Memory to Photons: Whether it's a moving picture or a game, Linux's graphics stack is complex, involving various components in both the Kernel and userspace. Getting my first pixel to appear on an LVDS screen was an exciting journey. This talk will walk through my experience of getting started with Linux graphics, based on my recent work on Allwinner A133 display engine support [1] and my ongoing effort to get Imagination Technologies' GPU GE8300 into the upstream kernel.
Ever heard of DRM, GPU, MIPI, Khronos, OpenGL ES, Vulkan, KMS, Weston, HDMI, framebuffer, or Mesa3D, and wondered what all these are? This talk will detail the basic components of the Linux graphics stack and how it's layered. Additionally, it will discuss the specifics of how the Linux kernel's DRM is structured, which parts you’ll be interested in when building your display pipeline, and how to debug when you don't see your pixel.
[1]:
20241227-a133-display-support-v1-0-abad35b3579c@linumiz.com/" target="_blank">https://lore.kernel.org/all/
20241227-a133-display-support-v1-0-abad35b3579c@linumiz.com/