Mesa surfaceless platform appears to be a better fit for the use-case at hand: 1. Like GBM it is Mesa specific, so no change in supported setups is expected. If ever required, a fallback to the generic device platform could be added on top. 2. It leaves the complexity of selecting a renderer device to the driver, reducing code and dependencies. 3. It allows to use llvmpipe / software drivers without dri device, which can be useful on CI or debugging (with LIBGL_ALWAYS_SOFTWARE=1). Signed-off-by: Robert Mader <robert.mader@collabora.com> Reviewed-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> Tested-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> # sm8250/rb5, x1e/Dell Insprion14p Reviewed-by: Milan Zamazal <mzamazal@redhat.com> Tested-by: Milan Zamazal <mzamazal@redhat.com> # TI AM69 Tested-by: Barnabás Pőcze <barnabas.pocze@ideasonboard.com> # ThinkPad X1 Yoga Gen 7 + ov2740 Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
604 lines
17 KiB
C++
604 lines
17 KiB
C++
/* SPDX-License-Identifier: LGPL-2.1-or-later */
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/*
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* Copyright (C) 2024, Linaro Ltd.
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*
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* Authors:
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* Bryan O'Donoghue <bryan.odonoghue@linaro.org>
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*
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*/
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#include "libcamera/internal/egl.h"
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#include <fcntl.h>
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#include <sys/ioctl.h>
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#include <sys/mman.h>
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#include <unistd.h>
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#include <linux/dma-buf.h>
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#include <linux/dma-heap.h>
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#include <libcamera/base/thread.h>
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#include <libdrm/drm_fourcc.h>
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namespace libcamera {
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LOG_DEFINE_CATEGORY(eGL)
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/**
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* \class eGL
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* \brief Helper class for managing OpenGL ES operations
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*
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* It provides:
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*
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* - EGL context setup and management
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* - Extension function pointer retrieval
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* - Shader compilation and program linking
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* - DMA-BUF texture creation and management
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* - Synchronisation primitives
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*
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* This class is designed to work with zero-copy buffers via DMA-BUF file
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* descriptors.
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*/
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/**
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*\var eGL::tid_
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*\brief Thread ID of the thread associated with this EGL context
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*/
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/**
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*\var eGL::display_
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*\brief EGL display handle
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*/
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/**
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*\var eGL::context_
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*\brief EGL context handle
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*/
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/**
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*\var eGL::surface_
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*\brief EGL sufrace handle
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*/
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/**
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* \brief Construct an EGL helper
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*
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* Creates an eGL instance with uninitialised context. Call initEGLContext()
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* to set up the EGL display, context, and load extension functions.
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*/
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eGL::eGL()
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{
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}
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/**
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* \brief Destroy the EGL helper
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*
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* Destroys the EGL context and surface if they were successfully created.
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*/
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eGL::~eGL()
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{
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if (context_ != EGL_NO_CONTEXT)
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eglDestroyContext(display_, context_);
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if (surface_ != EGL_NO_SURFACE)
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eglDestroySurface(display_, surface_);
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}
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/**
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* \brief Synchronise rendering output
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*
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* Sychronise here. Calls glFinish() right now.
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*
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*/
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void eGL::syncOutput()
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{
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ASSERT(tid_ == Thread::currentId());
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glFinish();
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}
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/**
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* \brief Create a DMA-BUF backed 2D texture
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* \param[in,out] eglImage EGL image to associate with the DMA-BUF
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* \param[in] fd DMA-BUF file descriptor
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* \param[in] output If true, create framebuffer for render target
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*
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* Internal implementation for creating DMA-BUF textures. Creates an EGL
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* image from the DMA-BUF and binds it to a 2D texture. If output is true,
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* also creates and attaches a framebuffer object.
