new file mode 100644
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+/* 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)
+
+/**
+ * \class eGLImage
+ * \brief Helper class for managing EGL image resources
+ *
+ * The eGLImage class encapsulates OpenGL ES texture and framebuffer objects
+ * along with their associated EGL image. It aggregates handles, descriptors,
+ * and routines for managing textures that can be associated with shader
+ * uniform IDs.
+ *
+ * This class is particularly useful for managing DMA-BUF backed textures
+ * in zero-copy rendering pipelines, where textures are bound to specific
+ * texture units and can be used as both input textures and render targets.
+ */
+class eGLImage
+{
+public:
+ /**
+ * \brief Construct an eGLImage with explicit stride
+ * \param[in] width Image width in pixels
+ * \param[in] height Image height in pixels
+ * \param[in] bpp Bytes per pixel
+ * \param[in] stride Row stride in bytes
+ * \param[in] texture_unit OpenGL texture unit (e.g., GL_TEXTURE0)
+ * \param[in] texture_unit_uniform_id Shader uniform ID for this texture unit
+ *
+ * Creates an eGLImage with the specified dimensions and stride. The stride
+ * may differ from width * bpp due to alignment.
+ */
+ 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);
+ }
+
+ /**
+ * \brief Construct an eGLImage with automatic stride calculation
+ * \param[in] width Image width in pixels
+ * \param[in] height Image height in pixels
+ * \param[in] bpp Bytes per pixel
+ * \param[in] texture_unit OpenGL texture unit (e.g., GL_TEXTURE0)
+ * \param[in] texture_unit_uniform_id Shader uniform ID for this texture unit
+ *
+ * Creates an eGLImage with automatic stride calculation. The stride is
+ * aligned to 256 bytes because 256 byte alignment is a common baseline alignment for GPUs.
+ */
+ 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);
+ }
+
+ /**
+ * \brief Destroy the eGLImage
+ *
+ * Cleans up OpenGL resources by deleting the framebuffer object and
+ * texture.
+ */
+ ~eGLImage()
+ {
+ glDeleteFramebuffers(1, &fbo_);
+ glDeleteTextures(1, &texture_);
+ }
+
+ uint32_t width_; /**< Image width in pixels */
+ uint32_t height_; /**< Image height in pixels */
+ uint32_t stride_; /**< Row stride in bytes */
+ uint32_t offset_; /**< Buffer offset (reserved for future use) */
+ uint32_t framesize_; /**< Total frame size in bytes (stride * height) */
+ uint32_t bpp_; /**< Bytes per pixel */
+ uint32_t texture_unit_uniform_id_; /**< Shader uniform id for texture unit */
+ GLenum texture_unit_; /**< Texture unit associated with this image eg (GL_TEXTURE0) */
+ GLuint texture_; /**< OpenGL texture object ID */
+ GLuint fbo_; /**< OpenGL frame buffer object ID */
+ EGLImageKHR image_; /**< EGL Image handle */
+
+private:
+ LIBCAMERA_DISABLE_COPY_AND_MOVE(eGLImage)
+
+ /**
+ * \brief Initialise eGLImage state
+ * \param[in] width Image width in pixels
+ * \param[in] height Image height in pixels
+ * \param[in] bpp Bytes per pixel
+ * \param[in] stride Row stride in bytes
+ * \param[in] texture_unit OpenGL texture unit
+ * \param[in] texture_unit_uniform_id Shader uniform ID
+ *
+ * Common initialisation routine called by both constructors. Sets up
+ * member variables and generates OpenGL texture and framebuffer objects.
+ */
+ 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_);
+ }
+};
+
+/**
+ * \class eGL
+ * \brief Helper class for managing OpenGL ES operations
+ *
+ * It provides:
+ *
+ * - EGL context setup and management
+ * - Extension function pointer retrieval
+ * - Shader compilation and program linking
+ * - DMA-BUF texture creation and management
+ * - Synchronisation primitives
+ *
+ * This class is designed to work with zero-copy buffers via DMA-BUF file
+ * descriptors.
+ */
+class eGL
+{
+public:
+ /**
+ * \brief Construct an EGL helper
+ *
+ * Creates an eGL instance with uninitialised context. Call initEGLContext()
+ * to set up the EGL display, context, and load extension functions.
+ */
+ eGL();
+
+ /**
+ * \brief Destroy the EGL helper
+ *
+ * Destroys the EGL context and surface if they were successfully created.
+ */
+ ~eGL();
+
+ /**
+ * \brief Initialise the EGL context
+ * \param[in] gbmContext Pointer to initialised GBM context
+ *
+ * Sets up the EGL display from the GBM device, creates an OpenGL ES 2.0
+ * context, and retrieves function pointers for required extensions
+ * including:
+ * - eglCreateImageKHR / eglDestroyImageKHR
+ * - glEGLImageTargetTexture2DOES
+ * - eglCreateSyncKHR / eglDestroySyncKHR / eglClientWaitSyncKHR
+ *
+ * \return 0 on success, or -ENODEV on failure
+ */
+ int initEGLContext(GBM *gbmContext);
+
+ /**
+ * \brief Clean up EGL resources
+ *
+ * Destroys the EGL sync object. Must be called from the same thread
+ * that created the EGL context.
