Hi On Thu, Feb 17, 2022 at 9:25 PM Akihiko Odaki <akihiko.od...@gmail.com> wrote:
> On Fri, Feb 18, 2022 at 2:07 AM Marc-André Lureau > <marcandre.lur...@gmail.com> wrote: > > > > Hi > > > > On Thu, Feb 17, 2022 at 8:39 PM Akihiko Odaki <akihiko.od...@gmail.com> > wrote: > >> > >> On Fri, Feb 18, 2022 at 1:12 AM Marc-André Lureau > >> <marcandre.lur...@gmail.com> wrote: > >> > > >> > Hi > >> > > >> > On Thu, Feb 17, 2022 at 5:09 PM Akihiko Odaki < > akihiko.od...@gmail.com> wrote: > >> >> > >> >> On Thu, Feb 17, 2022 at 8:58 PM <marcandre.lur...@redhat.com> wrote: > >> >> > > >> >> > From: Marc-André Lureau <marcandre.lur...@redhat.com> > >> >> > > >> >> > Hi, > >> >> > > >> >> > In the thread "[PATCH 0/6] ui/dbus: Share one listener for a > console", Akihiko > >> >> > Odaki reported a number of issues with the GL and D-Bus display. > His series > >> >> > propose a different design, and reverting some of my previous > generic console > >> >> > changes to fix those issues. > >> >> > > >> >> > However, as I work through the issue so far, they can be solved by > reasonable > >> >> > simple fixes while keeping the console changes generic (not > specific to the > >> >> > D-Bus display backend). I belive a shared infrastructure is more > beneficial long > >> >> > term than having GL-specific code in the DBus code (in particular, > the > >> >> > egl-headless & VNC combination could potentially use it) > >> >> > > >> >> > Thanks a lot Akihiko for reporting the issues proposing a > different approach! > >> >> > Please test this alternative series and let me know of any further > issues. My > >> >> > understanding is that you are mainly concerned with the Cocoa > backend, and I > >> >> > don't have a way to test it, so please check it. If necessary, we > may well have > >> >> > to revert my earlier changes and go your way, eventually. > >> >> > > >> >> > Marc-André Lureau (12): > >> >> > ui/console: fix crash when using gl context with non-gl listeners > >> >> > ui/console: fix texture leak when calling > surface_gl_create_texture() > >> >> > ui: do not create a surface when resizing a GL scanout > >> >> > ui/console: move check for compatible GL context > >> >> > ui/console: move dcl compatiblity check to a callback > >> >> > ui/console: egl-headless is compatible with non-gl listeners > >> >> > ui/dbus: associate the DBusDisplayConsole listener with the given > >> >> > console > >> >> > ui/console: move console compatibility check to > dcl_display_console() > >> >> > ui/shader: fix potential leak of shader on error > >> >> > ui/shader: free associated programs > >> >> > ui/console: add a dpy_gfx_switch callback helper > >> >> > ui/dbus: fix texture sharing > >> >> > > >> >> > include/ui/console.h | 19 ++++--- > >> >> > ui/dbus.h | 3 ++ > >> >> > ui/console-gl.c | 4 ++ > >> >> > ui/console.c | 119 > ++++++++++++++++++++++++++----------------- > >> >> > ui/dbus-console.c | 27 +++++----- > >> >> > ui/dbus-listener.c | 11 ---- > >> >> > ui/dbus.c | 33 +++++++++++- > >> >> > ui/egl-headless.c | 17 ++++++- > >> >> > ui/gtk.c | 18 ++++++- > >> >> > ui/sdl2.c | 9 +++- > >> >> > ui/shader.c | 9 +++- > >> >> > ui/spice-display.c | 9 +++- > >> >> > 12 files changed, 192 insertions(+), 86 deletions(-) > >> >> > > >> >> > -- > >> >> > 2.34.1.428.gdcc0cd074f0c > >> >> > > >> >> > > >> >> > >> >> You missed only one thing: > >> >> >- that console_select and register_displaychangelistener may not > call > >> >> > dpy_gfx_switch and call dpy_gl_scanout_texture instead. It is > >> >> > incompatible with non-OpenGL displays > >> >> > >> >> displaychangelistener_display_console always has to call > >> >> dpy_gfx_switch for non-OpenGL displays, but it still doesn't. > >> > > >> > > >> > Ok, would that be what you have in mind? > >> > > >> > --- a/ui/console.c > >> > +++ b/ui/console.c > >> > @@ -1122,6 +1122,10 @@ static void > displaychangelistener_display_console(DisplayChangeListener *dcl, > >> > } else if (con->scanout.kind == SCANOUT_SURFACE) { > >> > dpy_gfx_create_texture(con, con->surface); > >> > displaychangelistener_gfx_switch(dcl, con->surface); > >> > + } else { > >> > + /* use the fallback surface, egl-headless keeps it updated */ > >> > + assert(con->surface); > >> > + displaychangelistener_gfx_switch(dcl, con->surface); > >> > } > >> > >> It should call displaychangelistener_gfx_switch even when e.g. > >> con->scanout.kind == SCANOUT_TEXTURE. egl-headless renders the content > >> to the last DisplaySurface it received while con->scanout.kind == > >> SCANOUT_TEXTURE. > > > > > > I see, egl-headless is really not a "listener". > > > >> > >> > > >> > I wish such egl-headless specific code would be there, but we would > need more refactoring. > >> > > >> > I think I would rather have a backend split for GL context, like > "-object egl-context". egl-headless-specific copy code would be