LookingGlass/client/renderers/EGL/texture.c
Quantum 30a888711b [client] egl: force DMA copy into texture in on_frame
This commit forces the DMA'd memory to be copied into the texture in
the EGL on_frame handler. This avoids tearing when the LG host inevitably
updates the underlying memory. We need an additional copy inside the GPU,
but this is cheap compared to copying from system memory.

We could have used logic to lock the memory buffer, but that would require
performing DMA on every frame, which wastes memory bandwidth. This
manifests as reduced frame rate when moving the mouse compared to the
non-DMA implementation.

We also keep multiple EGLImages, one for each DMA fd, to avoid issues
with the OpenGL driver.
2021-02-21 10:31:48 +11:00

581 lines
16 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "texture.h"
#include "common/debug.h"
#include "common/framebuffer.h"
#include "egl_dynprocs.h"
#include "egldebug.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <stdatomic.h>
/**
* the following comes from drm_fourcc.h and is included here to avoid the
* external dependency for the few simple defines we need
*/
#define fourcc_code(a, b, c, d) ((uint32_t)(a) | ((uint32_t)(b) << 8) | \
((uint32_t)(c) << 16) | ((uint32_t)(d) << 24))
#define DRM_FORMAT_ARGB8888 fourcc_code('A', 'R', '2', '4')
#define DRM_FORMAT_ABGR8888 fourcc_code('A', 'B', '2', '4')
#define DRM_FORMAT_BGRA1010102 fourcc_code('B', 'A', '3', '0')
#define DRM_FORMAT_ABGR16161616F fourcc_code('A', 'B', '4', 'H')
#include <SDL2/SDL_egl.h>
/* this must be a multiple of 2 */
#define BUFFER_COUNT 4
struct Buffer
{
bool hasPBO;
GLuint pbo;
void * map;
GLsync sync;
};
struct BufferState
{
_Atomic(uint8_t) w, u, s, d;
};
struct EGL_Texture
{
EGLDisplay * display;
enum EGL_PixelFormat pixFmt;
size_t bpp;
bool streaming;
bool dma;
bool ready;
GLuint sampler;
size_t width, height, stride, pitch;
GLenum intFormat;
GLenum format;
GLenum dataType;
unsigned int fourcc;
size_t pboBufferSize;
struct BufferState state;
int bufferCount;
GLuint tex;
struct Buffer buf[BUFFER_COUNT];
size_t dmaImageCount;
size_t dmaImageUsed;
struct
{
int fd;
EGLImage image;
}
* dmaImages;
GLuint dmaFBO;
GLuint dmaTex;
};
bool egl_texture_init(EGL_Texture ** texture, EGLDisplay * display)
{
*texture = (EGL_Texture *)malloc(sizeof(EGL_Texture));
if (!*texture)
{
DEBUG_ERROR("Failed to malloc EGL_Texture");
return false;
}
memset(*texture, 0, sizeof(EGL_Texture));
(*texture)->display = display;
return true;
}
void egl_texture_free(EGL_Texture ** texture)
{
if (!*texture)
return;
glDeleteSamplers(1, &(*texture)->sampler);
for(int i = 0; i < (*texture)->bufferCount; ++i)
{
struct Buffer * b = &(*texture)->buf[i];
if (b->hasPBO)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, b->pbo);
if ((*texture)->buf[i].map)
{
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
(*texture)->buf[i].map = NULL;
}
glDeleteBuffers(1, &b->pbo);
if (b->sync)
glDeleteSync(b->sync);
}
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glDeleteTextures(1, &(*texture)->tex);
for (size_t i = 0; i < (*texture)->dmaImageUsed; ++i)
eglDestroyImage((*texture)->display, (*texture)->dmaImages[i].image);
free((*texture)->dmaImages);
free(*texture);
*texture = NULL;
}
static bool egl_texture_map(EGL_Texture * texture, uint8_t i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->buf[i].pbo);
texture->buf[i].map = glMapBufferRange(
GL_PIXEL_UNPACK_BUFFER,
0,
