Tips for customizing a driver for my laptop chassis? - linux

Running an up-to-date Gentoo on my Sager NP8298 (Clevo P177SM-A), and I am heartbreakingly close to having all of my hardware running beautifully. I found a nice open source driver to run my keyboard backlight at this GitHub repo, but the problem was it was made for a Clevo chassis that didn't have the touchpad light that mine does. Kinda tacky, I know, but the problem is that the default color for the touchpad light is blue, and can be kind of distracting when the keyboard is set to a different color.
I'd at least like to be able to turn the light off, if not control its color. I have a Windows install and am able to access the proprietary driver that came with the computer. I just don't quite know where to start on trying to modify this driver, if there were some Windows utilities that I could use to see what the driver is doing and how to access the LED programatically, it would be a huge help. Any ideas?
Other functionality that I'd like to add is Fn+Num pad 7 through 9 for toggling the left, center, and right part of the keyboard individually, and Fn+5 for a num pad light toggle, as the Windows driver does. I just need to know what signals need to be sent to the hardware and how to send them.
Whatever I end up with I'll be sure to fork the project and share the results with other users of this hardware.

You need the source code of driver you want to change. With that and all required bits and bobs (a.k.a. dependences) you can change it to do whatever you want.
That said, there are quite a few things to consider. You need to know, at least at a reasonable level, the language used to build the driver, platform dependencies if any.
I've done similar work for some network drivers like 15 years ago and no it's not a fun job.

Related

In Vulkan how can you associate each individual video card with monitors they're directly connected to

I have two monitors, each connected to a different GPU. Both GPUs are in a single machine, and I want to run a single application. I have two independent views, and I would like to render each one using a GPU/Monitor set. I can create multiple surfaces and devices, but I want to ensure I associate each surface with the GPU its monitor is plugged into, otherwise I suspect I'll suffer performance issues as the frame buffers need to be copied back and forth between cards.
I'm using fullscreen surfaces, and I was thinking this was something vkGetPhysicalDeviceSurfaceSupportKHR would tell me. However, both VkSurfaceKHR appear to be valid targets for each VkPhysicalDevice so I guess this is something the OS and GPU Driver can handle, but is there any hint about which surface is optimal to associate with a device?
From what I can tell the extension VK_KHR_display is one way of doing this, but it's not available on my Windows 10 machine or Nvidia GPU. It seems to be intended for embedded platforms only. However it lets you list attached displays for each device which is pretty much what I'm looking for: https://vulkan.lunarg.com/doc/view/1.0.30.0/linux/vkspec.chunked/ch29s03.html
This quote from the docs makes me belive this may not be supported on Windows:
Issues
1) Does Win32 need a way to query for compatibility between a particular physical device and a specific screen? Compatibility between a physical device and a window generally only depends on what screen the window is on. However, there is not an obvious way to identify a screen without already having a window on the screen.
RESOLVED: No. While it may be useful, there is not a clear way to do this on Win32. However, a method was added to query support for presenting to the windows desktop as a whole.
However, I'm still interested in hearing if there's a work around to achieve a similar effect.
Finally figured out a work around for this:
Direct X actually supports this through use of the IDXGIAdapter::EnumOutputs function. This lets you list the monitors connected to each GPU. Then using these two extensions you can remap this information to Vulkan:
VK_KHR_external_memory_capabilities
VK_KHR_get_physical_device_properties2
You can use these to get the deviceLUID from VkPhysicalDeviceIDPropertiesKHR.
This can then be compared with the Luid from this structure in Direct X DXGI_ADAPTER_DESC
You can also use glfwGetWin32Window to get the HWND of the monitor. This lets you associate a vulkan surface with a direct x monitor.
You now have all the information you need to accociate vulkan surfaces with the devices they're actually connected to.
At least in my application, setting this up correctly results in a significant difference in performance.
This would all be way simpler (and cross platform) if Windows would just support the VK_KHR_display and VK_KHR_display_swapchain extensions as Linux does.
There are two extensions that are useful for such things: the one mentioned by You, VK_KHR_display and the second called VK_KHR_display_swapchain which allows You to create a swapchain directly on a device’s display without any underlying window system.
But these extensions are rarely supported on Windows. In core Vulkan API there is no way to achieve what You want. And I'm afraid You need to use OS-specific functions (You need to rely on the WinAPI functions in this situation).
[EDIT]
Did You saw this question? How can you get the display adapter used for a particular monitor in Windows? If not, maybe it will help You start with Your research.
As you already discovered, on Win32 you need to use the OS windowing system to pick the display you want to use, using the Window API. It can be straight forward.
BUT if you intend to make simple and agnostic OS code, check GLFW project. It has high level functions to handle windows on all major OSs.
Check :
GLFW monitor Guide
GLFW Vulkan integration
GLFW on its own words:
GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.

