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Windows Graphics Overview

содержание презентации «Windows Graphics Overview.ppt»
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1Windows Graphics Overview. David 18cross-process shared surfaces Allows DWM
Blythe Architect Windows Graphics & to access application back buffers Turns
Gaming Technologies dblythe @ off when certain application types running Microsoft Corporation. Overlay planes, front buffer rendering, …
2Session Outline. Windows Graphics Big 19Desktop Window Manager. Avalon
Picture Windows codenamed Application. WGF/DX Application. GDI
"Longhorn" Display Driver Model Application. surface. surface. surface.
Basic, Advanced driver models Graphics Desktop Window Manager.
APIs Legacy, Direct3D9, Windows Graphics 20Full-Screen Exclusive, Multimon, and
Foundation, OpenGL Desktop Window Manager DWM. So, what happens to full-screen
Content Protection & Protected Video exclusive? Replaced with exclusive output
Path Glitch-Free Media Support Windows control Full-screen application owns the
Graphics Foundation 2.0. display output Video mode, gamma, etc.
3Windows Graphics in Longhorn. Desktop window manager disappears Other
Microsoft- written code. IHV-written code. applications can continue to run Doesn’t
Avalon/DWM. Legacy D3D APIs. DX VA. D3D9. trigger device lost, etc. May bump the
WGF 1.0. WGF 2.0. OpenGL32. OpenGL ICD. priorities of the output-exclusive app
Common pipeline. OGL?D3D. User-Mode Applications should recognize case where
Driver. DXG Kernel. Kernel-Mode Driver. client area is occluded Background
4Longhorn Display Driver Model. processing on the GPU Multiple monitors
Graphics Just Works Fundamental principle independent Composited desktop image per
New driver model delivers: Stability monitor Exclusive output independent for
Security Availability (virtualization) each monitor.
Performance Staged introduction of driver 21Content Protection. Microsoft- written
model Basic model supports current code. IHV-written code. User Mode. Kernel
hardware (planned for Longhorn) e.g., Mode. Avalon/DWM. Legacy D3D APIs. DX VA.
pre-Longhorn hardware Advanced model D3D9. WGF 1.0. WGF 2.0. OpenGL32. OpenGL
utilizes new hardware features ICD. Common pipeline. OGL?D3D. User-Mode
(post-Longhorn) More efficient Driver. DXG Kernel. Kernel-Mode Driver.
virtualization Old XP driver model still 22Content Protection. Preparing the PC
supported for compatibility No new for HD-DVD Prevent “high-value” content
features. from escaping Work with content providers
5Stability & Security. Application on protection rules Two areas of
graphics state isolated from other protection While content being processed
applications Surface data (textures, on CPU While content being transmitted to
render targets, etc) Virtual address GPU and processed on GPU Supported by
spaces Current rendering state Shaders, Protected Media Path (PMP) and Protected
etc Command stream is validated Prevents Video Path (PVP).
access to unauthorized resources e.g., 23Protected Video Path. Protection
another application’s surfaces Prevents requirements Ensure that graphics device
illegal command streams Avoid sending bad is trusted Driver authenticates graphics
commands to hardware But, still have a chip, OS authenticates driver Protect
watchdog timer Time out if not making content transmitted to graphics card
forward progress Basic driver model does Special case for data crossing a
sw validation in kernel Advanced driver “user-accessible bus” (UAB) Encrypt
model does hw validation. content crossing UABs with an approved
6Virtualization. Allow multiple cipher E.g., AES128 in counter mode
applications to “time slice” the graphics Encryption requires initialization using
hardware Scheduler determines which Diffie-Hellman algorithm Protect content
command stream to run Basic driver model transmitted from graphics card to display
schedules batches Batch = sequence of device Use “standard” output protection
commands submitted by application Batch mechanisms (HDCP, etc) Control using
can’t be interrupted once started Advanced Output Protection Manager (OPM).
driver model schedules contexts Batches 24Protected Video Path Roadmap. Non-UAB
accumulated in application context Can systems planned for Longhorn: Small set of
interrupt a context and run a different driver DDIs Driver authentication OPM
one More responsive to input changes (new Updates to DirectX Video Acceleration
work, priority changes) Better user (DXVA) Authentication of cross-process
experience. shared surfaces Basic driver model UAB
7Virtualization. Memory manager systems require Advanced driver model
determines which memory resources need to Support for paging with encrypted
be resident Unused resources can be paged transfers New DDIs Initialization,
out Application resources can be larger encrypted transfers, key management,
than video memory In Window Graphics paging.
