Hi Werner,
On 11/21/23 12:33, Werner Sembach wrote:
Hi,That sounds like a good approach to me. We are seeing the same with game controllers where steam and wine/proton also sometimes use hidraw mode to get access to all the crazy^W interesting features.
Am 20.11.23 um 21:52 schrieb Pavel Machek:
Hi!Another idea I want to throw in the mix:
While it would not be completely crazy to do that... I believe theOne could also reasonably make the argument that controlling theSo... a bit of rationale. The keyboard does not really fit into theMakes sense.
LED subsystem; LEDs are expected to be independent ("hdd led") and not
a matrix of them.
We do see various strange displays these days -- they commonly haveIt sounds like a fair use case -- auxdisplay are typically simple
rounded corners and holes in them. I'm not sure how that's currently
supported, but I believe it is reasonable to view keyboard as a
display with slightly weird placing of pixels.
Plus, I'd really like to play tetris on one of those :-).
So, would presenting them as auxdisplay be acceptable? Or are there
better options?
character-based or small graphical displays, e.g. 128x64, that may not
be a "main" / usual screen as typically understood, but the concept is
a bit fuzzy and we are a bit of a catch-all.
And "keyboard backlight display with a pixel/color per-key" does not
sound like a "main" screen, and having some cute effects displayed
there are the kind of thing that one could do in the usual small
graphical ones too. :)
But if somebody prefers to create new categories (or subcategories
within auxdisplay) to hold these, that could be nice too (in the
latter case, I would perhaps suggest reorganizing all of the existing
ones while at it).
individual keyboard key backlights should be part of the input
subsystem. It's not a display per se. (Unless you actually have small
displays on the keycaps, and I think that's a thing too.)
backlight is more of a display and less of a keyboard. Plus input
subystem is very far away from supporting this, and we had no input
from input people here.
I don't think LED subsystem is right place for this, and I believe
auxdisplay makes slightly more sense than input.
Unless someone steps up, I'd suggest Werner tries to implement this as
an auxdisplay. [And yes, this will not be simple task. RGB on LED is
different from RGB on display. But there are other LED displays, so
auxdisplay should handle this. Plus pixels are really funnily
shaped. But displays with missing pixels -- aka holes for camera --
are common in phones, and I believe we'll get variable pixel densities
-- less dense over camera -- too. So displays will have to deal with
these in the end.]
Maybe the kernel is not the right place to implement this at all. RGB stuff is not at all standardized and every vendor is doing completely different interfaces, which does not fit the kernel userpsace apis desire to be uniformal and fixed. e.g. Auxdisplay might fit static setting of RGB values, but it does not fit the snake-effect mode, or the raindrops mode, or the 4-different-colors-in-the-edges-breathing-and-color-cycling mode.
So my current idea: Implement these keyboards as a single zone RGB kbd_backlight in the leds interface to have something functional out of the box, but make it runtime disable-able if something like https://gitlab.com/CalcProgrammer1/OpenRGB wants to take over more fine granular control from userspace via hidraw.
That would mean that all we need to standardize and the kernel <-> userspace API level is adding a standard way to disable the single zone RGB kbd_backlight support in the kernel.
Regards,
Hans