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[188.141.3.146]) by smtp.gmail.com with ESMTPSA id 5b1f17b1804b1-4532514138asm5680625e9.3.2025.06.10.18.33.59 (version=TLS1_3 cipher=TLS_AES_256_GCM_SHA384 bits=256/256); Tue, 10 Jun 2025 18:34:01 -0700 (PDT) From: Bryan O'Donoghue To: libcamera-devel@lists.libcamera.org Cc: Bryan O'Donoghue Subject: [PATCH 22/35] libcamera: software_isp: egl: Introduce an eGL base helper class Date: Wed, 11 Jun 2025 02:32:32 +0100 Message-ID: <20250611013245.133785-23-bryan.odonoghue@linaro.org> X-Mailer: git-send-email 2.49.0 In-Reply-To: <20250611013245.133785-1-bryan.odonoghue@linaro.org> References: <20250611013245.133785-1-bryan.odonoghue@linaro.org> MIME-Version: 1.0 X-BeenThere: libcamera-devel@lists.libcamera.org X-Mailman-Version: 2.1.29 Precedence: list List-Id: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: libcamera-devel-bounces@lists.libcamera.org Sender: "libcamera-devel" 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 --- include/libcamera/internal/egl.h | 110 +++++++++ src/libcamera/egl.cpp | 369 +++++++++++++++++++++++++++++++ src/libcamera/meson.build | 23 ++ 3 files changed, 502 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..04d637d8 --- /dev/null +++ b/include/libcamera/internal/egl.h @@ -0,0 +1,110 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2024, Linaro Ltd. + * + * Authors: + * Bryan O'Donoghue + * + * egl_context.cpp - Helper class for managing eGL interactions. + */ + +#pragma once + +#include + +#include + +#include "libcamera/internal/gbm.h" + +#define EGL_EGLEXT_PROTOTYPES +#include +#include +#define GL_GLEXT_PROTOTYPES +#include +#include + +namespace libcamera { + +LOG_DECLARE_CATEGORY(eGL) + +class eGLImage +{ +public: + eGLImage(uint32_t width, uint32_t height, uint32_t bpp, GLenum texture_unit, uint32_t texture_unit_uniform_id) + { + image_ = EGL_NO_IMAGE_KHR; + width_ = width; + height_ = height; + bpp_ = bpp; + stride_ = width_ * bpp_ / 4; + framesize_ = stride_ * height_; + texture_unit_ = texture_unit; + texture_unit_uniform_id_ = texture_unit_uniform_id; + + glGenTextures(1, &texture_); + } + + ~eGLImage() + { + 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_; + EGLImageKHR image_; +}; + +class eGL +{ +public: + eGL(); + ~eGL(); + + int initEGLContext(GBM *gbmContext); + int createDMABufTexture2D(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 &shaderEnv, const char *str); + void makeCurrent(); + void swapBuffers(); + + int compileVertexShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + std::vector shaderEnv); + int compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + std::vector shaderEnv); + int linkProgram(GLuint &programIdd, GLuint fragmentshaderId, GLuint vertexshaderId); + void dumpShaderSource(GLuint shaderId); + void useProgram(GLuint programId); + +private: + int fd_; + + EGLDisplay display_; + EGLContext context_; + EGLSurface surface_; + + int compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + std::vector shaderEnv); + + PFNEGLEXPORTDMABUFIMAGEMESAPROC eglExportDMABUFImageMESA; + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; + + PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; + PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; + + PFNEGLCLIENTWAITSYNCKHRPROC eglClientWaitSyncKHR; + PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR; +}; +} //namespace libcamera diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp new file mode 100644 index 00000000..89ece148 --- /dev/null +++ b/src/libcamera/egl.cpp @@ -0,0 +1,369 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2024, Linaro Ltd. + * + * Authors: + * Bryan O'Donoghue + * + * egl.cpp - Helper class for managing eGL interactions. + */ + +#include "libcamera/internal/egl.h" + +#include +#include +#include +#include + +#include +#include + +namespace libcamera { + +LOG_DEFINE_CATEGORY(eGL) + +eGL::eGL() +{ +} + +eGL::~eGL() +{ +} + +// Create linear image attached to previous BO object +int eGL::createDMABufTexture2D(eGLImage *eglImage, int fd) +{ + int ret = 0; + + eglImage->stride_ = eglImage->width_ * eglImage->height_; + eglImage->offset_ = 0; + eglImage->framesize_ = eglImage->height_ * eglImage->stride_; + + LOG(eGL, Info) + << " stride " << eglImage->stride_ << " width " << eglImage->width_ << " height " << eglImage->height_ << " offset " << eglImage->offset_ << " framesize " << eglImage->framesize_; + + // TODO: use the dma buf handle from udma heap here directly + // should work for both input and output with fencing + EGLint image_attrs[] = { + EGL_WIDTH, (EGLint)eglImage->width_, + EGL_HEIGHT, (EGLint)eglImage->height_, + EGL_LINUX_DRM_FOURCC_EXT, (int)GBM_FORMAT_ARGB8888, + EGL_DMA_BUF_PLANE0_FD_EXT, fd, + EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, + EGL_DMA_BUF_PLANE0_PITCH_EXT, (EGLint)eglImage->framesize_, + EGL_NONE, EGL_NONE, /* modifier lo */ + EGL_NONE, EGL_NONE, /* modifier hi */ + EGL_NONE, + }; + + 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; + } + + // Generate texture, bind, associate image to texture, configure, unbind + glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage->image_); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + +done: + return ret; +} + +void eGL::destroyDMABufTexture(eGLImage *eglImage) +{ + eglDestroyImage(display_, eglImage->image_); +} + +// +// Generate a 2D texture from an input buffer directly +void eGL::createTexture2D(eGLImage *eglImage, uint32_t width, uint32_t height, void *data) +{ + glActiveTexture(eglImage->texture_unit_); + glBindTexture(GL_TEXTURE_2D, eglImage->texture_); + + // Generate texture, bind, associate image to texture, configure, unbind + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, 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; + } + + //TODO: use optional eglGetPlatformDisplayEXT ? + 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); + + //TODO: interrogate strings to make sure we aren't hooking unsupported functions + // and remember to error out if a function we depend on isn't found. + // we don't use these functions right now but expect to for DMA backed + // texture generation and render-to-texture. One thing we can do is differentiate + // between DMA and non-DMA texture generation based on the presence of these functions + // In reality most - all ? - mesa implementations have these extensions so + // probably no fallback will be required + eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)eglGetProcAddress("eglCreateImageKHR"); + if (!eglCreateImageKHR) + LOG(eGL, Warning) << "eglCreateImageKHR not found"; + + eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC)eglGetProcAddress("eglDestroyImageKHR"); + if (!eglDestroyImageKHR) + LOG(eGL, Warning) << "eglDestroyImageKHR not found"; + + eglExportDMABUFImageMESA = (PFNEGLEXPORTDMABUFIMAGEMESAPROC)eglGetProcAddress("eglExportDMABUFImageMESA"); + if (!eglExportDMABUFImageMESA) + LOG(eGL, Warning) << "eglExportDMABUFImageMESA not found"; + + glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES"); + if (!glEGLImageTargetTexture2DOES) + LOG(eGL, Warning) << "glEGLImageTargetTexture2DOES not found"; + + eglClientWaitSyncKHR = (PFNEGLCLIENTWAITSYNCKHRPROC)eglGetProcAddress("eglClientWaitSyncKHR"); + if (!eglClientWaitSyncKHR) + LOG(eGL, Warning) << "eglClientWaitSyncKHR not found"; + + eglCreateSyncKHR = (PFNEGLCREATESYNCKHRPROC)eglGetProcAddress("eglCreateSyncKHR"); + if (!eglCreateSyncKHR) + LOG(eGL, Warning) << "eglCreateSyncKHR