#include <stdio.h> #include <fcntl.h> #include <unistd.h> #include <sys/mman.h> #include <drm_fourcc.h> #include <xf86drm.h> #include <xf86drmMode.h> int main() PROT_WRITE, MAP_SHARED, fd, map.offset);
Now go make your screen glitch in interesting ways. Hands On Projects For The Linux Graphics Subsystem
The Linux graphics subsystem is often viewed as a terrifying labyrinth of acronyms: DRM, KMS, GEM, DRI, Mesa, VA-API, and Wayland. Most articles explain what these components are. This one is different. It is a project-based guide to touching the code, breaking things, fixing them, and understanding how pixels actually travel from your RAM to the screen. #include <stdio
// Draw a simple gradient for (int y = 0; y < create.height; y++) for (int x = 0; x < create.width; x++) pixels[y * create.pitch / 4 + x] = (x * 255 / create.width) This one is different
Once you’ve fixed a bug in your tinkering, send a patch to the dri-devel mailing list. The maintainers are harsh but fair – and desperately need people who have actually run their code on real hardware.