| Message ID | 20260811130042.213139-6-barnabas.pocze@ideasonboard.com |
|---|---|
| State | New |
| Headers | show |
| Series |
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| Related | show |
Barnabás Pőcze <barnabas.pocze@ideasonboard.com> writes: > Add a public function that does the thread check, and use that everywhere. > > This is very similar to `Object::assertThreadBound()`, but without actually > making `eGL` an `Object`. That would be an option, but handling the moving > between threads with the egl context is not easily implementable currently. > > Signed-off-by: Barnabás Pőcze <barnabas.pocze@ideasonboard.com> Reviewed-by: Milan Zamazal <mzamazal@redhat.com> > --- > include/libcamera/internal/egl.h | 6 ++++++ > src/libcamera/egl.cpp | 30 +++++++++++++++++++----------- > 2 files changed, 25 insertions(+), 11 deletions(-) > > diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h > index fb77225ac4..13df65e6b2 100644 > --- a/include/libcamera/internal/egl.h > +++ b/include/libcamera/internal/egl.h > @@ -14,6 +14,7 @@ > > #include <libcamera/base/log.h> > #include <libcamera/base/span.h> > +#include <libcamera/base/thread.h> > #include <libcamera/base/utils.h> > > /* > @@ -126,6 +127,11 @@ public: > void syncOutput(); > void flushOutput(); > > + void assertThread() const > + { > + ASSERT(tid_ == Thread::currentId()); > + } > + > private: > LIBCAMERA_DISABLE_COPY_AND_MOVE(eGL) > > diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp > index 3de5fab816..2a1f577845 100644 > --- a/src/libcamera/egl.cpp > +++ b/src/libcamera/egl.cpp > @@ -89,7 +89,7 @@ eGL::~eGL() > */ > void eGL::syncOutput() > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > glFinish(); > } > @@ -102,11 +102,19 @@ void eGL::syncOutput() > */ > void eGL::flushOutput() > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > glFlush(); > } > > +/** > + * \fn eGL::assertThread() > + * \brief Assert that the execution is in the right thread > + * > + * Asserts that the execution is in the thread for which > + * the created EGL context has been made current. > + */ > + > /** > * \brief Attach a texture to a frame-buffer-object > * > @@ -167,7 +175,7 @@ int eGL::createDMABufTexture2D(eGLImage &eglImage, int fd, bool output) > EGLint drm_format; > int ret = 0; > > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > switch (eglImage.format_) { > case GL_RED: > @@ -242,7 +250,7 @@ int eGL::createDMABufTexture2D(eGLImage &eglImage, int fd, bool output) > */ > int eGL::createInputDMABufTexture2D(eGLImage &eglImage, int fd) > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > return createDMABufTexture2D(eglImage, fd, false); > } > @@ -261,7 +269,7 @@ int eGL::createInputDMABufTexture2D(eGLImage &eglImage, int fd) > */ > int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd) > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > return createDMABufTexture2D(eglImage, fd, true); > } > @@ -278,7 +286,7 @@ int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd) > */ > void eGL::createTexture2D(eGLImage &eglImage, void *data) > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > activateBindTexture(eglImage); > > @@ -331,7 +339,7 @@ EGLDisplay eGL::probeDisplay() > */ > void eGL::updateTexture2D(eGLImage &eglImage, void *data) > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > activateBindTexture(eglImage); > > @@ -445,7 +453,7 @@ fail: > */ > void eGL::makeCurrent() > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > if (eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_) != EGL_TRUE) { > LOG(eGL, Error) << "eglMakeCurrent fail"; > @@ -523,7 +531,7 @@ int eGL::compileShader(int shaderType, GLuint &shaderId, > GLint success; > size_t i; > > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > auto count = 1 + shaderEnv.size(); > auto shaderSourceData = std::make_unique<const GLchar *[]>(count); > @@ -570,7 +578,7 @@ void eGL::dumpShaderSource(GLuint shaderId) > { > GLint shaderLength = 0; > > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > glGetShaderiv(shaderId, GL_SHADER_SOURCE_LENGTH, &shaderLength); > > @@ -603,7 +611,7 @@ int eGL::linkProgram(GLuint &programId, GLuint vertexshaderId, GLuint fragmentsh > GLenum err; > int ret = -ENODEV; > > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > programId = glCreateProgram(); > if (!programId) {
