MiniGLX

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MiniGLX is a specification for an application programming interface which facilitates OpenGL rendering on systems without windowing systems, e.g. Linux without an X Window System or embedded systems without a windowing system. The interface is a subset of the GLX interface, plus a minimal set of Xlib-like functions.

An application programming interface (API) is an interface or communication protocol between a client and a server intended to simplify the building of client-side software. It has been described as a “contract” between the client and the server, such that if the client makes a request in a specific format, it will always get a response in a specific format or initiate a defined action.

OpenGL application programming interface for rendering 2D and 3D vector graphics

Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

Windowing system software that manages separately different parts of display screens

In computing, a windowing system is software that manages separately different parts of display screens. It is a type of graphical user interface (GUI) which implements the WIMP paradigm for a user interface.

Programs written for Mini GLX can run unchanged on systems with the X Window System and the GLX extension. The intention is to allow flexibility for prototyping and testing.

GLX is an extension to the X Window System core protocol providing an interface between OpenGL and the X Window System as well as extensions to OpenGL itself. It enables programs wishing to use OpenGL to do so within a window provided by the X Window System. GLX distinguishes two "states": indirect state and direct state.

MiniGLX is currently implemented within the Mesa 3D project that provides a means to use the Direct Rendering Infrastructure when the X Window System is not used. In essence it provides functions that mimic those of X, so that programs written using MiniGLX should be compilable as X Window programs. MiniGLX renders directly to the framebuffer device or through accelerated DRI drivers. MiniGLX allows only one window (which fills the whole framebuffer) to exist.

Direct Rendering Infrastructure software framework

The Direct Rendering Infrastructure (DRI) is a framework for allowing direct access to graphics hardware under the X Window System in a safe, efficient way. The main use of DRI is to provide hardware acceleration for the Mesa implementation of OpenGL. DRI has also been adapted to provide OpenGL acceleration on a framebuffer console without a display server running.

Framebuffer portion of RAM containing a bitmap that drives a video display

A framebuffer is a portion of RAM containing a bitmap that drives a video display. It is a memory buffer containing a complete frame of data. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor.

If the existing source code were extended, MiniGLX could be used by GPGPU applications, using the power of graphics card processors for general, non-graphical tasks, as long as no other driver uses the graphics card. Nvidia has already integrated support for using the graphics processing unit on Nvidia cards for application programming into its proprietary 3D graphic driver.

In computing, source code is any collection of code, possibly with comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the work of computer programmers, who specify the actions to be performed by a computer mostly by writing source code. The source code is often transformed by an assembler or compiler into binary machine code understood by the computer. The machine code might then be stored for execution at a later time. Alternatively, source code may be interpreted and thus immediately executed.

Nvidia American global technology company

Nvidia Corporation, more commonly referred to as Nvidia, is an American technology company incorporated in Delaware and based in Santa Clara, California. It designs graphics processing units (GPUs) for the gaming and professional markets, as well as system on a chip units (SoCs) for the mobile computing and automotive market. Its primary GPU product line, labeled "GeForce", is in direct competition with Advanced Micro Devices' (AMD) "Radeon" products. Nvidia expanded its presence in the gaming industry with its handheld Shield Portable, Shield Tablet and Shield Android TV.

Graphics processing unit specialized electronic circuit; graphics accelerator

A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are very efficient at manipulating computer graphics and image processing. Their highly parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In certain CPUs, they are embedded on the CPU die.

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A video card is an expansion card which generates a feed of output images to a display device. Frequently, these are advertised as discrete or dedicated graphics cards, emphasizing the distinction between these and integrated graphics. At the core of both is the graphics processing unit (GPU), which is the main part that does the actual computations, but should not be confused with the video card as a whole, although "GPU" is often used to refer to video cards.

DirectFB is a software library with a small memory footprint that provides graphics acceleration, input device handling and abstraction layer, and integrated windowing system with support for translucent windows and multiple display layers on top of the Linux framebuffer without requiring any kernel modifications. DirectFB is free and open-source software subject to the terms of the GNU Lesser General Public License (LGPL).

RIVA 128

Released in late 1997 by Nvidia, the RIVA 128, or "NV3", was one of the first consumer graphics processing units to integrate 3D acceleration in addition to traditional 2D and video acceleration. Its name is an acronym for Real-time Interactive Video and Animation accelerator.

