[client] egl: switch to using GL_TEXTURE_EXTERNAL_OES for DMABUF

According to Erik @ NVidia the open source NVidia driver will not
create a EGLImage from a DMABUF if the target is not
GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture
from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a
global search & replace on fragment shaders as needed to remain
compatible, replacing `sampler2D` with `samplerExternalOES`.

Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
This commit is contained in:
Geoffrey McRae
2023-03-09 09:20:01 +11:00
parent bbc9204bfe
commit b4b4a37b2b
27 changed files with 372 additions and 180 deletions

View File

@@ -64,7 +64,8 @@ void egl_shaderFree(EGL_Shader ** shader)
*shader = NULL;
}
bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
bool egl_shaderLoad(EGL_Shader * this,
const char * vertex_file, const char * fragment_file, bool useDMA)
{
char * vertex_code, * fragment_code;
size_t vertex_size, fragment_size;
@@ -86,13 +87,16 @@ bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fr
DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
bool ret = egl_shaderCompile(this, vertex_code, vertex_size, fragment_code, fragment_size);
bool ret = egl_shaderCompile(this,
vertex_code, vertex_size, fragment_code, fragment_size,
useDMA);
free(vertex_code);
free(fragment_code);
return ret;
}
bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
static bool shaderCompile(EGL_Shader * this, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size)
{
if (this->hasShader)
@@ -204,6 +208,64 @@ bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
return true;
}
bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size,
bool useDMA)
{
if (useDMA)
{
const char * search = "sampler2D";
const char * replace = "samplerExternalOES";
const char * src = fragment_code;
int instances = 0;
while((src = strstr(src, search)))
{
++instances;
src += strlen(search);
}
const int diff = (strlen(replace) - strlen(search)) * instances;
char * newCode = malloc(fragment_size + diff);
if (!newCode)
{
DEBUG_ERROR("Out of memory");
return false;
}
src = fragment_code;
char * dst = newCode;
for(int i = 0; i < instances; ++i)
{
const char * pos = strstr(src, search);
const int offset = pos - src;
memcpy(dst, src, offset);
dst += offset;
src = pos + strlen(search);
memcpy(dst, replace, strlen(replace));
dst += strlen(replace);
}
const int final = fragment_size - (src - fragment_code);
memcpy(dst, src, final);
dst[final] = 0;
bool result = shaderCompile(
this,
vertex_code, vertex_size,
newCode , fragment_size + diff);
free(newCode);
return result;
}
return shaderCompile(this,
vertex_code , vertex_size,
fragment_code, fragment_size);
}
void egl_shaderSetUniforms(EGL_Shader * this, EGL_Uniform * uniforms, int count)
{
egl_shaderFreeUniforms(this);