In this article contributed by Thomas Zimmermann, the concept of modern Linux graphics is explored, focusing on the various software components and their interactions. The article delves into the process of rendering and visualizing data in applications using scene graphs and describes how standard APIs like OpenGL or Vulkan are used for rendering. It also discusses Mesa, a 3D library that provides support for graphics hardware and various interfaces, and the kernel’s role in managing graphics memory. The article concludes with an overview of software rendering using dumb buffers in scenarios where hardware acceleration is not available.
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