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https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2026-04-17 06:46:39 -04:00
Add wlr_texture_set
When performing cross-GPU operations we need to keep track of where a buffer has been imported and where it has been copied. This is what a texture set does. It keeps a dictionary of renderers and if a wlr_texture has been created for them. The user can request a texture for a particular renderer, and it will perform any blits needed and cache the result.
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2 changed files with 506 additions and 0 deletions
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@ -3,10 +3,17 @@
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include <drm_fourcc.h>
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#include <wlr/render/interface.h>
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#include <wlr/render/wlr_texture.h>
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#include "render/pixel_format.h"
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/util/log.h>
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#include "types/wlr_buffer.h"
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#include "backend/multi.h"
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#include "backend/drm/drm.h"
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#include "render/drm_format_set.h"
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#include "render/wlr_renderer.h"
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void wlr_texture_init(struct wlr_texture *texture, struct wlr_renderer *renderer,
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const struct wlr_texture_impl *impl, uint32_t width, uint32_t height) {
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@ -116,6 +123,26 @@ struct wlr_texture *wlr_texture_from_buffer(struct wlr_renderer *renderer,
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if (!renderer->impl->texture_from_buffer) {
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return NULL;
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}
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struct wlr_dmabuf_attributes dmabuf;
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/*
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* If this is a dmabuf backed buffer then get the format/modifier for it and
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* compare it with the set supported by the renderer
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*/
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if (wlr_buffer_get_dmabuf(buffer, &dmabuf)) {
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const struct wlr_drm_format_set *formats = wlr_renderer_get_dmabuf_texture_formats(renderer);
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if (!formats) {
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wlr_log(WLR_DEBUG, "Could not get DRM format set for renderer");
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return NULL;
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}
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if (!wlr_drm_format_set_has(formats, dmabuf.format, dmabuf.modifier)) {
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wlr_log(WLR_DEBUG, "Renderer could not import buffer with format 0x%x and modifier 0x%lx",
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dmabuf.format, dmabuf.modifier);
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return NULL;
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}
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}
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return renderer->impl->texture_from_buffer(renderer, buffer);
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}
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@ -135,3 +162,362 @@ bool wlr_texture_update_from_buffer(struct wlr_texture *texture,
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}
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return texture->impl->update_from_buffer(texture, buffer, damage);
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}
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struct wlr_texture_set *wlr_texture_set_from_dmabuf(struct wlr_renderer *renderer,
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struct wlr_dmabuf_attributes *attribs) {
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struct wlr_dmabuf_buffer *buffer = dmabuf_buffer_create(attribs);
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if (buffer == NULL) {
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return NULL;
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}
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struct wlr_texture_set *set =
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wlr_texture_set_from_buffer(renderer, &buffer->base);
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// By this point, the renderer should have locked the buffer if it still
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// needs to access it in the future.
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dmabuf_buffer_drop(buffer);
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return set;
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}
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static void texture_set_handle_buffer_release(struct wl_listener *listener, void *data) {
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struct wlr_texture_set *set = wl_container_of(listener, set, buffer_release);
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set->buffer = NULL;
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wl_list_remove(&set->buffer_release.link);
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}
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static void wlr_texture_set_add_pair(struct wlr_texture_set *set, struct wlr_renderer *renderer,
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struct wlr_allocator *allocator) {
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set->pairings = realloc(set->pairings,
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sizeof(struct wlr_texture_renderer_pair) * (set->pairing_count + 1));
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if (!set->pairings) {
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return;
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}
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memset(&set->pairings[set->pairing_count], 0, sizeof(struct wlr_texture_renderer_pair));
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set->pairings[set->pairing_count].renderer = renderer;
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set->pairings[set->pairing_count].allocator = allocator;
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set->pairing_count++;
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}
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void wlr_texture_set_add_renderer(struct wlr_texture_set *set, struct wlr_renderer *renderer,
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struct wlr_allocator *allocator) {
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if (!renderer) {
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return;
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}
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wlr_texture_set_add_pair(set, renderer, allocator);
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if (renderer->multi_gpu) {
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set->multi_gpu = renderer->multi_gpu;
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/* Now add each mgpu renderer to the set */
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struct wlr_multi_gpu_device *device;
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wl_list_for_each(device, &renderer->multi_gpu->devices, link) {
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wlr_texture_set_add_pair(set, device->renderer, device->allocator);
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}
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}
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}
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/*
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* When setting up our wlr_multi_gpu struct we put all renderers into a list. This lets us
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* iterate them from here. If this request is made on a renderer not in the multi-GPU set,
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* then the list will be of length 1, and the renderer will be the only entry in the set.
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*/
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struct wlr_texture_set *wlr_texture_set_create(struct wlr_renderer *renderer,
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struct wlr_allocator *allocator) {
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struct wlr_texture_set *set = calloc(1, sizeof(struct wlr_texture_set));
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if (!set) {
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return NULL;
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}
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set->native_pair = -1;
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wlr_texture_set_add_renderer(set, renderer, allocator);
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return set;
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}
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/*
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* Helper for importing a buffer into the texture set. This initializes
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* the native_pair internal state.
