NVIDIA Accelerated FreeBSD Graphics Driver README and Installation Guide

    NVIDIA Corporation
    Last Updated: Wed Oct 29 22:03:26 UTC 2025
    Most Recent Driver Version: 580.105.08

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______________________________________________________________________________

TABLE OF CONTENTS
______________________________________________________________________________

Chapter 1. Introduction
Chapter 2. Minimum Software Requirements
Chapter 3. Installing the NVIDIA Driver
Chapter 4. Installed Components
Chapter 5. Using Linux Compatibility Support
Chapter 6. Configuring X for the NVIDIA Driver
Chapter 7. Frequently Asked Questions
Chapter 8. Common Problems
Chapter 9. Known Issues
Chapter 10. Specifying OpenGL Environment Variable Settings
Chapter 11. Configuring Multiple Display Devices on One X Screen
Chapter 12. Configuring GLX in Xinerama
Chapter 13. Configuring Multiple X Screens on One Card
Chapter 14. Support for the X Resize and Rotate Extension
Chapter 15. Configuring a Notebook
Chapter 16. Programming Modes
Chapter 17. Configuring Flipping and UBB
Chapter 18. The Sysctl Interface
Chapter 19. Configuring Low-level Parameters
Chapter 20. Using the X Composite Extension
Chapter 21. Using the nvidia-settings Utility
Chapter 22. NVIDIA Spectre V2 Mitigation
Chapter 23. Configuring SLI Mosaic
Chapter 24. Configuring Frame Lock and Genlock
Chapter 25. Configuring Depth 30 Displays
Chapter 26. Configuring External and Removable GPUs
Chapter 27. GSP Firmware
Chapter 28. Addressing Capabilities
Chapter 29. NVIDIA Contact Info and Additional Resources
Chapter 30. Credits
Chapter 31. 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. VDPAU Support
Appendix G. Tips for New FreeBSD Users
Appendix H. Application Profiles
Appendix I. GPU Names

______________________________________________________________________________

Chapter 1. Introduction
______________________________________________________________________________


1A. ABOUT THE NVIDIA ACCELERATED FREEBSD GRAPHICS DRIVER

The NVIDIA Accelerated FreeBSD Graphics Driver brings accelerated 2D
functionality and high-performance OpenGL support to FreeBSD 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 FreeBSD Graphics Driver. Chapter 3, Chapter 5 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 FreeBSD Driver.
Frequently asked questions about specific tasks are included in the relevant
chapters.


1C. ABOUT THE AUDIENCE

It is assumed that the user and reader of this document has at least a basic
understanding of FreeBSD techniques and terminology. However, new FreeBSD
users can refer to Appendix G for details on parts of the installation
process.


1D. ADDITIONAL INFORMATION

In case additional information is required, Chapter 29 provides contact
information for NVIDIA FreeBSD driver resources, as well as a brief listing of
external resources.

______________________________________________________________________________

Chapter 2. Minimum Software Requirements
______________________________________________________________________________

The official minimum software requirements for the NVIDIA FreeBSD Graphics
Driver are as follows:

    Software Element                      Min Requirement
    ----------------------------------    ----------------------------------
    Kernel                                FreeBSD 12.2-STABLE
    X.Org xserver                         1.7, 1.8, 1.9, 1.10, 1.11, 1.12,
                                          1.13, 1.14, 1.15, 1.16, 1.17,
                                          1.18, 1.19, 1.20, 21.1
    libvdpau *                            0.2
    libvulkan **                          1.0.61

Additionally, the kernel source tree must be installed in /usr/src/sys
(package 'ssys' installed)

Note that FreeBSD-CURRENT development snapshots are not supported.

* Required for hardware-accelerated video playback. See Appendix F for more
information.

