NVIDIA Accelerated Linux Graphics Driver README and Installation Guide
NVIDIA Corporation
Last Updated: Tue Sep 23 09:39:08 UTC 2025
Most Recent Driver Version: 580.95.05
Published by
NVIDIA Corporation
2701 San Tomas Expressway
Santa Clara, CA
95050
NOTICE:
ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS,
DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, "MATERIALS")
ARE BEING PROVIDED "AS IS." NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED,
STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS
ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A
PARTICULAR PURPOSE. Information furnished is believed to be accurate and
reliable. However, NVIDIA Corporation assumes no responsibility for the
consequences of use of such information or for any infringement of patents or
other rights of third parties that may result from its use. No license is
granted by implication or otherwise under any patent or patent rights of
NVIDIA Corporation. Specifications mentioned in this publication are subject
to change without notice. This publication supersedes and replaces all
information previously supplied. NVIDIA Corporation products are not
authorized for use as critical components in life support devices or systems
without express written approval of NVIDIA Corporation.
NVIDIA, the NVIDIA logo, NVIDIA nForce, GeForce, NVIDIA Quadro, Vanta, TNT2,
TNT, RIVA, RIVA TNT, Tegra, and TwinView are registered trademarks or
trademarks of NVIDIA Corporation in the United States and/or other countries.
Linux is a registered trademark of Linus Torvalds. Fedora and Red Hat are
trademarks of Red Hat, Inc. SuSE is a registered trademark of SuSE AG.
Mandriva is a registered trademark of Mandriva S.A. Intel is a registered
trademark of Intel Corporation. OpenGL is a registered trademark of Silicon
Graphics Inc. PCI Express is a registered trademark and/or service mark of
PCI-SIG. Windows is a registered trademark of Microsoft Corporation in the
United States and other countries. Other company and product names may be
trademarks or registered trademarks of the respective owners with which they
are associated.
Copyright 2006 - 2025 NVIDIA Corporation. All rights reserved.
______________________________________________________________________________
TABLE OF CONTENTS
______________________________________________________________________________
Chapter 1. Introduction
Chapter 2. Minimum Requirements
Chapter 3. Selecting and Downloading the NVIDIA Packages for Your System
Chapter 4. Installing the NVIDIA Driver
Chapter 5. Listing of Installed Components
Chapter 6. Configuring X for the NVIDIA Driver
Chapter 7. Frequently Asked Questions
Chapter 8. Common Problems
Chapter 9. Known Issues
Chapter 10. Allocating DMA Buffers on 64-bit Platforms
Chapter 11. Specifying OpenGL Environment Variable Settings
Chapter 12. Configuring Multiple Display Devices on One X Screen
Chapter 13. Configuring GLX in Xinerama
Chapter 14. Configuring Multiple X Screens on One Card
Chapter 15. Support for the X Resize and Rotate Extension
Chapter 16. Configuring a Notebook
Chapter 17. Using the NVIDIA Driver with Optimus Laptops
Chapter 18. Programming Modes
Chapter 19. Configuring Flipping and UBB
Chapter 20. Using the /proc File System Interface
Chapter 21. Configuring Power Management Support
Chapter 22. PCI-Express Runtime D3 (RTD3) Power Management
Chapter 23. Dynamic Boost on Linux
Chapter 24. Using the X Composite Extension
Chapter 25. Using the nvidia-settings Utility
Chapter 26. NVIDIA Spectre V2 Mitigation
Chapter 27. Using the nvidia-smi Utility
Chapter 28. The NVIDIA Management Library
Chapter 29. Using the nvidia-debugdump Utility
Chapter 30. Using the nvidia-persistenced Utility
Chapter 31. Configuring SLI Mosaic
Chapter 32. Configuring Frame Lock and Genlock
Chapter 33. Configuring Depth 30 Displays
Chapter 34. Offloading Graphics Display with RandR 1.4
Chapter 35. PRIME Render Offload
Chapter 36. Direct Rendering Manager Kernel Modesetting (DRM KMS)
Chapter 37. Configuring External and Removable GPUs
Chapter 38. NGX
Chapter 39. NVIDIA Smooth Motion
Chapter 40. OpenGL, Vulkan and VDPAU on Xwayland
Chapter 41. GBM and GBM-based Wayland Compositors
Chapter 42. Addressing Capabilities
Chapter 43. GPUDirect RDMA Peer Memory Client
Chapter 44. GSP Firmware
Chapter 45. Open Linux Kernel Modules
Chapter 46. NVIDIA Contact Info and Additional Resources
Chapter 47. Acknowledgements
Appendix A. Supported NVIDIA GPU Products
Appendix B. X Config Options
Appendix C. Display Device Names
Appendix D. GLX Support
Appendix E. Dots Per Inch
Appendix F. i2c Bus Support
Appendix G. VDPAU Support
Appendix H. Audio Support
Appendix I. Tips for New Linux Users
Appendix J. Application Profiles
Appendix K. GPU Names
Appendix L. Wayland Known Issues
______________________________________________________________________________
Chapter 1. Introduction
______________________________________________________________________________
1A. ABOUT THE NVIDIA ACCELERATED LINUX GRAPHICS DRIVER
The NVIDIA Accelerated Linux Graphics Driver brings accelerated 2D
functionality and high-performance OpenGL support to Linux x86_64 with the use
of NVIDIA graphics processing units (GPUs).
These drivers provide optimized hardware acceleration for OpenGL and X
applications and support nearly all recent NVIDIA GPU products (see Appendix A
for a complete list of supported GPUs).
1B. ABOUT THIS DOCUMENT
This document provides instructions for the installation and use of the NVIDIA
Accelerated Linux Graphics Driver. Chapter 3, Chapter 4 and Chapter 6 walk the
user through the process of downloading, installing and configuring the
driver. Chapter 7 addresses frequently asked questions about the installation
process, and Chapter 8 provides solutions to common problems. The remaining
chapters include details on different features of the NVIDIA Linux Driver.
Frequently asked questions about specific tasks are included in the relevant
chapters. These pages are posted on NVIDIA's web site (http://www.nvidia.com),
and are installed in '/usr/share/doc/NVIDIA_GLX-1.0/'.
1C. ABOUT THE AUDIENCE
It is assumed that the user and reader of this document has at least a basic
understanding of Linux techniques and terminology. However, new Linux users
can refer to Appendix I for details on parts of the installation process.
1D. ADDITIONAL INFORMATION
In case additional information is required, Chapter 46 provides contact
information for NVIDIA Linux driver resources, as well as a brief listing of
external resources.
______________________________________________________________________________
Chapter 2. Minimum Requirements
______________________________________________________________________________
2A. MINIMUM SOFTWARE REQUIREMENTS
Software Element Supported versions Check With...
--------------------- --------------------- ---------------------
Linux kernel 4.15 and newer `cat /proc/version`
X.Org xserver 1.7, 1.8, 1.9, 1.10, `Xorg -version`
1.11, 1.12, 1.13,
1.14, 1.15, 1.16,
1.17, 1.18, 1.19,
1.20, 21.1
Kernel modutils 2.1.121 and newer `insmod --version`
glibc 2.11 `/lib/libc.so.6`
libvdpau * 0.2 `pkg-config
--modversion vdpau`
libvulkan ** 1.0.61 `pkg-config
--modversion vulkan`
* Required for hardware-accelerated video playback. See Appendix G for more
information.
** Required for applications which use the Vulkan API.
If you need to build the NVIDIA kernel module:
Software Element Min Requirement Check With...
--------------------- --------------------- ---------------------
binutils 2.9.5 `size --version`
GNU make 3.77 `make --version`
gcc 2.91.66 `gcc --version`
All official stable kernel releases from 4.15 and up are supported;
pre-release versions, such as 4.19-rc1, are not supported. The Linux kernel
can be downloaded from http://www.kernel.org or one of its mirrors.
binutils and gcc can be retrieved from http://www.gnu.org or one of its
mirrors.
Sometimes very recent X server versions are not supported immediately
following release, but we aim to support all new versions as soon as possible.
Support is not added for new X server versions until after the video driver
ABI is frozen, which usually happens at the release candidate stage.
Prerelease versions that are not release candidates, such as "1.10.99.1", are
not supported.
If you are setting up the X Window System for the first time, it is often
easier to begin with one of the open source drivers that ships with X.Org
(either "vga", "vesa", or "fbdev"). Once your system is operating properly
with the open source driver, you may then switch to the NVIDIA driver.
These software packages may also be available through your Linux distributor.
______________________________________________________________________________
Chapter 3. Selecting and Downloading the NVIDIA Packages for Your System
______________________________________________________________________________
NVIDIA drivers can be downloaded from the NVIDIA website
(http://www.nvidia.com).
The NVIDIA graphics driver uses a Unified Driver Architecture: the single
graphics driver supports all modern NVIDIA GPUs. "Legacy" GPU support has been
moved from the unified driver to special legacy GPU driver releases. See
Appendix A for a list of legacy GPUs.
The NVIDIA graphics driver is bundled in a self-extracting package named
'NVIDIA-Linux-x86_64-580.95.05.run'. On Linux-x86_64, that file contains
both the 64-bit driver binaries as well as 32-bit compatibility driver
binaries; the 'NVIDIA-Linux-x86_64-580.95.05-no-compat32.run' file only
contains the 64-bit driver binaries.
______________________________________________________________________________
Chapter 4. Installing the NVIDIA Driver
______________________________________________________________________________
This chapter provides instructions for installing the NVIDIA driver. Note that
after installation, but prior to using the driver, you must complete the steps
described in Chapter 6. Additional details that may be helpful for the new
Linux user are provided in Appendix I.
4A. BEFORE YOU BEGIN
Before you begin the installation, exit the X server and terminate all OpenGL
applications (note that it is possible that some OpenGL applications persist
even after the X server has stopped). You should also set the default run
level on your system such that it will boot to a VGA console, and not directly
to X. Doing so will make it easier to recover if there is a problem during the
installation process. See Appendix I for details.
If you're installing on a system that is set up to use the Nouveau driver,
then you should first disable it before attempting to install the NVIDIA
driver. See Interaction with the Nouveau Driver for details.
4B. STARTING THE INSTALLER
After you have downloaded the file 'NVIDIA-Linux-x86_64-580.95.05.run',
change to the directory containing the downloaded file, and as the 'root' user
run the executable:
# cd yourdirectory
# sh NVIDIA-Linux-x86_64-580.95.05.run
The '.run' file is a self-extracting archive. When executed, it extracts the
contents of the archive and runs the contained 'nvidia-installer' utility,
which provides an interactive interface to walk you through the installation.
'nvidia-installer' will also install itself to '/usr/bin/nvidia-installer',
which may be used at some later time to uninstall drivers, auto-download
updated drivers, etc. The use of this utility is detailed later in this
chapter.
You may also supply command line options to the '.run' file. Some of the more
common options are listed below.
Common '.run' Options
--info
Print embedded info about the '.run' file and exit.
--check
Check integrity of the archive and exit.
--extract-only
Extract the contents of './NVIDIA-Linux-x86_64-580.95.05.run', but do
not run 'nvidia-installer'.
--help
Print usage information for the common commandline options and exit.
--advanced-options
Print usage information for common command line options as well as the
advanced options, and then exit.
4C. INSTALLING THE KERNEL INTERFACE
The NVIDIA kernel module has a kernel interface layer that must be compiled
specifically for each kernel. NVIDIA distributes the source code to this
kernel interface layer.
When the installer is run, it will check your system for the required kernel
sources and compile the kernel interface. You must have the source code for
your kernel installed for compilation to work. On most systems, this means
that you will need to locate and install the correct kernel-source,
kernel-headers, or kernel-devel package; on some distributions, no additional
packages are required.
After the correct kernel interface has been compiled, the kernel interface
will be linked with the closed-source portion of the NVIDIA kernel module.
This requires that you have a linker installed on your system. The linker,
usually '/usr/bin/ld', is part of the binutils package. You must have a linker
installed prior to installing the NVIDIA driver.
4D. REGISTERING THE NVIDIA KERNEL MODULE WITH DKMS
The installer will check for the presence of DKMS on your system. If DKMS is
found, you will be given the option of registering the kernel module with
DKMS. On most systems with DKMS, DKMS will take care of automatically
rebuilding registered kernel modules when installing a different Linux kernel.
This is typically done by hooks that Linux distributions set up to be
triggered as part of the kernel installation process. If your system is not
configured to automatically run DKMS to rebuild kernel modules after
installing a different kernel, you may run `dkms autoinstall` to trigger the
process manually.
Note that while DKMS is useful for rebuilding the kernel modules after a minor
kernel update, such as typical maintenance and security updates that Linux
distributions may publish on a regular basis, a major kernel update may
require installing a newer NVIDIA driver, as changes to the kernel APIs may
not be compatible with the existing driver version.
On systems which require signed kernel modules, newer versions of DKMS may
assist you in generating and enrolling a Machine Owner Key (MOK), so that
future automated DKMS builds can reuse the already trusted signing keys. This
is more convenient than having to create a new signature every time the kernel
modules are rebuilt; however, it is slightly less secure, as the keys will be
stored at a well-known location in your filesystem.
4E. SIGNING THE NVIDIA KERNEL MODULE
Some kernels may require that kernel modules be cryptographically signed by a
key trusted by the kernel in order to be loaded. In particular, many
distributions require modules to be signed when loaded into kernels running on
UEFI systems with Secure Boot enabled. 'nvidia-installer' includes support for
signing the kernel module before installation, to ensure that it can be loaded
on such systems. Note that not all UEFI systems have Secure Boot enabled, and
not all kernels running on UEFI Secure Boot systems will require signed kernel
modules, so if you are uncertain about whether your system requires signed
kernel modules, you may try installing the driver without signing the kernel
module, to see if the unsigned kernel module can be loaded.
In order to sign the kernel module, you will need a private signing key, and
an X.509 certificate for the corresponding public key. The X.509 certificate
must be trusted by the kernel before the module can be loaded: we recommend
ensuring that the signing key be trusted before beginning the driver
installation, so that the newly signed module can be used immediately. If you
do not already have a key pair suitable for module signing use, you must
generate one. Please consult your distribution's documentation for details on
the types of keys suitable for module signing, and how to generate them.
'nvidia-installer' can generate a key pair for you at install time, but it is
preferable to have a key pair already generated and trusted by the kernel
before installation begins.
Once you have a key pair ready, you can use that key pair in
'nvidia-installer' by passing the keys to the installer on the command line
with the --module-signing-secret-key and --module-signing-public-key options.
As an example, it is possible to install the driver with a signed kernel
module in silent mode (i.e., non-interactively) by running:
# sh ./NVIDIA-Linux-x86_64-580.95.05.run -s \
--module-signing-secret-key=/path/to/signing.key \
--module-signing-public-key=/path/to/signing.x509
In the example above, 'signing.key' and 'signing.x509' are a private/public
key pair, and the public key is already enrolled in one of the kernel's
trusted module signing key sources.
On UEFI systems with secure boot enabled, nvidia-installer will present a
series of interactive prompts to guide users through the module signing
process. As an alternative to setting the key paths on the command line, the
paths can be provided interactively in response to the prompts. These prompts
will also appear when building the NVIDIA kernel module against a kernel which
has CONFIG_MODULE_SIG_FORCE enabled in its configuration, or if the installer
is run in expert mode.
KEY SOURCES TRUSTED BY THE KERNEL
In order to load a kernel module into a kernel that requires module
signatures, the module must be signed by a key that the kernel trusts. There
are several sources that a kernel may draw upon to build its pool of trusted
keys. If you have generated a key pair, but it is not yet trusted by your
kernel, you must add a certificate for your public key to a trusted key source
before it can be used to verify signatures of signed kernel modules. These
trusted sources include:
Certificates embedded into the kernel image
On kernels with CONFIG_MODULE_SIG set, a certificate for the public key
used to sign the in-tree kernel modules is embedded, along with any
additional module signing certificates provided at build time, into the
kernel image. Modules signed by the private keys that correspond to the
embedded public key certificates will be trusted by the kernel.
Since the keys are embedded at build time, the only way to add a new
public key is to build a new kernel. On UEFI systems with Secure Boot
enabled, the kernel image will, in turn, need to be signed by a key that
is trusted by the bootloader, so users building their own kernels with
custom embedded keys should have a plan for making sure that the
bootloader will load the new kernel.
Certificates stored in the UEFI firmware database
On kernels with CONFIG_MODULE_SIG_UEFI, in addition to any certificates
embedded into the kernel image, the kernel can use certificates stored in
the 'db', 'KEK', or 'PK' databases of the computer's UEFI firmware to
verify the signatures of kernel modules, as long as they are not in the
UEFI 'dbx' blacklist.
Any user who holds the private key for the Secure Boot 'PK', or any of the
keys in the 'KEK' list should be able to add new keys that can be used by
a kernel with CONFIG_MODULE_SIG_UEFI, and any user with physical access to
the computer should be able to delete any existing Secure Boot keys, and
install his or her own keys instead. Please consult the documentation for
your UEFI-based computer system for details on how to manage the UEFI
Secure Boot keys.
Certificates stored in a supplementary key database
Some distributions include utilities that allow for the secure storage and
management of cryptographic keys in a database that is separate from the
kernel's built-in key list, and the key lists in the UEFI firmware. A
prominent example is the MOK (Machine Owner Key) database used by some
versions of the 'shim' bootloader, and the associated management
utilities, 'mokutil' and 'MokManager'.
Such a system allows users to enroll additional keys without the need to
build a new kernel or manage the UEFI Secure Boot keys. Please consult
your distribution's documentation for details on whether such a
supplementary key database is available, and if so, how to manage its
keys.
GENERATING SIGNING KEYS IN NVIDIA-INSTALLER
'nvidia-installer' can generate keys that can be used for module signing, if
existing keys are not readily available. Note that a module signed by a newly
generated key cannot be loaded into a kernel that requires signed modules
until its key is trusted, and when such a module is installed on such a
system, the installed driver will not be immediately usable, even if the
installation was successful.
When 'nvidia-installer' generates a key pair and uses it to sign a kernel
module, an X.509 certificate containing the public key will be installed to
disk, so that it can be added to one of the kernel's trusted key sources.
'nvidia-installer' will report the location of the installed certificate: make
a note of this location, and of the certificate's SHA1 fingerprint, so that
you will be able to enroll the certificate and verify that it is correct,
after the installation is finished.
By default, 'nvidia-installer' will attempt to securely delete the generated
private key with 'shred -u' after the module is signed. This is to prevent the
key from being exploited to sign a malicious kernel module, but it also means
that the same key can't be used again to install a different driver, or even
to install the same driver on a different kernel. 'nvidia-installer' can
optionally install the private signing key to disk, as it does with the public
certificate, so that the key pair can be reused in the future.
If you elect to install the private key, please make sure that appropriate
precautions are taken to ensure that it cannot be stolen. Some examples of
precautions you may wish to take:
Prevent the key from being read by anybody without physical access to the
computer
In general, physical access is required to install Secure Boot keys,
including keys managed outside of the standard UEFI key databases, to
prevent attackers who have remotely compromised the security of the
operating system from installing malicious boot code. If a trusted key is
available to remote users, even root, then it will be possible for an
attacker to sign arbitrary kernel modules without first having physical
access, making the system less secure.
One way to ensure that the key is not available to remote users is to keep
it on a removable storage medium, which is disconnected from the computer
except when signing modules.
Do not store the unencrypted private key
Encrypting the private key can add an extra layer of security: the key
will not be useful for signing modules unless it can be successfully
decrypted, first. Make sure not to store unencrypted copies of the key on
persistent storage: either use volatile storage (e.g. a RAM disk), or
securely delete any unencrypted copies of the key when not in use (e.g.
using 'shred' instead of 'rm'). Note that using 'shred' may not be
sufficient to fully purge data from some storage devices, in particular,
some types of solid state storage.
ALTERNATIVES TO THE INSTALLER'S MODULE SIGNING SUPPORT
It is possible to load the NVIDIA kernel module on a system that requires
signed modules, without using the installer's module signing support.
Depending on your particular use case, you may find one of these alternatives
more suitable than signing the module with 'nvidia-installer':
Disable UEFI Secure Boot, if applicable
On some kernels, a requirement for signed modules is only enforced when
booted on a UEFI system with Secure Boot enabled. Some users of such
kernels may find it more convenient to disable Secure Boot; however, note
that this will reduce the security of your system by making it easier for
malicious users to install potentially harmful boot code, kernels, or
kernel modules.
Use a kernel that doesn't require signed modules
The kernel can be configured not to check module signatures, or to check
module signatures, but allow modules without a trusted signature to be
loaded, anyway. Installing a kernel configured in such a way will allow
the installation of unsigned modules. Note that on Secure Boot systems,
you will still need to ensure that the kernel be signed with a key trusted
by the bootloader and/or boot firmware, and that a kernel that doesn't
enforce module signature verification may be slightly less secure than one
that does.
4F. ADDING PRECOMPILED KERNEL INTERFACES TO THE INSTALLER PACKAGE
When 'nvidia-installer' runs, it searches for a pre-compiled kernel interface
layer for the target kernel: if one is found, then the complete kernel module
can be produced by linking the precompiled interface with 'nv-kernel.o',
instead of needing to compile the kernel interface on the target system.
'nvidia-installer' includes a feature which allows users to add a precompiled
interface to the installer package. This is useful in many use cases; for
example, an administrator of a large group of similarly configured computers
can prepare an installer package with a precompiled interface for the kernel
running on those computers, then deploy the customized installer, which will
be able to install the NVIDIA kernel module without needing to have the kernel
development headers or a compiler installed on the target systems. (A linker
is still required.)
To use this feature, simply invoke the '.run' installer package with the
--add-this-kernel option; e.g.
# sh ./NVIDIA-Linux-x86_64-580.95.05.run --add-this-kernel
This will unpack 'NVIDIA-Linux-x86_64-580.95.05.run', compile a kernel
interface layer for the currently running kernel (use the --kernel-source-path
and --kernel-output-path options to specify a target kernel other than the
currently running one), and create a new installer package with the kernel
interface layer added.
Administrators of large groups of similarly configured computers that are
configured to require trusted signatures in order to load kernel modules may
find this feature especially useful when combined with the built-in support
for module signing in 'nvidia-installer'. To package a .run file with a
precompiled kernel interface layer, plus a detached module signature for the
linked module, just use the --module-signing-secret-key and
--module-signing-public-key options alongside the --add-this-kernel option.
The resulting package, besides being installable without kernel headers or a
compiler on the target system, has the added benefit of being able to produce
a signed module without needing access to the private key on the install
target system. Note that the detached signature will only be valid if the
result of linking the precompiled interface with 'nv-kernel.o' on the target
system is exactly the same as the result of linking those two files on the
system that was used to create the custom installer. To ensure optimal
compatibility, the linker used on both the package preparation system and the
install target system should be the same.
4G. OTHER FEATURES OF THE INSTALLER
Without options, the '.run' file executes the installer after unpacking it.
The installer can be run as a separate step in the process, or can be run at a
later time to get updates, etc. Some of the more important commandline options
of 'nvidia-installer' are:
'nvidia-installer' options
--uninstall
During installation, the installer will make backups of any conflicting
files and record the installation of new files. The uninstall option
undoes an install, restoring the system to its pre-install state.
--ui=none
The installer uses an ncurses-based user interface if it is able to locate
the correct ncurses library. Otherwise, it will fall back to a simple
commandline user interface. This option disables the use of the ncurses
library.
______________________________________________________________________________
Chapter 5. Listing of Installed Components
______________________________________________________________________________
The NVIDIA Accelerated Linux Graphics Driver consists of the following
components (filenames in parentheses are the full names of the components
after installation). Some paths may be different on different systems (e.g., X
modules may be installed in /usr/X11R6/ rather than /usr/lib/xorg/).
o An X driver ('/usr/lib/xorg/modules/drivers/nvidia_drv.so'); this driver
is needed by the X server to use your NVIDIA hardware.
o A GLX extension module for X
('/usr/lib/xorg/modules/extensions/libglxserver_nvidia.so.580.95.05');
this module is used by the X server to provide server-side GLX support.
o EGL and OpenGL ES libraries ( '/usr/lib/libEGL.so.1',
'/usr/lib/libGLESv1_CM.so.580.95.05', and
'/usr/lib/libGLESv2.so.580.95.05' ); these libraries provide the API
entry points for all OpenGL ES and EGL function calls. They are loaded at
run-time by applications.
o A Wayland EGL external platform library
('/usr/lib/libnvidia-egl-wayland.so.1') and its corresponding
configuration file (
'/usr/share/egl/egl_external_platform.d/10_nvidia_wayland.json' ); this
library provides client-side Wayland EGL application support using either
dmabuf or EGLStream buffer sharing protocols, as well as server-side
protocol extensions enabling the client-side EGLStream-based buffer
sharing path. The EGLStream path can only be used in combination with an
EGLStream-enabled Wayland compositor, e.g:
https://gitlab.freedesktop.org/ekurzinger/weston.
More information can be found along with the EGL external interface and
Wayland library source code at
https://github.com/NVIDIA/eglexternalplatform and
https://github.com/NVIDIA/egl-wayland.
o A GBM EGL external platform library ('/usr/lib/libnvidia-egl-gbm.so.1')
and its corresponding configuration file (
'/usr/share/egl/egl_external_platform.d/15_nvidia_gbm.json' ); this
library provides GBM EGL application support.
The source code for the GBM EGL external platform library can be found at
https://github.com/NVIDIA/egl-gbm. See Chapter 41 for more details on GBM
support in the NVIDIA driver.
o Vendor neutral graphics libraries provided by libglvnd
('/usr/lib/libOpenGL.so.0', '/usr/lib/libGLX.so.0', and
'/usr/lib/libGLdispatch.so.0'); these libraries are currently used to
provide full OpenGL dispatching support to NVIDIA's implementation of
EGL.
Source code for libglvnd is available at
https://github.com/NVIDIA/libglvnd
o GLVND vendor implementation libraries for GLX
('/usr/lib/libGLX_nvidia.so.0') and EGL ('/usr/lib/libEGL_nvidia.so.0');
these libraries provide NVIDIA implementations of OpenGL functionality
which may be accessed using the GLVND client-facing libraries.
'libGLX_nvidia.so.0' and 'libEGL_nvidia.so.0' can be used as Vulkan
ICDs. The Vulkan ICD configuration file included with the driver
references 'libGLX_nvidia.so.0', however in environments where X11 client
libraries are not available, 'libEGL_nvidia.so.0' should be used.
The Vulkan ICD configuration file is installed as
'/etc/vulkan/icd.d/nvidia_icd.json'.
An additional Vulkan layer configuration file is installed as
'/etc/vulkan/implicit_layer.d/nvidia_layers.json'. These layers add
functionality to the Vulkan loader.
o A GLVND GLX client ICD loader library ('/usr/lib/libGL.so.1'), This
library provides API entry points for all GLX function calls, and is
loaded at run-time by applications.
This library is included as a convenience to support systems that do not
already have an existing libglvnd installation. On systems with libglvnd
libraries already installed, the existing libraries should be used
instead.
o Various libraries that are used internally by other driver components.
These include '/usr/lib/libnvidia-cfg.so.580.95.05',
'/usr/lib/libnvidia-eglcore.so.580.95.05',
'/usr/lib/libnvidia-glcore.so.580.95.05',
'/usr/lib/libnvidia-glsi.so.580.95.05',
'/usr/lib/libnvidia-glvkspirv.so.580.95.05',
'/usr/lib/libnvidia-gpucomp.so.580.95.05',
'/usr/lib/libnvidia-rtcore.so.580.95.05', and
'/usr/lib/libnvidia-allocator.so.580.95.05'.
o A VDPAU (Video Decode and Presentation API for Unix-like systems) library
for the NVIDIA vendor implementation,
('/usr/lib/vdpau/libvdpau_nvidia.so.580.95.05'); see Appendix G for
details.
o The CUDA library ('/usr/lib/libcuda.so.580.95.05') which provides
runtime support for CUDA (high-performance computing on the GPU)
applications.
o The CUDA Debugger library ('/usr/lib/libcudadebugger.so.580.95.05')
which provides support for debugging CUDA applications.
o Cryptography library wrappers,
('/usr/lib/libnvidia-pkcs11.so.580.95.05') and
('/usr/lib/libnvidia-pkcs11.openssl3.so.580.95.05'), which dynamically
link to the system's OpenSSL libraries and provide cryptography
operations when the GPU and driver are operating in Confidential Compute
mode. The driver attempts to use OpenSSL 3 first and if OpenSSL 3 is not
available then it will attempt to use OpenSSL 1.1.
o The PTX JIT Compiler library
('/usr/lib/libnvidia-ptxjitcompiler.so.580.95.05') is a JIT compiler
which compiles PTX into GPU machine code and is used by the CUDA driver.
o The NVVM Compiler library ('/usr/lib/libnvidia-nvvm.so.4.0.0') is loaded
by the CUDA driver to do JIT link-time-optimization.
o Two OpenCL libraries ('/usr/lib/libOpenCL.so.1.0.0',
'/usr/lib/libnvidia-opencl.so.580.95.05'); the former is a
vendor-independent Installable Client Driver (ICD) loader, and the latter
is the NVIDIA Vendor ICD. A config file '/etc/OpenCL/vendors/nvidia.icd'
is also installed, to advertise the NVIDIA Vendor ICD to the ICD Loader.
o The 'nvidia-cuda-mps-control' and 'nvidia-cuda-mps-server' applications,
which allow MPI processes to run concurrently on a single GPU.
o A kernel module ('/lib/modules/`uname
-r`/kernel/drivers/video/nvidia-modeset.ko'); this kernel module is
responsible for programming the display engine of the GPU. User-mode
NVIDIA driver components such as the NVIDIA X driver, OpenGL driver, and
VDPAU driver communicate with nvidia-modeset.ko through the
/dev/nvidia-modeset device file.
o A kernel module ('/lib/modules/`uname
-r`/kernel/drivers/video/nvidia.ko'); this kernel module provides
low-level access to your NVIDIA hardware for all of the above components.
It is generally loaded into the kernel when the X server is started, and
is used by the X driver and OpenGL. nvidia.ko consists of two pieces: the
binary-only core, and a kernel interface that must be compiled
specifically for your kernel version. Note that the Linux kernel does not
have a consistent binary interface like the X server, so it is important
that this kernel interface be matched with the version of the kernel that
you are using. This can either be accomplished by compiling yourself, or
using precompiled binaries provided for the kernels shipped with some of
the more common Linux distributions.
o NVIDIA Unified Memory kernel module ('/lib/modules/`uname
-r`/kernel/drivers/video/nvidia-uvm.ko'); this kernel module provides
functionality for sharing memory between the CPU and GPU in CUDA
programs. It is generally loaded into the kernel when a CUDA program is
started, and is used by the CUDA driver on supported platforms.
o The nvidia-tls library ('/usr/lib/libnvidia-tls.so.580.95.05'); this
file provides thread local storage support for the NVIDIA OpenGL
libraries (libGLX_nvidia, libnvidia-glcore, and libglxserver_nvidia).
o The nvidia-ml library ('/usr/lib/libnvidia-ml.so.580.95.05'); The
NVIDIA Management Library provides a monitoring and management API. See
Chapter 28 for more information.
o The application nvidia-installer ('/usr/bin/nvidia-installer') is
NVIDIA's tool for installing and updating NVIDIA drivers. See Chapter 4
for a more thorough description.
Source code is available at
https://download.nvidia.com/XFree86/nvidia-installer/.
o The application nvidia-modprobe ('/usr/bin/nvidia-modprobe') is installed
as setuid root and is used to load the NVIDIA kernel module, create the
'/dev/nvidia*' device nodes and configure certain runtime settings in the
kernel by processes (such as CUDA applications) that don't run with
sufficient privileges to do those things themselves.
Source code is available at
https://download.nvidia.com/XFree86/nvidia-modprobe/.
o The application nvidia-xconfig ('/usr/bin/nvidia-xconfig') is NVIDIA's
tool for manipulating X server configuration files. See Chapter 6 for
more information.
Source code is available at
https://download.nvidia.com/XFree86/nvidia-xconfig/.
o The application nvidia-settings ('/usr/bin/nvidia-settings') is NVIDIA's
tool for dynamic configuration while the X server is running. See Chapter
25 for more information.
o The libnvidia-gtk libraries ('/usr/lib/libnvidia-gtk2.so.580.95.05' and
'/usr/lib/libnvidia-gtk3.so.580.95.05'); these libraries are required
to provide the nvidia-settings user interface.
Source code is available at
https://download.nvidia.com/XFree86/nvidia-settings/.
o The application nvidia-smi ('/usr/bin/nvidia-smi') is the NVIDIA System
Management Interface for management and monitoring functionality. See
Chapter 27 for more information.
o The application nvidia-debugdump ('/usr/bin/nvidia-debugdump') is
NVIDIA's tool for collecting internal GPU state. It is normally invoked
by the nvidia-bug-report.sh ('/usr/bin/nvidia-bug-report.sh') script. See
Chapter 29 for more information.
o The daemon nvidia-persistenced ('/usr/bin/nvidia-persistenced') is the
NVIDIA Persistence Daemon for allowing the NVIDIA kernel module to
maintain persistent state when no other NVIDIA driver components are
running. See Chapter 30 for more information.
Source code is available at
https://download.nvidia.com/XFree86/nvidia-persistenced/.
o The NVCUVID library ('/usr/lib/libnvcuvid.so.580.95.05'); The NVIDIA
CUDA Video Decoder (NVCUVID) library provides an interface to hardware
video decoding capabilities on NVIDIA GPUs with CUDA.
o The NvEncodeAPI library ('/usr/lib/libnvidia-encode.so.580.95.05'); The
NVENC Video Encoding library provides an interface to video encoder
hardware on supported NVIDIA GPUs.
o The NVAPI library ('/usr/lib/libnvidia-api.so.1;'); NVAPI provides an
interface for managing properties of GPUs. The NVAPI library provides
runtime support for NVAPI applications.
o The NvFBC library ('/usr/lib/libnvidia-fbc.so.580.95.05'); The NVIDIA
Framebuffer Capture library provides an interface to capture and
optionally encode the framebuffer of an X server screen.
o An X driver configuration file
('/usr/share/X11/xorg.conf.d/nvidia-drm-outputclass.conf'); If the X
server is sufficiently new, this file will be installed to configure the
X server to load the 'nvidia_drv.so' driver automatically if it is
started after the NVIDIA DRM kernel module ('nvidia-drm.ko') is loaded.
This feature is supported in X.Org xserver 1.16 and higher when running
on Linux kernel 3.13 or higher with CONFIG_DRM enabled.
o Predefined application profile keys and documentation for those keys can
be found in the following files in the directory '/usr/share/nvidia/':
'nvidia-application-profiles-580.95.05-rc',
'nvidia-application-profiles-580.95.05-key-documentation'.
See Appendix J for more information.
o The OptiX library ('/usr/lib/libnvoptix.so.1'); This library implements
the OptiX ray tracing engine. It is loaded by the 'liboptix.so.*' library
bundled with applications that use the OptiX API.
OptiX also includes a data file '/usr/share/nvidia/nvoptix.bin'.
o The NVIDIA Optical Flow library
('/usr/lib/libnvidia-opticalflow.so.580.95.05'); The NVIDIA Optical
Flow library can be used for hardware-accelerated computation of optical
flow vectors and stereo disparity values on Turing and later NVIDIA GPUs.
This is useful for some forms of computer vision and image analysis. The
Optical Flow library depends on the NVCUVID library, which in turn
depends on the CUDA library.
o NGX ('/usr/lib/libnvidia-ngx.so.580.95.05'); and the NVIDIA NGX Updater
('/usr/bin/nvidia-ngx-updater'); NGX is a collection of software which
provides AI features to applications. Developers interested in using NGX
in their applications should visit the following resources:
o https://developer.nvidia.com/rtx/ngx
o https://developer.nvidia.com/dlss
NGX comes with nvidia-ngx-updater, a binary which updates NGX features
without requiring a full application update. By default this
functionality is disabled on Linux and needs to be enabled via a
configuration file; see Chapter 38 for details.
o A kernel module ('/lib/modules/`uname
-r`/kernel/drivers/video/nvidia-peermem.ko'); this kernel module allows
Mellanox HCAs access to NVIDIA GPU memory read/write buffers without
needing to copy data to host memory. See Chapter 43 for more information.
o NGX for Proton and Wine ('/usr/lib/nvidia/wine/nvngx.dll');
('/usr/lib/nvidia/wine/_nvngx.dll');
NGX for Proton and Wine is a Microsoft Windows dynamic-link library used
by Microsoft Windows applications which support NVIDIA DLSS.
In addition to driver-side support, changes to third-party software are
required in order to support DLSS within Proton and Wine.
o NvPresent ('/usr/lib/libnvidia-present.so.580.95.05'), containing a
Vulkan layer implementing NVIDIA Smooth Motion. See Chapter 39 for
details.
o Firmware ('/lib/firmware/nvidia/580.95.05/gsp_*.bin') which offloads
tasks from the CPU to the GPU. See Chapter 44 for more information.
o VulkanSC ICD ('/usr/lib/libnvidia-vksc-core.so.1'), which provides
NVIDIA's implementation of VulkanSC. More information about VulkanSC can
be found at https://www.khronos.org/vulkansc/ .
Pipeline Cache Compiler ('/usr/bin/nvidia-pcc'), which enables offline
shader compilation for VulkanSC.
The VulkanSC ICD configuration file is installed as
'/etc/vulkansc/icd.d/nvidia_icd.json'.
VulkanSC support is only provided in x86_64 driver packages. Note that
the VulkanSC ICD distributed in this package is intended for development
purposes only, and is NOT safety certified.
o A JSON file ('/usr/share/nvidia/files.d/sandboxutils-filelist.json'),
which lists all the driver files (library, firmware, binary,
configuration, ...) used by container runtime environments such as
nvidia-container-toolkit and enroot.
Problems will arise if applications use the wrong version of a library. This
can be the case if there are either old libGL libraries or stale symlinks left
lying around. If you think there may be something awry in your installation,
check that the following files are in place (these are all the files of the
NVIDIA Accelerated Linux Graphics Driver, as well as their symlinks):
/usr/lib/xorg/modules/drivers/nvidia_drv.so
/usr/lib/xorg/modules/extensions/libglxserver_nvidia.so.580.95.05
/usr/lib/xorg/modules/extensions/libglxserver_nvidia.so ->
libglxserver_nvidia.so.580.95.05
/usr/lib/libGL.so.1.0.0;
/usr/lib/libGL.so.1 -> libGL.so.1.0.0;
/usr/lib/libGL.so -> libGL.so.1
(libGL.so.1.0.0 is the name of the libglvnd client-side GLX ICD loader
library included with the NVIDIA Linux driver. A compatible ICD loader
provided by your distribution may have a slightly different filename.)
/usr/lib/libnvidia-glcore.so.580.95.05
/usr/lib/libcuda.so.580.95.05
/usr/lib/libcuda.so -> libcuda.so.580.95.05
/lib/modules/`uname -r`/video/nvidia.{o,ko}, or
/lib/modules/`uname -r`/kernel/drivers/video/nvidia.{o,ko}
If there are other libraries whose "soname" conflicts with that of the NVIDIA
libraries, ldconfig may create the wrong symlinks. It is recommended that you
manually remove or rename conflicting libraries (be sure to rename clashing
libraries to something that ldconfig will not look at -- we have found that
prepending "XXX" to a library name generally does the trick), rerun
'ldconfig', and check that the correct symlinks were made. An example of a
library that often creates conflicts is "/usr/lib/mesa/libGL.so*".
If the libraries appear to be correct, then verify that the application is
using the correct libraries. For example, to check that the application
/usr/bin/glxgears is using the libglvnd GLX libraries, run:
% ldd /usr/bin/glxgears
linux-vdso.so.1 (0x00007ffc8a5d4000)
libGL.so.1 => /usr/lib/x86_64-linux-gnu/libGL.so.1 (0x00007f6593896000)
libm.so.6 => /lib/x86_64-linux-gnu/libm.so.6 (0x00007f65934f8000)
libX11.so.6 => /usr/lib/x86_64-linux-gnu/libX11.so.6 (0x00007f65931c0000)
libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6 (0x00007f6592dcf000)
libGLX.so.0 => /usr/lib/x86_64-linux-gnu/libGLX.so.0 (0x00007f6592b9e000)
libGLdispatch.so.0 => /usr/lib/x86_64-linux-gnu/libGLdispatch.so.0
(0x00007f65928e8000)
libpthread.so.0 => /lib/x86_64-linux-gnu/libpthread.so.0
(0x00007f65926c9000)
/lib64/ld-linux-x86-64.so.2 (0x00007f6593d28000)
libxcb.so.1 => /usr/lib/x86_64-linux-gnu/libxcb.so.1 (0x00007f65924a1000)
libdl.so.2 => /lib/x86_64-linux-gnu/libdl.so.2 (0x00007f659229d000)
libXau.so.6 => /usr/lib/x86_64-linux-gnu/libXau.so.6 (0x00007f6592099000)
libXdmcp.so.6 => /usr/lib/x86_64-linux-gnu/libXdmcp.so.6
(0x00007f6591e93000)
libbsd.so.0 => /lib/x86_64-linux-gnu/libbsd.so.0 (0x00007f6591c7e000)
librt.so.1 => /lib/x86_64-linux-gnu/librt.so.1 (0x00007f6591a76000)
In the example above, the list of libraries reported by 'ldd' includes
'libGLX.so.0' and 'libGLdispatch.so.0'. If the GLX client library is something
other than the GLVND 'libGL.so.1', then you will need to either remove the
library that is getting in the way or adjust your dynamic loader search path
using the 'LD_LIBRARY_PATH' environment variable. You may want to consult the
man pages for 'ldconfig' and 'ldd'.
______________________________________________________________________________
Chapter 6. Configuring X for the NVIDIA Driver
______________________________________________________________________________
The X configuration file provides a means to configure the X server. This
section describes the settings necessary to enable the NVIDIA driver. A
comprehensive list of parameters is provided in Appendix B.
The NVIDIA Driver includes a utility called nvidia-xconfig, which is designed
to make editing the X configuration file easy. You can also edit it by hand.
6A. USING NVIDIA-XCONFIG TO CONFIGURE THE X SERVER
nvidia-xconfig will find the X configuration file and modify it to use the
NVIDIA X driver. In most cases, you can simply answer "Yes" when the installer
asks if it should run it. If you need to reconfigure your X server later, you
can run nvidia-xconfig again from a terminal. nvidia-xconfig will make a
backup copy of your configuration file before modifying it.
Note that the X server must be restarted for any changes to its configuration
file to take effect.
More information about nvidia-xconfig can be found in the nvidia-xconfig
manual page by running.
% man nvidia-xconfig
6B. MANUALLY EDITING THE CONFIGURATION FILE
If you do not have a working X config file, there are a few different ways to
obtain one. A sample config file is included both with the X.Org distribution
and with the NVIDIA driver package (at '/usr/share/doc/NVIDIA_GLX-1.0/'). The
'nvidia-xconfig' utility, provided with the NVIDIA driver package, can
generate a new X configuration file. Additional information on the X config
syntax can be found in the xorg.conf manual page (`man xorg.conf`).
If you have a working X config file for a different driver (such as the "vesa"
or "fbdev" driver), then simply edit the file as follows.
Remove the line:
Driver "vesa"
(or Driver "fbdev")
and replace it with the line:
Driver "nvidia"
Remove the following lines:
Load "dri"
Load "GLCore"
In the "Module" section of the file, add the line (if it does not already
exist):
Load "glx"
If the X config file does not have a "Module" section, you can safely skip the
last step.
There are numerous options that may be added to the X config file to tune the
NVIDIA X driver. See Appendix B for a complete list of these options.
Once you have completed these edits to the X config file, you may restart X
and begin using the accelerated OpenGL libraries. After restarting X, any
OpenGL application should automatically use the new NVIDIA libraries. (NOTE:
If you encounter any problems, see Chapter 8 for common problem diagnoses.)
6C. RESTORING THE X CONFIGURATION AFTER UNINSTALLING THE DRIVER
If X is explicitly configured to use the NVIDIA driver, then the X config file
should be edited to use a different X driver after uninstalling the NVIDIA
driver. Otherwise, X may fail to start, since the driver it was configured to
use will no longer be present on the system after uninstallation.
If you edited the file manually, revert any edits you made. If you used the
'nvidia-xconfig' utility, either by answering "Yes" when prompted to configure
the X server by the installer, or by running it manually later on, then you
may restore the backed-up X config file, if it exists and reflects the X
config state that existed before the NVIDIA driver was installed.
If you do not recall any manual changes that you made to the file, or do not
have a backed-up X config file that uses a non-NVIDIA X driver, you may want
to try simply renaming the X configuration file, to see if your X server loads
a sensible default.
______________________________________________________________________________
Chapter 7. Frequently Asked Questions
______________________________________________________________________________
This section provides answers to frequently asked questions associated with
the NVIDIA Linux x86_64 Driver and its installation. Common problem diagnoses
can be found in Chapter 8 and tips for new users can be found in Appendix I.
Also, detailed information for specific setups is provided in the Appendices.
NVIDIA-INSTALLER
Q. How do I extract the contents of the '.run' without actually installing the
driver?
A. Run the installer as follows:
# sh NVIDIA-Linux-x86_64-580.95.05.run --extract-only
This will create the directory NVIDIA-Linux-x86_64-580.95.05, containing
the uncompressed contents of the '.run' file.
Q. How can I see the source code to the kernel interface layer?
A. The source files to the kernel interface layer are in the kernel directory
of the extracted .run file. To get to these sources, run:
# sh NVIDIA-Linux-x86_64-580.95.05.run --extract-only
# cd NVIDIA-Linux-x86_64-580.95.05/kernel/
Q. How and when are the NVIDIA device files created?
A. When a user-space NVIDIA driver component needs to communicate with the
NVIDIA kernel module, and the NVIDIA character device files do not yet
exist, the user-space component will first attempt to load the kernel
module and create the device files itself.
Device file creation and kernel module loading generally require root
privileges. The X driver, running within a setuid root X server, will have
these privileges, but not, e.g., the CUDA driver within the environment of
a normal user.
If the user-space NVIDIA driver component cannot load the kernel module or
create the device files itself, it will attempt to invoke the setuid root
nvidia-modprobe utility, which will perform these operations on behalf of
the non-privileged driver.
See the nvidia-modprobe(1) man page, or its source code, available here:
https://download.nvidia.com/XFree86/nvidia-modprobe/
When possible, it is recommended to use your Linux distribution's native
mechanisms for managing kernel module loading and device file creation.
nvidia-modprobe is provided as a fallback to work out-of-the-box in a
distribution-independent way.
Whether a user-space NVIDIA driver component does so itself, or invokes
nvidia-modprobe, it will default to creating the device files with the
following attributes:
UID: 0 - 'root'
GID: 0 - 'root'
Mode: 0666 - 'rw-rw-rw-'
Existing device files are changed if their attributes don't match these
defaults. If you want the NVIDIA driver to create the device files with
different attributes, you can specify them with the "NVreg_DeviceFileUID"
(user), "NVreg_DeviceFileGID" (group) and "NVreg_DeviceFileMode" NVIDIA
Linux kernel module parameters.
For example, the NVIDIA driver can be instructed to create device files
with UID=0 (root), GID=44 (video) and Mode=0660 by passing the following
module parameters to the NVIDIA Linux kernel module:
NVreg_DeviceFileUID=0
NVreg_DeviceFileGID=44
NVreg_DeviceFileMode=0660
The "NVreg_ModifyDeviceFiles" NVIDIA kernel module parameter will disable
dynamic device file management, if set to 0.
Q. Why does NVIDIA not provide RPMs?
A. Not every Linux distribution uses RPM, and NVIDIA provides a single
solution that works across all Linux distributions. NVIDIA encourages Linux
distributions to repackage and redistribute the NVIDIA Linux driver in
their native package management formats. These repackaged NVIDIA drivers
are likely to inter-operate best with the Linux distribution's package
management technology. For this reason, NVIDIA encourages users to use
their distribution's repackaged NVIDIA driver, where available.
Q. What is the significance of the '-no-compat32' suffix on Linux-x86_64
'.run' files?
A. To distinguish between Linux-x86_64 driver package files that do or do not
also contain 32-bit compatibility libraries, "-no-compat32" is be appended
to the latter. 'NVIDIA-Linux-x86_64-580.95.05.run' contains both 64-bit
and 32-bit driver binaries; but
'NVIDIA-Linux-x86_64-580.95.05-no-compat32.run' omits the 32-bit
compatibility libraries.
Q. Can I add my own precompiled kernel interfaces to a '.run' file?
A. Yes, the --add-this-kernel '.run' file option will unpack the '.run' file,
build a precompiled kernel interface for the currently running kernel, and
repackage the '.run' file, appending '-custom' to the filename. This may be
useful, for example. if you administer multiple Linux computers, each
running the same kernel.
Q. Where can I find the source code for the 'nvidia-installer' utility?
A. The 'nvidia-installer' utility is released under the GPL. The source code
for the version of nvidia-installer built with driver 580.95.05 is in
'nvidia-installer-580.95.05.tar.bz2' available here:
https://download.nvidia.com/XFree86/nvidia-installer/
NVIDIA DRIVER
Q. Where should I start when diagnosing display problems?
A. One of the most useful tools for diagnosing problems is the X log file in
'/var/log'. Lines that begin with "(II)" are information, "(WW)" are
warnings, and "(EE)" are errors. You should make sure that the correct
config file (i.e. the config file you are editing) is being used; look for
the line that begins with:
(==) Using config file:
Also make sure that the NVIDIA driver is being used, rather than another
driver. Search for
(II) LoadModule: "nvidia"
Lines from the driver should begin with:
(II) NVIDIA(0)
Q. How can I increase the amount of data printed in the X log file?
A. By default, the NVIDIA X driver prints relatively few messages to stderr
and the X log file. If you need to troubleshoot, then it may be helpful to
enable more verbose output by using the X command line options -verbose and
-logverbose, which can be used to set the verbosity level for the 'stderr'
and log file messages, respectively. The NVIDIA X driver will output more
messages when the verbosity level is at or above 5 (X defaults to verbosity
level 1 for 'stderr' and level 3 for the log file). So, to enable verbose
messaging from the NVIDIA X driver to both the log file and 'stderr', you
could start X with the verbosity level set to 5, by doing the following
% startx -- -verbose 5 -logverbose 5
Q. What is NVIDIA's policy towards development series Linux kernels?
A. NVIDIA does not officially support development series kernels. However, all
the kernel module source code that interfaces with the Linux kernel is
available in the 'kernel/' directory of the '.run' file. NVIDIA encourages
members of the Linux community to develop patches to these source files to
support development series kernels. A web search will most likely yield
several community supported patches.
Q. Where can I find the tarballs?
A. Plain tarballs are not available. The '.run' file is a tarball with a shell
script prepended. You can execute the '.run' file with the --extract-only
option to unpack the tarball.
Q. How do I tell if I have my kernel sources installed?
A. If you are running on a distro that uses RPM (Red Hat, Mandriva, SuSE,
etc), then you can use 'rpm' to tell you. At a shell prompt, type:
% rpm -qa | grep kernel
and look at the output. You should see a package that corresponds to your
kernel (often named something like kernel-2.6.15-7) and a kernel source
package with the same version (often named something like
kernel-devel-2.6.15-7). If none of the lines seem to correspond to a source
package, then you will probably need to install it. If the versions listed
mismatch (e.g., kernel-2.6.15-7 vs. kernel-devel-2.6.15-10), then you will
need to update the kernel-devel package to match the installed kernel. If
you have multiple kernels installed, you need to install the kernel-devel
package that corresponds to your RUNNING kernel (or make sure your
installed source package matches the running kernel). You can do this by
looking at the output of 'uname -r' and matching versions.
Q. What is SELinux and how does it interact with the NVIDIA driver ?
A. Security-Enhanced Linux (SELinux) is a set of modifications applied to the
Linux kernel and utilities that implement a security policy architecture.
When in use it requires that the security type on all shared libraries be
set to 'shlib_t'. The installer detects when to set the security type, and
sets it on all shared libraries it installs. The option --force-selinux
passed to the '.run' file overrides the detection of when to set the
security type.
Q. Why does X use so much memory?
A. When measuring any application's memory usage, you must be careful to
distinguish between physical system RAM used and virtual mappings of shared
resources. For example, most shared libraries exist only once in physical
memory but are mapped into multiple processes. This memory should only be
counted once when computing total memory usage. In the same way, the video
memory on a graphics card or register memory on any device can be mapped
into multiple processes. These mappings do not consume normal system RAM.
This has been a frequently discussed topic on XFree86 mailing lists; see,
for example:
http://marc.theaimsgroup.com/?l=xfree-xpert&m=96835767116567&w=2
Additionally, the nvidia X driver reserves virtual memory ranges that will
never be backed by physical memory to use for addressing video memory that
isn't directly mapped to the CPU. The amount of virtual memory reserved for
this purpose will vary depending on GPU capabilities, and is printed to the
X log:
[ 1859.106] (II) NVIDIA: Reserving 24576.00 MB of virtual memory for
[ 1859.106] (II) NVIDIA: indirect memory access.
The 'pmap' utility described in the above thread is available in the
"procps" package shipped with most recent Linux distributions, and is a
useful tool in distinguishing between types of memory mappings. For
example, while 'top' may indicate that X is using several GB of memory, the
last line of output from the output of pmap (note that pmap may need to be
run as root):
# pmap -d `pidof Xorg` | tail -n 1
mapped: 25435416K writeable/private: 20908K shared: 10768K
reveals that X is really only using roughly 21MB of system RAM (the
"writeable/private" value).
Note, also, that X must allocate resources on behalf of X clients (the
window manager, your web browser, etc); the X server's memory usage will
increase as more clients request resources such as pixmaps, and decrease as
you close X applications.
Q. Why do applications that use DGA graphics fail?
A. The NVIDIA driver does not support the graphics component of the
XFree86-DGA (Direct Graphics Access) extension. Applications can use the
XDGASelectInput() function to acquire relative pointer motion, but
graphics-related functions such as XDGASetMode() and XDGAOpenFramebuffer()
will fail.
The graphics component of XFree86-DGA is not supported because it requires
a CPU mapping of framebuffer memory. As graphics cards ship with increasing
quantities of video memory, the NVIDIA X driver has had to switch to a more
dynamic memory mapping scheme that is incompatible with DGA. Furthermore,
DGA does not cooperate with other graphics rendering libraries such as Xlib
and OpenGL because it accesses GPU resources directly.
NVIDIA recommends that applications use OpenGL or Xlib, rather than DGA,
for graphics rendering. Using rendering libraries other than DGA will yield
better performance and improve interoperability with other X applications.
Q. My kernel log contains messages that are prefixed with "Xid"; what do these
messages mean?
A. "Xid" messages indicate that a general GPU error occurred, most often due
to the driver misprogramming the GPU or to corruption of the commands sent
to the GPU. These messages provide diagnostic information that can be used
by NVIDIA to aid in debugging reported problems.
Some information on how to interpret Xid messages is available here:
http://docs.nvidia.com/deploy/xid-errors/index.html
Q. My kernel log contains the message "NVRM: Xid (...): 81, VGA Subsystem
Error." How can I fix this?
A. In some extreme cases, the VGA console can hang if messages are printed to
a legacy VGA text console concurrently with applications that generate high
GPU memory traffic.
The solution to this problem is to not use a legacy VGA text console.
Instead, on capable systems, use pure UEFI mode (not Compatibility Support
Module (CSM)). On legacy SBIOS systems, use a framebuffer console such as
vesafb.
Q. I use the Coolbits overclocking interface to adjust my graphics card's
clock frequencies, but the defaults are reset whenever X is restarted. How
do I make my changes persistent?
A. Clock frequency settings are not saved/restored automatically by default to
avoid potential stability and other problems that may be encountered if the
chosen frequency settings differ from the defaults qualified by the
manufacturer. You can add an 'nvidia-settings' command to '~/.xinitrc' to
automatically apply custom clock frequency settings when the X server is
started. See the 'nvidia-settings(1)' manual page for more information on
setting clock frequency settings on the command line.
Q. Why is the refresh rate not reported correctly by utilities that use the
XF86VidMode X extension and/or RandR X extension versions prior to 1.2
(e.g., `xrandr --q1`)?
A. These extensions are not aware of multiple display devices on a single X
screen; they only see the MetaMode bounding box, which may contain one or
more actual modes. This means that if multiple MetaModes have the same
bounding box, these extensions will not be able to distinguish between
them. In order to support dynamic display configuration, the NVIDIA X
driver must make each MetaMode appear to be unique and accomplishes this by
using the refresh rate as a unique identifier.
You can use `nvidia-settings -q RefreshRate` to query the actual refresh
rate on each display device.
Q. Why does starting certain applications result in Xlib error messages
indicating extensions like "XFree86-VidModeExtension" or "SHAPE" are
missing?
A. If your X config file has a "Module" section that does not list the
"extmod" module, some X server extensions may be missing, resulting in
error messages of the form:
Xlib: extension "SHAPE" missing on display ":0.0"
Xlib: extension "XFree86-VidModeExtension" missing on display ":0.0"
Xlib: extension "XFree86-DGA" missing on display ":0.0"
You can solve this problem by adding the line below to your X config file's
"Module" section:
Load "extmod"
Q. Where can I find older driver versions?
A. Please visit https://download.nvidia.com/XFree86/Linux-x86_64/
Q. What is the format of a PCI Bus ID?
A. Different tools have different formats for the PCI Bus ID of a PCI device.
The X server's "BusID" X configuration file option interprets the BusID
string in the format "bus@domain:device:function" (the "@domain" portion is
only needed if the PCI domain is non-zero), in decimal. More specifically,
"%d@%d:%d:%d", bus, domain, device, function
in printf(3) syntax. NVIDIA X driver logging, nvidia-xconfig, and
nvidia-settings match the X configuration file BusID convention.
The lspci(8) utility, in contrast, reports the PCI BusID of a PCI device in
the format "domain:bus:device.function", printing the values in
hexadecimal. More specifically,
"%04x:%02x:%02x.%x", domain, bus, device, function
in printf(3) syntax. The "Bus Location" reported in the information file
matches the lspci format. Also, the name of per-GPU directory in
/proc/driver/nvidia/gpus is the same as the corresponding GPU's PCI BusID
in lspci format.
On systems where both an integrated GPU and a PCI slot are present, setting
the "BusID" option to "AXI" selects the integrated GPU. By default, not
specifying this option or setting it to an empty string selects a discrete
GPU if available, the integrated GPU otherwise.
Q. Why doesn't the NVIDIA X driver make more display resolutions and refresh
rates available via RandR?
A. Prior to the 302.* driver series, the list of modes reported to
applications by the NVIDIA X driver was not limited to the list of modes
natively supported by a display device. In order to expose the largest
possible set of modes on digital flat panel displays, which typically do
not accept arbitrary mode timings, the driver maintained separate sets of
"front-end" and "back-end" mode timings, and scaled between them to
simulate the availability of more modes than would otherwise be supported.
Front-end timings were the values reported to applications, and back-end
timings were what was actually sent to the display. Both sets of timings
went through the full mode validation process, with the back-end timings
having the additional constraint that they must be provided by the
display's EDID, as only EDID-provided modes can be safely assumed to be
supported by the display hardware. Applications could request any available
front-end timings, which the driver would implicitly scale to either the
"best fit" or "native" mode timings. For example, an application might
request an 800x600 @ 60 Hz mode and the driver would provide it, but the
real mode sent to the display would be 1920x1080 @ 30 Hz. While the
availability of modes beyond those natively supported by a display was
convenient for some uses, it created several problems. For example:
o The complete front-end timings were reported to applications, but
only the width and height were actually used. This could cause
confusion because in many cases, changing the front-end timings did
not change the back-end timings. This was especially confusing when
trying to change the refresh rate, because the refresh rate in the
front-end timings was ignored, but was still reported to
applications.
o The front-end timings reported to the user could be different from
the backend timings reported in the display device's on screen
display, leading to user confusion. Finding out the back-end timings
(e.g. to find the real refresh rate) required using the
NVIDIA-specific NV-CONTROL X extension.
o The process by which back-end timings were selected for use with any
given front-end timings was not transparent to users, and this
process could only be explicitly configured with NVIDIA-specific
xorg.conf options or the NV-CONTROL X extension. Confusion over how
changing front-end timings could affect the back-end timings was
especially problematic in use cases that were sensitive to the
timings the display device receives, such as NVIDIA 3D Vision.
o User-specified modes underwent normal mode validation, even though
the timings in those modes were not used. For example, a 1920x1080 @
100 Hz mode might fail the VertRefresh check, even though the
back-end timings might actually be 1920x1080 @ 30 Hz.
Version 1.2 of the X Resize and Rotate extension (henceforth referred to as
"RandR 1.2") allows configuration of display scaling in a much more
flexible and standardized way. The protocol allows applications to choose
exactly which (back-end) mode timing is used, and exactly how the screen is
scaled to fill that mode. It also allows explicit control over which
displays are enabled, and which portions of the screen they display. This
also provides much-needed transparency: the mode timings reported by RandR
1.2 are the actual mode timings being sent to the display. However, this
means that only modes actually supported by the display are reported in the
RandR 1.2 mode list. Scaling configurations, such as the 800x600 to
1920x1080 example above, need to be configured via the RandR 1.2 transform
feature. Adding implicitly scaled modes to the mode list would conflict
with the transform configuration options and reintroduce the same problems
that the previous front-end/back-end timing system had.
With the introduction of RandR 1.2 support to the 302.* driver series, the
front-end/back-end timing system was abandoned, and the list of mode
timings exposed by the NVIDIA X driver was simplified to include only those
modes which would actually be driven by the hardware. Although it remained
possible to manually configure all of the scaling configurations that were
previously possible, and many scaling configurations which were previously
impossible, this change resulted in some inconvenient losses of
functionality:
o Applications which used RandR 1.1 or earlier or XF86VidMode to set
modes no longer had the implicitly scaled front-end timings available
to them. Many displays have EDIDs which advertise only the display's
native resolution, or a list of resolutions that is otherwise small,
compared to the list that would previously have been exposed as
front-end timings, preventing these applications from setting modes
that were possible with previous versions of the NVIDIA driver.
o The 'nvidia-settings' control panel, which formerly listed all
available front-end modes for displays in its X Server Display
Configuration page, only listed the actual back-end modes.
Subsequent driver releases restored some of this functionality without
reverting to the front-end/back-end system:
o The NVIDIA X driver now builds a list of "Implicit MetaModes", which
implicitly scale many common resolutions to a mode that is supported
by the display. These modes are exposed to applications which use
RandR 1.1 and XF86VidMode, as neither supports the scaling or other
transform capabilities of RandR 1.2.
o The resolution list in the 'nvidia-settings' X Server Display
Configuration page now includes explicitly scaled modes for many
common resolutions which are not directly supported by the display.
To reduce confusion, the scaled modes are identified as being scaled,
and it is not possible to set a refresh rate for any of the scaled
modes.
As mentioned previously, the RandR 1.2 mode list contains only modes which
are supported by the display. Modern applications that wish to set modes
other than those available in the RandR 1.2 mode list are encouraged to use
RandR 1.2 transformations to program any required scaling operations. For
example, the 'xrandr' utility can program RandR scaling transformations,
and the following command can scale a 1280x720 mode to a display connected
to output DVI-I-0 that does not support the desired mode, but does support
1920x1080:
xrandr --output DVI-I-0 --mode 1920x1080 --scale-from 1280x720
______________________________________________________________________________
Chapter 8. Common Problems
______________________________________________________________________________
This section provides solutions to common problems associated with the NVIDIA
Linux x86_64 Driver.
Q. My X server fails to start, and my X log file contains the error:
(EE) NVIDIA(0): The NVIDIA kernel module does not appear to
(EE) NVIDIA(0): be receiving interrupts generated by the NVIDIA
graphics
(EE) NVIDIA(0): device PCI:x:x:x. Please see the COMMON PROBLEMS
(EE) NVIDIA(0): section in the README for additional information.
A. This can be caused by a variety of problems, such as PCI IRQ routing
errors, I/O APIC problems, conflicts with other devices sharing the IRQ (or
their drivers), or MSI compatibility problems.
If possible, configure your system such that your graphics card does not
share its IRQ with other devices (try moving the graphics card to another
slot if applicable, unload/disable the driver(s) for the device(s) sharing
the card's IRQ, or remove/disable the device(s)).
Depending on the nature of the problem, one of (or a combination of) these
kernel parameters might also help:
Parameter Behavior
-------------- ---------------------------------------------------
pci=noacpi don't use ACPI for PCI IRQ routing
pci=biosirq use PCI BIOS calls to retrieve the IRQ routing
table
noapic don't use I/O APICs present in the system
acpi=off disable ACPI
The problem may also be caused by MSI compatibility problems. See "MSI
Interrupts" for details.
Q. X starts for me, but OpenGL applications terminate immediately.
A. If X starts but you have trouble with OpenGL, you most likely have a
problem with other libraries in the way, or there are stale symlinks. See
Chapter 5 for details. Sometimes, all it takes is to rerun 'ldconfig'.
You should also check that the correct extensions are present;
% xdpyinfo
should show the "GLX" and "NV-GLX" extensions present. If these two
extensions are not present, then there is most likely a problem loading the
glx module, or it is unable to implicitly load GLcore. Check your X config
file and make sure that you are loading glx (see Chapter 6). If your X
config file is correct, then check the X log file for warnings/errors
pertaining to GLX. Also check that all of the necessary symlinks are in
place (refer to Chapter 5).
Q. When Xinerama is enabled, my stereo glasses are shuttering only when the
stereo application is displayed on one specific X screen. When the
application is displayed on the other X screens, the stereo glasses stop
shuttering.
A. This problem occurs with DDC and "blue line" stereo glasses, that get the
stereo signal from one video port of the graphics card. When a X screen
does not display any stereo drawable the stereo signal is disabled on the
associated video port.
Forcing stereo flipping allows the stereo glasses to shutter continuously.
This can be done by enabling the OpenGL control "Force Stereo Flipping" in
nvidia-settings, or by setting the X configuration option
"ForceStereoFlipping" to "1".
Q. Stereo is not in sync across multiple displays.
A. There are two cases where this may occur. If the displays are attached to
the same GPU, and one of them is out of sync with the stereo glasses, you
will need to reconfigure your monitors to drive identical mode timings; see
Chapter 18 for details.
If the displays are attached to different GPUs, the only way to synchronize
stereo across the displays is with a RTX PRO Sync device, which is only
supported by certain NVIDIA RTX/Quadro cards. See Chapter 32 for details.
Q. I just upgraded my kernel, and now the NVIDIA kernel module will not load.
A. The kernel interface layer of the NVIDIA kernel module must be compiled
specifically for the configuration and version of your kernel. If you
upgrade your kernel, then the simplest solution is to reinstall the driver.
ADVANCED: You can install the NVIDIA kernel module for a non running kernel
(for example: in the situation where you just built and installed a new
kernel, but have not rebooted yet) with a command line such as this:
# sh NVIDIA-Linux-x86_64-580.95.05.run --kernel-name='KERNEL_NAME'
Where 'KERNEL_NAME' is what 'uname -r' would report if the target kernel
were running.
Q. Installing the driver fails with:
Unable to load the kernel module 'nvidia.ko'.
My X server fails to start, and my X log file contains the error:
(EE) NVIDIA(0): Failed to load the NVIDIA kernel module!
A. `nvidia-installer` attempts to load the NVIDIA kernel module before
installing the driver, and will abort if this test load fails. Similarly,
if the kernel module fails to load when starting the an X server with the
NVIDIA X driver, the X server will fail to start.
If the NVIDIA kernel module fails to load, you should check the output of
`dmesg` for kernel error messages and/or attempt to load the kernel module
explicitly with `modprobe nvidia`. There are a number of common failure
cases:
o Some symbols that the kernel module depends on failed to be resolved.
If this happens, then the kernel module was most likely built against
a Linux kernel source tree (or kernel headers) for a kernel revision
or configuration that doesn't match the running kernel.
In some cases, the NVIDIA kernel module may fail to resolve symbols
due to those symbols being provided by modules that were built as
part of the configuration of the currently running kernel, but which
are not installed. For example, some distributions, such as Ubuntu
14.04, provide the DRM kernel module in an optionally installed
package (in the case of Ubuntu 14.04, linux-image-extra), but the
kernel headers will reflect the availability of DRM regardless of
whether the module that provides it is actually installed. The NVIDIA
kernel module build will detect the availability of DRM when
building, but will fail at load time with messages such as:
nvidia: Unknown symbol drm_open (err 0)
If any of the NVIDIA kernel modules fail to load due to unresolved
symbols, and you are certain that the modules were built against the
correct kernel source tree (or headers), check to see if there are
any optionally installable modules that might provide these symbols
which are not currently installed. If you believe that you might not
be using the correct kernel sources/headers, you can specify their
location when you install the NVIDIA driver using the
--kernel-source-path command line option (see `sh
NVIDIA-Linux-x86_64-580.95.05.run --advanced-options` for details).
o Nouveau, or another driver, is already using the GPU. See Interaction
with the Nouveau Driver for more information on Nouveau and how to
disable it.
o The kernel requires that kernel modules carry a valid signature from
a trusted key, and the NVIDIA kernel module is unsigned, or has an
invalid or untrusted signature. This may happen, for example, on some
systems with UEFI Secure Boot enabled. See "Signing the NVIDIA Kernel
Module" in Chapter 4 for more information about signing the kernel
module.
o No supported GPU is detected, either because no NVIDIA GPUs are
detected in the system, or because none of the NVIDIA GPUs which are
present are supported by this version of the NVIDIA kernel module.
See Appendix A for information on which GPUs are supported by which
driver versions.
Q. Installing the NVIDIA kernel module gives an error message like:
#error Modules should never use kernel-headers system headers
#error but headers from an appropriate kernel-source
A. You need to install the source for the Linux kernel. In most situations you
can fix this problem by installing the kernel-source or kernel-devel
package for your distribution
Q. OpenGL applications crash and print out the following warning:
WARNING: Your system is running with a buggy dynamic loader.
This may cause crashes in certain applications. If you
experience crashes you can try setting the environment
variable __GL_SINGLE_THREADED to 1. For more information,
consult the FREQUENTLY ASKED QUESTIONS section in
the file /usr/share/doc/NVIDIA_GLX-1.0/README.txt.
A. The dynamic loader on your system has a bug which will cause applications
linked with pthreads, and that dlopen() libGL multiple times, to crash.
This bug is present in older versions of the dynamic loader. Distributions
that shipped with this loader include but are not limited to Red Hat Linux
6.2 and Mandrake Linux 7.1. Version 2.2 and later of the dynamic loader are
known to work properly. If the crashing application is single threaded then
setting the environment variable '__GL_SINGLE_THREADED' to "1" will prevent
the crash. In the bash shell you would enter:
% export __GL_SINGLE_THREADED=1
and in csh and derivatives use:
% setenv __GL_SINGLE_THREADED 1
Previous releases of the NVIDIA Accelerated Linux Graphics Driver attempted
to work around this problem. Unfortunately, the workaround caused problems
with other applications and was removed after version 1.0-1541.
Q. Quake3 crashes when changing video modes.
A. You are probably experiencing a problem described above. Please check the
text output for the "WARNING" message described in the previous hint.
Setting '__GL_SINGLE_THREADED' to "1" as will fix the problem.
Q. I cannot build the NVIDIA kernel module, or, I can build the NVIDIA kernel
module, but modprobe/insmod fails to load the module into my kernel.
