[client] egl: re-implement DMABUF (untested)

This commit is contained in:
Geoffrey McRae 2021-08-03 03:58:30 +10:00
parent bae19cb130
commit f3413815a9
7 changed files with 249 additions and 70 deletions

View File

@ -748,6 +748,9 @@ static bool egl_render_startup(void * opaque, bool useDMA)
else
DEBUG_INFO("glEGLImageTargetTexture2DOES unavilable, DMA support disabled");
if (!this->dmaSupport)
useDMA = false;
if (debugContext)
{
if ((esMaj > 3 || (esMaj == 3 && esMin >= 2)) && g_egl_dynProcs.glDebugMessageCallback)

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@ -60,6 +60,7 @@ bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display,
return false;
}
*texture = NULL;
if (!ops->init(texture, display))
return false;

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@ -50,33 +50,41 @@ static void eglTexBuffer_cleanup(TextureBuffer * this)
// common functions
bool eglTexBuffer_init(EGL_Texture ** texture_, EGLDisplay * display)
bool eglTexBuffer_init(EGL_Texture ** texture, EGLDisplay * display)
{
TextureBuffer * this = (TextureBuffer *)calloc(1, sizeof(*this));
TextureBuffer * this;
if (!*texture)
{
this = (TextureBuffer *)calloc(1, sizeof(*this));
if (!this)
{
DEBUG_ERROR("Failed to malloc TexB");
return false;
}
*texture_ = &this->base;
*texture = &this->base;
this->free = true;
}
else
this = UPCAST(TextureBuffer, *texture);
this->display = display;
this->texCount = 1;
return true;
}
void eglTexBuffer_free(EGL_Texture * texture_)
void eglTexBuffer_free(EGL_Texture * texture)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
eglTexBuffer_cleanup(this);
LG_LOCK_FREE(this->copyLock);
if (this->free)
free(this);
}
bool eglTexBuffer_setup(EGL_Texture * texture_, const EGL_TexSetup * setup)
bool eglTexBuffer_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
eglTexBuffer_cleanup(this);
@ -110,9 +118,9 @@ bool eglTexBuffer_setup(EGL_Texture * texture_, const EGL_TexSetup * setup)
return true;
}
static bool eglTexBuffer_update(EGL_Texture * texture_, const EGL_TexUpdate * update)
static bool eglTexBuffer_update(EGL_Texture * texture, const EGL_TexUpdate * update)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
assert(update->type == EGL_TEXTYPE_BUFFER);
glBindTexture(GL_TEXTURE_2D, this->tex[0]);
@ -129,14 +137,14 @@ static bool eglTexBuffer_update(EGL_Texture * texture_, const EGL_TexUpdate * up
return true;
}
EGL_TexStatus eglTexBuffer_process(EGL_Texture * texture_)
EGL_TexStatus eglTexBuffer_process(EGL_Texture * texture)
{
return EGL_TEX_STATUS_OK;
}
EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture_)
EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->tex[0]);
@ -147,31 +155,31 @@ EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture_)
// streaming functions
bool eglTexBuffer_stream_init(EGL_Texture ** texture_, EGLDisplay * display)
bool eglTexBuffer_stream_init(EGL_Texture ** texture, EGLDisplay * display)
{
if (!eglTexBuffer_init(texture_, display))
if (!eglTexBuffer_init(texture, display))
return false;
TextureBuffer * this = UPCAST(TextureBuffer, *texture_);
TextureBuffer * this = UPCAST(TextureBuffer, *texture);
this->texCount = 2;
LG_LOCK_INIT(this->copyLock);
return true;
}
bool eglTexBuffer_stream_setup(EGL_Texture * texture_, const EGL_TexSetup * setup)
bool eglTexBuffer_stream_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
{
if (!eglTexBuffer_setup(texture_, setup))
if (!eglTexBuffer_setup(texture, setup))
return false;
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
return eglTexUtilGenBuffers(&this->format, this->buf, this->texCount);
}
static bool eglTexBuffer_stream_update(EGL_Texture * texture_,
static bool eglTexBuffer_stream_update(EGL_Texture * texture,
const EGL_TexUpdate * update)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
assert(update->type == EGL_TEXTYPE_BUFFER);
LG_LOCK(this->copyLock);
@ -183,9 +191,9 @@ static bool eglTexBuffer_stream_update(EGL_Texture * texture_,
return true;
}
EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture_)
EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
LG_LOCK(this->copyLock);
@ -225,9 +233,9 @@ EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture_)
return EGL_TEX_STATUS_OK;
}
EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture_)
EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
if (this->rIndex == -1)
return EGL_TEX_STATUS_NOTREADY;