Is it possible for a keyboard key to not generate a scancode?

I have recently moved to Linux full time, and am enjoying the learning curve. However, one particular thing has me stumped big time: Some of the Fn key combinations on my laptop are not working, spec. Volume up/down, Mute, etc. Combinations that are working include WLAN, Sleep, Video cycle, numeric pad, etc. I can rule out a H/W fault, since the keys worked perfectly fine on Windows 7 (although only when the hotkeys software by the laptop maker was installed).
I have scoured the net for possible explanations, and have come across the concepts of scancode (HW dependent), keycode and keysym. I think I understand the basics, and have found that console and X have their own mappings, and need to be remapped separately. The console uses the kernel mapping of scancodes to keycodes, but X for some reason has its own mapping. For my part, I have tried:
Set the boot parameter atkbd.softraw=0
Switched to console mode by Ctrl + Alt + F1
Used showkey --scancodes. Unfortunately, the keys that I am trying to get working do not show any scancode output
Used dmesg to see if any Unknown key pressed events have occured, but none found.
In my desperation, tried acpi_listen to see if the keys were actually firing any acpi events instead, only sleep and video cycle keys do, others do not output anything
At this point, I thought maybe I should try getting scancodes from the X environment itself, using xev, but no luck.
I have come here as a last resort only. I hope somebody has a good explanation as to why some of the function key combinations are not generating any output in the tools I have tried above. If it helps, I am using Linux Mint 17.3 Cinnamon, and the laptop is made by HCL. evtest shows the keyboard device to be AT Translated Set 2 keyboard. If more info is needed, I would be happy to oblige. Thanks.
EDIT: No relevant BIOS setting is available.
Confession: All my knowledge on this is based on what I have been reading up on Arch wiki, Ubuntu wiki, a whole lot of forum posts and other websites. So, if I am technically wrong about something, please bear with me, and correct me. I love learning this stuff :)
Yes, some keys on USB keyboards might not generate a scan code sent via the USB HID keyboard protocol but instead use a different USB protocol to communicate some user input. From what you've described, that's most likely what's happening here. You may be able to use programs from the evmu-tools package (that's the Debian name) or the older evtest program to find out more about what your particular device is doing for things that appear not to be sending keyboard scan codes.
(It also seems, from reading The Unix & Linux SE question "How to get all my keys to send keycodes" that there's something going on with keycodes above 255, but I'm not clear on what's going on there.)
There's also an error in your understanding of the layering:
The console uses the kernel mapping of scancodes to keycodes, but X for some reason has its own mapping.
This is not quite correct. The kernel maps scan codes to keycodes between 1 and 255; you can see this mapping with getkeycodes(8) and change it with setkeycodes(8) or udev. (The Arch Wiki page Map scancodes to keycodes has many details on this.) Not all scan codes have a mapping to a keycode; receipt of a scan code with no translation entry are what you would have seen in dmesg, had there been any.
Only after the scan code is converted to a kernel keycode do the console and X11 have access to these; each has its own mechanism to translate keycodes to actions.
Note that the console program showkey -s does not show actual scan codes that have been received; it reads keycodes (as shown by showkey -k) and translates those back into scan codes using the kernel table shown by getkeycodes(8).
It might depend upon the X11 window manager. You should try using xev(1) to understand what is going on.
Maybe using some other desktop suite like xfce or lxde or gnome, kde, icewm might help
Maybe configuring explicitly your keyboard (e.g. in /etc/Xorg.conf...) might help.

Gesture Recognition for my Grandma (Kinect) Linux

I'm looking into making a project with the Kinect to allow my Grandma to control her TV without being daunted by using the remote. So, I've been looking into basic gesture recognition. The aim will be to say turn the volume of the TV up by sending the right IR code to the TV when the program detects that the right hand is being "waved."
The problem is, no matter where I look, I can't seem to find a Linux based tutorial which shows how to do something as a result of a gesture. One other thing to note is that I don't need to have any GUI apart from the debug window as this will slow my program down a fair bit.
Does anybody know of something somewhere which will allow me to in a loop, constantly check for some hand gesture and when it does, I can control something, without the need of any GUI at all, and on Linux? :/
I'm happy to go for any language but my experience revolves around Python and C.
Any help will be accepted with great appreciation.
Thanks in advance
Matt
In principle, this concept is great, but the amount of features a remote offers is going to be hard to replicate using a number of gestures that an older person can memorize. They will probably be even less incentivized to do this (learning new things sucks) if they already have a solution (remote), even though they really love you. I'm just warning you.
I recommend you use OpenNI and NITE. Note that the current version of OpenNI (2) does not have Kinect support. You need to use OpenNI 1.5.4 and look for the SensorKinect093 driver. There should be some gesture code that works for that (googling OpenNI Gesture yields a ton of results). If you're using something that expects OpenNI 2, be warned that you may have to write some glue code.
The basic control set would be Volume +/-, Channel +/-, Power on/off. But that will be frustrating if she wants to go from Channel 03 to 50.
I don't know how low-level you want to go, but a really, REALLY simple gesture recognize could look at horizontal and vertical swipes of the right hand exceeding a velocity threshold (averaged). Be warned: detected skeletons can get really wonky when people are sitting (that's actually a bit of what my PhD is on).

