Files
Gianfranco Mariotti b4ca5e6ff8 libcamera: egl: Remove eGLImage::image_
This member stores an egl image handle, but currently there is no need for it
since the image handle is only really used in `createDMABufTexture2D()`.
(`destroyDMABufTexture()` is an unused function.)

So remove the member (and the unused function), and instead destroy the image
immediately after calling `glEGLImageTargetTexture2DOES()`. The texture will
keep a reference to the image, so this is safe to do. In fact, this solves
an issue, specifically, the egl images were never destroyed, and continuously
leaked during streaming.

Fixes: f520b29fe9 ("libcamera: software_isp: debayer_egl: Add an eGL Debayer class")
Closes: https://gitlab.freedesktop.org/camera/libcamera/-/work_items/322
Signed-off-by: Gianfranco Mariotti <gianfranco.mariotti94@gmail.com>
Signed-off-by: Barnabás Pőcze <barnabas.pocze@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
2026-04-23 12:30:03 +02:00

144 lines
4.2 KiB
C++

/* 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>
/*
* Workaround for build issues on Mesa <= 22.2, see
* https://github.com/KhronosGroup/EGL-Registry/pull/130
*/
#define EGL_NO_X11
#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] 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 stride, GLenum texture_unit, uint32_t texture_unit_uniform_id)
: width_(width), height_(height), stride_(stride),
framesize_(stride * height),
texture_unit_uniform_id_(texture_unit_uniform_id),
texture_unit_(texture_unit)
{
glGenTextures(1, &texture_);
glGenFramebuffers(1, &fbo_);
}
/**
* \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 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 */
private:
LIBCAMERA_DISABLE_COPY_AND_MOVE(eGLImage)
};
class eGL
{
public:
eGL();
~eGL();
int initEGLContext();
int createInputDMABufTexture2D(eGLImage &eglImage, int fd);
int createOutputDMABufTexture2D(eGLImage &eglImage, int fd);
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;
PFNGLGETSTRINGPROC glGetString;
};
} //namespace libcamera