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*
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* \return 0 on success, or -ENODEV on failure
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*/
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int eGL::createDMABufTexture2D(eGLImage &eglImage, int fd, bool output)
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{
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int ret = 0;
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ASSERT(tid_ == Thread::currentId());
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// clang-format off
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EGLint image_attrs[] = {
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EGL_WIDTH, (EGLint)eglImage.width_,
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EGL_HEIGHT, (EGLint)eglImage.height_,
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EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_ARGB8888,
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EGL_DMA_BUF_PLANE0_FD_EXT, fd,
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EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
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EGL_DMA_BUF_PLANE0_PITCH_EXT, (EGLint)eglImage.stride_,
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EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT, 0,
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EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT, 0,
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EGL_NONE,
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};
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// clang-format on
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eglImage.image_ = eglCreateImageKHR(display_, EGL_NO_CONTEXT,
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EGL_LINUX_DMA_BUF_EXT,
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NULL, image_attrs);
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if (eglImage.image_ == EGL_NO_IMAGE_KHR) {
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LOG(eGL, Error) << "eglCreateImageKHR fail";
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ret = -ENODEV;
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goto done;
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}
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// Bind texture unit and texture
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glActiveTexture(eglImage.texture_unit_);
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glBindTexture(GL_TEXTURE_2D, eglImage.texture_);
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// Generate texture with filter semantics
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage.image_);
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// Nearest filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Wrap to edge to avoid edge artifacts
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (output) {
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// Generate a framebuffer from our texture direct to dma-buf handle buffer
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glBindFramebuffer(GL_FRAMEBUFFER, eglImage.fbo_);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, eglImage.texture_, 0);
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GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (err != GL_FRAMEBUFFER_COMPLETE) {
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LOG(eGL, Error) << "glFrameBufferTexture2D error " << err;
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eglDestroyImageKHR(display_, eglImage.image_);
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ret = -ENODEV;
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goto done;
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}
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}
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done:
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return ret;
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}
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/**
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* \brief Create an input DMA-BUF backed texture
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* \param[in,out] eglImage EGL image to associate with the DMA-BUF
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* \param[in] fd DMA-BUF file descriptor
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*
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* Creates an EGL image from a DMA-BUF file descriptor and binds it to
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* a 2D texture for use as an input texture in shaders. The texture is
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* configured with nearest filtering and clamp-to-edge wrapping.
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*
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* \return 0 on success, or -ENODEV on failure
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*/
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int eGL::createInputDMABufTexture2D(eGLImage &eglImage, int fd)
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{
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ASSERT(tid_ == Thread::currentId());
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return createDMABufTexture2D(eglImage, fd, false);
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}
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/**
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* \brief Create an output DMA-BUF backed texture
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* \param[in,out] eglImage EGL image to associate with the DMA-BUF
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* \param[in] fd DMA-BUF file descriptor
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*
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* Creates an EGL image from a DMA-BUF file descriptor and binds it to
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* a 2D texture, then attaches it to a framebuffer object for use as a
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* render target. This enables zero-copy rendering directly to the
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* DMA-BUF.
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*
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* \return 0 on success, or -ENODEV on failure
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*/
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int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd)
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{
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ASSERT(tid_ == Thread::currentId());
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return createDMABufTexture2D(eglImage, fd, true);
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}
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/**
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* \brief Destroy a DMA-BUF texture's EGL image
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* \param[in,out] eglImage EGL image to destroy
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*
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* Destroys the EGL image associated with a DMA-BUF texture. The OpenGL
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* texture and framebuffer objects are destroyed separately in the
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* eGLImage destructor.
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*/
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void eGL::destroyDMABufTexture(eGLImage &eglImage)
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{
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eglDestroyImage(display_, std::exchange(eglImage.image_, EGL_NO_IMAGE_KHR));
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}
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/**
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* \brief Create a 2D texture from a memory buffer
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* \param[in,out] eglImage EGL image to associate with the texture
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* \param[in] format OpenGL internal format (e.g., GL_RGB, GL_RGBA)
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* \param[in] width Texture width in pixels
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* \param[in] height Texture height in pixels
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* \param[in] data Pointer to pixel data, or nullptr for uninitialised texture
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*
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* Creates a 2D texture from a CPU-accessible memory buffer. The texture
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* is configured with nearest filtering and clamp-to-edge wrapping. This
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* is useful for uploading static data like lookup tables or uniform color
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* matrices to the GPU.