View File

@ -27,8 +27,8 @@
typedef struct TextureBuffer
{
EGL_Texture base;
bool free;
EGLDisplay display;
EGL_TexFormat format;
int texCount;
GLuint tex[2];

View File

@ -19,62 +19,227 @@
*/
#include "texture.h"
#include "texture_buffer.h"
#include "egl_dynprocs.h"
#include "egldebug.h"
typedef struct TexDMABUF
{
EGL_Texture base;
TextureBuffer base;
EGLDisplay display;
GLuint fbo;
GLuint tex;
size_t imageCount;
size_t imageUsed;
struct
{
int fd;
EGLImage image;
}
* images;
}
TexDMABUF;
EGL_TextureOps EGL_TextureDMABUF;
static bool eglTexDMABUF_init(EGL_Texture ** texture_, EGLDisplay * display)
// internal functions
static void eglTexDMABUF_cleanup(TexDMABUF * this)
{
TexDMABUF * texture = (TexDMABUF *)calloc(sizeof(*texture), 1);
*texture_ = &texture->base;
if (this->fbo)
{
glDeleteFramebuffers(1, &this->fbo);
this->fbo = 0;
}
if (this->tex)
{
glDeleteTextures(1, &this->tex);
this->tex = 0;
}
for(size_t i = 0; i < this->imageUsed; ++i)
eglDestroyImage(this->display, this->images[i].image);
this->imageUsed = 0;
}
// dmabuf functions
static bool eglTexDMABUF_init(EGL_Texture ** texture, EGLDisplay * display)
{
TexDMABUF * this = (TexDMABUF *)calloc(sizeof(*this), 1);
*texture = &this->base.base;
EGL_Texture * parent = &this->base.base;
if (!eglTexBuffer_init(&parent, display))
{
free(this);
*texture = NULL;
return false;
}
this->display = display;
return true;
}
static void eglTexDMABUF_free(EGL_Texture * texture)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
eglTexDMABUF_cleanup(this);
free(this->images);
eglTexBuffer_free(&parent->base);
free(this);
}
static bool eglTexDMABUF_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
eglTexDMABUF_cleanup(this);
if (!eglTexBuffer_setup(&parent->base, setup))
return false;
glGenFramebuffers(1, &this->fbo);
glGenTextures (1, &this->tex);
glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
glTexImage2D(GL_TEXTURE_2D,
0,
parent->format.intFormat,
parent->format.width,
parent->format.height,
0,
parent->format.format,
parent->format.dataType,
NULL);
return true;
}
static void eglTexDMABUF_free(EGL_Texture * texture_)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
free(texture);
}
static bool eglTexDMABUF_setup(EGL_Texture * texture_,
const EGL_TexSetup * setup)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
(void)texture;
return false;
}
static bool eglTexDMABUF_update(EGL_Texture * texture_,
static bool eglTexDMABUF_update(EGL_Texture * texture,
const EGL_TexUpdate * update)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
(void)texture;
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
EGLImage image = EGL_NO_IMAGE;
for(int i = 0; i < this->imageUsed; ++i)
if (this->images[i].fd == update->dmaFD)
{
image = this->images[i].image;
break;
}
if (image == EGL_NO_IMAGE)
{
EGLAttrib const attribs[] =
{
EGL_WIDTH , parent->format.width,
EGL_HEIGHT , parent->format.height,
EGL_LINUX_DRM_FOURCC_EXT , parent->format.fourcc,
EGL_DMA_BUF_PLANE0_FD_EXT , update->dmaFD,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT , parent->format.stride,
EGL_NONE , EGL_NONE
};
image = eglCreateImage(
this->display,
EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
(EGLClientBuffer)NULL,
attribs);
if (image == EGL_NO_IMAGE)
{
DEBUG_EGL_ERROR("Failed to create EGLImage for DMA transfer");
return false;
}
static EGL_TexStatus eglTexDMABUF_process(EGL_Texture * texture_)
if (this->imageUsed == this->imageCount)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
(void)texture;
return EGL_TEX_STATUS_ERROR;
size_t newCount = this->imageCount * 2 + 2;
void * new = realloc(this->images, newCount * sizeof(*this->images));
if (!new)
{
DEBUG_ERROR("Failed to allocate memory");
eglDestroyImage(this->display, image);
return false;
}
static EGL_TexStatus eglTexDMABUF_bind(EGL_Texture * texture_)
{
TexDMABUF * texture = UPCAST(TexDMABUF, texture_);
(void)texture;
this->imageCount = newCount;
this->images = new;
}
return EGL_TEX_STATUS_ERROR;
const size_t index = this->imageUsed++;
this->images[index].fd = update->dmaFD;
this->images[index].image = image;
}
glBindTexture(GL_TEXTURE_2D, this->tex);
g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
/* should any of the following even be here? move to process? - gnif */
glBindFramebuffer(GL_FRAMEBUFFER, this->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
this->tex, 0);
glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, parent->format.width,
parent->format.height);
GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
switch(glClientWaitSync(fence, 0, 20000000)) //20ms
{
case GL_ALREADY_SIGNALED:
case GL_CONDITION_SATISFIED:
break;
case GL_TIMEOUT_EXPIRED:
break;
case GL_WAIT_FAILED:
case GL_INVALID_VALUE:
DEBUG_GL_ERROR("glClientWaitSync failed");
break;
}
glDeleteSync(fence);
return true;
}
static EGL_TexStatus eglTexDMABUF_process(EGL_Texture * texture)
{
// TextureBuffer * parent = UPCAST(TextureBuffer, texture);
// TexDMABUF * this = UPCAST(TexDMABUF , parent);
return EGL_TEX_STATUS_OK;
}
static EGL_TexStatus eglTexDMABUF_bind(EGL_Texture * texture)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
// TexDMABUF * this = UPCAST(TexDMABUF , parent);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
glBindSampler(0, parent->sampler);
return EGL_TEX_STATUS_OK;
}
EGL_TextureOps EGL_TextureDMABUF =

