| Message ID | 20251015012251.17508-27-bryan.odonoghue@linaro.org |
|---|---|
| State | New |
| Headers | show |
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Quoting Bryan O'Donoghue (2025-10-15 02:22:38) > Introduce an eGL base helper class which provides an eGL context based on a > passed width and height. > > The initGLContext function could be overloaded to provide an interface to a > real display. > > A set of helper functions is provided to compile and link GLSL shaders. > linkShaderProgram currently compiles vertex/fragment pairs but could be > overloaded or passed a parameter to link a compute shader instead. > > Breaking the eGL interface away from debayering - allows to use the eGL > context inside of a dma-buf heap cleanly, reuse that context inside of a > debayer layer and conceivably reuse the context in a multi-stage shader > pass. > > Small note the image_attrs[] array doesn't pass checkstyle.py however the > elements of the array are in pairs. I'd put that comment after the --- rather than in the commit directly. In this file - I don't think I can comment much on the egl implementation - and this is a new file - that we want to get in and start building on top of so already perhaps more of an Acked-by: Kieran Bingham <kieran.bingham@ideasonboard.com> stylistic review comments below - which if you can tackle would save a patch on top, but I wouldn't block on those if it's getting past CI. libcamera coding style avoids // though - so that cleanup would be appreciated below. > > Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> > --- > include/libcamera/internal/egl.h | 162 ++++++++++++ > src/libcamera/egl.cpp | 435 +++++++++++++++++++++++++++++++ > src/libcamera/meson.build | 23 ++ > 3 files changed, 620 insertions(+) > create mode 100644 include/libcamera/internal/egl.h > create mode 100644 src/libcamera/egl.cpp > > diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h > new file mode 100644 > index 00000000..3021578b > --- /dev/null > +++ b/include/libcamera/internal/egl.h > @@ -0,0 +1,162 @@ > +/* SPDX-License-Identifier: LGPL-2.1-or-later */ > +/* > + * Copyright (C) 2024, Linaro Ltd. > + * > + * Authors: > + * Bryan O'Donoghue <bryan.odonoghue@linaro.org> > + * > + * egl_context.cpp - Helper class for managing eGL interactions. > + */ > + > +#pragma once > + > +#include <sys/types.h> > +#include <unistd.h> > + > +#include <libcamera/base/log.h> > + > +#include "libcamera/base/utils.h" > +#include "libcamera/internal/gbm.h" > + > +#define EGL_EGLEXT_PROTOTYPES > +#include <EGL/egl.h> > +#include <EGL/eglext.h> > +#define GL_GLEXT_PROTOTYPES > +#include <GLES2/gl2.h> > +#include <GLES2/gl2ext.h> > + > +namespace libcamera { > + > +LOG_DECLARE_CATEGORY(eGL) > + > +/** > + * \brief Helper class for an eGLImage. > + * > + * There are a few handles, descriptors and routines that it makes sense to > + * aggregate together. For example generating a GL texture and > + * frame-buffer-object and being about to assocate that with the > + * texture_uniform_id for a given shader. > + * That empty line can go > + */ > +class eGLImage > +{ > +public: > + eGLImage(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id) > + { > + init(width, height, bpp, stride, texture_unit, texture_unit_uniform_id); > + } > + > + eGLImage(uint32_t width, uint32_t height, uint32_t bpp, GLenum texture_unit, uint32_t texture_unit_uniform_id) > + { > + uint32_t stride = libcamera::utils::alignUp(width * bpp, 256); > + > + init(width, height, bpp, stride, texture_unit, texture_unit_uniform_id); > + } > + > + ~eGLImage() > + { > + glDeleteFramebuffers(1, &fbo_); > + glDeleteTextures(1, &texture_); > + } > + > + uint32_t width_; > + uint32_t height_; > + uint32_t stride_; > + uint32_t offset_; > + uint32_t framesize_; > + uint32_t bpp_; > + uint32_t texture_unit_uniform_id_; > + GLenum texture_unit_; > + GLuint texture_; > + GLuint fbo_; > + EGLImageKHR image_; > + > +private: > + LIBCAMERA_DISABLE_COPY_AND_MOVE(eGLImage) > + > + void init(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id) > + { > + image_ = EGL_NO_IMAGE_KHR; > + width_ = width; > + height_ = height; > + bpp_ = bpp; > + stride_ = stride; > + framesize_ = stride_ * height_; > + texture_unit_ = texture_unit; > + texture_unit_uniform_id_ = texture_unit_uniform_id; > + > + glGenTextures(1, &texture_); > + glGenFramebuffers(1, &fbo_); > + } > +}; > + > +/** > + * \brief The main eGL object > + * > + * This class buries away eGL specific setup and manipulation. > + * > + * Setting up the eGL context. > + * Getting function pointers. > + * Generating an eGL program from environment variables. > + * Link that program. > + * Generating textures for upload. > + * Render to texture for output. > + * > + */ > +class eGL > +{ > +public: > + eGL(); > + ~eGL(); > + > + int initEGLContext(GBM *gbmContext); > + void cleanUp(); > + int createInputDMABufTexture2D(eGLImage *eglImage, int fd); > + int createOutputDMABufTexture2D(eGLImage *eglImage, int fd); > + void destroyDMABufTexture(eGLImage *eglImage); > + void createTexture2D(eGLImage *eglImage, GLint format, uint32_t width, uint32_t height, void *data); > + void createTexture1D(eGLImage *eglImage, GLint format, uint32_t width, void *data); > + > + void pushEnv(std::vector<std::string> &shaderEnv, const char *str); > + void makeCurrent(); > + > + int compileVertexShader(GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv); > + int compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv); > + int linkProgram(GLuint &programId, GLuint fragmentshaderId, GLuint vertexshaderId); > + void dumpShaderSource(GLuint shaderId); > + void useProgram(GLuint programId); > + void deleteProgram(GLuint programId); > + int syncOutput(); > + > +private: > + LIBCAMERA_DISABLE_COPY_AND_MOVE(eGL) > + > + int fd_; > + pid_t tid_; > + > + EGLDisplay display_; > + EGLContext context_; > + EGLSurface surface_; > + EGLSyncKHR sync_; > + > + int compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv); > + > + int createDMABufTexture2D(eGLImage *eglImage, int fd, bool output); > + > + PFNEGLEXPORTDMABUFIMAGEMESAPROC eglExportDMABUFImageMESA; > + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; > + > + PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; > + PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; > + > + PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR; > + PFNEGLDESTROYSYNCKHRPROC eglDestroySyncKHR; > + PFNEGLCLIENTWAITSYNCKHRPROC eglClientWaitSyncKHR; > +}; > +} //namespace libcamera } /* namespace libcamera */ to match all the other instances. Could you do a quick sweep on this file to convert // to /* > diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp > new file mode 100644 > index 00000000..d5cb2df5 > --- /dev/null > +++ b/src/libcamera/egl.cpp > @@ -0,0 +1,435 @@ > +/* SPDX-License-Identifier: LGPL-2.1-or-later */ > +/* > + * Copyright (C) 2024, Linaro Ltd. > + * > + * Authors: > + * Bryan O'Donoghue <bryan.odonoghue@linaro.org> > + * > + * egl.cpp - Helper class for managing eGL interactions. > + */ > + > +#include "libcamera/base/thread.h" > +#include "libcamera/internal/egl.h" > + > +#include <fcntl.h> > +#include <sys/ioctl.h> > +#include <sys/mman.h> > +#include <unistd.h> > + > +#include <libdrm/drm_fourcc.h> > +#include <linux/dma-buf.h> > +#include <linux/dma-heap.h> > + > +namespace libcamera { > + > +LOG_DEFINE_CATEGORY(eGL) > + > +eGL::eGL() > +{ > + context_ = EGL_NO_CONTEXT; > + surface_ = EGL_NO_SURFACE; > + display_ = EGL_NO_DISPLAY; > +} > + > +eGL::~eGL() > +{ > + if (context_ != EGL_NO_CONTEXT) > + eglDestroyContext(display_, context_); > + > + if (surface_ != EGL_NO_SURFACE) > + eglDestroySurface(display_, surface_); > + > +} > + > +int eGL::syncOutput(void) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + glFlush(); > + eglClientWaitSyncKHR(display_, sync_, 0, EGL_FOREVER_KHR); > + > + return 0; > +} > + > +// Create linear image attached to previous BO object > +int eGL::createDMABufTexture2D(eGLImage *eglImage, int fd, bool output) > +{ > + int ret = 0; > + > + ASSERT(tid_ == Thread::currentId()); > + > + // clang-format off Ack. > + EGLint image_attrs[] = { > + EGL_WIDTH, (EGLint)eglImage->width_, > + EGL_HEIGHT, (EGLint)eglImage->height_, > + EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_ARGB8888, > + EGL_DMA_BUF_PLANE0_FD_EXT, fd, > + EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, > + EGL_DMA_BUF_PLANE0_PITCH_EXT, (EGLint)eglImage->stride_, > + EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT, 0, > + EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT, 0, > + EGL_NONE, > + }; > + // clang-format on > + > + eglImage->image_ = eglCreateImageKHR(display_, EGL_NO_CONTEXT, > + EGL_LINUX_DMA_BUF_EXT, > + NULL, image_attrs); > + > + if (eglImage->image_ == EGL_NO_IMAGE_KHR) { > + LOG(eGL, Error) << "eglCreateImageKHR fail"; > + ret = -ENODEV; > + goto done; > + } > + > + // Bind texture unit and texture > + glActiveTexture(eglImage->texture_unit_); > + glBindTexture(GL_TEXTURE_2D, eglImage->texture_); > + > + // Generate texture with filter semantics > + glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage->image_); > + > + // Nearest filtering > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); > + > + // Wrap to edge to avoid edge artifacts > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); > + > + if (output) { > + // Generate a framebuffer from our texture direct to dma-buf handle buffer > + glBindFramebuffer(GL_FRAMEBUFFER, eglImage->fbo_); > + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, eglImage->texture_, 0); > + > + GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); > + if (err!= GL_FRAMEBUFFER_COMPLETE) { > + LOG(eGL, Error) << "glFrameBufferTexture2D error " << err; > + ret = -ENODEV; > + goto done; > + } > + } > +done: > + return ret; > +} > + > +int eGL::createInputDMABufTexture2D(eGLImage *eglImage, int fd) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + return createDMABufTexture2D(eglImage, fd, false); > +} > +int eGL::createOutputDMABufTexture2D(eGLImage *eglImage, int fd) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + return createDMABufTexture2D(eglImage, fd, true); > +} > + > +void eGL::destroyDMABufTexture(eGLImage *eglImage) > +{ > + eglDestroyImage(display_, eglImage->image_); > +} > + > +// Generate a 2D texture from an input buffer directly > +void eGL::createTexture2D(eGLImage *eglImage, GLint format, uint32_t width, uint32_t height, void *data) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + glActiveTexture(eglImage->texture_unit_); > + glBindTexture(GL_TEXTURE_2D, eglImage->texture_); > + > + // Generate texture, bind, associate image to texture, configure, unbind > + glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); > + > + // Nearest filtering > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); > + > + // Wrap to edge to avoid edge artifacts > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); > +} > + > +int eGL::initEGLContext(GBM *gbmContext) > +{ > + EGLint configAttribs[] = { > + EGL_RED_SIZE, 8, > + EGL_GREEN_SIZE, 8, > + EGL_BLUE_SIZE, 8, > + EGL_ALPHA_SIZE, 8, > + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, > + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, > + EGL_NONE > + }; > + > + EGLint contextAttribs[] = { > + EGL_CONTEXT_MAJOR_VERSION, 2, > + EGL_NONE > + }; > + > + EGLint numConfigs; > + EGLConfig config; > + EGLint major; > + EGLint minor; > + > + if (!eglBindAPI(EGL_OPENGL_ES_API)) { > + LOG(eGL, Error) << "API bind fail"; > + goto fail; > + } > + > + display_ = eglGetDisplay(gbmContext->getDevice()); > + if (display_ == EGL_NO_DISPLAY) { > + LOG(eGL, Error) << "Unable to get EGL display"; > + goto fail; > + } > + > + if (eglInitialize(display_, &major, &minor) != EGL_TRUE) { > + LOG(eGL, Error) << "eglInitialize fail"; > + goto fail; > + } > + > + LOG(eGL, Info) << "EGL: version " << major << "." << minor; > + LOG(eGL, Info) << "EGL: EGL_VERSION: " << eglQueryString(display_, EGL_VERSION); > + LOG(eGL, Info) << "EGL: EGL_VENDOR: " << eglQueryString(display_, EGL_VENDOR); > + LOG(eGL, Info) << "EGL: EGL_CLIENT_APIS: " << eglQueryString(display_, EGL_CLIENT_APIS); > + LOG(eGL, Info) << "EGL: EGL_EXTENSIONS: " << eglQueryString(display_, EGL_EXTENSIONS); Sometime we might want to lower this level - but I think it's fine now. Ack > + > + eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)eglGetProcAddress("eglCreateImageKHR"); > + if (!eglCreateImageKHR) { > + LOG(eGL, Error) << "eglCreateImageKHR not found"; > + goto fail; > + } > + > + eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC)eglGetProcAddress("eglDestroyImageKHR"); > + if (!eglDestroyImageKHR) { > + LOG(eGL, Error) << "eglDestroyImageKHR not found"; > + goto fail; > + } > + > + glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES"); WOW_WHATADELIGHTFULAPI("soEasyOnTheEyes") Glad this all gets wrapped into a class for us here :D > + if (!glEGLImageTargetTexture2DOES) { > + LOG(eGL, Error) << "glEGLImageTargetTexture2DOES not found"; > + goto fail; > + } > + > + eglCreateSyncKHR = (PFNEGLCREATESYNCKHRPROC)eglGetProcAddress("eglCreateSyncKHR"); > + if (!eglCreateSyncKHR) { > + LOG(eGL, Error) << "eglCreateSyncKHR not found"; > + goto fail; > + } > + > + eglDestroySyncKHR = (PFNEGLDESTROYSYNCKHRPROC)eglGetProcAddress("eglDestroySyncKHR"); > + if (!eglDestroySyncKHR) { > + LOG(eGL, Error) << "eglDestroySyncKHR not found"; > + goto fail; > + } > + > + eglClientWaitSyncKHR = (PFNEGLCLIENTWAITSYNCKHRPROC)eglGetProcAddress("eglClientWaitSyncKHR"); > + if (!eglClientWaitSyncKHR) { > + LOG(eGL, Error) << "eglClientWaitSyncKHR not found"; > + goto fail; > + } > + > + if (eglChooseConfig(display_, configAttribs, &config, 1, &numConfigs) != EGL_TRUE) { > + LOG(eGL, Error) << "eglChooseConfig fail"; > + goto fail; > + } > + > + context_ = eglCreateContext(display_, config, EGL_NO_CONTEXT, contextAttribs); > + if (context_ == EGL_NO_CONTEXT) { > + LOG(eGL, Error) << "eglContext returned EGL_NO_CONTEXT"; > + goto fail; > + } > + > + tid_ = Thread::currentId(); > + > + makeCurrent(); > + > + sync_ = eglCreateSyncKHR(display_, EGL_SYNC_FENCE_KHR, NULL); > + if (sync_ == EGL_NO_SYNC_KHR) { > + LOG(eGL, Error) << "eglCreateSyncKHR fail"; > + goto fail; > + } > + > + return 