Foundation APIs only No duplication of 25Glitch-Free Media Support. Microsoft-
data Either in graphics memory, system written code. IHV-written code. User Mode.
memory, or page file Basic driver model Kernel Mode. Avalon/DWM. Legacy D3D APIs.
All referenced surfaces must be present DX VA. D3D9. WGF 1.0. WGF 2.0. OpenGL32.
for application to run Can fail if too OpenGL ICD. Common pipeline. OGL?D3D.
many surfaces (WGF 2.0 can be demanding) User-Mode Driver. DXG Kernel. Kernel-Mode
Pages for inactive surfaces can be paged Driver.
out Advanced driver model Only referenced 26Glitch-Free Media Support.
pages need to be resident Can fault pages Multi-faceted plans to address causes of
in on demand More efficient utilization of glitches Several graphics-related
physical memory. initiatives Memory, scheduler controls
8Device Lost and Device Removed. Statistics & feedback Video sync &
Virtualization eliminates “device lost” flip counts with timestamps Method to
Eliminate notion of exclusive access to calibrate GPU timestamps against CPU
device However, device can be removed Low timestamps Compute current frame being
frequency, but possible Hot-plug “Device displayed Hardware “flip” buffering
hang” followed by reset equivalent to: Hardware-supported “flip queue” Allow
Removal + insertion Best to not have playback to get several frames ahead
device hang at all (hint hint) Use to Provide elasticity to cover unexpected
avoid reboot on driver install Remove delays Hardware support eliminates all
device, add device with new driver software delays Comes at “modest” increase
Applications should be written to handle in latency Comes at a cost in additional
“device removed” events. memory.
9Performance. New model designed with 27Windows Graphics Foundation 2.0.
performance in mind Hardware command Microsoft- written code. IHV-written code.
streams built directly in user mode New User Mode. Kernel Mode. Avalon/DWM. Legacy
DDIs better match for modern hardware D3D APIs. DX VA. D3D9. WGF 1.0. WGF 2.0.
Support for renaming and other pipelining OpenGL32. OpenGL ICD. Common pipeline.
operations Both Basic and Advanced driver OGL?D3D. User-Mode Driver. DXG Kernel.
models Advanced model enables maximum Kernel-Mode Driver.
performance Eliminates CPU processing 28Windows Graphics Foundation 2.0. Next
Validation Handle mapping, patching. Version of Direct3D Supported in Longhorn
10Advanced Driver Model. Advanced Driver Proposed Gold Logo requirement Major
Model is the Future More responsive improvements in Hardware consistency
scheduling More efficient memory Clearest, most detailed specification
management All future content protection, Elimination of capability bits Programmer
glitch free, etc. plans build on the expressiveness Unified shader programming
Advanced Driver Model. model More capable shader unit Flexible
11Legacy APIs. Microsoft- written code. memory model New pipeline stages LDDM +
IHV-written code. User Mode. Kernel Mode. WGF 2.0 are fundamental improvement to the
Avalon/DWM. Legacy D3D APIs. DX VA. D3D9. Windows Gaming Platform.
WGF 1.0. OpenGL32. WGF 2.0. OpenGL ICD. 29Windows Graphics Foundation 2.0.
Common pipeline. OGL?D3D. User-Mode Performance improvements Applications
Driver. DXG Kernel. Kernel-Mode Driver. limited by state change performance LDDM
12Legacy APIs. Older Direct3D immediate helps by eliminating extra processing WGF
mode APIs supported D3DRM (retained mode) 2.0 refactors state for efficient
API retired Map older runtimes onto management Enable GPU processing without
Direct3D9 DDIs e.g., runtimes ? Direct3D8 CPU intervention More flexible memory
Fixed-function onto shaders, etc Direct3D9 model Stream output from middle of
interface matches DirectX 9.0c Device pipeline Feedback to front of pipeline,
removed maps to device lost Memory with predication Efficiency improvements
virtualization “partially hidden” from Multiple samples from textures, integer
Direct3D9 Application limited to size of addressing Compact surface formats
video memory Avoids breaking existing (scenario-specific) HDR, normal map
applications Port to WGF 1.0 for full compression, … Arrayed resources.
virtualization. 30Windows Graphics Foundation 2.0.
