Hi

On Tue, Apr 29, 2025 at 10:14 AM Vivek Kasireddy
<vivek.kasire...@intel.com> wrote:
>
> There are cases where we do not want the memory layout of a texture to
> be tiled as the component processing the texture 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.
>
> Cc: Gerd Hoffmann <kra...@redhat.com>
> Cc: Marc-André Lureau <marcandre.lur...@redhat.com>
> Cc: Dmitry Osipenko <dmitry.osipe...@collabora.com>
> Cc: Frediano Ziglio <fredd...@gmail.com>
> Cc: Dongwon Kim <dongwon....@intel.com>
> Signed-off-by: Vivek Kasireddy <vivek.kasire...@intel.com>
> ---
>  include/ui/console.h |  2 ++
>  ui/console-gl.c      | 28 ++++++++++++++++++++++++++++
>  2 files changed, 30 insertions(+)
>
> diff --git a/include/ui/console.h b/include/ui/console.h
> index 46b3128185..fa2dd53e2e 100644
> --- a/include/ui/console.h
> +++ b/include/ui/console.h
> @@ -422,6 +422,8 @@ 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 103b954017..f83012fed4 100644
> --- a/ui/console-gl.c
> +++ b/ui/console-gl.c
> @@ -25,6 +25,7 @@
>   * THE SOFTWARE.
>   */
>  #include "qemu/osdep.h"
> +#include "qemu/error-report.h"
>  #include "ui/console.h"
>  #include "ui/shader.h"
>
> @@ -96,6 +97,33 @@ 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 (glGetError() != GL_NO_ERROR) {
> +        error_report("spice: cannot import memory object from fd");
> +        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

I suggest making the function return a "bool" for success. return
*texture > 0 && glGetError() == GL_NO_ERROR  for example.

> +}
> +
>  void surface_gl_update_texture(QemuGLShader *gls,
>                                 DisplaySurface *surface,
>                                 int x, int y, int w, int h)
> --
> 2.49.0
>
>


-- 
Marc-André Lureau

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