A. These problems are generally caused by the build using the wrong kernel
header files (i.e. header files for a different kernel version than the one
you are running). The convention used to be that kernel header files should
be stored in '/usr/include/linux/', but that is deprecated in favor of
'/lib/modules/RELEASE/build/include' (where RELEASE is the result of 'uname
-r'. The 'nvidia-installer' should be able to determine the location on
your system; however, if you encounter a problem you can force the build to
use certain header files by using the --kernel-include-dir option. For this
to work you will of course need the appropriate kernel header files
installed on your system. Consult the documentation that came with your
distribution; some distributions do not install the kernel header files by
default, or they install headers that do not coincide properly with the
kernel you are running.
Q. Compiling the NVIDIA kernel module gives this error:
You appear to be compiling the NVIDIA kernel module with
a compiler different from the one that was used to compile
the running kernel. This may be perfectly fine, but there
are cases where this can lead to unexpected behavior and
system crashes.
If you know what you are doing and want to override this
check, you can do so by setting IGNORE_CC_MISMATCH.
In any other case, set the CC environment variable to the
name of the compiler that was used to compile the kernel.
A. You should compile the NVIDIA kernel module with the same compiler version
that was used to compile your kernel. Some Linux kernel data structures are
dependent on the version of gcc used to compile it; for example, in
'include/linux/spinlock.h':
...
* Most gcc versions have a nasty bug with empty initializers.
*/
#if (__GNUC__ > 2)
typedef struct { } rwlock_t;
#define RW_LOCK_UNLOCKED (rwlock_t) { }
#else
typedef struct { int gcc_is_buggy; } rwlock_t;
#define RW_LOCK_UNLOCKED (rwlock_t) { 0 }
#endif
If the kernel is compiled with gcc 2.x, but gcc 3.x is used when the kernel
interface is compiled (or vice versa), the size of rwlock_t will vary, and
things like ioremap will fail. To check what version of gcc was used to
compile your kernel, you can examine the output of:
% cat /proc/version
To check what version of gcc is currently in your '$PATH', you can examine
the output of:
% gcc -v
Q. I recently updated various libraries on my system using my Linux
distributor's update utility, and the NVIDIA graphics driver no longer
works.
A. Conflicting libraries may have been installed by your distribution's update
utility; see Chapter 5 for details on how to diagnose this.
Q. I have rebuilt the NVIDIA kernel module, but when I try to insert it, I get
a message telling me I have unresolved symbols.
A. Unresolved symbols are most often caused by a mismatch between your kernel
sources and your running kernel. They must match for the NVIDIA kernel
module to build correctly. Make sure your kernel sources are installed and
configured to match your running kernel.
Q. OpenGL applications leak significant amounts of memory on my system!
A. If your kernel is making use of the -rmap VM, the system may be leaking
memory due to a memory management optimization introduced in -rmap14a. The
-rmap VM has been adopted by several popular distributions, the memory leak
is known to be present in some of the distribution kernels; it has been
fixed in -rmap15e.
If you suspect that your system is affected, try upgrading your kernel or
contact your distribution's vendor for assistance.
Q. When I try to install the driver, the installer claims that X is running,
even though I have exited X.
A. The installer detects the presence of an X server by checking for the X
server's lock files: '/tmp/.Xn-lock', where 'n' is the number of the X
Display (the installer checks for X Displays 0-7). If you have exited X,
but one of these files has been left behind, then you will need to manually
delete the lock file. DO NOT remove this file if X is still running!
Q. Why does the VBIOS fail to load on my Optimus system?
A. On some notebooks with Optimus graphics, the NVIDIA driver may not be able
to retrieve the Video BIOS due to interactions between the System BIOS and
the Linux kernel's ACPI subsystem. On affected notebooks, applications that
require the GPU will fail, and messages like the following may appear in
the system log:
NVRM: failed to copy vbios to system memory.
NVRM: RmInitAdapter failed! (0x30:0xffffffff:858)
NVRM: rm_init_adapter(0) failed
Such problems are typically beyond the control of the NVIDIA driver, which
relies on proper cooperation of ACPI and the System BIOS to retrieve
important information about the GPU, including the Video BIOS.
Q. OpenGL applications do not work with driver version 364.xx and later, which
worked with previous driver versions
A. Release 361 of the NVIDIA Linux driver introduced OpenGL libraries built
upon the libglvnd (GL Vendor Neutral Dispatch) architecture, to allow for
the coexistence of multiple OpenGL implementations on the same system.
Beginning with release 364, the GLVND libraries are installed by default.
By design, GLVND conforms with the Linux OpenGL ABI version 1.0 as defined
at https://www.opengl.org/registry/ABI/ and exposes all required entry
points; however, applications which depend upon specifics of the NVIDIA
OpenGL implementation which fall outside of the OpenGL ABI may be
incompatible with a GLVND-based OpenGL implementation.
If you encounter an application which is incompatible with GLVND, please
contact the application vendor to inform them that their application will
need to be updated to ensure compatibility with GLVND.
Q. Vulkan applications crash when entering or leaving fullscreen, or when
resized
A. Resizing a Vulkan application generates events that trigger an out-of-date
swapchain.
Fullscreen Vulkan applications are optimized for performance by the driver.
This optimization also generates events that trigger an out-of-date
swapchain upon entering or leaving fullscreen mode. This is commonly
encountered when using the alt-tab key combination, for example.
Applications that do not properly respond to the VK_ERROR_OUT_OF_DATE_KHR
return code may not function properly when these events occur. The expected
behavior is documented in section 30.8 of the Vulkan specification.
Q. The Vulkan ICD has dependencies on X libraries
A. By default, nvidia-installer creates a /etc/vulkan/icd.d/nvidia_icd.json
that points to libGLX_nvidia.so.0. This DSO has dependencies on X
libraries.
It is possible to avoid those dependencies by hand editing that file to
point to libEGL_nvidia.so.0 instead. However in that case, an application
will only be able to create non-X swapchains if it wants to present frames.
Q. Vulkan applications show up as a blank window
A. The Vulkan application may be choosing your iGPU instead of your NVIDIA
dGPU. Starting with the 435 driver series, you can set the following
environment variable to force the Vulkan loader to list NVIDIA GPUs before
other devices:
__NV_PRIME_RENDER_OFFLOAD=1
This can be used even if the system is not otherwise configured to use
PRIME Render Offload.
In order to prefer discrete GPUs over integrated GPUs, application
developers can check the VkPhysicalDeviceProperties::deviceType field when
querying available physical devices.
Q. My Wayland compositor or Vulkan Direct-To-Display application does not
start as a regular user.
A. Starting in the 570 release series, the nvidia-drm driver enables DRM fbdev
support by default, when the nvidia-drm "modeset=1" kernel module parameter
is also enabled. In this configuration, applications that require modeset
capability will need read/write access to the "/dev/dri/cardN" device file
corresponding to the display GPU, or they may fail to start.
Common applications include Wayland compositors and Vulkan
direct-to-display. Many Linux distributions use the "video" UNIX group to
provide read/write access to the DRI device nodes. If that is the case,
then adding your user to the "video" group may solve this problem.
Q. OpenGL applications are running slowly
A. The application is probably using a different library that still remains on
your system, rather than the NVIDIA supplied OpenGL library. See Chapter 5
for details.
Q. Fonts are incorrectly sized after installing the NVIDIA driver.
A. Incorrectly sized fonts are generally caused by incorrect DPI (Dots Per
Inch) information. You can check what X thinks the physical size of your
monitor is, by running:
% xdpyinfo | grep dimensions
This will report the size in pixels, and in millimeters.
If these numbers are wrong, you can correct them by modifying the X
server's DPI setting. See Appendix E for details.
Q. OpenGL applications don't work, and my X log file contains the error:
(EE) NVIDIA(0): Unable to map device node /dev/zero with read and write
(EE) NVIDIA(0): privileges. The GLX extension will be disabled on this
(EE) NVIDIA(0): X screen. Please see the COMMON PROBLEMS section in
the
(EE) NVIDIA(0): README for more information.
A. The NVIDIA OpenGL driver must be able to map anonymous memory with read and
write execute privileges in order to function correctly. The driver needs
this ability to allocate aligned memory, which is used for certain
optimizations. Currently, GLX cannot run without these optimizations.
Q. My log file contains a message like the following:
(WW) NVIDIA(GPU-0): Unable to enter interactive mode, because
non-interactive
(WW) NVIDIA(GPU-0): mode has been previously requested. The most common
(WW) NVIDIA(GPU-0): cause is that a GPU compute application is currently
(WW) NVIDIA(GPU-0): running. Please see the README for details.
A. This indicates that the X driver was not able to put the GPU in interactive
mode, because another program has requested non-interactive mode. The GPU
watchdog will not run, and long-running GPU compute programs may cause the
X server and OpenGL programs to hang. If you intend to run long-running GPU
compute programs, set the "Interactive" option to "off" to disable
interactive mode.
Q. I see a blank screen or an error message instead of a login screen or
desktop session
A. Installation or configuration problems may prevent the X server, a
login/session manager, or a desktop environment from starting correctly. If
your system is failing to display a login screen, or failing to start a
desktop session, try the following troubleshooting steps:
o Make sure that you are using the correct X driver for your
configuration. Recent X servers will be able to automatically select
the correct X driver in many cases, but if your X server does not
automatically select the correct driver, you may need to manually
configure it. For example, systems with multiple GPUs will likely
require a PCI BusID in the "Device" section of the X configuration
file, in order to specify which GPU is to be used.
If you are planning to use NVIDIA GPUs for graphics, you can run the
'nvidia-xconfig' utility to automatically generate a simple X
configuration file that uses the NVIDIA X driver. If you are not
using NVIDIA GPUs for graphics (e.g. on a server system where
displays are driven by an onboard graphics controller, and NVIDIA
GPUs are used for non-graphical computational purposes only), DO NOT
run 'nvidia-xconfig'.
o Some recent desktop environments (e.g. GNOME 3, Unity), window
managers (e.g. mutter, compiz), and session managers (e.g. gdm3)
require a working OpenGL driver in order to function correctly. In
addition to making sure that the X server is configured to use the
correct X driver for your configuration, please ensure that you are
using the correct OpenGL driver to match your X driver.
If you are not using NVIDIA GPUs for graphical purposes, try
installing the driver with the --no-opengl-files option on the
installer's command line to prevent the installer from overwriting
any existing OpenGL installation, which may be needed for proper
OpenGL functionality on whichever graphics controller is to be used
on the system.
o Some desktop environments (e.g. GNOME 3, Unity) and window managers
(e.g. mutter) do not properly support multiple X screens, leaving you
with a blank screen displaying only a cursor on the non-primary X
screen. If you encounter such a problem, try configuring X with a
single X screen, or switching to a different desktop environment or
window manager.
o Desktop environments, window managers, and session managers that
require OpenGL typically also require the X Composite extension. If
you have disabled the Composite extension, either explicitly, or by
enabling a feature that is not compatible with it, try re-enabling
the extension (possibly by disabling any incompatible features). If
you are unable to satisfy your desired use case with the Composite
extension enabled, try switching to a different desktop environment,
window manager, and/or session manager that does not require
Composite.
o Check the X log (e.g. '/var/log/Xorg.0.log') for additional errors
not covered above. Warning or error messages in the log may highlight
a specific problem that can be fixed with a configuration adjustment.
Q. The display settings I configured in 'nvidia-settings' do not persist.
A. Depending on the type of configuration being performed, 'nvidia-settings'
will save configuration changes to one of several places:
o Static X server configuration changes are saved to the X
configuration file (e.g. '/etc/X11/xorg.conf'). These settings are
loaded by the X server when it starts, and cannot be changed without
restarting X.
o Dynamic, user-specific configuration changes are saved to
'~/.nvidia-settings-rc'. 'nvidia-settings' loads this file and
applies any settings contained within. These settings can be changed
without restarting the X server, and can typically be configured
through the 'nvidia-settings' command line interface as well, or via
the RandR and/or NV-CONTROL APIs.
o User-specific application profiles edited in 'nvidia-settings' are
saved to '~/.nv/nvidia-application-profiles-rc'. This file is loaded
along with the other files in the application profile search path by
the NVIDIA OpenGL driver when it is loaded by an OpenGL application.
The driver evaluates the application profiles to determine which
settings apply to the application. Changes made to this configuration
file while an application is already running will be applied when the
application is next restarted. See Appendix J for more information
about application profiles.
Settings in '~/.nvidia-settings-rc' only take effect when processed by
'nvidia-settings', and therefore will not be loaded by default when
starting a new X session. To load settings from '~/.nvidia-settings-rc'
without actually opening the 'nvidia-settings' control panel, use the
--load-config-only option on the 'nvidia-settings' command line.
'nvidia-settings --load-config-only' can be added to your login scripts to
ensure that your settings are restored when starting a new desktop session.
Even after 'nvidia-settings' has been run to restore any settings set in
'~/.nvidia-settings-rc', some desktop environments (e.g. GNOME, KDE, Unity,
Xfce) include advanced display configuration tools that may override
settings that were configured via 'nvidia-settings'. These tools may
attempt to restore their own display configuration when starting a new
desktop session, or when events such as display hotplugs, resolution
changes, or VT switches occur.
These tools may also override some types of settings that are stored in and
loaded from the X configuration file, such as any MetaMode strings that may
specify the initial display layouts of NVIDIA X screens. Although the
configuration of the initial MetaMode is static, it is possible to
dynamically switch to a different MetaMode after X has started. This can
have the effect of making the set of active displays, their resolutions,
and layout positions as configured in the 'nvidia-settings' control panel
appear to be ineffective, when in reality, this configuration was active
when starting X and then overridden later by the desktop environment.
If you believe that your desktop environment is overriding settings that
you configured in 'nvidia-settings', some possible solutions are:
o Use the display configuration tools provided as part of the desktop
environment (e.g. 'gnome-control-center display',
'gnome-display-properties', 'kcmshell4 display',
'unity-control-center display', 'xfce4-display-settings') to
configure your displays, instead of the 'nvidia-settings' control
panel or the 'xrandr' command line tool. Setting your desired
configuration using the desktop environment's tools should cause that
configuration to be the one which is restored when the desktop
environment overrides the existing configuration from
'nvidia-settings'. If you are not sure which tools your desktop
environment uses for display configuration, you may be able to
discover them by navigating any available system menus for "Display"
or "Monitor" control panels.
o For settings loaded from '~/.nvidia-settings-rc' which have been
overridden, run 'nvidia-settings --load-config-only' as needed to
reload the settings from '~/.nvidia-settings-rc'.
o Disable any features your desktop environment may have for managing
displays. (Note: this may disable other features, such as display
configuration tools that are integrated into the desktop.)
o Use a different desktop environment which does not actively manage
display configuration, or do not use any desktop environment at all.
Some systems may have multiple different display configuration utilities,
each with its own way of managing settings. In addition to conflicting with
'nvidia-settings', such tools may conflict with each other. If your system
uses more than one tool for configuring displays, make sure to check the
configuration of each tool when attempting to determine the source of any
unexpected display settings.
Q. My displays are reconfigured in unexpected ways when I plug in or unplug a
display, or power a display off and then power it on again.
A. This is a special case of the issues described in "Q. The display settings
I configured in nvidia-settings do not persist." in Chapter 8. Some desktop
environments which include advanced display configuration tools will
automatically configure the display layout in response to detected
configuration changes. For example, when a new display is plugged in, such
a desktop environment may attempt to restore the previous layout that was
used with the set of currently connected displays, or may configure a
default layout based upon its own policy.
On X servers with support for RandR 1.2 or later, the NVIDIA X driver
reports display hotplug events to the X server via RandR when displays are
connected and disconnected. These hotplug events may trigger a desktop
environment with advanced display management capabilities to change the
display configuration. These changes may affect settings such as the set of
active displays, their resolutions and positioning relative to each other,
per-display color correction settings, and more.
In addition to hotplug events generated by connecting or disconnecting
displays, DisplayPort displays will generate a hot unplug event when they
power off, and a hotplug event when they power on, even if no physical
plugging in or unplugging takes place. This can lead to hotplug-induced
display configuration changes without any actual hotplug action taking
place.
Upon suspend, the NVIDIA X driver will incur an implicit VT switch. If a
DisplayPort monitor is powered off when a VT switch or modeset occurs,
RandR will forget the configuration of that monitor. As a result, the
display will be left without a mode once powered back on. In the absence of
an RandR-aware window manager, bringing back the display will require
manually configuring it with RandR.
If display hotplug events are resulting in undesired configuration changes,
try the solutions and workarounds listed in "Q. The display settings I
configured in nvidia-settings do not persist." in Chapter 8. Another
workaround would be to disable the NVIDIA X driver's reporting of hotplug
events with the "UseHotplugEvents" X configuration option. Note that this
option will have no effect on DisplayPort devices, which must report all
hotplug events to ensure proper functionality.
Q. My remote desktop software doesn't work when no displays are attached.
A. Some desktop environments or window managers might not function correctly
if no displays are exposed via the RandR API. When the NVIDIA X driver is
configured for headless operation, either with 'Option
"AllowEmptyInitialConfiguration"' and no connected displays, with 'Option
"MetaModes" "NULL"', or with 'Option "UseDisplayDevice" "none"', it will
not expose any displays via RandR.
To work around software that requires RandR displays on a machine that is
only intended to be used remotely, you can connect a physical display, or
configure the X driver to behave as if a physical display were connected
using the "ConnectedMonitor" option. See Appendix B for additional
information about the "ConnectedMonitor" option.
INTERACTION WITH THE NOUVEAU DRIVER
Q. What is Nouveau, and why do I need to disable it?
A. Nouveau is a display driver for NVIDIA GPUs, developed as an open-source
project through reverse-engineering of the NVIDIA driver. It ships with
many current Linux distributions as the default display driver for NVIDIA
hardware. It is not developed or supported by NVIDIA, and is not related to
the NVIDIA driver, other than the fact that both Nouveau and the NVIDIA
driver are capable of driving NVIDIA GPUs. Only one driver can control a
GPU at a time, so if a GPU is being driven by the Nouveau driver, Nouveau
must be disabled before installing the NVIDIA driver.
Nouveau performs modesets in the kernel. This can make disabling Nouveau
difficult, as the kernel modeset is used to display a framebuffer console,
which means that Nouveau will be in use even if X is not running. As long
as Nouveau is in use, its kernel module cannot be unloaded, which will
prevent the NVIDIA kernel module from loading. It is therefore important to
make sure that Nouveau's kernel modesetting is disabled before installing
the NVIDIA driver.
Q. How do I prevent Nouveau from loading and performing a kernel modeset?
A. A simple way to prevent Nouveau from loading and performing a kernel
modeset is to add configuration directives for the module loader to a file
in one of the system's module loader configuration directories: for
example, '/etc/modprobe.d/' or '/usr/local/modprobe.d'. These configuration
directives can technically be added to any file in these directories, but
many of the existing files in these directories are provided and maintained
by your distributor, which may from time to time provide updated
configuration files which could conflict with your changes. Therefore, it
is recommended to create a new file, for example,
'/etc/modprobe.d/disable-nouveau.conf', rather than editing one of the
existing files, such as the popular '/etc/modprobe.d/blacklist.conf'. Note
that some module loaders will only look for configuration directives in
files whose names end with '.conf', so if you are creating a new file, make
sure its name ends with '.conf'.
Whether you choose to create a new file or edit an existing one, the
following two lines will need to be added:
blacklist nouveau
options nouveau modeset=0
The first line will prevent Nouveau's kernel module from loading
automatically at boot. It will not prevent manual loading of the module,
and it will not prevent the X server from loading the kernel module; see
"How do I prevent the X server from loading Nouveau?" below. The second
line will prevent Nouveau from doing a kernel modeset. Without the kernel
modeset, it is possible to unload Nouveau's kernel module, in the event
that it is accidentally or intentionally loaded.
You will need to reboot your system after adding these configuration
directives in order for them to take effect.
If nvidia-installer detects Nouveau is in use by the system, it will offer
to create such a modprobe configuration file to disable Nouveau.
Q. What if my initial ramdisk image contains Nouveau?
A. Some distributions include Nouveau in an initial ramdisk image (henceforth
referred to as "initrd" in this document, and sometimes also known as
"initramfs"), so that Nouveau's kernel modeset can take place as early as
possible in the boot process. This poses an additional challenge to those
who wish to prevent the modeset from occurring, as the modeset will occur
while the system is executing within the initrd, before any directives in
the module loader configuration files are processed.
If you have an initrd which loads the Nouveau driver, you will additionally
need to ensure that Nouveau is disabled in the initrd. In most cases,
rebuilding the initrd will pick up the module loader configuration files,
including any which may disable Nouveau. Please consult your distribution's
documentation on how to rebuild the initrd, as different distributions have
different tools for building and modifying the initrd. Some popular distro
initrd tools include: 'dracut', 'mkinitrd', and 'update-initramfs'.
Some initrds understand the rdblacklist parameter. On these initrds, as an
alternative to rebuilding the initrd, you can add the option
rdblacklist=nouveau to your kernel's boot parameters. On initrds that do
not support rdblacklist, it is possible to prevent Nouveau from performing
a kernel modeset by adding the option nouveau.modeset=0 to your kernel's
boot parameters. Note that nouveau.modeset=0 will prevent a kernel modeset,
but it may not prevent Nouveau from being loaded, so rebuilding the initrd
or using rdblacklist may be more effective than using nouveau.modeset=0.
Any changes to the default kernel boot parameters should be made in your
bootloader's configuration file(s), so that the options get passed to your
kernel every time the system is booted. Please consult your distribution's
documentation on how to configure your bootloader, as different
distributions use different bootloaders and configuration files.
Q. How do I prevent the X server from loading Nouveau?
A. Blacklisting Nouveau will only prevent it from being loaded automatically
at boot. If an X server is started as part of the normal boot process, and
that X server uses the Nouveau X driver, then the Nouveau kernel module
will still be loaded. Should this happen, you will be able to unload
Nouveau with `modprobe -r nouveau` after stopping the X server, as long as
you have taken care to prevent it from doing a kernel modeset; however, it
is probably better to just make sure that X does not load Nouveau in the
first place.
If your system is not configured to start an X server at boot, then you can
simply run the NVIDIA driver installer after rebooting. Otherwise, the
easiest thing to do is to edit your X server's configuration file so that
your X server uses a non-modesetting driver that is compatible with your
card, such as the 'vesa' driver. You can then stop X and install the driver
as usual. Please consult your X server's documentation to determine where
your X server configuration file is located.
______________________________________________________________________________
Chapter 9. Known Issues
______________________________________________________________________________
The following problems still exist in this release and are in the process of
being resolved.
Known Issues
Cache Aliasing
Cache aliasing occurs when multiple mappings to a physical page of memory
have conflicting caching states, such as cached and uncached. Due to these
conflicting states, data in that physical page may become corrupted when
the processor's cache is flushed. If that page is being used for DMA by a
driver such as NVIDIA's graphics driver, this can lead to hardware
stability problems and system lockups.
NVIDIA has encountered bugs with some Linux kernel versions that lead to
cache aliasing. Although some systems will run perfectly fine when cache
aliasing occurs, other systems will experience severe stability problems,
including random lockups. Users experiencing stability problems due to
cache aliasing will benefit from updating to a kernel that does not cause
cache aliasing to occur.
Valgrind
The NVIDIA OpenGL implementation makes use of self modifying code. To
force Valgrind to retranslate this code after a modification you must run
using the Valgrind command line option:
--smc-check=all
Without this option Valgrind may execute incorrect code causing incorrect
behavior and reports of the form:
==30313== Invalid write of size 4
Driver fails to initialize when MSI interrupts are enabled
The Linux NVIDIA driver uses Message Signaled Interrupts (MSI) by default.
This provides compatibility and scalability benefits, mainly due to the
avoidance of IRQ sharing.
Some systems have been seen to have problems supporting MSI, while working
fine with virtual wire interrupts. These problems manifest as an inability
to start X with the NVIDIA driver, or CUDA initialization failures. The
NVIDIA driver will then report an error indicating that the NVIDIA kernel
module does not appear to be receiving interrupts generated by the GPU.
Problems have also been seen with suspend/resume while MSI is enabled. All
known problems have been fixed, but if you observe problems with
suspend/resume that you did not see with previous drivers, disabling MSI
may help you.
NVIDIA is working on a long-term solution to improve the driver's out of
the box compatibility with system configurations that do not fully support
MSI.
MSI interrupts can be disabled via the NVIDIA kernel module parameter
"NVreg_EnableMSI=0". This can be set on the command line when loading the
module, or more appropriately via your distribution's kernel module
configuration files (such as those under /etc/modprobe.d/).
Console restore behavior
The Linux NVIDIA driver uses the nvidia-modeset module for console restore
whenever it can. Currently, the improved console restore mechanism is used
on systems that boot with the UEFI Graphics Output Protocol driver, and on
systems that use supported VESA linear graphical modes. Note that VGA
text, color index, planar, banked, and some linear modes cannot be
supported, and will use the older console restore method instead.
When the new console restore mechanism is in use and the nvidia-modeset
module is initialized (e.g. because an X server is running on a different
VT, nvidia-persistenced is running, or the nvidia_drm module is loaded
with the "modeset=1" parameter), then nvidia-modeset will respond to hot
plug events by displaying the console on as many displays as it can. Note
that to save power, it may not display the console on all connected
displays.
Vulkan and device enumeration
Starting with the X.Org X server version 1.20.7, it is possible to
enumerate all the NVIDIA devices in the system if the application is able
to open a connection to the X server. However, such applications will only
be able to create an Xlib or XCB swapchain on the device driving the X
screen. Such a device can be identified by using the
vkGetPhysicalDeviceSurfaceSupportKHR() API.
Prior to the X.Org X server version 1.20.7, it is not possible to
enumerate multiple devices if one of them will be used to present to an
X11 swapchain. It is still possible to enumerate multiple devices even if
one of them is driving an X screen, if the devices will be used for Vulkan
offscreen rendering or presenting to a display swapchain. For that, make
sure that the application cannot open a display connection to an X server
by, for example, unsetting the DISPLAY environment variable.
Restricting access to GPU performance counters
NVIDIA Developer Tools allow developers to debug, profile, and develop
software for NVIDIA GPUs. GPU performance counters are integral to these
tools. By default, access to the GPU performance counters is restricted to
root, and other users with the CAP_SYS_ADMIN capability, for security
reasons. If developers require access to the NVIDIA Developer Tools, a
system administrator can accept the security risk and allow access to
users without the CAP_SYS_ADMIN capability.
Wider access to GPU performance counters can be granted by setting the
kernel module parameter "NVreg_RestrictProfilingToAdminUsers=0" in the
nvidia.ko kernel module. This can be set on the command line when loading
the module, or more appropriately via your distribution's kernel module
configuration files (such as those under /etc/modprobe.d/).
Driver fails to initialize with some versions of RHEL 8
Some versions of Red Hat Enterprise Linux 8 kernels have a bug that causes
driver initialization to fail with an error such as:
NVRM: Xid (PCI:0000:09:00): 79, pid=2172, GPU has fallen off the bus.
NVRM: GPU 0000:09:00.0: GPU has fallen off the bus.
NVRM: GPU 0000:09:00.0: RmInitAdapter failed! (0x26:0x65:1239)
NVRM: GPU 0000:09:00.0: rm_init_adapter failed, device minor number 0
See the Red Hat knowledge base article
https://access.redhat.com/solutions/5825061 to find the specific affected
and fixed kernel versions.
Driver fails to load on Linux kernel versions 5.18 through 5.18.19 with
CONFIG_X86_KERNEL_IBT enabled
The NVIDIA driver fails to load on IBT (Indirect Branch Tracking)
supported CPUs running Linux kernel versions 5.18 to 5.18.19, when IBT is
enabled, with the following error:
error "traps: Missing ENDBR:"
This issue is not seen with Linux kernels having the following commit:
commit 3c6f9f77e618 (objtool: Rework ibt and extricate from stack
validation)
The aforementioned commit is available in Linux kernel versions 5.19 and
later. The NVIDIA driver's IBT support works with Linux kernels containing
commit 3c6f9f77e618 (5.19 and later). Please use the kernel boot parameter
"ibt=off" as a workaround on kernels without that commit.
Notebooks
If you are using a notebook see the "Known Notebook Issues" in Chapter 16.
Texture seams in Quake 3 engine
Many games based on the Quake 3 engine set their textures to use the
"GL_CLAMP" clamping mode when they should be using "GL_CLAMP_TO_EDGE".
This was an oversight made by the developers because some legacy NVIDIA
GPUs treat the two modes as equivalent. The result is seams at the edges
of textures in these games. To mitigate this, older versions of the NVIDIA
display driver remap "GL_CLAMP" to "GL_CLAMP_TO_EDGE" internally to
emulate the behavior of the older GPUs, but this workaround has been
disabled by default. To re-enable it, uncheck the "Use Conformant Texture
Clamping" checkbox in nvidia-settings before starting any affected
applications.
FSAA
When FSAA is enabled (the __GL_FSAA_MODE environment variable is set to a
value that enables FSAA and a multisample visual is chosen), the rendering
may be corrupted when resizing the window.
libGL DSO finalizer and pthreads
When a multithreaded OpenGL application exits, it is possible for libGL's
DSO finalizer (also known as the destructor, or "_fini") to be called
while other threads are executing OpenGL code. The finalizer needs to free
resources allocated by libGL. This can cause problems for threads that are
still using these resources. Setting the environment variable
"__GL_NO_DSO_FINALIZER" to "1" will work around this problem by forcing
libGL's finalizer to leave its resources in place. These resources will
still be reclaimed by the operating system when the process exits. Note
that the finalizer is also executed as part of dlclose(3), so if you have
an application that dlopens(3) and dlcloses(3) libGL repeatedly,
"__GL_NO_DSO_FINALIZER" will cause libGL to leak resources until the
process exits. Using this option can improve stability in some
multithreaded applications, including Java3D applications.
Thread cancellation
Canceling a thread (see pthread_cancel(3)) while it is executing in the
OpenGL driver causes undefined behavior. For applications that wish to use
thread cancellation, it is recommended that threads disable cancellation
using pthread_setcancelstate(3) while executing OpenGL or GLX commands.
This section describes problems that will not be fixed. Usually, the source of
the problem is beyond the control of NVIDIA. Following is the list of
problems:
Problems that Will Not Be Fixed
NV-CONTROL versions 1.8 and 1.9
Version 1.8 of the NV-CONTROL X Extension introduced target types for
setting and querying attributes as well as receiving event notification on
targets. Targets are objects like X Screens, GPUs and RTX PRO Sync
devices. Previously, all attributes were described relative to an X
Screen. These new bits of information (target type and target id) were
packed in a non-compatible way in the protocol stream such that addressing
X Screen 1 or higher would generate an X protocol error when mixing
NV-CONTROL client and server versions.
This packing problem has been fixed in the NV-CONTROL 1.10 protocol,
making it possible for the older (1.7 and prior) clients to communicate
with NV-CONTROL 1.10 servers. Furthermore, the NV-CONTROL 1.10 client
library has been updated to accommodate the target protocol packing bug
when communicating with a 1.8 or 1.9 NV-CONTROL server. This means that
the NV-CONTROL 1.10 client library should be able to communicate with any
version of the NV-CONTROL server.
NVIDIA recommends that NV-CONTROL client applications relink with version
1.10 or later of the NV-CONTROL client library (libXNVCtrl.a, in the
nvidia-settings-580.95.05.tar.bz2 tarball). The version of the client
library can be determined by checking the NV_CONTROL_MAJOR and
NV_CONTROL_MINOR definitions in the accompanying nv_control.h.
The only web released NVIDIA Linux driver that is affected by this problem
(i.e., the only driver to use either version 1.8 or 1.9 of the NV-CONTROL
X extension) is 1.0-8756.
CPU throttling reducing memory bandwidth on IGP systems
For some models of CPU, the CPU throttling technology may affect not only
CPU core frequency, but also memory frequency/bandwidth. On systems using
integrated graphics, any reduction in memory bandwidth will affect the GPU
as well as the CPU. This can negatively affect applications that use
significant memory bandwidth, such as video decoding using VDPAU, or
certain OpenGL operations. This may cause such applications to run with
lower performance than desired.
To work around this problem, NVIDIA recommends configuring your CPU
throttling implementation to avoid reducing memory bandwidth. This may be
as simple as setting a certain minimum frequency for the CPU.
Depending on your operating system and/or distribution, this may be as
simple as writing to a configuration file in the /sys or /proc
filesystems, or other system configuration file. Please read, or search
the Internet for, documentation regarding CPU throttling on your operating
system.
VDPAU initialization failures on supported GPUs
If VDPAU gives the VDP_STATUS_NO_IMPLEMENTATION error message on a GPU
which was labeled or specified as supporting PureVideo or PureVideo HD,
one possible reason is a hardware defect. After ruling out any other
software problems, NVIDIA recommends returning the GPU to the manufacturer
for a replacement.
Some applications, such as Quake 3, crash after querying the OpenGL extension
string
Some applications have bugs that are triggered when the extension string
is longer than a certain size. As more features are added to the driver,
the length of this string increases and can trigger these sorts of bugs.
You can limit the extensions listed in the OpenGL extension string to the
ones that appeared in a particular version of the driver by setting the
"__GL_ExtensionStringVersion" environment variable to a particular version
number. For example,
__GL_ExtensionStringVersion=17700 quake3
will run Quake 3 with the extension string that appeared in the 177.*
driver series. Limiting the size of the extension string can work around
this sort of application bug.
gnome-shell doesn't update until a window is moved
Versions of libcogl prior to 1.10.x have a bug which causes
glBlitFramebuffer() calls used to update the window to be clipped by a 0x0
scissor (see https://bugzilla.gnome.org/show_bug.cgi?id=690451 for more
details). To work around this bug, the scissor test can be disabled by
setting the "__GL_ConformantBlitFramebufferScissor" environment variable
to 0. Note this version of the NVIDIA driver comes with an application
profile which automatically disables this test if libcogl is detected in
the process.
Some X servers ignore the RandR transform filter during a modeset request
The RandR layer of the X server attempts to ignore redundant
RRSetCrtcConfig requests. If the only property changed by an
RRSetCrtcConfig request is the transform filter, some X servers will
ignore the request as redundant. This can be worked around by also
changing other properties, such as the mode, transformation matrix, etc.
______________________________________________________________________________
Chapter 10. Allocating DMA Buffers on 64-bit Platforms
______________________________________________________________________________
NVIDIA GPUs have limits on how much physical memory they can address. This
directly impacts DMA buffers, as a DMA buffer allocated in physical memory
that is unaddressable by the NVIDIA GPU cannot be used (or may be truncated,
resulting in bad memory accesses). See Chapter 42 for details on the
addressing limitations of specific GPUs.
When an NVIDIA GPU has an addressing limit less than the maximum possible
physical system memory address, the NVIDIA Linux driver will use the
__GFP_DMA32 flag to limit system memory allocations to the lowest 4 GB of
physical memory in order to guarantee accessibility. This restriction applies
even if there is hardware capable of remapping physical memory into an
accessible range present, such as an IOMMU, because the NVIDIA Linux driver
cannot determine at the time of memory allocation whether the memory can be
remapped. This limitation can significantly reduce the amount of physical
memory available to the NVIDIA GPU in some configurations.
The Linux kernel requires that device drivers use the DMA remapping APIs to
make physical memory accessible to devices, even when no remapping hardware is
present. The NVIDIA Linux driver generally adheres to this requirement, except
when it detects that the remapping is implemented using the SWIOTLB, which is
not supported by the NVIDIA Linux driver. When the NVIDIA Linux driver detects
that the SWIOTLB is in use, it will instead calculate the correct bus address
needed to access a physical allocation instead of calling the kernel DMA
remapping APIs to do so, as SWIOTLB space is very limited and exhaustion can
result in a kernel panic.
The NVIDIA Linux driver does not generally limit its usage of the Linux kernel
DMA remapping APIs, and this can result in IOMMU space exhaustion when large
amounts of physical memory are remapped for use by the NVIDIA GPU. Most modern
IOMMU drivers generally fail gracefully when IOMMU space is exhausted, but
NVIDIA recommends configuring the IOMMU in such a way to avoid resource
exhaustion if possible, either by increasing the size of the IOMMU or
disabling the IOMMU.
On AMD's AMD64 platform, the size of the IOMMU can be configured in the system
BIOS or, if no IOMMU BIOS option is available, using the 'iommu=memaper'
kernel parameter. This kernel parameter expects an order and instructs the
Linux kernel to create an IOMMU of size 32 MB^order overlapping physical
memory. If the system's default IOMMU is smaller than 64 MB, the Linux kernel
automatically replaces it with a 64 MB IOMMU.
______________________________________________________________________________
Chapter 11. Specifying OpenGL Environment Variable Settings
______________________________________________________________________________
11A. FULL SCENE ANTIALIASING
Antialiasing is a technique used to smooth the edges of objects in a scene to
reduce the jagged "stairstep" effect that sometimes appears. By setting the
appropriate environment variable, you can enable full-scene antialiasing in
any OpenGL application on these GPUs.
Several antialiasing methods are available and you can select between them by
setting the __GL_FSAA_MODE environment variable appropriately. Note that
increasing the number of samples taken during FSAA rendering may decrease
performance.
To see the available values for __GL_FSAA_MODE along with their descriptions,
run:
nvidia-settings --query=fsaa --verbose
The __GL_FSAA_MODE environment variable uses the same integer values that are
used to configure FSAA through nvidia-settings and the NV-CONTROL X extension.
In other words, these two commands are equivalent:
export __GL_FSAA_MODE=5
nvidia-settings --assign FSAA=5
Note that there are three FSAA related configuration attributes (FSAA,
FSAAAppControlled and FSAAAppEnhanced) which together determine how a GL
application will behave. If FSAAAppControlled is 1, the FSAA specified through
nvidia-settings will be ignored, in favor of what the application requests
through FBConfig selection. If FSAAAppControlled is 0 but FSAAAppEnhanced is
1, then the FSAA value specified through nvidia-settings will only be applied
if the application selected a multisample FBConfig.
Therefore, to be completely correct, the nvidia-settings command line to
unconditionally assign FSAA should be:
nvidia-settings --assign FSAA=5 --assign FSAAAppControlled=0 --assign
FSAAAppEnhanced=0
The driver may not be able to support a particular FSAA mode for a given
application due to video or system memory limitations. In that case, the
driver will silently fall back to a less demanding FSAA mode.
11B. FAST APPROXIMATE ANTIALIASING (FXAA)
Fast approximate antialiasing is an antialiasing mode supported by the NVIDIA
graphics driver that offers advantages over traditional multisampling and
supersampling methods. This mode is incompatible with UBB, triple buffering,
and other antialiasing methods. To enable this mode, run:
nvidia-settings --assign FXAA=1
nvidia-settings will automatically disable incompatible features when this
command is run. Users may wish to disable use of FXAA for individual
applications when FXAA is globally enabled. This can be done by setting the
environment variable __GL_ALLOW_FXAA_USAGE to 0. __GL_ALLOW_FXAA_USAGE has no
effect when FXAA is globally disabled.
11C. ANISOTROPIC TEXTURE FILTERING
Automatic anisotropic texture filtering can be enabled by setting the
environment variable __GL_LOG_MAX_ANISO. The possible values are:
__GL_LOG_MAX_ANISO Filtering Type
---------------------------------- ----------------------------------
0 No anisotropic filtering
1 2x anisotropic filtering
2 4x anisotropic filtering
3 8x anisotropic filtering
4 16x anisotropic filtering
11D. VBLANK SYNCING
The __GL_SYNC_TO_VBLANK (boolean) environment variable can be used to control
whether swaps are synchronized to a display device's vertical refresh.
o Setting __GL_SYNC_TO_VBLANK=0 allows glXSwapBuffers to swap without
waiting for vblank.
o Setting __GL_SYNC_TO_VBLANK=1 forces glXSwapBuffers to synchronize with
the vertical blanking period. This is the default behavior.
When sync to vblank is enabled with TwinView, OpenGL can only sync to one of
the display devices; this may cause tearing corruption on the display device
to which OpenGL is not syncing. You can use the environment variable
__GL_SYNC_DISPLAY_DEVICE to specify which display device should be
synchronized to for OpenGL or Vulkan. You should set this environment variable
to the name of a display device; for example "CRT-1". Look for the line
"Connected display device(s):" in your X log file for a list of the display
devices present and their names. You may also find it useful to review Chapter
12 "Configuring Twinview" and the section on Ensuring Identical Mode Timings
in Chapter 18. This environment variable is only applicable to Vulkan while
using either VK_PRESENT_MODE_FIFO_KHR or VK_PRESENT_MODE_FIFO_RELAXED_KHR.
If a display device is being provided by a synchronized RandR 1.4 Output Sink,
it will not be listed under "Connected display device(s):", but can still be
used with __GL_SYNC_DISPLAY_DEVICE. The names of these display devices can be
found using the "xrandr" command line tool. See Synchronized RandR 1.4 Outputs
for information on synchronized RandR 1.4 Output Sinks.
11E. CONTROLLING THE SORTING OF OPENGL FBCONFIGS
The NVIDIA GLX implementation sorts FBConfigs returned by glXChooseFBConfig()
as described in the GLX specification. To disable this behavior set
__GL_SORT_FBCONFIGS to 0 (zero), then FBConfigs will be returned in the order
they were received from the X server. To examine the order in which FBConfigs
are returned by the X server run:
nvidia-settings --glxinfo
This option may be be useful to work around problems in which applications
pick an unexpected FBConfig.
11F. OPENGL YIELD BEHAVIOR
There are several cases where the NVIDIA OpenGL driver needs to wait for
external state to change before continuing. To avoid consuming too much CPU
time in these cases, the driver will sometimes yield so the kernel can
schedule other processes to run while the driver waits. For example, when
waiting for free space in a command buffer, if the free space has not become
available after a certain number of iterations, the driver will yield before
it continues to loop.
By default, the driver calls sched_yield() to do this. However, this can cause
the calling process to be scheduled out for a relatively long period of time
if there are other, same-priority processes competing for time on the CPU. One
example of this is when an OpenGL-based composite manager is moving and
repainting a window and the X server is trying to update the window as it
moves, which are both CPU-intensive operations.
You can use the __GL_YIELD environment variable to work around these
scheduling problems. This variable allows the user to specify what the driver
should do when it wants to yield. The possible values are:
__GL_YIELD Behavior
--------------- ------------------------------------------------------
<unset> By default, OpenGL will call sched_yield() to yield.
"NOTHING" OpenGL will never yield.
"USLEEP" OpenGL will call usleep(0) to yield.
11G. CONTROLLING WHICH OPENGL FBCONFIGS ARE AVAILABLE
The NVIDIA GLX implementation will hide FBConfigs that are associated with a
32-bit ARGB visual when the XLIB_SKIP_ARGB_VISUALS environment variable is
defined. This matches the behavior of libX11, which will hide those visuals
from XGetVisualInfo and XMatchVisualInfo. This environment variable is useful
when applications are confused by the presence of these FBConfigs.
11H. USING UNOFFICIAL GLX PROTOCOL
By default, the NVIDIA GLX implementation will not expose GLX protocol for GL
commands if the protocol is not considered complete. Protocol could be
considered incomplete for a number of reasons. The implementation could still
be under development and contain known bugs, or the protocol specification
itself could be under development or going through review. If users would like
to test the client-side portion of such protocol when using indirect
rendering, they can set the __GL_ALLOW_UNOFFICIAL_PROTOCOL environment
variable to a non-zero value before starting their GLX application. When an
NVIDIA GLX server is used, the related X Config option
"AllowUnofficialGLXProtocol" will need to be set as well to enable support in
the server.
11I. OVERRIDING DRIVER DETECTION OF SELINUX POLICY BOOLEANS
On Linux, the NVIDIA GLX implementation will attempt to detect whether SELinux
is enabled and modify its behavior to respect SELinux policy. By default, the
driver adheres to SELinux policy boolean settings at the beginning of a client
process's execution; due to shared library limitations, these settings remain
fixed throughout the lifetime of the driver instance. Additionally, the driver
will adhere to policy boolean settings regardless of whether SELinux is
running in permissive mode or enforcing mode. The __GL_SELINUX_BOOLEANS
environment variable allows the user to override driver detection of specified
SELinux booleans so the driver acts as if these booleans were set or unset.
This allows the user, for example, to run the driver under a more restrictive
policy than specified by SELinux, or to work around problems when running the
driver under SELinux while operating in permissive mode.
__GL_SELINUX_BOOLEANS should be set to a comma-separated list of key/value
pairs:
__GL_SELINUX_BOOLEANS="key1=val1,key2=val2,key3=val3,..."
Valid keys are any SELinux booleans specified by "getsebool -a", and valid
values are 1, true, yes, or on to enable the boolean, and 0, false, no, or off
to disable it. There should be no whitespace between any key, value, or
delimiter. If this environment variable is set, the driver assumes that
SELinux is enabled on the system. Currently, the driver only uses the
"allow_execmem" and "deny_execmem" booleans to determine whether it can apply
optimizations that use writable, executable memory. Users can explicitly
request that these optimizations be turned off by using the
__GL_WRITE_TEXT_SECTION environment variable (see "Disabling executable memory
optimizations" below). By default, if the driver cannot detect the value
of one or both of these booleans, it assumes the most permissive setting (i.e.
executable memory is allowed).
11J. LIMITING HEAP ALLOCATIONS IN THE OPENGL DRIVER
The NVIDIA OpenGL implementation normally does not enforce limits on dynamic
system memory allocations (i.e., memory allocated by the driver from the C
library via the malloc(3) memory allocation package). The
__GL_HEAP_ALLOC_LIMIT environment variable enables the user to specify a
per-process heap allocation limit for as long as libGL is loaded in the
application.
__GL_HEAP_ALLOC_LIMIT is specified in the form BYTES SUFFIX, where BYTES is a
nonnegative integer and SUFFIX is an optional multiplicative suffix: kB =
1000, k = 1024, MB = 1000*1000, M = 1024*1024, GB = 1000*1000*1000, and G =
1024*1024*1024. SUFFIX is not case-sensitive. For example, to specify a heap
allocation limit of 20 megabytes:
__GL_HEAP_ALLOC_LIMIT="20 MB"
If SUFFIX is not specified, the limit is assumed to be given in bytes. The
minimum heap allocation limit is 12 MB. If a lower limit is specified, the
limit is clamped to the minimum.
The GNU C library provides several hooks that may be used by applications to
modify the behavior of malloc(3), realloc(3), and free(3). In addition, an
application or library may specify allocation symbols that the driver will use
in place of those exported by libc. Heap allocation tracking is incompatible
with these features, and the driver will disable the heap allocation limit if
it detects that they are in use.
WARNING: Enforcing a limit on heap allocations may cause unintended behavior
and lead to application crashes, data corruption, and system instability.
ENABLE AT YOUR OWN RISK.
11K. OPENGL SHADER DISK CACHE
The NVIDIA OpenGL driver utilizes a shader disk cache. This optimization
benefits some applications, by reusing shader binaries instead of compiling
them repeatedly. The related environment variables __GL_SHADER_DISK_CACHE,
__GL_SHADER_DISK_CACHE_PATH, and __GL_SHADER_DISK_CACHE_SIZE as well as the
GLShaderDiskCache X configuration option, allow fine-grained configuration of
the shader cache behavior. The shader disk cache:
1. is always disabled for indirect rendering
2. is always disabled for setuid and setgid binaries
3. by default, is disabled for direct rendering when the OpenGL application
is run as the root user
4. by default, is enabled for direct rendering when the OpenGL application
is run as a non-root user
The GLShaderDiskCache X configuration option forcibly enables or disables the
shader disk cache, for direct rendering as a non-root user.
The following environment variables configure shader disk cache behavior, and
override the GLShaderDiskCache configuration option:
Environment Variable Description
---------------------------------- ----------------------------------
__GL_SHADER_DISK_CACHE (boolean) Enables or disables the shader
cache for direct rendering.
__GL_SHADER_DISK_CACHE_PATH Enables configuration of where
(string) shader caches are stored on disk.
__GL_SHADER_DISK_CACHE_SIZE (integer)
If __GL_SHADER_DISK_CACHE_PATH is unset, caches will be stored in
$XDG_CACHE_HOME/nvidia/GLCache/ if XDG_CACHE_HOME is set, or in
$HOME/.cache/nvidia/GLCache/ if HOME is set. If none of the environment
variables __GL_SHADER_DISK_CACHE_PATH, XDG_CACHE_HOME, or HOME is set, the
shader cache will be disabled. Caches are persistent across runs of an
application. Cached shader binaries are specific to each driver version;
changing driver versions will cause binaries to be recompiled.
Note that earlier driver versions kept the default caches in
$XDG_CACHE_HOME/.nv/GLCache/ or $HOME/.nv/GLCache/ instead of
$XDG_CACHE_HOME/nvidia/GLCache/ or $HOME/.cache/nvidia/GLCache/, respectively.
If these earlier locations exist they will be reused instead. It is safe to
remove any .nv/GLCache/ directory, after which the driver will populate a
fresh cache in the new locations as described in the previous paragraph.
If the default cache is used and __GL_SHADER_DISK_CACHE_SIZE is set locally:
any applications that subsequently run without setting it will revert the
cache to the default size and cause the cache to be wiped if it now goes over.
To increase the cache size globally, __GL_SHADER_DISK_CACHE_SIZE can be set in
e.g. ~/.bashrc or ~/.profile.
11L. THREADED OPTIMIZATIONS
The NVIDIA OpenGL driver supports offloading its CPU computation to a worker
thread. These optimizations typically benefit CPU-intensive applications, but
might cause a decrease of performance in applications that heavily rely on
synchronous OpenGL calls such as glGet*. Because of this, they are currently
disabled by default.
Setting the __GL_THREADED_OPTIMIZATIONS environment variable to "1" before
loading the NVIDIA OpenGL driver library will enable these optimizations for
the lifetime of the application.
Please note that these optimizations will only work if the target application
dynamically links against pthreads. If this isn't the case, the dynamic loader
can be instructed to do so at runtime by setting the LD_PRELOAD environment
variable to include the pthreads library.
Additionally, these optimizations require Xlib to function in thread-safe
mode. The NVIDIA OpenGL driver cannot reliably enable Xlib thread-safe mode
itself, therefore the application needs to call XInitThreads() before making
any other Xlib call. Otherwise, the threaded optimizations in the NVIDIA
driver will not be enabled.
11M. CONFORMANT GLBLITFRAMEBUFFER() SCISSOR TEST BEHAVIOR
This option enables the glBlitFramebuffer() scissor test, which must be
enabled for glBlitFramebuffer() to behave in a conformant manner. Setting the
__GL_ConformantBlitFramebufferScissor environment variable to 0 disables the
glBlitFramebuffer() scissor test, and setting it to 1 enables it. By default,
the glBlitFramebuffer() scissor test is enabled.
Some applications have bugs which cause them to not display properly with a
conformant glBlitFramebuffer(). See Chapter 9 for more details.
11N. G-SYNC
When a G-SYNC or G-SYNC Compatible monitor is attached, and G-SYNC or G-SYNC
Compatible mode was allowed when the mode was set, this option controls
whether these "variable refresh rate", or VRR, features can be used. Setting
the __GL_VRR_ALLOWED environment variable to 0 disables VRR flipping for the
application on any G-SYNC or G-SYNC Compatible monitors. Setting the
__GL_VRR_ALLOWED environment variable to 1 has no effect on non-VRR monitors,
or monitors that disallowed G-SYNC or G-SYNC Compatible mode when the mode was
set.
When G-SYNC is active on a G-SYNC or G-SYNC Compatible display and
__GL_SYNC_TO_VBLANK is disabled, applications rendering faster than the
maximum refresh rate will tear. This eliminates tearing for frame rates below
the monitor's maximum refresh rate while minimizing latency for frame rates
above it. When __GL_SYNC_TO_VBLANK is enabled, the frame rate is limited to
the monitor's maximum refresh rate to eliminate tearing completely. When a
G-SYNC Compatible display is in use, applications rendering slower than the
minimum refresh rate may tear when __GL_SYNC_TO_VBLANK is disabled, and their
swaps may not complete until the next vblank when __GL_SYNC_TO_VBLANK is
enabled.
G-SYNC and G-SYNC Compatible mode cannot be used when workstation stereo or
workstation overlays are enabled, or when there is more than one X screen.
11O. DISABLING EXECUTABLE MEMORY OPTIMIZATIONS
By default, the NVIDIA driver will attempt to use optimizations which rely on
being able to write to executable memory. This may cause problems in certain
system configurations (e.g., on SELinux when the "allow_execmem" boolean is
disabled or "deny_execmem" boolean is enabled, and on grsecurity kernels
configured with CONFIG_PAX_MPROTECT). When possible, the driver will attempt
to detect when it is running on an unsupported configuration and disable these
optimizations automatically. If the __GL_WRITE_TEXT_SECTION environment
variable is set to 0, the driver will unconditionally disable these
optimizations.
11P. IGNORING GLSL (OPENGL SHADING LANGUAGE) EXTENSION CHECKS
Some applications may use GLSL shaders that reference global variables defined
only in an OpenGL extension without including a corresponding #extension
directive in their source code. Additionally, some applications may use GLSL
shaders version 150 or greater that reference global variables defined in a
compatibility profile, without specifying that a compatibility profile should
be used in their #version directive. Setting the __GL_IGNORE_GLSL_EXT_REQS
environment variable to 1 will cause the driver to ignore this class of
errors, which may allow these shaders to successfully compile.
11Q. SHOWING THE GRAPHICS API VISUAL INDICATOR
The __GL_SHOW_GRAPHICS_OSD (boolean) environment variable can be used to
control whether the graphics API visual indicator is rendered on top of OpenGL
and Vulkan applications.
This indicator displays various information such as the graphics API in use,
instantaneous frame rate, whether the application is synced to vblank, and
whether the application is blitting or flipping.
11R. IMAGE SHARPENING
The __GL_SHARPEN_ENABLE environment variable can be used to enable image
sharpening for OpenGL and Vulkan applications. Setting __GL_SHARPEN_ENABLE=1
enables image sharpening, while setting __GL_SHARPEN_ENABLE=0 (default)
disables image sharpening. The amount of sharpening can be controlled by
setting the __GL_SHARPEN_VALUE environment variable to a value between 0 and
100, with 0 being no sharpening, 100 being maximum sharpening, and 50 being
the default. The amount of denoising done on the sharpened image can be
controlled with the __GL_SHARPEN_IGNORE_FILM_GRAIN environment variable, with
0 being no denoising, 100 being maximum denoising, and 17 being the default.
______________________________________________________________________________
Chapter 12. Configuring Multiple Display Devices on One X Screen
______________________________________________________________________________
Multiple display devices (digital flat panels, CRTs, and TVs) can display the
contents of a single X screen in any arbitrary configuration. Configuring
multiple display devices on a single X screen has several distinct advantages
over other techniques (such as Xinerama):
o A single X screen is used. The NVIDIA driver conceals all information
about multiple display devices from the X server; as far as X is
concerned, there is only one screen.
o Both display devices share one frame buffer. Thus, all the functionality
present on a single display (e.g., accelerated OpenGL) is available with
multiple display devices.
o No additional overhead is needed to emulate having a single desktop.
If you are interested in using each display device as a separate X screen, see
Chapter 14.
12A. RELEVANT X CONFIGURATION OPTIONS
When the NVIDIA X driver starts, by default it will enable as many display
devices as are connected and as the GPU supports driving simultaneously. Most
NVIDIA GPUs support driving up to four display devices simultaneously.
If multiple X screens are configured on the GPU, the NVIDIA X driver will
attempt to reserve display devices and GPU resources for those other X screens
(honoring the "UseDisplayDevice" and "MetaModes" X configuration options of
each X screen) and then allocate all remaining resources to the first X screen
configured on the GPU.
There are several X configuration options that influence how multiple display
devices are used by an X screen:
Option "MetaModes" "<list of MetaModes>"
Option "HorizSync" "<hsync range(s)>"
Option "VertRefresh" "<vrefresh range(s)>"
Option "MetaModeOrientation" "<relationship of head 1 to head 0>"
Option "ConnectedMonitor" "<list of connected display devices>"
See detailed descriptions of each option below.
12B. DETAILED DESCRIPTION OF OPTIONS
HorizSync
VertRefresh
With these options, you can specify a semicolon-separated list of
frequency ranges, each optionally prepended with a display device name. In
addition, if SLI Mosaic mode is enabled, a GPU specifier can be used. For
example:
Option "HorizSync" "CRT-0: 50-110; DFP-0: 40-70"
Option "VertRefresh" "CRT-0: 60-120; GPU-0.DFP-0: 60"
See Appendix C on Display Device Names for more information.
These options are normally not needed: by default, the NVIDIA X driver
retrieves the valid frequency ranges from the display device's EDID (see
the UseEdidFreqs option). The "HorizSync" and "VertRefresh" options
override any frequency ranges retrieved from the EDID.
MetaModes
MetaModes are "containers" that store information about what mode should
be used on each display device.
Multiple MetaModes list the combinations of modes and the sequence in
which they should be used. In MetaMode syntax, modes within a MetaMode are
comma separated, and multiple MetaModes are separated by semicolons. For
example:
"<mode name 0>, <mode name 1>; <mode name 2>, <mode name 3>"
Where <mode name 0> is the name of the mode to be used on display device 0
concurrently with <mode name 1> used on display device 1. A mode switch
will then cause <mode name 2> to be used on display device 0 and <mode
name 3> to be used on display device 1. Here is an example MetaMode:
Option "MetaModes" "1280x1024,1280x1024; 1024x768,1024x768"
If you want a display device to not be active for a certain MetaMode, you
can use the mode name "NULL", or simply omit the mode name entirely:
"1600x1200, NULL; NULL, 1024x768"
or
"1600x1200; , 1024x768"
Optionally, mode names can be followed by offset information to control
the positioning of the display devices within the virtual screen space;
e.g.,
"1600x1200 +0+0, 1024x768 +1600+0; ..."
Offset descriptions follow the conventions used in the X "-geometry"
command line option; i.e., both positive and negative offsets are valid,
though negative offsets are only allowed when a virtual screen size is
explicitly given in the X config file.
When no offsets are given for a MetaMode, the offsets will be computed
following the value of the MetaModeOrientation option (see below). Note
that if offsets are given for any one of the modes in a single MetaMode,
then offsets will be expected for all modes within that single MetaMode;
in such a case offsets will be assumed to be +0+0 when not given.
When not explicitly given, the virtual screen size will be computed as the
bounding box of all MetaMode bounding boxes. MetaModes with a bounding box
larger than an explicitly given virtual screen size will be discarded.
A MetaMode string can be further modified with a "Panning Domain"
specification; e.g.,
"1024x768 @1600x1200, 800x600 @1600x1200"
A panning domain is the area in which a display device's viewport will be
panned to follow the mouse. Panning actually happens on two levels with
MetaModes: first, an individual display device's viewport will be panned
within its panning domain, as long as the viewport is contained by the
bounding box of the MetaMode. Once the mouse leaves the bounding box of
the MetaMode, the entire MetaMode (i.e., all display devices) will be
panned to follow the mouse within the virtual screen, unless the
"PanAllDisplays" X configuration option is disabled. Note that individual
display devices' panning domains default to being clamped to the position
of the display devices' viewports, thus the default behavior is just that
viewports remain "locked" together and only perform the second type of
panning.
The most beneficial use of panning domains is probably to eliminate dead
areas -- regions of the virtual screen that are inaccessible due to
display devices with different resolutions. For example:
"1600x1200, 1024x768"
produces an inaccessible region below the 1024x768 display. Specifying a
panning domain for the second display device:
"1600x1200, 1024x768 @1024x1200"
provides access to that dead area by allowing you to pan the 1024x768
viewport up and down in the 1024x1200 panning domain.
Offsets can be used in conjunction with panning domains to position the
panning domains in the virtual screen space (note that the offset
describes the panning domain, and only affects the viewport in that the
viewport must be contained within the panning domain). For example, the
following describes two modes, each with a panning domain width of 1900
pixels, and the second display is positioned below the first:
"1600x1200 @1900x1200 +0+0, 1024x768 @1900x768 +0+1200"
Because it is often unclear which mode within a MetaMode will be used on
each display device, mode descriptions within a MetaMode can be prepended
with a display device name. For example:
"CRT-0: 1600x1200, DFP-0: 1024x768"
If no MetaMode string is specified, then the X driver uses the modes
listed in the relevant "Display" subsection, attempting to place matching
modes on each display device.
Each mode of the MetaMode may also have extra attributes associated with
it, specified as a comma-separated list of token=value pairs inside curly
brackets. The value for each token can optionally be enclosed in
parentheses, to prevent commas within the value from being interpreted as
token=value pair separators. Currently, the only token that requires a
parentheses-enclosed value is "Transform".
The possible tokens within the curly bracket list are:
o "Stereo": possible values are "PassiveLeft" or "PassiveRight". When used
in conjunction with stereo mode "4", this allows each display to be
configured independently to show any stereo eye. For example:
"CRT-0: 1600x1200 +0+0 { Stereo = PassiveLeft }, CRT-1: 1600x1200
+1600+0 { Stereo=PassiveRight }"
If the X screen is not configured for stereo mode "4", these options are
ignored. See the Stereo X configuration option for more details about
stereo configurations.
o "Rotation": this rotates the content of an individual display device.
Possible values are "0" (with synonyms "no", "off" and "normal"), "90"
(with synonyms "left" and "CCW"), "180" (with synonyms "invert" and
"inverted") and "270" (with synonyms "right" and "CW"). For example:
"DFP-0: nvidia-auto-select { Rotation=left }, DFP-1:
nvidia-auto-select { Rotation=right }"
Independent rotation configurability of each display device is also
possible through RandR. See Chapter 15 for details.
o "Reflection": this reflects the content of an individual display device
about either the X axis, the Y axis, or both the X and Y axes. Possible
values are "X", "Y" and "XY". For example:
"DFP-0: nvidia-auto-select { Reflection=X }, DFP-1:
nvidia-auto-select"
Independent reflection configurability of each display device is also
possible through RandR. See Chapter 15 for details.
o "Transform": this is a 3x3 matrix of floating point values that defines a
transformation from the ViewPortOut for a display device to a region
within the X screen. This is equivalent to the transformation matrix
specified through the RandR 1.3 RRSetCrtcTransform request. As in RandR,
the transform is applied before any specified rotation and reflection
values to compute the complete transform.
The 3x3 matrix is represented in the MetaMode syntax as a comma-separated
list of nine floating point values, stored in row-major order. This is
the same as the value passed to the xrandr(1) '--transform' command line
option.
Note that the transform value must be enclosed in parentheses, so that
the commas separating the nine floating point values are interpreted
correctly.
For example:
"DFP-0: nvidia-auto-select { Transform=(43.864288330078125,
21.333328247070312, -16384, 0, 43.864288330078125, 0, 0,
0.0321197509765625, 19.190628051757812) }"
o "PixelShiftMode": This allows a display to be configured in pixel shift
mode, in which a display overlays multiple downscaled images to simulate
a higher effective resolution. This is used in certain JVC e-shift
projectors. All pixel shift modes require an NVIDIA RTX/Quadro GPU.
Possible values are "4kTopLeft", "4kBottomRight", and "8k".
In 4K pixel shift mode, two cloned displays are configured in pixel shift
mode, and either display is configured to display either the top left or
bottom right pixels of every pixel quad. Note that the mode timings used
by each display are one quarter of the resolution read from the X screen
and one quarter of the effective resolution displayed (e.g., "1920x1080"
rather than "3840x2160").
For example, here is the configuration of a 4K pixel shift mode, with an
effective desktop resolution of 3840x2160:
"DFP-0: 1920x1080 +0+0 { PixelShiftMode = 4kTopLeft, ViewPortIn =
3840x2160 }, DFP-1: 1920x1080 +0+0 { PixelShiftMode = 4kBottomRight,
ViewPortIn = 3840x2160 }"
In 8K pixel shift mode, the image is downscaled from the ViewPortIn
resolution to the mode timing resolution, to produce two different
images: one for the top left pixel of every pixel quad and one for the
bottom right of every pixel quad. The display alternates between the two
images each vblank. This requires an NVIDIA RTX/Quadro graphics card with
a 3-pin DIN stereo connector.
For example, here is the configuration for an 8K pixel shift mode, with
an effective desktop resolution and refresh rate of 8192x4800 @30Hz,
split across 4 1024x2400@60Hz displays. Note that the panning offsets of
each display are in X screen (ViewPortIn) coordinates:
"DFP-0: 1024x2400 +0+0 { PixelShiftMode=8k, ViewPortIn = 2048x4800 },
DFP-1: 1024x2400 +2048+0 { PixelShiftMode=8k, ViewPortIn = 2048x4800 },
DFP-2: 1024x2400 +4096+0 { PixelShiftMode=8k, ViewPortIn = 2048x4800 },
DFP-4: 1024x2400 +6144+0 { PixelShiftMode=8k, ViewPortIn = 2048x4800 }"
In both examples above, the ViewPortIn is provided here for illustrative
purposes only. When PixelShiftMode is used, the ViewPortIn and
ViewPortOut are always inferred from the mode timings: the ViewPortOut
will match the mode timing resolution, which is half the intended
resolution. The ViewPortIn will be twice the ViewPortOut, in order to
achieve the pixel shift effect.
o "ViewPortOut": this specifies the region within the mode sent to the
display device that will display pixels from the X screen. The region of
the mode outside the ViewPortOut will contain black. The format is "WIDTH
x HEIGHT +X +Y".
This is useful, for example, for configuring overscan compensation. E.g.,
if the mode sent to the display device is 1920x1080, to configure a 10
pixel border on all four sides:
"DFP-0: 1920x1080 { ViewPortOut=1900x1060+10+10 }"
Or, to only display an image in the lower right quarter of the 1920x1080
mode:
"DFP-0: 1920x1080 { ViewPortOut=960x540+960+540 }"
When not specified, the ViewPortOut defaults to the size of the mode.
o "ViewPortIn": this defines the size of the region of the X screen which
will be displayed within the ViewPortOut. The format is "WIDTH x HEIGHT".
ViewPortIn is useful for configuring scaling between the X screen and the
display device. For example, to display an 800x600 region from the X
screen on a 1920x1200 mode:
"DFP-0: 1920x1200 { ViewPortIn=800x600 }"
Or, to display a 2560x1600 region from the X screen on a 1920x1200 mode:
"DFP-0: 1920x1200 { ViewPortIn=2560x1600 }"
Or, in conjunction with ViewPortOut, to scale an 800x600 region of the X
screen within a 1920x1200 mode while preserving the aspect ratio:
"DFP-0: 1920x1200 { ViewPortIn=800x600, ViewPortOut=1600x1200+160+0
}"
Scaling from ViewPortIn to ViewPortOut is also expressible through the
"Transform" attribute. In fact, ViewPortIn is just a shortcut for
populating the transformation matrix. If both ViewPortIn and Transform
are specified in the MetaMode for a display device, ViewPortIn is
ignored.
ViewPortIn is also ignored if PixelShiftMode is enabled, as
PixelShiftMode implies a transformation of double width and height.
o "PanningTrackingArea": this defines the region of the MetaMode inside
which cursor movement will influence panning of the display device. The
format is "WIDTH x HEIGHT + X + Y", to describe the size and offset of
the region within the X screen. E.g.,
"DFP-0: 1920x1200 +0+0 { PanningTrackingArea = 1920x1200 +0+0 }"
If not specified in the MetaMode, this will default to the entire X
screen. If the "PanAllDisplays" X configuration option is explicitly set
to False, then PanningTrackingArea will default to the panning domain of
the display device.
This is equivalent to the panning tracking_area region in the
RRSetPanning RandR 1.3 protocol request.
o "PanningBorder": this defines the distances from the edges of the
ViewPortIn that will activate panning if the pointer hits them. If the
borders are 0, the display device will pan when the pointer hits the edge
of the ViewPortIn (the default). If the borders are positive, the display
device will pan when the pointer gets close to the edge of the
ViewPortIn. If the borders are negative, the display device will pan when
the pointer is beyond the edge of the ViewPortIn.
The format is "LeftBorder/TopBorder/RightBorder/BottomBorder". E.g.,
"DFP-0: 1920x1200 +0+0 { PanningBorder = 10/10/10/10 }"
This is equivalent to the panning border in the RRSetPanning RandR 1.3
protocol request.
o "ForceCompositionPipeline": possible values are "On" or "Off". The NVIDIA
X driver can use a composition pipeline to apply X screen transformations
and rotations. "ForceCompositionPipeline" can be used to force the use of
this pipeline, even when no transformations or rotations are applied to
the screen.
o "ForceFullCompositionPipeline": possible values are "On" or "Off". This
option implicitly enables "ForceCompositionPipeline" and additionally
makes use of the composition pipeline to apply ViewPortOut scaling.
o "WarpMesh", "BlendTexture", "OffsetTexture": these string attributes
control the operation of Warp and Blend, an advanced transformation
feature available on select NVIDIA RTX/Quadro GPUs. Warp and Blend can
adjust a display's geometry (warp) with a greater level of control than a
simple matrix transformation: for example, to facilitate projecting an
image onto a non-planar surface, and its intensity (blend) per pixel: for
example, to seamlessly combine images from multiple overlapping
projectors into a single large image. Each of the "WarpMesh",
"BlendTexture", and "OffsetTexture" MetaMode tokens can be set to the
name of a pixmap which has already been bound to a name via the
XNVCtrlBindWarpPixmapName() NV_CONTROL call. See the
'nv-control-warpblend' sample application distributed with the
'nvidia-settings' source code for a more detailed description of the
functionality of each of these pixmaps, how to lay data out into the
pixmaps, and an example implementation of an X application that loads and
binds pixmaps so that they are ready to use in a MetaMode.
If driving the current mode in the RGB 4:4:4 color space would require a
pixel clock that exceeds the display's or GPU's capabilities, and the
display and GPU are capable of driving that mode in the YCbCr 4:2:0 color
space, then the color space will be overridden to YCbCr 4:2:0. In this
case, if a Turing or earlier GPU is in use, or if a DisplayPort display
device is in use regardless of GPU, then Warp and Blend will be disabled.
Warp and Blend is not yet supported with the GLX_NV_swap_group OpenGL
extension.
o "BlendOrder": Controls the order of warping and blending when using Warp
and Blend. By default, warping is performed first, followed by blending;
setting the "BlendOrder" MetaMode token to "BlendAfterWarp" will reverse
the default order.
o "ResamplingMethod": Controls the filtering method used to smooth the
display image when scaling screen transformations (such as a WarpMesh or
scaling ViewPortOut) are in use. Possible values are "Bilinear"
(default), "BicubicTriangular", "BicubicBellShaped", "BicubicBspline",
"BicubicAdaptiveTriangular", "BicubicAdaptiveBellShaped",
"BicubicAdaptiveBspline", and "Nearest".
Bicubic resampling is only available on NVIDIA RTX/Quadro GPUs. If a mode
requiring a YCbCr 4:2:0 color space is in use on a DisplayPort display
device or a Turing or earlier GPU, then bicubic resampling is
unavailable. Bicubic resampling is not supported with the
GLX_NV_swap_group OpenGL extension.
o "AllowGSYNC" or "AllowGSYNCCompatible": Controls whether capable monitors
are put into G-SYNC or G-SYNC Compatible mode or left in continuous
refresh mode.
By default, G-SYNC monitors are put into G-SYNC mode when a mode is set,
and transition into and out of variable refresh mode seamlessly. However,
this prevents certain other features, such as Ultra Low Motion Blur and
Frame Lock, from working. Set this to "Off" to use continuous refresh
rates that are compatible with these features.
In addition, G-SYNC Compatible monitors are supported via DisplayPort on
Pascal and newer GPUs, and via HDMI on Turing and newer GPUs. Supported
monitors will enable variable refresh mode by default. This behavior may
be overridden by setting the AllowGSYNCCompatible=Off MetaMode attribute.
