: Before diving into complex DRM APIs, start with the legacy fbdev (framebuffer device). Write a C program that opens /dev/fb0 , maps the memory using mmap() , and paints a simple red rectangle by writing raw hex values to the memory address.
The first frame must set the mode. Subsequent frames should just flip the FB_ID .
// Draw a simple diagonal gradient for (int y = 0; y < vinfo.yres; y++) for (int x = 0; x < vinfo.xres; x++) (y * 0xFF / vinfo.yres) << 8; Hands On Projects For The Linux Graphics Subsystem
sudo modetest -M i915 -s 42@33:1920x1080 -P 79@33:1920x1080@XR24
GEM (Graphics Execution Manager) is how buffers get shared between the GPU, display controller, and camera. The project: create a buffer in one process, export it as a dma-buf, and import it in another. : Before diving into complex DRM APIs, start
// Rendering loop vkQueuePresentKHR(present_queue, &present_info);
Using libdrm (a thin wrapper over the kernel's DRM ioctls), write a C program that: Subsequent frames should just flip the FB_ID
The stack is vast. Sometimes the best project is passive observation .
Create a "headless" renderer using GBM (Generic Buffer Management) and EGL . Key Tasks: