libcamera: software_isp: egl: Add a eGL base helper class

Introduce an eGL base helper class which provides an eGL context based on a
passed width and height.

The initGLContext function could be overloaded to provide an interface to a
real display.

A set of helper functions is provided to compile and link GLSL shaders.
linkShaderProgram currently compiles vertex/fragment pairs but could be
overloaded or passed a parameter to link a compute shader instead.

Breaking the eGL interface away from debayering - allows to use the eGL
context inside of a dma-buf heap cleanly, reuse that context inside of a
debayer layer and conceivably reuse the context in a multi-stage shader
pass.

Small note the image_attrs[] array doesn't pass checkstyle.py however the
elements of the array are in pairs.

Acked-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
[bod: Takes fix from Hans for constructor stride bpp]
[bod: Drops eglClientWaitSync in favour of glFinish Robert/Milan]
Co-developed-by: Hans de Goede <johannes.goede@oss.qualcomm.com>
Signed-off-by: Hans de Goede <johannes.goede@oss.qualcomm.com>
Co-developed-by: Milan Zamazal <mzamazal@redhat.com>
Signed-off-by: Milan Zamazal <mzamazal@redhat.com>
Reviewed-by: Robert Mader <robert.mader@collabora.com>
Tested-by: Robert Mader <robert.mader@collabora.com>
Tested-by: Hans de Goede <johannes.goede@oss.qualcomm.com> # ThinkPad T14s gen 6 (arm64) ov02c10 + X1c gen 12 ov08x40
Tested-by: Kieran Bingham <kieran.bingham@ideasonboard.com> # Lenovo X13s
Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org>
Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
This commit is contained in:
Bryan O'Donoghue
2026-01-06 17:00:38 +00:00
committed by Kieran Bingham
parent c60b1ce819
commit 99fd2e669c
4 changed files with 784 additions and 0 deletions

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@@ -0,0 +1,152 @@
/* SPDX-License-Identifier: LGPL-2.1-or-later */
/*
* Copyright (C) 2024, Linaro Ltd.
*
* Authors:
* Bryan O'Donoghue <bryan.odonoghue@linaro.org>
*
*/
#pragma once
#include <sys/types.h>
#include <unistd.h>
#include <libcamera/base/log.h>
#include <libcamera/base/span.h>
#include <libcamera/base/utils.h>
#include "libcamera/internal/gbm.h"
#define EGL_EGLEXT_PROTOTYPES
#include <EGL/egl.h>
#include <EGL/eglext.h>
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
namespace libcamera {
LOG_DECLARE_CATEGORY(eGL)
/**
* \class eGLImage
* \brief Helper class for managing EGL image resources
*
* The eGLImage class encapsulates OpenGL ES texture and framebuffer objects
* along with their associated EGL image. It aggregates handles, descriptors,
* and routines for managing textures that can be associated with shader
* uniform IDs.
*
* This class is particularly useful for managing DMA-BUF backed textures
* in zero-copy rendering pipelines, where textures are bound to specific
* texture units and can be used as both input textures and render targets.
*/
class eGLImage
{
public:
/**
* \brief Construct an eGLImage with explicit stride
* \param[in] width Image width in pixels
* \param[in] height Image height in pixels
* \param[in] bpp Bytes per pixel
* \param[in] stride Row stride in bytes
* \param[in] texture_unit OpenGL texture unit
* \param[in] texture_unit_uniform_id Shader uniform ID
*/
eGLImage(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id)
: width_(width), height_(height), stride_(stride),
framesize_(stride * height), bpp_(bpp),
texture_unit_uniform_id_(texture_unit_uniform_id),
texture_unit_(texture_unit)
{
glGenTextures(1, &texture_);
glGenFramebuffers(1, &fbo_);
}
/**
* \brief Construct an eGLImage with automatic stride calculation
*/
eGLImage(uint32_t width, uint32_t height, uint32_t bpp, GLenum texture_unit, uint32_t texture_unit_uniform_id)
: eGLImage(width, height, bpp, utils::alignUp(width * bpp / 8, 256),
texture_unit, texture_unit_uniform_id)
{
}
/**
* \brief Destroy the eGLImage
*
* Cleans up OpenGL resources by deleting the framebuffer object and
* texture.
*/
~eGLImage()
{
glDeleteFramebuffers(1, &fbo_);
glDeleteTextures(1, &texture_);
}
uint32_t width_; /**< Image width in pixels */
uint32_t height_; /**< Image height in pixels */
uint32_t stride_; /**< Row stride in bytes */
uint32_t offset_; /**< Buffer offset (reserved for future use) */
uint32_t framesize_; /**< Total frame size in bytes (stride * height) */
uint32_t bpp_; /**< Bytes per pixel */
uint32_t texture_unit_uniform_id_; /**< Shader uniform id for texture unit */
GLenum texture_unit_; /**< Texture unit associated with this image eg (GL_TEXTURE0) */
GLuint texture_; /**< OpenGL texture object ID */
GLuint fbo_; /**< OpenGL frame buffer object ID */
EGLImageKHR image_; /**< EGL Image handle */
private:
LIBCAMERA_DISABLE_COPY_AND_MOVE(eGLImage)
};
class eGL
{
public:
eGL();
~eGL();
int initEGLContext(GBM *gbmContext);
void cleanUp();
int createInputDMABufTexture2D(eGLImage &eglImage, int fd);
int createOutputDMABufTexture2D(eGLImage &eglImage, int fd);
void destroyDMABufTexture(eGLImage &eglImage);
void createTexture2D(eGLImage &eglImage, GLint format, uint32_t width, uint32_t height, void *data);
void pushEnv(std::vector<std::string> &shaderEnv, const char *str);
void makeCurrent();
int compileVertexShader(GLuint &shaderId, const unsigned char *shaderData,
unsigned int shaderDataLen,
Span<const std::string> shaderEnv);
int compileFragmentShader(GLuint &shaderId, const unsigned char *shaderData,
unsigned int shaderDataLen,
Span<const std::string> shaderEnv);
int linkProgram(GLuint &programId, GLuint fragmentshaderId, GLuint vertexshaderId);
void dumpShaderSource(GLuint shaderId);
void useProgram(GLuint programId);
void deleteProgram(GLuint programId);
void syncOutput();
private:
LIBCAMERA_DISABLE_COPY_AND_MOVE(eGL)
pid_t tid_;
EGLDisplay display_ = EGL_NO_DISPLAY;
EGLContext context_ = EGL_NO_CONTEXT;
EGLSurface surface_ = EGL_NO_SURFACE;
int compileShader(int shaderType, GLuint &shaderId, const unsigned char *shaderData,
unsigned int shaderDataLen,
Span<const std::string> shaderEnv);
int createDMABufTexture2D(eGLImage &eglImage, int fd, bool output);
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES;
PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR;
PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR;
};
} //namespace libcamera

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@@ -23,6 +23,7 @@ libcamera_internal_headers = files([
'dma_buf_allocator.h',
'formats.h',
'framebuffer.h',
'egl.h',
'gbm.h',
'global_configuration.h',
'ipa_data_serializer.h',

608
src/libcamera/egl.cpp Normal file
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@@ -0,0 +1,608 @@
/* SPDX-License-Identifier: LGPL-2.1-or-later */
/*
* Copyright (C) 2024, Linaro Ltd.
*
* Authors:
* Bryan O'Donoghue <bryan.odonoghue@linaro.org>
*
*/
#include "libcamera/internal/egl.h"
#include <fcntl.h>
#include <sys/ioctl.h>
#include <sys/mman.h>
#include <unistd.h>
#include <linux/dma-buf.h>
#include <linux/dma-heap.h>
#include <libcamera/base/thread.h>
#include <libdrm/drm_fourcc.h>
namespace libcamera {
LOG_DEFINE_CATEGORY(eGL)
/**
* \class eGL
* \brief Helper class for managing OpenGL ES operations
*
* It provides:
*
* - EGL context setup and management
* - Extension function pointer retrieval
* - Shader compilation and program linking
* - DMA-BUF texture creation and management
* - Synchronisation primitives
*
* This class is designed to work with zero-copy buffers via DMA-BUF file
* descriptors.
*/
/**
*\var eGL::tid_
*\brief Thread ID of the thread associated with this EGL context
*/
/**
*\var eGL::display_
*\brief EGL display handle
*/
/**
*\var eGL::context_
*\brief EGL context handle
*/
/**
*\var eGL::surface_
*\brief EGL sufrace handle
*/
/**
* \brief Construct an EGL helper
*
* Creates an eGL instance with uninitialised context. Call initEGLContext()
* to set up the EGL display, context, and load extension functions.
*/
eGL::eGL()
{
}
/**
* \brief Destroy the EGL helper
*
* Destroys the EGL context and surface if they were successfully created.
*/
eGL::~eGL()
{
if (context_ != EGL_NO_CONTEXT)
eglDestroyContext(display_, context_);
if (surface_ != EGL_NO_SURFACE)
eglDestroySurface(display_, surface_);
}
/**
* \brief Synchronise rendering output
*
* Sychronise here. Calls glFinish() right now.
*
*/
void eGL::syncOutput()
{
ASSERT(tid_ == Thread::currentId());
glFinish();
}
/**
* \brief Create a DMA-BUF backed 2D texture
* \param[in,out] eglImage EGL image to associate with the DMA-BUF
* \param[in] fd DMA-BUF file descriptor
* \param[in] output If true, create framebuffer for render target
*
* Internal implementation for creating DMA-BUF textures. Creates an EGL
* image from the DMA-BUF and binds it to a 2D texture. If output is true,
* also creates and attaches a framebuffer object.
*
* \return 0 on success, or -ENODEV on failure
*/
int eGL::createDMABufTexture2D(eGLImage &eglImage, int fd, bool output)
{
int ret = 0;
ASSERT(tid_ == Thread::currentId());
// clang-format off
EGLint image_attrs[] = {
EGL_WIDTH, (EGLint)eglImage.width_,
EGL_HEIGHT, (EGLint)eglImage.height_,
EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_ARGB8888,
EGL_DMA_BUF_PLANE0_FD_EXT, fd,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT, (EGLint)eglImage.stride_,
EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT, 0,
EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT, 0,
EGL_NONE,
};
// clang-format on
eglImage.image_ = eglCreateImageKHR(display_, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
NULL, image_attrs);
if (eglImage.image_ == EGL_NO_IMAGE_KHR) {
LOG(eGL, Error) << "eglCreateImageKHR fail";
ret = -ENODEV;
goto done;
}
// Bind texture unit and texture
glActiveTexture(eglImage.texture_unit_);
glBindTexture(GL_TEXTURE_2D, eglImage.texture_);
// Generate texture with filter semantics
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage.image_);
// Nearest filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Wrap to edge to avoid edge artifacts
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (output) {
// Generate a framebuffer from our texture direct to dma-buf handle buffer
glBindFramebuffer(GL_FRAMEBUFFER, eglImage.fbo_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, eglImage.texture_, 0);
GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
LOG(eGL, Error) << "glFrameBufferTexture2D error " << err;
eglDestroyImageKHR(display_, eglImage.image_);
ret = -ENODEV;
goto done;
}
}
done:
return ret;
}
/**
* \brief Create an input DMA-BUF backed texture
* \param[in,out] eglImage EGL image to associate with the DMA-BUF
* \param[in] fd DMA-BUF file descriptor
*
* Creates an EGL image from a DMA-BUF file descriptor and binds it to
* a 2D texture for use as an input texture in shaders. The texture is