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*/
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bool wlr_texture_set_import_buffer(struct wlr_texture_set *set, struct wlr_buffer *buffer) {
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set->buffer = buffer;
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// Don't lock our buffer since it gets in the way of releasing shm buffers immediately
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// Instead keep a reference to the buffer but register a handler to notify us when
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// it is released and clear the pointer.
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set->buffer_release.notify = texture_set_handle_buffer_release;
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wl_signal_add(&set->buffer->events.release, &set->buffer_release);
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buffer = wlr_buffer_lock(buffer);
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bool ret = false;
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/*
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* For each renderer, try to create a texture. Go in order, since the first
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* entry is always the "primary" renderer that the user created this texture set with.
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* The odds are highest that it is importable into that renderer, so start with that
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* one.
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*/
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for (int i = 0; i < set->pairing_count; i++) {
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assert(!set->pairings[i].texture);
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set->pairings[i].texture = wlr_texture_from_buffer(set->pairings[i].renderer, buffer);
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/* If we got a match, mark this renderer as the "native" one the buffer is local to */
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if (set->pairings[i].texture) {
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/* Cache the width and height so other places don't have to search for it in pairings */
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set->width = set->pairings[i].texture->width;
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set->height = set->pairings[i].texture->height;
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set->native_pair = i;
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ret = true;
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goto buffer_unlock;
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}
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}
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buffer_unlock:
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wlr_buffer_unlock(buffer);
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return ret;
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}
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struct wlr_texture_set *wlr_texture_set_from_buffer(struct wlr_renderer *renderer,
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struct wlr_buffer *buffer) {
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/* Get an empty texture set */
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struct wlr_texture_set *set = wlr_texture_set_create(renderer, NULL);
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if (!set) {
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return NULL;
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}
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if (!wlr_texture_set_import_buffer(set, buffer)) {
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goto fail;
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}
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return set;
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fail:
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/* If the buffer couldn't be imported into any renderer in the system, return NULL */
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wlr_texture_set_destroy(set);
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return NULL;
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}
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static struct wlr_buffer *texture_set_blit_gpu_buffer(struct wlr_texture_set *set,
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struct wlr_renderer *renderer) {
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struct wlr_renderer *native_renderer = set->pairings[set->native_pair].renderer;
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struct wlr_allocator *native_allocator = set->pairings[set->native_pair].allocator;
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struct wlr_texture *native_texture = set->pairings[set->native_pair].texture;
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assert(native_texture);
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// If the user didn't give us an allocator for this renderer then this path can't be used.
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if (!native_allocator) {
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return NULL;
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}
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// Now intersect our DRM formats
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const struct wlr_drm_format_set *src_formats = wlr_renderer_get_render_formats(native_renderer);
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if (!src_formats) {
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wlr_log(WLR_ERROR, "Failed to get primary renderer DRM formats");
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return NULL;
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}
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const struct wlr_drm_format_set *dst_formats = wlr_renderer_get_dmabuf_texture_formats(renderer);
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if (!dst_formats) {
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wlr_log(WLR_ERROR, "Failed to get destination renderer DRM formats");
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return NULL;
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}
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// Get the argb8 mods to use for our new buffer
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struct wlr_drm_format argb_format = {0};
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if (!wlr_drm_format_intersect(&argb_format,
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wlr_drm_format_set_get(dst_formats, DRM_FORMAT_ARGB8888),
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wlr_drm_format_set_get(src_formats, DRM_FORMAT_ARGB8888))
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|| argb_format.len == 0) {
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wlr_log(WLR_ERROR, "Failed to intersect DRM formats");
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return NULL;
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}
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// Allocate a new buffer on the source renderer, we will blit the original texture
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// to this and then return it so the caller can import it.
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struct wlr_buffer *buffer = wlr_allocator_create_buffer(
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native_allocator, set->width, set->height, &argb_format);
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wlr_drm_format_finish(&argb_format);
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if (!buffer) {
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wlr_log(WLR_ERROR, "Failed to allocate buffer on source GPU");
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return NULL;
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}
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struct wlr_render_pass *pass = wlr_renderer_begin_buffer_pass(native_renderer, buffer, NULL);
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if (!pass) {
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wlr_log(WLR_ERROR, "Failed to create a render pass");
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goto drop_buffer;
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}
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wlr_render_pass_add_texture(pass, &(struct wlr_render_texture_options) {
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.texture = native_texture,
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});
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if (!wlr_render_pass_submit(pass)) {
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wlr_log(WLR_ERROR, "Failed to render to buffer");
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goto drop_buffer;
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}
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return buffer;
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drop_buffer:
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wlr_buffer_drop(buffer);
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return NULL;
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}
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void *wlr_texture_set_get_linear_data(struct wlr_texture_set *set) {
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struct wlr_renderer *native_renderer = set->pairings[set->native_pair].renderer;
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struct wlr_texture *native_texture = set->pairings[set->native_pair].texture;
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assert(native_texture);
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int stride = native_texture->width * 4;
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if (set->pixel_data) {
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return set->pixel_data;
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}
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set->pixel_data = malloc(native_texture->height * stride);
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if (!set->pixel_data) {
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return NULL;
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}
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struct wlr_buffer *buffer = set->buffer;
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if (!set->buffer) {
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// If the buffer this set was created with has already been released, blit ourselves
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// a new one.