0; > +fail: > + return -ENODEV; > +} > + > +void eGL::cleanUp(void) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + if (sync_) { > + makeCurrent(); > + eglDestroySyncKHR(display_, sync_); > + } > + > +} > + > +void eGL::makeCurrent(void) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + if (eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_) != EGL_TRUE) { > + LOG(eGL, Error) << "eglMakeCurrent fail"; > + } > +} > + > +void eGL::useProgram(GLuint programId) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + glUseProgram(programId); > +} > + > +void eGL::deleteProgram(GLuint programId) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + glDeleteProgram(programId); > +} > + > +void eGL::pushEnv(std::vector<std::string> &shaderEnv, const char *str) > +{ > + std::string addStr = str; > + > + addStr.push_back('\n'); > + shaderEnv.push_back(std::move(addStr)); > +} > + > +int eGL::compileVertexShader(GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv) > +{ > + return compileShader(GL_VERTEX_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); > +} > + > +int eGL::compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv) > +{ > + return compileShader(GL_FRAGMENT_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); > +} > + > +int eGL::compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv) > +{ > + GLint success; > + size_t i; > + > + ASSERT(tid_ == Thread::currentId()); > + > + auto count = 1 + shaderEnv.size(); > + auto shaderSourceData = std::make_unique<const GLchar*[]>(count); > + auto shaderDataLengths = std::make_unique<GLint[]>(count); > + > + // Prefix defines before main body of shader > + for (i = 0; i < shaderEnv.size(); i++) { > + shaderSourceData[i] = shaderEnv[i].c_str(); > + shaderDataLengths[i] = shaderEnv[i].length(); > + } > + > + // Now the main body of the shader program > + shaderSourceData[i] = reinterpret_cast<const GLchar*>(shaderData); > + shaderDataLengths[i] = shaderDataLen; > + > + // And create the shader > + shaderId = glCreateShader(shaderType); > + glShaderSource(shaderId, count, shaderSourceData.get(), shaderDataLengths.get()); > + glCompileShader(shaderId); > + > + // Check status > + glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success); > + if (success == GL_FALSE) { > + GLint sizeLog = 0; > + > + glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &sizeLog); > + auto infoLog = std::make_unique<GLchar[]>(sizeLog); > + > + glGetShaderInfoLog(shaderId, sizeLog, &sizeLog, infoLog.get()); > + LOG(eGL, Error) << infoLog.get(); > + } > + > + return !(success == GL_TRUE); > +} > + > +void eGL::dumpShaderSource(GLuint shaderId) > +{ > + GLint shaderLength = 0; > + > + ASSERT(tid_ == Thread::currentId()); > + > + glGetShaderiv(shaderId, GL_SHADER_SOURCE_LENGTH, &shaderLength); > + > + LOG(eGL, Debug) << "Shader length is " << shaderLength; > + > + if (shaderLength > 0) { > + auto shaderSource = std::make_unique<GLchar []>(shaderLength); > + > + glGetShaderSource(shaderId, shaderLength, &shaderLength, shaderSource.get()); > + if (shaderLength) { > + LOG(eGL, Debug) << "Shader source = " << shaderSource.get(); > + } > + } > +} > + > +int eGL::linkProgram(GLuint &programId, GLuint vertexshaderId, GLuint fragmentshaderId) > +{ > + GLint success; > + GLenum err; > + > + ASSERT(tid_ == Thread::currentId()); > + > + programId = glCreateProgram(); > + if (!programId) > + goto fail; > + > + glAttachShader(programId, vertexshaderId); > + if ((err = glGetError()) != GL_NO_ERROR) { > + LOG(eGL, Error) << "Attach compute vertex shader fail"; > + goto fail; > + } > + > + glAttachShader(programId, fragmentshaderId); > + if ((err = glGetError()) != GL_NO_ERROR) { > + LOG(eGL, Error) << "Attach compute vertex shader fail"; > + goto fail; > + } > + > + glLinkProgram(programId); > + if ((err = glGetError()) != GL_NO_ERROR) { > + LOG(eGL, Error) << "Link program fail"; > + goto fail; > + } > + > + glDetachShader(programId, fragmentshaderId); > + glDetachShader(programId, vertexshaderId); > + > + // Check status > + glGetProgramiv(programId, GL_LINK_STATUS, &success); > + if (success == GL_FALSE) { > + GLint sizeLog = 0; > + GLchar *infoLog; > + > + glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &sizeLog); > + infoLog = new GLchar[sizeLog]; > + > + glGetProgramInfoLog(programId, sizeLog, &sizeLog, infoLog); > + LOG(eGL, Error) << infoLog; > + > + delete[] infoLog; > + goto fail; > + } > + > + return 0; > +fail: > + if (programId) > + glDeleteProgram(programId); > + > + return -ENODEV; > +} > +} // namespace libcamera > diff --git a/src/libcamera/meson.build b/src/libcamera/meson.build > index fe60c875..b7be38a8 100644 > --- a/src/libcamera/meson.build > +++ b/src/libcamera/meson.build > @@ -79,6 +79,27 @@ if libgbm.found() and gbm_works > ]) > endif > > +libegl = cc.find_library('EGL', required : false) > +libglesv2 = cc.find_library('GLESv2', required : false) > +mesa_works = cc.check_header('EGL/egl.h', required: false) Ideally this patch would update README.rst with the new dependency requirements too - but that can be a patch on top or separate too. > + > +if libegl.found() and mesa_works > + config_h.set('HAVE_LIBEGL', 1) > +endif > + > +if libglesv2.found() and mesa_works > + config_h.set('HAVE_GLESV2', 1) > +endif > + > +if mesa_works and gbm_works > + libcamera_internal_sources += files([ > + 'egl.cpp', > + ]) > + gles_headless_enabled = true > +else > + gles_headless_enabled = false > +endif > + > subdir('base') > subdir('converter') > subdir('ipa') > @@ -186,7 +207,9 @@ libcamera_deps += [ > libcamera_base_private, > libcrypto, > libdl, > + libegl, > libgbm, > + libglesv2, > liblttng, > libudev, > libyaml, > -- > 2.51.0 >
Hi Bryan, in addition to Kieran's comments: Bryan O'Donoghue <bryan.odonoghue@linaro.org> writes: > Introduce an eGL base helper class which provides an eGL context based on a > passed width and height. > > The initGLContext function could be overloaded to provide an interface to a > real display. > > A set of helper functions is provided to compile and link GLSL shaders. > linkShaderProgram currently compiles vertex/fragment pairs but could be > overloaded or passed a parameter to link a compute shader instead. > > Breaking the eGL interface away from debayering - allows to use the eGL > context inside of a dma-buf heap cleanly, reuse that context inside of a > debayer layer and conceivably reuse the context in a multi-stage shader > pass. > > Small note the image_attrs[] array doesn't pass checkstyle.py however the > elements of the array are in pairs. > > Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> > --- > include/libcamera/internal/egl.h | 162 ++++++++++++ > src/libcamera/egl.cpp | 435 +++++++++++++++++++++++++++++++ > src/libcamera/meson.build | 23 ++ > 3 files changed, 620 insertions(+) > create mode 100644 include/libcamera/internal/egl.h > create mode 100644 src/libcamera/egl.cpp > > diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h > new file mode 100644 > index 00000000..3021578b > --- /dev/null > +++ b/include/libcamera/internal/egl.h > @@ -0,0 +1,162 @@ > +/* SPDX-License-Identifier: LGPL-2.1-or-later */ > +/* > + * Copyright (C) 2024, Linaro Ltd. > + * > + * Authors: > + * Bryan O'Donoghue <bryan.odonoghue@linaro.org> > + * > + * egl_context.cpp - Helper class for managing eGL interactions. No file name (even correct one :-)) in the comment. > + */ > + > +#pragma once > + > +#include <sys/types.h> > +#include <unistd.h> > + > +#include <libcamera/base/log.h> > + > +#include "libcamera/base/utils.h" #include <libcamera/base/utils.h> > +#include "libcamera/internal/gbm.h" > + > +#define EGL_EGLEXT_PROTOTYPES > +#include <EGL/egl.h> > +#include <EGL/eglext.h> > +#define GL_GLEXT_PROTOTYPES > +#include <GLES2/gl2.h> > +#include <GLES2/gl2ext.h> > + > +namespace libcamera { > + > +LOG_DECLARE_CATEGORY(eGL) > + > +/** > + * \brief Helper class for an eGLImage. > + * > + * There are a few handles, descriptors and routines that it makes sense to > + * aggregate together. For example generating a GL texture and > + * frame-buffer-object and being about to assocate that with the s/assocate/associate/ > + * texture_uniform_id for a given shader. > + * > + */ > +class eGLImage > +{ > +public: > + eGLImage(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id) > + { > + init(width, height, bpp, stride, texture_unit, texture_unit_uniform_id); > + } > + > + eGLImage(uint32_t width, uint32_t height, uint32_t bpp, GLenum texture_unit, uint32_t texture_unit_uniform_id) > + { > + uint32_t stride = libcamera::utils::alignUp(width * bpp, 256); > + > + init(width, height, bpp, stride, texture_unit, texture_unit_uniform_id); > + } > + > + ~eGLImage() > + { > + glDeleteFramebuffers(1, &fbo_); > + glDeleteTextures(1, &texture_); > + } > + > + uint32_t width_; > + uint32_t height_; > + uint32_t stride_; > + uint32_t offset_; > + uint32_t framesize_; > + uint32_t bpp_; > + uint32_t texture_unit_uniform_id_; > + GLenum texture_unit_; camelCase (all the related identifiers). > + GLuint texture_; > + GLuint fbo_; > + EGLImageKHR image_; > + > +private: > + LIBCAMERA_DISABLE_COPY_AND_MOVE(eGLImage) > + > + void init(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id) > + { > + image_ = EGL_NO_IMAGE_KHR; > + width_ = width; > + height_ = height; > + bpp_ = bpp; > + stride_ = stride; > + framesize_ = stride_ * height_; > + texture_unit_ = texture_unit; > + texture_unit_uniform_id_ = texture_unit_uniform_id; > + > + glGenTextures(1, &texture_); > + glGenFramebuffers(1, &fbo_); > + } > +}; > + > +/** > + * \brief The main eGL object > + * > + * This class buries away eGL specific setup and manipulation. > + * > + * Setting up the eGL context. > + * Getting function pointers. > + * Generating an eGL program from environment variables. > + * Link that program. > + * Generating textures for upload. > + * Render to texture for output. > + * > + */ > +class eGL > +{ > +public: > + eGL(); > + ~eGL(); > + > + int initEGLContext(GBM *gbmContext); > + void cleanUp(); > + int createInputDMABufTexture2D(eGLImage *eglImage, int fd); > + int createOutputDMABufTexture2D(eGLImage *eglImage, int fd); > + void destroyDMABufTexture(eGLImage *eglImage); > + void createTexture2D(eGLImage *eglImage, GLint format, uint32_t width, uint32_t height, void *data); > + void createTexture1D(eGLImage *eglImage, GLint format, uint32_t width, void *data); > + > + void pushEnv(std::vector<std::string> &shaderEnv, const char *str); > + void makeCurrent(); > + > + int compileVertexShader(GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv); > + int compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv); > + int linkProgram(GLuint &programId, GLuint fragmentshaderId, GLuint vertexshaderId); The shader arguments are swapped compared to the definition. > + void dumpShaderSource(GLuint shaderId); > + void useProgram(GLuint programId); > + void deleteProgram(GLuint programId); > + int syncOutput(); > + > +private: > + LIBCAMERA_DISABLE_COPY_AND_MOVE(eGL) > + > + int fd_; > + pid_t tid_; > + > + EGLDisplay display_; > + EGLContext context_; > + EGLSurface surface_; > + EGLSyncKHR sync_; > + > + int compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv); > + > + int createDMABufTexture2D(eGLImage *eglImage, int fd, bool output); > + > + PFNEGLEXPORTDMABUFIMAGEMESAPROC eglExportDMABUFImageMESA; > + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; > + > + PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; > + PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; > + > + PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR; > + PFNEGLDESTROYSYNCKHRPROC eglDestroySyncKHR; > + PFNEGLCLIENTWAITSYNCKHRPROC eglClientWaitSyncKHR; > +}; > +} //namespace libcamera > diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp > new file mode 100644 > index 00000000..d5cb2df5 > --- /dev/null > +++ b/src/libcamera/egl.cpp > @@ -0,0 +1,435 @@ > +/* SPDX-License-Identifier: LGPL-2.1-or-later */ > +/* > + * Copyright (C) 2024, Linaro Ltd. > + * > + * Authors: > + * Bryan O'Donoghue <bryan.odonoghue@linaro.org> > + * > + * egl.cpp - Helper class for managing eGL interactions. No file name. > + */ > + > +#include "libcamera/base/thread.h" <libcamera/base/thread.h> > +#include "libcamera/internal/egl.h" > + > +#include <fcntl.h> > +#include <sys/ioctl.h> > +#include <sys/mman.h> > +#include <unistd.h> > + > +#include <libdrm/drm_fourcc.h> The order of the includes should be: #include <linux/dma-buf.h> #include <linux/dma-heap.h> #include <libcamera/base/thread.h> #include <libdrm/drm_fourcc.h> (according to .clang-format I think). > +#include <linux/dma-buf.h> > +#include <linux/dma-heap.h> > + > +namespace libcamera { > + > +LOG_DEFINE_CATEGORY(eGL) > + > +eGL::eGL() > +{ > + context_ = EGL_NO_CONTEXT; > + surface_ = EGL_NO_SURFACE; > + display_ = EGL_NO_DISPLAY; > +} > + > +eGL::~eGL() > +{ > + if (context_ != EGL_NO_CONTEXT) > + eglDestroyContext(display_, context_); > + > + if (surface_ != EGL_NO_SURFACE) > + eglDestroySurface(display_, surface_); > + The blank line should be removed. > +} > + > +int eGL::syncOutput(void) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + glFlush(); > + eglClientWaitSyncKHR(display_, sync_, 0, EGL_FOREVER_KHR); > + > + return 0; > +} > + > +// Create linear image attached to previous BO object /* ... */ (Also other comments below.) > +int eGL::createDMABufTexture2D(eGLImage *eglImage, int fd, bool output) > +{ > + int ret = 0; > + > + ASSERT(tid_ == Thread::currentId()); > + > + // clang-format off > + EGLint image_attrs[] = { > + EGL_WIDTH, (EGLint)eglImage->width_, > + EGL_HEIGHT, (EGLint)eglImage->height_, static_cast<EGLint>(...) > + EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_ARGB8888, > + EGL_DMA_BUF_PLANE0_FD_EXT, fd, > + EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, > + EGL_DMA_BUF_PLANE0_PITCH_EXT, (EGLint)eglImage->stride_, > + EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT, 0, > + EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT, 0, > + EGL_NONE, > + }; > + // clang-format on > + > + eglImage->image_ = eglCreateImageKHR(display_, EGL_NO_CONTEXT, > + EGL_LINUX_DMA_BUF_EXT, > + NULL, image_attrs); > + > + if (eglImage->image_ == EGL_NO_IMAGE_KHR) { > + LOG(eGL, Error) << "eglCreateImageKHR fail"; > + ret = -ENODEV; > + goto done; > + } > + > + // Bind texture unit and texture > + glActiveTexture(eglImage->texture_unit_); > + glBindTexture(GL_TEXTURE_2D, eglImage->texture_); > + > + // Generate texture with filter semantics > + glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage->image_); > + > + // Nearest filtering > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); > + > + // Wrap to edge to avoid edge artifacts > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); > + > + if (output) { > + // Generate a framebuffer from our texture direct to dma-buf handle buffer > + glBindFramebuffer(GL_FRAMEBUFFER, eglImage->fbo_); > + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, eglImage->texture_, 0); > + > + GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); > + if (err!= GL_FRAMEBUFFER_COMPLETE) { Missing space before `!='. > + LOG(eGL, Error) << "glFrameBufferTexture2D error " << err; > + ret = -ENODEV; > + goto done; > + } > + } > +done: > + return ret; > +} > + > +int eGL::createInputDMABufTexture2D(eGLImage *eglImage, int fd) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + return createDMABufTexture2D(eglImage, fd, false); > +} > +int eGL::createOutputDMABufTexture2D(eGLImage *eglImage, int fd) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + return createDMABufTexture2D(eglImage, fd, true); > +} > + > +void eGL::destroyDMABufTexture(eGLImage *eglImage) > +{ > + eglDestroyImage(display_, eglImage->image_); > +} > + > +// Generate a 2D texture from an input buffer directly > +void eGL::createTexture2D(eGLImage *eglImage, GLint format, uint32_t width, uint32_t height, void *data) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + glActiveTexture(eglImage->texture_unit_); > + glBindTexture(GL_TEXTURE_2D, eglImage->texture_); > + > + // Generate texture, bind, associate image to texture, configure, unbind > + glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); > + > + // Nearest filtering > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); > + > + // Wrap to edge to avoid edge artifacts > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); > +} > + > +int eGL::initEGLContext(GBM *gbmContext) > +{ > + EGLint configAttribs[] = { > + EGL_RED_SIZE, 8, > + EGL_GREEN_SIZE, 8, > + EGL_BLUE_SIZE, 8, > + EGL_ALPHA_SIZE, 8, > + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, > + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, > + EGL_NONE > + }; > + > + EGLint contextAttribs[] = { > + EGL_CONTEXT_MAJOR_VERSION, 2, > + EGL_NONE > + }; > + > + EGLint numConfigs; > + EGLConfig config; > + EGLint major; > + EGLint minor; > + > + if (!eglBindAPI(EGL_OPENGL_ES_API)) { > + LOG(eGL, Error) << "API bind fail"; > + goto fail; > + } > + > + display_ = eglGetDisplay(gbmContext->getDevice()); > + if (display_ == EGL_NO_DISPLAY) { > + LOG(eGL, Error) << "Unable to get EGL display"; > + goto fail; > + } > + > + if (eglInitialize(display_, &major, &minor) != EGL_TRUE) { > + LOG(eGL, Error) << "eglInitialize fail"; > + goto fail; > + } > + > + LOG(eGL, Info) << "EGL: version " << major << "." << minor; > + LOG(eGL, Info) << "EGL: EGL_VERSION: " << eglQueryString(display_, EGL_VERSION); > + LOG(eGL, Info) << "EGL: EGL_VENDOR: " << eglQueryString(display_, EGL_VENDOR); > + LOG(eGL, Info) << "EGL: EGL_CLIENT_APIS: " << eglQueryString(display_, EGL_CLIENT_APIS); > + LOG(eGL, Info) << "EGL: EGL_EXTENSIONS: " << eglQueryString(display_, EGL_EXTENSIONS); > + > + eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)eglGetProcAddress("eglCreateImageKHR"); > + if (!eglCreateImageKHR) { > + LOG(eGL, Error) << "eglCreateImageKHR not found"; > + goto fail; > + } > + > + eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC)eglGetProcAddress("eglDestroyImageKHR"); > + if (!eglDestroyImageKHR) { > + LOG(eGL, Error) << "eglDestroyImageKHR not found"; > + goto fail; > + } > + > + glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES"); > + if (!glEGLImageTargetTexture2DOES) { > + LOG(eGL, Error) << "glEGLImageTargetTexture2DOES not found"; > + goto fail; > + } > + > + eglCreateSyncKHR = (PFNEGLCREATESYNCKHRPROC)eglGetProcAddress("eglCreateSyncKHR"); > + if (!eglCreateSyncKHR) { > + LOG(eGL, Error) << "eglCreateSyncKHR not found"; > + goto fail; > + } > + > + eglDestroySyncKHR = (PFNEGLDESTROYSYNCKHRPROC)eglGetProcAddress("eglDestroySyncKHR"); > + if (!eglDestroySyncKHR) { > + LOG(eGL, Error) << "eglDestroySyncKHR not found"; > + goto fail; > + } > + > + eglClientWaitSyncKHR = (PFNEGLCLIENTWAITSYNCKHRPROC)eglGetProcAddress("eglClientWaitSyncKHR"); > + if (!eglClientWaitSyncKHR) { > + LOG(eGL, Error) << "eglClientWaitSyncKHR not found"; > + goto fail; > + } > + > + if (eglChooseConfig(display_, configAttribs, &config, 1, &numConfigs) != EGL_TRUE) { > + LOG(eGL, Error) << "eglChooseConfig fail"; > + goto fail; > + } > + > + context_ = eglCreateContext(display_, config, EGL_NO_CONTEXT, contextAttribs); > + if (context_ == EGL_NO_CONTEXT) { > + LOG(eGL, Error) << "eglContext returned EGL_NO_CONTEXT"; > + goto fail; > + } > + > + tid_ = Thread::currentId(); > + > + makeCurrent(); > + > + sync_ = eglCreateSyncKHR(display_, EGL_SYNC_FENCE_KHR, NULL); > + if (sync_ == EGL_NO_SYNC_KHR) { > + LOG(eGL, Error) << "eglCreateSyncKHR fail"; > + goto fail; > + } > + > + return 0; > +fail: > + > + return -ENODEV; > +} > + > +void eGL::cleanUp(void) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + if (sync_) { > + makeCurrent(); > + eglDestroySyncKHR(display_, sync_); > + } > + The blank line should be removed. > +} > + > +void eGL::makeCurrent(void) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + if (eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_) != EGL_TRUE) { > + LOG(eGL, Error) << "eglMakeCurrent fail"; > + } > +} > + > +void eGL::useProgram(GLuint programId) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + glUseProgram(programId); > +} > + > +void eGL::deleteProgram(GLuint programId) > +{ > + ASSERT(tid_ == Thread::currentId()); > + > + glDeleteProgram(programId); > +} > + > +void eGL::pushEnv(std::vector<std::string> &shaderEnv, const char *str) > +{ > + std::string addStr = str; > + > + addStr.push_back('\n'); > + shaderEnv.push_back(std::move(addStr)); > +} > + > +int eGL::compileVertexShader(GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv) > +{ > + return compileShader(GL_VERTEX_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); > +} > + > +int eGL::compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv) > +{ > + return compileShader(GL_FRAGMENT_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); > +} > + > +int eGL::compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, > + unsigned int shaderDataLen, > + Span<const std::string> shaderEnv) > +{ > + GLint success; > + size_t i; > + > + ASSERT(tid_ == Thread::currentId()); > + > + auto count = 1 + shaderEnv.size(); > + auto shaderSourceData = std::make_unique<const GLchar*[]>(count); Missing space before `*'. > + auto shaderDataLengths = std::make_unique<GLint[]>(count); > + > + // Prefix defines before main body of shader > + for (i = 0; i < shaderEnv.size(); i++) { > + shaderSourceData[i] = shaderEnv[i].c_str(); > + shaderDataLengths[i] = shaderEnv[i].length(); > + } > + > + // Now the main body of the shader program > + shaderSourceData[i] = reinterpret_cast<const GLchar*>(shaderData); Missing space before `*'. > + shaderDataLengths[i] = shaderDataLen; > + > + // And create the shader > + shaderId = glCreateShader(shaderType); > + glShaderSource(shaderId, count, shaderSourceData.get(), shaderDataLengths.get()); > + glCompileShader(shaderId); > + > + // Check status > + glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success); > + if (success == GL_FALSE) { > + GLint sizeLog = 0; > + > + glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &sizeLog); > + auto infoLog = std::make_unique<GLchar[]>(sizeLog); > + > + glGetShaderInfoLog(shaderId, sizeLog, &sizeLog, infoLog.get()); > + LOG(eGL, Error) << infoLog.get(); > + } > + > + return !