• Advertisement
Sign in to follow this  

OpenGL Direct3D device driver development on Windows

This topic is 4904 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi! I am new to device driver development. Can anyone suggest good book or online links which explain WindowsXP device driver architecture and especially how to develop device driver for OpenGL and Direct3D. I really need to learn this ASAP! Thanks.

Share this post


Link to post
Share on other sites
Advertisement
I see many job postings asking for programmers who have experience or knowledge of developing graphics drivers for OpenGL on Windows and Linux. Well I am not experienced but I curious to know how to get there ?

Thanks

Share this post


Link to post
Share on other sites
To write DirectX device drivers on windows, you need:
- Hardware-specific info: Classified. You'll only have this if you're an IHV
- The DirectX Driver Development Kit (DDK). You won't get this unless you're an IHV (or work at one)

In short, I don't know a good way to write drivers on windows unless you create the hardware yourself [smile]

Quote:
I see many job postings asking for programmers who have experience or knowledge of developing graphics drivers for OpenGL on Windows and Linux. Well I am not experienced but I curious to know how to get there ?

My guess:
Get linux, get some open source GL drivers (there are loads of these on linux), and train yourself there - innovate as much as you can. Prove yourself.

Now I'm sure someone else who knows better will chime in and tell us what's the right plan for windows.

Share this post


Link to post
Share on other sites
I guess, no no... IT was a lame, silly.... question. I dont know anything about graphics drivers (especially that it was hardware vendor confidential info).

Thank you all for showing me the devine LIGHT and TRUTH :~)

Share this post


Link to post
Share on other sites
The fact that hw info is confidential is not the point - the point is, however: you need to know the hardware inside out to be able to write a driver for it, and you simply do not have the necessary knowledge about the hardware if you don't work in collaboration with it's maker (or happen to be it's maker yourself).

You may want to look at Linux drivers for major cards if you want to see how a driver is written, but do not expect to write one yourself if you have no previous experience on the matter.

Kind regards,
-Nik

EDIT: I just realized, I re-wrote Coder's post [smile]

Share this post


Link to post
Share on other sites
Quote:
Original post by Coder
- The DirectX Driver Development Kit (DDK). You won't get this unless you're an IHV (or work at one)

Actually, all of the DDK's are included in an MSDN Universal subscription, so they aren't *that* exclusive (though, I guess the cost of an MSDN subscription makes it exclusive [smile]).

Of course, this doesn't come with source code for any display drivers. For that, you need to become a user of the SharedSource Program.

Share this post


Link to post
Share on other sites
Quote:
Original post by circlesoft
Quote:
Original post by Coder
- The DirectX Driver Development Kit (DDK). You won't get this unless you're an IHV (or work at one)

Actually, all of the DDK's are included in an MSDN Universal subscription, so they aren't *that* exclusive (though, I guess the cost of an MSDN subscription makes it exclusive [smile]).

You know, Dustin. If you keep mentioning this universal subscription long enough, I'll kill you someday and scavenge it from your body (You do carry the "subscription badge" on you, don't you? And it does come with a badge, right?) [grin]

Share this post


Link to post
Share on other sites
If you can afford it, order the Windows Server 2003 DDK (includes Windows XP DDK which should include DX DDK).

It's $0.00 + S/H.

EDIT: It contains sample drivers for the Permedia 2 and 3. Old, but still very interesting stuff.

Share this post


Link to post
Share on other sites
Quote:
Original post by Coder
You know, Dustin. If you keep mentioning this universal subscription long enough, I'll kill you someday and scavenge it from your body (You do carry the "subscription badge" on you, don't you? And it does come with a badge, right?) [grin]

I think a badge is about the only thing it doesn't come with. I don't even know what half of this stuff is. But it sure is spiffy!

Share this post


Link to post
Share on other sites
Quote:
Original post by Donavon Keithley
EDIT: It contains sample drivers for the Permedia 2 and 3. Old, but still very interesting stuff.
Awesome, I didn't know it had any example drivers - I'll have to check that out.

Quote:
I'll kill you someday and scavenge it from your body
circlesoft hires Rocky as his body guard.[wink]

Quote:
I don't even know what half of this stuff is. But it sure is spiffy!
You mean you aren't using Windows Services for UNIX and BizTalk server!? C'mon man, be reasonable!

