There are cases where we do not want the memory layout of a texture to
be tiled as the component processing the texture memory would not know
how to de-tile either via software or hardware. Therefore, ensuring
that the memory backing the texture has a linear layout is absolutely
necessary in these situations.
Note that, requesting GL implementation to create a texture with
linear memory layout can only be done using memory objects. And, a
memory object can be created by importing a dmabuf fd.
Cc: Gerd Hoffmann <kraxel@redhat.com>
Cc: Marc-André Lureau <marcandre.lureau@redhat.com>
Cc: Frediano Ziglio <freddy77@gmail.com>
Cc: Dongwon Kim <dongwon.kim@intel.com>
Signed-off-by: Vivek Kasireddy <vivek.kasireddy@intel.com>
---
include/ui/console.h | 2 ++
ui/console-gl.c | 26 ++++++++++++++++++++++++++
2 files changed, 28 insertions(+)
diff --git a/include/ui/console.h b/include/ui/console.h
index a4a49ffc64..e53e3ce03e 100644
--- a/include/ui/console.h
+++ b/include/ui/console.h
@@ -444,6 +444,8 @@ bool console_gl_check_format(DisplayChangeListener *dcl,
pixman_format_code_t format);
void surface_gl_create_texture(QemuGLShader *gls,
DisplaySurface *surface);
+void surface_gl_create_texture_from_fd(DisplaySurface *surface,
+ int fd, GLuint *texture);
void surface_gl_update_texture(QemuGLShader *gls,
DisplaySurface *surface,
int x, int y, int w, int h);
diff --git a/ui/console-gl.c b/ui/console-gl.c
index dee317f42c..2c1b2ae377 100644
--- a/ui/console-gl.c
+++ b/ui/console-gl.c
@@ -102,6 +102,32 @@ void surface_gl_create_texture(QemuGLShader *gls,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
+void surface_gl_create_texture_from_fd(DisplaySurface *surface,
+ int fd, GLuint *texture)
+{
+ unsigned long size = surface_stride(surface) * surface_height(surface);
+ GLuint mem_obj;
+
+ if (!epoxy_has_gl_extension("GL_EXT_memory_object") ||
+ !epoxy_has_gl_extension("GL_EXT_memory_object_fd")) {
+ return;
+ }
+
+#ifdef GL_EXT_memory_object_fd
+ glCreateMemoryObjectsEXT(1, &mem_obj);
+ glImportMemoryFdEXT(mem_obj, size, GL_HANDLE_TYPE_OPAQUE_FD_EXT, fd);
+ if (!glIsMemoryObjectEXT(mem_obj)) {
+ return;
+ }
+
+ glGenTextures(1, texture);
+ glBindTexture(GL_TEXTURE_2D, *texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_TILING_EXT, GL_LINEAR_TILING_EXT);
+ glTexStorageMem2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, surface_width(surface),
+ surface_height(surface), mem_obj, 0);
+#endif
+}
+
void surface_gl_update_texture(QemuGLShader *gls,
DisplaySurface *surface,
int x, int y, int w, int h)
--
2.39.2