Understanding the Linux Graphics Stack

Original price was: $20.00.Current price is: $5.00.

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Description

Published 1/2026
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz, 2 Ch
Language: English | Duration: 13h 47m | Size: 29.3 GB

Learn how the graphics stack is organized with Linux and how to use it, covering both the kernel and user-space aspects

What you’ll learn
Understand the basics of graphics display: image and color representation, pixel drawing, pixel operations.
Understand graphics hardware: display pipeline components, display and rendering hardware.
Understand the Linux kernel graphics stack components and role: TTY, framebuffer and DRM subsystems.
Understand the Linux user-space graphics stack components and role: DRM from user-space, Xorg, Wayland, OpenGL.

Requirements
Solid experience with the C programming language
Experience with low-level development in Linux and hardware interface

Description
Modern Linux-based devices rely on a surprisingly rich and complex graphics stack, spanning from low-level kernel subsystems to sophisticated user-space rendering libraries. This course, Understanding the Linux Graphics Stack, is designed to give developers a complete, end-to-end view of how pixels ultimately appear on a screen and how every software and hardware component in between plays a role.We start with the fundamentals of computer graphics: how light is sampled into pixels, how colors are represented and transformed, how images are stored in memory, and how operations such as alpha blending, scaling, filtering, and dithering work. You will gain a strong intuition for pixel formats, FourCC codes, chroma subsampling, scan order, and the practical constraints of raster graphics. These concepts are then applied through real drawing and pixel-operation examples.The course then dives into graphics hardware and system integration. You will explore graphics pipelines, display memory, GPUs, DSPs, and hardware accelerators, as well as real-world display technologies such as LCD, OLED, and e-paper. Display interfaces (HDMI, DisplayPort, LVDS, DSI, VGA, and more), EDID, timing modes, and performance bottlenecks are covered so you understand not only how things work, but why they sometimes fail or underperform.On the software side, you will learn how Linux ties everything together. The kernel portion covers TTYs, virtual terminals, framebuffer (fbdev), and — in depth — the Direct Rendering Manager (DRM) subsystem, including KMS, atomic modesetting, buffer management, dma-buf zero-copy sharing, synchronization objects, and debugging techniques.Finally, the user-space stack is explored in detail: X11/Xorg architecture, Wayland protocols and compositors, and Mesa 3D with OpenGL, EGL, Vulkan, and Gallium internals. Through guided walkthroughs of real code paths in Xorg, Wayland, and Mesa, you will understand how modern Linux desktops and embedded systems render graphics today.This course is ideal for engineers building multimedia or embedded Linux systems who want to move beyond black-box usage and truly master the Linux graphics stack from pixel to panel.

Who this course is for
Embedded Linux engineers

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