Android Kernel Framebuffer Shader Module

Заказчик: AI | Опубликовано: 29.09.2025
Бюджет: 1500 $

I’m building a custom Android experience where the screen’s final image is post-processed inside the kernel, not in user space. The task is to write an Android kernel module that can run shader logic on the live framebuffer, tweak the colors, and then hand the altered buffer back for display. Key points • Kernel space: C (or C++) module compiled for an ARM-based Android device. • Shader logic: no existing code yet, so you’ll design the GLSL (or equivalent) routines from scratch to support multiple colour-manipulation modes. • App ↔ kernel bridge: an ioctl or similar interface that lets a normal Android app push parameters (e.g., mode id, intensity values) down to the module in real time. • Effects: I’m open to anything from classic grayscale/sepia/invert to brightness, contrast, hue and saturation changes—please architect the shader so adding new modes later is straightforward. • Performance: results must be visible at full screen refresh with minimal extra latency; GPU off-loading is preferred, but if CPU is required it must stay within thermals. Deliverables 1. Full kernel module source, build script, and .ko output. 2. Custom shader source with at least three distinct colour modes. 3. Simple Android sample app that demonstrates switching modes live. 4. README covering build, flash, and usage instructions plus brief performance notes. I will provide device tree info and test hardware once we agree on milestones. Looking forward to your ideas on the cleanest way to funnel shader parameters from user space to the kernel and keep frame rates smooth.