** Required for applications which use the Vulkan API.

______________________________________________________________________________

Chapter 3. Installing the NVIDIA Driver
______________________________________________________________________________

This installation procedure will likely be simplified further in the future,
but for the moment you will need to download the NVIDIA FreeBSD Graphics
Driver archives from the NVIDIA website, extract them to a temporary location
of your choice, and run the following from the root of the extracted directory
hierarchy:

    % make install

This will compile the NVIDIA FreeBSD kernel module, install it, and kldload
it. It will also remove any conflicting OpenGL libraries, and install the
NVIDIA OpenGL libraries. The '/dev/nvidia' device files will be created
(unless the system is using devfs), and your '/boot/loader.conf' file will be
updated to automatically load the NVIDIA kernel module on boot, as well as the
Linux ABI compatibility module should you not have it compiled into your
kernel.

______________________________________________________________________________

Chapter 4. Installed Components
______________________________________________________________________________

The NVIDIA Accelerated FreeBSD Graphics Driver consists of the following
components.

    Installed File                        Location
    ----------------------------------    ----------------------------------
    nvidia.ko                             /boot/modules
    nvidia-modeset.ko                     /boot/modules
    libGL.so                              /usr/local/lib
    libGL.so.1                            /usr/local/lib
    libGLX.so                             /usr/local/lib
    libGLX.so.0                           /usr/local/lib
    libGLX_indirect.so.0                  /usr/local/lib
    libGLX_nvidia.so                      /usr/local/lib
    libGLX_nvidia.so.0                    /usr/local/lib
    libOpenGL.so                          /usr/local/lib
    libOpenGL.so.0                        /usr/local/lib
    libEGL.so                             /usr/local/lib
    libEGL.so.1                           /usr/local/lib
    libGLESv1_CM.so                       /usr/local/lib
    libGLESv1_CM.so.1                     /usr/local/lib
    libGLESv1_CM_nvidia.so                /usr/local/lib
    libGLESv1_CM_nvidia.so.1              /usr/local/lib
    libGLESv2.so                          /usr/local/lib
    libGLESv2.so.2                        /usr/local/lib
    libGLESv2_nvidia.so                   /usr/local/lib
    libGLESv2_nvidia.so.2                 /usr/local/lib
    libGLdispatch.so                      /usr/local/lib
    libGLdispatch.so.0                    /usr/local/lib
    libnvidia-tls.so                      /usr/local/lib
    libnvidia-tls.so.1                    /usr/local/lib
    libnvidia-cfg.so                      /usr/local/lib
    libnvidia-cfg.so.1                    /usr/local/lib
    libnvidia-ml.so                       /usr/local/lib
    libnvidia-ml.so.1                     /usr/local/lib
    libnvidia-glcore.so                   /usr/local/lib
    libnvidia-glcore.so.1                 /usr/local/lib
    libnvidia-eglcore.so                  /usr/local/lib
    libnvidia-eglcore.so.1                /usr/local/lib
    libnvidia-egl-gbm.so                  /usr/local/lib
    libnvidia-egl-gbm.so.1                /usr/local/lib
    libnvidia-egl-wayland.so              /usr/local/lib
    libnvidia-egl-wayland.so.1            /usr/local/lib
    libnvidia-glsi.so                     /usr/local/lib
    libnvidia-glsi.so.1                   /usr/local/lib
    libnvidia-glvkspirv.so                /usr/local/lib
    libnvidia-glvkspirv.so.1              /usr/local/lib
    libnvidia-gpucomp.so                  /usr/local/lib
    libnvidia-gpucomp.so.1                /usr/local/lib
    nvidia_drv.so                         /usr/local/lib/xorg/modules/drivers
   
