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Re: [PATCH v2 00/12] GL & D-Bus display related fixes


From: Marc-André Lureau
Subject: Re: [PATCH v2 00/12] GL & D-Bus display related fixes
Date: Thu, 17 Feb 2022 21:36:32 +0400

Hi

On Thu, Feb 17, 2022 at 9:25 PM Akihiko Odaki <akihiko.odaki@gmail.com> wrote:
On Fri, Feb 18, 2022 at 2:07 AM Marc-André Lureau
<marcandre.lureau@gmail.com> wrote:
>
> Hi
>
> On Thu, Feb 17, 2022 at 8:39 PM Akihiko Odaki <akihiko.odaki@gmail.com> wrote:
>>
>> On Fri, Feb 18, 2022 at 1:12 AM Marc-André Lureau
>> <marcandre.lureau@gmail.com> wrote:
>> >
>> > Hi
>> >
>> > On Thu, Feb 17, 2022 at 5:09 PM Akihiko Odaki <akihiko.odaki@gmail.com> wrote:
>> >>
>> >> On Thu, Feb 17, 2022 at 8:58 PM <marcandre.lureau@redhat.com> wrote:
>> >> >
>> >> > From: Marc-André Lureau <marcandre.lureau@redhat.com>
>> >> >
>> >> > Hi,
>> >> >
>> >> > In the thread "[PATCH 0/6] ui/dbus: Share one listener for a console", Akihiko
>> >> > Odaki reported a number of issues with the GL and D-Bus display. His series
>> >> > propose a different design, and reverting some of my previous generic console
>> >> > changes to fix those issues.
>> >> >
>> >> > However, as I work through the issue so far, they can be solved by reasonable
>> >> > simple fixes while keeping the console changes generic (not specific to the
>> >> > D-Bus display backend). I belive a shared infrastructure is more beneficial long
>> >> > term than having GL-specific code in the DBus code (in particular, the
>> >> > egl-headless & VNC combination could potentially use it)
>> >> >
>> >> > Thanks a lot Akihiko for reporting the issues proposing a different approach!
>> >> > Please test this alternative series and let me know of any further issues. My
>> >> > understanding is that you are mainly concerned with the Cocoa backend, and I
>> >> > don't have a way to test it, so please check it. If necessary, we may well have
>> >> > to revert my earlier changes and go your way, eventually.
>> >> >
>> >> > Marc-André Lureau (12):
>> >> >   ui/console: fix crash when using gl context with non-gl listeners
>> >> >   ui/console: fix texture leak when calling surface_gl_create_texture()
>> >> >   ui: do not create a surface when resizing a GL scanout
>> >> >   ui/console: move check for compatible GL context
>> >> >   ui/console: move dcl compatiblity check to a callback
>> >> >   ui/console: egl-headless is compatible with non-gl listeners
>> >> >   ui/dbus: associate the DBusDisplayConsole listener with the given
>> >> >     console
>> >> >   ui/console: move console compatibility check to dcl_display_console()
>> >> >   ui/shader: fix potential leak of shader on error
>> >> >   ui/shader: free associated programs
>> >> >   ui/console: add a dpy_gfx_switch callback helper
>> >> >   ui/dbus: fix texture sharing
>> >> >
>> >> >  include/ui/console.h |  19 ++++---
>> >> >  ui/dbus.h            |   3 ++
>> >> >  ui/console-gl.c      |   4 ++
>> >> >  ui/console.c         | 119 ++++++++++++++++++++++++++-----------------
>> >> >  ui/dbus-console.c    |  27 +++++-----
>> >> >  ui/dbus-listener.c   |  11 ----
>> >> >  ui/dbus.c            |  33 +++++++++++-
>> >> >  ui/egl-headless.c    |  17 ++++++-
>> >> >  ui/gtk.c             |  18 ++++++-
>> >> >  ui/sdl2.c            |   9 +++-
>> >> >  ui/shader.c          |   9 +++-
>> >> >  ui/spice-display.c   |   9 +++-
>> >> >  12 files changed, 192 insertions(+), 86 deletions(-)
>> >> >
>> >> > --
>> >> > 2.34.1.428.gdcc0cd074f0c
>> >> >
>> >> >
>> >>
>> >> You missed only one thing:
>> >> >- that console_select and register_displaychangelistener may not call
>> >> > dpy_gfx_switch and call dpy_gl_scanout_texture instead. It is
>> >> > incompatible with non-OpenGL displays
>> >>
>> >> displaychangelistener_display_console always has to call
>> >> dpy_gfx_switch for non-OpenGL displays, but it still doesn't.
>> >
>> >
>> > Ok, would that be what you have in mind?
>> >
>> >  --- a/ui/console.c
>> > +++ b/ui/console.c
>> > @@ -1122,6 +1122,10 @@ static void displaychangelistener_display_console(DisplayChangeListener *dcl,
>> >      } else if (con->scanout.kind == SCANOUT_SURFACE) {
>> >          dpy_gfx_create_texture(con, con->surface);
>> >          displaychangelistener_gfx_switch(dcl, con->surface);
>> > +    } else {
>> > +        /* use the fallback surface, egl-headless keeps it updated */
>> > +        assert(con->surface);
>> > +        displaychangelistener_gfx_switch(dcl, con->surface);
>> >      }
>>
>> It should call displaychangelistener_gfx_switch even when e.g.
>> con->scanout.kind == SCANOUT_TEXTURE. egl-headless renders the content
>> to the last DisplaySurface it received while con->scanout.kind ==
>> SCANOUT_TEXTURE.
>
>
> I see, egl-headless is really not a "listener".
>
>>
>> >
>> > I wish such egl-headless specific code would be there, but we would need more refactoring.
>> >
>> > I think I would rather have a backend split for GL context, like "-object egl-context". egl-headless-specific copy code would be handled by common/util code for anything that wants a pixman surface (VNC, screen capture, non-GL display etc).
>> >
>> > This split would allow sharing the context code, and introduce other system specific GL initialization, such as WGL etc. Right now, I doubt the EGL code works on anything but Linux.
>>
>> Sharing the context code is unlikely to happen. Usually the toolkit
>> (GTK, SDL, or Cocoa in my fork) knows what graphics accelerator should
>> be used and how the context should be created for a particular window.
>> The context sharing can be achieved only for headless displays, namely
>> dbus, egl-headless and spice. Few people would want to use them in
>> combination.
>
>
> Ok for toolkits, they usually have their own context. But ideally, qemu should be "headless". And the GL contexts should be working on other systems than EGL Linux.
>
> Any of the spice, vnc, dbus display etc may legitimately be fixed to work with WGL etc. Doing this repeatedly on the various display backends would be bad design.

