fix(zerocopy): unsafe fn bodies join the unsafe-proof program

#![deny(clippy::undocumented_unsafe_blocks)] never inspected the body of an
unsafe fn — operations there are not "unsafe blocks" — so roughly 20
functions' worth of raw GL/CUDA/Vulkan driver calls sat outside the
invariant the crate advertises. Concretely, that blind spot is why the
constructor-leak and teardown-ordering shapes fixed earlier in this series
could ship without ever prompting a reviewer.

#![deny(unsafe_op_in_unsafe_fn)] now closes the gap: every unsafe fn body
is an explicit unsafe block carrying a SAFETY comment that names the
caller contract it relies on (the dlopen'd CUDA wrapper table gets a
uniform forward-to-live-table proof). Mechanical; no behavior change.

(V2 from design/pf-zerocopy-sweep-handoff.md.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-28 12:59:15 +02:00
co-authored by Claude Fable 5
parent c677732c60
commit fa083f50d3
8 changed files with 862 additions and 682 deletions
+293 -261
View File
@@ -179,89 +179,98 @@ struct GlBlit {
impl GlBlit {
unsafe fn new(width: u32, height: u32) -> Result<GlBlit> {
// Declared before every GL name so it drops LAST on unwind — after the CUDA registration
// (declared below) has unregistered itself.
let mut guard = GlNameGuard::default();
let program = compile_program()?;
guard.programs.push(program);
let mut vao = 0u32;
glGenVertexArrays(1, &mut vao); // core profile needs a bound VAO for glDrawArrays
guard.vaos.push(vao);
let mut fbo = 0u32;
glGenFramebuffers(1, &mut fbo);
guard.fbos.push(fbo);
// SAFETY: caller contract (`import_inner`): the GL context and the shared CUDA context are
// current on this thread. Raw GL calls pass live locals whose pointers outlive each
// synchronous call; every created name is owned by `guard` until the struct exists.
unsafe {
// Declared before every GL name so it drops LAST on unwind — after the CUDA registration
// (declared below) has unregistered itself.
let mut guard = GlNameGuard::default();
let program = compile_program()?;
guard.programs.push(program);
let mut vao = 0u32;
glGenVertexArrays(1, &mut vao); // core profile needs a bound VAO for glDrawArrays
guard.vaos.push(vao);
let mut fbo = 0u32;
glGenFramebuffers(1, &mut fbo);
guard.fbos.push(fbo);
let mut dst_tex = 0u32;
glGenTextures(1, &mut dst_tex);
guard.textures.push(dst_tex);
glBindTexture(GL_TEXTURE_2D, dst_tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width as c_int, height as c_int);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
let mut dst_tex = 0u32;
glGenTextures(1, &mut dst_tex);
guard.textures.push(dst_tex);
glBindTexture(GL_TEXTURE_2D, dst_tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width as c_int, height as c_int);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
let mut src_tex = 0u32;
glGenTextures(1, &mut src_tex);
guard.textures.push(src_tex);
glBindTexture(GL_TEXTURE_2D, src_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
let mut src_tex = 0u32;
glGenTextures(1, &mut src_tex);
guard.textures.push(src_tex);
glBindTexture(GL_TEXTURE_2D, src_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
dst_tex,
0,
);
let status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ensure!(
status == GL_FRAMEBUFFER_COMPLETE,
"blit FBO incomplete ({status:#x})"
);
// Register the (immutable, reused) destination texture with CUDA once, and stand up the
// device-buffer pool — both per-resolution, not per-frame. Requires the CUDA context to be
// current (the caller makes it current before constructing the blit).
let registered = cuda::RegisteredTexture::register_gl(dst_tex)?;
let pool = cuda::BufferPool::new(width, height)?;
guard.defuse();
Ok(GlBlit {
program,
vao,
fbo,
dst_tex,
src_tex,
width,
height,
registered,
pool,
})
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
dst_tex,
0,
);
let status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ensure!(
status == GL_FRAMEBUFFER_COMPLETE,
"blit FBO incomplete ({status:#x})"
);
// Register the (immutable, reused) destination texture with CUDA once, and stand up the
// device-buffer pool — both per-resolution, not per-frame. Requires the CUDA context to be
// current (the caller makes it current before constructing the blit).
let registered = cuda::RegisteredTexture::register_gl(dst_tex)?;
let pool = cuda::BufferPool::new(width, height)?;
guard.defuse();
Ok(GlBlit {
program,
vao,
fbo,
dst_tex,
src_tex,
width,
height,
registered,
pool,
})
}
}
/// Bind `image` to the source texture and render it into `dst_tex`.