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*/
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void eGL::createTexture2D(eGLImage &eglImage, GLint format, uint32_t width, uint32_t height, void *data)
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{
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ASSERT(tid_ == Thread::currentId());
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glActiveTexture(eglImage.texture_unit_);
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glBindTexture(GL_TEXTURE_2D, eglImage.texture_);
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// Generate texture, bind, associate image to texture, configure, unbind
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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// Nearest filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Wrap to edge to avoid edge artifacts
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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/**
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* \brief Initialise the EGL context
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*
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* Sets up the EGL display, creates an OpenGL ES 2.0 context, and retrieves
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* function pointers for required extensions including:
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* - eglCreateImageKHR / eglDestroyImageKHR
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* - glEGLImageTargetTexture2DOES
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*
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* \return 0 on success, or -ENODEV on failure
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*/
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int eGL::initEGLContext()
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{
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EGLint configAttribs[] = {
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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EGLint contextAttribs[] = {
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EGL_CONTEXT_MAJOR_VERSION, 2,
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EGL_NONE
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};
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EGLint numConfigs;
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EGLConfig config;
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if (!eglBindAPI(EGL_OPENGL_ES_API)) {
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LOG(eGL, Error) << "API bind fail";
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goto fail;
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}
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display_ = eglGetPlatformDisplay(EGL_PLATFORM_SURFACELESS_MESA,
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EGL_DEFAULT_DISPLAY,
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nullptr);
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if (display_ == EGL_NO_DISPLAY) {
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LOG(eGL, Error) << "Unable to get EGL display";
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goto fail;
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}
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if (eglInitialize(display_, nullptr, nullptr) != EGL_TRUE) {
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LOG(eGL, Error) << "eglInitialize fail";
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goto fail;
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}
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LOG(eGL, Info) << "EGL: EGL_VERSION: " << eglQueryString(display_, EGL_VERSION);
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LOG(eGL, Info) << "EGL: EGL_VENDOR: " << eglQueryString(display_, EGL_VENDOR);
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LOG(eGL, Info) << "EGL: EGL_CLIENT_APIS: " << eglQueryString(display_, EGL_CLIENT_APIS);
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LOG(eGL, Info) << "EGL: EGL_EXTENSIONS: " << eglQueryString(display_, EGL_EXTENSIONS);
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eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)eglGetProcAddress("eglCreateImageKHR");
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if (!eglCreateImageKHR) {
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LOG(eGL, Error) << "eglCreateImageKHR not found";
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goto fail;
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}
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eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC)eglGetProcAddress("eglDestroyImageKHR");
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if (!eglDestroyImageKHR) {
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LOG(eGL, Error) << "eglDestroyImageKHR not found";
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goto fail;
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}
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glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES");
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if (!glEGLImageTargetTexture2DOES) {
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LOG(eGL, Error) << "glEGLImageTargetTexture2DOES not found";
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goto fail;
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}
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glGetString = (PFNGLGETSTRINGPROC)eglGetProcAddress("glGetString");
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if (!glGetString) {
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LOG(eGL, Error) << "glGetString not found";
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goto fail;
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}
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if (eglChooseConfig(display_, configAttribs, &config, 1, &numConfigs) != EGL_TRUE) {
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LOG(eGL, Error) << "eglChooseConfig fail";
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goto fail;
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}
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context_ = eglCreateContext(display_, config, EGL_NO_CONTEXT, contextAttribs);
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if (context_ == EGL_NO_CONTEXT) {
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LOG(eGL, Error) << "eglContext returned EGL_NO_CONTEXT";
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goto fail;
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}
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tid_ = Thread::currentId();
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makeCurrent();
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LOG(eGL, Info) << "EGL: GL_VERSION: " << glGetString(GL_VERSION);
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return 0;
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fail:
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return -ENODEV;
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}
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/**
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* \brief Make the EGL context current for the calling thread
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*
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* Binds the EGL context to the current thread, allowing OpenGL ES
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* operations to be performed. Must be called from the thread that
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* will perform rendering operations.
