On Tuesday, January 31st, 2023 at 10:25, Pekka Paalanen <ppaalanen@xxxxxxxxx> wrote: > indeed, what about simply using a 1x1 framebuffer for real? Why was that > approach rejected? Ideally we don't want to allocate any GPU memory for the solid-fill stuff. And if we special-case 1x1 FB creation to not be backed by real GPU memory then we hit several situations where user-space expects a real FB but there isn't: for instance, GETFB2 converts from FB object ID to GEM handles. Even if we make GETFB2 fail and accept that this breaks user-space, then there is no way for user-space to recover the FB color for flicker-free transitions and such. This is all purely from a uAPI PoV, completely ignoring the potential issues with the internal kernel abstractions which might not be suitable for this either.