
Another post mentions Abrash's Black Book - an excellent resource.
Edit: As for books on programming Linux: it is a community thing, there are many howto's around; also find a forum, join it, and as long as you act civilized you will get all the help you can ever need.
Right off the bat, I'd say "you're asking too much." From what little experience I've had, I would recommend reading some tutorials or getting a book on either directX or OpenGL to start out. To go any lower than that would be pretty complex. Most of the books I've seen in OGL or DX have pretty good introductions that explain what the functions/classes do.
Once you get the hang of one of these, you could always dig in to the libraries to see what exactly they're doing to go lower.
Or, if you really, absolutely MUST learn the LOWEST level... read the book in the above post.
libX11 is the lowest level library for X11. I believe the opengl/directx talk to the driver/hardware directly (or emulate unsupported ops), so they would be the lowest level library.
If you want to start with very low level programming, look for x86 assembly code for VGA and fire up a copy of dosbox or similar.
Vulkan api is an api which gives you very low level access to most if not all features of the gpu, computational and graphical, it works on amd and Nvidia gpus (not all)
you can also use CUDA, but it only works on Nvidia gpus and has access to computational features only, no video output.