(success == GL_TRUE); > +} > + > +void eGL::dumpShaderSource(GLuint shaderId) > +{ > + GLint shaderLength = 0; > + > + ASSERT(tid_ == Thread::currentId()); > + > + glGetShaderiv(shaderId, GL_SHADER_SOURCE_LENGTH, &shaderLength); > + > + LOG(eGL, Debug) << "Shader length is " << shaderLength; > + > + if (shaderLength > 0) { > + auto shaderSource = std::make_unique<GLchar []>(shaderLength); Extra space before `[]'. > + > + glGetShaderSource(shaderId, shaderLength, &shaderLength, shaderSource.get()); > + if (shaderLength) { > + LOG(eGL, Debug) << "Shader source = " << shaderSource.get(); > + } > + } > +} > + > +int eGL::linkProgram(GLuint &programId, GLuint vertexshaderId, GLuint fragmentshaderId) > +{ > + GLint success; > + GLenum err; > + > + ASSERT(tid_ == Thread::currentId()); > + > + programId = glCreateProgram(); > + if (!programId) > + goto fail; > + > + glAttachShader(programId, vertexshaderId); > + if ((err = glGetError()) != GL_NO_ERROR) { > + LOG(eGL, Error) << "Attach compute vertex shader fail"; > + goto fail; > + } > + > + glAttachShader(programId, fragmentshaderId); > + if ((err = glGetError()) != GL_NO_ERROR) { > + LOG(eGL, Error) << "Attach compute vertex shader fail"; s/vertex/fragment/ > + goto fail; > + } > + > + glLinkProgram(programId); > + if ((err = glGetError()) != GL_NO_ERROR) { > + LOG(eGL, Error) << "Link program fail"; > + goto fail; > + } > + > + glDetachShader(programId, fragmentshaderId); > + glDetachShader(programId, vertexshaderId); > + > + // Check status > + glGetProgramiv(programId, GL_LINK_STATUS, &success); > + if (success == GL_FALSE) { > + GLint sizeLog = 0; > + GLchar *infoLog; > + > + glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &sizeLog); > + infoLog = new GLchar[sizeLog]; > + > + glGetProgramInfoLog(programId, sizeLog, &sizeLog, infoLog); > + LOG(eGL, Error) << infoLog; > + > + delete[] infoLog; > + goto fail; > + } > + > + return 0; > +fail: > + if (programId) > + glDeleteProgram(programId); > + > + return -ENODEV; > +} > +} // namespace libcamera > diff --git a/src/libcamera/meson.build b/src/libcamera/meson.build > index fe60c875..b7be38a8 100644 > --- a/src/libcamera/meson.build > +++ b/src/libcamera/meson.build > @@ -79,6 +79,27 @@ if libgbm.found() and gbm_works > ]) > endif > > +libegl = cc.find_library('EGL', required : false) > +libglesv2 = cc.find_library('GLESv2', required : false) > +mesa_works = cc.check_header('EGL/egl.h', required: false) > + > +if libegl.found() and mesa_works > + config_h.set('HAVE_LIBEGL', 1) > +endif > + > +if libglesv2.found() and mesa_works > + config_h.set('HAVE_GLESV2', 1) > +endif > + > +if mesa_works and gbm_works > + libcamera_internal_sources += files([ > + 'egl.cpp', > + ]) > + gles_headless_enabled = true > +else > + gles_headless_enabled = false > +endif > + > subdir('base') > subdir('converter') > subdir('ipa') > @@ -186,7 +207,9 @@ libcamera_deps += [ > libcamera_base_private, > libcrypto, > libdl, > + libegl, > libgbm, > + libglesv2, > liblttng, > libudev, > libyaml,
diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h new file mode 100644 index 00000000..3021578b --- /dev/null +++ b/include/libcamera/internal/egl.h @@ -0,0 +1,162 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2024, Linaro Ltd. + * + * Authors: + * Bryan O'Donoghue <bryan.odonoghue@linaro.org> + * + * egl_context.cpp - Helper class for managing eGL interactions. + */ + +#pragma once + +#include <sys/types.h> +#include <unistd.h> + +#include <libcamera/base/log.h> + +#include "libcamera/base/utils.h" +#include "libcamera/internal/gbm.h" + +#define EGL_EGLEXT_PROTOTYPES +#include <EGL/egl.h> +#include <EGL/eglext.h> +#define GL_GLEXT_PROTOTYPES +#include <GLES2/gl2.h> +#include <GLES2/gl2ext.h> + +namespace libcamera { + +LOG_DECLARE_CATEGORY(eGL) + +/** + * \brief Helper class for an eGLImage. + * + * There are a few handles, descriptors and routines that it makes sense to + * aggregate together. For example generating a GL texture and + * frame-buffer-object and being about to assocate that with the + * texture_uniform_id for a given shader. + * + */ +class eGLImage +{ +public: + eGLImage(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id) + { + init(width, height, bpp, stride, texture_unit, texture_unit_uniform_id); + } + + eGLImage(uint32_t width, uint32_t height, uint32_t bpp, GLenum texture_unit, uint32_t texture_unit_uniform_id) + { + uint32_t stride = libcamera::utils::alignUp(width * bpp, 256); + + init(width, height, bpp, stride, texture_unit, texture_unit_uniform_id); + } + + ~eGLImage() + { + glDeleteFramebuffers(1, &fbo_); + glDeleteTextures(1, &texture_); + } + + uint32_t width_; + uint32_t height_; + uint32_t stride_; + uint32_t offset_; + uint32_t framesize_; + uint32_t bpp_; + uint32_t texture_unit_uniform_id_; + GLenum texture_unit_; + GLuint texture_; + GLuint fbo_; + EGLImageKHR image_; + +private: + LIBCAMERA_DISABLE_COPY_AND_MOVE(eGLImage) + + void init(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id) + { + image_ = EGL_NO_IMAGE_KHR; + width_ = width; + height_ = height; + bpp_ = bpp; + stride_ = stride; + framesize_ = stride_ * height_; + texture_unit_ = texture_unit; + texture_unit_uniform_id_ = texture_unit_uniform_id; + + glGenTextures(1, &texture_); + glGenFramebuffers(1, &fbo_); + } +}; + +/** + * \brief The main eGL object + * + * This class buries away eGL specific setup and manipulation. + * + * Setting up the eGL context. + * Getting function pointers. + * Generating an eGL program from environment variables. + * Link that program. + * Generating textures for upload. + * Render to texture for output. + * + */ +class eGL +{ +public: + eGL(); + ~eGL(); + + int initEGLContext(GBM *gbmContext); + void cleanUp(); + int createInputDMABufTexture2D(eGLImage *eglImage, int fd); + int createOutputDMABufTexture2D(eGLImage *eglImage, int fd); + void destroyDMABufTexture(eGLImage *eglImage); + void createTexture2D(eGLImage *eglImage, GLint format, uint32_t width, uint32_t height, void *data); + void createTexture1D(eGLImage *eglImage, GLint format, uint32_t width, void *data); + + void pushEnv(std::vector<std::string> &shaderEnv, const char *str); + void makeCurrent(); + + int compileVertexShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + