Hi

On Sat, Jan 20, 2024 at 4:54 AM Vivek Kasireddy
<vivek.kasire...@intel.com> wrote:
>
> Since most encoders (invoked by Spice) may not work with tiled memory
> associated with a texture, we need to create another texture that has
> linear memory layout and use that instead.
>
> Note that, there does not seem to be a direct way to indicate to the
> GL implementation that a texture's backing memory needs to be linear.
> Instead, we have to do it in a roundabout way where we first need to
> create a tiled texture and obtain a dmabuf fd associated with it via
> EGL. Next, we have to create a memory object by importing the dmabuf
> fd created earlier and finally create a linear texture by using the
> memory object as the texture storage mechanism.
>
> Cc: Gerd Hoffmann <kra...@redhat.com>
> Cc: Marc-André Lureau <marcandre.lur...@redhat.com>
> Cc: Frediano Ziglio <fredd...@gmail.com>
> Cc: Dongwon Kim <dongwon....@intel.com>
> Signed-off-by: Vivek Kasireddy <vivek.kasire...@intel.com>
> ---
>  ui/spice-display.c | 33 +++++++++++++++++++++++++++++++++
>  1 file changed, 33 insertions(+)
>
> diff --git a/ui/spice-display.c b/ui/spice-display.c
> index 08b4aec921..94cb378dbe 100644
> --- a/ui/spice-display.c
> +++ b/ui/spice-display.c
> @@ -893,6 +893,7 @@ static void spice_gl_switch(DisplayChangeListener *dcl,
>  {
>      SimpleSpiceDisplay *ssd = container_of(dcl, SimpleSpiceDisplay, dcl);
>      EGLint stride, fourcc;
> +    GLuint texture = 0;
>      int fd;
>
>      if (ssd->ds) {
> @@ -912,6 +913,38 @@ static void spice_gl_switch(DisplayChangeListener *dcl,
>              return;
>          }
>
> +        if (remote_client && surface_format(ssd->ds) != PIXMAN_r5g6b5) {

hmm

> +            /*
> +             * We really want to ensure that the memory layout of the texture
> +             * is linear; otherwise, the encoder's output may show 
> corruption.
> +             */
> +            surface_gl_create_texture_from_fd(ssd->ds, fd, &texture);

What if the encoder actually supports tiled layout?

Shouldn't this conversion be done at the encoder level as necessary?

It's also strange to reuse an FD associated with a tiled texture for a
linear layout (I am uncomfortable with all this tbh)

> +
> +            /*
> +             * A successful return after glImportMemoryFdEXT() means that
> +             * the ownership of fd has been passed to GL. In other words,
> +             * the fd we got above should not be used anymore.
> +             */
> +            if (texture > 0) {
> +                fd = egl_get_fd_for_texture(texture,
> +                                            &stride, &fourcc,
> +                                            NULL);
> +                if (fd < 0) {

I suggest adding warnings or tracing, to help debug issues...

> +                    glDeleteTextures(1, &texture);
> +                    fd = egl_get_fd_for_texture(ssd->ds->texture,
> +                                                &stride, &fourcc,
> +                                                NULL);
> +                    if (fd < 0) {
> +                        surface_gl_destroy_texture(ssd->gls, ssd->ds);
> +                        return;
> +                    }
> +                } else {
> +                    surface_gl_destroy_texture(ssd->gls, ssd->ds);
> +                    ssd->ds->texture = texture;

Have you tried this series with virgl? (I doubt the renderer accepts
that the scanout texture is changed)

> +                }
> +            }
> +        }
> +
>          trace_qemu_spice_gl_surface(ssd->qxl.id,
>                                      surface_width(ssd->ds),
>                                      surface_height(ssd->ds),
> --
> 2.39.2
>
>


-- 
Marc-André Lureau

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