texture->pboBufferSize,
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT |
GL_MAP_PERSISTENT_BIT
);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
if (!texture->buf[i].map)
{
DEBUG_EGL_ERROR("glMapBufferRange failed for %d of %lu bytes", i,
texture->pboBufferSize);
return false;
}
return true;
}
static void egl_texture_unmap(EGL_Texture * texture, uint8_t i)
{
if (!texture->buf[i].map)
return;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->buf[i].pbo);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
texture->buf[i].map = NULL;
}
bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t stride, bool streaming, bool useDMA)
{
if (texture->streaming && !useDMA)
{
for(int i = 0; i < texture->bufferCount; ++i)
{
egl_texture_unmap(texture, i);
if (texture->buf[i].hasPBO)
{
glDeleteBuffers(1, &texture->buf[i].pbo);
texture->buf[i].hasPBO = false;
}
}
}
texture->pixFmt = pixFmt;
texture->width = width;
texture->height = height;
texture->stride = stride;
texture->streaming = streaming;
texture->bufferCount = streaming ? BUFFER_COUNT : 1;
texture->dma = useDMA;
texture->ready = false;
atomic_store_explicit(&texture->state.w, 0, memory_order_relaxed);
atomic_store_explicit(&texture->state.u, 0, memory_order_relaxed);
atomic_store_explicit(&texture->state.s, 0, memory_order_relaxed);
atomic_store_explicit(&texture->state.d, 0, memory_order_relaxed);
switch(pixFmt)
{
case EGL_PF_BGRA:
texture->bpp = 4;
texture->format = GL_BGRA;
texture->intFormat = GL_BGRA;
texture->dataType = GL_UNSIGNED_BYTE;
texture->fourcc = DRM_FORMAT_ARGB8888;
texture->pboBufferSize = height * stride;
break;
case EGL_PF_RGBA:
texture->bpp = 4;
texture->format = GL_RGBA;
texture->intFormat = GL_BGRA;
texture->dataType = GL_UNSIGNED_BYTE;
texture->fourcc = DRM_FORMAT_ABGR8888;
texture->pboBufferSize = height * stride;
break;
case EGL_PF_RGBA10:
texture->bpp = 4;
texture->format = GL_RGBA;
texture->intFormat = GL_RGB10_A2;
texture->dataType = GL_UNSIGNED_INT_2_10_10_10_REV;
texture->fourcc = DRM_FORMAT_BGRA1010102;
texture->pboBufferSize = height * stride;
break;
case EGL_PF_RGBA16F:
texture->bpp = 8;
texture->format = GL_RGBA;
texture->intFormat = GL_RGBA16F;
texture->dataType = GL_HALF_FLOAT;
texture->fourcc = DRM_FORMAT_ABGR16161616F;
texture->pboBufferSize = height * stride;
break;
default:
DEBUG_ERROR("Unsupported pixel format");
return false;
}
texture->pitch = stride / texture->bpp;
if (texture->tex)
glDeleteTextures(1, &texture->tex);
glGenTextures(1, &texture->tex);
if (!texture->sampler)
{
glGenSamplers(1, &texture->sampler);
glSamplerParameteri(texture->sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(texture->sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(texture->sampler, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glSamplerParameteri(texture->sampler, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
}
if (useDMA)
{
if (texture->dmaFBO)
glDeleteFramebuffers(1, &texture->dmaFBO);
if (texture->dmaTex)
glDeleteTextures(1, &texture->dmaTex);
glGenFramebuffers(1, &texture->dmaFBO);
glGenTextures(1, &texture->dmaTex);
return true;
}
glBindTexture(GL_TEXTURE_2D, texture->tex);
glTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, texture->width,
texture->height, 0, texture->format, texture->dataType, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
if (!streaming)
return true;
for(int i = 0; i < texture->bufferCount; ++i)
{
glGenBuffers(1, &texture->buf[i].pbo);
