Sign in to follow this  
dimensionX

OpenGL Direct3D device driver development on Windows

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
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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      627762
    • Total Posts
      2978972
  • Similar Content

    • By DelicateTreeFrog
      Hello! As an exercise for delving into modern OpenGL, I'm creating a simple .obj renderer. I want to support things like varying degrees of specularity, geometry opacity, things like that, on a per-material basis. Different materials can also have different textures. Basic .obj necessities. I've done this in old school OpenGL, but modern OpenGL has its own thing going on, and I'd like to conform as closely to the standards as possible so as to keep the program running correctly, and I'm hoping to avoid picking up bad habits this early on.
      Reading around on the OpenGL Wiki, one tip in particular really stands out to me on this page:
      For something like a renderer for .obj files, this sort of thing seems almost ideal, but according to the wiki, it's a bad idea. Interesting to note!
      So, here's what the plan is so far as far as loading goes:
      Set up a type for materials so that materials can be created and destroyed. They will contain things like diffuse color, diffuse texture, geometry opacity, and so on, for each material in the .mtl file. Since .obj files are conveniently split up by material, I can load different groups of vertices/normals/UVs and triangles into different blocks of data for different models. When it comes to the rendering, I get a bit lost. I can either:
      Between drawing triangle groups, call glUseProgram to use a different shader for that particular geometry (so a unique shader just for the material that is shared by this triangle group). or
      Between drawing triangle groups, call glUniform a few times to adjust different parameters within the "master shader", such as specularity, diffuse color, and geometry opacity. In both cases, I still have to call glBindTexture between drawing triangle groups in order to bind the diffuse texture used by the material, so there doesn't seem to be a way around having the CPU do *something* during the rendering process instead of letting the GPU do everything all at once.
      The second option here seems less cluttered, however. There are less shaders to keep up with while one "master shader" handles it all. I don't have to duplicate any code or compile multiple shaders. Arguably, I could always have the shader program for each material be embedded in the material itself, and be auto-generated upon loading the material from the .mtl file. But this still leads to constantly calling glUseProgram, much more than is probably necessary in order to properly render the .obj. There seem to be a number of differing opinions on if it's okay to use hundreds of shaders or if it's best to just use tens of shaders.
      So, ultimately, what is the "right" way to do this? Does using a "master shader" (or a few variants of one) bog down the system compared to using hundreds of shader programs each dedicated to their own corresponding materials? Keeping in mind that the "master shaders" would have to track these additional uniforms and potentially have numerous branches of ifs, it may be possible that the ifs will lead to additional and unnecessary processing. But would that more expensive than constantly calling glUseProgram to switch shaders, or storing the shaders to begin with?
      With all these angles to consider, it's difficult to come to a conclusion. Both possible methods work, and both seem rather convenient for their own reasons, but which is the most performant? Please help this beginner/dummy understand. Thank you!
    • By JJCDeveloper
      I want to make professional java 3d game with server program and database,packet handling for multiplayer and client-server communicating,maps rendering,models,and stuffs Which aspect of java can I learn and where can I learn java Lwjgl OpenGL rendering Like minecraft and world of tanks
    • By AyeRonTarpas
      A friend of mine and I are making a 2D game engine as a learning experience and to hopefully build upon the experience in the long run.

      -What I'm using:
          C++;. Since im learning this language while in college and its one of the popular language to make games with why not.     Visual Studios; Im using a windows so yea.     SDL or GLFW; was thinking about SDL since i do some research on it where it is catching my interest but i hear SDL is a huge package compared to GLFW, so i may do GLFW to start with as learning since i may get overwhelmed with SDL.  
      -Questions
      Knowing what we want in the engine what should our main focus be in terms of learning. File managements, with headers, functions ect. How can i properly manage files with out confusing myself and my friend when sharing code. Alternative to Visual studios: My friend has a mac and cant properly use Vis studios, is there another alternative to it?  
    • By ferreiradaselva
      Both functions are available since 3.0, and I'm currently using `glMapBuffer()`, which works fine.
      But, I was wondering if anyone has experienced advantage in using `glMapBufferRange()`, which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance?
      Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
    • By xhcao
      Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness. 
  • Popular Now