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*/
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void eGL::makeCurrent()
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{
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ASSERT(tid_ == Thread::currentId());
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if (eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, context_) != EGL_TRUE) {
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LOG(eGL, Error) << "eglMakeCurrent fail";
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}
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}
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/**
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* \brief Activate a shader program for rendering
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* \param[in] programId OpenGL program object ID
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*
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* Sets the specified program as the current rendering program. All
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* subsequent draw calls will use this program's shaders.
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*/
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void eGL::useProgram(GLuint programId)
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{
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ASSERT(tid_ == Thread::currentId());
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glUseProgram(programId);
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}
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/**
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* \brief Delete a shader program
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* \param[in] programId OpenGL program object ID
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*
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* Deletes a shader program and frees associated resources. The program
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* must not be currently in use.
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*/
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void eGL::deleteProgram(GLuint programId)
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{
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ASSERT(tid_ == Thread::currentId());
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glDeleteProgram(programId);
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}
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/**
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* \brief Add a preprocessor definition to shader environment
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* \param[in,out] shaderEnv Vector of shader environment strings
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* \param[in] str Preprocessor definition string (e.g., "#define APPLY_RGB_PARAMETERS")
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*
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* Appends a preprocessor definition to the shader environment vector.
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* These definitions are prepended to shader source code during compilation.
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*/
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void eGL::pushEnv(std::vector<std::string> &shaderEnv, const char *str)
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{
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std::string addStr = str;
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addStr.push_back('\n');
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shaderEnv.push_back(std::move(addStr));
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}
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/**
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* \brief Compile a vertex shader
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* \param[out] shaderId OpenGL shader object ID
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* \param[in] shaderData Pointer to shader source code
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* \param[in] shaderDataLen Length of shader source in bytes
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* \param[in] shaderEnv Span of preprocessor definitions to prepend
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*
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* Compiles a vertex shader from source code with optional preprocessor
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* definitions. On compilation failure, logs the shader info log.
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*
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* \return 0 on success, or -EINVAL on compilation failure
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*/
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int eGL::compileVertexShader(GLuint &shaderId, const unsigned char *shaderData,
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unsigned int shaderDataLen,
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Span<const std::string> shaderEnv)
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{
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return compileShader(GL_VERTEX_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv);
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}
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/**
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* \brief Compile a fragment shader
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* \param[out] shaderId OpenGL shader object ID
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* \param[in] shaderData Pointer to shader source code
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* \param[in] shaderDataLen Length of shader source in bytes
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* \param[in] shaderEnv Span of preprocessor definitions to prepend
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*
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* Compiles a fragment shader from source code with optional preprocessor
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* definitions. On compilation failure, logs the shader info log.
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*
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* \return 0 on success, or -EINVAL on compilation failure
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*/
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int eGL::compileFragmentShader(GLuint &shaderId, const unsigned char *shaderData,
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unsigned int shaderDataLen,
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Span<const std::string> shaderEnv)
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{
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return compileShader(GL_FRAGMENT_SHADER, shaderId, shaderData, shaderDataLen, shaderEnv);
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}
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/**
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* \brief Compile a shader of specified type
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* \param[in] shaderType GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
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* \param[out] shaderId OpenGL shader object ID
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* \param[in] shaderData Pointer to shader source code
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* \param[in] shaderDataLen Length of shader source in bytes
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* \param[in] shaderEnv Span of preprocessor definitions to prepend
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*
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* Internal helper function for shader compilation. Prepends environment
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* definitions to the shader source and compiles the shader.
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*
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* \return 0 on success, or -EINVAL on compilation failure
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*/
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int eGL::compileShader(int shaderType, GLuint &shaderId, const unsigned char *shaderData,
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unsigned int shaderDataLen,
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Span<const std::string> shaderEnv)
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{
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GLint success;
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size_t i;
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ASSERT(tid_ == Thread::currentId());
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auto count = 1 + shaderEnv.size();
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auto shaderSourceData = std::make_unique<const GLchar *[]>(count);
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auto shaderDataLengths = std::make_unique<GLint[]>(count);
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// Prefix defines before main body of shader
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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 */
|