    libglxserver_nvidia.so                
/usr/local/lib/xorg/modules/extensions    
    libglxserver_nvidia.so.1              
/usr/local/lib/xorg/modules/extensions    
    libvdpau_nvidia.so                    /usr/local/lib/vdpau
    libvdpau_nvidia.so.1                  /usr/local/lib/vdpau
    nvidia-xconfig                        /usr/local/bin
    nvidia-xconfig.1                      /usr/local/man/man1
    nvidia-settings                       /usr/local/bin
    nvidia-settings.1                     /usr/local/man/man1
    libnvidia-gtk2.so.580.105.08         /usr/local/lib
    libnvidia-gtk3.so.580.105.08         /usr/local/lib
    nvidia0                               /dev
    nvidia1                               /dev
    nvidia2                               /dev
    nvidia3                               /dev
    nvidiactl                             /dev
    10_nvidia_wayland.json                /usr/share/egl_external_platform.d
    15_nvidia_gbm.json                    /usr/share/egl_external_platform.d
    nvidia_icd.json                       /usr/local/share/vulkan/icd.d
    nvidia_layers.json                    
/usr/local/share/vulkan/implicit_layer.d    
    libGL.so                              /usr/local/lib32
    libGL.so.1                            /usr/local/lib32
    libGLX.so                             /usr/local/lib32
    libGLX.so.0                           /usr/local/lib32
    libGLX_nvidia.so                      /usr/local/lib32
    libGLX_nvidia.so.0                    /usr/local/lib32
    libOpenGL.so                          /usr/local/lib32
    libOpenGL.so.0                        /usr/local/lib32
    libEGL.so                             /usr/local/lib32
    libEGL.so.1                           /usr/local/lib32
    libGLESv1_CM.so                       /usr/local/lib32
    libGLESv1_CM.so.1                     /usr/local/lib32
    libGLESv1_CM_nvidia.so                /usr/local/lib32
    libGLESv1_CM_nvidia.so.1              /usr/local/lib32
    libGLESv2.so                          /usr/local/lib32
    libGLESv2.so.2                        /usr/local/lib32
    libGLESv2_nvidia.so                   /usr/local/lib32
    libGLESv2_nvidia.so.2                 /usr/local/lib32
    libGLdispatch.so                      /usr/local/lib32
    libGLdispatch.so.0                    /usr/local/lib32
    libnvidia-tls.so                      /usr/local/lib32
    libnvidia-tls.so.1                    /usr/local/lib32
    libnvidia-cfg.so                      /usr/local/lib32
    libnvidia-cfg.so.1                    /usr/local/lib32
    libnvidia-glcore.so                   /usr/local/lib32
    libnvidia-glcore.so.1                 /usr/local/lib32
    libnvidia-eglcore.so                  /usr/local/lib32
    libnvidia-eglcore.so.1                /usr/local/lib32
    libnvidia-glsi.so                     /usr/local/lib32
    libnvidia-glsi.so.1                   /usr/local/lib32
    libnvidia-glvkspirv.so                /usr/local/lib32
    libnvidia-glvkspirv.so.1              /usr/local/lib32
    libnvidia-gpucomp.so                  /usr/local/lib32
    libnvidia-gpucomp.so.1                /usr/local/lib32
    libvdpau_nvidia.so                    /usr/local/lib32/vdpau
    libvdpau_nvidia.so.1                  /usr/local/lib32/vdpau
    libGL.so.1                            /compat/linux/usr/lib
    libEGL.so.1                           /compat/linux/usr/lib
    libEGL.so.580.105.08                 /compat/linux/usr/lib
    libEGL_nvidia.so.0                    /compat/linux/usr/lib
    libGLdispatch.so.0                    /compat/linux/usr/lib
    libGLESv1_CM.so.1                     /compat/linux/usr/lib
    libGLESv1_CM.so.580.105.08           /compat/linux/usr/lib
    libGLESv2.so.2                        /compat/linux/usr/lib
    libGLESv2.so.580.105.08              /compat/linux/usr/lib
    libOpenGL.so.0                        /compat/linux/usr/lib
    libnvidia-tls.so.580.105.08          /compat/linux/usr/lib
    libnvidia-eglcore.so.580.105.08      /compat/linux/usr/lib
    libnvidia-glcore.so.580.105.08       /compat/linux/usr/lib
    libnvidia-glsi.so.580.105.08         /compat/linux/usr/lib
    libnvidia-glvkspirv.so.580.105.08    /compat/linux/usr/lib
    libnvidia-gpucomp.so.580.105.08      /compat/linux/usr/lib
    libvdpau_nvidia.so.1                  /compat/linux/usr/lib/vdpau
    libvdpau_nvidia.so.580.105.08        /compat/linux/usr/lib/vdpau


______________________________________________________________________________

Chapter 5. Using Linux Compatibility Support
______________________________________________________________________________

If you wish to run Linux OpenGL applications on your FreeBSD computer, you
will need to make sure that several prerequisites are met.