13Windows Graphics Foundation 1.0. Geometry shader stage “Sees” entire
Microsoft- written code. IHV-written code. primitive (3 vertices of triangle) Can
User Mode. Kernel Mode. Avalon/DWM. Legacy have adjacent vertices too (6 vertices
D3D APIs. DX VA. D3D9. WGF 1.0. WGF 2.0. total) Limited amplification Extrude
OpenGL32. OpenGL ICD. Common pipeline. edges, expand points, generate shells, …
OGL?D3D. User-Mode Driver. DXG Kernel. Per-primitive processing Generate extra
Kernel-Mode Driver. per-primitive constant data for pixel
14Windows Graphics Foundation 1.0. shaders Constant colors, normals, etc
Enhanced version of Direct3D9 Also known Compute plane equations, barycentric
as “DX9.L” Cross-process shared surfaces parameters, etc. Combine with stream
“Unlimited memory” All memory resources output or arrayed resources Render to cube
are “managed” Creation fails when run out map Render multiple shadow maps.
of pagefile Resource management controls 31Windows Graphics Foundation 2.0.
Prioritization of resources Antialiased fixed. programmable. memory. Constant.
text rendering support Monochrome texture Constant. Constant. Input Assembler.
filter with large kernel size More Vertex Shader. Geometry Shader. Setup
accurate gamma control Extended, higher Rasterizer. Pixel Shader. Output Merger.
resolution gamma tables Still support Sampler. Sampler. Stream out. Sampler.
legacy 256x3 table for GDI No more “device Memory. Vertex Buffer. Index Buffer.
lost”. Texture. Texture. Stream Buffer. Texture.
15OpenGL. Microsoft- written code. Depth Stencil. Render Target.
IHV-written code. User Mode. Kernel Mode. 32Call To Action. Longhorn Display
Avalon/DWM. Legacy D3D APIs. DX VA. D3D9. Driver Basic model for Longhorn launch
WGF 1.0. WGF 2.0. OpenGL32. OpenGL ICD. Future Advanced model Support Windows
Common pipeline. OGL?D3D. User-Mode Graphics Foundation 2.0 Comprehensive
Driver. DXG Kernel. Kernel-Mode Driver. hardware spec for next generation content
16OpenGL. Continue OpenGL support Support Protected Video Path features
Important component of the Windows Output protection management, for Longhorn
platform, particularly for high-end launch Protected transfers (discrete
workstation applications In-box hardware cards) for validation in 2006 Support
accelerated version of OpenGL Uses WGF 1.0 Glitch Free features Counters, timestamps,
as common graphics pipeline Upgraded API flip queue ASAP Advanced driver model.
support compared to XP OpenGL 1.4 Continue 33Community Resources. Windows Hardware
to support OpenGL ICDs Can be shipped by & Driver Central (WHDC)
OEMs New ICDs required for LDDM Old XP
ICDs work with XP driver model in Technical Communities
17Desktop Window Manager. New desktop ult.mspx Non-Microsoft Community Sites
presentation built using Avalon and
DirectX Uses new WGF 1.0 interfaces lt.mspx Microsoft Public Newsgroups
Desktop Window Manager (DWM) Composited
desktop Window movement without repainting Technical Chats and Webcasts
underlying windows No more dragging
garbage Client areas from applications .mspx Microsoft
GDI, Direct3D, Windows Graphics Blogs
Foundation, Avalon Video Non-client areas 34Additional Resources. Email directx @
from the Window Manager Allows different Related Sessions Avalon
views of application windows. Technologies “Advances in Display and
18Desktop Window Manager. Supports Composition Architecture for Windows” PMP
high-dpi displays Composition with and PVP “Protected Media Path & Driver
magnification Supports video playback Interoperability Requirements” “Longhorn
Takes advantage of Direct3D9 shaders For Output Content Protection” WAVE “Windows
non-client areas, transitions Animated Audio Video Excellence”.
transitions, etc. New WGF 1.0
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Windows Graphics Overview

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