not found"; + + 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; + } + + surface_ = eglCreateWindowSurface(display_, config, + (EGLNativeWindowType)gbmContext->getSurface(), + NULL); + if (surface_ == EGL_NO_SURFACE) { + LOG(eGL, Error) << "eglCreateWindowSurface fail"; + goto fail; + } + + makeCurrent(); + swapBuffers(); + + return 0; +fail: + + return -ENODEV; +} + +void eGL::makeCurrent(void) +{ + if (eglMakeCurrent(display_, surface_, surface_, context_) != EGL_TRUE) { + LOG(eGL, Error) << "eglMakeCurrent fail"; + } +} + +void eGL::swapBuffers(void) +{ + if (eglSwapBuffers(display_, surface_) != EGL_TRUE) { + LOG(eGL, Error) << "eglSwapBuffers fail"; + } +} + +void eGL::useProgram(GLuint programId) +{ + glUseProgram(programId); +} + +void eGL::pushEnv(std::vector &shaderEnv, const char *str) +{ + std::string addStr = str; + + addStr.push_back('\n'); + shaderEnv.push_back(addStr); +} + +int eGL::compileVertexShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + std::vector shaderEnv) +{ + return compileShader(GL_VERTEX_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); +} + +int eGL::compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + std::vector shaderEnv) +{ + return compileShader(GL_FRAGMENT_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); +} + +int eGL::compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + std::vector shaderEnv) +{ + GLchar **shaderSourceData; + GLint *shaderDataLengths; + GLint success; + GLsizei count; + size_t i; + + count = 1 + shaderEnv.size(); + shaderSourceData = new GLchar *[count]; + shaderDataLengths = new GLint[count]; + + // Prefix defines before main body of shader + for (i = 0; i < shaderEnv.size(); i++) { + shaderSourceData[i] = (GLchar *)shaderEnv[i].c_str(); + shaderDataLengths[i] = shaderEnv[i].length(); + } + + // Now the main body of the shader program + shaderSourceData[i] = (GLchar *)shaderData; + shaderDataLengths[i] = shaderDataLen; + + // And create the shader + shaderId = glCreateShader(shaderType); + glShaderSource(shaderId, count, shaderSourceData, shaderDataLengths); + glCompileShader(shaderId); + + // Check status + glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success); + if (success == GL_FALSE) { + GLint sizeLog = 0; + GLchar *infoLog; + + glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &sizeLog); + infoLog = new GLchar[sizeLog]; + + glGetShaderInfoLog(shaderId, sizeLog, &sizeLog, infoLog); + LOG(eGL, Error) << infoLog; + + delete[] infoLog; + } + + delete[] shaderSourceData; + delete[] shaderDataLengths; + + return !(success == GL_TRUE); +} + +void eGL::dumpShaderSource(GLuint shaderId) +{ + GLint shaderLength = 0; + GLchar *shaderSource; + + glGetShaderiv(shaderId, GL_SHADER_SOURCE_LENGTH, &shaderLength); + + LOG(eGL, Debug) << "Shader length is " << shaderLength; + + if (shaderLength > 0) { + shaderSource = new GLchar[shaderLength]; + if (!shaderSource) + return; + + glGetShaderSource(shaderId, shaderLength, &shaderLength, shaderSource); + if (shaderLength) { + LOG(eGL, Debug) << "Shader source = " << shaderSource; + } + delete[] shaderSource; + } +} + +int eGL::linkProgram(GLuint &programId, GLuint vertexshaderId, GLuint fragmentshaderId) +{ + GLint success; + GLenum err; + + 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: + return -ENODEV; +} +} // namespace libcamera diff --git a/src/libcamera/meson.build b/src/libcamera/meson.build index 0d004694..491eb734 100644 --- a/src/libcamera/meson.build +++ b/src/libcamera/meson.build @@ -77,6 +77,27 @@ 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') @@ -198,7 +219,9 @@ libcamera_deps += [ libcamera_base_private, libcrypto, libdl, + libegl, libgbm, + libglesv2, liblttng, libudev, libyaml,