Pascal GPUs only support G-SYNC Compatible monitors in systems containing
no more than one monitor in variable refresh mode. Monitors that have not
been validated as G-SYNC Compatible have G-SYNC Compatible mode disabled
by default, and can be forced into G-SYNC Compatible mode by setting the
AllowGSYNCCompatible=On MetaMode attribute. A list of supported G-SYNC
and G-SYNC Compatible monitors can be found at
https://www.nvidia.com/en-us/geforce/products/g-sync-monitors/specs/
Note: Vulkan direct-to-display applications may allow or disallow G-SYNC
or G-SYNC Compatible at modeset time using the VKDirectGSYNCAllowed and
VKDirectGSYNCCompatibleAllowed environment variables.
VKDirectGSYNCAllowed is set to true by default (allowing VRR on all
G-SYNC monitors) and VKDirectGSYNCCompatibleAllowed may be set to 0
(disallowing VRR on all G-SYNC Compatible monitors), 1 (default, allowing
VRR only on monitors validated as G-SYNC Compatible), or 2 (allowing VRR
regardless of whether a monitor has been validated as G-SYNC Compatible).
o "VRRMinRefreshRate": Overrides a G-SYNC Compatible monitor's minimum
refresh rate. Some monitors that have not been validated as G-SYNC
Compatible may flicker when applications are swapping close to the
monitor's minimum refresh rate, and this MetaMode flag may be used to
compensate for this. This MetaMode flag has no effect on G-SYNC monitors.
o "OutputBitsPerComponent": Overrides the number of bits per color
component transmitted via a display connector. If not specified, the
driver will choose an optimal color format.
Note that the current MetaMode can also be configured through the
NV-CONTROL X extension and the nvidia-settings utility. For example:
nvidia-settings --assign CurrentMetaMode="DFP-0: 1920x1200 {
ViewPortIn=800x600, ViewPortOut=1600x1200+160+0 }"
MetaModeOrientation
This option controls the positioning of the display devices within the
virtual X screen, when offsets are not explicitly given in the MetaModes.
The possible values are:
"RightOf" (the default)
"LeftOf"
"Above"
"Below"
"SamePositionAs"
When "SamePositionAs" is specified, all display devices will be assigned
an offset of 0,0. For backwards compatibility, "Clone" is a synonym for
"SamePositionAs".
Because it is often unclear which display device relates to which,
MetaModeOrientation can be confusing. You can further clarify the
MetaModeOrientation with display device names to indicate which display
device is positioned relative to which display device. For example:
"CRT-0 LeftOf DFP-0"
ConnectedMonitor
With this option you can override what the NVIDIA kernel module detects is
connected to your graphics card. This may be useful, for example, if any
of your display devices do not support detection using Display Data
Channel (DDC) protocols. Valid values are a comma-separated list of
display device names; for example:
"CRT-0, CRT-1"
"CRT"
"CRT-1, DFP-0"
WARNING: this option overrides what display devices are detected by the
NVIDIA kernel module, and is very seldom needed. You really only need this
if a display device is not detected, either because it does not provide
DDC information, or because it is on the other side of a KVM
(Keyboard-Video-Mouse) switch. In most other cases, it is best not to
specify this option.
Just as in all X config entries, spaces are ignored and all entries are case
insensitive.
FREQUENTLY ASKED TWINVIEW QUESTIONS
Q. Nothing gets displayed on my second monitor; what is wrong?
A. Monitors that do not support monitor detection using Display Data Channel
(DDC) protocols (this includes most older monitors) are not detectable by
your NVIDIA card. You need to explicitly tell the NVIDIA X driver what you
have connected using the "ConnectedMonitor" option; e.g.,
Option "ConnectedMonitor" "CRT, CRT"
Q. Will window managers be able to appropriately place windows (e.g., avoiding
placing windows across both display devices, or in inaccessible regions of
the virtual desktop)?
A. Yes. Window managers can query the layout of display devices through either
RandR 1.2 or Xinerama.
The NVIDIA X driver provides a Xinerama extension that X clients (such as
window managers) can use to discover the current layout of display devices.
Note that the Xinerama protocol provides no way to notify clients when a
configuration change occurs, so if you modeswitch to a different MetaMode,
your window manager may still think you have the previous configuration.
Using RandR 1.2, or the Xinerama extension in conjunction with the
XF86VidMode extension to get modeswitch events, window managers should be
able to determine the display device configuration at any given time.
Unfortunately, the data provided by XineramaQueryScreens() appears to
confuse some window managers; to work around such broken window managers,
you can disable communication of the display device layout with the
nvidiaXineramaInfo X configuration option.
The order that display devices are reported in via the NVIDIA Xinerama
information can be configured with the nvidiaXineramaInfoOrder X
configuration option.
Be aware that the NVIDIA driver cannot provide the Xinerama extension if
the X server's own Xinerama extension is being used. Explicitly specifying
Xinerama in the X config file or on the X server commandline will prohibit
NVIDIA's Xinerama extension from installing, so make sure that the X
server's log file does not contain:
(++) Xinerama: enabled
if you want the NVIDIA driver to be able to provide the Xinerama extension
while in TwinView.
Another solution is to use panning domains to eliminate inaccessible
regions of the virtual screen (see the MetaMode description above).
A third solution is to use two separate X screens, rather than use
TwinView. See Chapter 14.
Q. How are virtual screen dimensions determined in TwinView?
A. After all requested modes have been validated, and the offsets for each
MetaMode's viewports have been computed, the NVIDIA driver computes the
bounding box of the panning domains for each MetaMode. The maximum bounding
box width and height is then found.
Note that one side effect of this is that the virtual width and virtual
height may come from different MetaModes. Given the following MetaMode
string:
"1600x1200,NULL; 1024x768+0+0, 1024x768+0+768"
the resulting virtual screen size will be 1600 x 1536.
Q. Can I play full screen games across both display devices?
A. Yes. While the details of configuration will vary from game to game, the
basic idea is that a MetaMode presents X with a mode whose resolution is
the bounding box of the viewports for that MetaMode. For example, the
following:
Option "MetaModes" "1024x768,1024x768; 800x600,800x600"
Option "MetaModeOrientation" "RightOf"
produce two modes: one whose resolution is 2048x768, and another whose
resolution is 1600x600. Games such as Quake 3 Arena use the VidMode
extension to discover the resolutions of the modes currently available. To
configure Quake 3 Arena to use the above MetaMode string, add the following
to your q3config.cfg file:
seta r_customaspect "1"
seta r_customheight "600"
seta r_customwidth "1600"
seta r_fullscreen "1"
seta r_mode "-1"
Note that, given the above configuration, there is no mode with a
resolution of 800x600 (remember that the MetaMode "800x600, 800x600" has a
resolution of 1600x600"), so if you change Quake 3 Arena to use a
resolution of 800x600, it will display in the lower left corner of your
screen, with the rest of the screen grayed out. To have single head modes
available as well, an appropriate MetaMode string might be something like:
"800x600,800x600; 1024x768,NULL; 800x600,NULL; 640x480,NULL"
More precise configuration information for specific games is beyond the
scope of this document, but the above examples coupled with numerous online
sources should be enough to point you in the right direction.
______________________________________________________________________________
Chapter 13. Configuring GLX in Xinerama
______________________________________________________________________________
The NVIDIA Linux Driver supports GLX when Xinerama is enabled on similar GPUs.
The Xinerama extension takes multiple physical X screens (possibly spanning
multiple GPUs), and binds them into one logical X screen. This allows windows
to be dragged between GPUs and to span across multiple GPUs. The NVIDIA driver
supports hardware accelerated OpenGL rendering across all NVIDIA GPUs when
Xinerama is enabled.
To configure Xinerama
1. Configure multiple X screens (refer to the xorg.conf man page for
details).
2. Enable Xinerama by adding the line
Option "Xinerama" "True"
to the "ServerFlags" section of your X config file.
Requirements:
o Using identical GPUs is recommended. Some combinations of non-identical,
but similar, GPUs are supported. If a GPU is incompatible with the rest
of a Xinerama desktop then no OpenGL rendering will appear on the screens
driven by that GPU. Rendering will still appear normally on screens
connected to other supported GPUs. In this situation the X log file will
include a message of the form:
(WW) NVIDIA(2): The GPU driving screen 2 is incompatible with the rest of
(WW) NVIDIA(2): the GPUs composing the desktop. OpenGL rendering will
(WW) NVIDIA(2): be disabled on screen 2.
o NVIDIA's GLX implementation only supports Xinerama when physical X screen
0 is driven by the NVIDIA X driver. This is because the X.Org X server
bases the visuals of the logical Xinerama X screen on the visuals of
physical X screen 0.
When physical X screen 0 is not being driven by the NVIDIA X driver and
Xinerama is enabled, then GLX will be disabled. If physical X screens
other than screen 0 are not being driven by the NVIDIA X driver, OpenGL
rendering will be disabled on them.
o Only the intersection of capabilities across all GPUs will be advertised.
The maximum OpenGL viewport size is 16384x16384 pixels. If an OpenGL
window is larger than the maximum viewport, regions beyond the viewport
will be blank.
o X configuration options that affect GLX operation (e.g.: stereo,
overlays) should be set consistently across all X screens in the X
server.
______________________________________________________________________________
Chapter 14. Configuring Multiple X Screens on One Card
______________________________________________________________________________
GPUs that support TwinView (Chapter 12) can also be configured to treat each
connected display device as a separate X screen.
While there are several disadvantages to this approach as compared to TwinView
(e.g.: windows cannot be dragged between X screens, hardware accelerated
OpenGL cannot span the two X screens), it does offer one advantage over
TwinView: If each display device is a separate X screen, then properties that
may vary between X screens may vary between displays (e.g.: depth, root window
size, etc).
To configure two separate X screens to share one graphics card, here is what
you will need to do:
First, create two separate Device sections, each listing the BusID of the
graphics card to be shared and listing the driver as "nvidia", and assign each
a separate screen:
Section "Device"
Identifier "nvidia0"
Driver "nvidia"
# Edit the BusID with the location of your graphics card
BusID "PCI:2:0:0"
Screen 0
EndSection
Section "Device"
Identifier "nvidia1"
Driver "nvidia"
# Edit the BusID with the location of your graphics card
BusId "PCI:2:0:0"
Screen 1
EndSection
Then, create two Screen sections, each using one of the Device sections:
Section "Screen"
Identifier "Screen0"
Device "nvidia0"
Monitor "Monitor0"
DefaultDepth 24
Subsection "Display"
Depth 24
Modes "1600x1200" "1024x768" "800x600" "640x480"
EndSubsection
EndSection
Section "Screen"
Identifier "Screen1"
Device "nvidia1"
Monitor "Monitor1"
DefaultDepth 24
Subsection "Display"
Depth 24
Modes "1600x1200" "1024x768" "800x600" "640x480"
EndSubsection
EndSection
(Note: You'll also need to create a second Monitor section) Finally, update
the ServerLayout section to use and position both Screen sections:
Section "ServerLayout"
...
Screen 0 "Screen0"
Screen 1 "Screen1" leftOf "Screen0"
...
EndSection
For further details, refer to the xorg.conf man page.
______________________________________________________________________________
Chapter 15. Support for the X Resize and Rotate Extension
______________________________________________________________________________
This NVIDIA driver release contains support for the X Resize and Rotate
(RandR) Extension versions 1.1, 1.2, and 1.3. The version of the RandR
extension advertised to X clients is controlled by the X server: the RandR
extension and protocol are provided by the X server, which routes protocol
requests to the NVIDIA X driver. Run `xrandr --version` to check the version
of RandR provided by the X server.
15A. RANDR SUPPORT
Specific supported features include:
o Modes can be set per-screen, and the X screen can be resized through the
RRSetScreenConfig request (e.g., with xrandr(1)'s '--size' and '--rate'
command line options).
o The X screen can be resized with the RandR 1.2 RRSetScreenSize request
(e.g., with xrandr(1)'s '--fb' command line option).
o The state of the display hardware can be queried with the RandR 1.2 and
1.3 RRGetScreenResources, RRGetScreenResourcesCurrent, RRGetOutputInfo,
and RRGetCrtcInfo requests (e.g., with xrandr(1)'s '--query' command line
option).
o Modes can be set with RandR CRTC granularity with the RandR 1.2
RRSetCrtcConfig request. E.g., `xrandr --output DVI-I-2 --mode
1920x1200`.
o Rotation can be set with RandR CRTC granularity with the RandR 1.2
RRSetCrtcConfig request. E.g., `xrandr --output DVI-I-2 --mode 1920x1200
--rotation left`.
o Per-CRTC transformations can be manipulated with the RandR 1.3
RRSetCrtcTransform and RRGetCrtcTransform requests. E.g., `xrandr
--output DVI-I-3 --mode 1920x1200 --transform
43.864288330078125,21.333328247070312,-16384,0,43.864288330078125,0,0,0.0321197509765625,19.190628051757812`.
o The RandR 1.0/1.1 requests RRGetScreenInfo and RRSetScreenConfig
manipulate MetaModes. The MetaModes that the X driver uses (either
user-requested or implicitly generated) are reported through the
RRGetScreenInfo request (e.g., `xrandr --query --q1`) and chosen through
the RRSetScreenConfig request (e.g., `xrandr --size 1920x1200
--orientation left`).
The configurability exposed through RandR is also available through the
MetaMode syntax, independent of X server version. See Chapter 12 for more
details. As an example, these two commands are equivalent:
xrandr --output DVI-I-2 --mode 1280x1024 --pos 0x0 --rotate left \
--output DVI-I-3 --mode 1920x1200 --pos 0x0
nvidia-settings --assign CurrentMetaMode="DVI-I-2: 1280x1024 +0+0 \
{ Rotation=left }, DVI-I-3: 1920x1200 +0+0"
15B. RANDR 1.1 ROTATION BEHAVIOR
On X servers that support RandR 1.2 or later, when an RandR 1.1 rotation
request is received (e.g., `xrandr --orientation left`), the NVIDIA X driver
will apply that request to an entire MetaMode. E.g., if you configure multiple
monitors, either through a MetaMode or through RandR 1.2:
xrandr --output DVI-I-2 --mode 1280x1024 --pos 0x0 \
--output DVI-I-3 --mode 1920x1200 --pos 1280x0
nvidia-settings --assign CurrentMetaMode="DVI-I-2: 1280x1024 +0+0, \
DVI-I-3: 1920x1200 +1280+0"
Requesting RandR 1.1 rotation through `xrandr --orientation left`, will rotate
the entire MetaMode, producing the equivalent of either:
xrandr --output DVI-I-2 --mode 1280x1024 --pos 176x0 --rotate left \
--output DVI-I-3 --mode 1920x1200 --rotate left --pos 0x1280
nvidia-settings --assign CurrentMetaMode="DVI-I-2: 1280x1024 +176+0, \
{ Rotation=left }, DVI-I-3: 1920x1200 +0+1280 { Rotation=left }"
On X servers that do not support RandR 1.2 or later, the NVIDIA X driver does
not advertise RandR rotation support. On such X servers, it is recommended to
configure rotation through MetaModes, instead.
15C. OUTPUT PROPERTIES
The NVIDIA Linux driver supports a number of output device properties.
OFFICIAL PROPERTIES
Properties that do not start with an underscore are officially documented in
the file "randrproto.txt" in X.Org's randrproto package. See that file for a
full description of these properties.
o "ConnectorNumber"
This property groups RandR outputs by their physical connectors. For
example, DVI-I ports have both an analog and a digital output, which is
represented in RandR by two different output objects. One DVI-I port may
be represented by RandR outputs "DVI-I-0" with "SignalFormat" "TMDS"
(transition-minimized differential signaling, a digital signal format)
and "DVI-I-1" with "SignalFormat" "VGA", representing the analog part.
In this case, both RandR outputs would have the same value of
"ConnectorNumber".
o "ConnectorType"
This property lists the physical type of the connector. For example, in
the DVI-I example above, both "DVI-I-0" and "DVI-I-1" would have a
"ConnectorType" of "DVI-I".
o "EDID"
This property contains the raw bytes of the display's extended display
identification data. This data is intended for applications to use to
glean information about the monitor connected.
o "SignalFormat"
This property describes the type of signaling used to send image data to
the display device. For example, an analog device connected to a DVI-I
port might use VGA as its signaling format.
o "Border"
This property is a list of integers specifying adjustments for the edges
of the displayed image. How this property is applied depends on the
number of elements in the list:
o 0 = No border is applied.
o 1 = A border of Border[0] is applied to all four sides of the image.
o 2 = A border of Border[0] is applied to the left and right sides of
the image, and a border of Border[1] is applied to the top and
bottom.
o 4 = The border dimensions are as follows: Border[0]: left,
Border[1]: top, Border[2]: right, Border[3]: bottom
This property is functionally equivalent to the ViewPortOut MetaMode
token.
o "BorderDimensions"
This property lists how many Border adjustment parameters can actually be
used. The NVIDIA implementation supports independently configuring all
four Border values.
o "GUID"
DisplayPort 1.2 specifies that all devices must have a globally-unique
identifier, referred to as a GUID. When a GUID is available, the "GUID"
property contains its raw bytes.
o "CscMatrix"
This property controls the color-space conversion matrix applied to the
pixels being displayed. The matrix is 3 rows and 4 columns, stored in
row-major order. Each entry is a 32-bit fixed-point number with 3 integer
bits and 16 fractional bits. Each entry in the X colormap is treated as a
4-component column vector C = [ R, G, B, 1 ]. The resulting components of
the color vector [ R', G', B' ] = CscMatrix * C are used as indices into
the gamma ramp.
For example, using xrandr version 1.5.0 or higher, you can exchange the
red channel with the green channel using this command:
xrandr --output DP-6 --set CscMatrix \
0,0x10000,0,0,0x10000,0,0,0,0,0,0x10000,0
To return to the default identity matrix, use
xrandr --output DP-6 --set CscMatrix \
0x10000,0,0,0,0,0x10000,0,0,0,0,0x10000,0
UNOFFICIAL PROPERTIES
Properties whose names begin with an underscore are not specified by X.Org.
They may be removed or modified in future driver releases. The NVIDIA Linux
driver supports the following unofficial properties:
o "_ConnectorLocation"
This property describes the physical location of the connector. On add-in
graphics boards, connector location 0 should generally be the position
closest to the motherboard, with increasing location numbers indicating
connectors progressively farther away.
Type INTEGER
Format 32
# Items 1
Flags Immutable, Static
Range 0-
15D. DISPLAYPORT 1.2
When display devices are connected via DisplayPort 1.2 branch devices,
additional RandR outputs will be created, one for each connected display
device. These dynamic outputs will remain as long as the display device is
connected or used in a MetaMode, even if they are not named in the current
MetaMode. They will be deleted automatically when the display is disconnected
and no MetaModes use them.
See Appendix C for a description of how the names of these outputs are
generated.
If you are developing applications that use the RandR extension, please be
aware that outputs can be created and destroyed dynamically. You should be
sure to use the XRRSelectInput function to watch for events that indicate when
this happens.
15E. MONITOR CONFIGURATION OPTIONS
This NVIDIA Linux driver honors the "Enable", "Ignore", "Primary", and
"Rotate" options in the Monitor section of the X configuration file. These
options will apply to a monitor if the Identifier of the Monitor section
matches one of the display device's names (see Appendix C for a description of
how a display's names are generated). For example, a Monitor section with
Identifier "DFP"
will apply to all digitally-connected displays, while a Monitor section with
Identifier "DPY-EDID-ee6cecc0-fa46-0c33-94e0-274313f9e7eb"
will apply only to a display device with a specific EDID-based identification
hash. You can also specify the name of the Monitor section to use in the
Screen section:
Option "Monitor-<dpyname>" "<Monitor name>"
See the xorg.conf(5) man page for a description of these options.
15F. KNOWN ISSUES
o Rotation and Transformations (configured either through RandR or
MetaModes) are not yet supported with the GLX_NV_swap_group OpenGL
extension.
o Some of the RandR 1.2 X configuration options provided by the XFree86 DDX
implementation and documented in xorg.conf(5) are not yet supported.
o Transformations (configured either through RandR or MetaModes) are not
yet correctly clipped.
______________________________________________________________________________
Chapter 16. Configuring a Notebook
______________________________________________________________________________
16A. INSTALLATION AND CONFIGURATION
Installation and configuration of the NVIDIA Linux Driver Set on a notebook is
the same as for any desktop environment, with a few additions, as described
below.
16B. POWER MANAGEMENT
All notebook NVIDIA GPUs support power management, both S3 (also known as
"Standby" or "Suspend to RAM") and S4 (also known as "Hibernate", "Suspend to
Disk" or "SWSUSP"). Power management is system-specific and is dependent upon
all the components in the system; some systems may be more problematic than
other systems.
Most recent notebook NVIDIA GPUs also support PowerMizer, which monitors
application work load to adjust system parameters to deliver the optimal
balance of performance and battery life. However, PowerMizer is only enabled
by default on some notebooks. Please see the known issues below for more
details.
16C. HOTKEY SWITCHING OF DISPLAY DEVICES
Most laptops generate keyboard events when the display change hotkey is
pressed. On some laptops, these are simply normal keyboard keys. On others,
they generate ACPI events that may be translated into keyboard events by other
system components.
The NVIDIA driver does not handle ACPI display change hotkeys itself. Instead,
it is expected for desktop environments to listen for these key-press events
and respond by reconfiguring the display devices as necessary.
16D. DOCKING EVENTS
All notebook NVIDIA GPUs support docking, however support may be limited by
the OS or system. There are three types of notebook docking (hot, warm, and
cold), which refer to the state of the system when the docking event occurs.
hot refers to a powered on system with a live desktop, warm refers to a system
that has entered a suspended power management state, and cold refers to a
system that has been powered off. Only warm and cold docking are supported by
the NVIDIA driver.
16E. KNOWN NOTEBOOK ISSUES
There are a few known issues associated with notebooks:
o In many cases, suspending and/or resuming will fail. As mentioned above,
this functionality is very system-specific. There are still many cases
that are problematic. Here are some tips that may help:
o In some cases, hibernation can have bad interactions with the PCI
Express bus clocks, which can lead to system hangs when entering
hibernation. This issue is still being investigated, but a known
workaround is to leave an OpenGL application running when
hibernating.
o On notebooks with relatively little system memory, repetitive
hibernation attempts may fail due to insufficient free memory. This
problem can be avoided by running `echo 0 > /sys/power/image_size`,
which reduces the image size to be stored during hibernation.
o Some distributions use a tool called vbetool to save and restore VGA
adapter state. This tool is incompatible with NVIDIA GPUs' Video
BIOSes and is likely to lead to problems restoring the GPU and its
state. Disabling calls to this tool in your distribution's init
scripts may improve power management reliability.
o On some notebooks, PowerMizer is not enabled by default. This issue is
being investigated, and there is no known workaround.
o When available, the NVIDIA driver installs a backlight handler that
allows access to the driver's backlight controller through
/sys/class/backlight/nvidia_0. This option can be disabled by passing the
NVreg_EnableBacklightHandler=0
parameter to the nvidia kernel module.
______________________________________________________________________________
Chapter 17. Using the NVIDIA Driver with Optimus Laptops
______________________________________________________________________________
Some laptops with NVIDIA GPUs make use of Optimus technology to allow
switching between an integrated GPU and a discrete NVIDIA GPU. The NVIDIA
Linux driver can be used on these systems.
17A. INSTALLING THE NVIDIA DRIVER ON AN OPTIMUS LAPTOP
The driver may be installed normally on Optimus systems, but the NVIDIA X
driver and the NVIDIA OpenGL driver may not be able to display to the laptop's
internal display panel unless a means to connect the panel to the NVIDIA GPU
(for example, a hardware multiplexer, or "mux", often controllable by a BIOS
setting) is available. On systems without a mux, the NVIDIA GPU can still be
useful for offscreen rendering, PRIME render offload, running CUDA
applications, and other uses that don't require driving a display.
On muxless Optimus laptops, or on laptops where a mux is present, but not set
to drive the internal display from the NVIDIA GPU, the internal display is
driven by the integrated GPU. On these systems, it's important that the X
server not be configured to use the NVIDIA X driver after the driver is
installed. Instead, the correct driver for the integrated GPU should be used.
Often, this can be determined automatically by the X server, and no explicit
configuration is required, especially on newer X server versions. If your X
server autoselects the NVIDIA X driver after installation, you may need to
explicitly select the driver for your integrated GPU.
As an alternative to using only the integrated graphics device, support for
the display output source functionality provided by the X Resize and Rotate
extension version 1.4 is available. This functionality allows for graphics to
be rendered on the NVIDIA GPU and displayed on the integrated graphics device.
For information on how to use this functionality, see Chapter 34.
A second alternative is to use PRIME render offload, such that the integrated
graphics device is used to drive the X screen, but the NVIDIA GPU is used on a
per-application basis to accelerate rendering of specific applications. For
details, see Chapter 35.
17B. LOADING THE KERNEL MODULE AND CREATING THE DEVICE FILES WITHOUT X
In order for programs that use the NVIDIA driver to work correctly (e.g.: X,
OpenGL, and CUDA applications), the kernel module must be loaded, and the
device files '/dev/nvidiactl' and '/dev/nvidia[0-9]+' must exist with read and
write permissions for any users of such applications. If the setuid root
nvidia-modprobe(1) utility is installed (the default when the driver is
installed from .run file), this should be handled automatically. Otherwise,
the kernel module will need to be loaded, and the device files created,
through your Linux distribution's mechanisms.
See "Q. How and when are the NVIDIA device files created?" in Chapter 7 for
more information.
Note that on some Optimus notebooks the driver may fail to initialize the GPU
due to system-specific ACPI interaction problems: see "Q. Why does the VBIOS
fail to load on my Optimus system?" in Chapter 8 for more information.
______________________________________________________________________________
Chapter 18. Programming Modes
______________________________________________________________________________
The NVIDIA Accelerated Linux Graphics Driver supports all standard VGA and
VESA modes, as well as most user-written custom mode lines.
To request one or more standard modes for use in X, you can simply add a
"Modes" line such as:
Modes "1600x1200" "1024x768" "640x480"
in the appropriate Display subsection of your X config file (see the xorg.conf
man page for details). Or, the nvidia-xconfig(1) utility can be used to
request additional modes; for example:
nvidia-xconfig --mode 1600x1200
See the nvidia-xconfig(1) man page for details.
18A. DEPTH, BITS PER PIXEL, AND PITCH
While not directly a concern when programming modes, the bits used per pixel
is an issue when considering the maximum programmable resolution; for this
reason, it is worthwhile to address the confusion surrounding the terms
"depth" and "bits per pixel". Depth is how many bits of data are stored per
pixel. Supported depths are 8, 15, 16, 24, and 30. Most video hardware,
however, stores pixel data in sizes of 8, 16, or 32 bits; this is the amount
of memory allocated per pixel. When you specify your depth, X selects the bits
per pixel (bpp) size in which to store the data. Below is a table of what bpp
is used for each possible depth:
Depth BPP
---------------------------------- ----------------------------------
8 8
15 16
16 16
24 32
30 32
Lastly, the "pitch" is how many bytes in the linear frame buffer there are
between one pixel's data, and the data of the pixel immediately below. You can
think of this as the horizontal resolution multiplied by the bytes per pixel
(bits per pixel divided by 8). In practice, the pitch may be more than this
product due to alignment constraints.
18B. MAXIMUM RESOLUTIONS
The NVIDIA Accelerated Linux Graphics Driver and NVIDIA GPU-based graphics
cards support resolutions up to 32767x32767 pixels for Pascal and newer GPUs,
and up to 16384x16384 pixels for older GPUs, though the maximum resolution
your system can support is also limited by the amount of video memory (see
Useful Formulas for details) and the maximum supported resolution of your
display device (monitor/flat panel/television). Also note that while use of a
video overlay does not limit the maximum resolution or refresh rate, video
memory bandwidth used by a programmed mode does affect the overlay quality.
Using HDMI 2.0 4K@60Hz modes in the RGB 4:4:4 color space requires a high
single-link pixel clock that is only available on GM20x or later GPUs. In
addition, using a mode requiring the YCbCr 4:2:0 color space over a
DisplayPort connection requires a GP10x or later GPU. If driving the current
mode in the RGB 4:4:4 color space would require a pixel clock that exceeds the
display's or GPU's capabilities, and the display and GPU are capable of
driving that mode in the YCbCr 4:2:0 color space, then the color space will be
overridden to YCbCr 4:2:0. On all Turing and earlier GPUs, and on all
DisplayPort display devices regardless of GPU, YCbCr 4:2:0 mode is not
supported on depth 8 X screens, and is not currently supported with stereo or
the GLX_NV_swap_group OpenGL extension.
18C. USEFUL FORMULAS
The maximum resolution is a function both of the amount of video memory and
the bits per pixel you elect to use:
HR * VR * (bpp/8) = Video Memory Used
In other words, the amount of video memory used is equal to the horizontal
resolution (HR) multiplied by the vertical resolution (VR) multiplied by the
bytes per pixel (bits per pixel divided by eight). Technically, the video
memory used is actually the pitch times the vertical resolution, and the pitch
may be slightly greater than (HR * (bpp/8)) to accommodate the hardware
requirement that the pitch be a multiple of some value.
Note that this is just memory usage for the frame buffer; video memory is also
used by other things, such as OpenGL and pixmap caching.
Another important relationship is that between the resolution, the pixel clock
(also known as the dot clock) and the vertical refresh rate:
RR = PCLK / (HFL * VFL)
In other words, the refresh rate (RR) is equal to the pixel clock (PCLK)
divided by the total number of pixels: the horizontal frame length (HFL)
multiplied by the vertical frame length (VFL) (note that these are the frame
lengths, and not just the visible resolutions). As described in the XFree86
Video Timings HOWTO, the above formula can be rewritten as:
PCLK = RR * HFL * VFL
Given a maximum pixel clock, you can adjust the RR, HFL and VFL as desired, as
long as the product of the three is consistent. The pixel clock is reported in
the log file. Your X log should contain a line like this:
(--) NVIDIA(0): ViewSonic VPD150 (DFP-1): 165 MHz maximum pixel clock
which indicates the maximum pixel clock for that display device.
18D. HOW MODES ARE VALIDATED
In traditional XFree86/X.Org mode validation, the X server takes as a starting
point the X server's internal list of VESA standard modes, plus any modes
specified with special ModeLines in the X configuration file's Monitor
section. These modes are validated against criteria such as the valid
HorizSync/VertRefresh frequency ranges for the user's monitor (as specified in
the Monitor section of the X configuration file), as well as the maximum pixel
clock of the GPU.
Once the X server has determined the set of valid modes, it takes the list of
user requested modes (i.e., the set of modes named in the "Modes" line in the
Display subsection of the Screen section of X configuration file), and finds
the "best" validated mode with the requested name.
The NVIDIA X driver uses a variation on the above approach to perform mode
validation. During X server initialization, the NVIDIA X driver builds a pool
of valid modes for each display device. It gathers all possible modes from
several sources:
o The display device's EDID
o The X server's built-in list
o Any user-specified ModeLines in the X configuration file
o The VESA standard modes
For every possible mode, the mode is run through mode validation. The core of
mode validation is still performed similarly to traditional XFree86/X.Org mode
validation: the mode timings are checked against things such as the valid
HorizSync and VertRefresh ranges and the maximum pixelclock. Note that each
individual stage of mode validation can be independently controlled through
the "ModeValidation" X configuration option.
Note that when validating interlaced mode timings, VertRefresh specifies the
field rate, rather than the frame rate. For example, the following modeline
has a vertical refresh rate of 87 Hz:
# 1024x768i @ 87Hz (industry standard)
ModeLine "1024x768" 44.9 1024 1032 1208 1264 768 768 776 817 +hsync +vsync
Interlace
Invalid modes are discarded; valid modes are inserted into the mode pool. See
MODE VALIDATION REPORTING for how to get more details on mode validation
results for each considered mode.
Valid modes are given a unique name that is guaranteed to be unique across the
whole mode pool for this display device. This mode name is constructed
approximately like this:
<width>x<height>_<refreshrate>
(e.g., "1600x1200_85")
The name may also be prepended with another number to ensure the mode is
unique; e.g., "1600x1200_85_0".
As validated modes are inserted into the mode pool, duplicate modes are
removed, and the mode pool is sorted, such that the "best" modes are at the
beginning of the mode pool. The sorting is based roughly on:
o Resolution
o Source (EDID-provided modes are prioritized higher than VESA-provided
modes, which are prioritized higher than modes that were in the X
server's built-in list)
o Refresh rate
Once modes from all mode sources are validated and the mode pool is
constructed, all modes with the same resolution are compared; the best mode
with that resolution is added to the mode pool a second time, using just the
resolution as its unique modename (e.g., "1600x1200"). In this way, when you
request a mode using the traditional names (e.g., "1600x1200"), you still get
what you got before (the 'best' 1600x1200 mode); the added benefit is that all
modes in the mode pool can be addressed by a unique name.
When verbose logging is enabled (see "Q. How can I increase the amount of data
printed in the X log file?" in Chapter 7), the mode pool for each display
device is printed to the X log file.
After the mode pool is built for all display devices, the requested modes (as
specified in the X configuration file), are looked up from the mode pool. Each
requested mode that can be matched against a mode in the mode pool is then
advertised to the X server and is available to the user through the X server's
mode switching hotkeys (ctrl-alt-plus/minus) and the XRandR and XF86VidMode X
extensions.
Additionally, all modes in the mode pool of the primary display device are
implicitly made available to the X server. See the IncludeImplicitMetaModes X
configuration option for details.
18E. THE NVIDIA-AUTO-SELECT MODE
You can request a special mode by name in the X config file, named
"nvidia-auto-select". When the X driver builds the mode pool for a display
device, it selects one of the modes as the "nvidia-auto-select" mode; a new
entry is made in the mode pool, and "nvidia-auto-select" is used as the unique
name for the mode.
The "nvidia-auto-select" mode is intended to be a reasonable mode for the
display device in question. For example, the "nvidia-auto-select" mode is
normally the native resolution for flat panels, as reported by the flat
panel's EDID, or one of the detailed timings from the EDID. The
"nvidia-auto-select" mode is guaranteed to always be present, and to always be
defined as something considered valid by the X driver for this display device.
Note that the "nvidia-auto-select" mode is not necessarily the largest
possible resolution, nor is it necessarily the mode with the highest refresh
rate. Rather, the "nvidia-auto-select" mode is selected such that it is a
reasonable default. The selection process is roughly:
o If the EDID for the display device reported a preferred mode timing, and
that mode timing is considered a valid mode, then that mode is used as
the "nvidia-auto-select" mode. You can check if the EDID reported a
preferred timing by starting X with logverbosity greater than or equal to
5 (see "Q. How can I increase the amount of data printed in the X log
file?" in Chapter 7), and looking at the EDID printout; if the EDID
contains a line:
Prefer first detailed timing : Yes
Then the first mode listed under the "Detailed Timings" in the EDID will
be used.
o If the EDID did not provide a preferred timing, the best detailed timing
from the EDID is used as the "nvidia-auto-select" mode.
o If the EDID did not provide any detailed timings (or there was no EDID at
all), the best valid mode not larger than 1024x768 is used as the
"nvidia-auto-select" mode. The 1024x768 limit is imposed here to restrict
use of modes that may have been validated, but may be too large to be
considered a reasonable default, such as 2048x1536.
o If all else fails, the X driver will use a built-in 800 x 600 60Hz mode
as the "nvidia-auto-select" mode.
If no modes are requested in the X configuration file, or none of the
requested modes can be found in the mode pool, then the X driver falls back to
the "nvidia-auto-select" mode, so that X can always start. Appropriate warning
messages will be printed to the X log file in these fallback scenarios.
You can add the "nvidia-auto-select" mode to your X configuration file by
running the command
nvidia-xconfig --mode nvidia-auto-select
and restarting your X server.
The X driver can generally do a much better job of selecting the
"nvidia-auto-select" mode if the display device's EDID is available. This is
one reason why it is recommended to only use the "UseEDID" X configuration
option sparingly. Note that, rather than globally disable all uses of the EDID
with the "UseEDID" option, you can individually disable each particular use of
the EDID using the "UseEDIDFreqs", "UseEDIDDpi", and/or the "NoEDIDModes"
argument in the "ModeValidation" X configuration option.
18F. MODE VALIDATION REPORTING
When log verbosity is set to 6 or higher (see "Q. How can I increase the
amount of data printed in the X log file?" in Chapter 7), the X log will
record every mode that is considered for each display device's mode pool, and
report whether the mode passed or failed. For modes that were considered
invalid, the log will report why the mode was considered invalid.
18G. ENSURING IDENTICAL MODE TIMINGS
Some functionality, such as Active Stereo with TwinView, requires control over
exactly which mode timings are used. For explicit control over which mode
timings are used on each display device, you can specify the ModeLine you want
to use (using one of the ModeLine generators available), and using a unique
name. For example, if you wanted to use 1024x768 at 120 Hz on each monitor in
TwinView with active stereo, you might add something like this to the monitor
section of your X configuration file:
# 1024x768 @ 120.00 Hz (GTF) hsync: 98.76 kHz; pclk: 139.05 MHz
Modeline "1024x768_120" 139.05 1024 1104 1216 1408 768 769 772 823
-HSync +Vsync
Then, in the Screen section of your X config file, specify a MetaMode like
this:
Option "MetaModes" "1024x768_120, 1024x768_120"
______________________________________________________________________________
Chapter 19. Configuring Flipping and UBB
______________________________________________________________________________
The NVIDIA Accelerated Linux Graphics Driver supports Unified Back Buffer
(UBB) and OpenGL Flipping. These features can provide performance gains in
certain situations.
o Unified Back Buffer (UBB): UBB is available only on NVIDIA RTX/Quadro
GPUs (Quadro NVS GPUs excluded) and is enabled by default when there is
sufficient video memory available. This can be disabled with the UBB X
config option. When UBB is enabled, all windows share the same back,
stencil and depth buffers. When there are many windows, the back, stencil
and depth usage will never exceed the size of that used by a full screen
window. However, even for a single small window, the back, stencil, and
depth video memory usage is that of a full screen window. In that case
video memory may be used less efficiently than in the non-UBB case.
o Flipping: When OpenGL flipping is enabled, OpenGL can perform buffer
swaps by changing which buffer is scanned out rather than copying the
back buffer contents to the front buffer; this is generally a higher
performance mechanism and allows tearless swapping during the vertical
retrace (when __GL_SYNC_TO_VBLANK is set).
______________________________________________________________________________
Chapter 20. Using the "/proc" File System Interface
______________________________________________________________________________
The NVIDIA '/proc' file system interface can be used to obtain run-time
information about the NVIDIA kernel driver and about the NVIDIA GPUs present
in the system. It can also be used to control some aspects of the NVIDIA
driver's operation.
This information is contained in several files in '/proc/driver/nvidia':
'/proc/driver/nvidia/version'
Lists the installed driver revision and the version of the GNU C compiler
used to build the Linux kernel module.
'/proc/driver/nvidia/warnings'
The NVIDIA graphics driver tries to detect potential problems with the
host system's kernel and warns about them using the kernel's "printk()"
mechanism, typically logged by the system to '/var/log/messages'.
Important NVIDIA warning messages are also logged to dedicated text files
in this '/proc' directory.
'/proc/driver/nvidia/gpus/PCI-BUS-ID/information'
Provide information about each of the installed NVIDIA GPUs (model name,
IRQ, BIOS version, etc.). Note that some of the information is only
available when the GPUs have been initialized. See "Q. What is the format
of a PCI Bus ID?" in Chapter 7 for information on how to determine
PCI-BUS-ID.
'/proc/driver/nvidia/gpus/PCI-BUS-ID/power'
Provide information about the runtime D3 (RTD3) Power Management status of
each of the installed NVIDIA GPUs. Note that some of the information is
only available when the GPUs have been initialized. Please see Chapter 22
for the detailed description of this '/proc' interface. See "Q. What is
the format of a PCI Bus ID?" in Chapter 7 for information on how to
determine the PCI-BUS-ID.
'/proc/driver/nvidia/suspend'
Notify the NVIDIA kernel drivers of system power management events, such
as suspend and hibernate. Please see Chapter 21 for a detailed description
of this '/proc' interface.
______________________________________________________________________________
Chapter 21. Configuring Power Management Support
______________________________________________________________________________
21A. BACKGROUND
The NVIDIA Linux driver includes support for the suspend (suspend-to-RAM) and
hibernate (suspend-to-disk) system power management operations, such as ACPI
S3 and S4 on the x86_64 platform. When the system suspends or hibernates, the
NVIDIA kernel drivers prepare in-use GPUs for the sleep cycle, saving state
required to return these GPUs to normal operation when the system is later
resumed. The NVIDIA Linux driver also supports S0ix-based s2idle system
suspend (suspend-to-idle), if both the platform and the NVIDIA GPU support it.
The GPU state saved by the NVIDIA kernel drivers includes allocations made in
video memory. However, these allocations are collectively large, and typically
cannot be evicted. Since the amount of system memory available to drivers at
suspend time is often insufficient to accommodate large portions of video
memory, the NVIDIA kernel drivers are designed to act conservatively, and
normally only save essential video memory allocations.
The resulting loss of video memory contents is partially compensated for by
the user-space NVIDIA drivers, and by some applications, but can lead to
failures such as rendering corruption and application crashes upon exit from
power management cycles.
To better support power management with these types of applications, the
NVIDIA Linux driver provides a custom power management interface intended for
integration with system management tools like 'systemd'. This interface is
still considered experimental. It is not used by default, but can be taken
advantage of by configuring the system as described in this chapter.
21B. OVERVIEW
The NVIDIA Linux driver supports the suspend and hibernate power management
operations via two different mechanisms. In this section, each is summarized
briefly with its capabilities and requirements:
Kernel driver callback
When this mechanism is used, the NVIDIA kernel driver receives callbacks
from the Linux kernel to suspend, hibernate, and to resume each GPU for
which a Linux PCI driver was registered. This is the default mechanism: it
is enabled and used without explicit configuration.
While this mechanism has no special requirements, yields good results with
many workloads, and has been supported by the NVIDIA kernel driver in
similar form for years, it suffers from a few limitations. Notably, it can
only preserve a relatively small amount of video memory reliably, and it
cannot support power management when advanced CUDA features are being
used.
/proc/driver/nvidia/suspend
Instead of callbacks from the Linux kernel, this mechanism, when used,
relies on a system management tool, such as 'systemd', to issue suspend,
hibernate, and resume commands to the NVIDIA kernel driver via the
"/proc/driver/nvidia/suspend" interface. It is still considered
experimental, and requires explicit configuration to use.
If configured correctly, this mechanism is designed to remove the
limitations of the kernel driver callback mechanism. It supports power
management with advanced CUDA features (such as UVM), and it is capable of
saving and restoring all video memory allocations.
21C. PRESERVE ALL VIDEO MEMORY ALLOCATIONS
To save potentially large portions of video memory, the NVIDIA driver supports
the following two methods:
Save allocations in an unnamed temporary file
The NVIDIA driver uses an unnamed temporary file to save potentially large
portions of video memory. By default, this file is created in '/tmp'
during system suspend. This location can be changed with the
"NVreg_TemporaryFilePath" nvidia.ko kernel module parameter, e.g.
"NVreg_TemporaryFilePath=/run". The destination file system needs to
support unnamed temporary files, and it needs to be large enough to
accommodate all the utilized video memory copies for the duration of the
power management cycle.
When determining a suitable size for the video memory backing store, it is
recommended to start with the overall amount of video memory supported by
the GPUs installed in the system. For example: "nvidia-smi -q -d MEMORY
|grep 'FB Memory Usage' -A1". Each "Total" line returned by this command
reflects one GPU's video memory capacity, in MiB. The sum of these
numbers, plus 5% of margin, is a conservative starting point for the size
of the video memory backing store.
Please note that file systems such as '/tmp' and '/run' are often of the
type "tmpfs", and potentially relatively small. Most commonly, the size of
the type of the file system used is controlled by 'systemd'. For more
information, see
https://www.freedesktop.org/wiki/Software/systemd/APIFileSystems. To
achieve the best performance, file system types other than "tmpfs" are
recommended at this time.
Additionally, to unlock the full functionality of the interface, the
NVIDIA Linux kernel module "nvidia.ko" needs to be loaded with the
"NVreg_PreserveVideoMemoryAllocations=1" module parameter. This changes
the default video memory save/restore strategy to save and restore all
video memory allocations. Also, the "/proc/driver/nvidia/suspend" power
management mechanism (with a system management tool, such as 'systemd') is
required for using this interface.
S0ix-based power management
If both the platform and the NVIDIA GPU support S0ix-based power
management, then the NVIDIA Linux driver will put the GPU video memory in
self refresh mode during 's2idle' system suspend. S0ix-based suspend will
consume more power than legacy S3 system suspend, but it will enter and
exit suspend/resume more quickly. Also, the suspend/resume latency will be
constant irrespective of GPU video memory usage.
To check the platform S0ix state support and required configuration,
follow the steps mentioned in
https://web.archive.org/web/20230614200816/https://01.org/blogs/qwang59/2018/how-achieve-s0ix-states-linux
To check if the NVIDIA GPU has support for S0ix-based power management,
install the NVIDIA driver and run the following command:
"grep 'Video Memory Self Refresh'
/proc/driver/nvidia/gpus/<Domain>:<Bus>:<Device>.0/power"
For example:
"grep 'Video Memory Self Refresh'
/proc/driver/nvidia/gpus/0000\:01\:00.0/power"
If both the platform and the GPU support S0ix-based power management, then
the S0ix support can be enabled in the NVIDIA Linux driver by setting the
"nvidia.ko" kernel module parameter "NVreg_EnableS0ixPowerManagement" to
"1". With "NVreg_EnableS0ixPowerManagement" set to "1" and system suspend
state set to 's2idle', the NVIDIA Linux driver will calculate the video
memory usage at system suspend time.
o During the S0ix suspend, if video memory usage is less than a certain
threshold, then the driver will copy video memory contents to system
memory and power off the video memory along with the GPU. This will help
in saving power.
o During the S0ix suspend, if video memory usage is above a certain
threshold, then the video memory will be kept in self-refresh mode while
the rest of the GPU is powered down.
By default, this threshold is 256 MB and it can be changed with the
"NVreg_S0ixPowerManagementVideoMemoryThreshold" module parameter of
"nvidia.ko".
All the module parameters can be set on the command line when loading the
NVIDIA Linux kernel module "nvidia.ko", or via the distribution's kernel
module configuration files (such as those under /etc/modprobe.d).
21D. 'systemd' CONFIGURATION
This section is specific to the '/proc/driver/nvidia/suspend' interface. This
is required if using the "NVreg_PreserveVideoMemoryAllocations=1" kernel
module parameter or advanced CUDA features (such as UVM). The NVIDIA Linux
kernel driver requires no configuration if the default power management
mechanism is used.
In order to take advantage of the '/proc' interface, a system management tool
like 'systemd' needs to be configured to access it at appropriate times in the
power management sequence. Specifically, the interface needs to be used to
suspend or hibernate the NVIDIA kernel drivers just before writing to the
Linux kernel's '/sys/power/state' interface to request entry into the desired
sleep state. The interface also needs to be used to resume the NVIDIA kernel
drivers immediately after the return from a sleep state, as well as
immediately after any unsuccessful attempts to suspend or hibernate.
The following example configuration documents integration with the 'systemd'
system and service manager, which is commonly used in modern GNU/Linux
distributions to manage system start-up and various aspects of its operation.
For systems not using 'systemd', the configuration files provided serve as a
reference.
The 'systemd' configuration uses the following files:
/usr/lib/systemd/system/nvidia-suspend.service
A 'systemd' service description file used to instruct the system manager
to write "suspend" to the '/proc/driver/nvidia/suspend' interface
immediately before accessing '/sys/power/state' to suspend the system.
/usr/lib/systemd/system/nvidia-suspend-then-hibernate.service
A 'systemd' service description file used to instruct the system manager
to write "suspend" to the '/proc/driver/nvidia/suspend' interface
immediately before accessing '/sys/power/state' to suspend the system.
The 'suspend-then-hibernate' suspend method requires systemd version 248
or higher.
/usr/lib/systemd/system/nvidia-hibernate.service
A 'systemd' service description file used to instruct the system manager
to write "hibernate" to the '/proc/driver/nvidia/suspend' interface
immediately before accessing '/sys/power/state' to hibernate the system.
/usr/lib/systemd/system/nvidia-resume.service
A 'systemd' service description file used to instruct the system manager
to write "resume" to the '/proc/driver/nvidia/suspend' interface
immediately after returning from a system sleep state.
/lib/systemd/system-sleep/nvidia
A 'systemd-sleep' script file used to instruct the system manager to write
"resume" to the '/proc/driver/nvidia/suspend' interface immediately after
an unsuccessful attempt to suspend or hibernate the system via the
'/proc/driver/nvidia/suspend' interface.
For the 'suspend-then-hibernate' method of system sleep, this script is
responsible for resuming and then hibernating the GPU if the system wakes
due to a low battery warning. This feature requires systemd version 248 or
newer.
/usr/bin/nvidia-sleep.sh
A shell script used by the 'systemd' service description files and the
'systemd-sleep' file to interact with the '/proc/driver/nvidia/suspend'
interface. The script also manages VT switching for the X server, which is
currently needed by the NVIDIA X driver to support power management
operations.
These files are installed and enabled by nvidia-installer automatically if
systemd is detected. Installation of systemd units can be disabled by
specifying the '--no-systemd' installer option.
21E. EXERCISING POWER MANAGEMENT WITH 'systemd'
This section is specific to the '/proc/driver/nvidia/suspend' interface, when
configured as described above. When the default power management mechanism is
used instead, or when the '/proc' interface is used without 'systemd', then
the use of "systemctl" is not required.
To suspend (suspend-to-RAM) or to hibernate (suspend-to-disk), respectively,
use the following commands:
o "sudo systemctl suspend"
o "sudo systemctl hibernate"
For the full list of sleep operations supported by 'systemd', please see the
systemd-suspend.service(8) man page.
21F. KNOWN ISSUES AND WORKAROUNDS
o On some systems, where the default suspend mode is '"s2idle"', the system
may not resume properly due to a known timing issue in the kernel. The
suspend mode can be verified by reading the contents of the file
'/sys/power/mem_sleep'. The following upstream kernel changes have been
proposed to fix the issue:
https://lore.kernel.org/linux-pci/20190927090202.1468-1-drake@endlessm.com/
https://lore.kernel.org/linux-pci/20190821124519.71594-1-mika.westerberg@linux.intel.com/
In the interim, the default suspend mode on the affected systems should
be set to '"deep"' using the kernel command line parameter
'"mem_sleep_default"' -
'mem_sleep_default=deep'
______________________________________________________________________________
Chapter 22. PCI-Express Runtime D3 (RTD3) Power Management
______________________________________________________________________________
22A. INTRODUCTION
NVIDIA GPUs have many power-saving mechanisms. Some of them will reduce clocks
and voltages to different parts of the chip, and in some cases turn off clocks
or power to parts of the chip entirely, without affecting functionality or
while continuing to function, just at a slower speed.
However, the lowest power states for NVIDIA GPUs require turning power off to
the entire chip, often through ACPI calls. Obviously, this impacts
functionality. Nothing can run on the GPU while it is powered off. Care has to
be taken to only enter this state when there are no workloads running on the
GPU and any attempts to start work or any memory mapped I/O (MMIO) access must
be preceded with a sequence to first turn the GPU back on and restore any
necessary state.
The NVIDIA GPU may have one, two or four PCI functions:
o Function 0: VGA controller / 3D controller
o Function 1: Audio device
o Function 2: USB xHCI Host controller
o Function 3: USB Type-C UCSI controller
Out of the four PCI functions, the NVIDIA driver directly manages the VGA
controller / 3D Controller PCI function. Other PCI functions are managed by
the device drivers provided with the Linux kernel. The NVIDIA driver is
capable of handling entry into and exit from these low power states, for the
PCI function 0. The remaining PCI functions are also powered down along with
function 0 when entering these low power states. As a result, the device
drivers for the other three functions also need to be taken into account to:
prevent entering the lowest-power state when the device is in use, trigger
exiting the lowest-power state when the device is needed, save and restore any
hardware state around power-off events.
The NVIDIA Linux driver includes support for dynamically managing power to the
NVIDIA GPU. It depends on the runtime power management framework within the
Linux kernel to arbitrate power needs of various PCI functions. In order to
have maximum power saving from this feature, two conditions must be met:
1. Runtime power management for all the PCI functions of the GPU should be
enabled.
2. The device drivers for all the PCI functions should support runtime power
management.
If these conditions are satisfied and if all the PCI functions are idle, then
The NVIDIA GPU will go to the lowest power state resulting into maximum power
savings.
22B. SUPPORTED CONFIGURATIONS
This feature is available only when the following conditions are satisfied:
o This feature is supported on notebooks and desktops.
o This feature requires system hardware as well as ACPI support (ACPI
"_PR0" and "_PR3" methods are needed to control PCIe power). The
necessary hardware and ACPI support was first added in Intel Coffeelake
chipset series. Hence, this feature is supported from Intel Coffeelake
chipset series.
o This feature requires a Turing or newer GPU.
o This feature is supported with Linux kernel versions 4.18 and newer. With
older kernel versions, it may not work as intended.
o This feature is supported when Linux kernel defines CONFIG_PM
(CONFIG_PM=y). Typically, if the system supports S3 (suspend-to-RAM),
then CONFIG_PM would be defined.
22C. SYSTEM SETTINGS
1. Enable runtime power management for each PCI function.
For Ampere or later notebooks with supported configurations, runtime D3
power management is enabled by default for the GPU's PCI function 0 (VGA
controller / 3D controller).
For pre-Ampere notebooks and all desktop SKUs, runtime D3 power
management can be enabled for each PCI function using the following
command.
'echo auto >
/sys/bus/pci/devices/<Domain>:<Bus>:<Device>.<Function>/power/control'
For example:
'echo auto > /sys/bus/pci/devices/0000\:01\:00.0/power/control'
22D. DRIVER SETTINGS
This feature is enabled by default on supported Ampere or newer notebook
computers. In all other configurations, it is disabled by default.
It can be enabled or disabled via the 'NVreg_DynamicPowerManagement' nvidia.ko
kernel module parameter.
'Option "NVreg_DynamicPowerManagement=0x00"'
This setting will disable runtime D3 power management features. With this
setting, the NVIDIA driver will only use the GPU's built-in power
management so it always is powered on. Actual power usage will vary with
the GPU's workload.
'Option "NVreg_DynamicPowerManagement=0x01"'
This setting is called coarse-grained power control. With this setting,
the NVIDIA GPU driver will allow the GPU to go into its lowest power state
when no applications are running that use the nvidia driver stack.
Whenever an application requiring NVIDIA GPU access is started, the GPU is
put into an active state. When the application exits, the GPU is put into
a low power state.
'Option "NVreg_DynamicPowerManagement=0x02"'
This setting is called fine-grained power control. With this setting, the
NVIDIA GPU driver will allow the GPU to go into its lowest power state
when no applications are running that use the nvidia driver stack.
Whenever an application requiring NVIDIA GPU access is started, the GPU is
put into an active state. When the application exits, the GPU is put into
a low power state.
Additionally, the NVIDIA driver will actively monitor GPU usage while
applications using the GPU are running. When the applications have not
used the GPU for a short period, the driver will allow the GPU to be
powered down. As soon as the application starts using the GPU, the GPU is
reactivated.
Furthermore, the NVIDIA GPU driver controls power to the NVIDIA GPU and
its video memory separately. While turning off the NVIDIA GPU, the video
memory will be kept in a low power self-refresh mode unless the following
conditions are met:
o The NVIDIA GPU does not support "Video Memory Self Refresh" mode but
supports "Video Memory Off" mode. See "Procfs Interface For Runtime
D3" in Chapter 22 for details.
o The system is configured in PRIME render offload mode. See Chapter 35
for details.
o Less than a certain threshold of video memory is in use. The default
threshold value is 200 MB. See "Video Memory Utilization Threshold"
in Chapter 22 for details.
o Sufficient system memory is available for saving the video memory
contents.
If these conditions are met, the NVIDIA GPU driver will completely turn
off the video memory, in addition to the rest of the GPU.
Keeping video memory in a self-refresh mode uses more power than turning
off video memory, but allows the GPU to be powered off and reactivated
more quickly.
It is important to note that the NVIDIA GPU will remain in an active state
if it is driving a display. In this case, the NVIDIA GPU will go to a low
power state only when the X configuration option HardDPMS is enabled and
the display is turned off by some means - either automatically due to an
OS setting or manually using commands like 'xset'.
Similarly, the NVIDIA GPU will remain in an active state if a CUDA
application is running.
'Option "NVreg_DynamicPowerManagement=0x03"'
This is the default setting.
For Ampere or later notebooks with supported configurations, this value
translates to fine-grained power control. For pre-Ampere notebooks, this
value disables runtime D3 power management features. For desktop
computers, irrespective of the GPU(s) used, this value disables runtime D3
power management features.
Option "NVreg_DynamicPowerManagement" can be set on the command line while
loading the NVIDIA Linux kernel module. For example,
'modprobe nvidia "NVreg_DynamicPowerManagement=0x02"'
22E. VIDEO MEMORY UTILIZATION THRESHOLD
The NVIDIA GPU driver uses 200 MB as the default video memory utilization
threshold to decide whether the video memory can be turned off or kept in a
self-refresh mode. This threshold value can be decreased or increased (up to
1024 MB) using an option 'NVreg_DynamicPowerManagementVideoMemoryThreshold'.
This option can be set on the command line while loading the NVIDIA Linux
kernel module. For example,
'modprobe nvidia "NVreg_DynamicPowerManagementVideoMemoryThreshold=100"'
The video memory utilization threshold value should be a positive integer. It
is expressed in Megabytes (1048576 bytes). In the example above, the threshold
value will be set to 100 MB. The maximum threshold value can be 1024 MB. Any
value greater than 1024 MB will be clamped to 1024 MB.
The use of a higher threshold value will increase the latency during RTD3
entry and exit transitions, so use this option only if the latency increase is
not affecting the usability of the system.
This threshold can be set to 0 in order to prevent the video memory from being
turned off.
22F. PROCFS INTERFACE FOR RUNTIME D3
The following entries in the file '/proc/driver/nvidia/gpus/PCI-BUS-ID/power'
provide more details regarding the runtime D3 feature. See "Q. What is the
format of a PCI Bus ID?" in Chapter 7 for information on how to determine the
PCI-BUS-ID.
o "Runtime D3 status" entry gives the current status of this feature.
o "Video Memory" entry gives the power status of the video memory.
o "Video Memory Self Refresh" entry reports whether the NVIDIA GPU hardware
supports video memory self refresh mode.
o "Video Memory Off" entry reports whether the NVIDIA GPU hardware supports
video memory off mode.
22G. KNOWN ISSUES AND WORKAROUNDS
The first two workarounds in the below section are not required on Linux
kernel 5.5 or newer.
1. The USB xHCI Host controller and USB Type-C UCSI controller drivers
present in most Linux distributions do not fully support runtime power
management. Full support for runtime power management in these drivers is
available in kernel version 5.5. For kernel versions before 5.5, these
two PCI functions have to be disabled for this feature to work properly.
This can be done using the following command.
'echo 1 > /sys/bus/pci/devices/<Domain>:<Bus>:<Device>.2/remove'
'echo 1 > /sys/bus/pci/devices/<Domain>:<Bus>:<Device>.3/remove'
For example:
'echo 1 > /sys/bus/pci/devices/0000\:01\:00.2/remove'
'echo 1 > /sys/bus/pci/devices/0000\:01\:00.3/remove'
2. There is a known issue with the audio driver due to which the audio PCI
function remains in an active state. This affects Linux kernel versions
4.19 (starting with git commit id
"37a3a98ef601f89100e3bb657fb0e190b857028c") through 5.4, and is fixed in
Linux kernel version 5.5.
'echo 1 > /sys/bus/pci/devices/<Domain>:<Bus>:<Device>.1/remove'
For example:
'echo 1 > /sys/bus/pci/devices/0000\:01\:00.1/remove'
This workaround will result in audio loss when the audio function is
being used to play audio over DP/HDMI connection. To recover from audio
loss, rescanning the PCI tree will bring back the audio PCI function and
audio operation can be recovered. However, after rescanning the PCI tree,
all the disabled PCI functions will again become active. To ensure that
this feature works again, the workarounds mentioned in this section have
to be done again.
3. When the NVIDIA GPU is driving a console, runtime power management is
enabled for the VGA Controller PCI function and nvidia driver is
uninstalled, the console will become blank. The workaround for this issue
is to disable runtime power management for PCI function 0 before
uninstalling the NVIDIA driver using the following command:
'echo on >
/sys/bus/pci/devices/<Domain>:<Bus>:<Device>.<Function>/power/control'
For example:
'echo on > /sys/bus/pci/devices/0000\:01\:00.0/power/control'
4. On desktops, if a NVIDIA GPU is in RTD3 state and a display is connected
to it, it will not be detected. This is because the parent PCI/e port
switches off the power to the NVIDIA GPU. The workaround for this issue
is to first put the NVIDIA GPU into an active state and then connect the
display to it. The NVIDIA GPU can be brought into an active state by
running the following command:
'echo on >
/sys/bus/pci/devices/<Domain>:<Bus>:<Device>.<Function>/power/control'
For example:
'echo on > /sys/bus/pci/devices/0000\:01\:00.0/power/control'
After connecting the display, runtime power management can be enabled
again using the following command:
'echo auto >
/sys/bus/pci/devices/<Domain>:<Bus>:<Device>.<Function>/power/control'
For example:
'echo auto > /sys/bus/pci/devices/0000\:01\:00.0/power/control'
5. On systems where nvidia persistence daemon is running with UVM
persistence mode enabled, PCI-Express Runtime D3 (RTD3) Power Management
will be disabled. This is because in uvm persistence mode some UVM driver
components are kept initialized even when the GPU is not in active use.
This prevents the GPU from entering RTD3 low power state.
22H. AUTOMATED SETUP
This section describes automated ways to perform the manual steps mentioned
above so that this feature works seamlessly after boot.
1. Create a file named '80-nvidia-pm.rules' in '/lib/udev/rules.d/'
directory.
Add the content given below to '80-nvidia-pm.rules' file. This would
enable runtime power management for the VGA Controller / 3D Controller
PCI function. It would also remove Audio device PCI function, USB xHCI
Host Controller function as well as USB Type-C UCSI Controller PCI
function. Note that the first three rules given below are not required
from Linux kernel 5.5 and newer.
# Remove NVIDIA USB xHCI Host Controller devices, if present
ACTION=="add", SUBSYSTEM=="pci", ATTR{vendor}=="0x10de", ATTR{class}=="0x0c0330", ATTR{remove}="1"
# Remove NVIDIA USB Type-C UCSI devices, if present
ACTION=="add", SUBSYSTEM=="pci", ATTR{vendor}=="0x10de", ATTR{class}=="0x0c8000", ATTR{remove}="1"
# Remove NVIDIA Audio devices, if present
ACTION=="add", SUBSYSTEM=="pci", ATTR{vendor}=="0x10de", ATTR{class}=="0x040300", ATTR{remove}="1"
# Enable runtime PM for NVIDIA VGA/3D controller devices on driver bind
ACTION=="bind", SUBSYSTEM=="pci", ATTR{vendor}=="0x10de", ATTR{class}=="0x030000", TEST=="power/control", ATTR{power/control}="auto"
ACTION=="bind", SUBSYSTEM=="pci", ATTR{vendor}=="0x10de", ATTR{class}=="0x030200", TEST=="power/control", ATTR{power/control}="auto"
# Disable runtime PM for NVIDIA VGA/3D controller devices on driver unbind
ACTION=="unbind", SUBSYSTEM=="pci", ATTR{vendor}=="0x10de", ATTR{class}=="0x030000", TEST=="power/control", ATTR{power/control}="on"
ACTION=="unbind", SUBSYSTEM=="pci", ATTR{vendor}=="0x10de", ATTR{class}=="0x030200", TEST=="power/control", ATTR{power/control}="on"
2. The driver option 'NVreg_DynamicPowerManagement' can be set via the
distribution's kernel module configuration files (such as those under
'/etc/modprobe.d'). For example, the following line can be added to
'/etc/modprobe.d/nvidia.conf' file to seamlessly enable this feature.
'options nvidia "NVreg_DynamicPowerManagement=0x02"'
3. Reboot the system.
22I. REPORTING ISSUES
For better error reporting, nvidia-bug-report.sh collects a dump of ACPI
tables using 'acpidump' utility. Depending on your Linux distribution, this
utility may be found in a package called 'acpica-tools' or 'acpica' or
similar.
______________________________________________________________________________
Chapter 23. Dynamic Boost on Linux
______________________________________________________________________________
23A. INTRODUCTION
The 'nvidia-powerd' daemon provides support for the NVIDIA Dynamic Boost
feature on Linux platforms. Dynamic Boost is a system-wide power controller
which manages GPU and CPU power, according to the workload on the system. By
shifting power between the GPU and the CPU, Dynamic Boost can deliver more
power to the component that would benefit most from it, without impacting the
system's total thermal and electrical budgets. This optimizes overall system
performance per watt.
Dynamic Boost will be active when the notebook system is powered by AC or
running on battery, provided there is enough load on the GPU. Dynamic Boost is
intended to improve performance on balanced as well as heavily GPU-bound or
CPU-bound applications. Dynamic Boost requests the CPUFreq Governor to set the
CPU frequency by updating the
'/sys/devices/system/cpu/cpu*/cpufreq/scaling_max_freq' sysfs entries.
Note: Dynamic Boost will enforce that the total power consumption of the
system remains within the total power limit reported by the SBIOS. In some
rare cases when running on DC battery, this may result in a performance loss
relative to performance with Dynamic Boost disabled, but will help preserve
battery life.
23B. HARDWARE REQUIREMENTS
Dynamic Boost is supported only on platforms that meet all of the following
requirements:
1. Notebook form factor.
2. Ampere or newer GPUs.
3. Intel CometLake or newer Intel chipsets, or AMD Renoir, Cezanne,
Rembrandt, or newer AMD chipsets.
4. SBIOS support for Dynamic Boost
Run the following command to check if the SBIOS supports Dynamic Boost:
`cat /proc/driver/nvidia/gpus/domain:bus:device.function/power`
See "Q. What is the format of a PCI Bus ID?" in Chapter 7 for information
on how to determine the PCI-BUS-ID.
Alternatively, use the following command:
`nvidia-settings -q DynamicBoostSupport`
23C. SOFTWARE REQUIREMENTS
The system must fulfill all of the following requirements:
1. Use the 'systemd' init daemon.
2. Support the 'D-Bus' message bus system.
3. Use the 'cpufreq' infrastructure.
23D. CONFIGURATION STEPS
Note: The following commands must be run with root permissions
1. Copy the dbus configuration file 'nvidia-dbus.conf' from
'/usr/share/doc/NVIDIA_GLX-1.0/' to '/etc/dbus-1/system.d'. If the
'/etc/dbus-1/system.d' directory does not exist, create it before copying
the file and reboot the system so that dbus can scan the newly created
directory in the next boot.
2. To enable the nvidia-powerd service, causing it to start automatically on
boot:
`systemctl enable nvidia-powerd.service`
3. To start the nvidia-powerd service:
`systemctl start nvidia-powerd.service`
Steps to Stop and disable the nvidia-powerd service:
1. To stop the service:
`systemctl stop nvidia-powerd.service`
2. To disable the service such that it does not automatically start on boot:
`systemctl disable nvidia-powerd.service`
______________________________________________________________________________
Chapter 24. Using the X Composite Extension
______________________________________________________________________________
X.Org X servers support an X protocol extension called Composite. This
extension allows windows to be drawn into pixmaps instead of directly onto the
screen. In conjunction with the Damage and Render extensions, this allows a
program called a composite manager to blend windows together to draw the
screen.
Performance will be degraded significantly if the "RenderAccel" option is
disabled in xorg.conf. See Appendix B for more details.
When the NVIDIA X driver is used and the Composite extension is enabled,
NVIDIA's OpenGL implementation interacts properly with the Damage and
Composite X extensions. This means that OpenGL rendering is drawn into
offscreen pixmaps and the X server is notified of the Damage event when OpenGL
renders to the pixmap. This allows OpenGL applications to behave properly in a
composited X desktop.
The Composite X extension is enabled by default. It can be disabled with
'nvidia-xconfig --no-composite'. See the nvidia-xconfig(1) man page for
details.
The Composite extension causes problems with some driver components:
o Xv adaptors will ignore the sync-to-vblank option when drawing into a
redirected window.
o Workstation overlays are incompatible with Composite. Workstation
overlays will be automatically disabled when Composite is detected.
o The NVIDIA Linux driver supports quad-buffered stereo together with
Composite. However, many composite managers will only texture from and
display the left eye content, effectively disabling the stereo effect.
Workarounds for this problem are either to use a different composite
manager that supports stereo or disable the Composite extension.
o The Composite extension is incompatible with Xinerama in X.Org X servers
prior to version 1.10. Composite will be automatically disabled when
Xinerama is enabled on those servers.
o Prior to X.Org X server version 1.15, the Damage extension does not
properly report rendering events on all physical X screens in Xinerama
configurations. This prevents most composite mangers from rendering
correctly.
This NVIDIA Linux driver supports OpenGL rendering to 32-bit ARGB windows.
32-bit visuals are only available on screens with depths 24 or 30. If you are
an application developer, you can use these new visuals in conjunction with a
composite manager to create translucent OpenGL applications:
int attrib[] = {
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_ALPHA_SIZE, 1,
GLX_DOUBLEBUFFER, True,
GLX_DEPTH_SIZE, 1,
None };
GLXFBConfig *fbconfigs, fbconfig;
int numfbconfigs, render_event_base, render_error_base;
XVisualInfo *visinfo;
XRenderPictFormat *pictFormat;
/* Make sure we have the RENDER extension */
if(!XRenderQueryExtension(dpy, &render_event_base, &render_error_base)) {
fprintf(stderr, "No RENDER extension found\n");
exit(EXIT_FAILURE);
}
/* Get the list of FBConfigs that match our criteria */
fbconfigs = glXChooseFBConfig(dpy, scrnum, attrib, &numfbconfigs);
if (!fbconfigs) {
/* None matched */
exit(EXIT_FAILURE);
}
/* Find an FBConfig with a visual that has a RENDER picture format that
* has alpha */
for (i = 0; i < numfbconfigs; i++) {
visinfo = glXGetVisualFromFBConfig(dpy, fbconfigs[i]);
if (!visinfo) continue;
pictFormat = XRenderFindVisualFormat(dpy, visinfo->visual);
if (!pictFormat) continue;
if(pictFormat->direct.alphaMask > 0) {
fbconfig = fbconfigs[i];
break;
}
XFree(visinfo);
}
if (i == numfbconfigs) {
/* None of the FBConfigs have alpha. Use a normal (opaque)
* FBConfig instead */
fbconfig = fbconfigs[0];
visinfo = glXGetVisualFromFBConfig(dpy, fbconfig);
pictFormat = XRenderFindVisualFormat(dpy, visinfo->visual);
}
XFree(fbconfigs);
When rendering to a 32-bit window, keep in mind that composite managers expect
"premultiplied alpha" colors. This means that if your color has components
(r,g,b) and alpha value a, then you must render (a*r, a*g, a*b, a) into the
target window.
More information about Composite can be found at
http://freedesktop.org/Software/CompositeExt
______________________________________________________________________________
Chapter 25. Using the nvidia-settings Utility
______________________________________________________________________________
A graphical configuration utility, 'nvidia-settings', is included with the
NVIDIA Linux graphics driver. After installing the driver and starting X, you
can run this configuration utility by running:
% nvidia-settings
in a terminal window. nvidia-settings requires version 2.4 or later of the
GTK+ 2 library.
Some architectures of Linux support the GTK+ 3 library and would require
version 3.0 or later if available.
Detailed information about the configuration options available are documented
in the help window in the utility.
For more information, see the nvidia-settings man page.
