Nfw.Linux.FrameBuffer 1.0.1

.NET 6.0
dotnet add package Nfw.Linux.FrameBuffer --version 1.0.1
NuGet\Install-Package Nfw.Linux.FrameBuffer -Version 1.0.1
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Nfw.Linux.FrameBuffer" Version="1.0.1" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Nfw.Linux.FrameBuffer --version 1.0.1
#r "nuget: Nfw.Linux.FrameBuffer, 1.0.1"
#r directive can be used in F# Interactive, C# scripting and .NET Interactive. Copy this into the interactive tool or source code of the script to reference the package.
// Install Nfw.Linux.FrameBuffer as a Cake Addin
#addin nuget:?package=Nfw.Linux.FrameBuffer&version=1.0.1

// Install Nfw.Linux.FrameBuffer as a Cake Tool
#tool nuget:?package=Nfw.Linux.FrameBuffer&version=1.0.1


An easy to use library for interacting with the Linux framebuffer interface (/dev/fbX).


dotnet add package Nfw.Linux.FrameBuffer

Samples: Get Info From Display

This small snippet will open the provided device and use ioctls to discover its identifier and display parameters:

using(RawFrameBuffer fb = new RawFrameBuffer("/dev/fb0")) {
    Console.WriteLine($"Display Device => {fb.Device} Name => {fb.Id} Width => {fb.PixelWidth} Height => {fb.PixelHeight} Bpp => {fb.PixelDepth}");

Samples: Write Pixels

This snippet shows how you can write raw pixel data (on a 16bpp screen this shows as Black and Red hatch):

using(RawFrameBuffer fb = new RawFrameBuffer("/dev/fb0")) {                
    // For each pixel, flop between 0x00 and 0x80
    byte[] data = new byte[fb.PixelWidth * fb.PixelHeight * (fb.PixelDepth / 8)];
    byte flopMe = 0x00;
    for (int x = 0; x < data.Length; x += (fb.PixelDepth / 8)) {
        for (int pixelByte = 0; pixelByte < (fb.PixelDepth / 8); pixelByte++) {
            data[x + pixelByte] = flopMe;                    
        flopMe = (flopMe == 0x00) ? (byte) 0x80 : (byte) 0x00;

Samples: Displaying an Image

This snippet uses the fantastic ImageSharp library to load an image, which must be in the same bitdepth as the framebuffer, then write it to the framebuffer:

using(RawFrameBuffer fb = new RawFrameBuffer("/dev/fb0")) {                
    byte[] pixelBytes = new byte[fb.PixelWidth * fb.PixelHeight * (fb.PixelDepth / 8)];

    // Load from source
    using(Image loadedImage = Image.Load(filename)) {
        // Resize to fit screen
        loadedImage.Mutate(x => {            
            x.Resize(fb.PixelWidth, fb.PixelHeight);            

        // Write the raw pixel data into a buffer

More useful is converting from whatever the image format is on disk, to the framebuffer's format, see the DisplayImage Sample - which uses ImageSharp AND convert the image to the same pixel format as the display before writing the pixel data itself to the framebuffer.


  • The RawFrameBuffer constructor can optionally be told NOT to probe via ioctl on construction, instead post-construction you must call RefreshDeviceInfo() before you can render anything.
  • The RawFrameBuffer constructor can also be optionally provided an ILogger, perhaps via IoC, for logging/diagnostics.
  • In the case where your FB device can be mirrored, I suggest writing to the fastest (i.e. /dev/fb0 is often HW accelerated) then mirroring via something like the raspi2fb tool to effectively 'double buffer'.




The Sample Image used is an original watercolor by the author's wife: Katie Yocom. License for this file is CC BY-NC-ND 4.0.

Product Versions
.NET net6.0 net6.0-android net6.0-ios net6.0-maccatalyst net6.0-macos net6.0-tvos net6.0-windows net7.0 net7.0-android net7.0-ios net7.0-maccatalyst net7.0-macos net7.0-tvos net7.0-windows
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Version Downloads Last updated
1.0.1 65 8/18/2022