///
/// # Safety: the GL context is current on this thread; `image` is a valid `EGLImage`.
unsafe fn run(&self, egl_image_target: EglImageTargetFn, image: *mut c_void) -> Result<()> {
glBindTexture(GL_TEXTURE_2D, self.src_tex);
let _ = glGetError();
egl_image_target(GL_TEXTURE_2D, image);
let e = glGetError();
glBindTexture(GL_TEXTURE_2D, 0);
ensure!(e == 0, "glEGLImageTargetTexture2DOES failed ({e:#x})");
// SAFETY: caller contract (`# Safety` above): GL context current, `image` a valid EGLImage.
// Raw GL calls pass names owned by `self`, created on this same context.
unsafe {
glBindTexture(GL_TEXTURE_2D, self.src_tex);
let _ = glGetError();
egl_image_target(GL_TEXTURE_2D, image);
let e = glGetError();
glBindTexture(GL_TEXTURE_2D, 0);
ensure!(e == 0, "glEGLImageTargetTexture2DOES failed ({e:#x})");
glBindFramebuffer(GL_FRAMEBUFFER, self.fbo);
glViewport(0, 0, self.width as c_int, self.height as c_int);
glUseProgram(self.program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, self.src_tex);
glBindVertexArray(self.vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glFlush(); // submit GL work before CUDA maps the texture
Ok(())
glBindFramebuffer(GL_FRAMEBUFFER, self.fbo);
glViewport(0, 0, self.width as c_int, self.height as c_int);
glUseProgram(self.program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, self.src_tex);
glBindVertexArray(self.vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glFlush(); // submit GL work before CUDA maps the texture
Ok(())
}
}
}
@@ -319,102 +328,111 @@ struct Nv12Blit {
impl Nv12Blit {
unsafe fn new(width: u32, height: u32) -> Result<Nv12Blit> {
ensure!(
width % 2 == 0 && height % 2 == 0,
"NV12 convert needs even dimensions (got {width}x{height})"
);
// Declared before every GL name so it drops LAST on unwind — after the CUDA registrations
// (declared below) have unregistered themselves.
let mut guard = GlNameGuard::default();
let y_program = compile_program_with(FRAG_Y_SRC)?;
guard.programs.push(y_program);
let uv_program = compile_program_with(FRAG_UV_SRC)?;
guard.programs.push(uv_program);
let mut vao = 0u32;
glGenVertexArrays(1, &mut vao);
guard.vaos.push(vao);
let mut fbos = [0u32; 2];
glGenFramebuffers(2, fbos.as_mut_ptr());
guard.fbos.extend_from_slice(&fbos);
let (y_fbo, uv_fbo) = (fbos[0], fbos[1]);
// Luma target: GL_R8 at full resolution.
let mut y_tex = 0u32;
glGenTextures(1, &mut y_tex);
guard.textures.push(y_tex);
glBindTexture(GL_TEXTURE_2D, y_tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8, width as c_int, height as c_int);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Chroma target: GL_RG8 at half resolution (R=U, G=V).
let mut uv_tex = 0u32;
glGenTextures(1, &mut uv_tex);
guard.textures.push(uv_tex);
glBindTexture(GL_TEXTURE_2D, uv_tex);
glTexStorage2D(
GL_TEXTURE_2D,
1,
GL_RG8,
(width / 2) as c_int,
(height / 2) as c_int,
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Source: GL_LINEAR so the half-res UV pass averages the 2×2 chroma footprint.
let mut src_tex = 0u32;
glGenTextures(1, &mut src_tex);
guard.textures.push(src_tex);
glBindTexture(GL_TEXTURE_2D, src_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
for (fbo, tex) in [(y_fbo, y_tex), (uv_fbo, uv_tex)] {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
let status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// SAFETY: caller contract (`import_inner`): the GL context and the shared CUDA context are
// current on this thread. Raw GL calls pass live locals whose pointers outlive each
// synchronous call; every created name is owned by `guard` until the struct exists.
