[Mesa-dev] EGL: Question about deferred context and surface destroy
Tapani Pälli
tapani.palli at intel.com
Fri Apr 28 05:08:57 UTC 2017
On 04/28/2017 08:05 AM, Tapani Pälli wrote:
>
>
> On 04/27/2017 06:59 PM, Mike Gorchak wrote:
>> Hi Tapani,
>>
>> Could you please do modification like I suggested to eglut library and
>> check how it is going?
>>
>> I'm asking because I see following code:
>>
>> EGLBoolean EGLAPIENTRY
>> eglDestroySurface(EGLDisplay dpy, EGLSurface surface)
>> {
>> _EGLDisplay *disp = _eglLockDisplay(dpy);
>> _EGLSurface *surf = _eglLookupSurface(surface, disp);
>> _EGLDriver *drv;
>> EGLBoolean ret;
>>
>> _EGL_FUNC_START(disp, EGL_OBJECT_SURFACE_KHR, surf, EGL_FALSE);
>> _EGL_CHECK_SURFACE(disp, surf, EGL_FALSE, drv);
>> _eglUnlinkSurface(surf);
>> ret = drv->API.DestroySurface(drv, disp, surf);
>>
>> RETURN_EGL_EVAL(disp, ret);
>> }
>>
>> It does explicit call to _eglUnlinkSurface(surf) without any
>> conditions which unlinks Surface from current Display and then if we
>> re-use this surface, for example, in eglSwapBuffer() it return
>> EGL_BAD_SURFACE, because _eglCheckSurface() will return error (NULL).
>> This surface was unlinked from Display, but not yet destroyed.
>
> ok, so in the driver side we do handle refcount but the API side has
> called _eglUnlinkSurface ... yeah, this looks a bit weird, I'll try to
> think of an example for this.
>
> I did not quite get your eglut proposal, I believe in that one I will be
> destroying surface and context since no other thread has them current at
> that point. I should have 2 threads where both have made surface current
> and then destroy surface in another and make sure surface is still
> usable in another, right?
Sorry nope, now I got it. You mean surface should survive because it is
still current at same thread.
>
>> Same applies for Context resource.
>>
>> Thank you!
>>
>> On Thu, Apr 27, 2017 at 2:37 AM, Tapani Pälli <tapani.palli at intel.com
>> <mailto:tapani.palli at intel.com>> wrote:
>>
>>
>>
>> On 04/26/2017 05:08 PM, Mike Gorchak wrote:
>>
>> Hi Tapani,
>>
>> Sure, I can share them, but they are QNX based. And as far as I
>> remember it was an issue in the past :)
>>
>>
>> I thought to ask because there are some multithread dEQP EGL tests
>> around this and they are passing at the moment.
>>
>> Surface and context reference counts are incremented in
>> _eglBindContext that gets called during makecurrent. Surface count
>> decrements via _eglPutSurface and _eglPutContext calls. AFAIK
>> everything looks OK.
>>
>>
>> I think the simplest way for you is to add following calls to
>> function eglutCreateWindow():
>>
>>
>> https://cgit.freedesktop.org/mesa/demos/tree/src/egl/eglut/eglut.c#n321
>>
>> <https://cgit.freedesktop.org/mesa/demos/tree/src/egl/eglut/eglut.c#n321>
>>
>> |if (!eglMakeCurrent(_eglut->dpy, win->surface, win->surface,
>> win->context)) _eglutFatal("failed to make window current");|
>>
>> to
>>
>> |if (!eglMakeCurrent(_eglut->dpy, win->surface, win->surface,
>> win->context)) _eglutFatal("failed to make window current");
>> |
>>
>> |||eglDestroySurface(|||_eglut->dpy, ||||win->surface|);|
>>
>> |eglDestroyContext||(||||_eglut->dpy, ||||win->context||);|
>>
>> And then run GLES 1.x gears for example. According to EGL
>> specification, these Destroy calls should be delayed till
>> surface and context is not current in any thread. Perhaps I
>> understand specification too literally, that's why I'm asking
>> rather than reporting it as a bug.
>>
>> Thank you!
>>
>>
>> On Wed, Apr 26, 2017 at 2:09 AM, Tapani Pälli
>> <tapani.palli at intel.com <mailto:tapani.palli at intel.com>
>> <mailto:tapani.palli at intel.com <mailto:tapani.palli at intel.com>>>
>> wrote:
>>
>> On 04/25/2017 10:20 PM, Mike Gorchak wrote:
>>
>> Hi all,
>>
>> During a quick tests of latest Mesa3D versions at
>> different
>> branches 12.x, 13.x, 17.x we have found that deferred
>> context and
>> surface destroy doesn't work properly.
>>
>>
>> What kind of test case are you using, could you share this?
>>
>> According to docs:
>>
>> https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglDestroySurface.xhtml
>>
>>
>> <https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglDestroySurface.xhtml>
>>
>>
>> <https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglDestroySurface.xhtml
>>
>>
>> <https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglDestroySurface.xhtml>>
>>
>>
>> Description
>> If the EGL surface is not current to any thread,
>> eglDestroySurface
>> destroys it immediately. Otherwise, surface is
>> destroyed when it
>> becomes not current to any thread. Furthermore,
>> resources
>> associated with a pbuffer surface are not released
>> until all color
>> buffers of that pbuffer bound to a texture object have
>> been released.
>>
>> Same for context destroy:
>>
>> https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglDestroyContext.xhtml
>>
>>
>> <https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglDestroyContext.xhtml>
>>
>>
>> <https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglDestroyContext.xhtml
>>
>>
>> <https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglDestroyContext.xhtml>>
>>
>>
>> Description
>> If the EGL rendering context is not current to any
>> thread,
>> eglDestroyContext destroys it immediately. Otherwise,
>> context is
>> destroyed when it becomes not current to any thread.
>>
>> Should this behavior be handled at EGL common DRI2
>> level or DRI2
>> platform driver level or it should be handled by EGL
>> itself? I can
>> see some refcounts implemented for EGL surfaces,
>> buteglMakeCurrent
>> seems don't increment them for surfaces and contexts.
>>
>> Thanks!
>>
>>
>>
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>>
>>
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