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buffer = texture_set_blit_gpu_buffer(set, native_renderer);
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if (!buffer) {
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wlr_log(WLR_DEBUG, "Cannot get linear data, wlr_texture_set's buffer was released");
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return NULL;
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}
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}
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wlr_buffer_lock(buffer);
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/* Make a buffer with a linear layout and the same format */
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set->format = wlr_texture_preferred_read_format(native_texture);
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if (set->format == DRM_FORMAT_INVALID) {
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wlr_buffer_unlock(buffer);
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return NULL;
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}
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bool result = wlr_texture_read_pixels(native_texture, &(struct wlr_texture_read_pixels_options) {
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.format = DRM_FORMAT_ARGB8888,
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.stride = stride,
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.data = set->pixel_data,
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});
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wlr_buffer_unlock(buffer);
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if (!result) {
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return NULL;
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}
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wlr_log(WLR_DEBUG, "Copied GPU vidmem buffer to linear sysmem buffer");
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return set->pixel_data;
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}
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struct wlr_texture *wlr_texture_set_get_tex_for_renderer(struct wlr_texture_set *set,
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struct wlr_renderer *renderer) {
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/* Find the entry for this renderer */
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struct wlr_texture_renderer_pair *pair = NULL;
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for (int i = 0; i < set->pairing_count; i++) {
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if (set->pairings[i].renderer == renderer) {
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pair = &set->pairings[i];
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}
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}
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/*
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* If we have not seen this renderer then add an entry for it so
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* we can cache the results of this copy.
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*/
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if (!pair) {
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wlr_texture_set_add_pair(set, renderer, NULL);
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pair = &set->pairings[set->pairing_count - 1];
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}
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/* If we already have a texture for this renderer, return it */
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if (pair->texture) {
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return pair->texture;
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}
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/*
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* First try to directly import the texture. We must have a valid buffer
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* to lock in order to do this. If the buffer has been released (as is the
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* case with shm buffers) then we will have to perform a fallback copy.
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*/
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if (set->buffer) {
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wlr_buffer_lock(set->buffer);
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pair->texture = wlr_texture_from_buffer(renderer, set->buffer);
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wlr_buffer_unlock(set->buffer);
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if (pair->texture) {
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return pair->texture;
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}
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}
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/*
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* Directly importing didn't work. The next thing to try is blitting to a compatible
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* GPU texture and then importing that.
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*/
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struct wlr_buffer *buffer = texture_set_blit_gpu_buffer(set, renderer);
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if (buffer) {
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pair->texture = wlr_texture_from_buffer(renderer, buffer);
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wlr_buffer_drop(buffer);
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if (pair->texture) {
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return pair->texture;
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}
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}
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/*
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* If the above didn't work then we can try a CPU fallback. This is much more expensive
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* but should always work. The reason we need this is that sometimes we have to copy
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* from GPU A to GPU B, but GPU A can't render to any modifiers that GPU B supports. This
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* happens on NVIDIA (among others) where you cannot render to a linear texture, but need
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* to convert to linear so that you can import it anywhere.
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*
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* Get our linear pixel data so we can import it into the target renderer.
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* */
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void *pixel_data = wlr_texture_set_get_linear_data(set);
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if (!pixel_data) {
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return NULL;
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}
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/* import the linear texture into our renderer */
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uint32_t stride = set->width * 4;
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pair->texture = wlr_texture_from_pixels(renderer, DRM_FORMAT_ARGB8888, stride, set->width,
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set->height, pixel_data);
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return pair->texture;
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}
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struct wlr_texture *wlr_texture_set_get_native_texture(struct wlr_texture_set *set) {
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return set->pairings[set->native_pair].texture;
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}
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bool wlr_texture_set_update_from_buffer(struct wlr_texture_set *set,
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struct wlr_buffer *next, const pixman_region32_t *damage) {
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/* Call wlr_texture_write_pixels on each valid texture in the set */
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for (int i = 0; i < set->pairing_count; i++) {
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if (set->pairings[i].texture) {
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if (!wlr_texture_update_from_buffer(set->pairings[i].texture,
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next, damage)) {
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return false;
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}
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}
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}
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return true;
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}
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void wlr_texture_set_destroy(struct wlr_texture_set *set) {
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if (set->buffer) {
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wl_list_remove(&set->buffer_release.link);
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}
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free(set->pixel_data);
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for (int i = 0; i < set->pairing_count; i++) {
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if (set->pairings[i].texture) {
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wlr_texture_destroy(set->pairings[i].texture);
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}
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}
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if (set) {
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free(set->pairings);
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free(set);
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}
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}
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