The source code to nvidia-settings is released as GPL and is available here:
https://download.nvidia.com/XFree86/nvidia-settings/
______________________________________________________________________________
Chapter 26. NVIDIA Spectre V2 Mitigation
______________________________________________________________________________
The NVIDIA Linux driver supports the retpoline Spectre V2 mitigation technique
as identified by:
https://software.intel.com/security-software-guidance/api-app/sites/default/files/Retpoline-A-Branch-Target-Injection-Mitigation.pdf
For Linux systems that define CONFIG_RETPOLINE or CONFIG_MITIGATION_RETPOLINE,
the NVIDIA driver yields to the kernel's implementation of Spectre V2
mitigation. When CONFIG_RETPOLINE or CONFIG_MITIGATION_RETPOLINE is not
defined, the NVIDIA Linux driver implements the retpoline thunk without the
Spectre V2 mitigation.
Linux kernels that implement retpoline based Spectre V2 mitigation provide a
kernel boot flag to enable or disable the feature. When enabled, users may
notice a performance degradation. In order to recover performance, the user
can disable the feature using the 'spectre_v2' boot flag (unsafe).
spectre_v2=off
Please note that CONFIG_RETPOLINE has been renamed to
CONFIG_MITIGATION_RETPOLINE by commit "aefb2f2e619b" ("x86/bugs: Rename
CONFIG_RETPOLINE => CONFIG_MITIGATION_RETPOLINE") in Linux kernel v6.9.
______________________________________________________________________________
Chapter 27. Using the nvidia-smi Utility
______________________________________________________________________________
A monitoring and management command line utility, 'nvidia-smi', is included
with the NVIDIA Linux graphics driver. After installing the driver, you can
run this utility by running:
% nvidia-smi
in a terminal window.
Detailed help information is available via the --help command line option and
via the nvidia-smi man page.
To include nvidia-smi information in other applications see Chapter 28
______________________________________________________________________________
Chapter 28. The NVIDIA Management Library
______________________________________________________________________________
A C-based API for monitoring and managing various states of the NVIDIA GPU
devices. NVIDIA Management Library (NVML) provides a direct access to the
queries and commands exposed via nvidia-smi. NVML is included with the NVIDIA
Linux graphics driver.
To write applications against this library see the NVML developer page:
http://developer.nvidia.com/nvidia-management-library-NVML
To include NVML functionality in scripting languages see:
http://search.cpan.org/~nvbinding/nvidia-ml-pl/lib/nvidia/ml.pm and
http://pypi.python.org/pypi/nvidia-ml-py/
______________________________________________________________________________
Chapter 29. Using the nvidia-debugdump Utility
______________________________________________________________________________
A utility for collecting internal GPU state, 'nvidia-debugdump', is included
with the NVIDIA Linux graphics driver. After installing the driver, you can
run this utility by running:
% nvidia-debugdump
in a terminal window.
Detailed help information is available via the --help command line option, or
when no parameters are supplied.
In most cases, this utility is invoked by the 'nvidia-bug-report.sh'
(/usr/bin/nvidia-bug-report.sh) script. In rare cases, typically when directed
by an NVIDIA technical support representative, nvidia-debugdump may also be
invoked as a stand-alone diagnostics program. The "dump" output of
nvidia-debugdump is a binary blob that requires internal NVIDIA engineering
tools in order to be interpreted.
______________________________________________________________________________
Chapter 30. Using the nvidia-persistenced Utility
______________________________________________________________________________
30A. BACKGROUND
A Linux daemon utility, 'nvidia-persistenced', addresses an undesirable side
effect of the NVIDIA kernel driver behavior in certain computing environments.
Whenever the NVIDIA device resources are no longer in use, the NVIDIA kernel
driver will tear down the device state. Normally, this is the intended
behavior of the device driver, but for some applications, the latencies
incurred by repetitive device initialization can significantly impact
performance.
To avoid this behavior, 'nvidia-persistenced' provides a configuration option
called "persistence mode" that can be set by NVIDIA management software, such
as 'nvidia-smi'. When persistence mode is enabled, the daemon holds the NVIDIA
character device files open, preventing the NVIDIA kernel driver from tearing
down device state when no other process is using the device. This utility does
not actually use any device resources itself - it will simply sleep while
maintaining a reference to the NVIDIA device state.
30B. USAGE
'nvidia-persistenced' is included with the NVIDIA Linux GPU driver. After
installing the driver, this utility may be installed to run on system startup
or manually with the command:
# nvidia-persistenced
in a terminal window. Note that the daemon may require root privileges to
create its runtime data directory, /var/run/nvidia-persistenced/, or it may
otherwise need to be run as a user that has access to that directory.
Detailed help and usage information is available primarily via the
'nvidia-persistenced' man page, as well as the '--help' command line option.
The source code to nvidia-persistenced is released under the MIT license and
is available at: https://download.nvidia.com/XFree86/nvidia-persistenced/.
30C. TROUBLESHOOTING
If you have difficulty getting 'nvidia-persistenced' to work as expected, the
best way to gather information as to what is happening is to run the daemon
with the '--verbose' option.
'nvidia-persistenced' detaches from its parent process very early on, and as
such only invalid command line argument errors will be printed in the terminal
window. All other output, including verbose informational messages, are sent
to the syslog interface instead. Consult your distribution's documentation for
accessing syslog output.
30D. NOTES FOR PACKAGE MAINTAINERS
The daemon utility 'nvidia-persistenced' is installed by the NVIDIA Linux GPU
driver installer, but it is not installed to run on system startup. Due to the
wide variety of init systems used by the various Linux distributions that the
NVIDIA Linux GPU driver supports, we request that package maintainers for
those distributions provide the packaging necessary to integrate well with
their platform.
NVIDIA provides sample init scripts for some common init systems in
/usr/share/doc/NVIDIA_GLX-1.0/sample/nvidia-persistenced-init.tar.bz2 to aid
in installation of the utility.
'nvidia-persistenced' is intended to be run as a daemon from system
initialization, and is generally designed as a tool for compute-only platforms
where the NVIDIA device is not used to display a graphical user interface. As
such, depending on how your package is typically used, it may not be necessary
to install the daemon to run on system initialization.
If 'nvidia-persistenced' is packaged to run on system initialization, the
package installation, init script or system management utility that runs the
daemon should provide the following:
A non-root user to run as
It is strongly recommended, though not required, that the daemon be run as
a non-root user for security purposes.
The daemon may either be started with root privileges and the '--user'
option, or it may be run directly as the non-root user.
Runtime access to /var/run/nvidia-persistenced/
The daemon must be able to create its socket and PID file in this
directory.
If the daemon is run as root, it will create this directory itself and
remove it when it shuts down cleanly.
If the daemon is run as a non-root user, this directory must already
exist, and the daemon will not attempt to remove it when it shuts down
cleanly.
If the daemon is started as root, but provided a non-root user to run as
via the '--user' option, the daemon will create this directory itself,
'chown' it to the provided user, and 'setuid' to the provided user to drop
root privileges. The daemon may be unable to remove this directory when it
shuts down cleanly, depending on the privileges of the provided user.
______________________________________________________________________________
Chapter 31. Configuring SLI Mosaic
______________________________________________________________________________
The NVIDIA Linux driver contains support for NVIDIA SLI Mosaic. This
technology enables you to extend a single X screen transparently across all of
the available display outputs on each GPU. See below for the exact set of
configurations which can be used with SLI Mosaic Mode.
If any SLI mode is enabled, applications may override which rendering mode is
in use by creating an OpenGL context with the GLX_CONTEXT_MULTIGPU_ATTRIB_NV
attribute. In addition, applications may gain explicit control over individual
GPU rendering in SLI configurations through the GL_NV_gpu_multicast extension
by creating a context with the GLX_CONTEXT_MULTIGPU_ATTRIB_MULTICAST_NV
attribute. Multicast rendering in SLI Mosaic configurations requires use of
the GLX_CONTEXT_MULTIGPU_ATTRIB_MULTI_DISPLAY_MULTICAST_NV attribute, which is
only allowed on Quadro GPUs.
31A. ENABLING SLI
SLI is enabled by setting the "SLI" option in the X configuration file; see
Appendix B for details about the SLI option.
The nvidia-xconfig utility can be used to set the SLI option, rather than
modifying the X configuration file by hand. For example:
% nvidia-xconfig --sli=mosaic
31B. ENABLING SLI MOSAIC MODE
The simplest way to configure SLI Mosaic Mode using a grid of monitors is to
use 'nvidia-settings' (see Chapter 25). The steps to perform this
configuration are as follows:
1. Connect each of the monitors you would like to use to any connector from
any GPU used for SLI Mosaic Mode. If you are going to use fewer monitors
than there are connectors, connect one monitor to each GPU before adding
a second monitor to any GPUs.
2. Install the NVIDIA display driver set.
3. Configure an X screen to use the "nvidia" driver on at least one of the
GPUs (see Chapter 6 for more information).
4. Start X.
5. Run 'nvidia-settings' and open the "X Server Display Configuration" page
using the navigation pane on the left side of the application.
6. Below the layout window, enable the "Use SLI Mosaic Mode" check box if
not already enabled. Then click the "Configure SLI Mosaic Displays"
button. You may need to click the "Advanced..." button near the bottom of
the page.
7. In the "Configure SLI Mosaic Layout" dialog, select the monitor grid
configuration you'd like to use from the "Display Configuration"
dropdown.
8. Choose the resolution and refresh rate at which you would like to drive
each individual monitor.
9. Set any overlap you would like between the displays.
10. Click the "Apply to Layout" button. The configuration described in the
dialog will be loaded into the "Display Configuration" page and can be
adjusted, if needed.
11. Click the "Save to X Configuration File" button. NOTE: If you don't have
permissions to write to your system's X configuration file, you will be
prompted to choose a location to save the file. After doing so, you MUST
copy the X configuration file into a location the X server will consider
upon startup (usually '/etc/X11/xorg.conf').
12. Exit nvidia-settings and restart your X server.
Alternatively, nvidia-xconfig can be used to configure SLI Mosaic Mode via a
command like 'nvidia-xconfig --sli=Mosaic --metamodes=METAMODES' where the
METAMODES string specifies the desired grid configuration. For example:
nvidia-xconfig --sli=Mosaic --metamodes="GPU-0.DFP-0: 1920x1024+0+0,
GPU-0.DFP-1: 1920x1024+1920+0, GPU-1.DFP-0: 1920x1024+0+1024, GPU-1.DFP-1:
1920x1024+1920+1024"
will configure four DFPs in a 2x2 configuration, each running at 1920x1024,
with the two DFPs on GPU-0 driving the top two monitors of the 2x2
configuration, and the two DFPs on GPU-1 driving the bottom two monitors of
the 2x2 configuration.
See the MetaModes X configuration description in details in Chapter 12. See
Appendix C for further details on GPU and Display Device Names.
31C. HARDWARE REQUIREMENTS
SLI functionality requires:
o Identical PCI Express graphics cards
o A supported motherboard
o For the displays to be synchronized across GPUs, the GPUs must be
connected using an SLI video bridge or nvlink bridge.
o SLI Mosaic Mode requires NVIDIA Quadro GPUs.
31D. OTHER NOTES AND REQUIREMENTS
The following other requirements apply to SLI:
o Mobile GPUs are NOT supported
o GPUs with ECC enabled may not be used in an SLI configuration
o If X is configured to use multiple screens and screen 0 has SLI enabled,
the other screens configured to use the nvidia driver will be disabled.
Note that if SLI is enabled, the GPUs used by that configuration will be
unavailable for single GPU rendering.
FREQUENTLY ASKED SLI QUESTIONS
Q. Why does SLI fail to initialize?
A. There are several reasons why SLI may fail to initialize. Most of these
should be clear from the warning message in the X log file; e.g.:
o "Unsupported bus type"
o "The video link was not detected"
o "GPUs do not match"
o "Unsupported GPU video BIOS"
o "Insufficient PCIe link width"
The warning message "'Unsupported PCI topology'" is likely due to problems
with your Linux kernel. The NVIDIA driver must have access to the PCI
Bridge (often called the Root Bridge) that each NVIDIA GPU is connected to
in order to configure SLI correctly. There are many kernels that do not
properly recognize this bridge and, as a result, do not allow the NVIDIA
driver to access this bridge. See the below "How can I determine if my
kernel correctly detects my PCI Bridge?" FAQ for details.
Below are some specific troubleshooting steps to help deal with SLI
initialization failures.
o Make sure that ACPI is enabled in your kernel. NVIDIA's experience
has been that ACPI is needed for the kernel to correctly recognize
the Root Bridge. Note that in some cases, the kernel's version of
ACPI may still have problems and require an update to a newer kernel.
o Run 'lspci' to check that multiple NVIDIA GPUs can be identified by
the operating system; e.g:
% /sbin/lspci | grep -i nvidia
If 'lspci' does not report all the GPUs that are in your system, then
this is a problem with your Linux kernel, and it is recommended that
you use a different kernel.
Please note: the 'lspci' utility may be installed in a location other
than '/sbin' on your system. If the above command fails with the
error: "'/sbin/lspci: No such file or directory'", please try:
% lspci | grep -i nvidia
, instead. You may also need to install your distribution's
"pciutils" package.
o Make sure you have the most recent SBIOS available for your
motherboard.
o The PCI Express slots on the motherboard must provide a minimum link
width. Please make sure that the PCI Express slot(s) on your
motherboard meet the following requirements and that you have
connected the graphics board to the correct PCI Express slot(s):
o A pair of boards requires one of the following supported link
width combinations:
o x16 + x16
o x16 + x8
o x16 + x4
o x8 + x8
Q. How can I determine if my kernel correctly detects my PCI Bridge?
A. As discussed above, the NVIDIA driver must have access to the PCI Bridge
that each NVIDIA GPU is connected to in order to configure SLI correctly.
The following steps will identify whether the kernel correctly recognizes
the PCI Bridge:
o Identify both NVIDIA GPUs:
% /sbin/lspci | grep -i vga
0a:00.0 VGA compatible controller: nVidia Corporation [...]
81:00.0 VGA compatible controller: nVidia Corporation [...]
o Verify that each GPU is connected to a bus connected to the Root
Bridge (note that the GPUs in the above example are on buses 0a and
81):
% /sbin/lspci -t
good:
-+-[0000:80]-+-00.0
| +-01.0
| \-0e.0-[0000:81]----00.0
...
\-[0000:00]-+-00.0
+-01.0
+-01.1
+-0e.0-[0000:0a]----00.0
bad:
-+-[0000:81]---00.0
...
\-[0000:00]-+-00.0
+-01.0
+-01.1
+-0e.0-[0000:0a]----00.0
Note that in the first example, bus 81 is connected to Root Bridge
80, but that in the second example there is no Root Bridge 80 and bus
81 is incorrectly connected at the base of the device tree. In the
bad case, the only solution is to upgrade your kernel to one that
properly detects your PCI bus layout.
______________________________________________________________________________
Chapter 32. Configuring Frame Lock and Genlock
______________________________________________________________________________
NOTE: Frame Lock and Genlock features are supported only on specific hardware,
as noted below.
Visual computing applications that involve multiple displays, or even multiple
windows within a display, can require special signal processing and
application controls in order to function properly. For example, in order to
produce quality video recording of animated graphics, the graphics display
must be synchronized with the video camera. As another example, applications
presented on multiple displays must be synchronized in order to complete the
illusion of a larger, virtual canvas.
This synchronization is enabled through the Frame Lock and Genlock
capabilities of the NVIDIA driver. This section describes the setup and use of
Frame Lock and Genlock.
32A. DEFINITION OF TERMS
GENLOCK: Genlock refers to the process of synchronizing the pixel scanning of
one or more displays to an external synchronization source. Genlock requires
the external signal to be either TTL or composite, such as used for NTSC, PAL,
or HDTV. It should be noted that Genlock is guaranteed only to be
frame-synchronized, and not necessarily pixel-synchronized.
FRAME LOCK: Frame Lock involves the use of hardware to synchronize the frames
on each display in a connected system. When graphics and video are displayed
across multiple monitors, Frame Locked systems help maintain image continuity
to create a virtual canvas. Frame Lock is especially critical for stereo
viewing, where the left and right fields must be in sync across all displays.
In short, to enable Genlock means to sync to an external signal. To enable
Frame Lock means to sync 2 or more display devices to a signal generated
internally by the hardware, and to use both means to sync 2 or more display
devices to an external signal.
SWAP SYNC: Swap sync refers to the synchronization of buffer swaps of multiple
application windows. By means of swap sync, applications running on multiple
systems can synchronize the application buffer swaps between all the systems.
In order to work across multiple systems, swap sync requires that the systems
are Frame Locked.
RTX PRO SYNC DEVICE: A RTX PRO Sync Device refers to a device capable of Frame
Lock/Genlock. See "Supported Hardware" below.
32B. SUPPORTED HARDWARE
Frame Lock and Genlock are supported for the following hardware:
o RTX PRO Sync, used in conjunction with an NVIDIA RTX A6000, NVIDIA A40,
Quadro RTX 8000, Quadro RTX 6000, Quadro RTX 5000, Quadro RTX 4000,
Quadro GV100, Quadro GP100, Quadro P6000, Quadro P5000, or Quadro P4000
o Quadro Sync, used in conjunction with a Quadro M6000 24GB, Quadro M6000,
Quadro M5000, or Quadro M4000
32C. HARDWARE SETUP
Before you begin, you should check that your hardware has been properly
installed. The following steps must be performed while the system is off.
1. On a RTX PRO Sync card with four Sync connectors, connect a ribbon cable
to any of the four connectors, if none are already connected.
2. Install the RTX PRO Sync card in any available slot. Note that the slot
itself is only used for physical mounting, so even a known "bad" slot is
acceptable. The slot must be close enough to the graphics card that the
ribbon cable can reach.
3. On a RTX PRO Sync card with four Sync connectors, external power is
required. Connect a 6-pin PCIe power cable or a SATA power cable to the
card.
4. Connect the other end of the ribbon cable to the RTX PRO Sync connector
on the graphics card.
On supported Quadro Maxwell cards, the RTX PRO Sync connector is
identical in appearance to the SLI connector. The ribbon cable from the
RTX PRO Sync card should be connected to the connector labeled "SDI |
SYNC". If the ribbon cable is connected to the SLI connector, the GPU
will not be able to synchronize with the RTX PRO Sync card.
You may now boot the system and begin the software setup of Genlock and/or
Frame Lock. These instructions assume that you have already successfully
installed the NVIDIA Accelerated Linux Driver Set. If you have not done so,
see Chapter 4.
32D. CONFIGURATION WITH NVIDIA-SETTINGS GUI
Frame Lock and Genlock are configured through the nvidia-settings utility. See
the 'nvidia-settings(1)' man page, and the nvidia-settings online help (click
the "Help" button in the lower right corner of the interface for per-page help
information).
From the nvidia-settings Frame Lock panel, you may control the addition of RTX
PRO Sync (and display) devices to the Frame Lock/Genlock group, monitor the
status of that group, and enable/disable Frame Lock and Genlock.
After the system has booted and X Windows has been started, run
nvidia-settings as
% nvidia-settings
You may wish to start this utility before continuing, as we refer to it
frequently in the subsequent discussion.
The setup of Genlock and Frame Lock are described separately. We then describe
the use of Genlock and Frame Lock together.
32E. GENLOCK SETUP
After the system has been booted, connect the external signal to the house
sync connector (the BNC connector) on either the graphics card or the RTX PRO
Sync card. There is a status LED next to the connector. A solid red or unlit
LED indicates that the hardware cannot detect the timing signal. A green LED
indicates that the hardware is detecting a timing signal. An occasional red
flash is okay. On a RTX PRO Sync card with four Sync connectors, a blinking
green LED indicates that the server is locked to the house sync. The RTX PRO
Sync device (graphics card or RTX PRO Sync card) will need to be configured
correctly for the signal to be detected.
In the Frame Lock panel of the nvidia-settings interface, add the X Server
that contains the display and RTX PRO Sync devices that you would like to sync
to this external source by clicking the "Add Devices..." button. An X Server
is typically specified in the format "system:m", e.g.:
mycomputer.domain.com:0
or
localhost:0
After adding an X Server, rows will appear in the "RTX PRO Sync Devices"
section on the Frame Lock panel that displays relevant status information
about the RTX PRO Sync devices, GPUs attached to those RTX PRO Sync devices
and the display devices driven by those GPUs. In particular, the RTX PRO Sync
rows will display the server name and RTX PRO Sync device number along with
"Receiving" LED, "Rate", "House" LED, "Port 0"/"Port 1" Images, and "Delay"
information. The GPU rows will display the GPU product name information along
with the GPU ID for the server. The Display Device rows will show the display
device name and device type along with server/client check boxes, refresh
rate, "Timing" LED and "Stereo" LED.
Once the RTX PRO Sync and display devices have been added to the Frame
Lock/Genlock group, a Server display device will need to be selected. This is
done by selecting the "Server" check box of the desired display device.
If you are using a RTX PRO Sync card, you must also click the "Use House Sync
if Present" check box. To enable synchronization of this RTX PRO Sync device
to the external source, click the "Enable Frame Lock" button. The display
device(s) may take a moment to stabilize. If it does not stabilize, you may
have selected a synchronization signal that the system cannot support. You
should disable synchronization by clicking the "Disable Frame Lock" button and
check the external sync signal.
Modifications to Genlock settings (e.g., "Use House Sync if Present", "Add
Devices...") must be done while synchronization is disabled.
32F. FRAME LOCK SETUP
Frame Lock is supported across an arbitrary number of RTX PRO Sync systems,
although mixing different generations of RTX PRO Sync products in the same
Frame Lock group is not supported. Additionally, each system to be included in
the Frame Lock group must be configured with identical mode timings. See
Chapter 18 for information on mode timings.
Connect the systems through their RJ45 ports using standard CAT5 patch cables.
These ports are located on the Frame Lock card. DO NOT CONNECT A FRAME LOCK
PORT TO AN ETHERNET CARD OR HUB. DOING SO MAY PERMANENTLY DAMAGE THE HARDWARE.
The connections should be made in a daisy-chain fashion: each card has two
RJ45 ports, call them 1 and 2. Connect port 1 of system A to port 2 of system
B, connect port 1 of system B to port 2 of system C, etc. Note that you will
always have two empty ports in your Frame Lock group.
The ports self-configure as inputs or outputs once Frame Lock is enabled. Each
port has a yellow and a green LED that reflect this state. A flashing yellow
LED indicates an output and a flashing green LED indicates an input. On a RTX
PRO Sync card with four Sync connectors, a solid green LED indicates that the
port has been configured as an input, but no sync pulse is detected, and a
solid yellow LED means the card is configured as an output, but no sync is
being transmitted.
In the Frame Lock panel of the nvidia-settings interface, add the X server
that contains the display devices that you would like to include in the Frame
Lock group by clicking the "Add Devices..." button (see the description for
adding display devices in the previous section on GENLOCK SETUP. Like the
Genlock status indicators, the "Port 0" and "Port 1" columns in the table on
the Frame Lock panel contain indicators whose states mirror the states of the
physical LEDs on the RJ45 ports. Thus, you may monitor the status of these
ports from the software interface.
Any X Server can be added to the Frame Lock group, provided that
1. The system supporting the X Server is configured to support Frame Lock
and is connected via RJ45 cable to the other systems in the Frame Lock
group.
2. The system driving nvidia-settings can communicate with the X server that
is to be included for Frame Lock. This means that either the server must
be listening over TCP and the system's firewall is permissive enough to
allow remote X11 display connections, or that you've configured an
alternative mechanism such as ssh(1) forwarding between the machines.
For the case of listening over TCP, verify that the "-nolisten tcp"
commandline option was not used when starting the X server. You can find
the X server commandline with a command such as
% ps ax | grep X
If "-nolisten tcp" is on the X server commandline, consult your Linux
distribution documentation for details on how to properly remove this
option. For example, distributions configured to use the GDM login
manager may need to set "DisallowTCP=false" in the GDM configuration file
(e.g., /etc/gdm/custom.conf, /etc/X11/gdm/gdm.conf, or /etc/gdb/gdb.conf;
the exact configuration file name and path varies by the distribution).
Or, distributions configured to use the KDM login manager may have the
line
ServerArgsLocal=-nolisten tcp
in their kdm file (e.g., /etc/kde3/kdm/kdmrc). This line can be commented
out by prepending with "#". Starting with version 1.17, the X.org X
server no longer allows listening over TCP by default when built with its
default build configuration options. On newer X servers that were not
built with --enable-listen-tcp at build configuration time, in addition
to ensuring that "-nolisten tcp" is not set on the X server commandline,
you will also need to ensure that "-listen tcp" is explicitly set.
3. The system driving nvidia-settings can locate and has display privileges
on the X server that is to be included for Frame Lock.
A system can gain display privileges on a remote system by executing
% xhost +
on the remote system. See the xhost(1) man page for details.
Typically, Frame Lock is controlled through one of the systems that will be
included in the Frame Lock group. While this is not a requirement, note that
nvidia-settings will only display the Frame Lock panel when running on an X
server that supports Frame Lock.
To enable synchronization on these display devices, click the "Enable Frame
Lock" button. The screens may take a moment to stabilize. If they do not
stabilize, you may have selected mode timings that one or more of the systems
cannot support. In this case you should disable synchronization by clicking
the "Disable Frame Lock" button and refer to Chapter 18 for information on
mode timings.
Modifications to Frame Lock settings (e.g. "Add/Remove Devices...") must be
done while synchronization is disabled.
nvidia-settings will not automatically enable Frame Lock via the
nvidia-settings.rc file. To enable Frame Lock when starting the X server, a
line such as the following can be added to the '~/.xinitrc' file:
# nvidia-settings -a [gpu:0]/FrameLockEnable=1
32G. FRAME LOCK + GENLOCK
The use of Frame Lock and Genlock together is a simple extension of the above
instructions for using them separately. You should first follow the
instructions for Frame Lock Setup, and then to one of the systems that will be
included in the Frame Lock group, attach an external sync source. In order to
sync the Frame Lock group to this single external source, you must select a
display device driven by the GPU connected to the RTX PRO Sync card that is
connected to the external source to be the signal server for the group. This
is done by selecting the check box labeled "Server" of the tree on the Frame
Lock panel in nvidia-settings. If you are using a RTX PRO Sync based Frame
Lock group, you must also select the "Use House Sync if Present" check box.
Enable synchronization by clicking the "Enable Frame Lock" button. As with
other Frame Lock/Genlock controls, you must select the signal server while
synchronization is disabled.
32H. GPU STATUS LEDS ON THE RTX PRO SYNC CARD
In addition to the graphical indicators in the control panel described in the
Genlock Setup section above, the RTX PRO Sync card has two status LEDs for
each of the four ports:
A sync status LED indicates the sync status for each port. An unlit LED
indicates that no GPU is connected to the port; a steady amber LED indicates
that a GPU is connected, but not synced to any sync source; and a steady green
LED indicates that a GPU is connected and in sync with an internal or external
sync source. A flashing LED indicates that a connected GPU is in the process
of locking to a sync source; flashing green indicates that the sync source's
timings are within a reasonable range, and flashing amber indicates that the
timings are out of range, and the GPU may be unable to lock to the sync
source.
A stereo status LED indicates the stereo sync status for each port. The LED
will be lit steady amber when the card first powers on. An unlit LED indicates
that stereo is not active, or that no GPU is connected; a blinking green LED
indicates that stereo is active, but not locked to the stereo master; and a
steady green LED indicates that stereo is active and locked to the stereo
master.
32I. CONFIGURATION WITH NVIDIA-SETTINGS COMMAND LINE
Frame Lock may also be configured through the nvidia-settings command line.
This method of configuring Frame Lock may be useful in a scripted environment
to automate the setup process. (Note that the examples listed below depend on
the actual hardware configuration and as such may not work as-is.)
To properly configure Frame Lock, the following steps should be completed:
1. Make sure Frame Lock Sync is disabled on all GPUs.
2. Make sure all display devices that are to be Frame Locked have the same
refresh rate.
3. Configure which (display/GPU) device should be the master.
4. Configure house sync (if applicable).
5. Configure the slave display devices.
6. Enable Frame Lock sync on the master GPU.
7. Enable Frame Lock sync on the slave GPUs.
8. Toggle the test signal on the master GPU (for testing the hardware
connectivity.)
For a full list of the nvidia-settings Frame Lock attributes, please see the
'nvidia-settings(1)' man page. Examples:
1. 1 System, 1 Frame Lock board, 1 GPU, and 1 display device syncing to the
house signal:
# - Make sure Frame Lock sync is disabled
nvidia-settings -a [gpu:0]/FrameLockEnable=0
nvidia-settings -q [gpu:0]/FrameLockEnable
# - Enable use of house sync signal
nvidia-settings -a [framelock:0]/FrameLockUseHouseSync=1
# - Configure the house sync signal video mode
nvidia-settings -a [framelock:0]/FrameLockVideoMode=0
# - Query the enabled displays on the gpu(s)
nvidia-settings -V all -q gpus
# - Check the refresh rate is as desired
nvidia-settings -q [dpy:DVI-I-0]/RefreshRate
# - Query the valid Frame Lock configurations for the display device
nvidia-settings -q [dpy:DVI-I-0]/FrameLockDisplayConfig
# - Set DVI-I-0 as a slave (this display will be synchronized to the
# input signal)
#
# NOTE: FrameLockDisplayConfig takes one of three values:
# 0 (disabled), 1 (client), 2 (server).
nvidia-settings -a [dpy:DVI-I-0]/FrameLockDisplayConfig=0
# - Enable Frame Lock
nvidia-settings -a [gpu:0]/FrameLockEnable=1
# - Toggle the test signal
nvidia-settings -a [gpu:0]/FrameLockTestSignal=1
nvidia-settings -a [gpu:0]/FrameLockTestSignal=0
2. 2 Systems, each with 2 GPUs, 1 Frame Lock board and 1 display device per
GPU syncing from the first system's first display device:
# - Make sure Frame Lock sync is disabled on all gpus
nvidia-settings -a myserver:0[gpu]/FrameLockEnable=0
nvidia-settings -a myslave1:0[gpu]/FrameLockEnable=0
# - Disable the house sync signal on the master device
nvidia-settings -a myserver:0[framelock:0]/FrameLockUseHouseSync=0
# - Query the enabled displays on the GPUs
nvidia-settings -c myserver:0 -q gpus
nvidia-settings -c myslave1:0 -q gpus
# - Check the refresh rate is the same for all displays
nvidia-settings -q myserver:0[dpy]/RefreshRate
nvidia-settings -q myslave1:0[dpy]/RefreshRate
# - Query the valid Frame Lock configurations for the display devices
nvidia-settings -q myserver:0[dpy]/FrameLockDisplayConfig
nvidia-settings -q myslave1:0[dpy]/FrameLockDisplayConfig
# - Set the server display device
nvidia-settings -a myserver:0[dpy:DVI-I-0]/FrameLockDisplayConfig=2
# - Set the slave display devices
nvidia-settings -a myserver:0[dpy:DVI-I-1]/FrameLockDisplayConfig=1
nvidia-settings -a myslave1:0[dpy]/FrameLockDisplayConfig=1
# - Enable Frame Lock on server
nvidia-settings -a myserver:0[gpu:0]/FrameLockEnable=1
# - Enable Frame Lock on slave devices
nvidia-settings -a myserver:0[gpu:1]/FrameLockEnable=1
nvidia-settings -a myslave1:0[gpu]/FrameLockEnable=1
# - Toggle the test signal (on the master GPU)
nvidia-settings -a myserver:0[gpu:0]/FrameLockTestSignal=1
nvidia-settings -a myserver:0[gpu:0]/FrameLockTestSignal=0
3. 1 System, 4 GPUs, 2 Frame Lock boards and 2 display devices per GPU
syncing from the first GPU's display device:
# - Make sure Frame Lock sync is disabled
nvidia-settings -a [gpu]/FrameLockEnable=0
# - Disable the house sync signal on the master device
nvidia-settings -a [framelock:0]/FrameLockUseHouseSync=0
# - Query the enabled displays on the GPUs
nvidia-settings -V all -q gpus
# - Check the refresh rate is the same for all displays
nvidia-settings -q [dpy]/RefreshRate
# - Query the valid Frame Lock configurations for the display devices
nvidia-settings -q [dpy]/FrameLockDisplayConfig
# - Set the master display device
nvidia-settings -a [gpu:0.dpy:DVI-I-0]/FrameLockDisplayConfig=2
# - Set the slave display devices
nvidia-settings -a [gpu:0.dpy:DVI-I-1]/FrameLockDisplayConfig=1
nvidia-settings -a [gpu:1.dpy]/FrameLockDisplayConfig=1
nvidia-settings -a [gpu:2.dpy]/FrameLockDisplayConfig=1
nvidia-settings -a [gpu:3.dpy]/FrameLockDisplayConfig=1
# - Enable Frame Lock on master GPU
nvidia-settings -a [gpu:0]/FrameLockEnable=1
# - Enable Frame Lock on slave devices
nvidia-settings -a [gpu:1]/FrameLockEnable=1
nvidia-settings -a [gpu:2]/FrameLockEnable=1
nvidia-settings -a [gpu:3]/FrameLockEnable=1
# - Toggle the test signal
nvidia-settings -a [gpu:0]/FrameLockTestSignal=1
nvidia-settings -a [gpu:0]/FrameLockTestSignal=0
32J. LEVERAGING FRAME LOCK/GENLOCK IN OPENGL
With the GLX_NV_swap_group extension, OpenGL applications can be implemented
to join a group of applications within a system for local swap sync, and bind
the group to a barrier for swap sync across a Frame Lock group. A universal
frame counter is also provided to promote synchronization across applications.
32K. FRAME LOCK RESTRICTIONS:
The following restrictions must be met for enabling Frame Lock:
1. All display devices set as client in a Frame Lock group must have the
same mode timings as the server (master) display device. If a House Sync
signal is used (instead of internal timings), all client display devices
must be set to have the same refresh rate as the incoming house sync
signal.
2. All X Screens (driving the selected client/server display devices) must
have the same stereo setting. See the Stereo X configuration option for
instructions on how to set the stereo X option.
3. In configurations with more than one display device per GPU, we recommend
enabling Frame Lock on all display devices on those GPUs.
4. Virtual terminal switching or mode switching will disable Frame Lock on
the display device. Note that the glXQueryFrameCountNV entry point
(provided by the GLX_NV_swap_group extension) will only provide
incrementing numbers while Frame Lock is enabled. Therefore, applications
that use glXQueryFrameCountNV to control animation will appear to stop
animating while Frame Lock is disabled.
32L. SUPPORTED FRAME LOCK CONFIGURATIONS:
The following configurations are currently supported:
1. Basic Frame Lock: Single GPU, Single X Screen, Single Display Device with
or without OpenGL applications that make use of Quad-Buffered Stereo
and/or the GLX_NV_swap_group extension.
2. Frame Lock + TwinView: Single GPU, Single X Screen, Multiple Display
Devices with or without OpenGL applications that make use of
Quad-Buffered Stereo and/or the GLX_NV_swap_group extension.
3. Frame Lock + Xinerama: 1 or more GPU(s), Multiple X Screens, Multiple
Display Devices with or without OpenGL applications that make use of
Quad-Buffered Stereo and/or the GLX_NV_swap_group extension.
4. Frame Lock + TwinView + Xinerama: 1 or more GPU(s), Multiple X Screens,
Multiple Display Devices with or without OpenGL applications that make
use of Quad-Buffered Stereo and/or the GLX_NV_swap_group extension.
______________________________________________________________________________
Chapter 33. Configuring Depth 30 Displays
______________________________________________________________________________
This driver release supports X screens with screen depths of 30 bits per pixel
(10 bits per color component). This provides about 1 billion possible colors,
allowing for higher color precision and smoother gradients.
When displaying a depth 30 image, the color data may be dithered to lower bit
depths, depending on the capabilities of the display device and how it is
connected to the GPU. Some devices connected via analog VGA, DisplayPort, or
HDMI can display the full 10 bit range of colors. Devices connected via DVI,
as well as laptop internal panels connected via LVDS, will be dithered to 8 or
6 bits per pixel.
To work reliably, depth 30 requires pixman 0.11.6 or higher.
In addition to the above software requirements, many X applications and
toolkits do not understand depth 30 visuals as of this writing. Some programs
may work correctly, some may work but display incorrect colors, and some may
simply fail to run. In particular, many OpenGL applications request 8 bits of
alpha when searching for FBConfigs. Since depth 30 visuals have only 2 bits of
alpha, no suitable FBConfigs will be found and such applications will fail to
start.
______________________________________________________________________________
Chapter 34. Offloading Graphics Display with RandR 1.4
______________________________________________________________________________
Version 1.4 of the X Resize, Rotate, and Reflect Extension (RandR 1.4 for
short) adds a way for drivers to work together so that one graphics device can
display images rendered by another.
34A. SYSTEM REQUIREMENTS
o For displaying NVIDIA GPU desktop contents on a screen connected to
another graphics device, X.Org X server version 1.13 or higher.
o For displaying another graphics device's desktop contents on a screen
connected to an NVIDIA GPU, X.Org X server version 1.20.7 or higher. X
server version 1.20.6 is also supported using Appendix B.
o A Linux kernel, version 3.13 or higher, with CONFIG_DRM enabled.
o Version 1.4.0 of the xrandr command-line utility.
34B. USING THE NVIDIA DRIVER AS AN RANDR 1.4 OUTPUT SOURCE OR OUTPUT SINK
PROVIDER
To use the NVIDIA driver as an RandR 1.4 output source provider, also known as
"PRIME", the X server needs to be configured to use the NVIDIA driver for its
primary screen and to use the "modesetting" driver for the other graphics
device. This can be achieved by placing the following in "/etc/X11/xorg.conf":
Section "ServerLayout"
Identifier "layout"
Screen 0 "nvidia"
Inactive "intel"
EndSection
Section "Device"
Identifier "nvidia"
Driver "nvidia"
BusID "<BusID for NVIDIA device here>"
EndSection
Section "Screen"
Identifier "nvidia"
Device "nvidia"
Option "AllowEmptyInitialConfiguration"
EndSection
Section "Device"
Identifier "intel"
Driver "modesetting"
EndSection
Section "Screen"
Identifier "intel"
Device "intel"
EndSection
To use the NVIDIA driver as an RandR 1.4 output sink provider, also known as
"Reverse PRIME", the X server needs to be configured to use the "modesetting"
driver for its primary screen and to use the NVIDIA driver for the other
graphics device. This can be achieved by placing the following in
"/etc/X11/xorg.conf":
Section "ServerLayout"
Identifier "layout"
Screen 0 "intel"
Inactive "nvidia"
Option "AllowNVIDIAGPUScreens"
EndSection
Section "Device"
Identifier "intel"
Driver "modesetting"
BusID "<BusID for Intel device here>"
EndSection
Section "Screen"
Identifier "intel"
Device "intel"
EndSection
Section "Device"
Identifier "nvidia"
Driver "nvidia"
EndSection
Section "Screen"
Identifier "nvidia"
Device "nvidia"
EndSection
When using the NVIDIA driver as a "Reverse PRIME" RandR 1.4 output sink
provider combined with an application being run via PRIME Render Offload, an
optimization known as "Reverse PRIME Bypass" may be used, bypassing the
bandwidth overhead of both PRIME Render Offload and PRIME Display Offload. In
order for Reverse PRIME Bypass to be used, a PRIME Render Offload application
must be unredirected, fullscreen, and visible only on a single NVIDIA-driven
PRIME Display Offload output. Usage of Reverse PRIME Bypass is printed to the
X log when verbose logging is enabled in the X server.
If an NVIDIA Reverse PRIME output is the sole display in the system then
special conditions apply. That configuration is supported if the NVIDIA driver
version is 495.46 or later and the X.Org X server version is newer than
21.1.3. Failing these conditions the NVIDIA Reverse PRIME output will not be
synchronized to the native refresh rate of the NVIDIA graphics card in which
case X.Org will revert the display to a default rate of 1 frame per second.
Note that at the time of writing the latest X.Org X server is 21.1.3 so there
is no official X.Org release yet where this configuration is supported. For
maintainers of Linux distributions and others who are willing to compile the
X.Org X server locally, please cherry-pick this Git commit to support the
configuration:
https://gitlab.freedesktop.org/xorg/xserver/-/commit/69774044716039fa70655b3bc6dd6a4ff4535cfd.The commit already lives in the branch where the next X.Org X server release
after 21.1.3 will come from.
See "Q. What is the format of a PCI Bus ID?" in Chapter 7 for information on
determining the appropriate BusID string for your graphics card.
The nvidia-xconfig(1) utility can be used to update the X configuration file
for using the NVIDIA driver as an output source provider.
$ nvidia-xconfig --prime
See the nvidia-xconfig(1) man page for details.
The X server does not automatically enable displays attached using the output
sink in this configuration. To do that, use the "xrandr" command line tool.
For NVIDIA as an output source:
$ xrandr --setprovideroutputsource modesetting NVIDIA-0
$ xrandr --auto
For NVIDIA as an output sink:
$ xrandr --setprovideroutputsource NVIDIA-G0 modesetting
$ xrandr --auto
This pair of commands can be added to your X session startup scripts, for
example by putting them in "$HOME/.xinitrc" before running "startx".
Use the
$ xrandr --listproviders
command to query the capabilities of the graphics devices. If the system
requirements are met and the X server is configured correctly, there should be
a provider named "NVIDIA-0" or "NVIDIA-G0" with the "Source Output" or "Sink
Output" capability, respectively, and one named "modesetting" with the "Sink
Output" and/or "Source Output" capabilities. If either provider is missing or
doesn't have the expected capability, check your system configuration.
34C. SYNCHRONIZED RANDR 1.4 OUTPUTS
When running against X.Org X server with video driver ABI 23 or higher,
synchronization is supported with compatible drivers. At the time of writing,
synchronization is compatible with the "modesetting" driver with Intel devices
on Linux version 4.5 or newer. If all requirements are met, synchronization
will be used automatically.
X.Org X server version 1.19 or newer is required to support synchronization.
Without synchronization, displays are prone to "tearing". See Caveats for
details.
If synchronization is being used but is not desired, it can be disabled with:
$ xrandr --output <output> --set "PRIME Synchronization" 0
and re-enabled with:
$ xrandr --output <output> --set "PRIME Synchronization" 1
See Vblank syncing for information on how OpenGL applications can synchronize
with sink-provided outputs.
34D. CAVEATS
o Support for PRIME Synchronization relies on DRM KMS support. See Chapter
36 for more information.
o Some Intel i915 DRM driver versions, such as that included with Linux
4.5, have a bug where drmModeMoveCursor() and drmModePageFlip() interfere
with each other, resulting in only one occurring per frame. If choppy
performance is observed in configurations using PRIME Synchronization and
i915, it is suggested to add "Option "SWCursor"" to Intel's device
section in xorg.conf. The bug appears to be fixed as of Linux 4.6.
o When running against X.Org X server version 1.18.x or lower, there is no
synchronization between the images rendered by the NVIDIA GPU and the
output device. This means that the output device can start reading the
next frame of video while it is still being updated, producing a
graphical artifact known as "tearing". Tearing is expected due to
limitations in the design of the X.Org X server prior to video driver ABI
23.
o NVIDIA's implementation of PRIME requires support for DRM render nodes, a
feature first merged in Linux 3.12. However, the feature was not enabled
by default until Linux 3.17. To enable it on earlier supported kernels,
specify the "drm.rnodes=1" kernel boot parameter.
o PRIME Synchronization is compatible with xf86-video-amdgpu as an output
sink. xf86-video-amdgpu implements a separate interface for PRIME
Synchronization that the RandR layer of the X server does not recognize.
As a result, X will print "randr: falling back to unsynchronized pixmap
sharing", despite the fact that PRIME is synchronized. Additionally, the
"PRIME Synchronization" output property will not function to disable
PRIME Synchronization when set to 0.
o The NVIDIA driver only exposes the "Output Sink" capability by default on
X server version 1.20.7 or later, but can be used without issue on X
server version 1.20.6 with "Option "AllowPRIMEDisplayOffloadSink"". See
Appendix B for more information.
o The NVIDIA driver requires DRM KMS support to operate as an output sink
when the output source driver is either NVIDIA or AMDGPU. See Chapter 36
for more information.
______________________________________________________________________________
Chapter 35. PRIME Render Offload
______________________________________________________________________________
PRIME render offload is the ability to have an X screen rendered by one GPU,
but choose certain applications within that X screen to be rendered on a
different GPU. This is particularly useful in combination with dynamic power
management to leave an NVIDIA GPU powered off except when it is needed to
render select performance-sensitive applications.
The GPU rendering the majority of the X screen is known as the "sink", and the
GPU to which certain application rendering is "offloaded" is known as the
"source". The render offload source produces content that is presented on the
render offload sink. The NVIDIA driver can function as a PRIME render offload
source, to offload rendering of GLX+OpenGL or Vulkan, presenting to an X
screen driven by the xf86-video-modesetting X driver.
35A. X SERVER REQUIREMENTS
NVIDIA's PRIME render offload support requires X.Org xserver version 1.20.7 or
newer.
35B. CONFIGURE THE X SERVER
On systems with both an integrated GPU and an NVIDIA discrete GPU, the X.Org X
server version 1.20.7 and newer will automatically use NVIDIA's PRIME render
offload support if the system BIOS is configured to boot on the iGPU and no
other explicit configuration files are present. Note that some Linux
distributions (such as Ubuntu) may configure the X server differently. Please
refer to your distribution's documentation for details.
If GPU screen creation was successful, the log file '/var/log/Xorg.0.log'
should contain lines with "NVIDIA(G0)", and querying the RandR providers with
"xrandr --listproviders" should display a provider named "NVIDIA-G0" (for
"NVIDIA GPU screen 0"). For example:
Providers: number : 2
Provider 0: id: 0x221 cap: 0x9, Source Output, Sink Offload crtcs: 3 outputs: 6 associated providers: 0 name:modesetting
Provider 1: id: 0x1f8 cap: 0x0 crtcs: 0 outputs: 0 associated providers: 0 name:NVIDIA-G0
35C. CONFIGURE GRAPHICS APPLICATIONS TO RENDER USING THE GPU SCREEN
To configure a graphics application to be offloaded to the NVIDIA GPU screen,
set the environment variable "__NV_PRIME_RENDER_OFFLOAD" to "1". If the
graphics application uses Vulkan or EGL, that should be all that is needed. If
the graphics application uses GLX, then also set the environment variable
"__GLX_VENDOR_LIBRARY_NAME" to "nvidia", so that GLVND loads the NVIDIA GLX
driver.
Examples:
__NV_PRIME_RENDER_OFFLOAD=1 vkcube
__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia glxinfo | grep
vendor
35D. FINER-GRAINED CONTROL OF VULKAN
The "__NV_PRIME_RENDER_OFFLOAD" environment variable causes the special Vulkan
layer "VK_LAYER_NV_optimus" to be loaded. Vulkan applications use the Vulkan
API to enumerate the GPUs in the system and select which GPU to use; most
Vulkan applications will use the first GPU reported by Vulkan. Newer Vulkan
loaders can sort the GPU enumeration to put the preferred GPUs first, based on
platform defined criteria. The "VK_LAYER_NV_optimus" layer causes the GPUs to
be sorted such that the NVIDIA GPUs are enumerated first if the loader does
not do its own sorting. For finer-grained control, the "VK_LAYER_NV_optimus"
layer looks at the "__VK_LAYER_NV_optimus" environment variable. The value
"NVIDIA_only" causes "VK_LAYER_NV_optimus" to always sort the GPUs so NVIDIA
GPUs are enumerated first for the Vulkan application, overriding any Vulkan
loader sorting. The value "non_NVIDIA_only" causes "VK_LAYER_NV_optimus" to
always sort the GPUs so non-NVIDIA GPUs are enumerated first for to the Vulkan
application, overriding any Vulkan loader sorting. Note that the
"VK_LAYER_NV_optimus" layer affects the ordering of discrete and integrated
GPUs but won't touch CPU devices.
Examples:
__NV_PRIME_RENDER_OFFLOAD=1 __VK_LAYER_NV_optimus=NVIDIA_only vkcube
__NV_PRIME_RENDER_OFFLOAD=1 __VK_LAYER_NV_optimus=non_NVIDIA_only vkcube
35E. FINER-GRAINED CONTROL OF OPENGL
For OpenGL with either GLX or EGL, the environment variable
"__NV_PRIME_RENDER_OFFLOAD_PROVIDER" provides finer-grained control. While
"__NV_PRIME_RENDER_OFFLOAD=1" tells GLX or EGL to use the first NVIDIA GPU
screen, "__NV_PRIME_RENDER_OFFLOAD_PROVIDER" can use an RandR provider name to
pick a specific NVIDIA GPU screen, using the NVIDIA GPU screen names reported
by "`xrandr --listproviders`".
Examples:
__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia glxgears
__NV_PRIME_RENDER_OFFLOAD_PROVIDER=NVIDIA-G0 __GLX_VENDOR_LIBRARY_NAME=nvidia
glxgears
__NV_PRIME_RENDER_OFFLOAD=1 eglinfo
__NV_PRIME_RENDER_OFFLOAD_PROVIDER=NVIDIA-G0 eglinfo
35F. TROUBLESHOOTING
After starting the X server, verify that the xf86-video-modesetting X driver
is using "glamoregl". The log file '/var/log/Xorg.0.log' should contain
something like this:
[1272173.618] (II) Loading sub module "glamoregl"
[1272173.618] (II) LoadModule: "glamoregl"
[1272173.618] (II) Loading /usr/lib/xorg/modules/libglamoregl.so
[1272173.622] (II) Module glamoregl: vendor="X.Org Foundation"
[1272173.622] compiled for 1.20.4, module version = 1.0.1
[1272173.622] ABI class: X.Org ANSI C Emulation, version 0.4
[1272173.638] (II) modeset(0): glamor X acceleration enabled on Mesa DRI Intel(R) HD Graphics 630 (Kaby Lake GT2)
[1272173.638] (II) modeset(0): glamor initialized
If glamoregl could not be loaded, the X log may report something like:
[1271802.673] (II) Loading sub module "glamoregl"
[1271802.673] (II) LoadModule: "glamoregl"
[1271802.673] (WW) Warning, couldn't open module glamoregl
[1271802.673] (EE) modeset: Failed to load module "glamoregl" (module does not exist, 0)
[1271802.673] (EE) modeset(0): Failed to load glamor module.
in which case, consult your distribution's documentation for how to
(re-)install the package containing glamoregl.
If the server didn't create a GPU screen automatically, ensure that the
nvidia_drm kernel module is loaded. This should normally happen by default,
but you can confirm by running "lsmod | grep nvidia_drm" to see if the kernel
module is loaded. Run "modprobe nvidia_drm" to load it.
If automatic configuration does not work, it may be necessary to explicitly
configure the iGPU and dGPU devices in xorg.conf:
Section "ServerLayout"
Identifier "layout"
Screen 0 "iGPU"
EndSection
Section "Device"
Identifier "iGPU"
Driver "modesetting"
EndSection
Section "Screen"
Identifier "iGPU"
Device "iGPU"
EndSection
Section "Device"
Identifier "dGPU"
Driver "nvidia"
EndSection
______________________________________________________________________________
Chapter 36. Direct Rendering Manager Kernel Modesetting (DRM KMS)
______________________________________________________________________________
The NVIDIA GPU driver package provides a kernel module, 'nvidia-drm.ko', which
registers a DRM driver with the DRM subsystem of the Linux kernel. The
capabilities advertised by this DRM driver depend on the Linux kernel version
and configuration:
o PRIME: This is needed to support graphics display offload in RandR 1.4.
Linux kernel version 3.13 or higher is required, with CONFIG_DRM enabled.
o Atomic Modeset: This is used for display of non-X11 based desktop
environments, such as Wayland and Mir. Linux kernel version 4.1 or higher
is required, with CONFIG_DRM and CONFIG_DRM_KMS_HELPER enabled.
NVIDIA's DRM KMS support is still considered experimental. It is disabled by
default, but can be enabled on suitable kernels with the 'modeset' kernel
module parameter. E.g.,
modprobe -r nvidia_drm ; modprobe nvidia_drm modeset=1
Applications can present through NVIDIA's DRM KMS implementation using any of
the following:
o The DRM KMS "dumb buffer" mechanism to create and map CPU-accessible
buffers: DRM_IOCTL_MODE_CREATE_DUMB, DRM_IOCTL_MODE_MAP_DUMB, and
DRM_IOCTL_MODE_DESTROY_DUMB.
o Using the EGL_EXT_device_drm, EGL_EXT_output_drm, and
EGL_EXT_stream_consumer_egloutput EGL extensions to associate EGLStream
producers with specific DRM KMS planes.
36A. KNOWN ISSUES
o The NVIDIA DRM KMS implementation forces all VRR capable displays into
VRR mode by default. The conceal_vrr_caps module parameter for the
nvidia_modeset kernel module may be used to hide VRR capabilities from
the driver to prevent forced enabling of VRR. This is useful for allowing
features such as ULMB (Ultra Low Motion Blur) to function.
o The NVIDIA DRM KMS implementation is currently incompatible with SLI
Mosaic. The X server will fail to initialize SLI Mosaic if DRM KMS is
enabled.
o The NVIDIA DRM KMS implementation does not yet register an overlay plane:
only primary and cursor planes are currently provided.
o Buffer allocation and submission to DRM KMS using gbm is not currently
supported.
______________________________________________________________________________
Chapter 37. Configuring External and Removable GPUs
______________________________________________________________________________
This driver release supports the use of external GPUs, or eGPUs, such as those
commonly connected via Thunderbolt. However, system stability when an eGPU is
unplugged while in use (also known as "hot-unplug") is not guaranteed. This
includes situations where the eGPU is being used to display the X11 desktop.
External GPUs are often used in short-running compute scenarios, which better
tolerate the eGPU being hot-unplugged. In such cases, a different GPU may be
used to display the X11 desktop.
To prevent system instability from hot-unplugging an eGPU while being used to
display the X11 desktop, the NVIDIA X driver does not configure X screens on
external GPUs by default.
This behavior may also apply to GPUs attached to internal PCIe slots with
hot-unplug support, such as in some enterprise systems.
To override this behavior in xorg.conf, see Appendix B. Then, external GPUs
may be configured with X as one would any other secondary GPU, by specifying
the BusID in the Device section in xorg.conf. See the xorg.conf man page for
more information on the BusID option, and "Q. What is the format of a PCI Bus
ID?" in Chapter 7 for information on how to determine the BusID.
______________________________________________________________________________
Chapter 38. NGX
______________________________________________________________________________
NGX is a framework allowing for easy and consistent integration of Deep
Learning features into applications. There are three components shipped with
the driver that comprise NGX:
o NGX Core: The interface used by applications to communicate with NGX
features.
o NGX Updater: A program optionally launched by NGX Core which downloads
updated versions of NGX features.
o NGX Core for Proton: A copy of NGX Core built as a DLL for use with
Proton.
38A. CONFIGURING THE NGX UPDATER:
NGX Configuration file search order:
1. Path supplied via "__NGX_CONF_FILE" environment variable. Note: if the
application's effective UID/GID does not match its actual UID/GID (if the
SETUID sticky bit is set), the location specified here will not be
searched.
2. "${XDG_CONFIG_HOME}/nvidia-ngx-conf.json". Note: if the application's
effective UID/GID does not match its actual UID/GID (if the SETUID sticky
bit is set), the location specified here will not be searched.
3. "/usr/share/nvidia/nvidia-ngx-conf.json"
JSON Config Options:
Key Description Example
--------------------- --------------------- ---------------------
"file_format_version" The version of the "1.0.0"
config file in the
following format
"major.minor.patch".
Values should be of
type "string".
"ngx_models_path" The absolute path to "/usr/share/nvidia/ngx"
the NGX models
directory. The NGX
Updater will save
files here to later
be read by
applications which
make use of NGX
functionality. Values
should be of type
"string".
"allow_ngx_updater" A boolean value which "false"
enables the NGX
Updater functionality
on a system,
defaulting to false
if non-existent.
Values should be of
type "boolean".
For systems that have multiple user accounts who may run applications which
make use of NGX, it may be preferable to choose a ngx_models_path which is in
a shared directory. If a shared directory is chosen it is important that the
NGX Updater has permissions to write into it, this can be attained either
through use of setuid/setgid sticky bit, or by altering the directories
permissions accordingly.
38B. CONFIGURING THE NGX SIGNED LOAD MECHANISM:
The NGX Core component of the driver performs a signature check when loading
NGX features. This check can be disabled by setting the
"__NV_SIGNED_LOAD_CHECK" environment variable to a value of "none". Values
other than "none" will be ignored. By default this check is enabled to prevent
loading of potentially malicious non-NVIDIA provided NGX features. This check
should only be disabled when there is confidence that only authentic NGX
features are available on the current system.
38C. CONFIGURING THE NGX UPDATER FOR WINE/PROTON:
The NGX Updater for Wine/Proton can be enabled by setting the
"PROTON_ENABLE_NGX_UPDATER" environment variable to a value of "1". Values
other than "1" will be ignored.
______________________________________________________________________________
Chapter 39. NVIDIA Smooth Motion
______________________________________________________________________________
NVIDIA Smooth Motion is a new driver-based AI model that delivers smoother
gameplay by inferring an additional frame between two rendered frames. For
games without DLSS Frame Generation, NVIDIA Smooth Motion is a new option for
enhancing your experience on GeForce RTX 40 Series and newer GPUs.
The feature supports x86_64 Vulkan applications.
NVIDIA Smooth Motion can be enabled by setting the environment variable
"NVPRESENT_ENABLE_SMOOTH_MOTION=1" when launching a game. This will enable the
"VK_LAYER_NV_present" implicit Vulkan layer, which overrides the application's
presentation to inject additional frames.
39A. TROUBLESHOOTING:
Debug logging can be enabled with environment variable
"NVPRESENT_LOG_LEVEL=4". By default logs are written to stderr. This can be
overridden with the "NVPRESENT_LOG_FILE" environment variable.
If no logs are created the Vulkan layer may not be getting loaded.
"VK_LOADER_DEBUG=layer" will tell you if this is the case.
The layer presents from an asynchronous compute queue which can cause issues
with third party overlays. Setting the environment variable
"NVPRESENT_QUEUE_FAMILY=1" will make the layer present from a graphics queue
at the cost of some performance.
______________________________________________________________________________
Chapter 40. OpenGL, Vulkan and VDPAU on Xwayland
______________________________________________________________________________
40A. OVERVIEW
Xwayland is an X11 server implemented as a Wayland client, allowing one to run
X11 applications on a Wayland desktop in a relatively seamless fashion. The
NVIDIA driver is able to facilitate accelerated 3D rendering for such
applications, but there are some particular considerations compared to a
typical X11 configuration which are outlined in this chapter.
Note that some NVIDIA driver features may not be available, see Appendix L for
details.
40B. REQUIREMENTS
The following are necessary to enable accelerated rendering on Xwayland with
the NVIDIA driver:
o DRM KMS must be enabled. See Chapter 36 for details.
o The installed copy of Xwayland should be a build from the master branch
of https://gitlab.freedesktop.org/xorg/xserver at least as recent as
commit c468d34c. Note that if this requirement is not satisfied, the
NVIDIA GPU can still be used for rendering, however it will fall back to
a suboptimal path for presentation resulting in degraded performance.
o libxcb version 1.13 or later must be present.
o egl-wayland version 1.1.7 or later must be present (if installed
separately from the the NVIDIA driver).
o If using the GNOME desktop environment, kms-modifiers must be enabled
through gsettings. This can be done with the following command `gsettings
set org.gnome.mutter experimental-features [\"kms-modifiers\"]`
40C. REPORTING ISSUES
The Wayland desktop relies on the close interaction of several components to
function correctly. Because of this, it can be tricky to determine exactly
which one is responsible for a suspected bug.
o If the issue only reproduces on NVIDIA hardware with the proprietary
driver, see Chapter 46 for links to the appropriate channels to report
the bug to us.
o If the issue only reproduces with a particular compositor, it can be
reported on that project's bug tracker, for example:
o https://gitlab.gnome.org/GNOME/mutter/-/issues/ for GNOME
o https://bugs.kde.org/ for KDE
o If the issue is specific to X11 applications running on Xwayland, it can
be reported on the X.org xserver issue tracker
https://gitlab.freedesktop.org/xorg/xserver/-/issues.
______________________________________________________________________________
Chapter 41. GBM and GBM-based Wayland Compositors
______________________________________________________________________________
41A. OVERVIEW
GBM is a memory allocation API developed as a component of the Mesa project.
Most Wayland compositors use the GBM API to initialize an EGLDisplay object
directly on a GPU, and to allocate the EGLSurface representing the desktop.
The NVIDIA driver includes a GBM backend enabling the use of such software on
NVIDIA GPUs. A GBM EGL external platform library is also included to enable
the use of GBM objects in EGL.
41B. REQUIREMENTS
The following are necessary to enable use of the NVIDIA driver's GBM backend
and its EGL and related Wayland client support:
o DRM KMS must be enabled. See Chapter 36 for details.
o libgbm.so.1 from Mesa version 21.2
(https://gitlab.freedesktop.org/mesa/mesa).
o egl-wayland version 1.1.8 or later must be present (if installed
separately from the the NVIDIA driver). To support applications that use
the wl_drm Wayland protocol to select a GPU to render on, such as
Xwayland, version 1.1.9 or later must be present.
41C. XWAYLAND AND GBM
Xwayland uses the GLAMOR backend to accelerate X application rendering using
EGL. While not required for basic functionality, GLAMOR acceleration is
required for good performance when running accelerated Vulkan or OpenGL X11
applications. The GLAMOR integration code in Xwayland has paths to use either
EGLStreams or GBM to allocate surfaces for use with accelerated rendering. To
use the GBM path with the NVIDIA driver's GBM backend and GBM EGL external
platform library, the installed copy of Xwayland should be a build from the
master branch of https://gitlab.freedesktop.org/xorg/xserver at least as
recent as commit 5daf42b4. Xwayland versions 21.1.3 and above satisfy this
requirement.
See Chapter 40 for more details on Xwayland support in the NVIDIA driver.
41D. LOGGING/TRACING
The NVIDIA GBM backend supports logging information about its behavior and the
reasons for various function call failures to stderr. Such information may be
useful for developers debugging applications or end users diagnosing system
behavior issues. Set the environment variable '__NV_GBM_TRACE_ENABLED' to a
non-zero integer value to enable this logging.
______________________________________________________________________________
Chapter 42. Addressing Capabilities
______________________________________________________________________________
Many PCIe devices have limitations in what memory addresses they can access
for DMA purposes (based on the number of lines dedicated to memory
addressing). This can cause problems if the host system has memory mapped to
addresses beyond what the PCIe device can support. If a PCIe device is
allocated memory at an address beyond what the device can support, the address
may be truncated and the device will access the incorrect memory location.
Note that since certain system resources, such as ACPI tables and PCI I/O
regions, are mapped to address ranges below the 4 GB boundary, the RAM
installed in x86/x86-64 systems cannot necessarily be mapped contiguously.
Similarly, system firmware is free to map the available RAM at its or its
users' discretion. As a result, it is common for systems to have RAM mapped
outside of the address range [0, RAM_SIZE], where RAM_SIZE is the amount of
RAM installed in the system.
For example, it is common for a system with 512 GB of RAM installed to have
physical addresses up to ~513 GB. In this scenario, a GPU with an addressing
capability of 512 GB would force the driver to fall back to the 4 GB DMA zone
for this GPU.
The NVIDIA Linux driver attempts to identify the scenario where the host
system has more memory than a given GPU can address. If this scenario is
detected, the NVIDIA driver will drop back to allocations from the 4 GB DMA
zone to avoid address truncation. This means that the driver will use the
__GFP_DMA32 flag and limit itself to memory addresses below the 4 GB boundary.
This is done on a per-GPU basis, so limiting one GPU will not limit other GPUs
in the system.
The addressing capabilities of an NVIDIA GPU can be queried at runtime via the
procfs interface:
% cat /proc/driver/nvidia/gpus/PCI-BUS-ID/information
...
DMA Size: 40 bits
DMA Mask: 0xffffffffff
...
See "Q. What is the format of a PCI Bus ID?" in Chapter 7 for information on
how to determine the PCI-BUS-ID.
The memory mapping of RAM on a given system can be seen in the BIOS-e820 table
printed out by the kernel and available via `dmesg`. Note that the 'usable'
ranges are actual RAM:
[ 0.000000] BIOS-provided physical RAM map:
[ 0.000000] BIOS-e820: 0000000000000000 - 000000000009f000 (usable)
[ 0.000000] BIOS-e820: 000000000009f000 - 00000000000a0000 (reserved)
[ 0.000000] BIOS-e820: 0000000000100000 - 000000003fe5a800 (usable)
[ 0.000000] BIOS-e820: 000000003fe5a800 - 0000000040000000 (reserved)
42A. SOLUTIONS
There are multiple potential ways to solve a discrepancy between your system
configuration and a GPU's addressing capabilities.
1. Select a GPU with addressing capabilities that match your target
configuration.
The best way to achieve optimal system and GPU performance is to make
sure that the capabilities of the two are in alignment. This is
especially important with multiple GPUs in the system, as the GPUs may
have different addressing capabilities. In this multiple GPU scenario,
other solutions could needlessly impact the GPU that has larger
addressing capabilities.
2. Configure the system's IOMMU to the GPU's addressing capabilities.
This is a solution targeted at developers and system builders. The use of
IOMMU may be an option, depending on system configuration and IOMMU
capabilities. Please contact NVIDIA to discuss solutions for specific
configurations.
3. Limit the amount of memory seen by the Operating System to match your
GPU's addressing capabilities with kernel configuration.
This is best used in the scenario where RAM is mapped to addresses that
slightly exceeds a GPU's capabilities and other solutions are either not
achievable or more intrusive. A good example is the 512 GB RAM scenario
outlined above with a GPU capable of addressing 512 GB. The kernel
parameter can be used to ignore the RAM mapped above 512 GB.
This can be achieved in Linux by use of the "mem" kernel parameter. See
the kernel-parameters.txt documentation for more details on this
parameter.
This solution does affect the entire system and will limit how much
memory the OS and other devices can use. In scenarios where there is a
large discrepancy between the system configuration and GPU capabilities,
this is not a desirable solution.
4. Remove RAM from the system to align with the GPU's addressing
capabilities.
This is the most heavy-handed, but may ultimately be the most reliable
solution.
______________________________________________________________________________
Chapter 43. GPUDirect RDMA Peer Memory Client
______________________________________________________________________________
43A. BACKGROUND
GPUDirect RDMA (Remote Direct Memory Access) is a technology that enables a
direct path for data exchange between the GPU and a third-party peer device
using standard features of PCI Express.
The NVIDIA GPU driver package provides a kernel module, 'nvidia-peermem.ko',
which provides Mellanox InfiniBand based HCAs (Host Channel Adapters) direct
peer-to-peer read and write access to the NVIDIA GPU's video memory. It allows
GPUDirect RDMA-based applications to use GPU computing power with the RDMA
interconnect without needing to copy data to host memory.
This capability is supported with Mellanox ConnectX-3 VPI or newer adapters.
It works with both InfiniBand and RoCE (RDMA over Converged Ethernet)
technologies.
Mellanox OFED (Open Fabrics Enterprise Distribution) or MOFED, introduces an
API between the InfiniBand Core and peer memory clients such as NVIDIA GPUs,
called PeerDirect, see
https://community.mellanox.com/s/article/howto-implement-peerdirect-client-using-mlnx-ofed.
The 'nvidia-peermem.ko' module registers the NVIDIA GPU with the InfiniBand
subsystem by using peer-to-peer APIs provided by the NVIDIA GPU driver.
This module, originally maintained by Mellanox on GitHub, is now included with
the NVIDIA Linux GPU driver. The original GitHub project at
https://github.com/Mellanox/nv_peer_memory should be considered deprecated and
only critical bugs will be addressed for existing installations.
43B. USAGE
The kernel must have the required support for RDMA peer memory either through
additional patches to the kernel or via Mellanox OFED package (MOFED) as a
prerequisite for loading and using 'nvidia-peermem.ko'.
It is possible that the 'nv_peer_mem' module from the GitHub project may be
installed and loaded on the system. Installation of 'nvidia-peermem.ko' will
not affect the functionality of the existing 'nv_peer_mem' module. But, to
load and use 'nvidia-peermem.ko', users must disable the 'nv_peer_mem'
service. Additionally, it is encouraged to uninstall the 'nv_peer_mem' package
to avoid any conflict with 'nvidia-peermem.ko' since only one module can be
loaded at any time.
Stop the 'nv_peer_mem' service:
# service nv_peer_mem stop
Check if 'nv_peer_mem.ko' is still loaded after stopping the service:
# lsmod | grep nv_peer_mem
If 'nv_peer_mem.ko' is still loaded, unload it with:
# rmmod nv_peer_mem
Uninstall 'nv_peer_mem' package:
For DEB based OS:
# dpkg -P nvidia-peer-memory
# dpkg -P nvidia-peer-memory-dkms
For RPM based OS:
# rpm -e nvidia_peer_memory
After ensuring kernel support and installing the GPU driver,
'nvidia-peermem.ko' can be loaded with the following command with root
privileges in a terminal window:
# modprobe nvidia-peermem
Note: If the NVIDIA GPU driver is installed before MOFED, the GPU driver must
be uninstalled and installed again to make sure 'nvidia-peermem.ko' is
compiled with the RDMA APIs that are provided by MOFED.
43C. MODULE PARAMETERS
"peerdirect_support": this parameter takes the following integer values:
o 0, which is the default and is appropriate for a kernel that has the
PeerDirect APIs roughly corresponding to MOFED 5.1.
o 1, which is required in combination with the legacy PeerDirect APIs, as
currently shipping in MOFED 5.0 and older releases, notably in MOFED LTS.
As a reference, in the legacy PeerDirect APIs, the 'peer_memory_client'
structure declared in 'peer_mem.h' has the two extra function pointers shown
below:
void* (*get_context_private_data)(u64 peer_id);
void (*put_context_private_data)(void *context);
Note that MOFED LTS as well as MOFED 5.0 and previous releases ship with
legacy PeerDirect APIs. So for example, when using MOFED LTS, GPUDirect RDMA
support for the Mellanox HCAs will not work correctly unless
"peerdirect_support" is set to one.
Instead for MOFED 5.1 or newer, the default value of zero is appropriate, so
no special actions are needed.
43D. KNOWN ISSUES
o Currently, there is no service to automatically load 'nvidia-peermem.ko'.
Users need to load the module manually.
o When loading 'nvidia-peermem.ko' on a kernel with legacy PeerDirect APIs,
the module parameter "peerdirect_support" has to be set to one.
o The "PeerDirect" APIs shipping in MOFED releases 5.1 and later are
affected by a lock inversion bug which may lead to a kernel-side
deadlock. This is tracked by the NVIDIA-internal reference number
"2696789". PeerDirect APIs in newer MOFED releases belonging to some
branches, like "5.3-1.0.0.1.43", offer an opt-in feature to mitigate that
problem. Starting from this release the 'nvidia-peermem.ko' kernel module
explicitly enables it, unless "peerdirect_support" is set to one.
______________________________________________________________________________
Chapter 44. GSP Firmware
______________________________________________________________________________
Some GPUs include a GPU System Processor (GSP) which can be used to offload
GPU initialization and management tasks. This processor is driven by firmware
files distributed with the driver. The GSP firmware is used by default on GPUs
which support it.
Offloading tasks which were traditionally performed by the driver on the CPU
can improve performance due to lower latency access to GPU hardware internals.
Firmware files 'gsp_*.bin' are installed in
'/lib/firmware/nvidia/580.95.05/'. Each GSP firmware file is named after a
GPU architecture (for example, 'gsp_tu10x.bin' is named after Turing) and
supports GPUs from one or more architectures.
44A. QUERY MODE
The nvidia-smi utility can be used to query the current use of GSP firmware.