Share this post


Link to post
Share on other sites
It's probably worth noting that only older DirectX DDKs are available with a MSDN Universal subscription. To obtain a newer DDK (such as for DirectX 9), you need to apply to Microsoft separately and sign a separate NDA.

As for deciding to learn to write drivers only because there seems to be a few jobs in that area at the moment isn't very good career planning.

Generally you'd come into that industry from some other route than teaching yourself with the DDK (that doesn't have too much value with an employer compared to experience/knowledge gained through a university course (EE, computer science etc or previous employment doing something similar).

Graduate jobs do come up at those types of company - though it's better in the long run to do a degree, get a graduate job in a related industry and then make moves when you have real **experience** [not many companies are going to trust you to write kernel mode drivers capable of crashing a machine etc unless they see some track record (academic and/or work experience).

Share this post


Link to post
Share on other sites
Quote:
Original post by S1CA
It's probably worth noting that only older DirectX DDKs are available with a MSDN Universal subscription. To obtain a newer DDK (such as for DirectX 9), you need to apply to Microsoft separately and sign a separate NDA.

Wouldn't the Windows XP DDK be recent enough to have DX9 info in it? The XP DDK is included in MSDN Universal.

Share this post


Link to post
Share on other sites
Yeah I'm not sure that's accurate but I don't have the 2003 DDK. I have XP SP1, which has DX8 (and was built before DX9 went final). The latest docs include the DX9 DDK and there's this statement on one of the pages:

"The Europa sample is included with the DirectX 9 DDK and the Windows Server 2003 SP1 DDK."

which could be implying that the 2003 DDK includes DX9.

Simon, could you be thinking of the reference rasterizer source code? I know that requires a separate license agreement.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By reenigne
      For those that don't know me. I am the individual who's two videos are listed here under setup for https://wiki.libsdl.org/Tutorials
      I also run grhmedia.com where I host the projects and code for the tutorials I have online.
      Recently, I received a notice from youtube they will be implementing their new policy in protecting video content as of which I won't be monetized till I meat there required number of viewers and views each month.

      Frankly, I'm pretty sick of youtube. I put up a video and someone else learns from it and puts up another video and because of the way youtube does their placement they end up with more views.
      Even guys that clearly post false information such as one individual who said GLEW 2.0 was broken because he didn't know how to compile it. He in short didn't know how to modify the script he used because he didn't understand make files and how the requirements of the compiler and library changes needed some different flags.

      At the end of the month when they implement this I will take down the content and host on my own server purely and it will be a paid system and or patreon. 

      I get my videos may be a bit dry, I generally figure people are there to learn how to do something and I rather not waste their time. 
      I used to also help people for free even those coming from the other videos. That won't be the case any more. I used to just take anyone emails and work with them my email is posted on the site.

      I don't expect to get the required number of subscribers in that time or increased views. Even if I did well it wouldn't take care of each reoccurring month.
      I figure this is simpler and I don't plan on putting some sort of exorbitant fee for a monthly subscription or the like.
      I was thinking on the lines of a few dollars 1,2, and 3 and the larger subscription gets you assistance with the content in the tutorials if needed that month.
      Maybe another fee if it is related but not directly in the content. 
      The fees would serve to cut down on the number of people who ask for help and maybe encourage some of the people to actually pay attention to what is said rather than do their own thing. That actually turns out to be 90% of the issues. I spent 6 hours helping one individual last week I must have asked him 20 times did you do exactly like I said in the video even pointed directly to the section. When he finally sent me a copy of the what he entered I knew then and there he had not. I circled it and I pointed out that wasn't what I said to do in the video. I didn't tell him what was wrong and how I knew that way he would go back and actually follow what it said to do. He then reported it worked. Yea, no kidding following directions works. But hey isn't alone and well its part of the learning process.

      So the point of this isn't to be a gripe session. I'm just looking for a bit of feed back. Do you think the fees are unreasonable?
      Should I keep the youtube channel and do just the fees with patreon or do you think locking the content to my site and require a subscription is an idea.

      I'm just looking at the fact it is unrealistic to think youtube/google will actually get stuff right or that youtube viewers will actually bother to start looking for more accurate videos. 
    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      Hi,
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
  • Advertisement