* configured with nearest filtering and clamp-to-edge wrapping.
*
* \return 0 on success, or -ENODEV on failure
*/
int eGL::createInputDMABufTexture2D(eGLImage &eglImage, int fd)
{
ASSERT(tid_ == Thread::currentId());
return createDMABufTexture2D(eglImage, fd, false);
}
/**
* \brief Create an output DMA-BUF backed texture
* \param[in,out] eglImage EGL image to associate with the DMA-BUF
* \param[in] fd DMA-BUF file descriptor
*
* Creates an EGL image from a DMA-BUF file descriptor and binds it to
* a 2D texture, then attaches it to a framebuffer object for use as a
* render target. This enables zero-copy rendering directly to the
* DMA-BUF.
*
* \return 0 on success, or -ENODEV on failure
*/
int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd)
{
ASSERT(tid_ == Thread::currentId());
return createDMABufTexture2D(eglImage, fd, true);
}
/**
* \brief Destroy a DMA-BUF texture's EGL image
* \param[in,out] eglImage EGL image to destroy
*
* Destroys the EGL image associated with a DMA-BUF texture. The OpenGL
* texture and framebuffer objects are destroyed separately in the
* eGLImage destructor.
*/
void eGL::destroyDMABufTexture(eGLImage &eglImage)
{
eglDestroyImage(display_, std::exchange(eglImage.image_, EGL_NO_IMAGE_KHR));
}
/**
* \brief Create a 2D texture from a memory buffer
* \param[in,out] eglImage EGL image to associate with the texture
* \param[in] format OpenGL internal format (e.g., GL_RGB, GL_RGBA)
* \param[in] width Texture width in pixels
* \param[in] height Texture height in pixels
* \param[in] data Pointer to pixel data, or nullptr for uninitialised texture
*
* Creates a 2D texture from a CPU-accessible memory buffer. The texture
* is configured with nearest filtering and clamp-to-edge wrapping. This
* is useful for uploading static data like lookup tables or uniform color
* matrices to the GPU.
*/
void eGL::createTexture2D(eGLImage &eglImage, GLint format, uint32_t width, uint32_t height, void *data)
{
ASSERT(tid_ == Thread::currentId());
glActiveTexture(eglImage.texture_unit_);
glBindTexture(GL_TEXTURE_2D, eglImage.texture_);
// Generate texture, bind, associate image to texture, configure, unbind
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
// Nearest filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Wrap to edge to avoid edge artifacts
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
/**
* \brief Initialise the EGL context
* \param[in] gbmContext Pointer to initialised GBM context
*
* Sets up the EGL display from the GBM device, creates an OpenGL ES 2.0
* context, and retrieves function pointers for required extensions
* including:
* - eglCreateImageKHR / eglDestroyImageKHR
* - glEGLImageTargetTexture2DOES
*
* \return 0 on success, or -ENODEV on failure
*/
int eGL::initEGLContext(GBM *gbmContext)
{
EGLint configAttribs[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
EGLint contextAttribs[] = {
EGL_CONTEXT_MAJOR_VERSION, 2,
EGL_NONE
};
EGLint numConfigs;
EGLConfig config;
EGLint major;
EGLint minor;
if (!eglBindAPI(EGL_OPENGL_ES_API)) {
LOG(eGL, Error) << "API bind fail";
goto fail;
}
display_ = eglGetDisplay(gbmContext->device());
if (display_ == EGL_NO_DISPLAY) {
LOG(eGL, Error) << "Unable to get EGL display";
goto fail;
}
if (eglInitialize(display_, &major, &minor) != EGL_TRUE) {
LOG(eGL, Error) << "eglInitialize fail";
goto fail;
}
LOG(eGL, Info) << "EGL: version " << major << "." << minor;
LOG(eGL, Info) << "EGL: EGL_VERSION: " << eglQueryString(display_, EGL_VERSION);
LOG(eGL, Info) << "EGL: EGL_VENDOR: " << eglQueryString(display_, EGL_VENDOR);
LOG(eGL, Info) << "EGL: EGL_CLIENT_APIS: " << eglQueryString(display_, EGL_CLIENT_APIS);
LOG(eGL, Info) << "EGL: EGL_EXTENSIONS: " << eglQueryString(display_, EGL_EXTENSIONS);
eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)eglGetProcAddress("eglCreateImageKHR");
if (!eglCreateImageKHR) {
LOG(eGL, Error) << "eglCreateImageKHR not found";
goto fail;
}
eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC)eglGetProcAddress("eglDestroyImageKHR");
if (!eglDestroyImageKHR) {
LOG(eGL, Error) << "eglDestroyImageKHR not found";
goto fail;
}
glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES");
if (!glEGLImageTargetTexture2DOES) {
LOG(eGL, Error) << "glEGLImageTargetTexture2DOES not found";