First, you should follow the basic Linux compatibility installation guide in
the FreeBSD Handbook (install the linux_base package, etc). Once the basic
components are in place, you will need to install the NVIDIA Linux OpenGL
libraries in '/compat/linux/usr/lib' (do not brandelf them!); if the
'/compat/linux/usr/lib/' directory exists when you install the FreeBSD driver,
the Linux compatibility OpenGL libraries will automatically be installed.

Additionally, the 'nvidia.ko' kernel module needs to be built with support for
the Linux ABI compatibility layer. This is the case by default; as a
consequence, the 'nvidia.ko' kernel module requires the 'linux.ko' module to
be loaded.

Note: If you have no need for Linux ABI compatibility and do not wish to load
'linux.ko', you can build the 'nvidia.ko' kernel module without support for
the Linux ABI compatibility layer (see 'nv-freebsd.h' for details).

______________________________________________________________________________

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/X11R6/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 FreeBSD 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 G. Also, detailed information for specific setups is provided in the
Appendices.


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. I have read that the NVIDIA FreeBSD Driver is not a native driver, but sits
   on top of the Linux ABI compatibility layer. Is this true?

A. No, the NVIDIA FreeBSD Graphics Driver is a native driver. It does provide
   Linux OpenGL libraries in addition to the native, FreeBSD libraries to
   enable users to run Linux OpenGL applications.


Q. Is the NVIDIA FreeBSD Accelerated Graphics Driver thread-safe?

A. This release is thread-safe, making use of the libpthread or libthr KSE
   threading libraries. The NVIDIA Linux ABI compatibility libraries are fully
   thread-safe as well.


Q. Why can't the Linux compatibility libraries correctly determine if they are
   used in a multithreaded application?

A. The Linux compatibility libraries are not able to correctly determine if
   they are used in a multithreaded application because the %gs segment
   register is not initialized correctly for Linux compatibility.

   The '__GL_SINGLE_THREADED' environment variable (set to "1") can be used to
   work around this issue, but at the cost of thread-safeness.


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.
   
   
   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/FreeBSD-x86_64/ (new
   packages for FreeBSD 7.3 and newer) or https://download.nvidia.com/freebsd/
   (old i386-only packages for FreeBSD 5.3 through 7.2, inclusive).


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 FreeBSD pciconf(8) utility, in contrast, prints and interprets the PCI
   Bus ID in the format "domain:bus:device.function" (the "domain:" portion is
   only needed if the PCI domain is non-zero), in decimal. More specifically,
   
   "pci%d:%d:%d:%d", domain, bus, device, function
   
   in printf(3) syntax.


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
FreeBSD 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)).


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 4 for details.

   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 4).


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 16 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 24 for details.


Q. X fails to start, and during boot up time I get error messages
   
   nvidia0: NVRM: NVIDIA REG resource alloc failed.
   
   or
   
   nvidia0: NVRM: NVIDIA IRQ resource alloc failed.
   
   
A. The system BIOS has not properly set up your graphics card; FreeBSD can't
   currently set up PCI devices that the BIOS leaves unconfigured. Uncheck
   "PNP-OS" in your system BIOS.


Q. X fails to start, and during boot up time I get the following error
   message:
   
   nvidia0: NVRM: NVIDIA MEM resource alloc failed.
   
   
A. On certain FreeBSD kernels, it may be necessary to add the following line
   to '/boot/loader.conf':
   
   hw.pci.allow_unsupported_io_range="1"
   
   This should allow the NVIDIA kernel module to attach.


Q. My X server fails to start, and my X log file contains the error:
   
   (EE) NVIDIA(0): Failed to initialize the NVIDIA kernel module!
   
   
A. Nothing will work if the NVIDIA kernel module does not function properly.
   If you see anything in the X log file like
   
   (EE) NVIDIA(0): Failed to initialize the NVIDIA kernel module!
   
   then there is most likely a problem with the NVIDIA kernel module.

