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