goto fail;
}
if (eglChooseConfig(display_, configAttribs, &config, 1, &numConfigs) != EGL_TRUE) {
LOG(eGL, Error) << "eglChooseConfig fail";
goto fail;
}
context_ = eglCreateContext(display_, config, EGL_NO_CONTEXT, contextAttribs);
if (context_ == EGL_NO_CONTEXT) {
LOG(eGL, Error) << "eglContext returned EGL_NO_CONTEXT";
goto fail;
}
tid_ = Thread::currentId();
makeCurrent();
return 0;
fail:
return -ENODEV;
}
/**
* \brief Clean up EGL resources
*
* Destroys the EGL sync object. Must be called from the same thread
* that created the EGL context.
*/
void eGL::cleanUp()
{
}
/**
* \brief Make the EGL context current for the calling thread
*
* Binds the EGL context to the current thread, allowing OpenGL ES
* operations to be performed. Must be called from the thread that
* will perform rendering operations.
*/
void eGL::makeCurrent()
{
ASSERT(tid_ == Thread::currentId());
if (eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_) != EGL_TRUE) {
LOG(eGL, Error) << "eglMakeCurrent fail";
}
}
/**
* \brief Activate a shader program for rendering
* \param[in] programId OpenGL program object ID
*
* Sets the specified program as the current rendering program. All
* subsequent draw calls will use this program's shaders.
*/
void eGL::useProgram(GLuint programId)
{
ASSERT(tid_ == Thread::currentId());
glUseProgram(programId);
}
/**
* \brief Delete a shader program
* \param[in] programId OpenGL program object ID
*
* Deletes a shader program and frees associated resources. The program
* must not be currently in use.
*/
void eGL::deleteProgram(GLuint programId)
{
ASSERT(tid_ == Thread::currentId());
glDeleteProgram(programId);
}
/**
* \brief Add a preprocessor definition to shader environment
* \param[in,out] shaderEnv Vector of shader environment strings
* \param[in] str Preprocessor definition string (e.g., "#define APPLY_RGB_PARAMETERS")
*
* Appends a preprocessor definition to the shader environment vector.
* These definitions are prepended to shader source code during compilation.
*/
void eGL::pushEnv(std::vector<std::string> &shaderEnv, const char *str)
{
std::string addStr = str;
addStr.push_back('\n');
shaderEnv.push_back(std::move(addStr));
}
/**
* \brief Compile a vertex shader
* \param[out] shaderId OpenGL shader object ID
* \param[in] shaderData Pointer to shader source code
* \param[in] shaderDataLen Length of shader source in bytes
* \param[in] shaderEnv Span of preprocessor definitions to prepend
*
* Compiles a vertex shader from source code with optional preprocessor
* definitions. On compilation failure, logs the shader info log.
*
* \return 0 on success, or -EINVAL on compilation failure
*/
int eGL::compileVertexShader(GLuint &shaderId, const unsigned char *shaderData,
unsigned int shaderDataLen,
Span<const std::string> shaderEnv)
{
return compileShader(GL_VERTEX_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv);
}
/**
* \brief Compile a fragment shader
* \param[out] shaderId OpenGL shader object ID
* \param[in] shaderData Pointer to shader source code
* \param[in] shaderDataLen Length of shader source in bytes
* \param[in] shaderEnv Span of preprocessor definitions to prepend
*
* Compiles a fragment shader from source code with optional preprocessor
* definitions. On compilation failure, logs the shader info log.
*
* \return 0 on success, or -EINVAL on compilation failure
*/
int eGL::compileFragmentShader(GLuint &shaderId, const unsigned char *shaderData,
unsigned int shaderDataLen,
Span<const std::string> shaderEnv)
{
return compileShader(GL_FRAGMENT_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv);
}
/**
* \brief Compile a shader of specified type
* \param[in] shaderType GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
* \param[out] shaderId OpenGL shader object ID
* \param[in] shaderData Pointer to shader source code
* \param[in] shaderDataLen Length of shader source in bytes
* \param[in] shaderEnv Span of preprocessor definitions to prepend
*
* Internal helper function for shader compilation. Prepends environment
* definitions to the shader source and compiles the shader.
*
* \return 0 on success, or -EINVAL on compilation failure
*/
int eGL::compileShader(int shaderType, GLuint &shaderId, const unsigned char *shaderData,