Touch Screen Running Windows CE

I'm starting my first project that runs on a 7 inch touch screen running Windows CE 6.0 (and NETCF 3.5).
The touch screen doesn't respond to touch too well when I use my finger. The only way for me to navigate around is by using a stylus (or similar).
Since I've never worked with Windows CE or a resistive touch screen, I'm not sure if I should expect to be able to use my finger or if the stylus method is, essentially, the only way to effectively navigate around. - or, maybe, I have a touch screen that simply isn't that good.
If you have experience with WinCE running on a touch screen, do you find that a stylus is the only way to go?
A resistive touchscreen can certainly provide feedback for a finger - I've even configured them for hands-in-gloves. It sounds like the touchscreen driver is tossing out the data samples it's getting from the panel and the key for you is going to be to figure out why.
In my experience there are really two primary reasons for your samples to be ignored.
The driver has been configured to too tight of a tolerance.
Sensitivity is often a configurable item. Maybe through recompile of the OS, maybe through the registry - depends on how your OEM implemented it. Check with the OEM and see if you can adjust it.
The panel has too much noise, causing your samples to get tossed
This one is easy to check. Drag a selection rectangle on the desktop with a stylus and hold the end point down (don't lift the stylus). Is it steady, or does it "wiggle" a lot at the final point? If so, you have noise. Grounding the panel usually helps, but it could be a hardware issue. I've done rolling-average work in touchpanel drivers to help smooth this out, but you then have to fight hysteresis.
Be aware that larger touchscreens have different resistivity properties than smaller ones, so if you just swapped panels from small to large, it's quite possible that the output range difference of the panels is not workable with the current driver settings. Again, some OEMs provide the ability to adjust these settings.
So can it work with a finger? Well there's nothing in the physical theory that would prevent using a finger. In fact if you can't use a finger, there's something wrong. Will it work in reality? Check with your OEM.

