[virglrenderer-devel] virglrenderer on gles, format conversion
Dave Airlie
airlied at gmail.com
Wed Mar 6 03:39:59 UTC 2019
On Wed, 6 Mar 2019 at 01:01, Erik Faye-Lund
<erik.faye-lund at collabora.com> wrote:
>
> When we try to do a vrend transfer from a renderable texture, we end up
> using glReadPixels to read the data. However, OpenGL ES has
> restrictions on what formats are allowed to be used for glReadPixels.
> In partcular, only GL_UNSIGNED_BYTE + GL_RGBA are guaranteed to be
> supported (for OpenGL ES 2.0; for OpenGL ES 3.x there's some other
> variants for integer and float textures - it seems we can rely on the
> destination format having at least as much range/precision as the
> source format).
>
> But vrend transfers expect no format conversion at all, they want to
> read the data verbatim.
>
> I thought the obvious choice was to modify virglrenderer to convert
> back from RGBA to the source format. After a typing out a lot of code,
> I realized that even though we have util_format_translate in
> u_format.h, the actual implementation was deleted in d01f462[1].
>
> OK, so that leaves me with a couple of choices:
>
> 1) Restore the format conversion code in virglrenderer.
> 2) Use some 3rd party pixel-format conversion code instead.
> 3) Do format-conversion back to the desired format in Mesa.
>
> I gave 1) a go by reverting the removal, but this conflicted pretty
> badly due to the 3 years of development that has happened since. It
> might be possible to continue this effort, but I also don't really like
> the idea of crash-prone format converion code in virglrenderer. You
> know, for security reasons; virglrenderer runs inside the virtual
> machine manager, which makes it pretty high priviledge code. If we
> don't do 1), I have sent a MR[2] that removes the rest of the format
> conversion, so others won't be led astray in the future.
It's likely we should just pull that in anyways, and start from a
clean base if you decide that is the best path.
I agree I don't think this could should be in the host layer if we can avoid it.
>
> I have relatively low expectations that we'd find a good fit for 3) as
> we have a very specific and *big* set of formats we need to support.
> Format conversion across APIs is often a big pain-point in my
> experience.
>
> As for 3), it's not quite as easily said as done, because we currently
> only have protocol commands for reading a format verbatim. So I guess
> we'd have to add a new format, and inform the Mesa driver that we're
> limited in what formats we support. With this approach, we don't need
> conversion code both in mesa *and* in virglrenderer, and we don't have
> to actively maintain a fork of the pixel-format code separately.
>
> I'm currently leaning towards 3) for now, but I would like input from
> the list, as I feel this is a rather important directional choice.
I think we'd need to define a list of formats we can readback, and
then somehow convince the guest mesa to do the conversions for us, it
should have all the necessary code already shouldn't it?
> I'm also intererested in if someone has some alternative approaches.
> Perhaps we could use some lower-level API (GBM? Some sort of PBuffer or
> EGLimage?) to create a lockable, linear surface of the same format,
> blit to that and read the result from there? Does something like this
> exist? If so, can we depend on this?
I'm not sure there's a nice low level generic way to do it, it's
likely we'd have to do something else for nvidia driver anyways.
Dave.
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