unsigned int shaderDataLen,
Span<const std::string> shaderEnv)
{
GLint success;
size_t i;
ASSERT(tid_ == Thread::currentId());
auto count = 1 + shaderEnv.size();
auto shaderSourceData = std::make_unique<const GLchar *[]>(count);
auto shaderDataLengths = std::make_unique<GLint[]>(count);
// Prefix defines before main body of shader
for (i = 0; i < shaderEnv.size(); i++) {
shaderSourceData[i] = shaderEnv[i].c_str();
shaderDataLengths[i] = shaderEnv[i].length();
}
// Now the main body of the shader program
shaderSourceData[i] = reinterpret_cast<const GLchar *>(shaderData);
shaderDataLengths[i] = shaderDataLen;
// And create the shader
shaderId = glCreateShader(shaderType);
glShaderSource(shaderId, count, shaderSourceData.get(), shaderDataLengths.get());
glCompileShader(shaderId);
// Check status
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint sizeLog = 0;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &sizeLog);
auto infoLog = std::make_unique<GLchar[]>(sizeLog);
glGetShaderInfoLog(shaderId, sizeLog, &sizeLog, infoLog.get());
LOG(eGL, Error) << infoLog.get();
}
return (success == GL_TRUE) ? 0 : -EINVAL;
}
/**
* \brief Dump shader source code to the log
* \param[in] shaderId OpenGL shader object ID
*
* Retrieves and logs the complete source code of a compiled shader.
* Useful for debugging shader compilation issues.
*/
void eGL::dumpShaderSource(GLuint shaderId)
{
GLint shaderLength = 0;
ASSERT(tid_ == Thread::currentId());
glGetShaderiv(shaderId, GL_SHADER_SOURCE_LENGTH, &shaderLength);
LOG(eGL, Debug) << "Shader length is " << shaderLength;
if (shaderLength > 0) {
auto shaderSource = std::make_unique<GLchar[]>(shaderLength);
glGetShaderSource(shaderId, shaderLength, &shaderLength, shaderSource.get());
if (shaderLength) {
LOG(eGL, Debug) << "Shader source = " << shaderSource.get();
}
}
}
/**
* \brief Link a shader program
* \param[out] programId OpenGL program object ID
* \param[in] fragmentshaderId Compiled fragment shader ID
* \param[in] vertexshaderId Compiled vertex shader ID
*
* Links vertex and fragment shaders into an executable shader program.
* On link failure, logs the program info log and deletes the program.
*
* \return 0 on success, or -ENODEV on link failure
*/
int eGL::linkProgram(GLuint &programId, GLuint vertexshaderId, GLuint fragmentshaderId)
{
GLint success;
GLenum err;
int ret = -ENODEV;
ASSERT(tid_ == Thread::currentId());
programId = glCreateProgram();
if (!programId) {
LOG(eGL, Error) << "glGreateProgram error";
return ret;
}
utils::scope_exit programGuard([&] { glDeleteProgram(programId); });
glAttachShader(programId, vertexshaderId);
if ((err = glGetError()) != GL_NO_ERROR) {
LOG(eGL, Error) << "Attach compute vertex shader fail err=" << err;
return ret;
}
glAttachShader(programId, fragmentshaderId);
if ((err = glGetError()) != GL_NO_ERROR) {
LOG(eGL, Error) << "Attach compute fragment shader fail err=" << err;
return ret;
}
glLinkProgram(programId);
if ((err = glGetError()) != GL_NO_ERROR) {
LOG(eGL, Error) << "Link program fail err=" << err;
return ret;
}
glDetachShader(programId, fragmentshaderId);
glDetachShader(programId, vertexshaderId);
// Check status
glGetProgramiv(programId, GL_LINK_STATUS, &success);
if (success == GL_FALSE) {
GLint sizeLog = 0;
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &sizeLog);
auto infoLog = std::make_unique<GLchar[]>(sizeLog);
glGetProgramInfoLog(programId, sizeLog, &sizeLog, infoLog.get());
LOG(eGL, Error) << infoLog.get();
return ret;
}
programGuard.release();
return 0;
}
} /* namespace libcamera */

View File

@@ -79,6 +79,27 @@ if libgbm.found() and gbm_works
])
endif
mesa_works = cc.check_header('EGL/egl.h', required: false)
libegl = dependency('egl', required : false)
libglesv2 = dependency('glesv2', required : false)
if libegl.found()
config_h.set('HAVE_LIBEGL', 1)
endif
if libglesv2.found()
config_h.set('HAVE_GLESV2', 1)
endif
if mesa_works and gbm_works
libcamera_internal_sources += files([
'egl.cpp',
])
gles_headless_enabled = true
else
gles_headless_enabled = false
endif
subdir('base')
subdir('converter')
subdir('ipa')
@@ -187,7 +208,9 @@ libcamera_deps += [
libcamera_base_private,
libcrypto,
libdl,
libegl,
libgbm,
libglesv2,
liblttng,
libudev,
libyaml,