Span<const std::string> shaderEnv); + int compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + Span<const std::string> shaderEnv); + int linkProgram(GLuint &programId, GLuint fragmentshaderId, GLuint vertexshaderId); + void dumpShaderSource(GLuint shaderId); + void useProgram(GLuint programId); + void deleteProgram(GLuint programId); + int syncOutput(); + +private: + LIBCAMERA_DISABLE_COPY_AND_MOVE(eGL) + + int fd_; + pid_t tid_; + + EGLDisplay display_; + EGLContext context_; + EGLSurface surface_; + EGLSyncKHR sync_; + + int compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + Span<const std::string> shaderEnv); + + int createDMABufTexture2D(eGLImage *eglImage, int fd, bool output); + + PFNEGLEXPORTDMABUFIMAGEMESAPROC eglExportDMABUFImageMESA; + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; + + PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; + PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; + + PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR; + PFNEGLDESTROYSYNCKHRPROC eglDestroySyncKHR; + PFNEGLCLIENTWAITSYNCKHRPROC eglClientWaitSyncKHR; +}; +} //namespace libcamera diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp new file mode 100644 index 00000000..d5cb2df5 --- /dev/null +++ b/src/libcamera/egl.cpp @@ -0,0 +1,435 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2024, Linaro Ltd. + * + * Authors: + * Bryan O'Donoghue <bryan.odonoghue@linaro.org> + * + * egl.cpp - Helper class for managing eGL interactions. + */ + +#include "libcamera/base/thread.h" +#include "libcamera/internal/egl.h" + +#include <fcntl.h> +#include <sys/ioctl.h> +#include <sys/mman.h> +#include <unistd.h> + +#include <libdrm/drm_fourcc.h> +#include <linux/dma-buf.h> +#include <linux/dma-heap.h> + +namespace libcamera { + +LOG_DEFINE_CATEGORY(eGL) + +eGL::eGL() +{ + context_ = EGL_NO_CONTEXT; + surface_ = EGL_NO_SURFACE; + display_ = EGL_NO_DISPLAY; +} + +eGL::~eGL() +{ + if (context_ != EGL_NO_CONTEXT) + eglDestroyContext(display_, context_); + + if (surface_ != EGL_NO_SURFACE) + eglDestroySurface(display_, surface_); + +} + +int eGL::syncOutput(void) +{ + ASSERT(tid_ == Thread::currentId()); + + glFlush(); + eglClientWaitSyncKHR(display_, sync_, 0, EGL_FOREVER_KHR); + + return 0; +} + +// Create linear image attached to previous BO object +int eGL::createDMABufTexture2D(eGLImage *eglImage, int fd, bool output) +{ + int ret = 0; + + ASSERT(tid_ == Thread::currentId()); + + // clang-format off + EGLint image_attrs[] = { + EGL_WIDTH, (EGLint)eglImage->width_, + EGL_HEIGHT, (EGLint)eglImage->height_, + EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_ARGB8888, + EGL_DMA_BUF_PLANE0_FD_EXT, fd, + EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, + EGL_DMA_BUF_PLANE0_PITCH_EXT, (EGLint)eglImage->stride_, + EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT, 0, + EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT, 0, + EGL_NONE, + }; + // clang-format on + + eglImage->image_ = eglCreateImageKHR(display_, EGL_NO_CONTEXT, + EGL_LINUX_DMA_BUF_EXT, + NULL, image_attrs); + + if (eglImage->image_ == EGL_NO_IMAGE_KHR) { + LOG(eGL, Error) << "eglCreateImageKHR fail"; + ret = -ENODEV; + goto done; + } + + // Bind texture unit and texture + glActiveTexture(eglImage->texture_unit_); + glBindTexture(GL_TEXTURE_2D, eglImage->texture_); + + // Generate texture with filter semantics + glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage->image_); + + // Nearest filtering + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + // Wrap to edge to avoid edge artifacts + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + if (output) { + // Generate a framebuffer from our texture direct to dma-buf handle buffer + glBindFramebuffer(GL_FRAMEBUFFER, eglImage->fbo_); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, eglImage->texture_, 0); + + GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (err!= GL_FRAMEBUFFER_COMPLETE) { + LOG(eGL, Error) << "glFrameBufferTexture2D error " << err; + ret = -ENODEV; + goto done; + } + } +done: + return ret; +} + +int eGL::createInputDMABufTexture2D(eGLImage *eglImage, int fd) +{ + ASSERT(tid_ == Thread::currentId()); + + return createDMABufTexture2D(eglImage, fd, false); +} +int eGL::createOutputDMABufTexture2D(eGLImage *eglImage, int fd) +{ + ASSERT(tid_ == Thread::currentId()); + + return createDMABufTexture2D(eglImage, fd, true); +} + +void eGL::destroyDMABufTexture(eGLImage *eglImage) +{ + eglDestroyImage(display_, eglImage->image_); +} + +// Generate a 2D texture from an input buffer directly +void eGL::createTexture2D(eGLImage *eglImage, GLint format, uint32_t width, uint32_t height, void *data) +{ + ASSERT(tid_ == Thread::currentId()); + + glActiveTexture(eglImage->texture_unit_); + glBindTexture(GL_TEXTURE_2D, eglImage->texture_); + + // Generate texture, bind, associate image to texture, configure, unbind + glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); + + // Nearest filtering + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + // Wrap to edge to avoid edge artifacts + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +} + +int eGL::initEGLContext(GBM *gbmContext) +{ + EGLint configAttribs[] = { + EGL_RED_SIZE, 8, + EGL_GREEN_SIZE, 8, + EGL_BLUE_SIZE, 8, + EGL_ALPHA_SIZE, 8, + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, + EGL_NONE + }; + + EGLint contextAttribs[] = { + EGL_CONTEXT_MAJOR_VERSION, 2, + EGL_NONE + }; + + EGLint numConfigs; + EGLConfig config; + EGLint major; + EGLint minor; + + if (!eglBindAPI(EGL_OPENGL_ES_API)) { + LOG(eGL, Error) << "API bind fail"; + goto fail; + } + + display_ = eglGetDisplay(gbmContext->getDevice()); + if (display_ == EGL_NO_DISPLAY) { + LOG(eGL, Error) << "Unable to get EGL display"; + goto fail; + } + + if (eglInitialize(display_, &major, &minor) != EGL_TRUE) { + LOG(eGL, Error) << "eglInitialize fail"; + goto fail; + } + + LOG(eGL, Info) << "EGL: version " << major << "." << minor; + LOG(eGL, Info) << "EGL: EGL_VERSION: " << eglQueryString(display_, EGL_VERSION); + LOG(eGL, Info) << "EGL: EGL_VENDOR: " << eglQueryString(display_, EGL_VENDOR); + LOG(eGL, Info) << "EGL: EGL_CLIENT_APIS: " << eglQueryString(display_, EGL_CLIENT_APIS); + LOG(eGL, Info) << "EGL: EGL_EXTENSIONS: " << eglQueryString(display_, EGL_EXTENSIONS); + + eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)eglGetProcAddress("eglCreateImageKHR"); + if (!eglCreateImageKHR) { + LOG(eGL, Error) << "eglCreateImageKHR not found"; + goto fail; + } + + eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC)eglGetProcAddress("eglDestroyImageKHR"); + if (!eglDestroyImageKHR) { + LOG(eGL, Error) << "eglDestroyImageKHR not found"; + goto fail; + } + + glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES"); + if (!glEGLImageTargetTexture2DOES) { + LOG(eGL, Error) << "glEGLImageTargetTexture2DOES not found"; + goto fail; + } + + eglCreateSyncKHR = (PFNEGLCREATESYNCKHRPROC)eglGetProcAddress("eglCreateSyncKHR"); + if (!eglCreateSyncKHR) { + LOG(eGL, Error) << "eglCreateSyncKHR not found"; + goto fail; + } + + eglDestroySyncKHR = (PFNEGLDESTROYSYNCKHRPROC)eglGetProcAddress("eglDestroySyncKHR"); + if (!eglDestroySyncKHR) { + LOG(eGL, Error) << "eglDestroySyncKHR not found"; + goto fail; + } + + eglClientWaitSyncKHR = (PFNEGLCLIENTWAITSYNCKHRPROC)eglGetProcAddress("eglClientWaitSyncKHR"); + if (!eglClientWaitSyncKHR) { + LOG(eGL, Error) << "eglClientWaitSyncKHR not found"; + goto fail; + } + + if (eglChooseConfig(display_, configAttribs, &config, 1, &numConfigs) != EGL_TRUE) { + LOG(eGL, Error) << "eglChooseConfig fail"; + goto fail; + } + + context_ = eglCreateContext(display_, config, EGL_NO_CONTEXT, contextAttribs); + if (context_ == EGL_NO_CONTEXT) { + LOG(eGL, Error) << "eglContext returned EGL_NO_CONTEXT"; + goto fail; + } + + tid_ = Thread::currentId(); + + makeCurrent(); + + sync_ = eglCreateSyncKHR(display_, EGL_SYNC_FENCE_KHR, NULL); + if (sync_ == EGL_NO_SYNC_KHR) { + LOG(eGL, Error) << "eglCreateSyncKHR fail"; + goto fail; + } + + return 0; +fail: + + return -ENODEV; +} + +void eGL::cleanUp(void) +{ + ASSERT(tid_ == Thread::currentId()); + + if (sync_) { + makeCurrent(); + eglDestroySyncKHR(display_, sync_); + } + +} + +void eGL::makeCurrent(void) +{ + ASSERT(tid_ == Thread::currentId()); + + if (eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_) != EGL_TRUE) { + LOG(eGL, Error) << "eglMakeCurrent fail"; + } +} + +void eGL::useProgram(GLuint programId) +{ + ASSERT(tid_ == Thread::currentId()); + + glUseProgram(programId); +} + +void eGL::deleteProgram(GLuint programId) +{ + ASSERT(tid_ == Thread::currentId()); + + glDeleteProgram(programId); +} + +void eGL::pushEnv(std::vector<std::string> &shaderEnv, const char *str) +{ + std::string addStr = str; + + addStr.push_back('\n'); + shaderEnv.push_back(std::move(addStr)); +} + +int eGL::compileVertexShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + Span<const std::string> shaderEnv) +{ + return compileShader(GL_VERTEX_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); +} + +int eGL::compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + Span<const std::string> shaderEnv) +{ + return compileShader(GL_FRAGMENT_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); +} + +int eGL::compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + Span<const std::string> shaderEnv) +{ + GLint success; + size_t i; + + ASSERT(tid_ == Thread::currentId()); + + auto count = 1 + shaderEnv.size(); + auto shaderSourceData = std::make_unique<const GLchar*[]>(count); + auto shaderDataLengths = std::make_unique<GLint[]>(count); + + // Prefix defines before main body of shader + for (i = 0; i < shaderEnv.size(); i++) { + shaderSourceData[i] = shaderEnv[i].c_str(); + shaderDataLengths[i] = shaderEnv[i].length(); + } + + // Now the main body of the shader program + shaderSourceData[i] = reinterpret_cast<const GLchar*>(shaderData); + shaderDataLengths[i] = shaderDataLen; + + // And create the shader + shaderId = glCreateShader(shaderType); + glShaderSource(shaderId, count, shaderSourceData.get(), shaderDataLengths.get()); + glCompileShader(shaderId); + + // Check status + glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success); + if (success == GL_FALSE) { + GLint sizeLog = 0; + + glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &sizeLog); + auto infoLog = std::make_unique<GLchar[]>(sizeLog); + + glGetShaderInfoLog(shaderId, sizeLog, &sizeLog, infoLog.get()); + LOG(eGL, Error) << infoLog.get(); + } + + return !(success == GL_TRUE); +} + +void eGL::dumpShaderSource(GLuint shaderId) +{ + GLint shaderLength = 0; + + ASSERT(tid_ == Thread::currentId()); + + glGetShaderiv(shaderId, GL_SHADER_SOURCE_LENGTH, &shaderLength); + + LOG(eGL, Debug) << "Shader length is " << shaderLength; + + if (shaderLength > 0) { + auto shaderSource = std::make_unique<GLchar []>(shaderLength); + + glGetShaderSource(shaderId, shaderLength, &shaderLength, shaderSource.get()); + if (shaderLength) { + LOG(eGL, Debug) << "Shader source = " << shaderSource.get(); + } + } +} + +int eGL::linkProgram(GLuint &programId, GLuint vertexshaderId, GLuint fragmentshaderId) +{ + GLint success; + GLenum err; + + ASSERT(tid_ == Thread::currentId()); + + programId = glCreateProgram(); + if (!programId) + goto fail; + + glAttachShader(programId, vertexshaderId); + if ((err = glGetError()) != GL_NO_ERROR) { + LOG(eGL, Error) << "Attach compute vertex shader fail"; + goto fail; + } + + glAttachShader(programId, fragmentshaderId); + if ((err = glGetError()) != GL_NO_ERROR) { + LOG(eGL, Error) << "Attach compute vertex shader fail"; + goto fail; + } + + glLinkProgram(programId); + if ((err = glGetError()) != GL_NO_ERROR) { + LOG(eGL, Error) << "Link program fail"; + goto fail; + } + + glDetachShader(programId, fragmentshaderId); + glDetachShader(programId, vertexshaderId); + + // Check status + glGetProgramiv(programId, GL_LINK_STATUS, &success); + if (success == GL_FALSE) { + GLint sizeLog = 0; + GLchar *infoLog; + + glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &sizeLog); + infoLog = new GLchar[sizeLog]; + + glGetProgramInfoLog(programId, sizeLog, &sizeLog, infoLog); + LOG(eGL, Error) << infoLog; + + delete[] infoLog; + goto fail; + } + + return 0; +fail: + if (programId) + glDeleteProgram(programId); + + return -ENODEV; +} +} // namespace libcamera diff --git a/src/libcamera/meson.build b/src/libcamera/meson.build index fe60c875..b7be38a8 100644 --- a/src/libcamera/meson.build +++ b/src/libcamera/meson.build @@ -79,6 +79,27 @@ if libgbm.found() and gbm_works ]) endif +libegl = cc.find_library('EGL', required : false) +libglesv2 = cc.find_library('GLESv2', required : false) +mesa_works = cc.check_header('EGL/egl.h', required: false) + +if libegl.found() and mesa_works + config_h.set('HAVE_LIBEGL', 1) +endif + +if libglesv2.found() and mesa_works + config_h.set('HAVE_GLESV2', 1) +endif + +if mesa_works and gbm_works + libcamera_internal_sources += files([ + 'egl.cpp', + ]) + gles_headless_enabled = true +else + gles_headless_enabled = false +endif + subdir('base') subdir('converter') subdir('ipa') @@ -186,7 +207,9 @@ libcamera_deps += [ libcamera_base_private, libcrypto, libdl, + libegl, libgbm, + libglesv2, liblttng, libudev, libyaml,
Introduce an eGL base helper class which provides an eGL context based on a passed width and height. The initGLContext function could be overloaded to provide an interface to a real display. A set of helper functions is provided to compile and link GLSL shaders. linkShaderProgram currently compiles vertex/fragment pairs but could be overloaded or passed a parameter to link a compute shader instead. Breaking the eGL interface away from debayering - allows to use the eGL context inside of a dma-buf heap cleanly, reuse that context inside of a debayer layer and conceivably reuse the context in a multi-stage shader pass. Small note the image_attrs[] array doesn't pass checkstyle.py however the elements of the array are in pairs. Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> --- include/libcamera/internal/egl.h | 162 ++++++++++++ src/libcamera/egl.cpp | 435 +++++++++++++++++++++++++++++++ src/libcamera/meson.build | 23 ++ 3 files changed, 620 insertions(+) create mode 100644 include/libcamera/internal/egl.h create mode 100644 src/libcamera/egl.cpp