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@ -25,9 +25,9 @@
#include "texture_buffer.h"
#include "common/debug.h"
static bool eglTexFB_update(EGL_Texture * texture_, const EGL_TexUpdate * update)
static bool eglTexFB_update(EGL_Texture * texture, const EGL_TexUpdate * update)
{
TextureBuffer * this = UPCAST(TextureBuffer, texture_);
TextureBuffer * this = UPCAST(TextureBuffer, texture);
assert(update->type == EGL_TEXTYPE_FRAMEBUFFER);
LG_LOCK(this->copyLock);

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@ -149,6 +149,10 @@ static int renderThread(void * unused)
return 1;
}
if (g_state.lgr->supports &&
!g_state.lgr->supports(g_state.lgrData, LG_SUPPORTS_DMABUF))
g_state.useDMA = false;
/* start up the fps timer */
LGTimer * fpsTimer;
if (!lgCreateTimer(500, fpsTimerFn, NULL, &fpsTimer))
@ -925,18 +929,16 @@ static int lg_run(void)
}
}
g_state.useDMA =
g_params.allowDMA &&
ivshmemHasDMA(&g_state.shm) &&
g_state.lgr->supports &&
g_state.lgr->supports(g_state.lgrData, LG_SUPPORTS_DMABUF);
if (!g_state.lgr)
{
DEBUG_INFO("Unable to find a suitable renderer");
return -1;
}
g_state.useDMA =
g_params.allowDMA &&
ivshmemHasDMA(&g_state.shm);
// initialize the window dimensions at init for renderers
g_state.windowW = g_params.w;
g_state.windowH = g_params.h;