The X video extension, often abbreviated as XVideo or Xv, is a video output mechanism for the X Window System. The protocol was designed by David Carver; the specification for version 2 of the protocol was written in July 1991. It is mainly used today to resize video content in the video controller hardware in order to enlarge a given video or to watch it in full screen mode. Without XVideo, X would have to do this scaling on the main CPU. That requires a considerable amount of processing power, which could slow down or degrade the video stream; video controllers are specifically designed for this kind of computation, so can do it much more cheaply. Similarly, the X video extension can have the video controller perform color space conversions, and change the contrast, brightness, and hue of a displayed video stream.

Direct3D and OpenGL are competing application programming interfaces (APIs) which can be used in applications to render 2D and 3D computer graphics. Hardware acceleration of this process has been commonplace since approximately 1999. As of 2005, graphics processing units (GPUs) almost always implement one version of both of these APIs. Examples include: DirectX 9 and OpenGL 2 circa 2004; DirectX 10 and OpenGL 3 circa 2008; and most recently, DirectX 11 and OpenGL 4 circa 2011. GPUs that support more recent versions of the standards are backward-compatible with applications that use the older standards; for example, one can run older DirectX 9 games on a more recent DirectX 11-certified GPU.

OpenGL for Embedded Systems is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".

Mesa, also called Mesa3D and The Mesa 3D Graphics Library, is an open source software implementation of OpenGL, Vulkan, and other graphics API specifications. Mesa translates these specifications to vendor-specific graphics hardware drivers.

Xgl display server

Xgl is an obsolete display server implementation supporting the X Window System protocol designed to take advantage of modern graphics cards via their OpenGL drivers, layered on top of OpenGL. It supports hardware acceleration of all X, OpenGL and XVideo applications and graphical effects by a compositing window manager such as Compiz or Beryl. The project was started by David Reveman of Novell and first released on January 2, 2006. It was removed from the X.org server in favor of AIGLX on June 12, 2008.

In computing, hardware overlay, a type of video overlay, provides a method of rendering an image to a display screen with a dedicated memory buffer inside computer video hardware. The technique aims to improve the display of a fast-moving video image — such as a computer game, a DVD, or the signal from a TV card. Most video cards manufactured since about 1998 and most media players support hardware overlay.

Free and open-source graphics device driver

A free and open-source graphics device driver is a software stack which controls computer-graphics hardware and supports graphics-rendering application programming interfaces (APIs) and is released under a free and open-source software license. Graphics device drivers are written for specific hardware to work within a specific operating system kernel and to support a range of APIs used by applications to access the graphics hardware. They may also control output to the display if the display driver is part of the graphics hardware. Most free and open-source graphics device drivers are developed by the Mesa project. The driver is made up of a compiler, a rendering API, and software which manages access to the graphics hardware.

AIGLX

Accelerated Indirect GLX ("AIGLX") is an open source project founded by Red Hat and the Fedora community, led by Kristian Høgsberg, to allow accelerated indirect GLX rendering capabilities to the X.Org Server and DRI drivers. This allows remote X clients to get fully hardware accelerated rendering over the GLX protocol; coincidentally, this development was required for OpenGL compositing window managers to function with hardware acceleration.

Core OpenGL, or CGL, is Apple Inc.'s Macintosh Quartz windowing system interface to the OS X implementation of the OpenGL specification. CGL is analogous to GLX, which is the X11 interface to OpenGL, as well as WGL, which is the Microsoft Windows interface to OpenGL.

VirtualGL is an open source program that redirects the 3D rendering commands from Unix and Linux OpenGL applications to 3D accelerator hardware in a dedicated server and displays the rendered output interactively to a thin client located elsewhere on the network.

nouveau (software) Open source software driver for nVidia GPU

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EGL (API) interface between Khronos rendering APIs and window system

EGL is an interface between Khronos rendering APIs and the underlying native platform windowing system. EGL handles graphics context management, surface/buffer binding, rendering synchronization, and enables "high-performance, accelerated, mixed-mode 2D and 3D rendering using other Khronos APIs." EGL is managed by the non-profit technology consortium Khronos Group.

Nvidia Optimus is a computer GPU switching technology created by Nvidia which, depending on the resource load generated by client software applications, will seamlessly switch between two graphics adapters within a computer system in order to provide either maximum performance or minimum power draw from the system's graphics rendering hardware.

Display server program to coordinate the input and output of display clients

A display server or window server is a program whose primary task is to coordinate the input and output of its clients to and from the rest of the operating system, the hardware, and each other. The display server communicates with its clients over the display server protocol, a communications protocol, which can be network-transparent or simply network-capable.