It will display a valid version if GSP firmware is enabled, or "N/A" if
disabled:
$ nvidia-smi -q
...
GSP Firmware Version : 580.95.05
...
This information is also present in the per-GPU information file in the
'/proc' file system.
$ cat /proc/driver/nvidia/gpus/PCI-BUS-ID/information
...
GSP Firmware: 580.95.05
See "Q. What is the format of a PCI Bus ID?" in Chapter 7 for information on
how to determine the PCI-BUS-ID.
44B. DISABLING GSP MODE
The driver can be forced to disable use of GSP firmware by setting the kernel
module parameter NVreg_EnableGpuFirmware=0.
44C. ENABLING GSP MODE
The GSP firmware will be used by default for all Turing and later GPUs. The
driver can be explicitly configured to use the GSP firmware by setting the
kernel module parameter NVreg_EnableGpuFirmware=1.
______________________________________________________________________________
Chapter 45. Open Linux Kernel Modules
______________________________________________________________________________
45A. INTRODUCTION
The NVIDIA Linux GPU Driver contains several kernel modules: nvidia.ko,
nvidia-modeset.ko, nvidia-uvm.ko, nvidia-drm.ko, and nvidia-peermem.ko.
Two "flavors" of these kernel modules are provided:
o Open, i.e. source-published, kernel modules that are dual licensed
MIT/GPLv2. With every driver release, the source code to the open kernel
modules is published on https://github.com/NVIDIA/open-gpu-kernel-modules
and a tarball is provided on https://download.nvidia.com/XFree86/.
o Proprietary. This is the flavor that NVIDIA has historically shipped.
We recommend the use of open kernel modules on all GPUs that support it.
Though the kernel modules in the two flavors are different, they are based on
the same underlying source code. The two flavors are mutually exclusive: they
cannot be used within the kernel at the same time, and they should not be
installed on the filesystem at the same time.
The user space components of the NVIDIA Linux GPU driver are identical and
behave in the same way, regardless of which flavor of kernel module is used.
45B. SUPPORTED FEATURES
The proprietary flavor supports the GPU architectures Maxwell, Pascal, Volta,
Turing, and later GPUs until Blackwell. Blackwell and later are only supported
by the open kernel modules.
The open flavor of kernel modules supports Turing and later GPUs. The open
kernel modules cannot support GPUs before Turing, because the open kernel
modules depend on the GPU System Processor (GSP) first introduced in Turing.
The following features will only work with the open kernel modules flavor of
the driver:
o NVIDIA Confidential Computing
o Magnum IO GPUDirect Storage (GDS)
o Heterogeneous Memory Management (HMM)
o CPU affinity for GPU fault handlers
o DMABUF support for CUDA allocations
45C. KNOWN ISSUES
The following are some known limitations of the open kernel modules versus the
proprietary kernel modules with GSP firmware mode disabled:
o GPU initialization is slower. One possible mitigation is to use
nvidia-persistenced to initialize the GPU(s) in advance, before running
applications that use the GPU.
o Enter and exit latencies for power-saving modes like S3, S4 and Run Time
D3 (RTD3) can be longer due to additional GSP state being restored.
o GPU power consumption can be marginally impacted in some scenarios.
o Run Time D3 (RTD3) is only supported on Ampere and above GPUs.
45D. INSTALLATION
Because the two flavors of kernel modules are mutually exclusive, one or the
other must be chosen at install time. By default, installation will choose
which flavor of kernel modules to install, based on the GPUs detected in the
system. If a pre-Turing GPU is detected, installation will default to the
proprietary flavor of kernel modules. Otherwise, installation will default to
the open flavor of kernel modules.
This default can be overridden with the "--kernel-module-type" .run file
option, or its short form "-M". Use "-M=proprietary" to force installation of
the proprietary flavor of kernel modules, or "-M=open" to force installation
of the open flavor of kernel modules.
E.g.,
sh ./NVIDIA-Linux-[...].run -m=kernel-open
As a convenience, the open kernel modules distributed in the .run file are
pre-compiled.
Advanced users, who want to instead build the open kernel modules from source,
should do the following:
o Uninstall any existing driver with `nvidia-uninstall`.
o Install from the .run file with "--no-kernel-modules" option, to install
everything except the kernel modules.
o Fetch, build, and install the open kernel module source from
https://github.com/NVIDIA/open-gpu-kernel-modules. See
https://github.com/NVIDIA/open-gpu-kernel-modules/blob/main/README.md for
details on building.
Note that you must use the same version of the .run file and the open kernel
module source from https://github.com/NVIDIA/open-gpu-kernel-modules
You can determine which flavor of kernel modules is installed using either
`modinfo` or looking at /proc/driver/nvidia/version.
E.g., the proprietary flavor will report:
# modinfo nvidia | grep license
license: NVIDIA
# cat /proc/driver/nvidia/version
NVRM version: NVIDIA UNIX x86_64 Kernel Module [...]
The open flavor will report:
# modinfo nvidia | grep license
license: Dual MIT/GPL
# cat /proc/driver/nvidia/version
NVRM version: NVIDIA UNIX Open Kernel Module for x86_64 [...]
______________________________________________________________________________
Chapter 46. NVIDIA Contact Info and Additional Resources
______________________________________________________________________________
46A. GENERAL SUPPORT
There is an NVIDIA Linux Driver web forum. You can access it by going to
http://forums.developer.nvidia.com and following the "Linux" link in the "GPU
Unix Graphics" section. This is the preferable tool for seeking help; users
can post questions, answer other users' questions, and search the archives of
previous postings.
If all else fails, you can contact NVIDIA for support at:
linux-bugs@nvidia.com. But please, only send email to this address after you
have explored the Chapter 7 and Chapter 8 chapters of this document, and asked
for help on the forums.developer.nvidia.com web forum. When emailing
linux-bugs@nvidia.com, please include the 'nvidia-bug-report.log.gz' file
generated by the 'nvidia-bug-report.sh' script (which is installed as part of
driver installation), along with a detailed description of your problem.
46B. SECURITY ISSUES
To report a potential security vulnerability in any NVIDIA product, please use
either:
o this web form:
https://www.nvidia.com/object/submit-security-vulnerability.html, or
o send email to: psirt@nvidia.com
If reporting a potential vulnerability via email, please encrypt it using
NVIDIA's public PGP key (see https://www.nvidia.com/en-us/security/pgp-key/)
and include the following information:
o Product/Driver name and version/branch that contains the vulnerability
o Type of vulnerability (code execution, denial of service, buffer
overflow, etc.)
o Instructions to reproduce the vulnerability
o Proof-of-concept or exploit code
o Potential impact of the vulnerability, including how an attacker could
exploit the vulnerability
46C. ADDITIONAL RESOURCES
Linux OpenGL ABI
http://www.opengl.org/registry/ABI/
The X.Org Project
https://www.x.org/
XFree86 Video Timings HOWTO
http://www.tldp.org/HOWTO/XFree86-Video-Timings-HOWTO/index.html
The X.Org Foundation
http://www.x.org/
OpenGL
http://www.opengl.org/
______________________________________________________________________________
Chapter 47. Acknowledgements
______________________________________________________________________________
loki_update
'nvidia-installer' was inspired by the 'loki_update' tool:
http://icculus.org/loki_setup/
makeself
The self-extracting archive (also known as the '.run' file) is generated
using 'makeself.sh': http://www.megastep.org/makeself/
The version of makeself.sh used to create the .run is bundled within the
.run file, and can retrieved by extracting the .run file's contents, e.g.:
$ sh NVIDIA-Linux-x86_64-580.95.05.run --extract-only
$ ls -l NVIDIA-Linux-x86_64-580.95.05/makeself.sh
LLVM
Portions of the NVIDIA OpenCL implementation contain components licensed
from third parties under the following terms:
Clang & LLVM:
Copyright (c) 2003-2008 University of Illinois at Urbana-Champaign.
All rights reserved.
Portions of LLVM's System library:
Copyright (C) 2004 eXtensible Systems, Inc.
Developed by:
LLVM Team
University of Illinois at Urbana-Champaign
http://llvm.org
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal with the Software without restriction, including without
limitation the rights to use, copy, modify, merge, publish, distribute,
sublicense, and/or sell copies of the Software, and to permit persons to
whom the Software is furnished to do so, subject to the following
conditions:
o Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimers.
o Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimers in the
documentation and/or other materials provided with the distribution.
o Neither the names of the LLVM Team, University of Illinois at
Urbana-Champaign, nor the names of its contributors may be used to
endorse or promote products derived from this Software without specific
prior written permission.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE CONTRIBUTORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS WITH THE SOFTWARE.
xz-embedded
The self-installing .run package is compressed using xz, and includes a
decompressor built from the xz-embedded project, available at
http://tukaani.org/xz/embedded.html.
jansson
nvidia-settings uses jansson for parsing configuration files, available at
http://www.digip.org/jansson/.
This library carries the following copyright notice:
Copyright (c) 2009-2012 Petri Lehtinen <petri@digip.org>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
lz4
The NVIDIA GPU driver uses the lz4 compression algorithm as implemented by
the lz4 library, available at https://code.google.com/p/lz4/.
This library carries the following copyright notice:
LZ4 - Fast LZ compression algorithm
Copyright (C) 2011-2013, Yann Collet.
BSD 2-Clause License (http://www.opensource.org/licenses/bsd-license.php)
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
o Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
o Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
You can contact the author at :
o LZ4 source repository : http://code.google.com/p/lz4/
o LZ4 public forum : https://groups.google.com/forum/#!forum/lz4c
libtirpc
The libnvidia-ml (NVML) and nvidia-persistenced components rely on
libtirpc for communication, available at
https://sourceforge.net/projects/libtirpc/.
This library carries the following copyright notice:
Copyright (c) Copyright (c) Bull S.A. 2005 All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
o Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
o Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
o The name of the author may not be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
OpenSSL
Portions of the NVIDIA NGX implementation contain components licensed from
OpenSSL under the following terms:
Apache License Version 2.0, January 2004 http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction, and
distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by the
copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all other
entities that control, are controlled by, or are under common control with
that entity. For the purposes of this definition, "control" means (i) the
power, direct or indirect, to cause the direction or management of such
entity, whether by contract or otherwise, or (ii) ownership of fifty
percent (50%) or more of the outstanding shares, or (iii) beneficial
ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity exercising
permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation source,
and configuration files.
"Object" form shall mean any form resulting from mechanical transformation
or translation of a Source form, including but not limited to compiled
object code, generated documentation, and conversions to other media
types.
"Work" shall mean the work of authorship, whether in Source or Object
form, made available under the License, as indicated by a copyright notice
that is included in or attached to the work (an example is provided in the
Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object form,
that is based on (or derived from) the Work and for which the editorial
revisions, annotations, elaborations, or other modifications represent, as
a whole, an original work of authorship. For the purposes of this License,
Derivative Works shall not include works that remain separable from, or
merely link (or bind by name) to the interfaces of, the Work and
Derivative Works thereof.
"Contribution" shall mean any work of authorship, including the original
version of the Work and any modifications or additions to that Work or
Derivative Works thereof, that is intentionally submitted to Licensor for
inclusion in the Work by the copyright owner or by an individual or Legal
Entity authorized to submit on behalf of the copyright owner. For the
purposes of this definition, "submitted" means any form of electronic,
verbal, or written communication sent to the Licensor or its
representatives, including but not limited to communication on electronic
mailing lists, source code control systems, and issue tracking systems
that are managed by, or on behalf of, the Licensor for the purpose of
discussing and improving the Work, but excluding communication that is
conspicuously marked or otherwise designated in writing by the copyright
owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity on
behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of this
License, each Contributor hereby grants to You a perpetual, worldwide,
non-exclusive, no-charge, royalty-free, irrevocable copyright license to
reproduce, prepare Derivative Works of, publicly display, publicly
perform, sublicense, and distribute the Work and such Derivative Works in
Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of this
License, each Contributor hereby grants to You a perpetual, worldwide,
non-exclusive, no-charge, royalty-free, irrevocable (except as stated in
this section) patent license to make, have made, use, offer to sell, sell,
import, and otherwise transfer the Work, where such license applies only
to those patent claims licensable by such Contributor that are necessarily
infringed by their Contribution(s) alone or by combination of their
Contribution(s) with the Work to which such Contribution(s) was submitted.
If You institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work or a
Contribution incorporated within the Work constitutes direct or
contributory patent infringement, then any patent licenses granted to You
under this License for that Work shall terminate as of the date such
litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the Work or
Derivative Works thereof in any medium, with or without modifications, and
in Source or Object form, provided that You meet the following conditions:
(a) You must give any other recipients of the Work or Derivative Works a
copy of this License; and
(b) You must cause any modified files to carry prominent notices stating
that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works that You
distribute, all copyright, patent, trademark, and attribution notices from
the Source form of the Work, excluding those notices that do not pertain
to any part of the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its distribution,
then any Derivative Works that You distribute must include a readable copy
of the attribution notices contained within such NOTICE file, excluding
those notices that do not pertain to any part of the Derivative Works, in
at least one of the following places: within a NOTICE text file
distributed as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or, within a
display generated by the Derivative Works, if and wherever such
third-party notices normally appear. The contents of the NOTICE file are
for informational purposes only and do not modify the License. You may add
Your own attribution notices within Derivative Works that You distribute,
alongside or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed as modifying
the License.
You may add Your own copyright statement to Your modifications and may
provide additional or different license terms and conditions for use,
reproduction, or distribution of Your modifications, or for any such
Derivative Works as a whole, provided Your use, reproduction, and
distribution of the Work otherwise complies with the conditions stated in
this License.
5. Submission of Contributions. Unless You explicitly state otherwise, any
Contribution intentionally submitted for inclusion in the Work by You to
the Licensor shall be under the terms and conditions of this License,
without any additional terms or conditions. Notwithstanding the above,
nothing herein shall supersede or modify the terms of any separate license
agreement you may have executed with Licensor regarding such
Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor, except
as required for reasonable and customary use in describing the origin of
the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or agreed to
in writing, Licensor provides the Work (and each Contributor provides its
Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied, including, without limitation, any
warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or
FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for
determining the appropriateness of using or redistributing the Work and
assume any risks associated with Your exercise of permissions under this
License.
8. Limitation of Liability. In no event and under no legal theory, whether
in tort (including negligence), contract, or otherwise, unless required by
applicable law (such as deliberate and grossly negligent acts) or agreed
to in writing, shall any Contributor be liable to You for damages,
including any direct, indirect, special, incidental, or consequential
damages of any character arising as a result of this License or out of the
use or inability to use the Work (including but not limited to damages for
loss of goodwill, work stoppage, computer failure or malfunction, or any
and all other commercial damages or losses), even if such Contributor has
been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing the
Work or Derivative Works thereof, You may choose to offer, and charge a
fee for, acceptance of support, warranty, indemnity, or other liability
obligations and/or rights consistent with this License. However, in
accepting such obligations, You may act only on Your own behalf and on
Your sole responsibility, not on behalf of any other Contributor, and only
if You agree to indemnify, defend, and hold each Contributor harmless for
any liability incurred by, or claims asserted against, such Contributor by
reason of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
libbele
Portions of the NVIDIA NGX implementation contain components licensed from
libbele under the following terms:
Copyright (c) 2015-2016 David du Colombier
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
libelf
Portions of the NVIDIA NGX implementation contain components licensed from
libelf under the following terms:
Copyright (c) 2016 David du Colombier
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
libcurl
The NVIDIA NGX Updater implementation contains components licensed from
libcurl under the following terms:
COPYRIGHT AND PERMISSION NOTICE
Copyright (c) 1996 - 2023, Daniel Stenberg, daniel@haxx.se, and many
contributors, see the THANKS file.
All rights reserved.
Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF THIRD PARTY
RIGHTS. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Except as contained in this notice, the name of a copyright holder shall
not be used in advertising or otherwise to promote the sale, use or other
dealings in this Software without prior written authorization of the
copyright holder.
PKCS 11
This NVIDIA driver makes use of PKCS 11 header files from the OASIS Open
organization.
Copyright © OASIS Open 2023. All Rights Reserved. Distributed under the
terms of the OASIS IPR Policy,
[http://www.oasis-open.org/policies-guidelines/ipr], AS-IS, WITHOUT ANY
IMPLIED OR EXPRESS WARRANTY; there is no warranty of MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE or NONINFRINGEMENT of the rights of
others.
Mbed TLS
The proprietary flavor of nvidia.ko (see Chapter 45) contains code from
Mbed TLS https://github.com/ARMmbed/mbedtls under the Apache License 2.0.
===== APACHE LICENSE BEGIN =====
Apache License Version 2.0, January 2004 http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction, and
distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by the
copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all other
entities that control, are controlled by, or are under common control with
that entity. For the purposes of this definition, "control" means (i) the
power, direct or indirect, to cause the direction or management of such
entity, whether by contract or otherwise, or (ii) ownership of fifty
percent (50%) or more of the outstanding shares, or (iii) beneficial
ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity exercising
permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation source,
and configuration files.
"Object" form shall mean any form resulting from mechanical transformation
or translation of a Source form, including but not limited to compiled
object code, generated documentation, and conversions to other media
types.
"Work" shall mean the work of authorship, whether in Source or Object
form, made available under the License, as indicated by a copyright notice
that is included in or attached to the work (an example is provided in the
Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object form,
that is based on (or derived from) the Work and for which the editorial
revisions, annotations, elaborations, or other modifications represent, as
a whole, an original work of authorship. For the purposes of this License,
Derivative Works shall not include works that remain separable from, or
merely link (or bind by name) to the interfaces of, the Work and
Derivative Works thereof.
"Contribution" shall mean any work of authorship, including the original
version of the Work and any modifications or additions to that Work or
Derivative Works thereof, that is intentionally submitted to Licensor for
inclusion in the Work by the copyright owner or by an individual or Legal
Entity authorized to submit on behalf of the copyright owner. For the
purposes of this definition, "submitted" means any form of electronic,
verbal, or written communication sent to the Licensor or its
representatives, including but not limited to communication on electronic
mailing lists, source code control systems, and issue tracking systems
that are managed by, or on behalf of, the Licensor for the purpose of
discussing and improving the Work, but excluding communication that is
conspicuously marked or otherwise designated in writing by the copyright
owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity on
behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of this
License, each Contributor hereby grants to You a perpetual, worldwide,
non-exclusive, no-charge, royalty-free, irrevocable copyright license to
reproduce, prepare Derivative Works of, publicly display, publicly
perform, sublicense, and distribute the Work and such Derivative Works in
Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of this
License, each Contributor hereby grants to You a perpetual, worldwide,
non-exclusive, no-charge, royalty-free, irrevocable (except as stated in
this section) patent license to make, have made, use, offer to sell, sell,
import, and otherwise transfer the Work, where such license applies only
to those patent claims licensable by such Contributor that are necessarily
infringed by their Contribution(s) alone or by combination of their
Contribution(s) with the Work to which such Contribution(s) was submitted.
If You institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work or a
Contribution incorporated within the Work constitutes direct or
contributory patent infringement, then any patent licenses granted to You
under this License for that Work shall terminate as of the date such
litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the Work or
Derivative Works thereof in any medium, with or without modifications, and
in Source or Object form, provided that You meet the following conditions:
(a) You must give any other recipients of the Work or Derivative Works a
copy of this License; and
(b) You must cause any modified files to carry prominent notices stating
that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works that You
distribute, all copyright, patent, trademark, and attribution notices from
the Source form of the Work, excluding those notices that do not pertain
to any part of the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its distribution,
then any Derivative Works that You distribute must include a readable copy
of the attribution notices contained within such NOTICE file, excluding
those notices that do not pertain to any part of the Derivative Works, in
at least one of the following places: within a NOTICE text file
distributed as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or, within a
display generated by the Derivative Works, if and wherever such
third-party notices normally appear. The contents of the NOTICE file are
for informational purposes only and do not modify the License. You may add
Your own attribution notices within Derivative Works that You distribute,
alongside or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed as modifying
the License.
You may add Your own copyright statement to Your modifications and may
provide additional or different license terms and conditions for use,
reproduction, or distribution of Your modifications, or for any such
Derivative Works as a whole, provided Your use, reproduction, and
distribution of the Work otherwise complies with the conditions stated in
this License.
5. Submission of Contributions. Unless You explicitly state otherwise, any
Contribution intentionally submitted for inclusion in the Work by You to
the Licensor shall be under the terms and conditions of this License,
without any additional terms or conditions. Notwithstanding the above,
nothing herein shall supersede or modify the terms of any separate license
agreement you may have executed with Licensor regarding such
Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor, except
as required for reasonable and customary use in describing the origin of
the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or agreed to
in writing, Licensor provides the Work (and each Contributor provides its
Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied, including, without limitation, any
warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or
FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for
determining the appropriateness of using or redistributing the Work and
assume any risks associated with Your exercise of permissions under this
License.
8. Limitation of Liability. In no event and under no legal theory, whether
in tort (including negligence), contract, or otherwise, unless required by
applicable law (such as deliberate and grossly negligent acts) or agreed
to in writing, shall any Contributor be liable to You for damages,
including any direct, indirect, special, incidental, or consequential
damages of any character arising as a result of this License or out of the
use or inability to use the Work (including but not limited to damages for
loss of goodwill, work stoppage, computer failure or malfunction, or any
and all other commercial damages or losses), even if such Contributor has
been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing the
Work or Derivative Works thereof, You may choose to offer, and charge a
fee for, acceptance of support, warranty, indemnity, or other liability
obligations and/or rights consistent with this License. However, in
accepting such obligations, You may act only on Your own behalf and on
Your sole responsibility, not on behalf of any other Contributor, and only
if You agree to indemnify, defend, and hold each Contributor harmless for
any liability incurred by, or claims asserted against, such Contributor by
reason of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
===== APACHE LICENSE END =====
boost
Portions of the NVIDIA Linux GPU driver contain components licensed from
boost under the following terms:
Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or
organization obtaining a copy of the software and accompanying
documentation covered by this license (the "Software") to use, reproduce,
display, distribute, execute, and transmit the Software, and to prepare
derivative works of the Software, and to permit third-parties to whom the
Software is furnished to do so, all subject to the following:
The copyright notices in the Software and this entire statement, including
the above license grant, this restriction and the following disclaimer,
must be included in all copies of the Software, in whole or in part, and
all derivative works of the Software, unless such copies or derivative
works are solely in the form of machine-executable object code generated
by a source language processor.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
USE OR OTHER DEALINGS IN THE SOFTWARE.
gsl-lite
Portions of the NVIDIA CUDA Debugger implementation, libcudadebugger.so,
contain components licensed from gsl-lite under the following terms:
The MIT License (MIT)
Copyright (c) 2015 Martin Moene
Copyright (c) 2015 Microsoft Corporation. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
Protocol Buffer
Portions of the NVIDIA CUDA Debugger implementation, libcudadebugger.so,
contain components licensed from Protocol Buffer under the following
terms:
Copyright 2008 Google Inc. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
o Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
o Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
o Neither the name of Google Inc. nor the names of its contributors may be
used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Code generated by the Protocol Buffer compiler is owned by the owner of
the input file used when generating it. This code is not standalone and
requires a support library to be linked with it. This support library is
itself covered by the above license.
ThreadPool
Portions of the NVIDIA CUDA Debugger implementation, libcudadebugger.so,
contain components licensed from ThreadPool under the following terms:
Copyright (c) 2012 Jakob Progsch, Vaclav Zeman
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software in a
product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
zlib
Portions of the NVIDIA CUDA Debugger implementation, libcudadebugger.so,
contain components licensed from zlib under the following terms:
Copyright (C) 1995-2017 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software in a
product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
expected
Portions of the NVIDIA CUDA Debugger implementation, libcudadebugger.so,
contain components licensed from the software 'expected' under the
following terms:
Creative Commons Legal Code
CC0 1.0 Universal
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL
SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN ATTORNEY-CLIENT
RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS INFORMATION ON AN "AS-IS"
BASIS. CREATIVE COMMONS MAKES NO WARRANTIES REGARDING THE USE OF THIS
DOCUMENT OR THE INFORMATION OR WORKS PROVIDED HEREUNDER, AND DISCLAIMS
LIABILITY FOR DAMAGES RESULTING FROM THE USE OF THIS DOCUMENT OR THE
INFORMATION OR WORKS PROVIDED HEREUNDER.
Statement of Purpose
The laws of most jurisdictions throughout the world automatically confer
exclusive Copyright and Related Rights (defined below) upon the creator
and subsequent owner(s) (each and all, an "owner") of an original work of
authorship and/or a database (each, a "Work").
Certain owners wish to permanently relinquish those rights to a Work for
the purpose of contributing to a commons of creative, cultural and
scientific works ("Commons") that the public can reliably and without fear
of later claims of infringement build upon, modify, incorporate in other
works, reuse and redistribute as freely as possible in any form whatsoever
and for any purposes, including without limitation commercial purposes.
These owners may contribute to the Commons to promote the ideal of a free
culture and the further production of creative, cultural and scientific
works, or to gain reputation or greater distribution for their Work in
part through the use and efforts of others.
For these and/or other purposes and motivations, and without any
expectation of additional consideration or compensation, the person
associating CC0 with a Work (the "Affirmer"), to the extent that he or she
is an owner of Copyright and Related Rights in the Work, voluntarily
elects to apply CC0 to the Work and publicly distribute the Work under its
terms, with knowledge of his or her Copyright and Related Rights in the
Work and the meaning and intended legal effect of CC0 on those rights.
1. Copyright and Related Rights. A Work made available under CC0 may be
protected by copyright and related or neighboring rights ("Copyright
and Related Rights"). Copyright and Related Rights include, but are
not limited to, the following:
1. the right to reproduce, adapt, distribute, perform, display,
communicate, and translate a Work;
2. moral rights retained by the original author(s) and/or
performer(s);
3. publicity and privacy rights pertaining to a person's image or
likeness depicted in a Work;
4. rights protecting against unfair competition in regards to a
Work, subject to the limitations in paragraph 4(a), below;
5. rights protecting the extraction, dissemination, use and reuse
of data in a Work;
6. database rights (such as those arising under Directive 96/9/EC
of the European Parliament and of the Council of 11 March 1996
on the legal protection of databases, and under any national
implementation thereof, including any amended or successor
version of such directive); and
7. other similar, equivalent or corresponding rights throughout the
world based on applicable law or treaty, and any national
implementations thereof.
2. Waiver. To the greatest extent permitted by, but not in contravention
of, applicable law, Affirmer hereby overtly, fully, permanently,
irrevocably and unconditionally waives, abandons, and surrenders all
of Affirmer's Copyright and Related Rights and associated claims and
causes of action, whether now known or unknown (including existing as
well as future claims and causes of action), in the Work (i) in all
territories worldwide, (ii) for the maximum duration provided by
applicable law or treaty (including future time extensions), (iii) in
any current or future medium and for any number of copies, and (iv)
for any purpose whatsoever, including without limitation commercial,
advertising or promotional purposes (the "Waiver"). Affirmer makes
the Waiver for the benefit of each member of the public at large and
to the detriment of Affirmer's heirs and successors, fully intending
that such Waiver shall not be subject to revocation, rescission,
cancellation, termination, or any other legal or equitable action to
disrupt the quiet enjoyment of the Work by the public as contemplated
by Affirmer's express Statement of Purpose.
3. Public License Fallback. Should any part of the Waiver for any reason
be judged legally invalid or ineffective under applicable law, then
the Waiver shall be preserved to the maximum extent permitted taking
into account Affirmer's express Statement of Purpose. In addition, to
the extent the Waiver is so judged Affirmer hereby grants to each
affected person a royalty-free, non transferable, non sublicensable,
non exclusive, irrevocable and unconditional license to exercise
Affirmer's Copyright and Related Rights in the Work (i) in all
territories worldwide, (ii) for the maximum duration provided by
applicable law or treaty (including future time extensions), (iii) in
any current or future medium and for any number of copies, and (iv)
for any purpose whatsoever, including without limitation commercial,
advertising or promotional purposes (the "License"). The License
shall be deemed effective as of the date CC0 was applied by Affirmer
to the Work. Should any part of the License for any reason be judged
legally invalid or ineffective under applicable law, such partial
invalidity or ineffectiveness shall not invalidate the remainder of
the License, and in such case Affirmer hereby affirms that he or she
will not (i) exercise any of his or her remaining Copyright and
Related Rights in the Work or (ii) assert any associated claims and
causes of action with respect to the Work, in either case contrary to
Affirmer's express Statement of Purpose.
4. Limitations and Disclaimers.
1. No trademark or patent rights held by Affirmer are waived,
abandoned, surrendered, licensed or otherwise affected by this
document.
2. Affirmer offers the Work as-is and makes no representations or
warranties of any kind concerning the Work, express, implied,
statutory or otherwise, including without limitation warranties
of title, merchantability, fitness for a particular purpose, non
infringement, or the absence of latent or other defects,
accuracy, or the present or absence of errors, whether or not
discoverable, all to the greatest extent permissible under
applicable law.
3. Affirmer disclaims responsibility for clearing rights of other
persons that may apply to the Work or any use thereof, including
without limitation any person's Copyright and Related Rights in
the Work. Further, Affirmer disclaims responsibility for
obtaining any necessary consents, permissions or other rights
required for any use of the Work.
4. Affirmer understands and acknowledges that Creative Commons is
not a party to this document and has no duty or obligation with
respect to this CC0 or use of the Work.
libbacktrace
Portions of the NVIDIA CUDA Debugger implementation, libcudadebugger.so,
contain components licensed from libbacktrace under the following terms:
Copyright (C) 2012-2021 Free Software Foundation, Inc.
Written by Ian Lance Taylor, Google.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. The name of the author may not be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Linux kernel headers
The NVIDIA Linux GPU driver makes use of various Linux kernel header files
licensed under GPL-2.0 WITH Linux-syscall-note:
SPDX-Exception-Identifier: Linux-syscall-note
SPDX-URL: https://spdx.org/licenses/Linux-syscall-note.html
SPDX-Licenses: GPL-2.0, GPL-2.0+, GPL-1.0+, LGPL-2.0, LGPL-2.0+, LGPL-2.1,
LGPL-2.1+, GPL-2.0-only, GPL-2.0-or-later
Usage-Guide:
This exception is used together with one of the above SPDX-Licenses to
mark user space API (uapi) header files so they can be included into non
GPL compliant user space application code. To use this exception add it
with the keyword WITH to one of the identifiers in the SPDX-Licenses tag:
SPDX-License-Identifier: <SPDX-License> WITH Linux-syscall-note
License-Text:
NOTE! This copyright does *not* cover user programs that use kernel
services by normal system calls - this is merely considered normal use of
the kernel, and does *not* fall under the heading of "derived work". Also
note that the GPL below is copyrighted by the Free Software Foundation,
but the instance of code that it refers to (the Linux kernel) is
copyrighted by me and others who actually wrote it.
Also note that the only valid version of the GPL as far as the kernel is
concerned is _this_ particular version of the license (ie v2, not v2.2 or
v3.x or whatever), unless explicitly otherwise stated.
Linus Torvalds
cryptopp
Portions of the NVIDIA Linux GPU driver contain components licensed from
cryptopp under the following terms:
Compilation Copyright (c) 1995-2019 by Wei Dai. All rights reserved. This
copyright applies only to this software distribution package as a
compilation, and does not imply a copyright on any particular file in the
package.
All individual files in this compilation are placed in the public domain
by Wei Dai and other contributors.
I would like to thank the following authors for placing their works into
the public domain:
Joan Daemen - 3way.cpp
Leonard Janke - cast.cpp, seal.cpp
Steve Reid - cast.cpp
Phil Karn - des.cpp
Andrew M. Kuchling - md2.cpp, md4.cpp
Colin Plumb - md5.cpp
Seal Woods - rc6.cpp
Chris Morgan - rijndael.cpp
Paulo Baretto - rijndael.cpp, skipjack.cpp, square.cpp
Richard De Moliner - safer.cpp
Matthew Skala - twofish.cpp
Kevin Springle - camellia.cpp, shacal2.cpp, ttmac.cpp, whrlpool.cpp,
ripemd.cpp
Ronny Van Keer - sha3.cpp
Aumasson, Neves, Wilcox-O'Hearn and Winnerlein - blake2.cpp,
blake2b_simd.cpp, blake2s_simd.cpp
Aaram Yun - aria.cpp, aria_simd.cpp
Han Lulu, Markku-Juhani O. Saarinen - sm4.cpp sm4_simd.cpp
Daniel J. Bernstein, Jack Lloyd - chacha.cpp, chacha_simd.cpp,
chacha_avx.cpp
Andrew Moon - ed25519, x25519, donna_32.cpp, donna_64.cpp, donna_sse.cpp
The Crypto++ Library uses portions of Andy Polyakov's CRYPTOGAMS for
Poly1305 scalar multiplication, aes_armv4.S, sha1_armv4.S and
sha256_armv4.S. CRYPTOGAMS is dual licensed with a permissive BSD-style
license. The CRYPTOGAMS license is reproduced below.
The Crypto++ Library uses portions of Jack Lloyd's Botan for ChaCha SSE2
and AVX. Botan placed the code in public domain for Crypto++ to use.
The Crypto++ Library (as a compilation) is currently licensed under the
Boost Software License 1.0 (http://www.boost.org/users/license.html).
Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or
organization obtaining a copy of the software and accompanying
documentation covered by this license (the "Software") to use, reproduce,
display, distribute, execute, and transmit the Software, and to prepare
derivative works of the Software, and to permit third-parties to whom the
Software is furnished to do so, all subject to the following:
The copyright notices in the Software and this entire statement, including
the above license grant, this restriction and the following disclaimer,
must be included in all copies of the Software, in whole or in part, and
all derivative works of the Software, unless such copies or derivative
works are solely in the form of machine-executable object code generated
by a source language processor.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
USE OR OTHER DEALINGS IN THE SOFTWARE.
CRYPTOGAMS License
Copyright (c) 2006-2017, CRYPTOGAMS by <appro@openssl.org> All rights
reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain copyright notices,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials
provided with the distribution.
* Neither the name of the CRYPTOGAMS nor the names of its copyright
holder and contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
X.Org
This NVIDIA Linux driver contains code from the X.Org project.
Source code from the X.Org project is available from
http://cgit.freedesktop.org/xorg/xserver
JSMN
This NVIDIA Linux driver uses a JSON parser based on 'jsmn':
http://zserge.bitbucket.org/jsmn.html
This library carries the following copyright notice:
Copyright (c) 2010 Serge A. Zaitsev
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
SHA-256
Portions of the driver use the SHA-256 algorithm derived from sha2.c:
https://github.com/ouah/sha2/blob/master/sha2.c
This library carries the following copyright notice:
Copyright (C) 2005, 2007 Olivier Gay <olivier.gay@a3.epfl.ch> All rights
reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the project nor the names of its contributors may be
used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE PROJECT AND CONTRIBUTORS ``AS IS'' AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE PROJECT OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
libselinux
This NVIDIA Linux driver contains code from libselinux, which is released
in the public domain.
SoftFloat
Portions of the driver use the SoftFloat floating point emulation library:
http://www.jhauser.us/arithmetic/SoftFloat.html
SoftFloat has the following license terms:
John R. Hauser
2017 August 10
The following applies to the whole of SoftFloat Release 3d as well as to
each source file individually.
Copyright 2011, 2012, 2013, 2014, 2015, 2016, 2017 The Regents of the
University of California. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions, and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions, and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. Neither the name of the University nor the names of its contributors may
be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS "AS IS", AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE
DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
musl libc
This NVIDIA Linux driver uses code from 'musl libc': http://musl.libc.org
This code carries the following copyright notice:
musl as a whole is licensed under the following standard MIT license:
----------------------------------------------------------------------
Copyright © 2005-2014 Rich Felker, et al.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
----------------------------------------------------------------------
Authors/contributors include:
A. Wilcox
Alex Dowad
Alexander Monakov
Andrew Kelley
Anthony G. Basile
Arvid Picciani
Bartosz Brachaczek
Bobby Bingham
Boris Brezillon
Brent Cook
Chris Spiegel
Clément Vasseur
Daniel Micay
Daniel Sabogal
Daurnimator
David Edelsohn
Denys Vlasenko
Dmitry Ivanov
Dmitry V. Levin
Emil Renner Berthing
Felix Fietkau
Felix Janda
Gianluca Anzolin
Hauke Mehrtens
He X
Hiltjo Posthuma
Isaac Dunham
Jaydeep Patil
Jens Gustedt
Jeremy Huntwork
Jo-Philipp Wich
Joakim Sindholt
John Spencer
Josiah Worcester
Julien Ramseier
Justin Cormack
Khem Raj
Kylie McClain
Leah Neukirchen
Luca Barbato
Luka Perkov
M Farkas-Dyck (Strake)
Mahesh Bodapati
Masanori Ogino
Michael Forney
Mikhail Kremnyov
Natanael Copa
Nicholas J. Kain
orc
Pascal Cuoq
Petr Hosek
Petr Skocik
Pierre Carrier
Reini Urban
Rich Felker
Richard Pennington
Samuel Holland
Shiz
sin
Solar Designer
Stefan Kristiansson
Szabolcs Nagy
Timo Teräs
Trutz Behn
Valentin Ochs
William Haddon
William Pitcock
Portions of this software are derived from third-party works licensed
under terms compatible with the above MIT license:
The TRE regular expression implementation (src/regex/reg* and
src/regex/tre*) is Copyright © 2001-2008 Ville Laurikari and licensed
under a 2-clause BSD license (license text in the source files). The
included version has been heavily modified by Rich Felker in 2012, in the
interests of size, simplicity, and namespace cleanliness.
Much of the math library code (src/math/* and src/complex/*) is
Copyright © 1993,2004 Sun Microsystems or
Copyright © 2003-2011 David Schultz or
Copyright © 2003-2009 Steven G. Kargl or
Copyright © 2003-2009 Bruce D. Evans or
Copyright © 2008 Stephen L. Moshier
and labelled as such in comments in the individual source files. All have
been licensed under extremely permissive terms.
The ARM memcpy code (src/string/arm/memcpy_el.S) is Copyright © 2008 The
Android Open Source Project and is licensed under a two-clause BSD
license. It was taken from Bionic libc, used on Android.
The implementation of DES for crypt (src/crypt/crypt_des.c) is Copyright ©
1994 David Burren. It is licensed under a BSD license.
The implementation of blowfish crypt (src/crypt/crypt_blowfish.c) was
originally written by Solar Designer and placed into the public domain.
The code also comes with a fallback permissive license for use in
jurisdictions that may not recognize the public domain.
The smoothsort implementation (src/stdlib/qsort.c) is Copyright © 2011
Valentin Ochs and is licensed under an MIT-style license.
The x86_64 port was written by Nicholas J. Kain and is licensed under the
standard MIT terms.
The mips and microblaze ports were originally written by Richard
Pennington for use in the ellcc project. The original code was adapted by
Rich Felker for build system and code conventions during upstream
integration. It is licensed under the standard MIT terms.
The mips64 port was contributed by Imagination Technologies and is
licensed under the standard MIT terms.
The powerpc port was also originally written by Richard Pennington, and
later supplemented and integrated by John Spencer. It is licensed under
the standard MIT terms.
All other files which have no copyright comments are original works
produced specifically for use as part of this library, written either by
Rich Felker, the main author of the library, or by one or more contibutors
listed above. Details on authorship of individual files can be found in
the git version control history of the project. The omission of copyright
and license comments in each file is in the interest of source tree size.
In addition, permission is hereby granted for all public header files
(include/* and arch/*/bits/*) and crt files intended to be linked into
applications (crt/*, ldso/dlstart.c, and arch/*/crt_arch.h) to omit the
copyright notice and permission notice otherwise required by the license,
and to use these files without any requirement of attribution. These files
include substantial contributions from:
Bobby Bingham
John Spencer
Nicholas J. Kain
Rich Felker
Richard Pennington
Stefan Kristiansson
Szabolcs Nagy
all of whom have explicitly granted such permission.
This file previously contained text expressing a belief that most of the
files covered by the above exception were sufficiently trivial not to be
subject to copyright, resulting in confusion over whether it negated the
permissions granted in the license. In the spirit of permissive licensing,
and of not having licensing issues being an obstacle to adoption, that
text has been removed.
Zstandard
This NVIDIA Linux driver uses the 'Zstandard' library for compression:
https://github.com/facebook/zstd
BSD License
For Zstandard software
Copyright (c) 2016-present, Facebook, Inc. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
o Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
o Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
o Neither the name Facebook nor the names of its contributors may be
used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
libspdm
This NVIDIA Linux driver uses code from 'libspdm':
https://github.com/DMTF/libspdm
This code carries the following license:
BSD 3-Clause License
Copyright (c) 2021-2024, Contributing Member(s) of Distributed Management
Task Force, Inc.. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from this
software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Mesa
This NVIDIA Linux driver uses code from the 'Mesa' project:
https://gitlab.freedesktop.org/mesa/mesa
The code used carries the following copyright notices:
Copyright (c) 2011 Intel Corporation
Copyright (c) 2021 NVIDIA Corporation
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
Authors:
o Benjamin Franzke <benjaminfranzke@googlemail.com>
o James Jones <jajones@nvidia.com>
---
Copyright (c) 2008-2011 Kristian Høgsberg
Copyright (c) 2010-2011 Intel Corporation
Permission to use, copy, modify, distribute, and sell this software and
its documentation for any purpose is hereby granted without fee, provided
that\n the above copyright notice appear in all copies and that both that
copyright notice and this permission notice appear in supporting
documentation, and that the name of the copyright holders not be used in
advertising or publicity pertaining to distribution of the software
without specific, written prior permission. The copyright holders make no
representations about the suitability of this software for any purpose. It
is provided "as is" without express or implied warranty.
THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS,
IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL,
INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
PERFORMANCE OF THIS SOFTWARE.
Wayland protocols
This NVIDIA Linux driver uses code from the 'Wayland protocols' project:
https://gitlab.freedesktop.org/wayland/wayland-protocols
The project carries the following copyright notice:
Copyright (c) 2008-2013 Kristian Høgsberg
Copyright (c) 2010-2013 Intel Corporation
Copyright (c) 2013 Rafael Antognolli
Copyright (c) 2013 Jasper St. Pierre
Copyright (c) 2014 Jonas Ã…dahl
Copyright (c) 2014 Jason Ekstrand
Copyright (c) 2014-2015 Collabora, Ltd.
Copyright (c) 2015 Red Hat Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
---
The above is the version of the MIT "Expat" License used by X.org:
http://cgit.freedesktop.org/xorg/xserver/tree/COPYING
virglrenderer
This NVIDIA Linux driver contains code from the virglrenderer project
Source code for the virglrenderer project is available from
http://gitlab.freedesktop.org/virgl/virglrenderer
The project carries the following copyright notice:
virglrenderer is under MIT license and derived from mesa in many parts.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
fdlibm
This NVIDIA Linux driver uses code from the fdlibm project:
https://www.netlib.org/fdlibm/
The code used carries the following copyright notices:
Copyright (C) 2004 by Sun Microsystems, Inc. All rights reserved.
Permission to use, copy, modify, and distribute this software is freely
granted, provided that this notice is preserved.
Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
Developed at SunSoft, a Sun Microsystems, Inc. business. Permission to
use, copy, modify, and distribute this software is freely granted,
provided that this notice is preserved.
libpciaccess
This NVIDIA Linux driver contains code from the libpciaccess project
Source code for the libpciaccess project is available from
https://gitlab.freedesktop.org/xorg/lib/libpciaccess
The project carries the following copyright notices:
(C) Copyright IBM Corporation 2006, 2007 (C) Copyright Eric Anholt 2006
(C) Copyright Mark Kettenis 2011 (C) Copyright Robert Millan 2012
Copyright (c) 2007, 2008, 2009, 2011, 2012, 2013 Oracle and/or its
affiliates. Copyright 2009, 2012 Red Hat, Inc. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
on the rights to use, copy, modify, merge, publish, distribute, sub
license, and/or sell copies of the Software, and to permit persons to whom
the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice (including the next
paragraph) shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
IBM AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
Copyright (c) 2008 Juan Romero Pardines Copyright (c) 2008, 2011 Mark
Kettenis Copyright (c) 2009 Michael Lorenz Copyright (c) 2009, 2012 Samuel
Thibault
Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
Copyright (C) 2000 The XFree86 Project, Inc. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE XFREE86 PROJECT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Except as contained in this notice, the name of the XFree86 Project shall
not be used in advertising or otherwise to promote the sale, use or other
dealings in this Software without prior written authorization from the
XFree86 Project.
Copyright (c) 2007 Paulo R. Zanoni, Tiago Vignatti Copyright (c) 2009
Tiago Vignatti
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
hwloc
This NVIDIA Linux driver uses the Portable Hardware Locality (hwloc)
library from https://www.open-mpi.org/software/hwloc
This library carries the following copyright notice:
Copyright © 2004-2006 The Trustees of Indiana University and Indiana
University Research and Technology Corporation. All rights reserved.
Copyright © 2004-2005 The University of Tennessee and The University of
Tennessee Research Foundation. All rights reserved.
Copyright © 2004-2005 High Performance Computing Center Stuttgart,
University of Stuttgart. All rights reserved.
Copyright © 2004-2005 The Regents of the University of California. All
rights reserved.
Copyright © 2009 CNRS
Copyright © 2009-2016 Inria. All rights reserved.
Copyright © 2009-2015 Université Bordeaux
Copyright © 2009-2015 Cisco Systems, Inc. All rights reserved.
Copyright © 2009-2012 Oracle and/or its affiliates. All rights reserved.
Copyright © 2010 IBM
Copyright © 2010 Jirka Hladky
Copyright © 2012 Aleksej Saushev, The NetBSD Foundation
Copyright © 2012 Blue Brain Project, EPFL. All rights reserved.
Copyright © 2013-2014 University of Wisconsin-La Crosse. All rights
reserved.
Copyright © 2015 Research Organization for Information Science and
Technology (RIST). All rights reserved.
Copyright © 2015-2016 Intel, Inc. All rights reserved.
See COPYING in top-level directory.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. The name of the author may not be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
______________________________________________________________________________
Appendix A. Supported NVIDIA GPU Products
______________________________________________________________________________
For the most complete and accurate listing of supported GPUs, please see the
Supported Products List, available from the NVIDIA Linux x86_64 Graphics
Driver download page. Please go to http://www.nvidia.com/object/unix.html,
follow the Archive link under the Linux x86_64 heading, follow the link for
the 580.95.05 driver, and then go to the Supported Products List.
For an explanation of the VDPAU features column, please refer to the section
called "VdpDecoder" of Appendix G.
Note that the list of supported GPU products provided below and on the driver
download page is provided to indicate which GPUs are supported by a particular
driver version. Some designs incorporating supported GPUs may not be
compatible with the NVIDIA Linux driver: in particular, notebook and
all-in-one desktop designs with switchable (hybrid) or Optimus graphics will
not work if means to disable the integrated graphics in hardware are not
available. Hardware designs will vary from manufacturer to manufacturer, so
please consult with a system's manufacturer to determine whether that
particular system is compatible.
A1. CURRENT NVIDIA GPUS
NVIDIA GPU product Device PCI ID* VDPAU features
-------------------------------------------------------- -------------- --------------
NVIDIA GeForce 830M 1340 E
NVIDIA GeForce 830A 1340 103C 2B2B E
NVIDIA GeForce 840M 1341 E
NVIDIA GeForce 840A 1341 17AA 3697 E
NVIDIA GeForce 840A 1341 17AA 3699 E
NVIDIA GeForce 840A 1341 17AA 369C E
NVIDIA GeForce 840A 1341 17AA 36AF E
NVIDIA GeForce 845M 1344 E
NVIDIA GeForce 930M 1346 E
NVIDIA GeForce 930A 1346 17AA 30BA E
NVIDIA GeForce 930A 1346 17AA 362C E
NVIDIA GeForce 930A 1346 17AA 362F E
NVIDIA GeForce 930A 1346 17AA 3636 E
NVIDIA GeForce 940M 1347 E
NVIDIA GeForce 940A 1347 17AA 36B9 E
NVIDIA GeForce 940A 1347 17AA 36BA E
NVIDIA GeForce 945M 1348 E
NVIDIA GeForce 945A 1348 103C 2B5C E
NVIDIA GeForce 930M 1349 E
NVIDIA GeForce 930A 1349 17AA 3124 E
NVIDIA GeForce 930A 1349 17AA 364B E
NVIDIA GeForce 930A 1349 17AA 36C3 E
NVIDIA GeForce 930A 1349 17AA 36D1 E
NVIDIA GeForce 930A 1349 17AA 36D8 E
NVIDIA GeForce 940MX 134B E
NVIDIA GeForce 940MX 134D E
NVIDIA GeForce 930MX 134E E
NVIDIA GeForce 920MX 134F E
Quadro K620M 137A 17AA 2225 E
Quadro M500M 137A 17AA 2232 E
Quadro M500M 137A 17AA 505A E
Quadro M520 137B E
NVIDIA GeForce GTX 750 Ti 1380 E
NVIDIA GeForce GTX 750 1381 E
NVIDIA GeForce GTX 745 1382 E
NVIDIA GeForce 845M 1390 E
NVIDIA GeForce GTX 850M 1391 E
NVIDIA GeForce GTX 850A 1391 17AA 3697 E
NVIDIA GeForce GTX 860M 1392 E
NVIDIA GeForce GPU 1392 1028 066A E
NVIDIA GeForce GTX 750 Ti 1392 1043 861E E
NVIDIA GeForce GTX 750 Ti 1392 1043 86D9 E
NVIDIA GeForce 840M 1393 E
NVIDIA GeForce 845M 1398 E
NVIDIA GeForce 945M 1399 E
NVIDIA GeForce GTX 950M 139A E
NVIDIA GeForce GTX 950A 139A 17AA 362C E
NVIDIA GeForce GTX 950A 139A 17AA 362F E
NVIDIA GeForce GTX 950A 139A 17AA 363F E
NVIDIA GeForce GTX 950A 139A 17AA 3640 E
NVIDIA GeForce GTX 950A 139A 17AA 3647 E
NVIDIA GeForce GTX 950A 139A 17AA 36B9 E
NVIDIA GeForce GTX 960M 139B E
NVIDIA GeForce GTX 750 Ti 139B 1025 107A E
NVIDIA GeForce GTX 860M 139B 1028 06A3 E
NVIDIA GeForce GTX 960A 139B 103C 2B4C E
NVIDIA GeForce GTX 750Ti 139B 17AA 3649 E
NVIDIA GeForce GTX 960A 139B 17AA 36BF E
NVIDIA GeForce GTX 750 Ti 139B 19DA C248 E
NVIDIA GeForce GTX 750Ti 139B 1AFA 8A75 E
NVIDIA GeForce 940M 139C E
NVIDIA GeForce GTX 750 Ti 139D E
Quadro M2000M 13B0 E
Quadro M1000M 13B1 E
Quadro M600M 13B2 E
Quadro K2200M 13B3 E
Quadro M620 13B4 E
Quadro M1200 13B6 E
NVS 810 13B9 E
Quadro K2200 13BA E
Quadro K620 13BB E
Quadro K1200 13BC E
NVIDIA GeForce GTX 980 13C0 E
NVIDIA GeForce GTX 970 13C2 E
NVIDIA GeForce GTX 980M 13D7 E
NVIDIA GeForce GTX 970M 13D8 E
NVIDIA GeForce GTX 960 13D8 1462 1198 E
NVIDIA GeForce GTX 960 13D8 1462 1199 E
NVIDIA GeForce GTX 960 13D8 19DA B282 E
NVIDIA GeForce GTX 960 13D8 19DA B284 E
NVIDIA GeForce GTX 960 13D8 19DA B286 E
NVIDIA GeForce GTX 965M 13D9 E
NVIDIA GeForce GTX 980 13DA E
Quadro M5000 13F0 E
Quadro M4000 13F1 E
Tesla M60 13F2 E
Tesla M6 13F3 E
Quadro M5000M 13F8 E
Quadro M5000 SE 13F8 10DE 11DD E
Quadro M4000M 13F9 E
Quadro M3000M 13FA E
Quadro M3000 SE 13FA 10DE 11C9 E
Quadro M5500 13FB E
NVIDIA GeForce GTX 960 1401 E
NVIDIA GeForce GTX 950 1402 F
NVIDIA GeForce GTX 960 1406 E
NVIDIA GeForce GTX 750 1407 E
NVIDIA GeForce GTX 965M 1427 E
NVIDIA GeForce GTX 950 1427 1458 D003 F
Quadro M2000 1430 F
Tesla M4 1431 F
Quadro M2200 1436 F
Quadro GP100 15F0 G
Tesla P100-PCIE-12GB 15F7 G
Tesla P100-PCIE-16GB 15F8 G
Tesla P100-SXM2-16GB 15F9 G
NVIDIA GeForce GTX 980M 1617 E
NVIDIA GeForce GTX 970M 1618 E
NVIDIA GeForce GTX 965M 1619 E
NVIDIA GeForce GTX 980 161A E
NVIDIA GeForce GTX 965M 1667 E
NVIDIA GeForce MX130 174D E
NVIDIA GeForce MX110 174E E
NVIDIA GeForce 940MX 179C E
NVIDIA GeForce GTX TITAN X 17C2 E
NVIDIA GeForce GTX 980 Ti 17C8 E
Quadro M6000 17F0 E
Quadro M6000 24GB 17F1 E
Tesla M40 17FD E
Tesla M40 24GB 17FD 10DE 1173 E
NVIDIA TITAN X (Pascal) 1B00 H
NVIDIA TITAN Xp 1B02 H
NVIDIA TITAN Xp COLLECTORS EDITION 1B02 10DE 123E H
NVIDIA TITAN Xp COLLECTORS EDITION 1B02 10DE 123F H
NVIDIA GeForce GTX 1080 Ti 1B06 H
Quadro P6000 1B30 H
Tesla P40 1B38 H
NVIDIA GeForce GTX 1080 1B80 H 2
NVIDIA GeForce GTX 1070 1B81 H 2
NVIDIA GeForce GTX 1070 Ti 1B82 H 2
NVIDIA GeForce GTX 1060 6GB 1B83 H 2
NVIDIA GeForce GTX 1060 3GB 1B84 H 2
NVIDIA P104-100 1B87 H 2
NVIDIA GeForce GTX 1080 1BA0 H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BA0 1028 0887 H 2
NVIDIA GeForce GTX 1070 1BA1 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1028 08A1 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1028 08A2 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1043 1CCE H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1458 1651 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1458 1653 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1462 11E8 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1462 11E9 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1462 1225 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1462 1226 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1462 1227 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1558 9501 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1558 95E1 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1A58 2000 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BA1 1D05 1032 H 2
NVIDIA GeForce GTX 1070 1BA2 H 2
Quadro P5000 1BB0 H 2
Quadro P4000 1BB1 H 2
Tesla P4 1BB3 10DE 11D8 H 2
Tesla P4 1BB3 10DE 11E0 H 2
Tesla P6 1BB4 H 2
Quadro P5200 1BB5 H 2
Quadro P5200 with Max-Q Design 1BB5 17AA 2268 H 2
Quadro P5200 with Max-Q Design 1BB5 17AA 2269 H 2
Quadro P5000 1BB6 H 2
Quadro P4000 1BB7 H 2
Quadro P4000 with Max-Q Design 1BB7 1462 11E9 H 2
Quadro P4000 with Max-Q Design 1BB7 1558 9501 H 2
Quadro P3000 1BB8 H 2
Quadro P4200 1BB9 H 2
Quadro P4200 with Max-Q Design 1BB9 1558 95E1 H 2
Quadro P4200 with Max-Q Design 1BB9 17AA 2268 H 2
Quadro P4200 with Max-Q Design 1BB9 17AA 2269 H 2
Quadro P3200 1BBB H 2
Quadro P3200 with Max-Q Design 1BBB 17AA 225F H 2
Quadro P3200 with Max-Q Design 1BBB 17AA 2262 H 2
NVIDIA P104-101 1BC7 H 2
NVIDIA GeForce GTX 1080 1BE0 H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BE0 1025 1221 H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BE0 1025 123E H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BE0 1028 07C0 H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BE0 1028 0876 H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BE0 1028 088B H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BE0 1043 1031 H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BE0 1043 1BF0 H 2
NVIDIA GeForce GTX 1080 with Max-Q Design 1BE0 1458 355B H 2
NVIDIA GeForce GTX 1070 1BE1 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BE1 103C 84DB H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BE1 1043 16F0 H 2
NVIDIA GeForce GTX 1070 with Max-Q Design 1BE1 3842 2009 H 2
NVIDIA GeForce GTX 1060 3GB 1C02 H 2
NVIDIA GeForce GTX 1060 6GB 1C03 H 2
NVIDIA GeForce GTX 1060 5GB 1C04 H
NVIDIA GeForce GTX 1060 6GB 1C06 H 2
NVIDIA P106-100 1C07 H
NVIDIA P106-090 1C09 H
NVIDIA GeForce GTX 1060 1C20 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1028 0802 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1028 0803 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1028 0825 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1028 0827 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1028 0885 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1028 0886 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 103C 8467 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 103C 8478 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 103C 8581 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1462 1244 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1558 95E5 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 17AA 39B9 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1A58 2000 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1A58 2001 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C20 1D05 1059 H
NVIDIA GeForce GTX 1050 Ti 1C21 H
NVIDIA GeForce GTX 1050 1C22 H
NVIDIA GeForce GTX 1060 1C23 H
Quadro P2000 1C30 H
Quadro P2200 1C31 H
NVIDIA GeForce GTX 1060 1C60 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C60 103C 8390 H
NVIDIA GeForce GTX 1060 with Max-Q Design 1C60 103C 8467 H
NVIDIA GeForce GTX 1050 Ti 1C61 H
NVIDIA GeForce GTX 1050 1C62 H
NVIDIA GeForce GTX 1050 1C81 H
NVIDIA GeForce GTX 1050 Ti 1C82 H
NVIDIA GeForce GTX 1050 1C83 H
NVIDIA GeForce GTX 1050 Ti 1C8C H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8C 1028 087C H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8C 103C 8519 H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8C 103C 856A H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8C 1462 123C H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8C 1462 126C H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8C 17AA 2266 H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8C 17AA 2267 H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8C 17AA 39FF H
NVIDIA GeForce GTX 1050 1C8D H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 103C 84E9 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 103C 84EB H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 103C 856A H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1043 114F H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1043 1341 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1043 1351 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1043 1481 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1043 14A1 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1043 18C1 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1043 1B5E H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1462 126C H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 152D 1217 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C8D 1D72 1707 H
NVIDIA GeForce GTX 1050 Ti 1C8F H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8F 1462 123C H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8F 1462 126C H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8F 1462 126D H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8F 1462 1284 H
NVIDIA GeForce GTX 1050 Ti with Max-Q Design 1C8F 1462 1297 H
NVIDIA GeForce MX150 1C90 H
NVIDIA GeForce MX250 1C90 1028 09C1 H
NVIDIA GeForce GTX 1050 1C91 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C91 103C 856A H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C91 103C 86E3 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C91 152D 1232 H
NVIDIA GeForce GTX 1050 1C92 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C92 1043 149F H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C92 1043 1B31 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C92 1462 1245 H
NVIDIA GeForce GTX 1050 with Max-Q Design 1C92 1462 126C H
NVIDIA GeForce MX350 1C94 H
NVIDIA GeForce MX350 1C96 H
Quadro P1000 1CB1 H
Quadro P600 1CB2 H
Quadro P400 1CB3 H
Quadro P620 1CB6 H
Quadro P2000 1CBA H
Quadro P2000 with Max-Q Design 1CBA 17AA 2266 H
Quadro P2000 with Max-Q Design 1CBA 17AA 2267 H
Quadro P1000 1CBB H
Quadro P600 1CBC H
Quadro P620 1CBD H
Quadro P2000 1CFA H
Quadro P1000 1CFB H
Matrox D-Series D1480 1CFB 102B 2600 H
Matrox D-Series D1450 1CFB 102B 2700 H
NVIDIA GeForce GT 1030 1D01 H
NVIDIA GeForce GT 1010 1D02 H
NVIDIA GeForce MX150 1D10 H
NVIDIA GeForce MX230 1D11 H
NVIDIA GeForce MX150 1D12 H
NVIDIA GeForce MX250 1D13 H
NVIDIA GeForce MX330 1D16 H
Quadro P500 1D33 H
Quadro P520 1D34 H
NVIDIA GeForce MX250 1D52 H
NVIDIA TITAN V 1D81 I
Tesla V100-SXM2-16GB 1DB1 I
Tesla V100-SXM2-16GB-LS 1DB1 10DE 1307 I
Tesla V100-FHHL-16GB 1DB3 I
Tesla V100-PCIE-16GB 1DB4 I
Tesla V100-PCIE-16GB-LS 1DB4 10DE 1306 I
Tesla V100-SXM2-32GB 1DB5 I
Tesla V100-SXM2-32GB-LS 1DB5 10DE 1308 I
Tesla V100-PCIE-32GB 1DB6 I
Tesla V100-DGXS-32GB 1DB7 I
Tesla V100-SXM3-32GB 1DB8 I
Tesla V100-SXM3-32GB-H 1DB8 10DE 131D I
Quadro GV100 1DBA I
NVIDIA TITAN V JHH Special Edition 1DBA 10DE 12EB I
Tesla PG500-216 1DF0 I
Tesla PG503-216 1DF2 I
Tesla V100S-PCIE-32GB 1DF6 I
NVIDIA TITAN RTX 1E02 J
NVIDIA GeForce RTX 2080 Ti 1E04 J
NVIDIA GeForce RTX 2080 Ti 1E07 J
NVIDIA CMP 50HX 1E09 -
Quadro RTX 6000 1E30 J
Quadro RTX 8000 1E30 1028 129E J
Quadro RTX 8000 1E30 103C 129E J
Quadro RTX 8000 1E30 10DE 129E J
Quadro RTX 6000 1E36 J
Quadro RTX 8000 1E78 10DE 13D8 J
Quadro RTX 6000 1E78 10DE 13D9 J
NVIDIA GeForce RTX 2080 SUPER 1E81 J
NVIDIA GeForce RTX 2080 1E82 J
NVIDIA GeForce RTX 2070 SUPER 1E84 J
NVIDIA GeForce RTX 2080 1E87 J
NVIDIA GeForce RTX 2060 1E89 J