+ */
+ void cleanUp();
+
+ /**
+ * \brief Create an input DMA-BUF backed texture
+ * \param[in,out] eglImage EGL image to associate with the DMA-BUF
+ * \param[in] fd DMA-BUF file descriptor
+ *
+ * Creates an EGL image from a DMA-BUF file descriptor and binds it to
+ * a 2D texture for use as an input texture in shaders. The texture is
+ * configured with nearest filtering and clamp-to-edge wrapping.
+ *
+ * \return 0 on success, or -ENODEV on failure
+ */
+ int createInputDMABufTexture2D(eGLImage *eglImage, int fd);
+
+ /**
+ * \brief Create an output DMA-BUF backed texture
+ * \param[in,out] eglImage EGL image to associate with the DMA-BUF
+ * \param[in] fd DMA-BUF file descriptor
+ *
+ * Creates an EGL image from a DMA-BUF file descriptor and binds it to
+ * a 2D texture, then attaches it to a framebuffer object for use as a
+ * render target. This enables zero-copy rendering directly to the
+ * DMA-BUF.
+ *
+ * \return 0 on success, or -ENODEV on failure
+ */
+ int createOutputDMABufTexture2D(eGLImage *eglImage, int fd);
+
+ /**
+ * \brief Destroy a DMA-BUF texture's EGL image
+ * \param[in,out] eglImage EGL image to destroy
+ *
+ * Destroys the EGL image associated with a DMA-BUF texture. The OpenGL
+ * texture and framebuffer objects are destroyed separately in the
+ * eGLImage destructor.
+ */
+ void destroyDMABufTexture(eGLImage *eglImage);
+
+ /**
+ * \brief Create a 2D texture from a memory buffer
+ * \param[in,out] eglImage EGL image to associate with the texture
+ * \param[in] format OpenGL internal format (e.g., GL_RGB, GL_RGBA)
+ * \param[in] width Texture width in pixels
+ * \param[in] height Texture height in pixels
+ * \param[in] data Pointer to pixel data, or nullptr for uninitialised texture
+ *
+ * Creates a 2D texture from a CPU-accessible memory buffer. The texture
+ * is configured with nearest filtering and clamp-to-edge wrapping. This
+ * is useful for uploading static data like lookup tables or uniform color
+ * matrices to the GPU.
+ */
+ void createTexture2D(eGLImage *eglImage, GLint format, uint32_t width, uint32_t height, void *data);
+
+ /**
+ * \brief Create a 1D texture from a memory buffer
+ * \param[in,out] eglImage EGL image to associate with the texture
+ * \param[in] format OpenGL internal format
+ * \param[in] width Texture width in pixels
+ * \param[in] data Pointer to pixel data
+ *
+ * Creates a 1D texture (implemented as a 2D texture with height=1) from
+ * a CPU-accessible memory buffer. Useful for lookup tables in shaders.
+ */
+ void createTexture1D(eGLImage *eglImage, GLint format, uint32_t width, void *data);
+
+ /**
+ * \brief Add a preprocessor definition to shader environment
+ * \param[in,out] shaderEnv Vector of shader environment strings
+ * \param[in] str Preprocessor definition string (e.g., "#define APPLY_RGB_PARAMETERS")
+ *
+ * Appends a preprocessor definition to the shader environment vector.
+ * These definitions are prepended to shader source code during compilation.
+ */
+ void pushEnv(std::vector<std::string> &shaderEnv, const char *str);
+
+ /**
+ * \brief Make the EGL context current for the calling thread
+ *
+ * Binds the EGL context to the current thread, allowing OpenGL ES
+ * operations to be performed. Must be called from the thread that
+ * will perform rendering operations.
+ */
+ void makeCurrent();
+
+ /**
+ * \brief Compile a vertex shader
+ * \param[out] shaderId OpenGL shader object ID
+ * \param[in] shaderData Pointer to shader source code
+ * \param[in] shaderDataLen Length of shader source in bytes
+ * \param[in] shaderEnv Span of preprocessor definitions to prepend
+ *
+ * Compiles a vertex shader from source code with optional preprocessor
+ * definitions. On compilation failure, logs the shader info log.
