looking-glass/client/renderers/EGL/texture_dmabuf.c
Quantum 9b87f4ba5e [client] egl: cycle through multiple textures for dmabuf
This avoids race conditions in GL drivers when attempting to render and
call glEGLImageTargetTexture2DOES on the same texture.

Also, when using glEGLImageTargetTexture2DOES, we do not need to allocate
storage for textures.
2021-08-09 17:12:11 +10:00

236 lines
5.7 KiB
C

/**
* Looking Glass
* Copyright © 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* 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 "texture_buffer.h"
#include <assert.h>
#include "egl_dynprocs.h"
#include "egldebug.h"
typedef struct TexDMABUF
{
TextureBuffer base;
EGLDisplay display;
size_t imageCount;
size_t imageUsed;
struct
{
int fd;
EGLImage image;
}
* images;
}
TexDMABUF;
EGL_TextureOps EGL_TextureDMABUF;
// internal functions
static void egl_texDMABUFCleanup(TexDMABUF * this)
{
for (size_t i = 0; i < this->imageUsed; ++i)
eglDestroyImage(this->display, this->images[i].image);
this->imageUsed = 0;
}
// dmabuf functions
static bool egl_texDMABUFInit(EGL_Texture ** texture, EGLDisplay * display)
{
TexDMABUF * this = (TexDMABUF *)calloc(sizeof(*this), 1);
*texture = &this->base.base;
EGL_Texture * parent = &this->base.base;
if (!egl_texBufferStreamInit(&parent, display))
{
free(this);
*texture = NULL;
return false;
}
this->display = display;
return true;
}
static void egl_texDMABUFFree(EGL_Texture * texture)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
egl_texDMABUFCleanup(this);
free(this->images);
egl_texBufferFree(&parent->base);
free(this);
}
static bool egl_texDMABUFSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
egl_texDMABUFCleanup(this);
return egl_texBufferSetup(&parent->base, setup);
}
static bool egl_texDMABUFUpdate(EGL_Texture * texture,
const EGL_TexUpdate * update)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexDMABUF * this = UPCAST(TexDMABUF , parent);
assert(update->type == EGL_TEXTYPE_DMABUF);
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 , texture->format.width,
EGL_HEIGHT , texture->format.height,
EGL_LINUX_DRM_FOURCC_EXT , texture->format.fourcc,
EGL_DMA_BUF_PLANE0_FD_EXT , update->dmaFD,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT , texture->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;
}
if (this->imageUsed == this->imageCount)
{
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;
}
this->imageCount = newCount;
this->images = new;
}
const size_t index = this->imageUsed++;
this->images[index].fd = update->dmaFD;
this->images[index].image = image;
}
INTERLOCKED_SECTION(parent->copyLock,
{
glBindTexture(GL_TEXTURE_2D, parent->tex[parent->bufIndex]);
g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
if (parent->sync)
glDeleteSync(parent->sync);
parent->sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
});
glFlush();
return true;
}
static EGL_TexStatus egl_texDMABUFProcess(EGL_Texture * texture)
{
return EGL_TEX_STATUS_OK;
}
static EGL_TexStatus egl_texDMABUFGet(EGL_Texture * texture, GLuint * tex)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
GLsync sync = 0;
INTERLOCKED_SECTION(parent->copyLock,
{
if (parent->sync)
{
sync = parent->sync;
parent->sync = 0;
parent->rIndex = parent->bufIndex;
if (++parent->bufIndex == parent->texCount)
parent->bufIndex = 0;
}
});
if (sync)
{
switch(glClientWaitSync(sync, 0, 20000000)) // 20ms
{
case GL_ALREADY_SIGNALED:
case GL_CONDITION_SATISFIED:
glDeleteSync(sync);
break;
case GL_TIMEOUT_EXPIRED:
INTERLOCKED_SECTION(parent->copyLock,
{
if (!parent->sync)
parent->sync = sync;
else
glDeleteSync(sync);
});
return EGL_TEX_STATUS_NOTREADY;
case GL_WAIT_FAILED:
case GL_INVALID_VALUE:
glDeleteSync(sync);
DEBUG_GL_ERROR("glClientWaitSync failed");
return EGL_TEX_STATUS_ERROR;
}
}
*tex = parent->tex[parent->rIndex];
return EGL_TEX_STATUS_OK;
}
EGL_TextureOps EGL_TextureDMABUF =
{
.init = egl_texDMABUFInit,
.free = egl_texDMABUFFree,
.setup = egl_texDMABUFSetup,
.update = egl_texDMABUFUpdate,
.process = egl_texDMABUFProcess,
.get = egl_texDMABUFGet
};