NVIDIA GeForce RTX 2080 1E90 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1025 1375 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 08A1 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 08A2 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 08EA J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 08EB J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 08EC J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 08ED J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 08EE J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 08EF J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 093B J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1028 093C J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 103C 8572 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 103C 8573 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 103C 8602 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 103C 8606 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 103C 86C6 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 103C 86C7 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 103C 87A6 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 103C 87A7 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1043 131F J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1043 137F J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1043 141F J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1043 1751 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1458 1660 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1458 1661 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1458 1662 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1458 75A6 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1458 75A7 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1458 86A6 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1458 86A7 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1462 1274 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1462 1277 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 152D 1220 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1558 95E1 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1558 97E1 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1A58 2002 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1A58 2005 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1A58 2007 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1A58 3000 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1A58 3001 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1E90 1D05 1069 J
NVIDIA GeForce RTX 2070 Super 1E91 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 103C 8607 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 103C 8736 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 103C 8738 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 103C 8772 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 103C 878A J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 103C 878B J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1043 1E61 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 1511 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 75B3 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 75B4 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 76B2 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 76B3 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 78A2 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 78A3 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 86B2 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1458 86B3 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1462 12AE J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1462 12B0 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1462 12C6 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 17AA 22C3 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 17AA 22C5 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1A58 2009 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1A58 200A J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 1A58 3002 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1E91 8086 3012 J
NVIDIA GeForce RTX 2080 Super 1E93 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1025 1401 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1025 149C J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1028 09D2 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 103C 8607 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 103C 86C7 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 103C 8736 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 103C 8738 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 103C 8772 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 103C 87A6 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 103C 87A7 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1458 75B1 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1458 75B2 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1458 76B0 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1458 76B1 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1458 78A0 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1458 78A1 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1458 86B0 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1458 86B1 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1462 12AE J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1462 12B0 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1462 12B4 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1462 12C6 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1558 50D3 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1558 70D1 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 17AA 22C3 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 17AA 22C5 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1A58 2009 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1A58 200A J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1A58 3002 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1E93 1D05 1089 J
Quadro RTX 5000 1EB0 J
Quadro RTX 4000 1EB1 J
Quadro RTX 5000 1EB5 J
Quadro RTX 5000 with Max-Q Design 1EB5 1025 1375 J
Quadro RTX 5000 with Max-Q Design 1EB5 1025 1401 J
Quadro RTX 5000 with Max-Q Design 1EB5 1025 149C J
Quadro RTX 5000 with Max-Q Design 1EB5 1028 09C3 J
Quadro RTX 5000 with Max-Q Design 1EB5 103C 8736 J
Quadro RTX 5000 with Max-Q Design 1EB5 103C 8738 J
Quadro RTX 5000 with Max-Q Design 1EB5 103C 8772 J
Quadro RTX 5000 with Max-Q Design 1EB5 103C 8780 J
Quadro RTX 5000 with Max-Q Design 1EB5 103C 8782 J
Quadro RTX 5000 with Max-Q Design 1EB5 103C 8783 J
Quadro RTX 5000 with Max-Q Design 1EB5 103C 8785 J
Quadro RTX 5000 with Max-Q Design 1EB5 1043 1DD1 J
Quadro RTX 5000 with Max-Q Design 1EB5 1462 1274 J
Quadro RTX 5000 with Max-Q Design 1EB5 1462 12B0 J
Quadro RTX 5000 with Max-Q Design 1EB5 1462 12C6 J
Quadro RTX 5000 with Max-Q Design 1EB5 17AA 22B8 J
Quadro RTX 5000 with Max-Q Design 1EB5 17AA 22BA J
Quadro RTX 5000 with Max-Q Design 1EB5 1A58 2005 J
Quadro RTX 5000 with Max-Q Design 1EB5 1A58 2007 J
Quadro RTX 5000 with Max-Q Design 1EB5 1A58 2008 J
Quadro RTX 5000 with Max-Q Design 1EB5 1A58 200A J
Quadro RTX 4000 1EB6 J
Quadro RTX 4000 with Max-Q Design 1EB6 1028 09C3 J
Quadro RTX 4000 with Max-Q Design 1EB6 103C 8736 J
Quadro RTX 4000 with Max-Q Design 1EB6 103C 8738 J
Quadro RTX 4000 with Max-Q Design 1EB6 103C 8772 J
Quadro RTX 4000 with Max-Q Design 1EB6 103C 8780 J
Quadro RTX 4000 with Max-Q Design 1EB6 103C 8782 J
Quadro RTX 4000 with Max-Q Design 1EB6 103C 8783 J
Quadro RTX 4000 with Max-Q Design 1EB6 103C 8785 J
Quadro RTX 4000 with Max-Q Design 1EB6 1462 1274 J
Quadro RTX 4000 with Max-Q Design 1EB6 1462 1277 J
Quadro RTX 4000 with Max-Q Design 1EB6 1462 12B0 J
Quadro RTX 4000 with Max-Q Design 1EB6 1462 12C6 J
Quadro RTX 4000 with Max-Q Design 1EB6 17AA 22B8 J
Quadro RTX 4000 with Max-Q Design 1EB6 17AA 22BA J
Tesla T4 1EB8 10DE 12A2 J
NVIDIA GeForce RTX 2070 SUPER 1EC2 J
NVIDIA GeForce RTX 2070 SUPER 1EC7 J
NVIDIA GeForce RTX 2080 1ED0 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 1025 132D J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 1028 08ED J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 1028 08EE J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 1028 08EF J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 103C 8572 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 103C 8573 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 103C 8600 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 103C 8605 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 1043 138F J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 1043 15C1 J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 17AA 3FEE J
NVIDIA GeForce RTX 2080 with Max-Q Design 1ED0 17AA 3FFE J
NVIDIA GeForce RTX 2070 Super 1ED1 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1ED1 1025 1432 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1ED1 103C 8746 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1ED1 103C 878A J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1ED1 1043 165F J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1ED1 144D C192 J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1ED1 17AA 3FCE J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1ED1 17AA 3FCF J
NVIDIA GeForce RTX 2070 Super with Max-Q Design 1ED1 17AA 3FD0 J
NVIDIA GeForce RTX 2080 Super 1ED3 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 1025 1432 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 1028 09D1 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 103C 8746 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 103C 878A J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 1043 1D61 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 1043 1E51 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 1043 1F01 J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 17AA 3FCE J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 17AA 3FCF J
NVIDIA GeForce RTX 2080 Super with Max-Q Design 1ED3 17AA 3FD0 J
Quadro RTX 5000 1EF5 J
NVIDIA GeForce RTX 2070 1F02 J
NVIDIA GeForce RTX 2060 1F03 J
NVIDIA GeForce RTX 2060 SUPER 1F06 J
NVIDIA GeForce RTX 2070 1F07 J
NVIDIA GeForce RTX 2060 1F08 J
NVIDIA GeForce GTX 1650 1F0A J
NVIDIA CMP 40HX 1F0B -
NVIDIA GeForce RTX 2070 1F10 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1025 132D J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1025 1342 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 08A1 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 08A2 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 08EA J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 08EB J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 08EC J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 08ED J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 08EE J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 08EF J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 093B J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1028 093C J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 103C 8572 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 103C 8573 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 103C 8602 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 103C 8606 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1043 132F J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1043 136F J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1043 1881 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1043 1E6E J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1458 1658 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1458 1663 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1458 1664 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1458 75A4 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1458 75A5 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1458 86A4 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1458 86A5 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1462 1274 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1462 1277 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1558 95E1 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1558 97E1 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1A58 2002 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1A58 2005 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1A58 2007 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1A58 3000 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1A58 3001 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1D05 105E J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1D05 1070 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 1D05 2087 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F10 8086 2087 J
NVIDIA GeForce RTX 2060 1F11 J
NVIDIA GeForce RTX 2060 1F12 J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 1028 098F J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 103C 8741 J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 103C 8744 J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 103C 878E J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 103C 880E J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 1043 1E11 J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 1043 1F11 J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 1462 12D9 J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 17AA 3801 J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 17AA 3802 J
NVIDIA GeForce RTX 2060 with Max-Q Design 1F12 17AA 3803 J
NVIDIA GeForce RTX 2070 1F14 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1025 1401 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1025 1432 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1025 1442 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1025 1446 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1025 147D J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1028 09E2 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1028 09F3 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 8607 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 86C6 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 86C7 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 8736 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 8738 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 8746 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 8772 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 878A J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 878B J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 87A6 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 103C 87A7 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1043 174F J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 1512 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 75B5 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 75B6 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 76B4 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 76B5 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 78A4 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 78A5 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 86B4 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1458 86B5 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1462 12AE J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1462 12B0 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1462 12C6 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1558 50D3 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1558 70D1 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1A58 200C J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1A58 2011 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F14 1A58 3002 J
NVIDIA GeForce RTX 2060 1F15 J
Quadro RTX 3000 1F36 J
Quadro RTX 3000 with Max-Q Design 1F36 1028 0990 J
Quadro RTX 3000 with Max-Q Design 1F36 103C 8736 J
Quadro RTX 3000 with Max-Q Design 1F36 103C 8738 J
Quadro RTX 3000 with Max-Q Design 1F36 103C 8772 J
Quadro RTX 3000 with Max-Q Design 1F36 1043 13CF J
Quadro RTX 3000 with Max-Q Design 1F36 1414 0032 J
NVIDIA GeForce RTX 2060 SUPER 1F42 J
NVIDIA GeForce RTX 2060 SUPER 1F47 J
NVIDIA GeForce RTX 2070 1F50 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 1028 08ED J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 1028 08EE J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 1028 08EF J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 103C 8572 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 103C 8573 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 103C 8574 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 103C 8600 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 103C 8605 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 17AA 3FEE J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F50 17AA 3FFE J
NVIDIA GeForce RTX 2060 1F51 J
NVIDIA GeForce RTX 2070 1F54 J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F54 103C 878A J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F54 17AA 3FCE J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F54 17AA 3FCF J
NVIDIA GeForce RTX 2070 with Max-Q Design 1F54 17AA 3FD0 J
NVIDIA GeForce RTX 2060 1F55 J
Quadro RTX 3000 1F76 J
Matrox D-Series D2450 1F76 102B 2800 J
Matrox D-Series D2480 1F76 102B 2900 J
NVIDIA GeForce GTX 1650 1F82 J
NVIDIA GeForce GTX 1630 1F83 J
NVIDIA GeForce GTX 1650 1F91 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 103C 863E J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 103C 86E7 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 103C 86E8 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1043 12CF J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1043 156F J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1414 0032 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 144D C822 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1462 127E J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1462 1281 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1462 1284 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1462 1285 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1462 129C J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 17AA 229F J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 17AA 3802 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 17AA 3806 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 17AA 3F1A J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F91 1A58 1001 J
NVIDIA GeForce GTX 1650 Ti 1F95 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1025 1479 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1025 147A J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1025 147B J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1025 147C J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 103C 86E7 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 103C 86E8 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 103C 8815 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1043 1DFF J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1043 1E1F J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 144D C838 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1462 12BD J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1462 12C5 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1462 12D2 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 17AA 22C0 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 17AA 22C1 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 17AA 3837 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 17AA 3F95 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1A58 1003 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1A58 1006 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1A58 1007 J
NVIDIA GeForce GTX 1650 Ti with Max-Q Design 1F95 1E83 3E30 J
NVIDIA GeForce GTX 1650 1F96 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F96 1462 1297 J
NVIDIA GeForce MX450 1F97 J
NVIDIA GeForce MX450 1F98 J
NVIDIA GeForce GTX 1650 1F99 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1025 1479 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1025 147A J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1025 147B J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1025 147C J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 103C 8815 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1043 13B2 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1043 1402 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1043 1902 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1462 12BD J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1462 12C5 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1462 12D2 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 17AA 22DA J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 17AA 3F93 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F99 1E83 3E30 J
NVIDIA GeForce MX450 1F9C J
NVIDIA GeForce GTX 1650 1F9D J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1043 128D J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1043 130D J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1043 149C J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1043 185C J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1043 189C J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1462 12F4 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1462 1302 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1462 131B J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1462 1326 J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1462 132A J
NVIDIA GeForce GTX 1650 with Max-Q Design 1F9D 1462 132E J
NVIDIA GeForce MX550 1F9F J
NVIDIA GeForce MX550 1FA0 J
NVIDIA T1000 1FB0 1028 12DB J
NVIDIA T1000 1FB0 103C 12DB J
NVIDIA T1000 1FB0 103C 8A80 J
NVIDIA T1000 1FB0 10DE 12DB J
NVIDIA DGX Display 1FB0 10DE 1485 J
NVIDIA T1000 1FB0 17AA 12DB J
NVIDIA T600 1FB1 1028 1488 J
NVIDIA T600 1FB1 103C 1488 J
NVIDIA T600 1FB1 103C 8A80 J
NVIDIA T600 1FB1 10DE 1488 J
NVIDIA T600 1FB1 17AA 1488 J
NVIDIA T400 1FB2 1028 1489 J
NVIDIA T400 1FB2 103C 1489 J
NVIDIA T400 1FB2 103C 8A80 J
NVIDIA T400 1FB2 10DE 1489 J
NVIDIA T400 1FB2 17AA 1489 J
NVIDIA T600 Laptop GPU 1FB6 J
NVIDIA T550 Laptop GPU 1FB7 J
Quadro T2000 1FB8 J
Quadro T2000 with Max-Q Design 1FB8 1028 097E J
Quadro T2000 with Max-Q Design 1FB8 103C 8736 J
Quadro T2000 with Max-Q Design 1FB8 103C 8738 J
Quadro T2000 with Max-Q Design 1FB8 103C 8772 J
Quadro T2000 with Max-Q Design 1FB8 103C 8780 J
Quadro T2000 with Max-Q Design 1FB8 103C 8782 J
Quadro T2000 with Max-Q Design 1FB8 103C 8783 J
Quadro T2000 with Max-Q Design 1FB8 103C 8785 J
Quadro T2000 with Max-Q Design 1FB8 103C 87F0 J
Quadro T2000 with Max-Q Design 1FB8 1462 1281 J
Quadro T2000 with Max-Q Design 1FB8 1462 12BD J
Quadro T2000 with Max-Q Design 1FB8 17AA 22C0 J
Quadro T2000 with Max-Q Design 1FB8 17AA 22C1 J
Quadro T1000 1FB9 J
Quadro T1000 with Max-Q Design 1FB9 1025 1479 J
Quadro T1000 with Max-Q Design 1FB9 1025 147A J
Quadro T1000 with Max-Q Design 1FB9 1025 147B J
Quadro T1000 with Max-Q Design 1FB9 1025 147C J
Quadro T1000 with Max-Q Design 1FB9 103C 8736 J
Quadro T1000 with Max-Q Design 1FB9 103C 8738 J
Quadro T1000 with Max-Q Design 1FB9 103C 8772 J
Quadro T1000 with Max-Q Design 1FB9 103C 8780 J
Quadro T1000 with Max-Q Design 1FB9 103C 8782 J
Quadro T1000 with Max-Q Design 1FB9 103C 8783 J
Quadro T1000 with Max-Q Design 1FB9 103C 8785 J
Quadro T1000 with Max-Q Design 1FB9 103C 87F0 J
Quadro T1000 with Max-Q Design 1FB9 1462 12BD J
Quadro T1000 with Max-Q Design 1FB9 17AA 22C0 J
Quadro T1000 with Max-Q Design 1FB9 17AA 22C1 J
NVIDIA T600 Laptop GPU 1FBA J
NVIDIA T500 1FBB J
NVIDIA T1200 Laptop GPU 1FBC J
NVIDIA GeForce GTX 1650 1FDD J
NVIDIA T1000 8GB 1FF0 1028 1612 J
NVIDIA T1000 8GB 1FF0 103C 1612 J
NVIDIA T1000 8GB 1FF0 103C 8A80 J
NVIDIA T1000 8GB 1FF0 10DE 1612 J
NVIDIA T1000 8GB 1FF0 17AA 1612 J
NVIDIA T400 4GB 1FF2 1028 1613 J
NVIDIA T400 4GB 1FF2 103C 1613 J
NVIDIA T400E 1FF2 103C 18FF J
NVIDIA T400 4GB 1FF2 103C 8A80 J
NVIDIA T400 4GB 1FF2 10DE 1613 J
NVIDIA T400E 1FF2 10DE 18FF J
NVIDIA T400 4GB 1FF2 17AA 1613 J
NVIDIA T400E 1FF2 17AA 18FF J
Quadro T1000 1FF9 J
NVIDIA A100-SXM4-40GB 20B0 J
NVIDIA A100-PG509-200 20B0 10DE 1450 J
NVIDIA A100-SXM4-80GB 20B2 10DE 1463 J
NVIDIA A100-SXM4-80GB 20B2 10DE 147F J
NVIDIA A100-SXM4-80GB 20B2 10DE 1622 J
NVIDIA A100-SXM4-80GB 20B2 10DE 1623 J
NVIDIA PG509-210 20B2 10DE 1625 J
NVIDIA A100-SXM-64GB 20B3 10DE 14A7 J
NVIDIA A100-SXM-64GB 20B3 10DE 14A8 J
NVIDIA A100 80GB PCIe 20B5 10DE 1533 J
NVIDIA A100 80GB PCIe 20B5 10DE 1642 J
NVIDIA PG506-232 20B6 10DE 1492 J
NVIDIA A30 20B7 10DE 1532 J
NVIDIA A30 20B7 10DE 1804 J
NVIDIA A30 20B7 10DE 1852 J
NVIDIA A800-SXM4-40GB 20BD 10DE 17F4 J
NVIDIA A100-PCIE-40GB 20F1 10DE 145F J
NVIDIA A800-SXM4-80GB 20F3 10DE 179B J
NVIDIA A800-SXM4-80GB 20F3 10DE 179C J
NVIDIA A800-SXM4-80GB 20F3 10DE 179D J
NVIDIA A800-SXM4-80GB 20F3 10DE 179E J
NVIDIA A800-SXM4-80GB 20F3 10DE 179F J
NVIDIA A800-SXM4-80GB 20F3 10DE 17A0 J
NVIDIA A800-SXM4-80GB 20F3 10DE 17A1 J
NVIDIA A800-SXM4-80GB 20F3 10DE 17A2 J
NVIDIA A800 80GB PCIe 20F5 10DE 1799 J
NVIDIA A800 80GB PCIe LC 20F5 10DE 179A J
NVIDIA A800 40GB Active 20F6 1028 180A J
NVIDIA A800 40GB Active 20F6 103C 180A J
NVIDIA A800 40GB Active 20F6 10DE 180A J
NVIDIA A800 40GB Active 20F6 17AA 180A J
NVIDIA AX800 20FD 10DE 17F8 J
NVIDIA GeForce GTX 1660 Ti 2182 J
NVIDIA GeForce GTX 1660 2184 J
NVIDIA GeForce GTX 1650 SUPER 2187 J
NVIDIA GeForce GTX 1650 2188 J
NVIDIA CMP 30HX 2189 -
NVIDIA GeForce GTX 1660 Ti 2191 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1028 0949 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 103C 85FB J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 103C 85FE J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 103C 86D6 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 103C 8741 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 103C 8744 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 103C 878D J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 103C 87AF J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 103C 87B3 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1043 171F J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1043 17EF J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1043 18D1 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1414 0032 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1462 128A J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1462 128B J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1462 12C6 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1462 12CB J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1462 12CC J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 1462 12D9 J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 17AA 380C J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 17AA 381D J
NVIDIA GeForce GTX 1660 Ti with Max-Q Design 2191 17AA 381E J
NVIDIA GeForce GTX 1650 Ti 2192 J
NVIDIA GeForce GTX 1660 SUPER 21C4 J
NVIDIA GeForce GTX 1660 Ti 21D1 J
NVIDIA GeForce RTX 3090 Ti 2203 K
NVIDIA GeForce RTX 3090 2204 K
NVIDIA GeForce RTX 3080 2206 K
NVIDIA GeForce RTX 3070 Ti 2207 K
NVIDIA GeForce RTX 3080 Ti 2208 K
NVIDIA GeForce RTX 3080 220A K
NVIDIA CMP 90HX 220D K
NVIDIA GeForce RTX 3080 2216 K
NVIDIA RTX A6000 2230 1028 1459 K
NVIDIA RTX A6000 2230 103C 1459 K
NVIDIA RTX A6000 2230 10DE 1459 K
NVIDIA RTX A6000 2230 17AA 1459 K
NVIDIA RTX A5000 2231 1028 147E K
NVIDIA RTX A5000 2231 103C 147E K
NVIDIA RTX A5000 2231 10DE 147E K
NVIDIA RTX A5000 2231 17AA 147E K
NVIDIA RTX A4500 2232 1028 163C K
NVIDIA RTX A4500 2232 103C 163C K
NVIDIA RTX A4500 2232 10DE 163C K
NVIDIA RTX A4500 2232 17AA 163C K
NVIDIA RTX A5500 2233 1028 165A K
NVIDIA RTX A5500 2233 103C 165A K
NVIDIA RTX A5500 2233 10DE 165A K
NVIDIA RTX A5500 2233 17AA 165A K
NVIDIA A40 2235 10DE 145A K
NVIDIA A10 2236 10DE 1482 K
NVIDIA A10G 2237 10DE 152F K
NVIDIA A10M 2238 10DE 1677 K
NVIDIA H20 NVL16 230E 10DE 20DF K
NVIDIA H100 NVL 2321 10DE 1839 K
NVIDIA H800 PCIe 2322 10DE 17A4 K
NVIDIA H800 2324 10DE 17A6 K
NVIDIA H800 2324 10DE 17A8 K
NVIDIA H20 2329 10DE 198B K
NVIDIA H20 2329 10DE 198C K
NVIDIA H20-3e 232C 10DE 2063 K
NVIDIA H100 80GB HBM3 2330 10DE 16C0 K
NVIDIA H100 80GB HBM3 2330 10DE 16C1 K
NVIDIA H100 PCIe 2331 10DE 1626 K
NVIDIA H200 2335 10DE 18BE K
NVIDIA H200 2335 10DE 18BF K
NVIDIA H100 2339 10DE 17FC K
NVIDIA H800 NVL 233A 10DE 183A K
NVIDIA H200 NVL 233B 10DE 1996 K
NVIDIA GH200 120GB 2342 10DE 16EB K
NVIDIA GH200 120GB 2342 10DE 1805 K
NVIDIA GH200 480GB 2342 10DE 1809 K
NVIDIA GH200 144G HBM3e 2348 10DE 18D2 K
NVIDIA GeForce RTX 3060 Ti 2414 K
NVIDIA GeForce RTX 3080 Ti Laptop GPU 2420 K
NVIDIA RTX A5500 Laptop GPU 2438 K
NVIDIA GeForce RTX 3080 Ti Laptop GPU 2460 K
NVIDIA GeForce RTX 3070 Ti 2482 K
NVIDIA GeForce RTX 3070 2484 K
NVIDIA GeForce RTX 3060 Ti 2486 K
NVIDIA GeForce RTX 3060 2487 K
NVIDIA GeForce RTX 3070 2488 K
NVIDIA GeForce RTX 3060 Ti 2489 K
NVIDIA CMP 70HX 248A K
NVIDIA GeForce RTX 3080 Laptop GPU 249C K
NVIDIA GeForce RTX 3060 Laptop GPU 249C 1D05 1194 K
NVIDIA GeForce RTX 3070 Laptop GPU 249D K
NVIDIA GeForce RTX 3070 Ti Laptop GPU 24A0 K
NVIDIA GeForce RTX 3060 Laptop GPU 24A0 1D05 1192 K
NVIDIA RTX A4000 24B0 1028 14AD K
NVIDIA RTX A4000 24B0 103C 14AD K
NVIDIA RTX A4000 24B0 10DE 14AD K
NVIDIA RTX A4000 24B0 17AA 14AD K
NVIDIA RTX A4000H 24B1 10DE 1658 K
NVIDIA RTX A5000 Laptop GPU 24B6 K
NVIDIA RTX A4000 Laptop GPU 24B7 K
NVIDIA RTX A3000 Laptop GPU 24B8 K
NVIDIA RTX A3000 12GB Laptop GPU 24B9 K
NVIDIA RTX A4500 Laptop GPU 24BA K
NVIDIA RTX A3000 12GB Laptop GPU 24BB K
NVIDIA GeForce RTX 3060 24C7 K
NVIDIA GeForce RTX 3060 Ti 24C9 K
NVIDIA GeForce RTX 3080 Laptop GPU 24DC K
NVIDIA GeForce RTX 3070 Laptop GPU 24DD K
NVIDIA GeForce RTX 3070 Ti Laptop GPU 24E0 K
NVIDIA RTX A4500 Embedded GPU 24FA K
NVIDIA GeForce RTX 3060 2503 K
NVIDIA GeForce RTX 3060 2504 K
NVIDIA GeForce RTX 3050 2507 K
NVIDIA GeForce RTX 3050 OEM 2508 K
NVIDIA GeForce RTX 3060 Laptop GPU 2520 K
NVIDIA GeForce RTX 3060 Laptop GPU 2521 K
NVIDIA GeForce RTX 3050 Ti Laptop GPU 2523 K
NVIDIA RTX A2000 2531 1028 151D K
NVIDIA RTX A2000 2531 103C 151D K
NVIDIA RTX A2000 2531 10DE 151D K
NVIDIA RTX A2000 2531 17AA 151D K
NVIDIA GeForce RTX 3060 2544 K
NVIDIA GeForce RTX 3060 Laptop GPU 2560 K
NVIDIA GeForce RTX 3050 Ti Laptop GPU 2563 K
NVIDIA RTX A2000 12GB 2571 1028 1611 K
NVIDIA RTX A2000 12GB 2571 103C 1611 K
NVIDIA RTX A2000 12GB 2571 10DE 1611 K
NVIDIA RTX A2000 12GB 2571 17AA 1611 K
NVIDIA GeForce RTX 3050 2582 K
NVIDIA GeForce RTX 3050 2584 K
NVIDIA GeForce RTX 3050 Ti Laptop GPU 25A0 K
NVIDIA GeForce RTX 3050Ti Laptop GPU 25A0 103C 8928 K
NVIDIA GeForce RTX 3050Ti Laptop GPU 25A0 103C 89F9 K
NVIDIA GeForce RTX 3060 Laptop GPU 25A0 1D05 1196 K
NVIDIA GeForce RTX 3050 Laptop GPU 25A2 K
NVIDIA GeForce RTX 3050 Ti Laptop GPU 25A2 1028 0BAF K
NVIDIA GeForce RTX 3060 Laptop GPU 25A2 1D05 1195 K
NVIDIA GeForce RTX 3050 Laptop GPU 25A5 K
NVIDIA GeForce MX570 25A6 K
NVIDIA GeForce RTX 2050 25A7 K
NVIDIA GeForce RTX 2050 25A9 K
NVIDIA GeForce MX570 A 25AA K
NVIDIA GeForce RTX 3050 4GB Laptop GPU 25AB K
NVIDIA GeForce RTX 3050 6GB Laptop GPU 25AC K
NVIDIA GeForce RTX 2050 25AD K
NVIDIA RTX A1000 25B0 1028 1878 K
NVIDIA RTX A1000 25B0 103C 1878 K
NVIDIA RTX A1000 25B0 103C 8D96 K
NVIDIA RTX A1000 25B0 10DE 1878 K
NVIDIA RTX A1000 25B0 17AA 1878 K
NVIDIA RTX A400 25B2 1028 1879 K
NVIDIA RTX A400 25B2 103C 1879 K
NVIDIA RTX A400 25B2 103C 8D95 K
NVIDIA RTX A400 25B2 10DE 1879 K
NVIDIA RTX A400 25B2 17AA 1879 K
NVIDIA A16 25B6 10DE 14A9 K
NVIDIA A2 25B6 10DE 157E K
NVIDIA RTX A2000 Laptop GPU 25B8 K
NVIDIA RTX A1000 Laptop GPU 25B9 K
NVIDIA RTX A2000 8GB Laptop GPU 25BA K
NVIDIA RTX A500 Laptop GPU 25BB K
NVIDIA RTX A1000 6GB Laptop GPU 25BC K
NVIDIA RTX A500 Laptop GPU 25BD K
NVIDIA GeForce RTX 3050 Ti Laptop GPU 25E0 K
NVIDIA GeForce RTX 3050 Laptop GPU 25E2 K
NVIDIA GeForce RTX 3050 Laptop GPU 25E5 K
NVIDIA GeForce RTX 3050 6GB Laptop GPU 25EC K
NVIDIA GeForce RTX 2050 25ED K
NVIDIA RTX A1000 Embedded GPU 25F9 K
NVIDIA RTX A2000 Embedded GPU 25FA K
NVIDIA RTX A500 Embedded GPU 25FB K
NVIDIA GeForce RTX 4090 2684 K
NVIDIA GeForce RTX 4090 D 2685 K
NVIDIA GeForce RTX 4070 Ti SUPER 2689 K
NVIDIA RTX 6000 Ada Generation 26B1 1028 16A1 K
NVIDIA RTX 6000 Ada Generation 26B1 103C 16A1 K
NVIDIA RTX 6000 Ada Generation 26B1 10DE 16A1 K
NVIDIA RTX 6000 Ada Generation 26B1 17AA 16A1 K
NVIDIA RTX 5000 Ada Generation 26B2 1028 17FA K
NVIDIA RTX 5000 Ada Generation 26B2 103C 17FA K
NVIDIA RTX 5000 Ada Generation 26B2 10DE 17FA K
NVIDIA RTX 5000 Ada Generation 26B2 17AA 17FA K
NVIDIA RTX 5880 Ada Generation 26B3 1028 1934 K
NVIDIA RTX 5880 Ada Generation 26B3 103C 1934 K
NVIDIA RTX 5880 Ada Generation 26B3 10DE 1934 K
NVIDIA RTX 5880 Ada Generation 26B3 17AA 1934 K
NVIDIA L40 26B5 10DE 169D K
NVIDIA L40 26B5 10DE 17DA K
NVIDIA L40S 26B9 10DE 1851 K
NVIDIA L40S 26B9 10DE 18CF K
NVIDIA L20 26BA 10DE 1957 K
NVIDIA L20 26BA 10DE 1990 K
NVIDIA GeForce RTX 4080 SUPER 2702 K
NVIDIA GeForce RTX 4080 2704 K
NVIDIA GeForce RTX 4070 Ti SUPER 2705 K
NVIDIA GeForce RTX 4070 2709 K
NVIDIA GeForce RTX 4090 Laptop GPU 2717 K
NVIDIA RTX 5000 Ada Generation Laptop GPU 2730 K
NVIDIA GeForce RTX 4090 Laptop GPU 2757 K
NVIDIA RTX 5000 Ada Generation Embedded GPU 2770 K
NVIDIA GeForce RTX 4070 Ti 2782 K
NVIDIA GeForce RTX 4070 SUPER 2783 K
NVIDIA GeForce RTX 4070 2786 K
NVIDIA GeForce RTX 4060 Ti 2788 K
NVIDIA GeForce RTX 4080 Laptop GPU 27A0 K
NVIDIA RTX 4000 SFF Ada Generation 27B0 1028 16FA K
NVIDIA RTX 4000 SFF Ada Generation 27B0 103C 16FA K
NVIDIA RTX 4000 SFF Ada Generation 27B0 10DE 16FA K
NVIDIA RTX 4000 SFF Ada Generation 27B0 17AA 16FA K
NVIDIA RTX 4500 Ada Generation 27B1 1028 180C K
NVIDIA RTX 4500 Ada Generation 27B1 103C 180C K
NVIDIA RTX 4500 Ada Generation 27B1 10DE 180C K
NVIDIA RTX 4500 Ada Generation 27B1 17AA 180C K
NVIDIA RTX 4000 Ada Generation 27B2 1028 181B K
NVIDIA RTX 4000 Ada Generation 27B2 103C 181B K
NVIDIA RTX 4000 Ada Generation 27B2 10DE 181B K
NVIDIA RTX 4000 Ada Generation 27B2 17AA 181B K
NVIDIA L2 27B6 10DE 1933 K
NVIDIA L4 27B8 10DE 16CA K
NVIDIA L4 27B8 10DE 16EE K
NVIDIA RTX 4000 Ada Generation Laptop GPU 27BA K
NVIDIA RTX 3500 Ada Generation Laptop GPU 27BB K
NVIDIA GeForce RTX 4080 Laptop GPU 27E0 K
NVIDIA RTX 3500 Ada Generation Embedded GPU 27FB K
NVIDIA GeForce RTX 4060 Ti 2803 K
NVIDIA GeForce RTX 4060 Ti 2805 K
NVIDIA GeForce RTX 4060 2808 K
NVIDIA GeForce RTX 4070 Laptop GPU 2820 K
NVIDIA GeForce RTX 3050 A Laptop GPU 2822 K
NVIDIA RTX 3000 Ada Generation Laptop GPU 2838 K
NVIDIA GeForce RTX 4070 Laptop GPU 2860 K
NVIDIA GeForce RTX 4060 2882 K
NVIDIA GeForce RTX 4060 Laptop GPU 28A0 K
NVIDIA GeForce RTX 4050 Laptop GPU 28A1 K
NVIDIA GeForce RTX 3050 A Laptop GPU 28A3 K
NVIDIA RTX 2000 Ada Generation 28B0 1028 1870 K
NVIDIA RTX 2000 Ada Generation 28B0 103C 1870 K
NVIDIA RTX 2000E Ada Generation 28B0 103C 1871 K
NVIDIA RTX 2000 Ada Generation 28B0 10DE 1870 K
NVIDIA RTX 2000E Ada Generation 28B0 10DE 1871 K
NVIDIA RTX 2000 Ada Generation 28B0 17AA 1870 K
NVIDIA RTX 2000E Ada Generation 28B0 17AA 1871 K
NVIDIA RTX 2000 Ada Generation Laptop GPU 28B8 K
NVIDIA RTX 1000 Ada Generation Laptop GPU 28B9 K
NVIDIA RTX 500 Ada Generation Laptop GPU 28BA K
NVIDIA RTX 500 Ada Generation Laptop GPU 28BB K
NVIDIA GeForce RTX 4060 Laptop GPU 28E0 K
NVIDIA GeForce RTX 4050 Laptop GPU 28E1 K
NVIDIA GeForce RTX 3050 A Laptop GPU 28E3 K
NVIDIA RTX 2000 Ada Generation Embedded GPU 28F8 K
NVIDIA B200 2901 10DE 1999 K
NVIDIA B200 2901 10DE 199B K
NVIDIA B200 2901 10DE 20DA K
NVIDIA GB200 2941 10DE 2046 K
NVIDIA GB200 2941 10DE 20CA K
NVIDIA GB200 2941 10DE 20D5 K
NVIDIA GB200 2941 10DE 21C9 K
NVIDIA GB200 2941 10DE 21CA K
NVIDIA DRIVE P2021 29BB 10DE 207C K
NVIDIA GeForce RTX 5090 2B85 K
NVIDIA GeForce RTX 5090 D 2B87 K
NVIDIA GeForce RTX 5090 D v2 2B8C K
NVIDIA RTX PRO 6000 Blackwell Workstation Edition 2BB1 1028 204B K
NVIDIA RTX PRO 6000 Blackwell Workstation Edition 2BB1 103C 204B K
NVIDIA RTX PRO 6000 Blackwell Workstation Edition 2BB1 10DE 204B K
NVIDIA RTX PRO 6000 Blackwell Workstation Edition 2BB1 17AA 204B K
NVIDIA RTX PRO 6000D Blackwell Workstation Edition 2BB2 1028 2218 K
NVIDIA RTX PRO 6000D Blackwell Workstation Edition 2BB2 103C 2218 K
NVIDIA RTX PRO 6000D Blackwell Workstation Edition 2BB2 10DE 2218 K
NVIDIA RTX PRO 6000D Blackwell Workstation Edition 2BB2 17AA 2218 K
NVIDIA RTX PRO 5000 Blackwell 2BB3 1028 204D K
NVIDIA RTX PRO 5000 Blackwell 2BB3 103C 204D K
NVIDIA RTX PRO 5000 Blackwell 2BB3 10DE 204D K
NVIDIA RTX PRO 5000 Blackwell 2BB3 17AA 204D K
NVIDIA RTX PRO 6000 Blackwell Max-Q Workstation Edition 2BB4 1028 204C K
NVIDIA RTX PRO 6000 Blackwell Max-Q Workstation Edition 2BB4 103C 204C K
NVIDIA RTX PRO 6000 Blackwell Max-Q Workstation Edition 2BB4 10DE 204C K
NVIDIA RTX PRO 6000 Blackwell Max-Q Workstation Edition 2BB4 17AA 204C K
NVIDIA RTX PRO 6000 Blackwell Server Edition 2BB5 10DE 204E K
NVIDIA RTX 6000D 2BB9 10DE 2091 K
NVIDIA RTX PRO 6000D Blackwell Max-Q Workstation Edition 2BBC 1028 2219 K
NVIDIA RTX PRO 6000D Blackwell Max-Q Workstation Edition 2BBC 103C 2219 K
NVIDIA RTX PRO 6000D Blackwell Max-Q Workstation Edition 2BBC 10DE 2219 K
NVIDIA RTX PRO 6000D Blackwell Max-Q Workstation Edition 2BBC 17AA 2219 K
NVIDIA GeForce RTX 5080 2C02 K
NVIDIA GeForce RTX 5070 Ti 2C05 K
NVIDIA GeForce RTX 5090 Laptop GPU 2C18 K
NVIDIA GeForce RTX 5080 Laptop GPU 2C19 K
NVIDIA RTX PRO 4500 Blackwell 2C31 1028 2051 K
NVIDIA RTX PRO 4500 Blackwell 2C31 103C 2051 K
NVIDIA RTX PRO 4500 Blackwell 2C31 10DE 2051 K
NVIDIA RTX PRO 4500 Blackwell 2C31 17AA 2051 K
NVIDIA RTX PRO 4000 Blackwell SFF Edition 2C33 1028 2053 K
NVIDIA RTX PRO 4000 Blackwell SFF Edition 2C33 103C 2053 K
NVIDIA RTX PRO 4000 Blackwell SFF Edition 2C33 10DE 2053 K
NVIDIA RTX PRO 4000 Blackwell SFF Edition 2C33 17AA 2053 K
NVIDIA RTX PRO 4000 Blackwell 2C34 1028 2052 K
NVIDIA RTX PRO 4000 Blackwell 2C34 103C 2052 K
NVIDIA RTX PRO 4000 Blackwell 2C34 10DE 2052 K
NVIDIA RTX PRO 4000 Blackwell 2C34 17AA 2052 K
NVIDIA RTX PRO 5000 Blackwell Generation Laptop GPU 2C38 K
NVIDIA RTX PRO 4000 Blackwell Generation Laptop GPU 2C39 K
NVIDIA GeForce RTX 5090 Laptop GPU 2C58 K
NVIDIA GeForce RTX 5080 Laptop GPU 2C59 K
NVIDIA GeForce RTX 5060 Ti 2D04 K
NVIDIA GeForce RTX 5060 2D05 K
NVIDIA GeForce RTX 5070 Laptop GPU 2D18 K
NVIDIA GeForce RTX 5060 Laptop GPU 2D19 K
NVIDIA RTX PRO 2000 Blackwell 2D30 1028 2054 K
NVIDIA RTX PRO 2000 Blackwell 2D30 103C 2054 K
NVIDIA RTX PRO 2000 Blackwell 2D30 10DE 2054 K
NVIDIA RTX PRO 2000 Blackwell 2D30 17AA 2054 K
NVIDIA RTX PRO 2000 Blackwell Generation Laptop GPU 2D39 K
NVIDIA GeForce RTX 5070 Laptop GPU 2D58 K
NVIDIA GeForce RTX 5060 Laptop GPU 2D59 K
NVIDIA GeForce RTX 5050 2D83 K
NVIDIA GeForce RTX 5050 Laptop GPU 2D98 K
NVIDIA RTX PRO 1000 Blackwell Generation Laptop GPU 2DB8 K
NVIDIA RTX PRO 500 Blackwell Generation Laptop GPU 2DB9 K
NVIDIA GeForce RTX 5050 Laptop GPU 2DD8 K
NVIDIA GeForce RTX 5070 2F04 K
NVIDIA GeForce RTX 5070 Ti Laptop GPU 2F18 K
NVIDIA RTX PRO 3000 Blackwell Generation Laptop GPU 2F38 K
NVIDIA GeForce RTX 5070 Ti Laptop GPU 2F58 K
NVIDIA B300 SXM6 AC 3182 10DE 20E6 K
NVIDIA GB300 31C2 10DE 21F1 K
Below are the legacy GPUs that are no longer supported in the unified driver.
These GPUs will continue to be maintained through the special legacy NVIDIA
GPU driver releases.
The 470.xx driver supports the following set of GPUs:
NVIDIA GPU product Device PCI ID* VDPAU features
------------------------- -------------- --------------
GeForce GTX 650 0FC6 D
GeForce GT 740 0FC8 D
GeForce GT 730 0FC9 C
GeForce GT 755M 0FCD D
GeForce GT 640M LE 0FCE C
GeForce GT 650M 0FD1 D
GeForce GT 640M 0FD2 D
GeForce GT 640M LE 0FD2 1028 0595 C
GeForce GT 640M LE 0FD2 1028 05B2 C
GeForce GT 640M LE 0FD3 C
GeForce GTX 660M 0FD4 D
GeForce GT 650M 0FD5 D
GeForce GT 640M 0FD8 D
GeForce GT 645M 0FD9 D
GeForce GT 740M 0FDF D
GeForce GTX 660M 0FE0 D
GeForce GT 730M 0FE1 D
GeForce GT 745M 0FE2 D
GeForce GT 745M 0FE3 D
GeForce GT 745A 0FE3 103C 2B16 D
GeForce GT 745A 0FE3 17AA 3675 D
GeForce GT 750M 0FE4 D
GeForce GT 750M 0FE9 D
GeForce GT 755M 0FEA D
GeForce 710A 0FEC C
GeForce 820M 0FED C
GeForce 810M 0FEE C
Quadro K1100M 0FF6 D
Quadro K500M 0FF8 D
Quadro K2000D 0FF9 D
Quadro K600 0FFA D
Quadro K2000M 0FFB D
Quadro K1000M 0FFC D
NVS 510 0FFD D
Quadro K2000 0FFE D
Quadro 410 0FFF D
GeForce GTX TITAN Z 1001 D
GeForce GTX 780 1004 D
GeForce GTX TITAN 1005 D
GeForce GTX 780 1007 D
GeForce GTX 780 Ti 1008 D
GeForce GTX 780 Ti 100A D
GeForce GTX TITAN Black 100C D
Tesla K20Xm 1021 D
Tesla K20c 1022 D
Tesla K40m 1023 D
Tesla K40c 1024 D
Tesla K20s 1026 D
Tesla K40st 1027 D
Tesla K20m 1028 D
Tesla K40s 1029 D
Tesla K40t 102A D
Tesla K80 102D D
Quadro K6000 103A D
Quadro K5200 103C D
GeForce GTX 680 1180 D
GeForce GTX 660 Ti 1183 D
GeForce GTX 770 1184 D
GeForce GTX 660 1185 D
GeForce GTX 760 1185 10DE 106F D
GeForce GTX 760 1187 D
GeForce GTX 690 1188 D
GeForce GTX 670 1189 D
GeForce GTX 760 Ti OEM 1189 10DE 1074 D
GRID K520 118A D
GeForce GTX 760 (192-bit) 118E D
Tesla K10 118F D
GeForce GTX 760 Ti OEM 1193 D
Tesla K8 1194 D
GeForce GTX 660 1195 D
GeForce GTX 880M 1198 D
GeForce GTX 870M 1199 D
GeForce GTX 760 1199 1458 D001 D
GeForce GTX 860M 119A D
GeForce GTX 775M 119D D
GeForce GTX 780M 119E D
GeForce GTX 780M 119F D
GeForce GTX 680M 11A0 D
GeForce GTX 670MX 11A1 D
GeForce GTX 675MX 11A2 D
GeForce GTX 680MX 11A3 D
GeForce GTX 675MX 11A7 D
Quadro K4200 11B4 D
Quadro K3100M 11B6 D
Quadro K4100M 11B7 D
Quadro K5100M 11B8 D
Quadro K5000 11BA D
Quadro K5000M 11BC D
Quadro K4000M 11BD D
Quadro K3000M 11BE D
GeForce GTX 660 11C0 D
GeForce GTX 650 Ti BOOST 11C2 D
GeForce GTX 650 Ti 11C3 D
GeForce GTX 645 11C4 D
GeForce GT 740 11C5 D
GeForce GTX 650 Ti 11C6 D
GeForce GTX 650 11C8 D
GeForce GT 740 11CB D
GeForce GTX 770M 11E0 D
GeForce GTX 765M 11E1 D
GeForce GTX 765M 11E2 D
GeForce GTX 760M 11E3 D
GeForce GTX 760A 11E3 17AA 3683 D
Quadro K4000 11FA D
Quadro K2100M 11FC D
GeForce GT 635 1280 D
GeForce GT 710 1281 D
GeForce GT 640 1282 C
GeForce GT 630 1284 C
GeForce GT 720 1286 D
GeForce GT 730 1287 C
GeForce GT 720 1288 D
GeForce GT 710 1289 D
GeForce GT 710 128B D
GeForce GT 730M 1290 D
GeForce GT 730A 1290 103C 2AFA D
GeForce GT 735M 1291 D
GeForce GT 740M 1292 D
GeForce GT 740A 1292 17AA 3675 D
GeForce GT 740A 1292 17AA 367C D
GeForce GT 740A 1292 17AA 3684 D
GeForce GT 730M 1293 D
GeForce 710M 1295 C
GeForce 710A 1295 103C 2B0D C
GeForce 710A 1295 103C 2B0F C
GeForce 810A 1295 103C 2B20 D
GeForce 810A 1295 103C 2B21 D
GeForce 805A 1295 17AA 367A D
GeForce 710A 1295 17AA 367C C
GeForce 825M 1296 D
GeForce GT 720M 1298 C
GeForce 920M 1299 D
GeForce 920A 1299 17AA 30BB D
GeForce 920A 1299 17AA 30DA D
GeForce 920A 1299 17AA 30DC D
GeForce 920A 1299 17AA 30DD D
GeForce 920A 1299 17AA 30DF D
GeForce 920A 1299 17AA 3117 D
GeForce 920A 1299 17AA 361B D
GeForce 920A 1299 17AA 362D D
GeForce 920A 1299 17AA 362E D
GeForce 920A 1299 17AA 3630 D
GeForce 920A 1299 17AA 3637 D
GeForce 920A 1299 17AA 369B D
GeForce 920A 1299 17AA 36A7 D
GeForce 920A 1299 17AA 36AF D
GeForce 920A 1299 17AA 36F0 D
GeForce GT 730 1299 1B0A 01C6 C
GeForce 910M 129A D
Quadro K610M 12B9 D
Quadro K510M 12BA D
The 390.xx driver supports the following set of GPUs:
NVIDIA GPU product Device PCI ID* VDPAU features
--------------------- -------------- --------------
GeForce GTX 480 06C0 C
GeForce GTX 465 06C4 C
GeForce GTX 480M 06CA C
GeForce GTX 470 06CD C
Tesla C2050 / C2070 06D1 C
Tesla C2050 06D1 10DE 0771 C
Tesla C2070 06D1 10DE 0772 C
Tesla M2070 06D2 C
Tesla X2070 06D2 10DE 088F C
Quadro 6000 06D8 C
Quadro 5000 06D9 C
Quadro 5000M 06DA C
Quadro 6000 06DC C
Quadro 4000 06DD C
Tesla T20 Processor 06DE C
Tesla S2050 06DE 10DE 0773 C
Tesla M2050 06DE 10DE 082F C
Tesla X2070 06DE 10DE 0840 C
Tesla M2050 06DE 10DE 0842 C
Tesla M2050 06DE 10DE 0846 C
Tesla M2050 06DE 10DE 0866 C
Tesla M2050 06DE 10DE 0907 C
Tesla M2050 06DE 10DE 091E C
Tesla M2070-Q 06DF C
GeForce GT 440 0DC0 C
GeForce GTS 450 0DC4 C
GeForce GTS 450 0DC5 C
GeForce GTS 450 0DC6 C
GeForce GT 555M 0DCD C
GeForce GT 555M 0DCE C
GeForce GTX 460M 0DD1 C
GeForce GT 445M 0DD2 C
GeForce GT 435M 0DD3 C
GeForce GT 550M 0DD6 C
Quadro 2000 0DD8 C
Quadro 2000D 0DD8 10DE 0914 C
Quadro 2000M 0DDA C
GeForce GT 440 0DE0 C
GeForce GT 430 0DE1 C
GeForce GT 420 0DE2 C
GeForce GT 635M 0DE3 C
GeForce GT 520 0DE4 C
GeForce GT 530 0DE5 C
GeForce GT 610 0DE7 C
GeForce GT 620M 0DE8 C
GeForce GT 630M 0DE9 C
GeForce GT 620M 0DE9 1025 0692 C
GeForce GT 620M 0DE9 1025 0725 C
GeForce GT 620M 0DE9 1025 0728 C
GeForce GT 620M 0DE9 1025 072B C
GeForce GT 620M 0DE9 1025 072E C
GeForce GT 620M 0DE9 1025 0753 C
GeForce GT 620M 0DE9 1025 0754 C
GeForce GT 640M LE 0DE9 17AA 3977 C
GeForce GT 635M 0DE9 1B0A 2210 C
GeForce 610M 0DEA C
GeForce 615 0DEA 17AA 365A C
GeForce 615 0DEA 17AA 365B C
GeForce 615 0DEA 17AA 365E C
GeForce 615 0DEA 17AA 3660 C
GeForce 615 0DEA 17AA 366C C
GeForce GT 555M 0DEB C
GeForce GT 525M 0DEC C
GeForce GT 520M 0DED C
GeForce GT 415M 0DEE C
NVS 5400M 0DEF C
GeForce GT 425M 0DF0 C
GeForce GT 420M 0DF1 C
GeForce GT 435M 0DF2 C
GeForce GT 420M 0DF3 C
GeForce GT 540M 0DF4 C
GeForce GT 630M 0DF4 152D 0952 C
GeForce GT 630M 0DF4 152D 0953 C
GeForce GT 525M 0DF5 C
GeForce GT 550M 0DF6 C
GeForce GT 520M 0DF7 C
Quadro 600 0DF8 C
Quadro 500M 0DF9 C
Quadro 1000M 0DFA C
NVS 5200M 0DFC C
GeForce GTX 460 0E22 C
GeForce GTX 460 SE 0E23 C
GeForce GTX 460 0E24 C
GeForce GTX 470M 0E30 C
GeForce GTX 485M 0E31 C
Quadro 3000M 0E3A C
Quadro 4000M 0E3B C
GeForce GT 630 0F00 C
GeForce GT 620 0F01 C
GeForce GT 730 0F02 C
GeForce GT 610 0F03 C
GeForce GT 520 1040 C
GeForce 510 1042 D
GeForce 605 1048 D
GeForce GT 620 1049 C
GeForce GT 610 104A C
GeForce GT 625 (OEM) 104B D
GeForce GT 625 104B 1043 844C D
GeForce GT 625 104B 1043 846B D
GeForce GT 625 104B 1462 B590 D
GeForce GT 625 104B 174B 0625 D
GeForce GT 625 104B 174B A625 D
GeForce GT 705 104C D
GeForce GT 520M 1050 C
GeForce GT 520MX 1051 D
GeForce GT 520M 1052 C
GeForce 410M 1054 D
GeForce 410M 1055 D
NVS 4200M 1056 D
NVS 4200M 1057 D
GeForce 610M 1058 C
GeForce 610 1058 103C 2AF1 D
GeForce 800A 1058 17AA 3682 D
GeForce 705A 1058 17AA 3692 C
GeForce 800A 1058 17AA 3695 D
GeForce 800A 1058 17AA 36A8 D
GeForce 800A 1058 17AA 36AC D
GeForce 800A 1058 17AA 36AD D
GeForce 800A 1058 705A 3682 D
GeForce 610M 1059 C
GeForce 610M 105A C
GeForce 705M 105B C
GeForce 705A 105B 103C 2AFB C
GeForce 800A 105B 17AA 30B1 D
GeForce 705A 105B 17AA 30F3 C
GeForce 800A 105B 17AA 36A1 D
NVS 315 107C D
NVS 310 107D D
GeForce GTX 580 1080 C
GeForce GTX 570 1081 C
GeForce GTX 560 Ti 1082 C
GeForce GTX 560 1084 C
GeForce GTX 570 1086 C
GeForce GTX 560 Ti 1087 C
GeForce GTX 590 1088 C
GeForce GTX 580 1089 C
GeForce GTX 580 108B C
Tesla M2090 1091 C
Tesla X2090 1091 10DE 088E C
Tesla X2090 1091 10DE 0891 C
Tesla X2090 1091 10DE 0974 C
Tesla X2090 1091 10DE 098D C
Tesla M2075 1094 C
Tesla C2075 1096 C
Tesla C2050 1096 10DE 0911 C
Quadro 5010M 109A C
Quadro 7000 109B C
GeForce 820M 1140 1019 0799 C
GeForce GT 720M 1140 1019 999F C
GeForce GT 620M 1140 1025 0600 C
GeForce GT 620M 1140 1025 0606 C
GeForce GT 620M 1140 1025 064A C
GeForce GT 620M 1140 1025 064C C
GeForce GT 620M 1140 1025 067A C
GeForce GT 620M 1140 1025 0680 C
GeForce 710M 1140 1025 0686 C
GeForce 710M 1140 1025 0689 C
GeForce 710M 1140 1025 068B C
GeForce 710M 1140 1025 068D C
GeForce 710M 1140 1025 068E C
GeForce 710M 1140 1025 0691 C
GeForce GT 620M 1140 1025 0692 C
GeForce GT 620M 1140 1025 0694 C
GeForce GT 620M 1140 1025 0702 C
GeForce GT 620M 1140 1025 0719 C
GeForce GT 620M 1140 1025 0725 C
GeForce GT 620M 1140 1025 0728 C
GeForce GT 620M 1140 1025 072B C
GeForce GT 620M 1140 1025 072E C
GeForce GT 620M 1140 1025 0732 C
GeForce GT 720M 1140 1025 0763 C
GeForce 710M 1140 1025 0773 C
GeForce 710M 1140 1025 0774 C
GeForce GT 720M 1140 1025 0776 C
GeForce 710M 1140 1025 077A C
GeForce 710M 1140 1025 077B C
GeForce 710M 1140 1025 077C C
GeForce 710M 1140 1025 077D C
GeForce 710M 1140 1025 077E C
GeForce 710M 1140 1025 077F C
GeForce GT 720M 1140 1025 0781 C
GeForce GT 720M 1140 1025 0798 C
GeForce GT 720M 1140 1025 0799 C
GeForce GT 720M 1140 1025 079B C
GeForce GT 720M 1140 1025 079C C
GeForce GT 720M 1140 1025 0807 C
GeForce 820M 1140 1025 0821 C
GeForce GT 720M 1140 1025 0823 C
GeForce GT 720M 1140 1025 0830 C
GeForce GT 720M 1140 1025 0833 C
GeForce GT 720M 1140 1025 0837 C
GeForce 820M 1140 1025 083E C
GeForce 710M 1140 1025 0841 C
GeForce 820M 1140 1025 0853 C
GeForce 820M 1140 1025 0854 C
GeForce 820M 1140 1025 0855 C
GeForce 820M 1140 1025 0856 C
GeForce 820M 1140 1025 0857 C
GeForce 820M 1140 1025 0858 C
GeForce 820M 1140 1025 0863 C
GeForce 820M 1140 1025 0868 C
GeForce 810M 1140 1025 0869 C
GeForce 820M 1140 1025 0873 C
GeForce 820M 1140 1025 0878 C
GeForce 820M 1140 1025 087B C
GeForce 820M 1140 1025 087F C
GeForce 820M 1140 1025 0881 C
GeForce 820M 1140 1025 0885 C
GeForce 820M 1140 1025 088A C
GeForce 820M 1140 1025 089B C
GeForce 820M 1140 1025 0921 C
GeForce 810M 1140 1025 092E C
GeForce 820M 1140 1025 092F C
GeForce 820M 1140 1025 0932 C
GeForce 820M 1140 1025 093A C
GeForce 820M 1140 1025 093C C
GeForce 820M 1140 1025 093F C
GeForce 820M 1140 1025 0941 C
GeForce 820M 1140 1025 0945 C
GeForce 820M 1140 1025 0954 C
GeForce 820M 1140 1025 0965 C
GeForce GT 630M 1140 1028 054D C
GeForce GT 630M 1140 1028 054E C
GeForce GT 620M 1140 1028 0554 C
GeForce GT 620M 1140 1028 0557 C
GeForce GT 625M 1140 1028 0562 C
GeForce GT 630M 1140 1028 0565 C
GeForce GT 630M 1140 1028 0568 C
GeForce GT 630M 1140 1028 0590 C
GeForce GT 625M 1140 1028 0592 C
GeForce GT 625M 1140 1028 0594 C
GeForce GT 625M 1140 1028 0595 C
GeForce GT 625M 1140 1028 05A2 C
GeForce GT 625M 1140 1028 05B1 C
GeForce GT 625M 1140 1028 05B3 C
GeForce GT 630M 1140 1028 05DA C
GeForce GT 720M 1140 1028 05DE C
GeForce GT 720M 1140 1028 05E0 C
GeForce GT 630M 1140 1028 05E8 C
GeForce GT 720M 1140 1028 05F4 C
GeForce GT 720M 1140 1028 060F C
GeForce GT 720M 1140 1028 062F C
GeForce 820M 1140 1028 064E C
GeForce 820M 1140 1028 0652 C
GeForce 820M 1140 1028 0653 C
GeForce 820M 1140 1028 0655 C
GeForce 820M 1140 1028 065E C
GeForce 820M 1140 1028 0662 C
GeForce 820M 1140 1028 068D C
GeForce 820M 1140 1028 06AD C
GeForce 820M 1140 1028 06AE C
GeForce 820M 1140 1028 06AF C
GeForce 820M 1140 1028 06B0 C
GeForce 820M 1140 1028 06C0 C
GeForce 820M 1140 1028 06C1 C
GeForce GT 630M 1140 103C 18EF C
GeForce GT 630M 1140 103C 18F9 C
GeForce GT 630M 1140 103C 18FB C
GeForce GT 630M 1140 103C 18FD C
GeForce GT 630M 1140 103C 18FF C
GeForce 820M 1140 103C 218A C
GeForce 820M 1140 103C 21BB C
GeForce 820M 1140 103C 21BC C
GeForce 820M 1140 103C 220E C
GeForce 820M 1140 103C 2210 C
GeForce 820M 1140 103C 2212 C
GeForce 820M 1140 103C 2214 C
GeForce 820M 1140 103C 2218 C
GeForce 820M 1140 103C 225B C
GeForce 820M 1140 103C 225D C
GeForce 820M 1140 103C 226D C
GeForce 820M 1140 103C 226F C
GeForce 820M 1140 103C 22D2 C
GeForce 820M 1140 103C 22D9 C
GeForce 820M 1140 103C 2335 C
GeForce 820M 1140 103C 2337 C
GeForce GT 720A 1140 103C 2AEF C
GeForce 710A 1140 103C 2AF9 C
NVS 5200M 1140 1043 10DD C
NVS 5200M 1140 1043 10ED C
GeForce GT 720M 1140 1043 11FD C
GeForce GT 720M 1140 1043 124D C
GeForce GT 720M 1140 1043 126D C
GeForce GT 720M 1140 1043 131D C
GeForce GT 720M 1140 1043 13FD C
GeForce GT 720M 1140 1043 14C7 C
GeForce GT 620M 1140 1043 1507 C
GeForce 820M 1140 1043 15AD C
GeForce 820M 1140 1043 15ED C
GeForce 820M 1140 1043 160D C
GeForce 820M 1140 1043 163D C
GeForce 820M 1140 1043 165D C
GeForce 820M 1140 1043 166D C
GeForce 820M 1140 1043 16CD C
GeForce 820M 1140 1043 16DD C
GeForce 820M 1140 1043 170D C
GeForce 820M 1140 1043 176D C
GeForce 820M 1140 1043 178D C
GeForce 820M 1140 1043 179D C
GeForce GT 620M 1140 1043 2132 C
NVS 5200M 1140 1043 2136 C
GeForce GT 720M 1140 1043 21BA C
GeForce GT 720M 1140 1043 21FA C
GeForce GT 720M 1140 1043 220A C
GeForce GT 720M 1140 1043 221A C
GeForce GT 710M 1140 1043 223A C
GeForce GT 710M 1140 1043 224A C
GeForce 820M 1140 1043 227A C
GeForce 820M 1140 1043 228A C
GeForce 820M 1140 1043 22FA C
GeForce 820M 1140 1043 232A C
GeForce 820M 1140 1043 233A C
GeForce 820M 1140 1043 235A C
GeForce 820M 1140 1043 236A C
GeForce 820M 1140 1043 238A C
GeForce GT 720M 1140 1043 8595 C
GeForce GT 720M 1140 1043 85EA C
GeForce 820M 1140 1043 85EB C
GeForce 820M 1140 1043 85EC C
GeForce GT 720M 1140 1043 85EE C
GeForce 820M 1140 1043 85F3 C
GeForce 820M 1140 1043 860E C
GeForce 820M 1140 1043 861A C
GeForce 820M 1140 1043 861B C
GeForce 820M 1140 1043 8628 C
GeForce 820M 1140 1043 8643 C
GeForce 820M 1140 1043 864C C
GeForce 820M 1140 1043 8652 C
GeForce 820M 1140 1043 8660 C
GeForce 820M 1140 1043 8661 C
GeForce GT 720M 1140 105B 0DAC C
GeForce GT 720M 1140 105B 0DAD C
GeForce GT 720M 1140 105B 0EF3 C
GeForce GT 720M 1140 10CF 17F5 C
GeForce 710M 1140 1179 FA01 C
GeForce 710M 1140 1179 FA02 C
GeForce 710M 1140 1179 FA03 C
GeForce 710M 1140 1179 FA05 C
GeForce 710M 1140 1179 FA11 C
GeForce 710M 1140 1179 FA13 C
GeForce 710M 1140 1179 FA18 C
GeForce 710M 1140 1179 FA19 C
GeForce 710M 1140 1179 FA21 C
GeForce 710M 1140 1179 FA23 C
GeForce 710M 1140 1179 FA2A C
GeForce 710M 1140 1179 FA32 C
GeForce 710M 1140 1179 FA33 C
GeForce 710M 1140 1179 FA36 C
GeForce 710M 1140 1179 FA38 C
GeForce 710M 1140 1179 FA42 C
GeForce 710M 1140 1179 FA43 C
GeForce 710M 1140 1179 FA45 C
GeForce 710M 1140 1179 FA47 C
GeForce 710M 1140 1179 FA49 C
GeForce 710M 1140 1179 FA58 C
GeForce 710M 1140 1179 FA59 C
GeForce 710M 1140 1179 FA88 C
GeForce 710M 1140 1179 FA89 C
GeForce GT 620M 1140 144D B092 C
GeForce GT 630M 1140 144D C0D5 C
GeForce GT 620M 1140 144D C0D7 C
NVS 5200M 1140 144D C0E2 C
NVS 5200M 1140 144D C0E3 C
NVS 5200M 1140 144D C0E4 C
GeForce 820M 1140 144D C10D C
GeForce GT 620M 1140 144D C652 C
GeForce 710M 1140 144D C709 C
GeForce 710M 1140 144D C711 C
GeForce 710M 1140 144D C736 C
GeForce 710M 1140 144D C737 C
GeForce 820M 1140 144D C745 C
GeForce 820M 1140 144D C750 C
GeForce GT 710M 1140 1462 10B8 C
GeForce GT 720M 1140 1462 10E9 C
GeForce 820M 1140 1462 1116 C
GeForce 720M 1140 1462 AA33 C
GeForce GT 720M 1140 1462 AAA2 C
GeForce 820M 1140 1462 AAA3 C
GeForce GT 720M 1140 1462 ACB2 C
GeForce GT 720M 1140 1462 ACC1 C
GeForce 720M 1140 1462 AE61 C
GeForce GT 720M 1140 1462 AE65 C
GeForce 820M 1140 1462 AE6A C
GeForce GT 720M 1140 1462 AE71 C
GeForce 820M 1140 14C0 0083 C
GeForce 620M 1140 152D 0926 C
GeForce GT 630M 1140 152D 0982 C
GeForce GT 630M 1140 152D 0983 C
GeForce GT 820M 1140 152D 1005 C
GeForce 710M 1140 152D 1012 C
GeForce 820M 1140 152D 1019 C
GeForce GT 630M 1140 152D 1030 C
GeForce 710M 1140 152D 1055 C
GeForce GT 720M 1140 152D 1067 C
GeForce 820M 1140 152D 1092 C
NVS 5200M 1140 17AA 2200 C
GeForce GT 720M 1140 17AA 2213 C
GeForce GT 720M 1140 17AA 2220 C
GeForce GT 720A 1140 17AA 309C C
GeForce 820A 1140 17AA 30B4 C
GeForce 720A 1140 17AA 30B7 C
GeForce 820A 1140 17AA 30E4 C
GeForce 820A 1140 17AA 361B C
GeForce 820A 1140 17AA 361C C
GeForce 820A 1140 17AA 361D C
GeForce GT 620M 1140 17AA 3656 C
GeForce 705M 1140 17AA 365A C
GeForce 800M 1140 17AA 365E C
GeForce 820A 1140 17AA 3661 C
GeForce 800M 1140 17AA 366C C
GeForce 800M 1140 17AA 3685 C
GeForce 800M 1140 17AA 3686 C
GeForce 705A 1140 17AA 3687 C
GeForce 820A 1140 17AA 3696 C
GeForce 820A 1140 17AA 369B C
GeForce 820A 1140 17AA 369C C
GeForce 820A 1140 17AA 369D C
GeForce 820A 1140 17AA 369E C
GeForce 820A 1140 17AA 36A6 C
GeForce 820A 1140 17AA 36A7 C
GeForce 820A 1140 17AA 36A9 C
GeForce 820A 1140 17AA 36AF C
GeForce 820A 1140 17AA 36B0 C
GeForce 820A 1140 17AA 36B6 C
GeForce GT 720M 1140 17AA 3800 C
GeForce GT 720M 1140 17AA 3801 C
GeForce GT 720M 1140 17AA 3802 C
GeForce GT 720M 1140 17AA 3803 C
GeForce GT 720M 1140 17AA 3804 C
GeForce GT 720M 1140 17AA 3806 C
GeForce GT 720M 1140 17AA 3808 C
GeForce GT 820M 1140 17AA 380D C
GeForce GT 820M 1140 17AA 380E C
GeForce GT 820M 1140 17AA 380F C
GeForce GT 820M 1140 17AA 3811 C
GeForce 820M 1140 17AA 3812 C
GeForce 820M 1140 17AA 3813 C
GeForce 820M 1140 17AA 3816 C
GeForce 820M 1140 17AA 3817 C
GeForce 820M 1140 17AA 3818 C
GeForce 820M 1140 17AA 381A C
GeForce 820M 1140 17AA 381C C
GeForce 820M 1140 17AA 381D C
GeForce 610M 1140 17AA 3901 C
GeForce 710M 1140 17AA 3902 C
GeForce 710M 1140 17AA 3903 C
GeForce GT 625M 1140 17AA 3904 C
GeForce GT 720M 1140 17AA 3905 C
GeForce 820M 1140 17AA 3907 C
GeForce GT 720M 1140 17AA 3910 C
GeForce GT 720M 1140 17AA 3912 C
GeForce 820M 1140 17AA 3913 C
GeForce 820M 1140 17AA 3915 C
GeForce 610M 1140 17AA 3983 C
GeForce 610M 1140 17AA 5001 C
GeForce GT 720M 1140 17AA 5003 C
GeForce 705M 1140 17AA 5005 C
GeForce GT 620M 1140 17AA 500D C
GeForce 710M 1140 17AA 5014 C
GeForce 710M 1140 17AA 5017 C
GeForce 710M 1140 17AA 5019 C
GeForce 710M 1140 17AA 501A C
GeForce GT 720M 1140 17AA 501F C
GeForce 710M 1140 17AA 5025 C
GeForce 710M 1140 17AA 5027 C
GeForce 710M 1140 17AA 502A C
GeForce GT 720M 1140 17AA 502B C
GeForce 710M 1140 17AA 502D C
GeForce GT 720M 1140 17AA 502E C
GeForce GT 720M 1140 17AA 502F C
GeForce 705M 1140 17AA 5030 C
GeForce 705M 1140 17AA 5031 C
GeForce 820M 1140 17AA 5032 C
GeForce 820M 1140 17AA 5033 C
GeForce 710M 1140 17AA 503E C
GeForce 820M 1140 17AA 503F C
GeForce 820M 1140 17AA 5040 C
GeForce 710M 1140 1854 0177 C
GeForce 710M 1140 1854 0180 C
GeForce GT 720M 1140 1854 0190 C
GeForce GT 720M 1140 1854 0192 C
GeForce 820M 1140 1854 0224 C
GeForce 820M 1140 1B0A 01C0 C
GeForce GT 620M 1140 1B0A 20DD C
GeForce GT 620M 1140 1B0A 20DF C
GeForce 820M 1140 1B0A 210E C
GeForce GT 720M 1140 1B0A 2202 C
GeForce 820M 1140 1B0A 90D7 C
GeForce 820M 1140 1B0A 90DD C
GeForce 820M 1140 1B50 5530 C
GeForce GT 720M 1140 1B6C 5031 C
GeForce 820M 1140 1BAB 0106 C
GeForce 810M 1140 1D05 1013 C
GeForce GTX 560 Ti 1200 C
GeForce GTX 560 1201 C
GeForce GTX 460 SE v2 1203 C
GeForce GTX 460 v2 1205 C
GeForce GTX 555 1206 C
GeForce GT 645 1207 C
GeForce GTX 560 SE 1208 C
GeForce GTX 570M 1210 C
GeForce GTX 580M 1211 C
GeForce GTX 675M 1212 C
GeForce GTX 670M 1213 C
GeForce GT 545 1241 C
GeForce GT 545 1243 C
GeForce GTX 550 Ti 1244 C
GeForce GTS 450 1245 C
GeForce GT 550M 1246 C
GeForce GT 555M 1247 C
GeForce GT 635M 1247 1043 212A C
GeForce GT 635M 1247 1043 212B C
GeForce GT 635M 1247 1043 212C C
GeForce GT 555M 1248 C
GeForce GTS 450 1249 C
GeForce GT 640 124B C
GeForce GT 555M 124D C
GeForce GT 635M 124D 1462 10CC C
GeForce GTX 560M 1251 C
The 367.xx driver supports the following set of GPUs:
NVIDIA GPU product Device PCI ID VDPAU features
------------------ -------------- --------------
GRID K340 0FEF D
GRID K1 0FF2 D
GRID K2 11BF D
The 340.xx driver supports the following set of GPUs:
NVIDIA GPU product Device PCI ID* VDPAU features
-------------------------- -------------- --------------
GeForce 8800 GTX 0191 -
GeForce 8800 GTS 0193 -
GeForce 8800 Ultra 0194 -
Tesla C870 0197 -
Quadro FX 5600 019D -
Quadro FX 4600 019E -
GeForce 8600 GTS 0400 A
GeForce 8600 GT 0401 A
GeForce 8600 GT 0402 A
GeForce 8600 GS 0403 A
GeForce 8400 GS 0404 A
GeForce 9500M GS 0405 A
GeForce 8300 GS 0406 -
GeForce 8600M GT 0407 A
GeForce 9650M GS 0408 A
GeForce 8700M GT 0409 A
Quadro FX 370 040A A
Quadro NVS 320M 040B A
Quadro FX 570M 040C A
Quadro FX 1600M 040D A
Quadro FX 570 040E A
Quadro FX 1700 040F A
GeForce GT 330 0410 A
GeForce 8400 SE 0420 -
GeForce 8500 GT 0421 A
GeForce 8400 GS 0422 A
GeForce 8300 GS 0423 -
GeForce 8400 GS 0424 A
GeForce 8600M GS 0425 A
GeForce 8400M GT 0426 A
GeForce 8400M GS 0427 A
GeForce 8400M G 0428 A
Quadro NVS 140M 0429 A
Quadro NVS 130M 042A A
Quadro NVS 135M 042B A
GeForce 9400 GT 042C A
Quadro FX 360M 042D A
GeForce 9300M G 042E A
Quadro NVS 290 042F A
GeForce GTX 295 05E0 A
GeForce GTX 280 05E1 A
GeForce GTX 260 05E2 A
GeForce GTX 285 05E3 A
GeForce GTX 275 05E6 A
Tesla C1060 05E7 A
Tesla T10 Processor 05E7 10DE 0595 A
Tesla T10 Processor 05E7 10DE 068F A
Tesla M1060 05E7 10DE 0697 A
Tesla M1060 05E7 10DE 0714 A
Tesla M1060 05E7 10DE 0743 A
GeForce GTX 260 05EA A
GeForce GTX 295 05EB A
Quadroplex 2200 D2 05ED A
Quadroplex 2200 S4 05F8 A
Quadro CX 05F9 A
Quadro FX 5800 05FD A
Quadro FX 4800 05FE A
Quadro FX 3800 05FF A
GeForce 8800 GTS 512 0600 A
GeForce 9800 GT 0601 A
GeForce 8800 GT 0602 A
GeForce GT 230 0603 A
GeForce 9800 GX2 0604 A
GeForce 9800 GT 0605 A
GeForce 8800 GS 0606 A
GeForce GTS 240 0607 A
GeForce 9800M GTX 0608 A
GeForce 8800M GTS 0609 A
GeForce 8800 GS 0609 106B 00A7 A
GeForce GTX 280M 060A A
GeForce 9800M GT 060B A
GeForce 8800M GTX 060C A
GeForce 8800 GS 060D A
GeForce GTX 285M 060F A
GeForce 9600 GSO 0610 A
GeForce 8800 GT 0611 A
GeForce 9800 GTX/9800 GTX+ 0612 A
GeForce 9800 GTX+ 0613 A
GeForce 9800 GT 0614 A
GeForce GTS 250 0615 A
GeForce 9800M GTX 0617 A
GeForce GTX 260M 0618 A
Quadro FX 4700 X2 0619 A
Quadro FX 3700 061A A
Quadro VX 200 061B A
Quadro FX 3600M 061C A
Quadro FX 2800M 061D A
Quadro FX 3700M 061E A
Quadro FX 3800M 061F A
GeForce GT 230 0621 A
GeForce 9600 GT 0622 A
GeForce 9600 GS 0623 A
GeForce 9600 GSO 512 0625 A
GeForce GT 130 0626 A
GeForce GT 140 0627 A
GeForce 9800M GTS 0628 A
GeForce 9700M GTS 062A A
GeForce 9800M GS 062B A
GeForce 9800M GTS 062C A
GeForce 9600 GT 062D A
GeForce 9600 GT 062E A
GeForce GT 130 062E 106B 0605 A
GeForce 9700 S 0630 A
GeForce GTS 160M 0631 A
GeForce GTS 150M 0632 A
GeForce 9600 GSO 0635 A
GeForce 9600 GT 0637 A
Quadro FX 1800 0638 A
Quadro FX 2700M 063A A
GeForce 9500 GT 0640 A
GeForce 9400 GT 0641 A
GeForce 9500 GT 0643 A
GeForce 9500 GS 0644 A
GeForce 9500 GS 0645 A
GeForce GT 120 0646 A
GeForce 9600M GT 0647 A
GeForce 9600M GS 0648 A
GeForce 9600M GT 0649 A
GeForce GT 220M 0649 1043 202D A
GeForce 9700M GT 064A A
GeForce 9500M G 064B A
GeForce 9650M GT 064C A
GeForce G 110M 0651 A
GeForce GT 130M 0652 A
GeForce GT 240M LE 0652 152D 0850 A
GeForce GT 120M 0653 A
GeForce GT 220M 0654 A
GeForce GT 320M 0654 1043 14A2 A
GeForce GT 320M 0654 1043 14D2 A
GeForce GT 120 0655 106B 0633 A
GeForce GT 120 0656 106B 0693 A
Quadro FX 380 0658 A
Quadro FX 580 0659 A
Quadro FX 1700M 065A A
GeForce 9400 GT 065B A
Quadro FX 770M 065C A
GeForce 9300 GE 06E0 B
GeForce 9300 GS 06E1 B
GeForce 8400 06E2 B
GeForce 8400 SE 06E3 -
GeForce 8400 GS 06E4 A
GeForce 9300M GS 06E5 B
GeForce G100 06E6 B
GeForce 9300 SE 06E7 -
GeForce 9200M GS 06E8 B
GeForce 9200M GE 06E8 103C 360B B
GeForce 9300M GS 06E9 B
Quadro NVS 150M 06EA B
Quadro NVS 160M 06EB B
GeForce G 105M 06EC B
GeForce G 103M 06EF B
GeForce G105M 06F1 B
Quadro NVS 420 06F8 B
Quadro FX 370 LP 06F9 B
Quadro FX 370 Low Profile 06F9 10DE 060D B
Quadro NVS 450 06FA B
Quadro FX 370M 06FB B
Quadro NVS 295 06FD B
HICx16 + Graphics 06FF B
HICx8 + Graphics 06FF 10DE 0711 B
GeForce 8200M 0840 B
GeForce 9100M G 0844 B
GeForce 8200M G 0845 B
GeForce 9200 0846 B
GeForce 9100 0847 B
GeForce 8300 0848 B
GeForce 8200 0849 B
nForce 730a 084A B
GeForce 9200 084B B
nForce 980a/780a SLI 084C B
nForce 750a SLI 084D B
GeForce 8100 / nForce 720a 084F -
GeForce 9400 0860 B
GeForce 9400 0861 B
GeForce 9400M G 0862 B
GeForce 9400M 0863 B
GeForce 9300 0864 B
ION 0865 B
GeForce 9400M G 0866 B
GeForce 9400M 0866 106B 00B1 B
GeForce 9400 0867 B
nForce 760i SLI 0868 B
GeForce 9400 0869 B
GeForce 9400 086A B
GeForce 9300 / nForce 730i 086C B
GeForce 9200 086D B
GeForce 9100M G 086E B
GeForce 8200M G 086F B
GeForce 9400M 0870 B
GeForce 9200 0871 B
GeForce G102M 0872 B
GeForce G205M 0872 1043 1C42 B
GeForce G102M 0873 B
GeForce G205M 0873 1043 1C52 B
ION 0874 B
ION 0876 B
GeForce 9400 087A B
ION 087D B
ION LE 087E B
ION LE 087F B
GeForce 320M 08A0 C
GeForce 320M 08A2 C
GeForce 320M 08A3 C
GeForce 320M 08A4 C
GeForce 320M 08A5 C
GeForce GT 220 0A20 C
GeForce 315 0A22 -
GeForce 210 0A23 C
GeForce 405 0A26 C
GeForce 405 0A27 C
GeForce GT 230M 0A28 C
GeForce GT 330M 0A29 C
GeForce GT 230M 0A2A C
GeForce GT 330M 0A2B C
NVS 5100M 0A2C C
GeForce GT 320M 0A2D A
GeForce GT 415 0A32 C
GeForce GT 240M 0A34 C
GeForce GT 325M 0A35 C
Quadro 400 0A38 C
Quadro FX 880M 0A3C C
GeForce G210 0A60 C
GeForce 205 0A62 C
GeForce 310 0A63 C
Second Generation ION 0A64 C
GeForce 210 0A65 C
GeForce 310 0A66 C
GeForce 315 0A67 -
GeForce G105M 0A68 B
GeForce G105M 0A69 B
NVS 2100M 0A6A C
NVS 3100M 0A6C C
GeForce 305M 0A6E C
Second Generation ION 0A6E 17AA 3607 C
Second Generation ION 0A6F C
GeForce 310M 0A70 C
Second Generation ION 0A70 17AA 3605 C
Second Generation ION 0A70 17AA 3617 C
GeForce 305M 0A71 C
GeForce 310M 0A72 C
GeForce 305M 0A73 C
Second Generation ION 0A73 17AA 3607 C
Second Generation ION 0A73 17AA 3610 C
GeForce G210M 0A74 C
GeForce G210 0A74 17AA 903A C
GeForce 310M 0A75 C
Second Generation ION 0A75 17AA 3605 C
Second Generation ION 0A76 C
Quadro FX 380 LP 0A78 C
GeForce 315M 0A7A C
GeForce 405 0A7A 1462 AA51 C
GeForce 405 0A7A 1462 AA58 C
GeForce 405 0A7A 1462 AC71 C
GeForce 405 0A7A 1462 AC82 C
GeForce 405 0A7A 1642 3980 C
GeForce 405M 0A7A 17AA 3950 C
GeForce 405M 0A7A 17AA 397D C
GeForce 405 0A7A 1B0A 90B4 C
GeForce 405 0A7A 1BFD 0003 C
GeForce 405 0A7A 1BFD 8006 C
Quadro FX 380M 0A7C C
GeForce GT 330 0CA0 A
GeForce GT 320 0CA2 C
GeForce GT 240 0CA3 C
GeForce GT 340 0CA4 C
GeForce GT 220 0CA5 C
GeForce GT 330 0CA7 A
GeForce GTS 260M 0CA8 C
GeForce GTS 250M 0CA9 C
GeForce GT 220 0CAC C
GeForce GT 335M 0CAF C
GeForce GTS 350M 0CB0 C
GeForce GTS 360M 0CB1 C
Quadro FX 1800M 0CBC C
GeForce 9300 GS 10C0 B
GeForce 8400GS 10C3 A
GeForce 405 10C5 C
NVS 300 10D8 C
The 304.xx driver supports the following set of GPUs:
NVIDIA GPU product Device PCI ID
-------------------------------- --------------
GeForce 6800 Ultra 0040
GeForce 6800 0041
GeForce 6800 LE 0042
GeForce 6800 XE 0043
GeForce 6800 XT 0044
GeForce 6800 GT 0045
GeForce 6800 GT 0046
GeForce 6800 GS 0047
GeForce 6800 XT 0048
Quadro FX 4000 004E
GeForce 7800 GTX 0090
GeForce 7800 GTX 0091
GeForce 7800 GT 0092
GeForce 7800 GS 0093
GeForce 7800 SLI 0095
GeForce Go 7800 0098
GeForce Go 7800 GTX 0099
Quadro FX 4500 009D
GeForce 6800 GS 00C0
GeForce 6800 00C1
GeForce 6800 LE 00C2
GeForce 6800 XT 00C3
GeForce Go 6800 00C8
GeForce Go 6800 Ultra 00C9
Quadro FX Go1400 00CC
Quadro FX 3450/4000 SDI 00CD
Quadro FX 1400 00CE
GeForce 6600 GT 00F1
GeForce 6600 00F2
GeForce 6200 00F3
GeForce 6600 LE 00F4
GeForce 7800 GS 00F5
GeForce 6800 GS 00F6
Quadro FX 3400/Quadro FX 4000 00F8
GeForce 6800 Ultra 00F9
GeForce 6600 GT 0140
GeForce 6600 0141
GeForce 6600 LE 0142
GeForce 6600 VE 0143
GeForce Go 6600 0144
GeForce 6610 XL 0145
GeForce Go 6600 TE/6200 TE 0146
GeForce 6700 XL 0147
GeForce Go 6600 0148
GeForce Go 6600 GT 0149
Quadro NVS 440 014A
Quadro FX 540M 014C
Quadro FX 550 014D
Quadro FX 540 014E
GeForce 6200 014F
GeForce 6500 0160
GeForce 6200 TurboCache(TM) 0161
GeForce 6200SE TurboCache(TM) 0162
GeForce 6200 LE 0163
GeForce Go 6200 0164
Quadro NVS 285 0165
GeForce Go 6400 0166
GeForce Go 6200 0167
GeForce Go 6400 0168
GeForce 6250 0169
GeForce 7100 GS 016A
GeForce 7350 LE 01D0
GeForce 7300 LE 01D1
GeForce 7550 LE 01D2
GeForce 7300 SE/7200 GS 01D3
GeForce Go 7200 01D6
GeForce Go 7300 01D7
GeForce Go 7400 01D8
Quadro NVS 110M 01DA
Quadro NVS 120M 01DB
Quadro FX 350M 01DC
GeForce 7500 LE 01DD
Quadro FX 350 01DE
GeForce 7300 GS 01DF
GeForce 6800 0211
GeForce 6800 LE 0212
GeForce 6800 GT 0215
GeForce 6800 XT 0218
GeForce 6200 0221
GeForce 6200 A-LE 0222
GeForce 6150 0240
GeForce 6150 LE 0241
GeForce 6100 0242
GeForce Go 6150 0244
Quadro NVS 210S / GeForce 6150LE 0245
GeForce Go 6100 0247
GeForce 7900 GTX 0290
GeForce 7900 GT/GTO 0291
GeForce 7900 GS 0292
GeForce 7950 GX2 0293
GeForce 7950 GX2 0294
GeForce 7950 GT 0295
GeForce Go 7950 GTX 0297
GeForce Go 7900 GS 0298
Quadro NVS 510M 0299
Quadro FX 2500M 029A
Quadro FX 1500M 029B
Quadro FX 5500 029C
Quadro FX 3500 029D
Quadro FX 1500 029E
Quadro FX 4500 X2 029F
GeForce 7600 GT 02E0
GeForce 7600 GS 02E1
GeForce 7300 GT 02E2
GeForce 7900 GS 02E3
GeForce 7950 GT 02E4
GeForce 7650 GS 038B
GeForce 7650 GS 0390
GeForce 7600 GT 0391
GeForce 7600 GS 0392
GeForce 7300 GT 0393
GeForce 7600 LE 0394
GeForce 7300 GT 0395
GeForce Go 7700 0397
GeForce Go 7600 0398
GeForce Go 7600 GT 0399
Quadro FX 560M 039C
Quadro FX 560 039E
GeForce 6150SE nForce 430 03D0
GeForce 6100 nForce 405 03D1
GeForce 6100 nForce 400 03D2
GeForce 6100 nForce 420 03D5
GeForce 7025 / nForce 630a 03D6
GeForce 7150M / nForce 630M 0531
GeForce 7000M / nForce 610M 0533
GeForce 7050 PV / nForce 630a 053A
GeForce 7050 PV / nForce 630a 053B
GeForce 7025 / nForce 630a 053E
GeForce 7150 / nForce 630i 07E0
GeForce 7100 / nForce 630i 07E1
GeForce 7050 / nForce 630i 07E2
GeForce 7050 / nForce 610i 07E3
GeForce 7050 / nForce 620i 07E5
The 173.14.xx driver supports the following set of GPUs:
NVIDIA GPU product Device PCI ID
---------------------------------- --------------
GeForce PCX 5750 00FA
GeForce PCX 5900 00FB
Quadro FX 330/GeForce PCX 5300 00FC
Quadro FX 330/Quadro NVS 280 PCI-E 00FD
Quadro FX 1300 00FE
GeForce FX 5800 Ultra 0301
GeForce FX 5800 0302
Quadro FX 2000 0308
Quadro FX 1000 0309
GeForce FX 5600 Ultra 0311
GeForce FX 5600 0312
GeForce FX 5600XT 0314
GeForce FX Go5600 031A
GeForce FX Go5650 031B
Quadro FX Go700 031C
GeForce FX 5200 0320
GeForce FX 5200 Ultra 0321
GeForce FX 5200 0322
GeForce FX 5200LE 0323
GeForce FX Go5200 0324
GeForce FX Go5250 0325
GeForce FX 5500 0326
GeForce FX 5100 0327
GeForce FX Go5200 32M/64M 0328
Quadro NVS 55/280 PCI 032A
Quadro FX 500/FX 600 032B
GeForce FX Go53xx 032C
GeForce FX Go5100 032D
GeForce FX 5900 Ultra 0330
GeForce FX 5900 0331
GeForce FX 5900XT 0332
GeForce FX 5950 Ultra 0333
GeForce FX 5900ZT 0334
Quadro FX 3000 0338
Quadro FX 700 033F
GeForce FX 5700 Ultra 0341
GeForce FX 5700 0342
GeForce FX 5700LE 0343
GeForce FX 5700VE 0344
GeForce FX Go5700 0347
GeForce FX Go5700 0348
Quadro FX Go1000 034C
Quadro FX 1100 034E
The 96.43.xx driver supports the following set of GPUs:
NVIDIA GPU product Device PCI ID
---------------------------- --------------
GeForce2 MX/MX 400 0110
GeForce2 MX 100/200 0111
GeForce2 Go 0112
Quadro2 MXR/EX/Go 0113
GeForce4 MX 460 0170
GeForce4 MX 440 0171
GeForce4 MX 420 0172
GeForce4 MX 440-SE 0173
GeForce4 440 Go 0174
GeForce4 420 Go 0175
GeForce4 420 Go 32M 0176
GeForce4 460 Go 0177
Quadro4 550 XGL 0178
GeForce4 440 Go 64M 0179
Quadro NVS 400 017A
Quadro4 500 GoGL 017C
GeForce4 410 Go 16M 017D
GeForce4 MX 440 with AGP8X 0181
GeForce4 MX 440SE with AGP8X 0182
GeForce4 MX 420 with AGP8X 0183
GeForce4 MX 4000 0185
Quadro4 580 XGL 0188
Quadro NVS 280 SD 018A
Quadro4 380 XGL 018B
Quadro NVS 50 PCI 018C
GeForce2 Integrated GPU 01A0
GeForce4 MX Integrated GPU 01F0
GeForce3 0200
GeForce3 Ti 200 0201
GeForce3 Ti 500 0202
Quadro DCC 0203
GeForce4 Ti 4600 0250
GeForce4 Ti 4400 0251
GeForce4 Ti 4200 0253
Quadro4 900 XGL 0258
Quadro4 750 XGL 0259
Quadro4 700 XGL 025B
GeForce4 Ti 4800 0280
GeForce4 Ti 4200 with AGP8X 0281
GeForce4 Ti 4800 SE 0282
GeForce4 4200 Go 0286
Quadro4 980 XGL 0288
Quadro4 780 XGL 0289
Quadro4 700 GoGL 028C
The 71.86.xx driver supports the following set of GPUs:
NVIDIA GPU product Device PCI ID
------------------------------- --------------
RIVA TNT 0020
RIVA TNT2/TNT2 Pro 0028
RIVA TNT2 Ultra 0029
Vanta/Vanta LT 002C
RIVA TNT2 Model 64/Model 64 Pro 002D
Aladdin TNT2 00A0
GeForce 256 0100
GeForce DDR 0101
Quadro 0103
GeForce2 GTS/GeForce2 Pro 0150
GeForce2 Ti 0151
GeForce2 Ultra 0152
Quadro2 Pro 0153
* If three IDs are listed, the first is the PCI Device ID, the second is the
PCI Subsystem Vendor ID, and the third is the PCI Subsystem Device ID.