Hi Barnabás On Tue, Aug 11, 2026 at 03:00:39PM +0200, Barnabás Pőcze wrote: > Add a public function that does the thread check, and use that everywhere. > > This is very similar to `Object::assertThreadBound()`, but without actually > making `eGL` an `Object`. That would be an option, but handling the moving > between threads with the egl context is not easily implementable currently. > > Signed-off-by: Barnabás Pőcze <barnabas.pocze@ideasonboard.com> > --- > include/libcamera/internal/egl.h | 6 ++++++ > src/libcamera/egl.cpp | 30 +++++++++++++++++++----------- > 2 files changed, 25 insertions(+), 11 deletions(-) > > diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h > index fb77225ac4..13df65e6b2 100644 > --- a/include/libcamera/internal/egl.h > +++ b/include/libcamera/internal/egl.h > @@ -14,6 +14,7 @@ > > #include <libcamera/base/log.h> > #include <libcamera/base/span.h> > +#include <libcamera/base/thread.h> > #include <libcamera/base/utils.h> > > /* > @@ -126,6 +127,11 @@ public: > void syncOutput(); > void flushOutput(); > > + void assertThread() const > + { > + ASSERT(tid_ == Thread::currentId()); > + } > + > private: > LIBCAMERA_DISABLE_COPY_AND_MOVE(eGL) > > diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp > index 3de5fab816..2a1f577845 100644 > --- a/src/libcamera/egl.cpp > +++ b/src/libcamera/egl.cpp > @@ -89,7 +89,7 @@ eGL::~eGL() > */ > void eGL::syncOutput() > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > glFinish(); > } > @@ -102,11 +102,19 @@ void eGL::syncOutput() > */ > void eGL::flushOutput() > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > glFlush(); > } > > +/** > + * \fn eGL::assertThread() > + * \brief Assert that the execution is in the right thread > + * > + * Asserts that the execution is in the thread for which > + * the created EGL context has been made current. reflow to 80 cols please Reviewed-by: Jacopo Mondi <jacopo.mondi@ideasonboard.com> > + */ > + > /** > * \brief Attach a texture to a frame-buffer-object > * > @@ -167,7 +175,7 @@ int eGL::createDMABufTexture2D(eGLImage &eglImage, int fd, bool output) > EGLint drm_format; > int ret = 0; > > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > switch (eglImage.format_) { > case GL_RED: > @@ -242,7 +250,7 @@ int eGL::createDMABufTexture2D(eGLImage &eglImage, int fd, bool output) > */ > int eGL::createInputDMABufTexture2D(eGLImage &eglImage, int fd) > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > return createDMABufTexture2D(eglImage, fd, false); > } > @@ -261,7 +269,7 @@ int eGL::createInputDMABufTexture2D(eGLImage &eglImage, int fd) > */ > int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd) > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > return createDMABufTexture2D(eglImage, fd, true); > } > @@ -278,7 +286,7 @@ int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd) > */ > void eGL::createTexture2D(eGLImage &eglImage, void *data) > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > activateBindTexture(eglImage); > > @@ -331,7 +339,7 @@ EGLDisplay eGL::probeDisplay() > */ > void eGL::updateTexture2D(eGLImage &eglImage, void *data) > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > activateBindTexture(eglImage); > > @@ -445,7 +453,7 @@ fail: > */ > void eGL::makeCurrent() > { > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > if (eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_) != EGL_TRUE) { > LOG(eGL, Error) << "eglMakeCurrent fail"; > @@ -523,7 +531,7 @@ int eGL::compileShader(int shaderType, GLuint &shaderId, > GLint success; > size_t i; > > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > auto count = 1 + shaderEnv.size(); > auto shaderSourceData = std::make_unique<const GLchar *[]>(count); > @@ -570,7 +578,7 @@ void eGL::dumpShaderSource(GLuint shaderId) > { > GLint shaderLength = 0; > > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > glGetShaderiv(shaderId, GL_SHADER_SOURCE_LENGTH, &shaderLength); > > @@ -603,7 +611,7 @@ int eGL::linkProgram(GLuint &programId, GLuint vertexshaderId, GLuint fragmentsh > GLenum err; > int ret = -ENODEV; > > - ASSERT(tid_ == Thread::currentId()); > + assertThread(); > > programId = glCreateProgram(); > if (!programId) { > -- > 2.55.0 >
diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h index fb77225ac4..13df65e6b2 100644 --- a/include/libcamera/internal/egl.h +++ b/include/libcamera/internal/egl.h @@ -14,6 +14,7 @@ #include <libcamera/base/log.h> #include <libcamera/base/span.h> +#include <libcamera/base/thread.h> #include <libcamera/base/utils.h> /* @@ -126,6 +127,11 @@ public: void syncOutput(); void flushOutput(); + void assertThread() const + { + ASSERT(tid_ == Thread::currentId()); + } + private: LIBCAMERA_DISABLE_COPY_AND_MOVE(eGL) diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp index 3de5fab816..2a1f577845 100644 --- a/src/libcamera/egl.cpp +++ b/src/libcamera/egl.cpp @@ -89,7 +89,7 @@ eGL::~eGL() */ void eGL::syncOutput() { - ASSERT(tid_ == Thread::currentId()); + assertThread(); glFinish(); } @@ -102,11 +102,19 @@ void eGL::syncOutput() */ void eGL::flushOutput() { - ASSERT(tid_ == Thread::currentId()); + assertThread(); glFlush(); } +/** + * \fn eGL::assertThread() + * \brief Assert that the execution is in the right thread + * + * Asserts that the execution is in the thread for which + * the created EGL context has been made current. + */ + /** * \brief Attach a texture to a frame-buffer-object * @@ -167,7 +175,7 @@ int eGL::createDMABufTexture2D(eGLImage &eglImage, int fd, bool output) EGLint drm_format; int ret = 0; - ASSERT(tid_ == Thread::currentId()); + assertThread(); switch (eglImage.format_) { case GL_RED: @@ -242,7 +250,7 @@ int eGL::createDMABufTexture2D(eGLImage &eglImage, int fd, bool output) */ int eGL::createInputDMABufTexture2D(eGLImage &eglImage, int fd) { - ASSERT(tid_ == Thread::currentId()); + assertThread(); return createDMABufTexture2D(eglImage, fd, false); } @@ -261,7 +269,7 @@ int eGL::createInputDMABufTexture2D(eGLImage &eglImage, int fd) */ int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd) { - ASSERT(tid_ == Thread::currentId()); + assertThread(); return createDMABufTexture2D(eglImage, fd, true); } @@ -278,7 +286,7 @@ int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd) */ void eGL::createTexture2D(eGLImage &eglImage, void *data) { - ASSERT(tid_ == Thread::currentId()); + assertThread(); activateBindTexture(eglImage); @@ -331,7 +339,7 @@ EGLDisplay eGL::probeDisplay() */ void eGL::updateTexture2D(eGLImage &eglImage, void *data) { - ASSERT(tid_ == Thread::currentId()); + assertThread(); activateBindTexture(eglImage); @@ -445,7 +453,7 @@ fail: */ void eGL::makeCurrent() { - ASSERT(tid_ == Thread::currentId()); + assertThread(); if (eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_) != EGL_TRUE) { LOG(eGL, Error) << "eglMakeCurrent fail"; @@ -523,7 +531,7 @@ int eGL::compileShader(int shaderType, GLuint &shaderId, GLint success; size_t i; - ASSERT(tid_ == Thread::currentId()); + assertThread(); auto count = 1 + shaderEnv.size(); auto shaderSourceData = std::make_unique<const GLchar *[]>(count); @@ -570,7 +578,7 @@ void eGL::dumpShaderSource(GLuint shaderId) { GLint shaderLength = 0; - ASSERT(tid_ == Thread::currentId()); + assertThread(); glGetShaderiv(shaderId, GL_SHADER_SOURCE_LENGTH, &shaderLength); @@ -603,7 +611,7 @@ int eGL::linkProgram(GLuint &programId, GLuint vertexshaderId, GLuint fragmentsh GLenum err; int ret = -ENODEV; - ASSERT(tid_ == Thread::currentId()); + assertThread(); programId = glCreateProgram(); if (!programId) {
Add a public function that does the thread check, and use that everywhere. This is very similar to `Object::assertThreadBound()`, but without actually making `eGL` an `Object`. That would be an option, but handling the moving between threads with the egl context is not easily implementable currently. Signed-off-by: Barnabás Pőcze <barnabas.pocze@ideasonboard.com> --- include/libcamera/internal/egl.h | 6 ++++++ src/libcamera/egl.cpp | 30 +++++++++++++++++++----------- 2 files changed, 25 insertions(+), 11 deletions(-)