texture->buf[i].hasPBO = true;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->buf[i].pbo);
glBufferStorage(
GL_PIXEL_UNPACK_BUFFER,
texture->pboBufferSize,
NULL,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT
);
if (!egl_texture_map(texture, i))
return false;
}
return true;
}
static void egl_warn_slow(void)
{
static bool warnDone = false;
if (!warnDone)
{
warnDone = true;
DEBUG_BREAK();
DEBUG_WARN("The guest is providing updates faster then your computer can display them");
DEBUG_WARN("This is a hardware limitation, expect microstutters & frame skips");
DEBUG_BREAK();
}
}
bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
{
if (texture->streaming)
{
const uint8_t sw =
atomic_load_explicit(&texture->state.w, memory_order_acquire);
if (atomic_load_explicit(&texture->state.u, memory_order_acquire) == (uint8_t)(sw + 1))
{
egl_warn_slow();
return true;
}
const uint8_t b = sw % BUFFER_COUNT;
memcpy(texture->buf[b].map, buffer, texture->pboBufferSize);
atomic_fetch_add_explicit(&texture->state.w, 1, memory_order_release);
}
else
{
glBindTexture(GL_TEXTURE_2D, texture->tex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->pitch);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height,
texture->format, texture->dataType, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
}
return true;
}
bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * frame)
{
if (!texture->streaming)
return false;
const uint8_t sw =
atomic_load_explicit(&texture->state.w, memory_order_acquire);
if (atomic_load_explicit(&texture->state.u, memory_order_acquire) == (uint8_t)(sw + 1))
{
egl_warn_slow();
return true;
}
const uint8_t b = sw % BUFFER_COUNT;
framebuffer_read(
frame,
texture->buf[b].map,
texture->stride,
texture->height,
texture->width,
texture->bpp,
texture->stride
);
atomic_fetch_add_explicit(&texture->state.w, 1, memory_order_release);
return true;
}
bool egl_texture_update_from_dma(EGL_Texture * texture, const FrameBuffer * frame, const int dmaFd)
{
if (!texture->streaming)
return false;
const uint8_t sw =
atomic_load_explicit(&texture->state.w, memory_order_acquire);
if (atomic_load_explicit(&texture->state.u, memory_order_acquire) == (uint8_t)(sw + 1))
{
egl_warn_slow();
return true;
}
EGLImage image = EGL_NO_IMAGE;
for (int i = 0; i < texture->dmaImageUsed; ++i)
{
if (texture->dmaImages[i].fd == dmaFd)
{
image = texture->dmaImages[i].image;
break;
}
}
if (image == EGL_NO_IMAGE)
{
EGLAttrib const attribs[] =
{
EGL_WIDTH , texture->width,
EGL_HEIGHT , texture->height,
EGL_LINUX_DRM_FOURCC_EXT , texture->fourcc,
EGL_DMA_BUF_PLANE0_FD_EXT , dmaFd,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT , texture->stride,
EGL_NONE , EGL_NONE
};
/* create the image backed by the dma buffer */
image = eglCreateImage(
texture->display,
EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
(EGLClientBuffer)NULL,
attribs
);
if (image == EGL_NO_IMAGE)
{
DEBUG_EGL_ERROR("Failed to create ELGImage for DMA transfer");
return false;
}
if (texture->dmaImageUsed == texture->dmaImageCount)
{
size_t newCount = texture->dmaImageCount * 2 + 2;
void * new = realloc(texture->dmaImages, newCount * sizeof *texture->dmaImages);
if (!new)
{
DEBUG_EGL_ERROR("Failed to allocate memory");
eglDestroyImage(texture->display, image);
return false;
}
texture->dmaImageCount = newCount;
texture->dmaImages = new;
}
const size_t index = texture->dmaImageUsed++;
texture->dmaImages[index].fd = dmaFd;