Learning about low-level graphics programming

I'm interesting in learning about the different layers of abstraction available for making graphical applications.
I see a lot of terms thrown around: At the highest level of abstraction, I hear about things like C#, .NET, pyglet and pygame. Further down, I hear about DirectX and OpenGL. Then there's DirectDraw, SDL, the Win32 API, and still other multi-platform libraries like WxWidgets.
How can I get a good sense of where one of these layers ends and where the next one begins? What is the "lowest possible level" way of creating a window in Windows, in C? What about C++? (A code sample would be divine.) What about in X11? Are the Windows implementations of OpenGL and DirectX built on top of the Win32 API? Where can I begin to learn about these things?
There's another question on SO where Programming Windows is suggested. What about for Linux? Is there an equivalent such book?
I'm aware that this is very low-level, and that there are many friendlier tools available, but I would like to at least learn the basics of what's going on beneath the surface. As much as I'd like to begin slinging windows and vectors right off the bat, starting with something like pygame is too high-level for me; I really need to make the full conceptual circuit of how you draw stuff on a computer.
I will certainly appreciate suggestions for books and resources, but I think it would be stupendously cool if the answers to this question filled up with lots of different ways to get to "Hello world" with different approaches to graphics programming. C? C++? Using OpenGL? Using DirectX? On Windows XP? On Ubuntu? Maybe I ask for too much.
The lowest level would be the graphics card's video RAM. When the computer first starts, the graphics card is typically set to the 80x25 character legacy mode.
You can write text with a BIOS provided interrupt at this point. You can also change the foreground and background color from a palette of 16 distinctive colors. You can use access ports/registers to change the display mode. At this point you could say, load a different font into the display memory and still use the 80x25 mode (OS installations usually do this) or you can go ahead and enable VGA/SVGA. It's quite complicated, that's what drivers are for.
Once the card's in the 'higher' mode you'd change what's on screen by accessing the memory mapped to the video card. It's stored horizontally pixel by pixel with some 'dirty regions' of pixels that aren't mapped to screen at the end of each line which you have to compensate for. But yeah, you could copy the pixels of an image in memory directly to the screen.
For things like DirectX, OpenGL. rather than write directly to the screen, commands are sent to the graphics card and it updates its screen automatically. Commands like "Hey you, draw this image I've loaded into the VRAM here, here and here" or "Draw these triangles with this transformation matrix..." take a fraction of the time compared to pixel by pixel . The CPU will thank you.
DirectX/OpenGL is a programmer friendly library for sending those commands to the card with all the supporting functions to help you get it done smoothly. A more direct approach would only be unproductive.
SDL is an abstraction layer so without bothering to read up on it I'd guess it would have different ways of working on each system. On one it might use semi-direct screen writing, another Direct3D, etc. Whatever's fastest as long as the code stays cross-platform..able.
The GDI/GDI+ and XWindow system. They're designed specifically to draw windows. Originally they drew using the pixel-by-pixel method (which was good enough because they'd only have to redraw when a button was pressed or a window moved, etc.) but now they use Direct3D/OpenGL for accelerated drawing (and special effects). Optimizations depend on the versions and implementations of these libraries.
So if you want the most power and speed, DirectX/openGL is the way to go. SDL is certainly useful for getting the most from a cross-platform environment and integrates with OpenGL anyway. The windowing system comes last but don't underestimate it. Especially with the stuff Microsoft's coming up with lately.
Michael Abrash's Graphics Programming 'Black Book' is a great place to start. Plus you can download it for free!
If you really want to start at the bottom then drawing a line is the most basic operation. Computer graphics is simply about filling in pixels on a grid (screen), so you need to work out which pixels to fill in to get a line that goes from (x0,y0) to (x1,y1).
Check out Bresenham's algorithm to get a feel for what is involved.
To be a good graphics and image processing programmer doesn't require this low level knowledge, but i do hate to be clueless about the insides of what i'm using. I see two ways to chase this - high-level down, or bottom-level up.
Top-down is a matter of following how the action traces from a high-level graphics operation such as to draw a circle, to the hardware. Get to know OpenGL well. Then the source to Mesa (free!) provides a peek at how OpenGL can be implemented in software. The source to Xorg would be next, first to see how the action goes from API calls through the client side to the X server. Finally you dive into a device driver that interfaces with hardware.
Bottom up: build your own graphics hardware. Think of ways it could connect to a computer - how to handle massive numbers of pixels through a few byte-size registers, how DMA would work. Write a device driver, and try designing a graphics library that might be useful for app programmers.
The bottom-up way is how i learned, years ago when it was a possibility with the slow 8-bit microprocessors. The direct experience with circuitry and hardware-software interfacing gave me a good appreciation of the difficult design decisions - e.g. to paint rectangles using clever hardware, in the device driver, or higher level. None of this is of practical everyday value, but provided a foundation of knowledge to understand newer technology.
see Open GPU Documentation section:
http://developer.amd.com/documentation/guides/Pages/default.aspx
HTH
On MSWindows it is easy: you use what the API provides, whether it is the standard windows programming API or the DirectX-family API's: that's what you use, and they are well documented.
In an X windows environment you use whatever X11-libraries that are provided. If you want to understand the principles behind windowing on X, I suggest that you do this, nevermind that many others tell you not to, it will really help you to understand graphics and windowing under X. You can read the documentation on X-programming (google for it). (After this exercise you would appreciate the higher level libraries!)
Apart from the above, at the absolutely lowest level (excluding chip-level) that you can go is to call the interrupts that switch to the various graphics modes available - there are several - and then write to the screen buffers, but for this you would have to use assembler, anything else would be too slow. Going this way will not be portable at all.
Another post mentions Abrash's Black Book - an excellent resource.
Edit: As for books on programming Linux: it is a community thing, there are many howto's around; also find a forum, join it, and as long as you act civilized you will get all the help you can ever need.
Right off the bat, I'd say "you're asking too much." From what little experience I've had, I would recommend reading some tutorials or getting a book on either directX or OpenGL to start out. To go any lower than that would be pretty complex. Most of the books I've seen in OGL or DX have pretty good introductions that explain what the functions/classes do.
Once you get the hang of one of these, you could always dig in to the libraries to see what exactly they're doing to go lower.
Or, if you really, absolutely MUST learn the LOWEST level... read the book in the above post.
libX11 is the lowest level library for X11. I believe the opengl/directx talk to the driver/hardware directly (or emulate unsupported ops), so they would be the lowest level library.
If you want to start with very low level programming, look for x86 assembly code for VGA and fire up a copy of dosbox or similar.
Vulkan api is an api which gives you very low level access to most if not all features of the gpu, computational and graphical, it works on amd and Nvidia gpus (not all)
you can also use CUDA, but it only works on Nvidia gpus and has access to computational features only, no video output.

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