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[188.141.3.146]) by smtp.gmail.com with ESMTPSA id ffacd0b85a97d-42cb7fa3a81sm7984139f8f.26.2025.11.20.15.33.56 (version=TLS1_3 cipher=TLS_AES_256_GCM_SHA384 bits=256/256); Thu, 20 Nov 2025 15:33:57 -0800 (PST) From: Bryan O'Donoghue To: libcamera-devel@lists.libcamera.org Cc: pavel@ucw.cz, Bryan O'Donoghue , Kieran Bingham Subject: [PATCH v4 03/23] libcamera: software_isp: egl: Add a eGL base helper class Date: Thu, 20 Nov 2025 23:33:27 +0000 Message-ID: <20251120233347.5046-4-bryan.odonoghue@linaro.org> X-Mailer: git-send-email 2.51.2 In-Reply-To: <20251120233347.5046-1-bryan.odonoghue@linaro.org> References: <20251120233347.5046-1-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. Acked-by: Kieran Bingham Signed-off-by: Bryan O'Donoghue --- include/libcamera/internal/egl.h | 412 +++++++++++++++++++++++++++++ src/libcamera/egl.cpp | 436 +++++++++++++++++++++++++++++++ src/libcamera/meson.build | 23 ++ 3 files changed, 871 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 000000000..e61a394af --- /dev/null +++ b/include/libcamera/internal/egl.h @@ -0,0 +1,412 @@ +/* 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 + +#include "libcamera/base/utils.h" +#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 + * \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 &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 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 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 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 diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp new file mode 100644 index 000000000..52d6a6249 --- /dev/null +++ b/src/libcamera/egl.cpp @@ -0,0 +1,436 @@ +/* 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/base/thread.h" +#include "libcamera/internal/egl.h" + +#include +#include +#include +#include + +#include +#include +#include + +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 &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 shaderEnv) +{ + return compileShader(GL_VERTEX_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); +} + +int eGL::compileFragmentShader(GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + Span shaderEnv) +{ + return compileShader(GL_FRAGMENT_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv); +} + +int eGL::compileShader(int shaderType, GLuint &shaderId, unsigned char *shaderData, + unsigned int shaderDataLen, + Span shaderEnv) +{ + GLint success; + size_t i; + + ASSERT(tid_ == Thread::currentId()); + + auto count = 1 + shaderEnv.size(); + auto shaderSourceData = std::make_unique(count); + auto shaderDataLengths = std::make_unique(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(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(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(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 fe60c8752..b7be38a8f 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,