Hands On Projects For The Linux Graphics Subsystem Access

Hands-On Projects for the Linux Graphics Subsystem

Below is a progressive, practical set of projects—ranked from beginner to advanced—designed to teach you the Linux graphics stack (kernel DRM/KMS, Mesa, Gallium, Wayland, X11, EGL/GBM, Vulkan, GPU drivers, compositor internals). Each project includes objectives, prerequisites, step-by-step tasks, expected learning outcomes, suggested tools, and checkpoints. Assume a modern Linux distribution with developer tools installed (gcc/clang, meson/ninja, git, pkg-config, libdrm, libwayland, libxkbcommon, libinput, Vulkan SDK optional). Adjust for your distro.

Goal

Modify a simple Wayland client (e.g., weston-simple-shm) and trace round-trip from client writev() to kernel DRM atomic commit. Hands On Projects For The Linux Graphics Subsystem

Level 3: Kernel Space (DRM & KMS)

This is the core of the Linux graphics architecture. The Direct Rendering Manager (DRM) is the kernel subsystem that manages GPU hardware. Hands-On Projects for the Linux Graphics Subsystem Below

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