______________________________________________________________________________
Appendix B. X Config Options
______________________________________________________________________________
The following driver options are supported by the NVIDIA X driver. They may be
specified either in the Screen or Device sections of the X config file.
X Config Options
Option "Accel" "boolean"
Controls whether the X driver uses the GPU for graphics processing.
Disabling acceleration is useful when another component, such as CUDA,
requires exclusive use of the GPU's processing cores. Performance of the X
server will be reduced when acceleration is disabled, and some features
may not be available.
OpenGL and VDPAU are not supported when Accel is disabled.
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
Default: acceleration is enabled.
Option "RenderAccel" "boolean"
Enable or disable hardware acceleration of the RENDER extension. Default:
hardware acceleration of the RENDER extension is enabled.
Option "NoRenderExtension" "boolean"
Disable the RENDER extension. Other than recompiling it, the X server does
not seem to have another way of disabling this. Fortunately, we can
control this from the driver so we export this option. This is useful in
depth 8 where RENDER would normally steal most of the default colormap.
Default: RENDER is offered when possible.
Option "UBB" "boolean"
Enable or disable the Unified Back Buffer on NVIDIA RTX/Quadro-based GPUs
(Quadro NVS excluded); see Chapter 19 for a description of UBB. This
option has no effect on non-NVIDIA RTX/Quadro GPU products. Default: UBB
is on for NVIDIA RTX/Quadro GPUs.
Option "NoFlip" "boolean"
Disable OpenGL flipping; see Chapter 19 for a description. Default: OpenGL
will swap by flipping when possible.
Option "GLShaderDiskCache" "boolean"
This option controls whether the OpenGL driver will utilize a disk cache
to save and reuse compiled shaders. See the description of the
__GL_SHADER_DISK_CACHE and __GL_SHADER_DISK_CACHE_PATH environment
variables in Chapter 11 for more details.
Option "Overlay" "boolean"
Enables RGB workstation overlay visuals. This is only supported on NVIDIA
RTX/Quadro GPUs (Quadro NVS GPUs excluded) in depth 24. This option causes
the server to advertise the SERVER_OVERLAY_VISUALS root window property
and GLX will report single- and double-buffered, Z-buffered 16-bit overlay
visuals. The transparency key is pixel 0x0000 (hex). There is no gamma
correction support in the overlay plane. RGB workstation overlays are not
supported when the Composite extension is enabled.
UBB must be enabled when overlays are enabled (this is the default
behavior).
Option "CIOverlay" "boolean"
Enables Color Index workstation overlay visuals with identical
restrictions to Option "Overlay" above. This option causes the server to
advertise the SERVER_OVERLAY_VISUALS root window property. Some of the
visuals advertised that way may be listed in the main plane (layer 0) for
compatibility purposes. They however belong to the overlay (layer 1). The
server will offer visuals both with and without a transparency key. These
are depth 8 PseudoColor visuals. Color Index workstation overlays are not
supported when the Composite extension is enabled. Default: off.
UBB must be enabled when overlays are enabled (this is the default
behavior).
Option "TransparentIndex" "integer"
When color index overlays are enabled, use this option to choose which
pixel is used for the transparent pixel in visuals featuring transparent
pixels. This value is clamped between 0 and 255 (Note: some applications
such as Alias's Maya require this to be zero in order to work correctly).
Default: 0.
Option "OverlayDefaultVisual" "boolean"
When overlays are used, this option sets the default visual to an overlay
visual thereby putting the root window in the overlay. This option is not
recommended for RGB overlays. Default: off.
Option "EmulatedOverlaysTimerMs" "integer"
Enables the use of a timer within the X server to perform the updates to
the emulated overlay or CI overlay. This option can be used to improve the
performance of the emulated or CI overlays by reducing the frequency of
the updates. The value specified indicates the desired number of
milliseconds between overlay updates. To disable the use of the timer
either leave the option unset or set it to 0. Default: off.
Option "EmulatedOverlaysThreshold" "boolean"
Enables the use of a threshold within the X server to perform the updates
to the emulated overlay or CI overlay. The emulated or CI overlay updates
can be deferred but this threshold will limit the number of deferred
OpenGL updates allowed before the overlay is updated. This option can be
used to trade off performance and animation quality. Default: on.
Option "EmulatedOverlaysThresholdValue" "integer"
Controls the threshold used in updating the emulated or CI overlays. This
is used in conjunction with the EmulatedOverlaysThreshold option to trade
off performance and animation quality. Higher values for this option favor
performance over quality. Setting low values of this option will not cause
the overlay to be updated more often than the frequence specified by the
EmulatedOverlaysTimerMs option. Default: 5.
Option "SWCursor" "boolean"
Enable or disable software rendering of the X cursor. Default: off.
Option "HWCursor" "boolean"
Enable or disable hardware rendering of the X cursor. Default: on.
Option "ConnectedMonitor" "string"
Allows you to override what the NVIDIA kernel module detects is connected
to your graphics card. This may be useful, for example, if you use a KVM
(keyboard, video, mouse) switch and you are switched away when X is
started. It may also be useful in situations where you wish to simulate
the presence of a monitor when none are connected. When simulating the
presence of a monitor, it may be useful to combine this option with the
"CustomEDID" option to provide the simulated display device with an EDID.
Valid values for this option are "CRT" (cathode ray tube) or "DFP"
(digital flat panel); if using multiple display devices, this option may
be a comma-separated list of display devices; e.g.: "CRT, CRT" or "CRT,
DFP". The display device name used in this option may also include a
numeric suffix (e.g., "DFP-1") to refer to a specific display connector;
check your X log to determine which display device identifiers are valid
for your particular GPU.
It is generally recommended to not use this option, but instead use the
"UseDisplayDevice" option.
NOTE: anything attached to a 15 pin VGA connector is regarded by the
driver as a CRT. "DFP" should only be used to refer to digital flat panels
connected via DVI, HDMI, or DisplayPort.
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
Default: string is NULL (the NVIDIA driver will detect the connected
display devices).
Option "UseDisplayDevice" "string"
The "UseDisplayDevice" X configuration option is a list of one or more
display devices, which limits the display devices the NVIDIA X driver will
consider for an X screen. The display device names used in the option may
be either specific (with a numeric suffix; e.g., "DFP-1") or general
(without a numeric suffix; e.g., "DFP").
When assigning display devices to X screens, the NVIDIA X driver walks
through the list of all (not already assigned) display devices detected as
connected. When the "UseDisplayDevice" X configuration option is
specified, the X driver will only consider connected display devices which
are also included in the "UseDisplayDevice" list. This can be thought of
as a "mask" against the connected (and not already assigned) display
devices.
Note the subtle difference between this option and the "ConnectedMonitor"
option: the "ConnectedMonitor" option overrides which display devices are
actually detected, while the "UseDisplayDevice" option controls which of
the detected display devices will be used on this X screen.
Of the list of display devices considered for this X screen (either all
connected display devices, or a subset limited by the "UseDisplayDevice"
option), the NVIDIA X driver first looks at CRTs, then at DFPs. For
example, if both a CRT and a DFP are connected, by default the X driver
would assign the CRT to this X screen. However, by specifying:
Option "UseDisplayDevice" "DFP"
the X screen would use the DFP instead. Or, if CRT-0, DFP-0, and DFP-1 are
connected, the X driver would assign CRT-0 and DFP-0 to the X screen.
However, by specifying:
Option "UseDisplayDevice" "CRT-0, DFP-1"
the X screen would use CRT-0 and DFP-1 instead.
Additionally, the special value "none" can be specified for the
"UseDisplayDevice" option. When this value is given, any programming of
the display hardware is disabled. The NVIDIA driver will not perform any
mode validation or mode setting for this X screen. This is intended for
use in conjunction with CUDA or in remote graphics solutions such as VNC
or Hewlett Packard's Remote Graphics Software (RGS); however, note that
this configuration option may not interact well with some desktop
environments or window managers (See "Q. My remote desktop software
doesn't work when no displays are attached." in Chapter 8 for more
information).
"UseDisplayDevice" defaults to "none" on GPUs that have no display
capabilities, such as some Tesla GPUs and some mobile GPUs used in Optimus
notebook configurations.
Note the following restrictions for setting the "UseDisplayDevice" to
"none":
o OpenGL SyncToVBlank will have no effect.
o None of Stereo, Overlay, CIOverlay, or SLI are allowed when
"UseDisplayDevice" is set to "none".
Option "UseEdidFreqs" "boolean"
This option controls whether the NVIDIA X driver will use the HorizSync
and VertRefresh ranges given in a display device's EDID, if any. When
UseEdidFreqs is set to True, EDID-provided range information will override
the HorizSync and VertRefresh ranges specified in the Monitor section. If
a display device does not provide an EDID, or the EDID does not specify an
hsync or vrefresh range, then the X server will default to the HorizSync
and VertRefresh ranges specified in the Monitor section of your X config
file. These frequency ranges are used when validating modes for your
display device.
Default: True (EDID frequencies will be used)
Option "UseEDID" "boolean"
By default, the NVIDIA X driver makes use of a display device's EDID, when
available, during construction of its mode pool. The EDID is used as a
source for possible modes, for valid frequency ranges, and for collecting
data on the physical dimensions of the display device for computing the
DPI (see Appendix E). However, if you wish to disable the driver's use of
the EDID, you can set this option to False:
Option "UseEDID" "FALSE"
Note that, rather than globally disable all uses of the EDID, you can
individually disable each particular use of the EDID; e.g.,
Option "UseEDIDFreqs" "FALSE"
Option "UseEDIDDpi" "FALSE"
Option "ModeValidation" "NoEdidModes"
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
Default: True (use EDID).
Option "MetaModeOrientation" "string"
Controls the default relationship between display devices when using
multiple display devices on a single X screen. Takes one of the following
values: "RightOf" "LeftOf" "Above" "Below" "SamePositionAs". For backwards
compatibility, "TwinViewOrientation" is a synonym for
"MetaModeOrientation", and "Clone" is a synonym for "SamePositionAs". See
Chapter 12 for details. Default: string is NULL.
Option "MetaModes" "string"
This option describes the combination of modes to use on each monitor. See
Chapter 12 and Chapter 31 for details. Default: string is NULL.
Option "nvidiaXineramaInfo" "boolean"
The NVIDIA X driver normally provides a Xinerama extension that X clients
(such as window managers) can use to discover the current layout of
display devices within an X screen. Some window mangers get confused by
this information, so this option is provided to disable this behavior.
Default: true (NVIDIA Xinerama information is provided).
On X servers with RandR 1.2 support, the X server's RandR implementation
may provide its own Xinerama implementation if NVIDIA Xinerama information
is not provided. So, on X servers with RandR 1.2, disabling
"nvidiaXineramaInfo" causes the NVIDIA X driver to still register its
Xinerama implementation but report a single screen-sized region. On X
servers without RandR 1.2 support, disabling "nvidiaXineramaInfo" causes
the NVIDIA X driver to not register its Xinerama implementation.
For backwards compatibility, "NoTwinViewXineramaInfo" is a synonym for
disabling "nvidiaXineramaInfo".
Option "nvidiaXineramaInfoOrder" "string"
When the NVIDIA X driver provides nvidiaXineramaInfo (see the
nvidiaXineramaInfo X config option), it by default reports the currently
enabled display devices in the order "CRT, DFP". The
nvidiaXineramaInfoOrder X config option can be used to override this
order.
The option string is a comma-separated list of display device names. The
display device names can either be general (e.g, "CRT", which identifies
all CRTs), or specific (e.g., "CRT-1", which identifies a particular CRT).
Not all display devices need to be identified in the option string;
display devices that are not listed will be implicitly appended to the end
of the list, in their default order.
Note that nvidiaXineramaInfoOrder tracks all display devices that could
possibly be connected to the GPU, not just the ones that are currently
enabled. When reporting the Xinerama information, the NVIDIA X driver
walks through the display devices in the order specified, only reporting
enabled display devices.
Some high-resolution "tiled" monitors are represented internally as
multiple display devices. These will be combined by default into a single
Xinerama screen. The position of the device in nvidiaXineramaInfoOrder
corresponding to the top-left tile will determine when the screen will be
reported.
Examples:
"DFP"
"DFP-1, DFP-0, CRT"
In the first example, any enabled DFPs would be reported first (any
enabled CRTs would be reported afterwards). In the second example, if
DFP-1 were enabled, it would be reported first, then DFP-0, and then any
enabled CRTs; finally, any other enabled DFPs would be reported.
For backwards compatibility, "TwinViewXineramaInfoOrder" is a synonym for
"nvidiaXineramaInfoOrder".
Default: "CRT, DFP"
Option "nvidiaXineramaInfoOverride" "string"
This option overrides the values reported by the NVIDIA X driver's
nvidiaXineramaInfo implementation. This disregards the actual display
devices used by the X screen and any order specified in
nvidiaXineramaInfoOrder.
The option string is interpreted as a comma-separated list of regions,
specified as '[width]x[height]+[x-offset]+[y-offset]'. The regions' sizes
and offsets are not validated against the X screen size, but are directly
reported to any Xinerama client.
Examples:
"1600x1200+0+0, 1600x1200+1600+0"
"1024x768+0+0, 1024x768+1024+0, 1024x768+0+768, 1024x768+1024+768"
For backwards compatibility, "TwinViewXineramaInfoOverride" is a synonym
for "nvidiaXineramaInfoOverride".
Option "Stereo" "integer"
Enable offering of quad-buffered stereo visuals on NVIDIA RTX/Quadro.
Integer indicates the type of stereo equipment being used:
Value Equipment
-------------- ---------------------------------------------------
3 Onboard stereo support. This is usually only found
on professional cards. The glasses connect via a
DIN connector on the back of the graphics card.
4 One-eye-per-display passive stereo. This mode
allows each display to be configured to statically
display either left or right eye content. This can
be especially useful with multi-display
configurations (TwinView or SLI Mosaic). For
example, this is commonly used in conjunction with
special projectors to produce 2 polarized images
which are then viewed with polarized glasses. To
use this stereo mode, it is recommended that you
configure TwinView (or pairs of displays in SLI
Mosaic) in clone mode with the same resolution,
panning offset, and panning domains on each
display. See Chapter 12 for more information about
configuring multiple displays.
5 Vertical interlaced stereo mode, for use with
SeeReal Stereo Digital Flat Panels.
6 Color interleaved stereo mode, for use with
Sharp3D Stereo Digital Flat Panels.
7 Horizontal interlaced stereo mode, for use with
Arisawa, Hyundai, Zalman, Pavione, and Miracube
Digital Flat Panels.
8 Checkerboard pattern stereo mode, for use with 3D
DLP Display Devices.
9 Inverse checkerboard pattern stereo mode, for use
with 3D DLP Display Devices.
10 NVIDIA 3D Vision mode for use with NVIDIA 3D
Vision glasses. The NVIDIA 3D Vision infrared
emitter must be connected to a USB port of your
computer, and to the 3-pin DIN connector of an
NVIDIA RTX/Quadro graphics board before starting
the X server. Hot-plugging the USB infrared stereo
emitter is not yet supported. Also, 3D Vision
Stereo Linux support requires a Linux kernel built
with USB device filesystem (usbfs) and USB 2.0
support. Not presently supported on FreeBSD or
Solaris.
11 NVIDIA 3D VisionPro mode for use with NVIDIA 3D
VisionPro glasses. The NVIDIA 3D VisionPro RF hub
must be connected to a USB port of your computer,
and to the 3-pin DIN connector of an NVIDIA
RTX/Quadro graphics board before starting the X
server. Hot-plugging the USB RF hub is not yet
supported. Also, 3D VisionPro Stereo Linux support
requires a Linux kernel built with USB device
filesystem (usbfs) and USB 2.0 support. When RF
hub is connected and X is started in NVIDIA 3D
VisionPro stereo mode, a new page will be
available in nvidia-settings for various
configuration settings. Some of these settings can
also be done via nvidia-settings command line
interface. Refer to the corresponding Help section
in nvidia-settings for further details. Not
presently supported on FreeBSD or Solaris.
12 HDMI 3D mode for use with HDMI 3D compatible
display devices with their own stereo emitters.
13 Tridelity SL stereo mode, for use with Tridelity
SL display devices.
14 Generic active stereo with in-band DisplayPort
stereo signaling, for use with DisplayPort display
devices with their own stereo emitters. See the
documentation for the "InbandStereoSignaling" X
config option for more details.
Default: 0 (Stereo is not enabled).
Stereo options 3, 10, 11, 12, and 14 are known as "active" stereo. Other
options are known as "passive" stereo.
When active stereo is used with multiple display devices, it is
recommended that modes within each MetaMode have identical timing values
(modelines). See Chapter 18 for suggestions on making sure the modes
within your MetaModes are identical.
The following table summarizes the available stereo modes, their supported
GPUs, and their intended display devices:
Stereo mode (value) Graphics card Display supported
supported [1]
-------------------- -------------------- --------------------
Onboard DIN (3) NVIDIA RTX/Quadro Displays with high
graphics cards refresh rate
One-eye-per-display NVIDIA RTX/Quadro Any
(4) graphics cards
Vertical Interlaced NVIDIA RTX/Quadro SeeReal Stereo DFP
(5) graphics cards
Color Interleaved NVIDIA RTX/Quadro Sharp3D stereo DFP
(6) graphics cards
Horizontal NVIDIA RTX/Quadro Arisawa, Hyundai,
Interlaced (7) graphics cards Zalman, Pavione,
and Miracube
Checkerboard NVIDIA RTX/Quadro 3D DLP display
Pattern (8) graphics cards devices
Inverse NVIDIA RTX/Quadro 3D DLP display
Checkerboard (9) graphics cards devices
NVIDIA 3D Vision NVIDIA RTX/Quadro Supported 3D Vision
(10) graphics cards [2] ready displays [3]
NVIDIA 3D VisionPro NVIDIA RTX/Quadro Supported 3D Vision
(11) graphics cards [2] ready displays [3]
HDMI 3D (12) NVIDIA RTX/Quadro Supported HDMI 3D
graphics cards displays [4]
Tridelity SL (13) NVIDIA RTX/Quadro Tridelity SL DFP
graphics cards
Generic active NVIDIA RTX/Quadro DisplayPort
stereo (in-band DP) graphics cards displays with
(14) in-band stereo
support
[1] NVIDIA RTX/Quadro graphics cards excluding Quadro NVS cards.
[2]
http://www.nvidia.com/object/quadro_pro_graphics_boards_linux.html
[3] http://www.nvidia.com/object/3D_Vision_Requirements.html
[4] Supported 3D TVs, Projectors, and Home Theater Receivers listed
on http://www.nvidia.com/object/3dtv-play-system-requirements.html
and Desktop LCD Monitors with 3D Vision HDMI support listed on
http://www.nvidia.com/object/3D_Vision_Requirements.html
UBB must be enabled when stereo is enabled (this is the default behavior).
Active stereo can be enabled on digital display devices (connected via
DVI, HDMI, or DisplayPort). However, some digital display devices might
not behave as desired with active stereo:
o Some digital display devices may not be able to toggle pixel colors
quickly enough when flipping between eyes on every vblank.
o Some digital display devices may have an optical polarization that
interferes with stereo goggles.
o Active stereo requires high refresh rates, because a vertical refresh
is needed to display each eye. Some digital display devices have a
low refresh rate, which will result in flickering when used for
active stereo.
o Some digital display devices might internally convert from other
refresh rates to their native refresh rate (e.g., 60Hz), resulting in
incompatible rates between the stereo glasses and stereo displayed on
screen.
These limitations do not apply to any display devices suitable for stereo
options 10, 11, or 12.
Interlaced modes are disabled when active stereo is enabled.
Stereo option 12 (HDMI 3D) is also known as HDMI Frame Packed Stereo mode,
where the left and right eye images are stacked into a single frame with a
doubled pixel clock and refresh rate. This doubled refresh rate is used
for Frame Lock and in refresh rate queries through NV-CONTROL clients, and
the doubled pixel clock and refresh rate are used in mode validation.
Interlaced modes are not supported with this stereo mode. The following
nvidia-settings command line can be used to determine whether a display's
current mode is an HDMI 3D mode with a doubled refresh rate:
nvidia-settings --query=Hdmi3D
Stereo applies to an entire X screen, so it will apply to all display
devices on that X screen, whether or not they all support the selected
Stereo mode.
Option "ForceStereoFlipping" "boolean"
Stereo flipping is the process by which left and right eyes are displayed
on alternating vertical refreshes. Normally, stereo flipping is only
performed when a stereo drawable is visible. This option forces stereo
flipping even when no stereo drawables are visible.
This is to be used in conjunction with the "Stereo" option. If "Stereo" is
0, the "ForceStereoFlipping" option has no effect. If otherwise, the
"ForceStereoFlipping" option will force the behavior indicated by the
"Stereo" option, even if no stereo drawables are visible. This option is
useful in a multiple-screen environment in which a stereo application is
run on a different screen than the stereo master.
Possible values:
Value Behavior
-------------- ---------------------------------------------------
0 Stereo flipping is not forced. The default
behavior as indicated by the "Stereo" option is
used.
1 Stereo flipping is forced. Stereo is running even
if no stereo drawables are visible. The stereo
mode depends on the value of the "Stereo" option.
Default: 0 (Stereo flipping is not forced).
Option "XineramaStereoFlipping" "boolean"
By default, when using Stereo with Xinerama, all physical X screens having
a visible stereo drawable will stereo flip. Use this option to allow only
one physical X screen to stereo flip at a time.
This is to be used in conjunction with the "Stereo" and "Xinerama"
options. If "Stereo" is 0 or "Xinerama" is 0, the "XineramaStereoFlipping"
option has no effect.
If you wish to have all X screens stereo flip all the time, see the
"ForceStereoFlipping" option.
Possible values:
Value Behavior
-------------- ---------------------------------------------------
0 Stereo flipping is enabled on one X screen at a
time. Stereo is enabled on the first X screen
having the stereo drawable.
1 Stereo flipping in enabled on all X screens.
Default: 1 (Stereo flipping is enabled on all X screens).
Option "MultisampleCompatibility" "boolean"
Enable or disable the use of separate front and back multisample buffers.
Enabling this will consume more memory but is necessary for correct output
when rendering to both the front and back buffers of a multisample or FSAA
drawable. This option is necessary for correct operation of SoftImage XSI.
Default: false (a single multisample buffer is shared between the front
and back buffers).
Option "NoPowerConnectorCheck" "boolean"
The NVIDIA X driver will fail initialization on a GPU if it detects that
the GPU that requires an external power connector does not have an
external power connector plugged in. This option can be used to bypass
this test.
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
Default: false (the power connector test is performed).
Option "ThermalConfigurationCheck" "boolean"
The NVIDIA X driver will fail initialization on a GPU if it detects that
the GPU has a bad thermal configuration. This may indicate a problem with
how your graphics board was built, or simply a driver bug. It is
recommended that you contact your graphics board vendor if you encounter
this problem.
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
This option can be set to False to bypass this test. Default: true (the
thermal configuration test is performed).
Option "DamageEvents" "boolean"
Use OS-level events to efficiently notify X when a client has performed
direct rendering to a window that needs to be composited. This will
significantly improve performance and interactivity when using GLX
applications with a composite manager running. It will also affect
applications using GLX when rotation is enabled. Enabled by default.
Option "ExactModeTimingsDVI" "boolean"
Forces the initialization of the X server with the exact timings specified
in the ModeLine. Default: false (for DVI devices, the X server initializes
with the closest mode in the EDID list).
The "AllowNonEdidModes" token in the "ModeValidation" X configuration
option has the same effect as "ExactModeTimingsDVI", but
"AllowNonEdidModes" has per-display device granularity.
Option "Coolbits" "integer"
Enables various unsupported features, such as support for GPU clock
manipulation in the NV-CONTROL X extension. This option accepts a bit mask
of features to enable.
WARNING: this may cause system damage and void warranties. This utility
can run your computer system out of the manufacturer's design
specifications, including, but not limited to: higher system voltages,
above normal temperatures, excessive frequencies, and changes to BIOS that
may corrupt the BIOS. Your computer's operating system may hang and result
in data loss or corrupted images. Depending on the manufacturer of your
computer system, the computer system, hardware and software warranties may
be voided, and you may not receive any further manufacturer support.
NVIDIA does not provide customer service support for the Coolbits option.
It is for these reasons that absolutely no warranty or guarantee is either
express or implied. Before enabling and using, you should determine the
suitability of the utility for your intended use, and you shall assume all
responsibility in connection therewith.
When "8" (Bit 3) is set in the "Coolbits" option value, the PowerMizer
page in the nvidia-settings control panel will display a table that allows
setting per-clock domain and per-performance level offsets to apply to
clock values. This is allowed on certain GeForce GPUs. Not all clock
domains or performance levels may be modified. On GPUs based on the Pascal
architecture the offset is applied to all performance levels.
When "16" (Bit 4) is set in the "Coolbits" option value, the
nvidia-settings command line interface allows setting GPU overvoltage.
This is allowed on certain GeForce GPUs.
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
The default for this option is 0 (unsupported features are disabled).
Option "SLI" "string"
This option controls the configuration of SLI rendering in supported
configurations.
Value Behavior
-------------------------------- --------------------------------
0, no, off, false, Single Use only a single GPU when
rendering
Mosaic Enable SLI and use SLI Mosaic
Mode. Use this in conjunction
with the MetaModes X
configuration option to specify
the combination of mode(s) used
on each display.
Option "TripleBuffer" "boolean"
Enable or disable the use of triple buffering. If this option is enabled,
OpenGL windows that sync to vblank and are double-buffered will be given a
third buffer. This decreases the time an application stalls while waiting
for vblank events, but increases latency slightly (delay between user
input and displayed result).
Option "DPI" "string"
This option specifies the Dots Per Inch for the X screen; for example:
Option "DPI" "75 x 85"
will set the horizontal DPI to 75 and the vertical DPI to 85. By default,
the X driver will compute the DPI of the X screen from the EDID of any
connected display devices. See Appendix E for details. Default: string is
NULL (disabled).
Option "UseEdidDpi" "string"
By default, the NVIDIA X driver computes the DPI of an X screen based on
the physical size of the display device, as reported in the EDID, and the
size in pixels of the first mode to be used on the display device. If
multiple display devices are used by the X screen, then the NVIDIA X
screen will choose which display device to use. This option can be used to
specify which display device to use. The string argument can be a display
device name, such as:
Option "UseEdidDpi" "DFP-0"
or the argument can be "FALSE" to disable use of EDID-based DPI
calculations:
Option "UseEdidDpi" "FALSE"
See Appendix E for details. Default: string is NULL (the driver computes
the DPI from the EDID of a display device and selects the display device).
Option "ConstantDPI" "boolean"
By default on X.Org 6.9 or newer, the NVIDIA X driver recomputes the size
in millimeters of the X screen whenever the size in pixels of the X screen
is changed using XRandR, such that the DPI remains constant.
This behavior can be disabled (which means that the size in millimeters
will not change when the size in pixels of the X screen changes) by
setting the "ConstantDPI" option to "FALSE"; e.g.,
Option "ConstantDPI" "FALSE"
ConstantDPI defaults to True.
On X releases older than X.Org 6.9, the NVIDIA X driver cannot change the
size in millimeters of the X screen. Therefore the DPI of the X screen
will change when XRandR changes the size in pixels of the X screen. The
driver will behave as if ConstantDPI was forced to FALSE.
Option "CustomEDID" "string"
This option forces the X driver to use the EDID specified in a file rather
than the display's EDID. You may specify a semicolon separated list of
display names and filename pairs. Valid display device names include
"CRT-0", "CRT-1", "DFP-0", "DFP-1", "TV-0", "TV-1", or one of the generic
names "CRT", "DFP", "TV", which apply the EDID to all devices of the
specified type. Additionally, if SLI Mosaic is enabled, this name can be
prefixed by a GPU name (e.g., "GPU-0.CRT-0"). The file contains a raw EDID
(e.g., a file generated by nvidia-settings).
For example:
Option "CustomEDID" "CRT-0:/tmp/edid1.bin; DFP-0:/tmp/edid2.bin"
will assign the EDID from the file /tmp/edid1.bin to the display device
CRT-0, and the EDID from the file /tmp/edid2.bin to the display device
DFP-0. Note that a display device name must always be specified even if
only one EDID is specified.
Caution: Specifying an EDID that doesn't exactly match your display may
damage your hardware, as it allows the driver to specify timings beyond
the capabilities of your display. Use with care.
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
Option "IgnoreEDIDChecksum" "string"
This option forces the X driver to accept an EDID even if the checksum is
invalid. You may specify a comma separated list of display names. Valid
display device names include "CRT-0", "CRT-1", "DFP-0", "DFP-1", "TV-0",
"TV-1", or one of the generic names "CRT", "DFP", "TV", which ignore the
EDID checksum on all devices of the specified type. Additionally, if SLI
Mosaic is enabled, this name can be prefixed by a GPU name (e.g.,
"GPU-0.CRT-0").
For example:
Option "IgnoreEDIDChecksum" "CRT, DFP-0"
will cause the nvidia driver to ignore the EDID checksum for all CRT
monitors and the displays DFP-0 and TV-0.
Caution: An invalid EDID checksum may indicate a corrupt EDID. A corrupt
EDID may have mode timings beyond the capabilities of your display, and
using it could damage your hardware. Use with care.
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
Option "ModeValidation" "string"
This option provides fine-grained control over each stage of the mode
validation pipeline, disabling individual mode validation checks. This
option should only very rarely be used.
The option string is a semicolon-separated list of comma-separated lists
of mode validation arguments. Each list of mode validation arguments can
optionally be prepended with a display device name and GPU specifier.
"<dpy-0>: <tok>, <tok>; <dpy-1>: <tok>, <tok>, <tok>; ..."
Possible arguments:
o "NoMaxPClkCheck": each mode has a pixel clock; this pixel clock is
validated against the maximum pixel clock of the hardware (for a DFP,
this is the maximum pixel clock of the TMDS encoder, for a CRT, this
is the maximum pixel clock of the DAC). This argument disables the
maximum pixel clock checking stage of the mode validation pipeline.
o "NoEdidMaxPClkCheck": a display device's EDID can specify the maximum
pixel clock that the display device supports; a mode's pixel clock is
validated against this pixel clock maximum. This argument disables
this stage of the mode validation pipeline.
o "NoMaxSizeCheck": each NVIDIA GPU has a maximum resolution that it
can drive; this argument disables this stage of the mode validation
pipeline.
o "NoHorizSyncCheck": a mode's horizontal sync is validated against the
range of valid horizontal sync values; this argument disables this
stage of the mode validation pipeline.
o "NoVertRefreshCheck": a mode's vertical refresh rate is validated
against the range of valid vertical refresh rate values; this
argument disables this stage of the mode validation pipeline.
o "NoVirtualSizeCheck": if the X configuration file requests a specific
virtual screen size, a mode cannot be larger than that virtual size;
this argument disables this stage of the mode validation pipeline.
o "NoVesaModes": when constructing the mode pool for a display device,
the X driver uses a built-in list of VESA modes as one of the mode
sources; this argument disables use of these built-in VESA modes.
o "NoEdidModes": when constructing the mode pool for a display device,
the X driver uses any modes listed in the display device's EDID as
one of the mode sources; this argument disables use of EDID-specified
modes.
o "NoXServerModes": when constructing the mode pool for a display
device, the X driver uses the built-in modes provided by the core
Xorg X server as one of the mode sources; this argument disables use
of these modes. Note that this argument does not disable custom
ModeLines specified in the X config file; see the "NoCustomModes"
argument for that.
o "NoCustomModes": when constructing the mode pool for a display
device, the X driver uses custom ModeLines specified in the X config
file (through the "Mode" or "ModeLine" entries in the Monitor
Section) as one of the mode sources; this argument disables use of
these modes.
o "NoPredefinedModes": when constructing the mode pool for a display
device, the X driver uses additional modes predefined by the NVIDIA X
driver; this argument disables use of these modes.
o "NoUserModes": additional modes can be added to the mode pool
dynamically, using the NV-CONTROL X extension; this argument
prohibits user-specified modes via the NV-CONTROL X extension.
o "NoExtendedGpuCapabilitiesCheck": allow mode timings that may exceed
the GPU's extended capability checks.
o "ObeyEdidContradictions": an EDID may contradict itself by listing a
mode as supported, but the mode may exceed an EDID-specified valid
frequency range (HorizSync, VertRefresh, or maximum pixel clock).
Normally, the NVIDIA X driver prints a warning in this scenario, but
does not invalidate an EDID-specified mode just because it exceeds an
EDID-specified valid frequency range. However, the
"ObeyEdidContradictions" argument instructs the NVIDIA X driver to
invalidate these modes.
o "NoTotalSizeCheck": allow modes in which the individual visible or
sync pulse timings exceed the total raster size.
o "NoDualLinkDVICheck": for mode timings used on dual link DVI DFPs,
the driver must perform additional checks to ensure that the correct
pixels are sent on the correct link. For some of these checks, the
driver will invalidate the mode timings; for other checks, the driver
will implicitly modify the mode timings to meet the GPU's dual link
DVI requirements. This token disables this dual link DVI checking.
o "NoDisplayPortBandwidthCheck": for mode timings used on DisplayPort
devices, the driver must verify that the DisplayPort link can be
configured to carry enough bandwidth to support a given mode's pixel
clock. For example, some DisplayPort-to-VGA adapters only support 2
DisplayPort lanes, limiting the resolutions they can display. This
token disables this DisplayPort bandwidth check.
o "AllowNon3DVisionModes": modes that are not optimized for NVIDIA 3D
Vision are invalidated, by default, when 3D Vision (stereo mode 10)
or 3D Vision Pro (stereo mode 11) is enabled. This token allows the
use of non-3D Vision modes on a 3D Vision monitor. (Stereo behavior
of non-3D Vision modes on 3D Vision monitors is undefined.)
o "AllowNonHDMI3DModes": modes that are incompatible with HDMI 3D are
invalidated, by default, when HDMI 3D (stereo mode 12) is enabled.
This token allows the use of non-HDMI 3D modes when HDMI 3D is
selected. HDMI 3D will be disabled when a non-HDMI 3D mode is in use.
o "AllowNonEdidModes": if a mode is not listed in a display device's
EDID mode list, then the NVIDIA X driver will discard the mode if the
EDID 1.3 "GTF Supported" flag is unset, if the EDID 1.4 "Continuous
Frequency" flag is unset, or if the display device is connected to
the GPU by a digital protocol (e.g., DVI, DP, etc). This token
disables these checks for non-EDID modes.
o "NoEdidHDMI2Check": HDMI 2.0 adds support for 4K@60Hz modes with
either full RGB 4:4:4 pixel encoding or YUV (also known as YCbCr)
4:2:0 pixel encoding. Using these modes with RGB 4:4:4 pixel encoding
requires GPU support as well as display support indicated in the
display device's EDID. This token allows the use of these modes at
RGB 4:4:4 as long as the GPU supports them, even if the display
device's EDID does not indicate support. Otherwise, these modes will
be displayed in the YUV 4:2:0 color space.
o "AllowDpInterlaced": When driving interlaced modes over DisplayPort
protocol, NVIDIA GPUs do not provide all the spec-mandated metadata.
Some DisplayPort monitors are tolerant of this missing metadata. But,
in the interest of DisplayPort specification compliance, the NVIDIA
driver prohibits interlaced modes over DisplayPort protocol by
default. Use this mode validation token to allow interlaced modes
over DisplayPort protocol anyway.
o "NoInterlacedModes": Use this mode validation token to prohibit
interlaced modes.
o "MaxOneHardwareHead": The display hardware of the GPU has a pipeline
that produces the images that are sent to each display device. One
unit within this pipeline is the "head", which generates the mode
timings for the display device. Some extremely high pixel clock mode
timings, such as 8K @ 60Hz, exceed the capabilities of a single head.
On Turing and later GPUs, the NVIDIA GPU driver can use multiple
heads within the GPU to produce the mode timings for one of these
display devices; the driver will do so implicitly when needed. In the
"Display Device Information" pages within nvidia-settings, this case
will be indicated by reporting "Number of Hardware Heads Used" as "2"
rather than "1". However, NVIDIA GPUs have a total of four hardware
heads. Using two of them to drive one high pixel clock display device
will mean that there are only two available to drive other display
devices in the desktop (thus, the GPU may only be able to drive a
total of three display devices if one of them requires the use of two
hardware heads, or the GPU may only be able to drive a total of two
display devices if each of them requires the use of two hardware
heads). Set the "MaxOneHardwareHead" ModeValidation token to force
the driver to use at most one hardware head to drive the display
device, falling back to a lower refresh rate or resolution, if
necessary.
Note that the ability to use two hardware heads to drive one display
device requires hardware support only available in Turing and later
GPUs. Also, the use of two hardware heads with one display device is
not currently compatible with RTX PRO Sync.
o "PreferHDMIFrlMode": Fixed Rate Link (FRL) is a high-bandwidth data
transmission mode introduced in HDMI 2.1, as an alternative to
Transition-Minimized Differential Signaling (TMDS). Normally, HDMI
defaults to TMDS, unless the needed bandwidth of the mode requires
FRL. Use this token to prefer the use of FRL, if possible, regardless
of the mode's needed bandwidth.
Examples:
Option "ModeValidation" "NoMaxPClkCheck"
disable the maximum pixel clock check when validating modes on all display
devices.
Option "ModeValidation" "CRT-0: NoEdidModes, NoMaxPClkCheck;
GPU-0.DFP-0: NoVesaModes"
do not use EDID modes and do not perform the maximum pixel clock check on
CRT-0, and do not use VESA modes on DFP-0 of GPU-0.
Option "ColorSpace" "string"
This option sets the preferred color space for all or a subset of the
connected flat panels.
The option string is a semicolon-separated list of device specific
options. Each option can optionally be prepended with a display device
name and a GPU specifier.
"<dpy-0>: <tok>; <dpy-1>: <tok>; ..."
Possible arguments:
o "RGB": sets color space to RGB. RGB color space supports two valid
color ranges; full and limited. By default, full color range is set
when the color space is RGB.
o "YCbCr444": sets color space to YCbCr 4:4:4. YCbCr supports only
limited color range. It is not possible to set this color space if
the GPU or display is not capable of limited range.
If the ColorSpace option is not specified, or is incorrectly specified,
then the color space is set to RGB by default. If driving the current mode
in the RGB 4:4:4 color space would require a pixel clock that exceeds the
display's or GPU's capabilities, and the display and GPU are capable of
driving that mode in the YCbCr 4:2:0 color space, then the color space
will be overridden to YCbCr 4:2:0. The current actual color space in use
on the display can be queried with the following nvidia-settings command
line:
nvidia-settings --query=CurrentColorSpace
Examples:
Option "ColorSpace" "YCbCr444"
set the color space to YCbCr 4:4:4 on all flat panels.
Option "ColorSpace" "GPU-0.DFP-0: YCbCr444"
set the color space to YCbCr 4:4:4 on DFP-0 of GPU-0.
Option "ColorRange" "string"
This option sets the preferred color range for all or a subset of the
connected flat panels.
The option string is a semicolon-separated list of device specific
options. Each option can optionally be prepended with a display device
name and a GPU specifier.
"<dpy-0>: <tok>; <dpy-1>: <tok>; ..."
Either full or limited color range may be selected as the preferred color
range. The actual color range depends on the current color space, and will
be overridden to limited color range if the current color space requires
it. The current actual color range in use on the display can be queried
with the following nvidia-settings command line:
nvidia-settings --query=CurrentColorRange
Possible arguments:
o "Full": sets color range to full range. By default, full color range
is set when the color space is RGB.
o "Limited": sets color range to limited range. YCbCr444 supports only
limited color range. Consequently, limited range is selected by the
driver when color space is set to YCbCr444, and can not be changed.
If the ColorRange option is not specified, or is incorrectly specified,
then an appropriate default value is selected based on the selected color
space.
Examples:
Option "ColorRange" "Limited"
set the color range to limited on all flat panels.
Option "ColorRange" "GPU-0.DFP-0: Limited"
set the color range to limited on DFP-0 of GPU-0.
Option "ModeDebug" "boolean"
This option causes the X driver to print verbose details about mode
validation to the X log file. Note that this option is applied globally:
setting this option to TRUE will enable verbose mode validation logging
for all NVIDIA X screens in the X server.
Option "FlatPanelProperties" "string"
This option requests particular properties for all or a subset of the
connected flat panels.
The option string is a semicolon-separated list of comma-separated
property=value pairs. Each list of property=value pairs can optionally be
prepended with a flat panel name and GPU specifier.
"<DFP-0>: <property=value>, <property=value>; <DFP-1>:
<property=value>; ..."
Recognized properties:
o "Dithering": controls the flat panel dithering configuration;
possible values are: 'Auto' (the driver will decide when to dither),
'Enabled' (the driver will always dither, if possible), and
'Disabled' (the driver will never dither).
o "DitheringMode": controls the flat panel dithering mode; possible
values are: 'Auto' (the driver will choose possible default mode),
'Dynamic-2x2' (a 2x2 dithering pattern is updated for every frame),
'Static-2x2' (a 2x2 dithering pattern remains constant throughout the
frames), and 'Temporal' (a pseudo-random dithering algorithm is
used).
Examples:
Option "FlatPanelProperties" "DitheringMode = Static-2x2"
set the flat panel dithering mode to Static-2x2 on all flat panels.
Option "FlatPanelProperties" "GPU-0.DFP-0: Dithering = Disabled;
DFP-1: Dithering = Enabled, DitheringMode = Static-2x2"
set dithering to disabled on DFP-0 on GPU-0, set DFP-1's dithering to
enabled and dithering mode to static 2x2.
Option "ProbeAllGpus" "boolean"
When the NVIDIA X driver initializes, it probes all GPUs in the system,
even if no X screens are configured on them. This is done so that the X
driver can report information about all the system's GPUs through the
NV-CONTROL X extension. This option can be set to FALSE to disable this
behavior, such that only GPUs with X screens configured on them will be
probed.
Note that disabling this option may affect configurability through
nvidia-settings, since the X driver will not know about GPUs that aren't
currently being used or the display devices attached to them.
Default: all GPUs in the system are probed.
Option "IncludeImplicitMetaModes" "boolean"
When the X server starts, a mode pool is created per display device,
containing all the mode timings that the NVIDIA X driver determined to be
valid for the display device. However, the only MetaModes that are made
available to the X server are the ones explicitly requested in the X
configuration file.
It is convenient for fullscreen applications to be able to change between
the modes in the mode pool, even if a given target mode was not explicitly
requested in the X configuration file.
To facilitate this, the NVIDIA X driver will implicitly add MetaModes for
all modes in the primary display device's mode pool. This makes all the
modes in the mode pool available to full screen applications that use the
XF86VidMode extension or RandR 1.0/1.1 requests.
Further, to make sure that fullscreen applications have a reasonable set
of MetaModes available to them, the NVIDIA X driver will also add implicit
MetaModes for common resolutions: 1920x1200, 1920x1080, 1600x1200,
1280x1024, 1280x720, 1024x768, 800x600, 640x480. For these common
resolution implicit MetaModes, the common resolution will be the
ViewPortIn, and nvidia-auto-select will be the mode. The ViewPortOut will
be configured such that the ViewPortIn is aspect scaled within the mode.
Each common resolution implicit MetaMode will be added if there is not
already a MetaMode with that resolution, and if the resolution is not
larger than the nvidia-auto-select mode of the display device. See Chapter
12 for details of the relationship between ViewPortIn, ViewPortOut, and
the mode within a MetaMode.
The IncludeImplicitMetaModes X configuration option can be used to disable
the addition of implicit MetaModes. Or, it can be used to alter how
implicit MetaModes are added. The option can have either a boolean value
or a comma-separated list of token=value pairs, where the possible tokens
are:
o "DisplayDevice": specifies the display device for which the implicit
MetaModes should be created. Any name that can be used to identify a
display device can be used here; see Appendix C for details.
o "Mode": specifies the name of the mode to use with the common
resolution-based implicit MetaModes. The default is
"nvidia-auto-select". Any mode in the display device's mode pool can
be used here.
o "Scaling": specifies how the ViewPortOut should be configured between
the ViewPortIn and the mode for the common resolution-based implicit
MetaModes. Possible values are "Scaled", "Aspect-Scaled", or
"Centered". The default is "Aspect-Scaled".
o "UseModePool": specifies whether modes from the display device's mode
pool should be used to create implicit MetaModes. The default is
"true".
o "UseCommonResolutions": specifies whether the common resolution list
should be used to create implicit MetaModes. The default is "true".
o "Derive16x9Mode": specifies whether to create an implicit MetaMode
with a resolution whose aspect ratio is 16:9, using the width of
nvidia-auto-select. E.g., using a 2560x1600 monitor, this would
create an implicit MetaMode of 2560x1440. The default is "true".
o "ExtraResolutions": a comma-separated list of additional resolutions
to use for creating implicit MetaModes. These will be created in the
same way as the common resolution implicit MetaModes: the resolution
will be used as the ViewPortIn, the nvidia-auto-select mode will be
used as the mode, and the ViewPortOut will be computed to aspect
scale the resolution within the mode. Note that the list of
resolutions must be enclosed in parentheses, so that the commas are
not interpreted as token=value pair separators.
Some examples:
Option "IncludeImplicitMetaModes" "off"
Option "IncludeImplicitMetaModes" "on" (the default)
Option "IncludeImplicitMetaModes" "DisplayDevice = DVI-I-2,
Scaling=Aspect-Scaled, UseModePool = false"
Option "IncludeImplicitMetaModes" "ExtraResolutions = ( 2560x1440, 320x200
), DisplayDevice = DVI-I-0"
Option "AllowSHMPixmaps" "boolean"
This option controls whether applications can use the MIT-SHM X extension
to create pixmaps whose contents are shared between the X server and the
client. These pixmaps prevent the NVIDIA driver from performing a number
of optimizations and degrade performance in many circumstances.
Disabling this option disables only shared memory pixmaps. Applications
can still use the MIT-SHM extension to transfer data to the X server
through shared memory using XShmPutImage.
Default: off (shared memory pixmaps are not allowed).
Option "SoftwareRenderCacheSize" "boolean"
This option controls the size of a cache in system memory used to
accelerate software rendering. The size is specified in bytes, but may be
rounded or capped based on inherent limits of the cache.
Default: 0x800000 (8 Megabytes).
Option "AllowIndirectGLXProtocol" "boolean"
There are two ways that GLX applications can render on an X screen: direct
and indirect. Direct rendering is generally faster and more featureful,
but indirect rendering may be used in more configurations. Direct
rendering requires that the application be running on the same machine as
the X server, and that the OpenGL library have sufficient permissions to
access the kernel driver. Indirect rendering works with remote X11
connections as well as unprivileged clients like those in a chroot with no
access to device nodes.
For those who wish to disable the use of indirect GLX protocol on a given
X screen, setting the "AllowIndirectGLXProtocol" to a true value will
cause GLX CreateContext requests with the "direct" parameter set to
"False" to fail with a BadValue error.
Starting with X.Org server 1.16, there are also command-line switches to
enable or disable use of indirect GLX contexts. "-iglx" disables use of
indirect GLX protocol, and "+iglx" enables use of indirect GLX protocol.
+iglx is the default in server 1.16. -iglx is the default in server 1.17
and newer.
The NVIDIA GLX implementation will prohibit creation of indirect GLX
contexts if the AllowIndirectGLXProtocol option is set to False, or the
-iglx switch was passed to the X server (X.Org server 1.16 or higher), or
the X server defaulted to '-iglx'.
Default: enabled (indirect protocol is allowed, unless disabled by the
server).
Option "AllowUnofficialGLXProtocol" "boolean"
By default, the NVIDIA GLX implementation will not expose GLX protocol for
GL commands if the protocol is not considered complete. Protocol could be
considered incomplete for a number of reasons. The implementation could
still be under development and contain known bugs, or the protocol
specification itself could be under development or going through review.
If users would like to test the server-side portion of such protocol when
using indirect rendering, they can enable this option. If any X screen
enables this option, it will enable protocol on all screens in the server.
When an NVIDIA GLX client is used, the related environment variable
"__GL_ALLOW_UNOFFICIAL_PROTOCOL" will need to be set as well to enable
support in the client.
Option "PanAllDisplays" "boolean"
When this option is enabled, all displays in the current MetaMode will pan
as the pointer is moved. If disabled, only the displays whose panning
domain contains the pointer (at its new location) are panned.
Default: enabled (all displays are panned when the pointer is moved).
Option "Interactive" "boolean"
This option controls the behavior of the driver's watchdog, which attempts
to detect and terminate GPU programs that get stuck, in order to ensure
that the GPU remains available for other processes. GPU compute
applications, however, often have long-running GPU programs, and killing
them would be undesirable. If you are using GPU compute applications and
they are getting prematurely terminated, try turning this option off.
When this option is set for an X screen, it will be applied to all X
screens running on the same GPU.
Default: on. The driver will attempt to detect and terminate GPU programs
that cause excessive delays for other processes using the GPU.
Option "BaseMosaic" "boolean"
This option can be used to extend a single X screen transparently across
display outputs on each GPU. This is like SLI Mosaic mode except that it
does not require a video bridge or nvlink bridge connected to the graphics
cards. Due to this Base Mosaic does not guarantee there will be no tearing
between the display boundaries.
Use this in conjunction with the MetaModes X configuration option to
specify the combination of mode(s) used on each display. nvidia-xconfig
can be used to configure Base Mosaic via a command like 'nvidia-xconfig
--base-mosaic --metamodes=METAMODES' where the METAMODES string specifies
the desired grid configuration. For example, to configure four DFPs in a
2x2 configuration, each running at 1920x1024, with two DFPs connected to
two cards, the command would be:
nvidia-xconfig --base-mosaic --metamodes="GPU-0.DFP-0: 1920x1024+0+0,
GPU-0.DFP-1: 1920x1024+1920+0, GPU-1.DFP-0: 1920x1024+0+1024, GPU-1.DFP-1:
1920x1024+1920+1024"
Option "ConstrainCursor" "boolean"
When this option is enabled, the mouse cursor will be constrained to the
region of the desktop that is visible within the union of all displays'
panning domains in the current MetaMode. When it is disabled, it may be
possible to move the cursor to regions of the X screen that are not
visible on any display.
Note that if this would make a display's panning domain inaccessible (in
other words, if the union of all panning domains is disjoint), then the
cursor will not be constrained.
This option has no effect if the X server doesn't support cursor
constraint. This support was added in X.Org server version 1.10.
Default: on, if the X server supports it. The cursor will be constrained
to the panning domain of each monitor, when possible.
Option "UseHotplugEvents" "boolean"
When this option is enabled, the NVIDIA X driver will generate RandR
display changed events when displays are plugged into or unplugged from an
NVIDIA GPU. Some desktop environments will listen for these events and
dynamically reconfigure the desktop when displays are added or removed.
Disabling this option suppresses the generation of these RandR events for
non-DisplayPort displays, i.e., ones connected via VGA, DVI, or HDMI.
Hotplug events cannot be suppressed for displays connected via
DisplayPort.
Note that probing the display configuration (e.g. with xrandr or
nvidia-settings) may cause RandR display changed events to be generated,
regardless of whether this option is enabled or disabled. Additionally,
some VGA ports are incapable of hotplug detection: on such ports, the
addition or removal of displays can only be detected by re-probing the
display configuration.
Default: on. The driver will generate RandR events when displays are added
or removed.
Option "AllowEmptyInitialConfiguration" "boolean"
Normally, the NVIDIA X driver will start even if there are no display
devices connected to the NVIDIA GPU. Manually disabling
AllowEmptyInitialConfiguration will prevent the NVIDIA X driver from
loading if it cannot find any display devices.
Disabling this option makes sense in configurations where X should not
start without any displays connected. It would also make sense to disable
this option to preserve behavior on older systems.
Default: on. The driver will start even if it cannot find any connected
display devices.
Option "InbandStereoSignaling" "boolean"
This option can be used to enable the DisplayPort in-band stereo signaling
done via the MISC1 field in the main stream attribute (MSA) data that's
sent once per frame during the vertical blanking period of the main video
stream. DisplayPort in-band stereo signaling is only available on certain
NVIDIA RTX/Quadro boards. This option is implied by stereo mode 14
(Generic active stereo with in-band DP), and selecting that stereo mode
will override this option.
Default: off. DisplayPort in-band stereo signaling will be disabled.
Option "UseSysmemPixmapAccel" "boolean"
For discrete GPUs with dedicated video memory, this option allows the GPU
to accelerate X drawing operations using system memory in addition to
memory on the GPU. Disabling this option is generally not recommended, but
it may reduce X driver memory usage in some situations at the cost of some
performance.
This option does not affect the usage of GPU acceleration for pixmaps
bound to GLX drawables, EGL surfaces, or EGL images. GPU acceleration of
such pixmaps is critical for interactive performance.
Default: on. When video memory is unavailable, the GPU will still attempt
to accelerate X drawing operations on pixmaps allocated in system memory.
This option is not applicable for Tegra integrated graphics as it does not
have dedicated video memory.
Option "ForceCompositionPipeline" "string"
The NVIDIA X driver can use a composition pipeline to apply X screen
transformations and rotations. Normally, this composition pipeline is
enabled implicitly when necessary, or when the MetaMode token
"ForceCompositionPipeline" is specified. This X configuration option can
be used to explicitly enable the composition pipeline, even if the
corresponding MetaMode token is not specified.
The option value is a comma-separated list of display device names. The
composition pipeline will be forced on for all display devices in the
comma-separated list.
Alternatively, the option value can be any boolean true string ("1", "on",
"true", "yes"), in which case all display devices will have their
composition pipeline enabled.
By default, the option value is NULL.
Option "ForceFullCompositionPipeline" "string"
This option has the same possible values and semantics as
"ForceCompositionPipeline", but it additionally makes use of the
composition pipeline to apply ViewPortOut scaling.
Option "AllowHMD" "string"
Most Virtual Reality Head Mounted Displays (HMDs), such as the HTC VIVE,
require special image processing. This means it is usually undesirable to
display the X11 desktop on an HMD. By default, the NVIDIA X driver will
treat any detected HMDs as disconnected. To override this behavior, set
the X configuration option "AllowHMD" to "yes", or explicitly list the
HMDs to allow (any other HMDs will continue to be ignored).
Examples:
Option "AllowHMD" "yes"
Option "AllowHMD" "HDMI-0, HDMI-1"
Option "AllowExternalGpus" "boolean"
This option allows the NVIDIA X driver to configure X screens on external
GPUs, also known as eGPUs. Note that this option is applied globally:
setting this option to true will enable the use of all eGPUs.
"AllowExternalGpus" defaults to false, to avoid putting the X server in a
situation where a GPU it is actively using can be hot-unplugged. External
GPUs are often used in short-running compute scenarios, which better
tolerate the eGPU being hot-unplugged. In such cases, a different GPU may
be used to display the X11 desktop.
In addition to eGPUs, "AllowExternalGpus" set to false may prevent the
NVIDIA X driver from configuring X screens on GPUs attached to internal
PCIe slots with surprise removal/hot-unplug support, such as in some
enterprise systems.
This option can be placed either in the "Device" or "ServerLayout" section
of the X.Org configuration file.
Default: false. The NVIDIA X driver will not configure X screens on eGPUs.
Option "LimitFrameRateWhenHeadless" "boolean"
When there are no active displays, the resulting configuration is
"headless". In a headless configuration, OpenGL and Vulkan applications
are not able to sync to vblank, and without framerate limiting will run
unbounded, potentially wasting system resources and power.
To prevent this from happening unintentionally, OpenGL and Vulkan
applications that sync to vblank are restricted to 1 frame per second when
there are no active displays. If X starts without displays, framerate
limiting is disabled to avoid interfering with intended headless
configurations.
Default: true. OpenGL and Vulkan applications will be limited to 1 frame
per second when there are no active displays. If no displays are
configured when the NVIDIA X driver initializes, the option will be forced
to false.
Option "HardDPMS" "boolean"
By default, the NVIDIA X driver puts displays to sleep using modesets
rather than the VESA DPMS ("Display Power Management Signaling") standard.
There should be no visible difference to users of LCDs -- DPMS was
originally designed for CRT monitors, and includes intermediate states
that are redundant for LCDs.
When displays are put to sleep using modesets, they are completely shut
down. As a result, OpenGL and Vulkan applications will behave as though
the system were headless, and will not be able to sync to vblank, instead
being subject to automatic framerate limiting where applicable; see
LimitFrameRateWhenHeadless.
When "HardDPMS" is set to false, the NVIDIA X driver will put displays to
sleep using the VESA DPMS standard rather than modesets. Some LCDs may
fail to respond correctly to VESA DPMS, which leaves them powered on when
they should be in a sleep state.
Default: true. The NVIDIA X driver will put displays to sleep using
modesets.
Option "SidebandSocketPath" "string"
The NVIDIA X driver uses a UNIX domain socket to pass information to other
driver components. If unable to connect to this socket, some driver
features, such as G-Sync, may not work correctly. The socket will be bound
to a file with a name unique to the X server instance created in the
directory specified by this option. Note that on Linux, an additional
abstract socket (not associated with a file) will also be created, with
this pathname socket serving as a fallback if connecting to the abstract
socket fails.
Default: /var/run bind the pathname socket to a file created in this
directory.
Option "ConnectToAcpid" "boolean"
The ACPI daemon (acpid) receives information about ACPI events like
AC/Battery power, docking, etc. acpid will deliver these events to the
NVIDIA X driver via a UNIX domain socket connection. By default, the
NVIDIA X driver will attempt to connect to acpid to receive these events.
Set this option to "off" to prevent the NVIDIA X driver from connecting to
acpid. Default: on (the NVIDIA X driver will attempt to connect to acpid).
Option "AcpidSocketPath" "string"
The NVIDIA X driver attempts to connect to the ACPI daemon (acpid) via a
UNIX domain socket. The default path to this socket is
"/var/run/acpid.socket". Set this option to specify an alternate path to
acpid's socket. Default: "/var/run/acpid.socket".
Option "EnableACPIBrightnessHotkeys" "boolean"
Enable or disable handling of ACPI brightness change hotkey events.
Default: enabled
Option "3DVisionUSBPath" "string"
When NVIDIA 3D Vision is enabled, the X driver searches through the usbfs
to find the connected USB dongle. Set this option to specify the sysfs
path of the dongle, from which the X driver will infer the usbfs path.
Example:
Option "3DVisionUSBPath" "/sys/bus/usb/devices/1-1"
Option "3DVisionProConfigFile" "string"
NVIDIA 3D VisionPro provides various configuration options and pairs
various glasses to sync to the hub. It is convenient to store this
configuration information to re-use when X restarts. Filename provided in
this option is used by NVIDIA X driver to store this information. Ensure
that X server has read and write access permissions to the filename
provided. Default: No configuration is stored.
Example:
Option "3DVisionProConfigFile" "/etc/nvidia_3d_vision_pro_config_filename"
Option "3DVisionDisplayType" "integer"
When NVIDIA 3D Vision is enabled with a non 3D Vision ready display, use
this option to specify the display type.
Value Behavior
-------------- ---------------------------------------------------
1 Assume it is a CRT.
2 Assume it is a DLP.
3 Assume it is a DLP TV and enable the checkerboard
output.
Default: 1
Example:
Option "3DVisionDisplayType" "1"
Option "3DVisionProHwButtonPairing" "boolean"
When NVIDIA 3D Vision Pro is enabled, use this option to disable hardware
button based pairing. Single click button on the hub to enter into pairing
mode which pairs single pair of glasses at a time. Double click button on
the hub to enter into a pairing mode which pairs multiple pairs of glasses
at a time.
Default: True
Example:
Option "3DVisionProHwButtonPairing" "False"
Option "3DVisionProHwSinglePairingTimeout" "integer"
When NVIDIA 3D Vision Pro and hardware button based pairing are enabled,
use this option to set timeout in seconds for pairing single pair of
glasses.
Default: 6
Example:
Option "3DVisionProHwSinglePairingTimeout" "10"
Option "3DVisionProHwMultiPairingTimeout" "integer"
When NVIDIA 3D Vision Pro and hardware button based pairing is enabled,
use this option to set timeout in seconds for pairing multiple pairs of
glasses.
Default: 10
Example:
Option "3DVisionProHwMultiPairingTimeout" "10"
Option "3DVisionProHwDoubleClickThreshold" "integer"
When NVIDIA 3D Vision Pro and hardware button based pairing is enabled,
use this option to set the threshold for detecting double click event of
the button. Threshold is time in ms. within which user has to click the
button twice to generate double click event.
Default: 1000 ms
Example:
Option "3DVisionProHwDoubleClickThreshold" "1500"
Option "DisableBuiltin3DVisionEmitter" "boolean"
This option can be used to disable the NVIDIA 3D Vision infrared emitter
that is built into some 3D Vision ready display panels. This can be useful
when an external NVIDIA 3D Vision emitter needs to be used with such a
panel.
Default: False
Example:
Option "DisableBuiltin3DVisionEmitter" "True"
The following NVIDIA X driver options are global to the X server, and should
be specified in the "ServerLayout" section of the X configuration file.
Option "AllowNVIDIAGPUScreens" "boolean"
When this option is enabled, and the X server version supports GPU screens
(xorg-server 1.13 or newer), the NVIDIA X driver will allow GPU screens to
be created for each NVIDIA GPU detected in the system for which there is
no X screen configured or auto-configured.
GPU screens within the X server are generally not directly addressable by
X11 applications: the 'screen' index in any X protocol request can only
specify X screens, not GPU screens. But, GPU screens are useful for PRIME
render offload configurations.
Default: The NVIDIA X driver will allow GPU screens on X.Org xserver
version 1.20.7 and higher.
Option "AllowPRIMEDisplayOffloadSink" "boolean"
RandR PRIME Display Offload Sink support, also known as "Reverse PRIME",
is disabled by default for NVIDIA RandR providers on X.Org X servers prior
to version 1.20.7 due to latent bugs that can result in crashes when used
with the NVIDIA driver. X server version 1.20.6 contains fixes for the
crashing, but cannot be detected automatically.
This option overrides the default behavior, allowing PRIME Display Offload
Sink to be used regardless of X server version.
Default: PRIME Display Offload Sink will be allowed only for X server
1.20.7 or newer.
______________________________________________________________________________
Appendix C. Display Device Names
______________________________________________________________________________
A "display device" refers to a hardware device capable of displaying an image.