+ *
+ * \return 0 on success, or -EINVAL on compilation failure
+ */
+ int compileVertexShader(GLuint &shaderId, unsigned char *shaderData,
+ unsigned int shaderDataLen,
+ Span<const std::string> shaderEnv);
+
+ /**
+ * \brief Compile a fragment shader
+ * \param[out] shaderId OpenGL shader object ID
+ * \param[in] shaderData Pointer to shader source code
+ * \param[in] shaderDataLen Length of shader source in bytes
+ * \param[in] shaderEnv Span of preprocessor definitions to prepend
+ *
+ * Compiles a fragment shader from source code with optional preprocessor
+ * definitions. On compilation failure, logs the shader info log.
+ *
+ * \return 0 on success, or -EINVAL on compilation failure
+ */
+ int compileFragmentShader(GLuint &shaderId, unsigned char *shaderData,
+ unsigned int shaderDataLen,
+ Span<const std::string> shaderEnv);
+
+ /**
+ * \brief Link a shader program
+ * \param[out] programId OpenGL program object ID
+ * \param[in] fragmentshaderId Compiled fragment shader ID
+ * \param[in] vertexshaderId Compiled vertex shader ID
+ *
+ * Links vertex and fragment shaders into an executable shader program.
+ * On link failure, logs the program info log and deletes the program.
+ *
+ * \return 0 on success, or -ENODEV on link failure
+ */
+ int linkProgram(GLuint &programId, GLuint fragmentshaderId, GLuint vertexshaderId);
+
+ /**
+ * \brief Dump shader source code to the log
+ * \param[in] shaderId OpenGL shader object ID
+ *
+ * Retrieves and logs the complete source code of a compiled shader.
+ * Useful for debugging shader compilation issues.
+ */
+ void dumpShaderSource(GLuint shaderId);
+
+ /**
+ * \brief Activate a shader program for rendering
+ * \param[in] programId OpenGL program object ID
+ *
+ * Sets the specified program as the current rendering program. All
+ * subsequent draw calls will use this program's shaders.
+ */
+ void useProgram(GLuint programId);
+
+ /**
+ * \brief Delete a shader program
+ * \param[in] programId OpenGL program object ID
+ *
+ * Deletes a shader program and frees associated resources. The program
+ * must not be currently in use.
+ */
+ void deleteProgram(GLuint programId);
+
+ /**
+ * \brief Synchronise rendering output
+ *
+ * Flushes OpenGL commands and waits for rendering to complete using an
+ * EGL fence sync object. This ensures all rendering operations have
+ * finished before the CPU accesses the output buffers.
+ *
+ * \return 0 on success
+ */
+ int syncOutput();
+
+private:
+ LIBCAMERA_DISABLE_COPY_AND_MOVE(eGL)
+
+ int fd_; /**< File descriptor \todo remove this */
+ pid_t tid_; /**< Thread ID of the thread associated with this EGL context */
+
+ EGLDisplay display_; /**< EGL display handle */
+ EGLContext context_; /**< EGL context handle */
+ EGLSurface surface_; /**< EGL sufrace handle */
+ EGLSyncKHR sync_; /**< EGL sync object for output sychonisation */
+
+ /**
+ * \brief Compile a shader of specified type
+ * \param[in] shaderType GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
+ * \param[out] shaderId OpenGL shader object ID
+ * \param[in] shaderData Pointer to shader source code
+ * \param[in] shaderDataLen Length of shader source in bytes
+ * \param[in] shaderEnv Span of preprocessor definitions to prepend
+ *
+ * Internal helper function for shader compilation. Prepends environment
+ * definitions to the shader source and compiles the shader.
+ *
+ * \return 0 on success, or -EINVAL on compilation failure
+ */
+ int compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData,
+ unsigned int shaderDataLen,
+ Span<const std::string> shaderEnv);
+
+ /**
+ * \brief Create a DMA-BUF backed 2D texture
+ * \param[in,out] eglImage EGL image to associate with the DMA-BUF
+ * \param[in] fd DMA-BUF file descriptor
+ * \param[in] output If true, create framebuffer for render target
+ *
+ * Internal implementation for creating DMA-BUF textures. Creates an EGL
+ * image from the DMA-BUF and binds it to a 2D texture. If output is true,
+ * also creates and attaches a framebuffer object.
+ *
+ * \return 0 on success, or -ENODEV on failure
+ */
+ int createDMABufTexture2D(eGLImage *eglImage, int fd, bool output);
+
+ PFNEGLEXPORTDMABUFIMAGEMESAPROC eglExportDMABUFImageMESA;
+ PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES;
+
+ PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR;
+ PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR;
+
+ PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR;
+ PFNEGLDESTROYSYNCKHRPROC eglDestroySyncKHR;
+ PFNEGLCLIENTWAITSYNCKHRPROC eglClientWaitSyncKHR;
+};
+} //namespace libcamera
new file mode 100644
@@ -0,0 +1,436 @@
+/* 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;
+ eglDestroyImageKHR(display_, eglImage->image_);
+ 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) ? 0 : -EINVAL;
+}
+
+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
@@ -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,