Hi Marc-Andre,

> 
> 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.
Sure, will do that in the next version.

Thanks,
Vivek

> 
> > +}
> > +
> >  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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