Most NVIDIA GPUs can drive multiple display devices simultaneously.
Many X configuration options can be used to separately configure each display
device in use by the X screen. To address an individual display device, you
can use one of several names that are assigned to it.
For example, the "ModeValidation" X configuration option by default applies to
all display devices on the X screen. E.g.,
Option "ModeValidation" "NoMaxPClkCheck"
You can use a display device name qualifier to configure each display device's
ModeValidation separately. E.g.,
Option "ModeValidation" "DFP-0: NoMaxPClkCheck; CRT-1: NoVesaModes"
The description of each X configuration option in Appendix B provides more
detail on the available syntax for each option.
The available display device names vary by GPU. To find all available names
for your configuration, start the X server with verbose logging enabled (e.g.,
`startx -- -logverbose 5`, or enable the "ModeDebug" X configuration option
with `nvidia-xconfig --mode-debug` and restart the X server).
The X log (normally /var/log/Xorg.0.log) will contain a list of what display
devices are valid for the GPU. E.g.,
(--) NVIDIA(0): Valid display device(s) on Quadro 6000 at PCI:10:0:0
(--) NVIDIA(0): CRT-0
(--) NVIDIA(0): CRT-1
(--) NVIDIA(0): DELL U2410 (DFP-0) (connected)
(--) NVIDIA(0): NEC LCD1980SXi (DFP-1) (connected)
The X log will also contain a list of which display devices are assigned to
the X screen. E.g.,
(II) NVIDIA(0): Display device(s) assigned to X screen 0:
(II) NVIDIA(0): CRT-0
(II) NVIDIA(0): CRT-1
(II) NVIDIA(0): DELL U2410 (DFP-0)
(II) NVIDIA(0): NEC LCD1980SXi (DFP-1)
Note that when multiple X screens are configured on the same GPU, the NVIDIA X
driver assigns different display devices to each X screen. On X servers that
support RandR 1.2 or later, the NVIDIA X driver will create an RandR output
for each display device assigned to an X screen.
The X log will also report a list of "Name Aliases" for each display device.
E.g.,
(--) NVIDIA(0): Name Aliases for NEC LCD1980SXi (DFP-1):
(--) NVIDIA(0): DFP
(--) NVIDIA(0): DFP-1
(--) NVIDIA(0): DPY-3
(--) NVIDIA(0): DVI-I-3
(--) NVIDIA(0): DPY-EDID-373091cb-5c07-6430-54d2-1112efd64b44
(--) NVIDIA(0): Connector-0
These aliases can be used interchangeably to refer to the same display device
in any X configuration option, as an nvidia-settings target specification, or
in NV-CONTROL protocol that uses similar strings, such as
NV_CTRL_STRING_CURRENT_METAMODE_VERSION_2 (available through the
nvidia-settings command line as `nvidia-settings --query CurrentMetaMode`).
Each alias has different properties that may affect which alias is appropriate
to use. The possible alias names are:
o A "type"-based name (e.g., "DFP-1"). This name is a unique index plus a
display device type name, though in actuality the "type name" is selected
based on the protocol through which the X driver communicates to the
display device. If the X driver communicates using VGA, then the name is
"CRT"; if the driver communicates using TMDS, LVDS, or DP, then the name
is "DFP".
This may cause confusion in some cases (e.g., a digital flat panel
connected via VGA will have the name "CRT"), but this name alias is
provided for backwards compatibility with earlier NVIDIA driver releases.
Also for backwards compatibility, an alias is provided that uses the
"type name" without an index. This name alias will match any display
device of that type: it is not unique across the X screen.
Note that the index in this type-based name is based on which physical
connector is used. If you reconnect a display device to a different
connector on the GPU, the type-based name will be different.
o A connector-based name (e.g., "DVI-I-3"). This name is a unique index
plus a name that is based on the physical connector through which the
display device is connected to the GPU. E.g., "VGA-1", "DVI-I-0",
"DVI-D-3", "LVDS-1", "DP-2", "HDMI-3", "eDP-6", "USB-C-0". On X servers
that support RandR 1.2 or later, this name is also used as the RandR
output name.
Note that the index in this connector-based name is based on which
physical connector is used. If you reconnect a display device to a
different connector on the GPU, the connector-based name will be
different.
When Mosaic is enabled, this name is prefixed with a GPU identifier to
make it unique. For example, a Mosaic configuration with two DisplayPort
devices might have two different outputs with names "GPU-0.DP-0" and
"GPU-1.DP-0", respectively. See Appendix K for a description of valid GPU
names.
o An EDID-based name (e.g.,
"DPY-EDID-373091cb-5c07-6430-54d2-1112efd64b44"). This name is a SHA-1
hash, formatted in canonical UUID 8-4-4-4-12 format, of the display
device's EDID. This name will be the same regardless of which physical
connector on the GPU you use, but it will not be unique if you have
multiple display devices with the same EDID.
o An NV-CONTROL target ID-based name (e.g., "DPY-3"). The NVIDIA X driver
will assign a unique ID to each display device on the entire X server.
These IDs are not guaranteed to be persistent from one run of the X
server to the next, so is likely not convenient for X configuration file
use. It is more frequently used in communication with NV-CONTROL clients
such as nvidia-settings.
o A connector number-based name (e.g., "Connector-0"), where each name
identifies a physical connector on the graphics card. Connector numbers
for these names are guaranteed to begin at 0 and monotonically increase
to the maximum number of connectors on the graphics card.
Note that multiple display devices may have the same connector
number-based name: DisplayPort Multi-Stream devices on the same
connector, or display devices representing different protocols that can
be possibly driven by the same connector (e.g., DisplayPort versus TMDS
protocols driven over a DisplayPort connector).
This name is most useful with the "ConnectedMonitor" X configuration
option in situations where you want to emulate the presence of one or
more connected monitors, but do not necessarily care which physical
connectors are used. E.g.,
Option "ConnectedMonitor" "Connector-0, Connector-1"
When DisplayPort 1.2 branch devices are present, display devices will be
created with type- and connector-based names that are based on how they are
connected to the branch device tree. For example, if a connector named DP-2
has a branch device attached and a DisplayPort device is connected to the
branch device's first downstream port, a display device named "DP-2.1" might
be created. If another branch device is connected between the first branch
device and the display device, the name might be "DP-2.1.1".
Any display device name can have an optional GPU qualifier prefix. E.g.,
"GPU-0.DVI-I-3". This is useful in Mosaic configurations: type- and
connector-based display device names are only unique within a GPU, so the GPU
qualifier is used to distinguish between identically named display devices on
different GPUs. For example:
Option "MetaModes" "GPU-0.CRT-0: 1600x1200, GPU-1.CRT-0: 1024x768"
If no GPU is specified for a particular display device name, the setting will
apply to any devices with that name across all GPUs. Note that the GPU UUID
can also be used as the qualifier. E.g.,
"GPU-758a4cf7-0761-62c7-9bf7-c7d950b817c6.DVI-I-1". See Appendix K For
details.
______________________________________________________________________________
Appendix D. GLX Support
______________________________________________________________________________
This release supports GLX 1.4.
Additionally, the following GLX extensions are supported on appropriate GPUs:
o GLX_EXT_visual_info
o GLX_EXT_visual_rating
o GLX_SGIX_fbconfig
o GLX_SGIX_pbuffer
o GLX_ARB_get_proc_address
o GLX_SGI_video_sync
o GLX_SGI_swap_control
o GLX_ARB_multisample
o GLX_NV_float_buffer
o GLX_ARB_fbconfig_float
o GLX_NV_swap_group
o GLX_NV_video_out
o GLX_EXT_texture_from_pixmap
o GLX_NV_copy_image
o GLX_ARB_create_context
o GLX_EXT_import_context
o GLX_EXT_fbconfig_packed_float
o GLX_EXT_framebuffer_sRGB
o GLX_NV_present_video
o GLX_NV_multisample_coverage
o GLX_EXT_swap_control
o GLX_NV_video_capture
o GLX_ARB_create_context_profile
o GLX_EXT_create_context_es_profile
o GLX_EXT_create_context_es2_profile
o GLX_EXT_swap_control_tear
o GLX_EXT_buffer_age
o GLX_ARB_create_context_robustness
o GLX_ARB_context_flush_control
o GLX_ARB_create_context_no_error
o GLX_EXT_libglvnd
o GLX_EXT_stereo_tree
o GLX_NV_copy_buffer
o GLX_NV_delay_before_swap
o GLX_NV_robustness_video_memory_purge
o GLX_NV_multigpu_context
For a description of these extensions, see the OpenGL extension registry at
http://www.opengl.org/registry/
Some of the above extensions exist as part of core GLX 1.4 functionality,
however, they are also exported as extensions for backwards compatibility.
Unofficial GLX protocol support exists in NVIDIA's GLX client and GLX server
implementations for the following OpenGL extensions:
o GL_ARB_geometry_shader4
o GL_ARB_shader_objects
o GL_ARB_texture_buffer_object
o GL_ARB_vertex_buffer_object
o GL_ARB_vertex_shader
o GL_EXT_bindable_uniform
o GL_EXT_compiled_vertex_array
o GL_EXT_geometry_shader4
o GL_EXT_gpu_shader4
o GL_EXT_texture_buffer_object
o GL_NV_geometry_program4
o GL_NV_vertex_program
o GL_NV_parameter_buffer_object
o GL_NV_vertex_program4
Until the GLX protocol for these OpenGL extensions is finalized, using these
extensions through GLX indirect rendering will require the
AllowUnofficialGLXProtocol X configuration option, and the
__GL_ALLOW_UNOFFICIAL_PROTOCOL environment variable in the environment of the
client application. Unofficial protocol requires the use of NVIDIA GLX
libraries on both the client and the server. Note: GLX protocol is used when
an OpenGL application indirect renders (i.e., runs on one computer, but
submits protocol requests such that the rendering is performed on another
computer). The above OpenGL extensions are fully supported when doing direct
rendering.
GLX visuals and FBConfigs are only available for X screens with depths 16, 24,
or 30.
______________________________________________________________________________
Appendix E. Dots Per Inch
______________________________________________________________________________
DPI (Dots Per Inch), also known as PPI (Pixels Per Inch), is a property of an
X screen that describes the physical size of pixels. Some X applications, such
as xterm, can use the DPI of an X screen to determine how large (in pixels) to
draw an object in order for that object to be displayed at the desired
physical size on the display device.
The DPI of an X screen is computed by dividing the size of the X screen in
pixels by the size of the X screen in inches:
DPI = SizeInPixels / SizeInInches
Since the X screen stores its physical size in millimeters rather than inches
(1 inch = 25.4 millimeters):
DPI = (SizeInPixels * 25.4) / SizeInMillimeters
The NVIDIA X driver reports the size of the X screen in pixels and in
millimeters. When the XRandR extension resizes the X screen in pixels, the
NVIDIA X driver computes a new size in millimeters for the X screen, to
maintain a constant DPI (see the "Physical Size" column of the `xrandr -q`
output as an example). This is done because a changing DPI can cause
interaction problems for some applications. To disable this behavior, and
instead keep the same millimeter size for the X screen (and therefore have a
changing DPI), set the ConstantDPI option to FALSE.
You can query the DPI of your X screen by running:
% xdpyinfo | grep -B1 dot
which should generate output like this:
dimensions: 1280x1024 pixels (382x302 millimeters)
resolution: 85x86 dots per inch
The NVIDIA X driver performs several steps during X screen initialization to
determine the DPI of each X screen:
o If the display device provides an EDID, and the EDID contains information
about the physical size of the display device, that is used to compute
the DPI, along with the size in pixels of the first mode to be used on
the display device.
Note that in some cases, the physical size information stored in a
display device's EDID may be unreliable. This could result in a display
device's DPI being computed incorrectly, potentially leading to undesired
consequences such as fonts that are scaled larger or smaller than
expected. These issues can be worked around by manually setting a DPI
using the "DPI" X configuration option, or by disabling the use of the
EDID's physical size information for computing DPI by setting the
UseEdidDpi X configuration option to "FALSE"'.
If multiple display devices are used by this X screen, then the NVIDIA X
screen will choose which display device to use. You can override this
with the "UseEdidDpi" X configuration option: you can specify a
particular display device to use; e.g.:
Option "UseEdidDpi" "DFP-1"
or disable EDID-computed DPI by setting this option to false:
Option "UseEdidDpi" "FALSE"
EDID-based DPI computation is enabled by default when an EDID is
available.
o If the "-dpi" commandline option to the X server is specified, that is
used to set the DPI (see `X -h` for details). This will override the
"UseEdidDpi" option.
o If the DPI X configuration option is specified, that will be used to set
the DPI. This will override the "UseEdidDpi" option.
o If none of the above are available, then the "DisplaySize" X config file
Monitor section information will be used to determine the DPI, if
provided; see the xorg.conf man page for details.
o If none of the above are available, the DPI defaults to 75x75.
You can find how the NVIDIA X driver determined the DPI by looking in your X
log file. There will be a line that looks something like the following:
(--) NVIDIA(0): DPI set to (101, 101); computed from "UseEdidDpi" X config
option
Note that the physical size of the X screen, as reported through `xdpyinfo` is
computed based on the DPI and the size of the X screen in pixels.
The DPI of an X screen can be poorly defined when multiple display devices are
enabled on the X screen: those display devices might have different actual
DPIs, yet DPI is advertised from the X server to the X application with X
screen granularity. Solutions for this include:
o Use separate X screens, with one display device on each X screen; see
Chapter 14 for details.
o The RandR X extension version 1.2 and later reports the physical size of
each RandR Output, so applications could possibly choose to render
content at different sizes, depending on which portion of the X screen is
displayed on which display devices. Client applications can also
configure the reported per-RandR Output physical size. See, e.g., the
xrandr(1) '--fbmm' command line option.
o Experiment with different DPI settings to find a DPI that is suitable for
all display devices on the X screen.
______________________________________________________________________________
Appendix F. i2c Bus Support
______________________________________________________________________________
The NVIDIA Linux kernel module now includes i2c (also called I-squared-c,
Inter-IC Communications, or IIC) functionality that allows the NVIDIA Linux
kernel module to export i2c ports found on board NVIDIA cards to the Linux
kernel. This allows i2c devices on-board the NVIDIA graphics card, as well as
devices connected to the VGA and/or DVI ports, to be accessed from kernel
modules or userspace programs in a manner consistent with other i2c ports
exported by the Linux kernel through the i2c framework.
You must have i2c support compiled into the kernel, or as a module, and X must
be running. The Linux kernel documentation covers the kernel and userspace
/dev APIs, which you may wish to use to access NVIDIA i2c ports.
For further information regarding the Linux kernel's i2c framework, refer to
the documentation for your kernel, located at .../Documentation/i2c/ within
the kernel source tree.
The following functionality is currently supported:
I2C_FUNC_I2C
I2C_FUNC_SMBUS_QUICK
I2C_FUNC_SMBUS_BYTE
I2C_FUNC_SMBUS_BYTE_DATA
I2C_FUNC_SMBUS_WORD_DATA
______________________________________________________________________________
Appendix G. VDPAU Support
______________________________________________________________________________
This release includes support for the Video Decode and Presentation API for
Unix-like systems (VDPAU) on most GeForce 8 series and newer add-in cards, as
well as motherboard chipsets with integrated graphics that have PureVideo
support based on these GPUs.
Use of VDPAU requires installation of a separate wrapper library called
libvdpau. Please see your system distributor's documentation for information
on how to install this library. More information can be found at
http://freedesktop.org/wiki/Software/VDPAU/.
VDPAU is only available for X screens with depths 16, 24, or 30.
VDPAU supports Xinerama. The following restrictions apply:
o Physical X screen 0 must be driven by the NVIDIA driver.
o VDPAU will only display on physical X screens driven by the NVIDIA
driver, and which are driven by a GPU both compatible with VDPAU, and
compatible with the GPU driving physical X screen 0.
Under Xinerama, VDPAU performs all operations other than display on a single
GPU. By default, the GPU associated with physical X screen 0 is used. The
environment variable VDPAU_NVIDIA_XINERAMA_PHYSICAL_SCREEN may be used to
specify a physical screen number, and then VDPAU will operate on the GPU
associated with that physical screen. This variable should be set to the
integer screen number as configured in the X configuration file. The selected
physical X screen must be driven by the NVIDIA driver.
G1. IMPLEMENTATION LIMITS
VDPAU is specified as a generic API - the choice of which features to support,
and performance levels of those features, is left up to individual
implementations. The details of NVIDIA's implementation are provided below.
VDPVIDEOSURFACE
The maximum supported resolution is 8192x8192 for GPUs with VDPAU feature sets
H and I, and 4096x4096 for all other GPUs.
The following surface formats and get-/put-bits combinations are supported:
o VDP_CHROMA_TYPE_420 (Supported get-/put-bits formats are
VDP_YCBCR_FORMAT_NV12, VDP_YCBCR_FORMAT_YV12)
o VDP_CHROMA_TYPE_422 (Supported get-/put-bits formats are
VDP_YCBCR_FORMAT_UYVY, VDP_YCBCR_FORMAT_YUYV)
VDPBITMAPSURFACE
The maximum supported resolution is 16384x16384 pixels.
The following surface formats are supported:
o VDP_RGBA_FORMAT_B8G8R8A8
o VDP_RGBA_FORMAT_R8G8B8A8
o VDP_RGBA_FORMAT_B10G10R10A2
o VDP_RGBA_FORMAT_R10G10B10A2
o VDP_RGBA_FORMAT_A8
Note that VdpBitmapSurfaceCreate's frequently_accessed parameter directly
controls whether the bitmap data will be placed into video RAM (VDP_TRUE) or
system memory (VDP_FALSE). Note that if the bitmap data cannot be placed into
video RAM when requested due to resource constraints, the implementation will
automatically fall back to placing the data into system RAM.
VDPOUTPUTSURFACE
The maximum supported resolution is 16384x16384 pixels.
The following surface formats are supported:
o VDP_RGBA_FORMAT_B8G8R8A8
o VDP_RGBA_FORMAT_R10G10B10A2
For all surface formats, the following get-/put-bits indexed formats are
supported:
o VDP_INDEXED_FORMAT_A4I4
o VDP_INDEXED_FORMAT_I4A4
o VDP_INDEXED_FORMAT_A8I8
o VDP_INDEXED_FORMAT_I8A8
For all surface formats, the following get-/put-bits YCbCr formats are
supported:
o VDP_YCBCR_FORMAT_Y8U8V8A8
o VDP_YCBCR_FORMAT_V8U8Y8A8
VDPDECODER
In all cases, VdpDecoder objects solely support 8-bit 4:2:0 streams, and only
support writing to VDP_CHROMA_TYPE_420 surfaces.
The exact set of supported VdpDecoderProfile values depends on the GPU in use.
Appendix A lists which GPUs support which video feature set. An explanation of
each video feature set may be found below. When reading these lists, please
note that VC1_SIMPLE and VC1_MAIN may be referred to as WMV, WMV3, or WMV9 in
other contexts. Partial acceleration means that VLD (bitstream) decoding is
performed on the CPU, with the GPU performing IDCT and motion compensation.
Complete acceleration means that the GPU performs all of VLD, IDCT, and motion
compensation.
VDPAU FEATURE SETS A AND B
GPUs with VDPAU feature sets A and B are not supported by this driver.
VDPAU FEATURE SETS C, D, AND E
GPUs with VDPAU feature set C, D, or E support at least the following
VdpDecoderProfile values, and associated limits:
o VDP_DECODER_PROFILE_MPEG1, VDP_DECODER_PROFILE_MPEG2_SIMPLE,
VDP_DECODER_PROFILE_MPEG2_MAIN:
o Complete acceleration.
o Minimum width or height: 3 macroblocks (48 pixels).
o Maximum width or height: 128 macroblocks (2048 pixels) for feature
set C, 252 macroblocks (4032 pixels) wide by 253 macroblocks (4048
pixels) high for feature set D, 255 macroblocks (4080 pixels) for
feature set E.
o Maximum macroblocks: 8192 for feature set C, 65536 for feature sets
D or E.
o VDP_DECODER_PROFILE_H264_MAIN, VDP_DECODER_PROFILE_H264_HIGH,
VDP_DECODER_PROFILE_H264_CONSTRAINED_BASELINE,
VDP_DECODER_PROFILE_H264_PROGRESSIVE_HIGH,
VDP_DECODER_PROFILE_H264_CONSTRAINED_HIGH:
o Complete acceleration.
o Minimum width or height: 3 macroblocks (48 pixels).
o Maximum width or height: 128 macroblocks (2048 pixels) for feature
set C, 252 macroblocks (4032 pixels) wide by 255 macroblocks (4080
pixels) high for feature set D, 256 macroblocks (4096 pixels) for
feature set E.
o Maximum macroblocks: 8192 for feature set C, 65536 for feature sets
D or E.
o VDP_DECODER_PROFILE_H264_BASELINE, VDP_DECODER_PROFILE_H264_EXTENDED:
o Partial acceleration. The NVIDIA VDPAU implementation does not
support flexible macroblock ordering, arbitrary slice ordering,
redundant slices, data partitioning, SI slices, or SP slices.
Content utilizing these features may decode with visible corruption.
o Minimum width or height: 3 macroblocks (48 pixels).
o Maximum width or height: 128 macroblocks (2048 pixels) for feature
set C, 252 macroblocks (4032 pixels) wide by 255 macroblocks (4080
pixels) high for feature set D, 256 macroblocks (4096 pixels) for
feature set E.
o Maximum macroblocks: 8192 for feature set C, 65536 for feature sets
D or E.
o VDP_DECODER_PROFILE_VC1_SIMPLE, VDP_DECODER_PROFILE_VC1_MAIN,
VDP_DECODER_PROFILE_VC1_ADVANCED:
o Complete acceleration.
o Minimum width or height: 3 macroblocks (48 pixels).
o Maximum width or height: 128 macroblocks (2048 pixels).
o Maximum macroblocks: 8190
o VDP_DECODER_PROFILE_MPEG4_PART2_SP, VDP_DECODER_PROFILE_MPEG4_PART2_ASP,
VDP_DECODER_PROFILE_DIVX4_QMOBILE, VDP_DECODER_PROFILE_DIVX4_MOBILE,
VDP_DECODER_PROFILE_DIVX4_HOME_THEATER,
VDP_DECODER_PROFILE_DIVX4_HD_1080P, VDP_DECODER_PROFILE_DIVX5_QMOBILE,
VDP_DECODER_PROFILE_DIVX5_MOBILE, VDP_DECODER_PROFILE_DIVX5_HOME_THEATER,
VDP_DECODER_PROFILE_DIVX5_HD_1080P
o Complete acceleration.
o Minimum width or height: 3 macroblocks (48 pixels).
o Maximum width or height: 128 macroblocks (2048 pixels).
o Maximum macroblocks: 8192
The following features are currently not supported:
o GMC (Global Motion Compensation)
o Data partitioning
o reversible VLC
These GPUs also support VDP_VIDEO_MIXER_FEATURE_HIGH_QUALITY_SCALING_L1.
GPUs with VDPAU feature set E support an enhanced error concealment mode which
provides more robust error handling when decoding corrupted video streams.
This error concealment is on by default, and may have a minor CPU performance
impact in certain configurations. To disable this, set the environment
variable VDPAU_NVIDIA_DISABLE_ERROR_CONCEALMENT to 1.
VDPAU FEATURE SET F
GPUs with VDPAU feature set F support all of the same VdpDecoderProfile values
and other features as VDPAU feature set E. Feature set F adds:
o VDP_DECODER_PROFILE_HEVC_MAIN, VDP_DECODER_PROFILE_HEVC_MAIN_10:
o Complete acceleration.
o Minimum width or height: 128 luma samples (pixels).
o Maximum width or height: 4096 luma samples (pixels) wide by 2304
luma samples (pixels) tall.
o Maximum macroblocks: not applicable.
o VDP_DECODER_PROFILE_VP9_PROFILE_0:
o Complete acceleration.
o Minimum width or height: 128 luma samples (pixels).
o Maximum width or height: 4096 luma samples (pixels) wide by 2304
luma samples (pixels) tall.
o Maximum macroblocks: not applicable.
VDPAU FEATURE SET G
GPUs with VDPAU feature set G support all of the same VdpDecoderProfile values
and other features as VDPAU feature set F. Feature set G adds:
o VDP_DECODER_PROFILE_HEVC_MAIN_12:
o Complete acceleration.
o Minimum width or height: 128 luma samples (pixels).
o Maximum width or height: 4096 luma samples (pixels) wide by 4096
luma samples (pixels) tall.
o Maximum macroblocks: not applicable.
VDPAU FEATURE SET H
GPUs with VDPAU feature set H support all of the same VdpDecoderProfile values
and other features as VDPAU feature set G. Feature set H adds:
o VDP_DECODER_PROFILE_HEVC_MAIN, VDP_DECODER_PROFILE_HEVC_MAIN_10
VDP_DECODER_PROFILE_HEVC_MAIN_12:
o Complete acceleration.
o Minimum width or height: 128 luma samples (pixels).
o Maximum width or height: 8192 luma samples (pixels) wide by 8192
luma samples (pixels) tall.
o Maximum macroblocks: not applicable.
o VDP_DECODER_PROFILE_VP9_PROFILE_0, VDP_DECODER_PROFILE_VP9_PROFILE_2:
o Complete acceleration.
o Minimum width or height: 128 luma samples (pixels).
o Maximum width or height: 8192 luma samples (pixels) wide by 8192
luma samples (pixels) tall.
o Maximum macroblocks: not applicable.
VDPAU FEATURE SET I
GPUs with VDPAU feature set I support all of the same VdpDecoderProfile values
and other features as VDPAU feature set H.
VDPAU FEATURE SET J
GPUs with VDPAU feature set J support all of the same VdpDecoderProfile values
and other features as VDPAU feature set H. Feature set J adds:
o VDP_DECODER_PROFILE_HEVC_MAIN_444, VDP_DECODER_PROFILE_HEVC_MAIN_444_10
VDP_DECODER_PROFILE_HEVC_MAIN_444_12:
o Complete acceleration.
o Minimum width or height: 128 luma samples (pixels).
o Maximum width or height: 8192 luma samples (pixels) wide by 8192
luma samples (pixels) tall.
o Maximum macroblocks: not applicable.
VDPAU FEATURE SET K
GPUs with VDPAU feature set K support all of the same VdpDecoderProfile values
and other features as VDPAU feature set J.Feature set K adds:
o VDP_DECODER_PROFILE_AV1_MAIN:
o Complete acceleration.
o Minimum width or height: 128 luma samples (pixels).
o Maximum width or height: 8192 luma samples (pixels) wide by 8192
luma samples (pixels) tall.
o Maximum macroblocks: not applicable.
VDPAU FEATURES NOTE 2
Note that all GPUs with VDPAU feature sets H and above, except GPUs with this
note, support VDP_DECODER_PROFILE_VP9_PROFILE_2. Please check "VDPAU
information" page in nvidia-settings for the list of supported profiles.
VDPAU FEATURES NOTE 3
Note that codec support may vary by product manufacturer and region. For
further details, please consult the documentation provided by the Add-In Card
manufacturer or system manufacturer of your product.
VDPVIDEOMIXER
The maximum supported resolution is 8192x8192 for GPUs with VDPAU feature set
H, and 4096x4096 for all other GPUs.
The video mixer supports all video and output surface resolutions and formats
that the implementation supports.
The video mixer supports at most 4 auxiliary layers.
The following features are supported:
o VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL
o VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL_SPATIAL
o VDP_VIDEO_MIXER_FEATURE_INVERSE_TELECINE
o VDP_VIDEO_MIXER_FEATURE_NOISE_REDUCTION
o VDP_VIDEO_MIXER_FEATURE_SHARPNESS
o VDP_VIDEO_MIXER_FEATURE_LUMA_KEY
In order for either VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL or
VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL_SPATIAL to operate correctly, the
application must supply at least 2 past and 1 future fields to each
VdpMixerRender call. If those fields are not provided, the VdpMixer will fall
back to bob de-interlacing.
Both regular de-interlacing and half-rate de-interlacing are supported. Both
have the same requirements in terms of the number of past/future fields
required. Both modes should produce equivalent results.
In order for VDP_VIDEO_MIXER_FEATURE_INVERSE_TELECINE to have any effect, one
of VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL or
VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL_SPATIAL must be requested and
enabled. Inverse telecine has the same requirement on the minimum number of
past/future fields that must be provided. Inverse telecine will not operate
when "half-rate" de-interlacing is used.
While it is possible to apply de-interlacing algorithms to progressive streams
using the techniques outlined in the VDPAU documentation, NVIDIA does not
recommend doing so. One is likely to introduce more artifacts due to the
inverse telecine process than are removed by detection of bad edits etc.
VDPPRESENTATIONQUEUE
The resolution of VdpTime is approximately 10 nanoseconds. At some arbitrary
point during system startup, the initial value of this clock is synchronized
to the system's real-time clock, as represented by nanoseconds since since Jan
1, 1970. However, no attempt is made to keep the two time-bases synchronized
after this point. Divergence can and will occur.
NVIDIA's VdpPresentationQueue supports two methods for displaying surfaces;
overlay and blit. The overlay method will be used wherever possible, with the
blit method acting as a more general fallback.
Whenever a presentation queue is created, the driver determines whether the
overlay method may ever be used, based on system configuration, and whether
any other application already owns the overlay. If overlay usage is
potentially possible, the presentation queue is marked as owning the overlay.
Whenever a surface is displayed, the driver determines whether the overlay
method may be used for that frame, based on both whether the presentation
queue owns the overlay, and the set of overlay usage limitations below. In
other words, the driver may switch back and forth between overlay and blit
methods dynamically. The most likely cause for dynamic switching is when a
compositing manager is enabled or disabled, and the window becomes redirected
or unredirected.
The following conditions or system configurations will prevent usage of the
overlay path:
o Overlay hardware already in use, e.g. by another VDPAU, GL, or X11
application.
o Desktop rotation enabled on the given X screen.
o The presentation target window is redirected, due to a compositing
manager actively running.
o The environment variable VDPAU_NVIDIA_NO_OVERLAY is set to a string
representation of a non-zero integer.
o The driver determines that the performance requirements of overlay usage
cannot be met by the current hardware configuration.
Both the overlay and blit methods sync to VBLANK. The overlay path is
guaranteed never to tear, whereas the blit method is classed as "best effort".
When TwinView is enabled, the blit method can only sync to one of the display
devices; this may cause tearing corruption on the display device to which
VDPAU is not syncing. You can use the environment variable
VDPAU_NVIDIA_SYNC_DISPLAY_DEVICE to specify the display device to which VDPAU
should sync. You should set this environment variable to the name of a display
device, for example "CRT-1". Look for the line "Connected display device(s):"
in your X log file for a list of the display devices present and their names.
You may also find it useful to review Chapter 12 "Configuring Twinview" and
the section on Ensuring Identical Mode Timings in Chapter 18.
A VdpPresentationQueue allows a maximum of 8 surfaces to be QUEUED or VISIBLE
at any one time. This limit is per presentation queue. If this limit is
exceeded, VdpPresentationQueueDisplay blocks until an entry in the
presentation queue becomes free.
G2. PERFORMANCE LEVELS
This documentation describes the capabilities of the NVIDIA VDPAU
implementation. Hardware performance may vary significantly between cards. No
guarantees are made, nor implied, that any particular combination of system
configuration, GPU configuration, VDPAU feature set, VDPAU API usage,
application, video stream, etc., will be able to decode streams at any
particular frame rate.
G3. GETTING THE BEST PERFORMANCE FROM THE API
System performance (raw throughput, latency, and jitter tolerance) can be
affected by a variety of factors. One of these factors is how the client
application uses VDPAU; i.e. the number of surfaces allocated for buffering,
order of operations, etc.
NVIDIA GPUs typically contain a number of separate hardware modules that are
capable of performing different parts of the video decode, post-processing,
and display operations in parallel. To obtain the best performance, the client
application must attempt to keep all these modules busy with work at all
times.
Consider the decoding process. At a bare minimum, the application must
allocate one video surface for each reference frame that the stream can use (2
for MPEG or VC-1, a variable stream-dependent number for H.264) plus one
surface for the picture currently being decoded. However, if this minimum
number of surfaces is used, performance may be poor. This is because
back-to-back decodes of non-reference frames will need to be written into the
same video surface. This will require that decode of the second frame wait
until decode of the first has completed; a pipeline stall.
Further, if the video surfaces are being read by the video mixer for
post-processing, and eventual display, this will "lock" the surfaces for even
longer, since the video mixer needs to read the data from the surface, which
prevents any subsequent decode operations from writing to the surface. Recall
that when advanced de-interlacing techniques are used, a history of video
surfaces must be provided to the video mixer, thus necessitating that even
more video surfaces be allocated.
For this reason, NVIDIA recommends the following number of video surfaces be
allocated:
o (num_ref + 3) for progressive content, and no de-interlacing.
o (num_ref + 5) for interlaced content using advanced de-interlacing.
Next, consider the display path via the presentation queue. This portion of
the pipeline requires at least 2 output surfaces; one that is being actively
displayed by the presentation queue, and one being rendered to for subsequent
display. As before, using this minimum number of surfaces may not be optimal.
For some video streams, the hardware may only achieve real-time decoding on
average, not for each individual frame. Using compositing APIs to render
on-screen displays, graphical user interfaces, etc., may introduce extra
jitter and latency into the pipeline. Similarly, system level issues such as
scheduler algorithms and system load may prevent the CPU portion of the driver
from operating for short periods of time. All of these potential issues may be
solved by allocating more output surfaces, and queuing more than one
outstanding output surface into the presentation queue.
The reason for using more than the minimum number of video surfaces is to
ensure that the decoding and post-processing pipeline is not stalled, and
hence is kept busy for the maximum amount of time possible. In contrast, the
reason for using more than the minimum number of output surfaces is to hide
jitter and latency in various GPU and CPU operations.
The choice of exactly how many surfaces to allocate is a resource usage v.s.
performance trade-off; Allocating more than the minimum number of surfaces
will increase performance, but use proportionally more video RAM. This may
cause allocations to fail. This could be particularly problematic on systems
with a small amount of video RAM. A stellar application would automatically
adjust to this by initially allocating the bare minimum number of surfaces
(failures being fatal), then attempting to allocate more and more surfaces,
provided the allocations kept succeeding, up to the suggested limits above.
The video decoder's memory usage is also proportional to the maximum number of
reference frames specified at creation time. Requesting a larger number of
reference frames can significantly increase memory usage. Hence it is best for
applications that decode H.264 to request only the actual number of reference
frames specified in the stream, rather than e.g. hard-coding a limit of 16, or
even the maximum number of surfaces allowable by some specific H.264 level at
the stream's resolution.
Note that the NVIDIA implementation correctly implements all required
interlocks between the various pipelined hardware modules. Applications never
need worry about correctness (providing their API usage is legal and
sensible), but simply have to worry about performance.
G4. ADDITIONAL NOTES
Note that output and bitmap surfaces are not cleared to any specific value
upon allocation. It is the application's responsibility to initialize all
surfaces prior to using them as input to any function. Video surfaces are
cleared to black upon allocation.
G5. DEBUGGING AND TRACING
The VDPAU wrapper library supports tracing VDPAU function calls, and their
parameters. This tracing is controlled by the following environment variables:
VDPAU_TRACE
Enables tracing. Set to 1 to trace function calls. Set to 2 to trace all
arguments passed to the function.
VDPAU_TRACE_FILE
Filename to write traces to. By default, traces are sent to stderr. This
variable may either contain a plain filename, or a reference to an
existing open file-descriptor in the format "&N" where N is the file
descriptor number.
The VDPAU wrapper library is responsible for determining which vendor-specific
driver to load for a given X11 display/screen. At present, it hard-codes
"nvidia" as the driver. The environment variable VDPAU_DRIVER may be set to
override this default. The actual library loaded will be
libvdpau_${VDPAU_DRIVER}.so. Setting VDPAU_DRIVER to "trace" is not advised.
The NVIDIA VDPAU driver can emit some diagnostic information when an error
occurs. To enable this, set the environment variable VDPAU_NVIDIA_DEBUG. A
value of 1 will request a small diagnostic that will enable NVIDIA engineers
to locate the source of the problem. A value of 3 will request that a complete
stack backtrace be printed, which provide NVIDIA engineers with more detailed
information, which may be needed to diagnose some problems.
G6. MULTI-THREADING
VDPAU supports multiple threads actively executing within the driver, subject
to certain limitations.
If any object is being created or destroyed, the VDPAU driver will become
single-threaded. This includes object destruction during preemption cleanup.
Otherwise, up to one thread may actively execute VdpDecoderRender per
VdpDecoder object, and up to one thread may actively execute any other
rendering API per VdpDevice (or child) object. Note that the driver enforces
these restrictions internally; applications are not required to implement the
rules outlined above.
Finally, some of the "query" or "get" APIs may actively execute irrespective
of the number of rendering threads currently executing.
G7. XWAYLAND SUPPORT IN VDPAU
The NVIDIA VDPAU driver supports running within the X Window System: either on
the native X.org X server, or on the Xwayland X server within an Xwayland
environment. VDPAU applications do not have to change their VDPAU API usage
depending on the X server.
REQUIREMENTS
In order to make use of Xwayland for decode and presentation purposes, certain
requirements need to be satisfied. See section "39B. REQUIREMENTS" for the
list of requirements.
KNOWN ISSUES
o The current implementation of VDPAU with Xwayland does not honor the
"Presentation Time Stamp" passed by the application to the VDPAU driver.
o The NVIDIA VDPAU driver running in an Xwayland environment in some cases
may lead to corruption and flickering during a video playback. This is a
known issue and is tracked by:
https://gitlab.freedesktop.org/xorg/xserver/-/issues/1317
______________________________________________________________________________
Appendix H. Audio Support
______________________________________________________________________________
Many NVIDIA GPUs support embedding an audio stream in HDMI and DisplayPort
signals. In most cases, the GPU contains a standard HD-Audio controller, for
which there is a standard ALSA driver. For more details on how to configure
and use the ALSA driver with NVIDIA hardware, please see
https://download.nvidia.com/XFree86/gpu-hdmi-audio-document/.
______________________________________________________________________________
Appendix I. Tips for New Linux Users
______________________________________________________________________________
This installation guide assumes that the user has at least a basic
understanding of Linux techniques and terminology. In this section we provide
tips that the new user may find helpful. While the these tips are meant to
clarify and assist users in installing and configuring the NVIDIA Linux
Driver, it is by no means a tutorial on the use or administration of the Linux
operating system. Unlike many desktop operating systems, it is relatively easy
to cause irreparable damage to your Linux system. If you are unfamiliar with
the use of Linux, we strongly recommend that you seek a tutorial through your
distributor before proceeding.
I1. THE COMMAND PROMPT
While newer releases of Linux bring new desktop interfaces to the user, much
of the work in Linux takes place at the command prompt. If you are familiar
with the Windows operating system, the Linux command prompt is analogous to
the Windows command prompt, although the syntax and use varies somewhat. All
of the commands in this section are performed at the command prompt. Some
systems are configured to boot into console mode, in which case the user is
presented with a prompt at login. Other systems are configured to start the X
window system, in which case the user must open a terminal or console window
in order to get a command prompt. This can usually be done by searching the
desktop menus for a terminal or console program. While it is customizable, the
basic prompt usually consists of a short string of information, one of the
characters '#', '$', or '%', and a cursor (possibly flashing) that indicates
where the user's input will be displayed.
I2. NAVIGATING THE DIRECTORY STRUCTURE
Linux has a hierarchical directory structure. From anywhere in the directory
structure, the 'ls' command will list the contents of that directory. The
'file' command will print the type of files in a directory. For example,
% file filename
will print the type of the file 'filename'. Changing directories is done with
the 'cd' command.
% cd dirname
will change the current directory to 'dirname'. From anywhere in the directory
structure, the command 'pwd' will print the name of the current directory.
There are two special directories, '.' and '..', which refer to the current
directory and the next directory up the hierarchy, respectively. For any
commands that require a file name or directory name as an argument, you may
specify the absolute or the relative paths to those elements. An absolute path
begins with the "/" character, referring to the top or root of the directory
structure. A relative path begins with a directory in the current working
directory. The relative path may begin with '.' or '..'. Elements of a path
are separated with the "/" character. As an example, if the current directory
is '/home/jesse' and the user wants to change to the '/usr/local' directory,
he can use either of the following commands to do so:
% cd /usr/local
or
% cd ../../usr/local
I3. FILE PERMISSIONS AND OWNERSHIP
All files and directories have permissions and ownership associated with them.
This is useful for preventing non-administrative users from accidentally (or
maliciously) corrupting the system. The permissions and ownership for a file
or directory can be determined by passing the -l option to the 'ls' command.
For example:
% ls -l
drwxr-xr-x 2 jesse users 4096 Feb 8 09:32 bin
drwxrwxrwx 10 jesse users 4096 Feb 10 12:04 pub
-rw-r--r-- 1 jesse users 45 Feb 4 03:55 testfile
-rwx------ 1 jesse users 93 Feb 5 06:20 myprogram
-rw-rw-rw- 1 jesse users 112 Feb 5 06:20 README
%
The first character column in the first output field states the file type,
where 'd' is a directory and '-' is a regular file. The next nine columns
specify the permissions (see paragraph below) of the element. The second field
indicates the number of files associated with the element, the third field
indicates the owner, the fourth field indicates the group that the file is
associated with, the fifth field indicates the size of the element in bytes,
the sixth, seventh and eighth fields indicate the time at which the file was
last modified and the ninth field is the name of the element.
As stated, the last nine columns in the first field indicate the permissions
of the element. These columns are grouped into threes, the first grouping
indicating the permissions for the owner of the element ('jesse' in this
case), the second grouping indicating the permissions for the group associated
with the element, and the third grouping indicating the permissions associated
with the rest of the world. The 'r', 'w', and 'x' indicate read, write and
execute permissions, respectively, for each of these associations. For
example, user 'jesse' has read and write permissions for 'testfile', users in
the group 'users' have read permission only, and the rest of the world also
has read permissions only. However, for the file 'myprogram', user 'jesse' has
read, write and execute permissions (suggesting that 'myprogram' is a program
that can be executed), while the group 'users' and the rest of the world have
no permissions (suggesting that the owner doesn't want anyone else to run his
program). The permissions, ownership and group associated with an element can
be changed with the commands 'chmod', 'chown' and 'chgrp', respectively. If a
user with the appropriate permissions wanted to change the user/group
ownership of 'README' from jesse/users to joe/admin, he would do the
following:
# chown joe README
# chgrp admin README
The syntax for chmod is slightly more complicated and has several variations.
The most concise way of setting the permissions for a single element uses a
triplet of numbers, one for each of user, group and world. The value for each
number in the triplet corresponds to a combination of read, write and execute
permissions. Execute only is represented as 1, write only is represented as 2,
and read only is represented as 4. Combinations of these permissions are
represented as sums of the individual permissions. Read and execute is
represented as 5, where as read, write and execute is represented as 7. No
permissions is represented as 0. Thus, to give the owner read, write and
execute permissions, the group read and execute permissions and the world no
permissions, a user would do as follows:
% chmod 750 myprogram
I4. THE SHELL
The shell provides an interface between the user and the operating system. It
is the job of the shell to interpret the input that the user gives at the
command prompt and call upon the system to do something in response. There are
several different shells available, each with somewhat different syntax and
capabilities. The two most common flavors of shells used on Linux stem from
the Bourne shell ('sh') and the C-shell ('csh') Different users have
preferences and biases towards one shell or the other, and some certainly make
it easier (or at least more intuitive) to do some things than others. You can
determine your current shell by printing the value of the 'SHELL' environment
variable from the command prompt with
% echo $SHELL
You can start a new shell simply by entering the name of the shell from the
command prompt:
% csh
or
% sh
and you can run a program from within a specific shell by preceding the name
of the executable with the name of the shell in which it will be run:
% sh myprogram
The user's default shell at login is determined by whoever set up his account.
While there are many syntactic differences between shells, perhaps the one
that is encountered most frequently is the way in which environment variables
are set.
I5. SETTING ENVIRONMENT VARIABLES
Every session has associated with it environment variables, which consist of
name/value pairs and control the way in which the shell and programs run from
the shell behave. An example of an environment variable is the 'PATH'
variable, which tells the shell which directories to search when trying to
locate an executable file that the user has entered at the command line. If
you are certain that a command exists, but the shell complains that it cannot
be found when you try to execute it, there is likely a problem with the 'PATH'
variable. Environment variables are set differently depending on the shell
being used. For the Bourne shell ('sh'), it is done as:
% export MYVARIABLE="avalue"
for the C-shell, it is done as:
% setenv MYVARIABLE "avalue"
In both cases the quotation marks are only necessary if the value contains
spaces. The 'echo' command can be used to examine the value of an environment
variable:
% echo $MYVARIABLE
Commands to set environment variables can also include references to other
environment variables (prepended with the "$" character), including
themselves. In order to add the path '/usr/local/bin' to the beginning of the
search path, and the current directory '.' to the end of the search path, a
user would enter
% export PATH=/usr/local/bin:$PATH:.
in the Bourne shell, and
% setenv PATH /usr/local/bin:${PATH}:.
in C-shell. Note the curly braces are required to protect the variable name in
C-shell.
I6. EDITING TEXT FILES
There are several text editors available for the Linux operating system. Some
of these editors require the X window system, while others are designed to
operate in a console or terminal. It is generally a good thing to be competent
with a terminal-based text editor, as there are times when the files necessary
for X to run are the ones that must be edited. Three popular editors are 'vi',
'pico' and 'emacs', each of which can be started from the command line,
optionally supplying the name of a file to be edited. 'vi' is arguably the
most ubiquitous as well as the least intuitive of the three. 'pico' is
relatively straightforward for a new user, though not as often installed on
systems. If you don't have 'pico', you may have a similar editor called
'nano'. 'emacs' is highly extensible and fairly widely available, but can be
somewhat unwieldy in a non-X environment. The newer versions each come with
online help, and offline help can be found in the manual and info pages for
each (see the section on Linux Manual and Info pages). Many programs use the
'EDITOR' environment variable to determine which text editor to start when
editing is required.
I7. ROOT USER
Upon installation, almost all distributions set up the default administrative
user with the username 'root'. There are many things on the system that only
'root' (or a similarly privileged user) can do, one of which is installing the
NVIDIA Linux Driver. WE MUST EMPHASIZE THAT ASSUMING THE IDENTITY OF 'root' IS
INHERENTLY RISKY AND AS 'root' IT IS RELATIVELY EASY TO CORRUPT YOUR SYSTEM OR
OTHERWISE RENDER IT UNUSABLE. There are three ways to become 'root'. You may
log in as 'root' as you would any other user, you may use the switch user
command ('su') at the command prompt, or, on some systems, use the 'sudo'
utility, which allows users to run programs as 'root' while keeping a log of
their actions. This last method is useful in case a user inadvertently causes
damage to the system and cannot remember what he has done (or prefers not to
admit what he has done). It is generally a good practice to remain 'root' only
as long as is necessary to accomplish the task requiring 'root' privileges
(another useful feature of the 'sudo' utility).
I8. BOOTING TO A DIFFERENT RUNLEVEL
Runlevels in Linux dictate which services are started and stopped
automatically when the system boots or shuts down. The runlevels typically
range from 0 to 6, with runlevel 5 typically starting the X window system as
part of the services (runlevel 0 is actually a system halt, and 6 is a system
reboot). It is good practice to install the NVIDIA Linux Driver while X is not
running, and it is a good idea to prevent X from starting on reboot in case
there are problems with the installation (otherwise you may find yourself with
a broken system that automatically tries to start X, but then hangs during the
startup, preventing you from doing the repairs necessary to fix X). Depending
on your network setup, runlevels 1, 2 or 3 should be sufficient for installing
the Driver. Level 3 typically includes networking services, so if utilities
used by the system during installation depend on a remote filesystem, Levels 1
and 2 will be insufficient. If your system typically boots to a console with a
command prompt, you should not need to change anything. If your system
typically boots to the X window system with a graphical login and desktop, you
must both exit X and change your default runlevel.
On most distributions, the default runlevel is stored in the file
'/etc/inittab', although you may have to consult the guide for your own
distribution. The line that indicates the default runlevel appears as
id:n:initdefault:
or similar, where "n" indicates the number of the runlevel. '/etc/inittab'
must be edited as root. Please read the sections on editing files and root
user if you are unfamiliar with this concept. Also, it is recommended that you
create a copy of the file prior to editing it, particularly if you are new to
Linux text editors, in case you accidentally corrupt the file:
# cp /etc/inittab /etc/inittab.original
The line should be edited such that an appropriate runlevel is the default (1,
2, or 3 on most systems):
id:3:initdefault:
After saving the changes, exit X. After the Driver installation is complete,
you may revert the default runlevel to its original state, either by editing
the '/etc/inittab' again or by moving your backup copy back to its original
name.
Different distributions provide different ways to exit X. On many systems, the
'init' utility will change the current runlevel. This can be used to change to
a runlevel in which X is not running.
# init 3
There are other methods by which to exit X. Please consult your distribution.
I9. LINUX MANUAL AND INFO PAGES
System manual or info pages are usually installed during installation. These
pages are typically up-to-date and generally contain a comprehensive listing
of the use of programs and utilities on the system. Also, many programs
include the --help option, which usually prints a list of common options for
that program. To view the manual page for a command, enter
% man commandname
at the command prompt, where commandname refers to the command in which you
are interested. Similarly, entering
% info commandname
will bring up the info page for the command. Depending on the application, one
or the other may be more up-to-date. The interface for the info system is
interactive and navigable. If you are unable to locate the man page for the
command you are interested in, you may need to add additional elements to your
'MANPATH' environment variable. See the section on environment variables.
______________________________________________________________________________
Appendix J. Application Profiles
______________________________________________________________________________
J1. INTRODUCTION
The NVIDIA Linux driver supports configuring various driver settings on a
per-process basis through the use of "application profiles": collections of
settings that are only applied if the current process matches attributes
detected by the driver when it is loaded into the process. This mechanism
allows users to selectively override global driver settings for a particular
application without the need to set environment variables on the command line
prior to running the application.
Application profiles consist of "rules" and "profiles". A "profile" defines
what settings to use, and a "rule" identifies an application and defines what
profile should be used with that application.
A rule identifies an application by describing various features of the
application; for example, the name of the application binary (e.g. "glxgears")
or a shared library loaded into the application (e.g. "libpthread.so.0"). The
particular features supported by this NVIDIA Linux implementation are listed
below in the "Supported Features" section.
Currently, application profiles are only supported by the NVIDIA Linux GLX
implementation, but other NVIDIA driver components may use them in the future.
Application profiles can be configured using the nvidia-settings control
panel. To learn more, consult the online help text by clicking the "Help"
button under the "Application Profiles" page in nvidia-settings.
J2. ENABLING APPLICATION PROFILES IN THE OPENGL DRIVER
Note: if HOME is unset, then any configuration files listed below located
under $HOME will not be loaded by the driver.
To enable application profile support globally on a system, edit the file
$HOME/.nv/nvidia-application-profile-globals-rc to contain a JSON object with
a member "enabled" set to true or false. For example, if this file contains
the following string:
{ "enabled" : true }
application profiles will be enabled globally in the driver. If this file does
not exist or cannot be read by the parser, application profiles will be
enabled by default.
Application profile support in the driver can be toggled for an individual
application by using the __GL_APPLICATION_PROFILE environment variable.
Setting this to 1 enables application profile support, and setting this to 0
disables application profile support. If this environment variable is set,
this overrides any setting specified in
$HOME/.nv/nvidia-application-profile-globals-rc.
Additionally, the application profile parser can log debugging information to
stderr if the __GL_APPLICATION_PROFILE_LOG environment variable is set to 1.
Conversely, setting __GL_APPLICATION_PROFILE_LOG to 0 disables logging of
parse information to stderr.
J3. APPLICATION PROFILE SEARCH PATH
By default, when the driver component ("libGL.so.1" in the case of GLX) is
loaded by a process, the driver looks for files in the following search path:
o '$HOME/.nv/nvidia-application-profiles-rc'
o '$HOME/.nv/nvidia-application-profiles-rc.d'
o '/etc/nvidia/nvidia-application-profiles-rc'
o '/etc/nvidia/nvidia-application-profiles-rc.d'
o '/usr/share/nvidia/nvidia-application-profiles-580.95.05-rc'
By convention, the '*-rc.d' files are directories and the '*-rc' files are
regular files, but the driver places no restrictions on file type, and any of
the above files can be a directory or regular file, or a symbolic link which
resolves to a directory or regular file. Files of other types (e.g. character
or block devices, sockets, and named pipes) will be ignored.
If a file in the search path is a directory, the parser will examine all
regular files (or symbolic links which resolve to regular files) in that
directory in alphanumeric order, as determined by strcoll(3). Files in the
directory of other types (e.g. other directories, character or block devices,
sockets, and named pipes) will be ignored.
J4. CONFIGURATION FILE SYNTAX
When application profiles are enabled in the driver, the driver configuration
is defined by a set of PROFILES and RULES. Profiles are collections of driver
settings given as key/value pairs, and rules are mappings between one or more
PATTERNS which match against some feature of the process and a profile.
Configuration files are written in a superset of JSON (http://www.json.org/)
with the following additional features:
o A hash mark ('#') appearing outside of a JSON string denotes a comment,
and any text appearing between the hash mark and the end of the line
inclusively is ignored.
o Integers can be specified in base 8 or 16, in addition to base 10.
Numbers beginning with '0' and followed by a digit are interpreted to be
octal, and numbers beginning with '0' and followed by 'x' or 'X' are
interpreted to be hexadecimal.
Each file consists of a root object with two optional members:
o "rules", which contains an array of rules, and
o "profiles", which contains an array of profiles.
Each rule is an object with the following members:
o "pattern", which contains either a string, a pattern object, or an array
of zero or more pattern objects. If a string is given, it is interpreted
to be a pattern object with the "feature" member set to "procname" and
the "matches" member set to the value of the string. During application
detection, the driver determines if each pattern in the rule matches the
running process, and only applies the rule if all patterns in the rule
match. If an empty array is given, the rule is unconditionally applied.
o "profile", which contains either a string, array, or profile. If a string
is given, it is interpreted to be the name of some profile in the
configuration. If a profile is given, it is implicitly defined as part of
the rule. If an array is given, the array is interpreted to be an inline
profile with its "settings" member set to the contents of the array.
Each profile is an object with the following members:
o "name", a string which names the profile for use in a rule. This member
is mandatory if the profile is specified as part of the root object's
profiles array, but optional if the profile is defined inline as part of
a rule.
o "settings", an array of settings which can be given in two different
formats:
1. As an array of keys and values, e.g.
[ "key1", "value1", "key2", 3.14159, "key3", 0xF00D ]
Keys must be specified as strings, while a value may be a string,
number, or true/false.
2. as an array of JSON setting objects.
Each setting object contains the following members:
o "k" (or "key"), the key given as a string
o "v" (or "value"), the value, given as a string, number, or true/false.
A pattern object may consist of a pattern primitive, or a logical operation on
pattern objects. A pattern primitive is an object containing the following
members:
o "feature", the feature to match the pattern against. Supported features
are listed in the "Supported Features" section below.
o "matches", the string to match.
A pattern operation is an object containing the following members:
o "op", a string describing the logical operation to apply to the
subpatterns. Valid values are "and", "or", or "not".
o "sub": a pattern object or array of one or more pattern objects, to serve
as the operands. Note that the "not" operator expects exactly one object;
any other number of objects will cause the pattern to fail to match.
If the pattern is an operation, then the pattern matches if and only if the
logical operation applied to the subpatterns is true. For example,
{
"op" : "or",
"sub" : [ { "feature" : "procname", "matches" : "foo" },
{ "feature" : "procname", "matches" : "bar" } ]
}
matches all processes with the name "foo" *or* "bar". Similarly,
{
"op" : "and",
"sub" : [ { "feature" : "procname", "matches" : "foo" },
{ "feature" : "dso", "matches" : "bar.so" } ]
}
matches all processes with the name "foo" that load DSO "bar.so", and
{
"op" : "not",
"sub" : { "feature" : "procname", "matches" : "foo" }
}
matches a process which is *not* named "foo". Nested operations are possible;
for example:
{
"op" : "and",
"sub" : [
{ "feature" : "dso", "matches" : "foo.so" },
{ "op" : "not", "sub" : { "feature" : "procname", "matches" :
"bar" } }
]
}
matches processes that are *not* named "bar" that load DSO "foo.so".
J5. EXTENDED BACKUS-NAUR FORM (EBNF) GRAMMAR
Note: this definition omits the presence of whitespace or comments, which can
be inserted between any pair of symbols.
This is written in an "EBNF-like" grammar based on ISO/IEC 14977, using the
following (non-EBNF) extensions:
o object(A, B, ...) indicates that each symbol A, B, etc. must appear
exactly once in any order, delimited by commas and bracketed by curly
braces, unless the given symbol expands to an empty string.
For example, assuming A and B are nonempty symbols:
object(A, B) ;
is equivalent to:
'{', (A, ',', B) | (B, ',', A), '}' ;
Also,
object([A], [B]);
is equivalent to:
'{', [ A | B | (A, ',', B) | (B, ',', A) ], '}' ;
o attr(str, A) is shorthand for:
( '"str"' | "'str'" ), ':', A
o array(A) is shorthand for:
'[', [ array_A ], ']'
where array_A is defined as:
array_A = (array_A, ',' A) | A
The grammar follows.
config_file = object( [ attr(rules, array(rule)) ] ,
[ attr(profiles, array(profile)) ] ) ;
rule = object(attr(pattern, pattern_object | array(pattern_object)),
attr(profile, profile_ref)) ;
pattern_object = pattern_op | pattern_primitive ;
pattern_op = object(attr(op, string),
attr(sub, pattern_object | array(pattern_object))) ;
pattern_primitive = object(attr(feature, string),
attr(matches, string)) ;
profile_ref = string | settings | rule_profile ;
profile = object(attr(name, string),
attr(settings,
(array(setting_kv) | array(setting_obj)))) ;
rule_profile = object([ attr(name, string) ],
attr(settings,
(array(setting_kv) | array(setting_obj)))) ;
setting_kv = string ',' value ;
setting_obj = object(attr(k,string) | attr(key,string),
attr(v,value) | attr(value,value)) ;
string = ? any valid json string ? ;
value = ? any valid json number ? | 'true' | 'false' |
hex_value | oct_value ;
hex_value = '0', ('x' | 'x'), hex_digit, { hex_digit } ;
oct_value = '0', oct_digit, { oct_digit } ;
hex_digit = ? any character in the range [0-9a-fA-F] ? ;
oct_digit = ? any character in the range [0-7] ? ;
J6. RULE PRECEDENCE
Profiles may be specified in any order, and rules defined in files earlier in
the search path may refer to profiles defined later in the search path.
Rules are prioritized based on the order in which they are defined: each rule
has precedence over rules defined after it in the same file, and rules defined
in a file have precedence over rules defined in files that come after that
file in the search path.
For example, if there are two files A and B, such that A comes before B in the
search path, with the following contents:
# File A
{
"rules" : [ { "pattern" : "foo",
"profile" : [ "a", 1 ] },
{ "pattern" : "foo",
"profile" : [ "a", 0, "b", 2 ] } ]
}
# File B
{
"rules" : [ { "pattern" : "foo",
"profile" : [ "a", 0, "b", 0, "c", 3 ] } ]
}
and the driver is loaded into a process with the name "foo", it will apply the
settings "a" = 1, "b" = 2, and "c" = 3.
Settings specified via application profiles have higher precedence than global
settings specified in nvidia-settings, but lower precedence than settings
specified directly via environment variables.
J7. CONFIGURATION FILE EXAMPLE
The following is a sample configuration file which demonstrates the various
ways one can specify application profiles and rules for different processes.
{
"rules" : [
# Define a rule with an inline profile, (implicitly) using
# feature "procname".
{ "pattern" : "glxgears", "profile" : [ "GLSyncToVBlank", "1" ] },
# Define a rule with a named profile, (implicitly) using feature
# "procname".
{ "pattern" : "gloss", "profile" : "p0" },
# Define a rule with a named profile, using feature "dso".
{ "pattern" : { "feature" : "dso", "matches" : "libpthread.so.0" },
"profile" : "p1" },
# Define a rule with a named, inline profile, using feature "true";
# patterns using this feature will always match, and can be used
# to write catch-all rules.
{ "pattern" : { "feature" : "true", "matches" : "" },
"profile" : { "name" : "p2",
"settings" : [ "GLSyncToVBlank", 1 ] } },
# Define a rule with multiple patterns. This rule will only be
# applied if the current process is named "foo" and has loaded
# "bar.so".
{ "pattern" : [ { "feature" : "procname", "matches" : "foo" },
{ "feature" : "dso", "matches" : "bar.so" } ],
"profile" : "p1" },
# Define a rule with no patterns. This rule will always be applied.
{ "pattern" : [], "profile" : "p1" }
],
"profiles" : [
# define a profile with settings defined in a key/value array
{ "name" : "p0", "settings" : [ "GLSyncToVBlank", 0 ] },
# define a profile with settings defined in an array of setting
# objects
{ "name" : "p1", "settings" : [ { "k" : "GLDoom3", "v" : false } ] }
]
}
J8. SUPPORTED FEATURES
This NVIDIA Linux driver supports detection of the following features:
o "true": patterns using this feature will always match, regardless of the
contents of the string provided by "matches".
o "procname": patterns using this feature compare the string provided by
"matches" against the pathname of the current process with the leading
directory components removed and match if they are equal.
o "commname": patterns using this feature compare the string provided by
"matches" against the commandname of the current process, as stored in
/proc/self/comm.
o "cmdline": patterns using this feature compare the string provided by
"matches" against the argument 0 of the command line for the current
process, as stored in /proc/self/cmdline (with leading directory
components removed, separated by slashes and backslashes).
This is useful for applications and games running through Wine. For
example "glxgears" would match a process started with "/usr/bin/glxgears"
or "notepad.exe" would match a process started with "wine
C:\Windows\notepad.exe".
o "dso": patterns using this feature compare the string provided by
"matches" against the list of currently loaded libraries in the current
process and match if the string matches one of the entries in the list
(with leading directory components removed).
Please note that application detection occurs when the driver component
("libGL.so.1" in the case of GLX) is first loaded by a process, so a
pattern using this feature may fail to match if the library specified by
the pattern is loaded after the component is loaded. A potential
workaround for this on Linux is to set the LD_PRELOAD environment
variable (see ld-linux(8)) to include the component, as in the following
example:
LD_PRELOAD="libGL.so.1" glxgears
Note this defeats one of the objectives of application detection (namely
the need to set environment variables on the command line before running
the application), but this may be useful when there is a need to
frequently change driver settings for a particular application: one can
write a wrapper script to set LD_PRELOAD once, then modify the JSON
configuration repeatedly without needing to edit the wrapper script later
on.
Also note that the pattern matches against library names as they appear
in the maps file of that process (see proc(5)), and not the names of
symbolic links to these libraries.
o "findfile": patterns using this feature should provide a colon-separated
list of filenames in the "matches" argument. At runtime, the driver scans
the directory of the process executable and matches the pattern if every
file specified in this list is present in the same directory. Please note
there is currently no support for matching against files in other paths
than the process executable directory.
J9. LIST OF SUPPORTED APPLICATION PROFILE SETTINGS
The list of supported application profile settings and their equivalent
environment variable names (if any) is as follows:
o "GLFSAAMode" : see __GL_FSAA_MODE
o "GLLogMaxAniso" : see __GL_LOG_MAX_ANISO
o "GLNoDsoFinalizer" : see __GL_NO_DSO_FINALIZER
o "GLSingleThreaded" : see __GL_SINGLE_THREADED
o "GLSyncDisplayDevice" : see __GL_SYNC_DISPLAY_DEVICE
o "GLSyncToVblank" : see __GL_SYNC_TO_VBLANK
o "GLSortFbconfigs" : see __GL_SORT_FBCONFIGS
o "GLAllowUnofficialProtocol" : see __GL_ALLOW_UNOFFICIAL_PROTOCOL
o "GLSELinuxBooleans" : see __GL_SELINUX_BOOLEANS
o "GLShaderDiskCache" : see __GL_SHADER_DISK_CACHE
o "GLShaderDiskCachePath" : see __GL_SHADER_DISK_CACHE_PATH
o "GLYield" : see __GL_YIELD
o "GLThreadedOptimizations" : see __GL_THREADED_OPTIMIZATIONS
o "GLDoom3" : see __GL_DOOM3
o "GLExtensionStringVersion" : see __GL_ExtensionStringVersion
o "GLConformantBlitFramebufferScissor" : see
__GL_ConformantBlitFramebufferScissor
o "GLAllowFXAAUsage" : see __GL_ALLOW_FXAA_USAGE
o "GLVRRAllowed" : see __GL_VRR_ALLOWED
o "GLWriteTextSection" : see __GL_WRITE_TEXT_SECTION
o "GLIgnoreGLSLExtReqs" : see __GL_IGNORE_GLSL_EXT_REQS
o "EGLVisibleDGPUDevices"
On a multi-device system, this option can be used to make EGL ignore
certain devices. This setting takes a 32-bit mask encoding a whitelist of
visible devices. The bit position matches the minor number of the device
to make visible.
For instance, the profile
{
"rules" : [
{ "pattern" : [],
"profile" : [ "EGLVisibleDGPUDevices", 0x00000002 ] }
]
}
would only make the device with minor number 1 visible (i.e.
/dev/nvidia1).
o "EGLVisibleTegraDevices" : Same semantics as EGLVisibleDGPUDevices
o "GLShowGraphicsOSD" : see __GL_SHOW_GRAPHICS_OSD
o "GLSharpenEnable" : see __GL_SHARPEN_ENABLE
o "GLSharpenValue" : see __GL_SHARPEN_VALUE
o "GLSharpenIgnoreFilmGrain" : see __GL_SHARPEN_IGNORE_FILM_GRAIN
______________________________________________________________________________
Appendix K. GPU Names
______________________________________________________________________________
Many X configuration options that take a display device name can also be
qualified with a GPU. This is done by prepending one of the GPU's names to the
display device name. For example, the "MetaModes" X configuration option can
be used to enable display devices from multiple GPUs in SLI Mosaic or Base
Mosaic configurations:
Option "MetaModes" "1280x1024 +0+0, 1280x1024 +1280+0"
You can use a display device name qualifier along with a GPU qualifier to
configure which display should be picked and from which GPU. E.g.,
Option "MetaModes" "GPU-1.DFP-0:1280x1024 +0+0, GPU-0.DFP-0:1280x1024
+1280+0"
Other X configuration options that support GPU names include:
o ColorRange
o ColorSpace
o ConnectedMonitor
o CustomEDID
o FlatPanelProperties
o IgnoreEDIDChecksum
o ModeValidation
o nvidiaXineramaInfoOrder
o UseDisplayDevice
o UseEdidFreqs
The description of each X configuration option in Appendix B provides more
detail on the available syntax for each option.
To find all available names for your configuration, start the X server with
verbose logging enabled (e.g., `startx -- -logverbose 5`, or enable the
"ModeDebug" X configuration option with `nvidia-xconfig --mode-debug` and
restart the X server).
The X log (normally /var/log/Xorg.0.log) will contain information regarding
each GPU. E.g.,
(II) NVIDIA(0): NVIDIA GPU NVS 510 (GK107) at PCI:15:0:0 (GPU-0)
(II) NVIDIA(0): VERBOSE: GPU UUID: GPU-758a4cf7-0761-62c7-9bf7-c7d950b817c6
Alternatively, nvidia-xconfig can be used to query the GPU names:
`nvidia-xconfig --query-gpu-info`
GPU #0:
Name : NVS 510
UUID : GPU-758a4cf7-0761-62c7-9bf7-c7d950b817c6
PCI BusID : PCI:3:0:0
Each name has different properties that may affect which name is appropriate
to use. The possible names are:
o An NV-CONTROL target ID-based name (e.g., "GPU-0"). The NVIDIA X driver
will assign a unique ID to each GPU on the entire X server. These IDs are
not guaranteed to be persistent from one run of the X server to the next,
so is likely not convenient for X configuration file use. It is more
frequently used in communication with NV-CONTROL clients such as
nvidia-settings.
o An UUID-based name (e.g., "GPU-758a4cf7-0761-62c7-9bf7-c7d950b817c6").
This name is a SHA-1 hash, formatted in canonical UUID 8-4-4-4-12 format.
This UUID is unique for each physical GPU, and will be the same
regardless of where the GPU is connected.
______________________________________________________________________________
Appendix L. Wayland Known Issues
______________________________________________________________________________
L1. OVERVIEW
There are several areas in which the NVIDIA driver lacks feature parity
between X11 and Wayland. These may be due to limitations of the driver itself,
the Wayland protocol, or the specific Wayland compositor in use. Over time
this list is expected to shorten as missing functionality is implemented both
in the driver and in upstream components, but the following captures the
situation as of the release of this driver version. Note that this assumes a
compositor with reasonably complete support for graphics-related Wayland
protocol extensions.
L2. NVIDIA DRIVER LIMITATIONS
o Wayland compositors may not be designed to handle the case where two DRM
drivers instantiate independent device nodes capable of driving the same
display. When the nvidia-drm driver does not remove conflicting
framebuffers and instantiate its own DRM fbdev support, simpledrm will
remain present for driving the initial framebuffer console if initially
loaded. In this situation, both simpledrm and nvidia-drm have DRI device
nodes driving the same display. This can lead to issues such as a black
screen, corruption, or flickering. A workaround for this is to set the
fbdev=1 module parameter for the nvidia-drm kernel module.
o The nvidia-drm module does support the DEGAMMA_LUT, CTM, and GAMMA_LUT
CRTC properties. However the COLOR_ENCODING and COLOR_RANGE plane
properties are unsupported. This may impact some advanced compositor
features related to color correction.
o The nvidia-settings configuration tool has limited functionality on
Wayland.
o Front-buffer rendering in GLX does not work with Xwayland.
o Explicit Sync refers to using DRM Syncobj timeline synchronization points
to explicitly signal ownership transfers of shared buffers to and from
the compositor. Explicit Sync support requires a kernel that contains the
following two commits, which fix bugs preventing Explicit Sync from
working correctly. These are present in 6.8.x or newer kernels.
o "drm/syncobj: fix DRM_SYNCOBJ_WAIT_FLAGS_WAIT_AVAILABLE" with commit hash
101c9f637efa1655f55876644d4439e552267527.
o "drm/syncobj: handle NULL fence in syncobj_eventfd_entry_func" with
commit hash 2aa6f5b0fd052e363bb9d4b547189f0bf6b3d6d3.
L3. WAYLAND PROTOCOL OR COMPOSITOR LIMITATIONS
o The following workstation features are not supported by any Wayland
compositors or the Wayland protocol. They will also likely require new
EGL extensions or other means to expose the related hardware
functionality. Features followed by an asterisk (*) are supported with
VK_KHR_display.
o SLI Mosaic (Chapter 31)
o Frame Lock and Genlock (Chapter 32)*
o Swap Groups*
o Advanced display pipeline features including warp and blend, pixel shift,
and emulated YUV420.
o Stereo rendering*
o There is no established public API through which Wayland compositors can
power off video memory via RTD3 (Chapter 22).
o Display multiplexers (muxes) are typically used in laptops with both
integrated and discrete GPUs to provide a direct connection between the
discrete GPU and the built-in display (internal mux) or an external
display (external mux). On X11, the display mux can be automatically
switched when a full-screen application is running on the discrete GPU,
enabling enhanced display features and improved performance, but no
Wayland compositors currently support this functionality.
o Indirect GLX is not supported by Xwayland.
o Hardware overlays cannot be used by GLX applications with Xwayland.
Generated by dwww version 1.14 on Fri Dec 5 01:12:24 CET 2025.