   The NVIDIA kernel module may print error messages indicating a problem --
   to view these messages check the output of `dmesg`, '/var/log/messages', or
   wherever syslog is directed to place kernel messages. These messages are
   prepended with "NVRM".


Q. When I attempt to start `nvidia-settings`, I get an error message of the
   form:
   
    Shared object "libgtk-x11-2.0.so.0" not found, required by nvidia-settings
   
   
A. Due to differences between the gtk+-2.x ports packages included with
   different FreeBSD releases, the prebuilt nvidia-settings binary shipped
   with the NVIDIA driver may not work with FreeBSD releases more recent than
   FreeBSD 10.4.

   If you have a recent ports package of gtk+-2.x and gmake installed on your
   system, you can build the nvidia-installer utility from source to solve
   this problem.

   Download nvidia-settings-580.105.08.tar.bz2 from
   https://download.nvidia.com/XFree86/nvidia-settings You can then extract,
   build and install it (to '/usr/local/bin') with:
   
       % gmake install
   
   

Q. When I attempt to run `nvidia-xconfig` after the NVIDIA FreeBSD graphics
   driver installation, I get an error message of the form:
   
   nvidia-xconfig: Command not found.
   
   
A. Depending on the shell you are using, you may need to force it to recompute
   its internal table of executable files present in the directories listed in
   the '$PATH' variable. Assuming you are using the FreeBSD default shell you
   can do so by issuing the command:
   
       % rehash
   
   

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 4
   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.
   
      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 H 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.


______________________________________________________________________________

Chapter 9. Known Issues
______________________________________________________________________________

The following problems still exist in this release and are in the process of
being resolved.

Known Issues

Notebooks

    If you are using a notebook see the "Known Notebook Issues" in Chapter 15.

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-580.105.08.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 FreeBSD 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. Specifying OpenGL Environment Variable Settings
______________________________________________________________________________


10A. 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.


10B. 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.


10C. 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



10D. 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
11 "Configuring Twinview" and the section on Ensuring Identical Mode Timings
in Chapter 16. This environment variable is only applicable to Vulkan while
using either VK_PRESENT_MODE_FIFO_KHR or VK_PRESENT_MODE_FIFO_RELAXED_KHR.


10E. 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.


10F. 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.



10G. 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.


10H. 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.


10I. 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.

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.


10J. 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.


10K. 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.


10L. 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.


10M. 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.


10N. 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.


10O. 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.


10P. 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 11. 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 13.


11A. 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.


11B. 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 14 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 14 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 13.


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 12. Configuring GLX in Xinerama
______________________________________________________________________________

The NVIDIA FreeBSD 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 13. Configuring Multiple X Screens on One Card
______________________________________________________________________________

GPUs that support TwinView (Chapter 11) 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 14. 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.


14A. 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 11 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"



14B. 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.


14C. OUTPUT PROPERTIES

The NVIDIA FreeBSD 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 FreeBSD
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-
     
     


14D. 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.


14E. MONITOR CONFIGURATION OPTIONS

This NVIDIA FreeBSD 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.


14F. 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 15. Configuring a Notebook
______________________________________________________________________________


15A. INSTALLATION AND CONFIGURATION

Installation and configuration of the NVIDIA FreeBSD Driver Set on a notebook
is the same as for any desktop environment, with a few additions, as described
below.


15B. 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.


15C. 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.


15D. 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.


15E. 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 some notebooks, PowerMizer is not enabled by default. This issue is
     being investigated, and there is no known workaround.

   o ACPI is not currently supported on FreeBSD As a result, ACPI hotkey
     events are not supported.


______________________________________________________________________________

Chapter 16. Programming Modes
______________________________________________________________________________

The NVIDIA Accelerated FreeBSD 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.


16A. 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.


16B. MAXIMUM RESOLUTIONS

The NVIDIA Accelerated FreeBSD 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.


16C. 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.


16D. 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.


16E. 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.


16F. 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.


