| Message ID | 20260624085849.873784-7-bryan.odonoghue@linaro.org |
|---|---|
| State | New |
| Headers | show |
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| Related | show |
On 24.06.26 10:58, Bryan O'Donoghue wrote: > The internet box tells me that glTextSubImage2D lets us update a texture's > data only, instead of recreating the texture and uploading data. > > This is a smallish optimisation but we are hunting for every possible cycle > and watt so add the routine as precursor to using it in-place of > createTexture2D on every upload cycle. > > Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> > --- > include/libcamera/internal/egl.h | 1 + > src/libcamera/egl.cpp | 34 ++++++++++++++++++++++ > src/libcamera/software_isp/debayer_egl.cpp | 2 +- > 3 files changed, 36 insertions(+), 1 deletion(-) > > diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h > index b992baf25..f1fa75d96 100644 > --- a/include/libcamera/internal/egl.h > +++ b/include/libcamera/internal/egl.h > @@ -108,6 +108,7 @@ public: > int createInputDMABufTexture2D(eGLImage &eglImage, int fd); > int createOutputDMABufTexture2D(eGLImage &eglImage, int fd); > void createInputTexture2D(eGLImage &eglImage, void *data); > + void updateInputTexture2D(eGLImage &eglImage, void *data); > void createOutputTexture2D(eGLImage &eglImage); > > int attachTextureToFBO(eGLImage &eglImage); > diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp > index 123653b58..6134b05f9 100644 > --- a/src/libcamera/egl.cpp > +++ b/src/libcamera/egl.cpp > @@ -345,6 +345,40 @@ bool eGL::isAvailable() > return true; > } > > +/** > + * \brief Update a 2D texture already created > + * \param[in,out] eglImage EGL image to associate with the texture > + * \param[data] Data to update the texture with > + * > + * Updates a 2D texture in VRAM. > + */ > +void eGL::updateInputTexture2D(eGLImage &eglImage, void *data) > +{ > + GLenum format; > + GLenum type = GL_UNSIGNED_BYTE; > + > + ASSERT(tid_ == Thread::currentId()); > + > + glActiveTexture(eglImage.texture_unit_); > + glBindTexture(GL_TEXTURE_2D, eglImage.texture_); This one looks like it should get replaced in the next commit but doesn't. Might want to switch those commits around and use activateBindTexture() here. > + > + switch (eglImage.format_) { > + case GL_R16F: > + format = GL_RED; > + type = GL_HALF_FLOAT; As mentioned previously I'd kinda prefer to keep the float parts to the mult-pass series. > + break; > + case GL_RG8: > + format = GL_RG; > + break; > + case GL_LUMINANCE: > + format = GL_LUMINANCE; > + break; > + } > + > + // Update an already exsiting texture > + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, eglImage.width_, eglImage.height_, format, type, data); Yep, that seems to match what Weston and Mutter do AFAICT. > +} > + > /** > * \brief Create a 2D texture attached to an FBO for render-to-texture > * \param[in,out] eglImage EGL image to associate with the texture > diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp > index 0ec2a98cf..cdceacf96 100644 > --- a/src/libcamera/software_isp/debayer_egl.cpp > +++ b/src/libcamera/software_isp/debayer_egl.cpp > @@ -536,7 +536,7 @@ int DebayerEGL::debayerGPU(FrameBuffer *input, FrameBuffer *output, const Debaye > LOG(Debayer, Error) << "mmap-ing buffer(s) failed"; > return -ENODEV; > } > - egl_.createTexture2D(*eglImageBayerIn_, inMapped->value().planes()[0].data()); > + egl_.createInputTexture2D(*eglImageBayerIn_, inMapped->value().planes()[0].data()); This looks like it went to the wrong commit. With at least this one fixed: Reviewed-by: Robert Mader <robert.mader@collabora.com> > } > > /* Generate the output render framebuffer as render to texture */
diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h index b992baf25..f1fa75d96 100644 --- a/include/libcamera/internal/egl.h +++ b/include/libcamera/internal/egl.h @@ -108,6 +108,7 @@ public: int createInputDMABufTexture2D(eGLImage &eglImage, int fd); int createOutputDMABufTexture2D(eGLImage &eglImage, int fd); void createInputTexture2D(eGLImage &eglImage, void *data); + void updateInputTexture2D(eGLImage &eglImage, void *data); void createOutputTexture2D(eGLImage &eglImage); int attachTextureToFBO(eGLImage &eglImage); diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp index 123653b58..6134b05f9 100644 --- a/src/libcamera/egl.cpp +++ b/src/libcamera/egl.cpp @@ -345,6 +345,40 @@ bool eGL::isAvailable() return true; } +/** + * \brief Update a 2D texture already created + * \param[in,out] eglImage EGL image to associate with the texture + * \param[data] Data to update the texture with + * + * Updates a 2D texture in VRAM. + */ +void eGL::updateInputTexture2D(eGLImage &eglImage, void *data) +{ + GLenum format; + GLenum type = GL_UNSIGNED_BYTE; + + ASSERT(tid_ == Thread::currentId()); + + glActiveTexture(eglImage.texture_unit_); + glBindTexture(GL_TEXTURE_2D, eglImage.texture_); + + switch (eglImage.format_) { + case GL_R16F: + format = GL_RED; + type = GL_HALF_FLOAT; + break; + case GL_RG8: + format = GL_RG; + break; + case GL_LUMINANCE: + format = GL_LUMINANCE; + break; + } + + // Update an already exsiting texture + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, eglImage.width_, eglImage.height_, format, type, data); +} + /** * \brief Create a 2D texture attached to an FBO for render-to-texture * \param[in,out] eglImage EGL image to associate with the texture diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp index 0ec2a98cf..cdceacf96 100644 --- a/src/libcamera/software_isp/debayer_egl.cpp +++ b/src/libcamera/software_isp/debayer_egl.cpp @@ -536,7 +536,7 @@ int DebayerEGL::debayerGPU(FrameBuffer *input, FrameBuffer *output, const Debaye LOG(Debayer, Error) << "mmap-ing buffer(s) failed"; return -ENODEV; } - egl_.createTexture2D(*eglImageBayerIn_, inMapped->value().planes()[0].data()); + egl_.createInputTexture2D(*eglImageBayerIn_, inMapped->value().planes()[0].data()); } /* Generate the output render framebuffer as render to texture */
The internet box tells me that glTextSubImage2D lets us update a texture's data only, instead of recreating the texture and uploading data. This is a smallish optimisation but we are hunting for every possible cycle and watt so add the routine as precursor to using it in-place of createTexture2D on every upload cycle. Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> --- include/libcamera/internal/egl.h | 1 + src/libcamera/egl.cpp | 34 ++++++++++++++++++++++ src/libcamera/software_isp/debayer_egl.cpp | 2 +- 3 files changed, 36 insertions(+), 1 deletion(-)