handled by > common/util code for anything that wants a pixman surface (VNC, screen > capture, non-GL display etc). > >> > > >> > This split would allow sharing the context code, and introduce other > system specific GL initialization, such as WGL etc. Right now, I doubt the > EGL code works on anything but Linux. > >> > >> Sharing the context code is unlikely to happen. Usually the toolkit > >> (GTK, SDL, or Cocoa in my fork) knows what graphics accelerator should > >> be used and how the context should be created for a particular window. > >> The context sharing can be achieved only for headless displays, namely > >> dbus, egl-headless and spice. Few people would want to use them in > >> combination. > > > > > > Ok for toolkits, they usually have their own context. But ideally, qemu > should be "headless". And the GL contexts should be working on other > systems than EGL Linux. > > > > Any of the spice, vnc, dbus display etc may legitimately be fixed to > work with WGL etc. Doing this repeatedly on the various display backends > would be bad design. > > We already have ui/egl-context.c to share the code for EGL. We can > have ui/headless-context.c or something which creates a context for > headless but the implementation can be anything proper there. It > doesn't require modifying ui/console.c or adding something like > "-object egl-context". > Agree, as long as you have only a single context provider per system. But that's not my experience with GL in the past. Maybe this is true today. > > > > Although my idea is that display servers (spice, vnc, rdp, etc) & > various UI (gtk, cocoa, sdl, etc) should be outside of qemu. The display > would use IPC, based on DBus if it fits the job, or something else if > necessary. Obviously, there is still a lot of work to do to improve surface > & texture sharing and portability, but that should be possible... > > Maybe we can rework the present UIs of QEMU to make them compatible > with both in-process communication and D-Bus inter-process > communication. If the user has a requirement incompatible with IPC > (e.g. OpenGL on macOS), the user can opt for in-process communication. > D-Bus would be used otherwise. (Of course that would require > substantial effort.) > That should be possible, as long the IPC is very close to the inner qemu API, we could have an IPC-based display code turned into a shared library instead and run in process. Although I think that would limit the kind of UI you can expect (it would be a bare display, like qemu-display today, not something that would bring you a full user-friendly UI, virt-manager/Boxes kind) > > > >> > >> > >> > > >> >> > >> >> Anything else should be addressed with this patch series. (And it > also > >> >> has nice fixes for shader leaks.) > >> > > >> > > >> > thanks > >> > > >> >> > >> >> > >> >> cocoa doesn't have OpenGL output and egl-headless, the cause of many > >> >> pains addressed here, does not work on macOS so you need little > >> >> attention. I have an out-of-tree OpenGL support for cocoa but it is > >> >> out-of-tree anyway and I can fix it anytime. > >> > > >> > > >> > Great! > >> > > >> > btw, I suppose you checked your DBus changes against the WIP > "qemu-display" project. What was your experience? I don't think many people > have tried it yet. Do you think this could be made to work on macOS? at > least the non-dmabuf support should work, as long as Gtk4 has good macOS > support. I don't know if dmabuf or similar exist there, any idea? > >> > >> I tested it on Fedora. I think it would probably work on macOS but > >> maybe require some tweaks. IOSurface is a counterpart of DMA-BUF in > >> macOS but its situation is bad; it must be delivered via macOS's own > >> IPC mechanisms (Mach port and XPC), but they are for server-client > >> model and not for P2P. fileport mechanism allows to convert Mach port > >> to file descriptor, but it is not documented. (In reality, I think all > >> of the major browsers, Chromium, Firefox and Safari use fileport for > >> this purpose. Apple should really document it if they use it for their > >> app.) It is also possible to share IOSurface with a global number, but > >> it can be brute-forced and is insecure. > >> > > > > Thanks, the Gtk developers might have some clue. They have been working > on improving macOS support, and it can use opengl now ( > https://blogs.gnome.org/chergert/2020/12/15/gtk-4-got-a-new-macos-backend-now-with-opengl/ > ). > > They don't need IPC for passing textures so that is a different story. > Yes but they have web-engine and video decoding concerns (beside qemu/dmabuf gtk display they should be aware of). I'll try to reach Christian about it. thanks > > > >> > >> Regards, > >> Akihiko Odaki > >> > >> > > >> > > >> > -- > >> > Marc-André Lureau > > > > > > > > -- > > Marc-André Lureau > -- Marc-André Lureau