What User Mode Graphics Driver (UMD) does OpenGL call in the Graphics Pipeline? -


according windows:

graphics hardware vendors must write user-mode display drivers display adapters. user-mode display driver dynamic-link library (dll) loaded microsoft direct3d runtime. user-mode display driver must @ least support direct3d version 9 ddi.

e.g. nvd3dum.dll umd directx11 running nvidia. shader compilation happens here directx code called api, before goes kernal mode driver.


also umd put code in intermediate representation? (e.g. can driver intermediate language)?

opengl has had user-mode component of sort on windows beginning far windows 95 osr2. separation of client/server in architecture made extremely easy do. means lot of client-side api can basic command queuing, validation, resource creation, etc. without having switch kernel-mode.

historically, meant draw calls, instance, cheaper in opengl direct3d. in windows vista (wddm) situation changed, wddm mandates user mode driver d3d (this includes d3d9 on vista) serves similar role opengl's client-side front-end. benefits two-fold:

  1. if driver crashes while doing in user-mode issue not propagate beyond application caused issue (rather full-blown kernel panic).

  2. more actual work can done without switching between user-mode , kernel-mode, means api less of bottleneck @ render-time.

d3d10 focused lot on reducing overall overhead of api, , user mode driver introduced wddm benefits d3d9 applications well. wddm changes little how opengl architecturally operates in newer versions of windows, although add few new features make interoperability between d3d/gl simpler (e.g. surface sharing).

also, answer question - yes, shader compilation 1 of many things opengl icds can in user-mode on windows.


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