texture->dmaImages[index].image = image;
}
/* wait for completion */
framebuffer_wait(frame, texture->height * texture->stride);
glBindTexture(GL_TEXTURE_2D, texture->dmaTex);
g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
glBindFramebuffer(GL_FRAMEBUFFER, texture->dmaFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->dmaTex, 0);
glBindTexture(GL_TEXTURE_2D, texture->tex);
glCopyTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, 0, 0, texture->width, texture->height, 0);
GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
switch (glClientWaitSync(fence, 0, 10000000)) // 10ms
{
case GL_ALREADY_SIGNALED:
case GL_CONDITION_SATISFIED:
break;
case GL_TIMEOUT_EXPIRED:
egl_warn_slow();
break;
case GL_WAIT_FAILED:
case GL_INVALID_VALUE:
DEBUG_EGL_ERROR("glClientWaitSync failed");
}
atomic_fetch_add_explicit(&texture->state.w, 1, memory_order_release);
return true;
}
enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
{
if (!texture->streaming)
return EGL_TEX_STATUS_OK;
const uint8_t su =
atomic_load_explicit(&texture->state.u, memory_order_acquire);
const uint8_t nextu = su + 1;
if (
su == atomic_load_explicit(&texture->state.w, memory_order_acquire) ||
nextu == atomic_load_explicit(&texture->state.s, memory_order_acquire) ||
nextu == atomic_load_explicit(&texture->state.d, memory_order_acquire))
return texture->ready ? EGL_TEX_STATUS_OK : EGL_TEX_STATUS_NOTREADY;
const uint8_t b = su % BUFFER_COUNT;
/* update the texture */
if (!texture->dma)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->buf[b].pbo);
glBindTexture(GL_TEXTURE_2D, texture->tex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->pitch);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height,
texture->format, texture->dataType, (const void *)0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
/* create a fence to prevent usage before the update is complete */
texture->buf[b].sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
/* we must flush to ensure the sync is in the command buffer */
glFlush();
}
texture->ready = true;
atomic_fetch_add_explicit(&texture->state.u, 1, memory_order_release);
return EGL_TEX_STATUS_OK;
}
enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
{
uint8_t ss = atomic_load_explicit(&texture->state.s, memory_order_acquire);
uint8_t sd = atomic_load_explicit(&texture->state.d, memory_order_acquire);
if (texture->streaming)
{
if (!texture->ready)
return EGL_TEX_STATUS_NOTREADY;
const uint8_t b = ss % BUFFER_COUNT;
if (texture->dma)
{
ss = atomic_fetch_add_explicit(&texture->state.s, 1,
memory_order_release) + 1;
}
else if (texture->buf[b].sync != 0)
{
switch(glClientWaitSync(texture->buf[b].sync, 0, 20000000)) // 20ms
{
case GL_ALREADY_SIGNALED:
case GL_CONDITION_SATISFIED:
glDeleteSync(texture->buf[b].sync);
texture->buf[b].sync = 0;
ss = atomic_fetch_add_explicit(&texture->state.s, 1,
memory_order_release) + 1;
break;
case GL_TIMEOUT_EXPIRED:
break;
case GL_WAIT_FAILED:
case GL_INVALID_VALUE:
glDeleteSync(texture->buf[b].sync);
texture->buf[b].sync = 0;
DEBUG_EGL_ERROR("glClientWaitSync failed");
return EGL_TEX_STATUS_ERROR;
}
}
if (ss != sd && ss != (uint8_t)(sd + 1))
sd = atomic_fetch_add_explicit(&texture->state.d, 1,
memory_order_release) + 1;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex);
glBindSampler(0, texture->sampler);
return EGL_TEX_STATUS_OK;
}
int egl_texture_count(EGL_Texture * texture)
{
return 1;
}