We already have ui/egl-context.c to share the code for EGL. We can
have ui/headless-context.c or something which creates a context for
headless but the implementation can be anything proper there. It
doesn't require modifying ui/console.c or adding something like
"-object egl-context".

Agree, as long as you have only a single context provider per system.  But that's not my experience with GL in the past. Maybe this is true today.


>
> Although my idea is that display servers (spice, vnc, rdp, etc) & various UI (gtk, cocoa, sdl, etc) should be outside of qemu. The display would use IPC, based on DBus if it fits the job, or something else if necessary. Obviously, there is still a lot of work to do to improve surface & texture sharing and portability, but that should be possible...

Maybe we can rework the present UIs of QEMU to make them compatible
with both in-process communication and D-Bus inter-process
communication. If the user has a requirement incompatible with IPC
(e.g. OpenGL on macOS), the user can opt for in-process communication.
D-Bus would be used otherwise. (Of course that would require
substantial effort.)

That should be possible, as long the IPC is very close to the inner qemu API, we could have an IPC-based display code turned into a shared library instead and run in process. Although I think that would limit the kind of UI you can expect (it would be a bare display, like qemu-display today, not something that would bring you a full user-friendly UI, virt-manager/Boxes kind)

 
>
>>
>>
>> >
>> >>
>> >> Anything else should be addressed with this patch series. (And it also
>> >> has nice fixes for shader leaks.)
>> >
>> >
>> > thanks
>> >
>> >>
>> >>
>> >> cocoa doesn't have OpenGL output and egl-headless, the cause of many
>> >> pains addressed here, does not work on macOS so you need little
>> >> attention. I have an out-of-tree OpenGL support for cocoa but it is
>> >> out-of-tree anyway and I can fix it anytime.
>> >
>> >
>> > Great!
>> >
>> > btw, I suppose you checked your DBus changes against the WIP "qemu-display" project. What was your experience? I don't think many people have tried it yet. Do you think this could be made to work on macOS? at least the non-dmabuf support should work, as long as Gtk4 has good macOS support. I don't know if dmabuf or similar exist there, any idea?
>>
>> I tested it on Fedora. I think it would probably work on macOS but
>> maybe require some tweaks. IOSurface is a counterpart of DMA-BUF in
>> macOS but its situation is bad; it must be delivered via macOS's own
>> IPC mechanisms (Mach port and XPC), but they are for server-client
>> model and not for P2P. fileport mechanism allows to convert Mach port
>> to file descriptor, but it is not documented. (In reality, I think all
>> of the major browsers, Chromium, Firefox and Safari use fileport for
>> this purpose. Apple should really document it if they use it for their
>> app.) It is also possible to share IOSurface with a global number, but
>> it can be brute-forced and is insecure.
>>
>
> Thanks, the Gtk developers might have some clue. They have been working on improving macOS support, and it can use opengl now (https://blogs.gnome.org/chergert/2020/12/15/gtk-4-got-a-new-macos-backend-now-with-opengl/).

They don't need IPC for passing textures so that is a different story.

Yes but they have web-engine and video decoding concerns (beside qemu/dmabuf gtk display they should be aware of).  I'll try to reach Christian about it.
 
thanks


>
>>
>> Regards,
>> Akihiko Odaki
>>
>> >
>> >
>> > --
>> > Marc-André Lureau
>
>
>
> --
> Marc-André Lureau


--
Marc-André Lureau

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