16G. 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 17. Configuring Flipping and UBB
______________________________________________________________________________

The NVIDIA Accelerated FreeBSD 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 18. The Sysctl Interface
______________________________________________________________________________

The sysctl interface allows you to obtain run-time information about the
driver and any installed NVIDIA graphics cards.

The various pieces of information are held in a hierarchy under hw.nvidia and
are accessible with the sysctl(8) command.

NVIDIA sysctl Entries

hw.nvidia.version

    Prints the installed driver revision

hw.nvidia.cards.n.*

    These OIDs provide information about NVIDIA device 'n':
    
        ID                                  Description
        --------------------------------    --------------------------------
        model                               the device's product name
        irq                                 the IRQ claimed by this device
        vbios                               the device's Video BIOS revision
        type                                the bus type of this device
    
    

______________________________________________________________________________

Chapter 19. Configuring Low-level Parameters
______________________________________________________________________________

The NVIDIA resource manager recognizes several low-level configuration
parameters that can be set using the sysctl driver interface BEFORE the X
server is started. Normally you should not need to modify any of these
parameters, but it is sometimes necessary or desirable to do so.

To view the current settings of these parameters, you need to issue this
sysctl command ('nvidia.ko' needs to be loaded):

    % sysctl -a hw.nvidia.registry

To change any of the parameters, you need to pass the complete name of the OID
followed by '=' and the new value, e.g.:

    % sysctl hw.nvidia.registry.DeviceFileMode=0600

It is possible to automate setting these parameters by adding them to the
'/etc/sysctl.conf' file. See `man 5 sysctl.conf` for details.

______________________________________________________________________________

Chapter 20. 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 FreeBSD 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 FreeBSD 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 21. Using the nvidia-settings Utility
______________________________________________________________________________

A graphical configuration utility, 'nvidia-settings', is included with the
NVIDIA FreeBSD 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.

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/

If you have trouble running the nvidia-settings binary shipped with the NVIDIA
FreeBSD Graphics Driver, refer to the nvidia-settings entry in Chapter 8.

______________________________________________________________________________

Chapter 22. NVIDIA Spectre V2 Mitigation
______________________________________________________________________________

The NVIDIA FreeBSD 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

FreeBSD does not provide a consistent method to determine if the kernel
implements Spectre V2 mitigation at driver install time. The NVIDIA FreeBSD
driver implements the non-speculative (safe) version of the retpoline thunk
which provides Spectre V2 mitigation for the NVIDIA kernel module. When
enabled, users may notice a performance degradation.

______________________________________________________________________________

Chapter 23. Configuring SLI Mosaic
______________________________________________________________________________

The NVIDIA FreeBSD 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.


23A. 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



23B. ENABLING SLI MOSAIC MODE

The simplest way to configure SLI Mosaic Mode using a grid of monitors is to
use 'nvidia-settings' (see Chapter 21). 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 11. See
Appendix C for further details on GPU and Display Device Names.


23C. 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.



23D. 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.


______________________________________________________________________________

Chapter 24. 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.


24A. 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.


24B. 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



24C. 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 FreeBSD Driver Set. If you have not done so,
see Chapter 3.


24D. 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.


24E. 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.


24F. 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 16 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 FreeBSD
     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 16 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



24G. 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.


24H. 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.


24I. 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
     
     


24J. 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.


24K. 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.



24L. 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 25. 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 26. 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 27. 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 are built into 'nvidia_gsp_*_fw.ko' and installed in
'/boot/modules'. Each GSP firmware module is named after a GPU architecture
(for example, 'nvidia_gsp_tu10x_fw.ko' is named after Turing) and supports
GPUs from one or more architectures.


27A. 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                  : 580.105.08
    ...


This information is also present in a per-GPU sysctl variable.

    $ sysctl hw.nvidia.gpus.0.firmware
    hw.nvidia.gpus.0.firmware: 580.105.08



27B. DISABLING GSP MODE

The driver can be forced to disable use of GSP firmware by setting the sysctl
variable hw.nvidia.registry.EnableGpuFirmware=0.


