Speakers
Description
In the Linux DRM subsystem, an XR device display is currently exposed as a single, aggregated display. However, treating an XR device like a traditional flat monitor completely breaks the human experience.
Physically, an XR device consists of two distinct displays (one for each eye). Simply pushing standard 2D desktop frames to this aggregated screen results in an unviewable, disorienting output. To produce an image that a human eye can actually process through the headset's optics, the output requires heavy GL/Vulkan-based transformations. These transformations must account for stereoscopic rendering, lens distortion correction (barrel distortion, chromatic aberration), and the physical focal planes of the hardware.
This short talk will outline the disconnect between how DRM sees an XR display and what the human eye physically needs. The primary goal is to trigger an open discussion on the architectural path forward:
- Should we add special properties to such display so traditional DRM clients (fb emulation, compositor, ...) avoids considering them as an output ?
- How should we properly expose the physical lens and plane characteristics of XR hardware through DRM?
- Should the compositor bear the full weight of these rendering transformations, or is there a better abstraction?
- How do we standardize the handling of XR displays across the Linux graphics stack to make native XR a reality?
| GSoC, EVoC or Outreachy | No |
|---|---|
| In-person or virtual presentation | In-person |
| Code of Conduct | Yes |
