27C. 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
sysctl variable hw.nvidia.registry.EnableGpuFirmware=1.

______________________________________________________________________________

Chapter 28. 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.


28A. 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 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 29. NVIDIA Contact Info and Additional Resources
______________________________________________________________________________


29A. GENERAL SUPPORT

If you believe that you have found a bug or have a problem that you need
assistance with and cannot find the solution elsewhere, or if you have found
inaccuracies in this document, send email to freebsd-gfx-bugs@nvidia.com


29B. 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



29C. ADDITIONAL RESOURCES


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 30. Credits
______________________________________________________________________________

The port of the NVIDIA driver to FreeBSD is due in no small part to the many
contributions of Christian Zander <zander 'at' mail.minion.de> and Matthew N.
Dodd <mdodd 'at' freebsd.org>.

______________________________________________________________________________

Chapter 31. Acknowledgements
______________________________________________________________________________


X.Org

    This NVIDIA FreeBSD 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 FreeBSD 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.

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 FreeBSD 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 FreeBSD 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 FreeBSD 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 FreeBSD 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 FreeBSD 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 Ådahl

    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 FreeBSD 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 FreeBSD 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 FreeBSD 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 FreeBSD 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 FreeBSD x86_64 Graphics
Driver download page. Please go to http://www.nvidia.com/object/unix.html,
follow the Archive link under the FreeBSD x86_64 heading, follow the link for
the 580.105.08 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 F.

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 FreeBSD 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 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 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 RTX PRO 5000 Blackwell Embedded GPU               2C77            K
 NVIDIA RTX PRO 4000 Blackwell Embedded GPU               2C79            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 RTX PRO 2000 Blackwell Embedded GPU               2D79            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 RTX PRO 500 Blackwell Embedded GPU                2DF9            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 17 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 17 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 10 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 11 for details. Default: string is NULL.

Option "MetaModes" "string"

    This option describes the combination of modes to use on each monitor. See
    Chapter 11 and Chapter 23 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 11 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 16 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
    11 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.


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.


______________________________________________________________________________

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 I 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 I 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 13 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. 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.


F1. 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 11 "Configuring Twinview" and
the section on Ensuring Identical Mode Timings in Chapter 16.

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.


F2. 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.


F3. 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.


F4. 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.


F5. 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.


F6. 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.


F7. 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 G. Tips for New FreeBSD Users
______________________________________________________________________________

This installation guide assumes that the user has at least a basic
understanding of FreeBSD 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
FreeBSD Driver, it is by no means a tutorial on the use or administration of
the FreeBSD operating system. Unlike many desktop operating systems, it is
relatively easy to cause irreparable damage to your FreeBSD system. If you are
unfamiliar with the use of FreeBSD, we strongly recommend that you seek a
tutorial through your distributor before proceeding.


G1. THE COMMAND PROMPT

While newer releases of FreeBSD bring new desktop interfaces to the user, much
of the work in FreeBSD takes place at the command prompt. If you are familiar
with the Windows operating system, the FreeBSD 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.


G2. NAVIGATING THE DIRECTORY STRUCTURE

FreeBSD 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



G3. 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



G4. 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 FreeBSD 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.


G5. 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.


G6. EDITING TEXT FILES

There are several text editors available for the FreeBSD 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 FreeBSD Manual and Info pages). Many programs use the
'EDITOR' environment variable to determine which text editor to start when
editing is required.


G7. 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 FreeBSD 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).


G8. FREEBSD 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 H. Application Profiles
______________________________________________________________________________


H1. INTRODUCTION

The NVIDIA FreeBSD 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 FreeBSD implementation are listed
below in the "Supported Features" section.

Currently, application profiles are only supported by the NVIDIA FreeBSD 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.


H2. 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.


H3. 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-580.105.08-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.


H4. 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".


H5. 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] ? ;
            



H6. 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.


H7. 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 } ] }

    ]
    }
        



H8. SUPPORTED FEATURES

This NVIDIA FreeBSD 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
     the ki_comm field of the kinfo_proc structure.

   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.



H9. 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 I. 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.