unsafe {
ensure!(
status == GL_FRAMEBUFFER_COMPLETE,
"NV12 blit FBO incomplete ({status:#x}) — GL_R8/GL_RG8 not renderable?"
width % 2 == 0 && height % 2 == 0,
"NV12 convert needs even dimensions (got {width}x{height})"
);
// Declared before every GL name so it drops LAST on unwind — after the CUDA registrations
// (declared below) have unregistered themselves.
let mut guard = GlNameGuard::default();
let y_program = compile_program_with(FRAG_Y_SRC)?;
guard.programs.push(y_program);
let uv_program = compile_program_with(FRAG_UV_SRC)?;
guard.programs.push(uv_program);
let mut vao = 0u32;
glGenVertexArrays(1, &mut vao);
guard.vaos.push(vao);
let mut fbos = [0u32; 2];
glGenFramebuffers(2, fbos.as_mut_ptr());
guard.fbos.extend_from_slice(&fbos);
let (y_fbo, uv_fbo) = (fbos[0], fbos[1]);
// Luma target: GL_R8 at full resolution.
let mut y_tex = 0u32;
glGenTextures(1, &mut y_tex);
guard.textures.push(y_tex);
glBindTexture(GL_TEXTURE_2D, y_tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8, width as c_int, height as c_int);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Chroma target: GL_RG8 at half resolution (R=U, G=V).
let mut uv_tex = 0u32;
glGenTextures(1, &mut uv_tex);
guard.textures.push(uv_tex);
glBindTexture(GL_TEXTURE_2D, uv_tex);
glTexStorage2D(
GL_TEXTURE_2D,
1,
GL_RG8,
(width / 2) as c_int,
(height / 2) as c_int,
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Source: GL_LINEAR so the half-res UV pass averages the 2×2 chroma footprint.
let mut src_tex = 0u32;
glGenTextures(1, &mut src_tex);
guard.textures.push(src_tex);
glBindTexture(GL_TEXTURE_2D, src_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
for (fbo, tex) in [(y_fbo, y_tex), (uv_fbo, uv_tex)] {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
let status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ensure!(
status == GL_FRAMEBUFFER_COMPLETE,
"NV12 blit FBO incomplete ({status:#x}) — GL_R8/GL_RG8 not renderable?"
);
}
// Register both convert targets with CUDA once (per-resolution), + the NV12 two-plane pool.
let y_registered = cuda::RegisteredTexture::register_gl(y_tex)?;
let uv_registered = cuda::RegisteredTexture::register_gl(uv_tex)?;
let pool = cuda::BufferPool::new_nv12(width, height)?;
guard.defuse();
Ok(Nv12Blit {
y_program,
uv_program,
vao,
y_fbo,
uv_fbo,
y_tex,
uv_tex,
src_tex,
width,
height,
y_registered,
uv_registered,
pool,
test_src_storage: false,
})
}
// Register both convert targets with CUDA once (per-resolution), + the NV12 two-plane pool.
let y_registered = cuda::RegisteredTexture::register_gl(y_tex)?;
let uv_registered = cuda::RegisteredTexture::register_gl(uv_tex)?;
let pool = cuda::BufferPool::new_nv12(width, height)?;
guard.defuse();
Ok(Nv12Blit {
y_program,
uv_program,
vao,
y_fbo,
uv_fbo,
y_tex,
uv_tex,
src_tex,
width,
height,
y_registered,
uv_registered,
pool,
test_src_storage: false,
})
}
/// Bind `image` to the source texture and run both convert passes into `y_tex`/`uv_tex`.
///
/// # Safety: the GL context is current on this thread; `image` is a valid `EGLImage`.
unsafe fn run(&self, egl_image_target: EglImageTargetFn, image: *mut c_void) -> Result<()> {
glBindTexture(GL_TEXTURE_2D, self.src_tex);
let _ = glGetError();
egl_image_target(GL_TEXTURE_2D, image);
let e = glGetError();
glBindTexture(GL_TEXTURE_2D, 0);
ensure!(e == 0, "glEGLImageTargetTexture2DOES failed ({e:#x})");
self.run_passes()
// SAFETY: caller contract (`# Safety` above): GL context current, `image` a valid EGLImage.
// Raw GL calls pass names owned by `self`, created on this same context.
unsafe {
glBindTexture(GL_TEXTURE_2D, self.src_tex);
let _ = glGetError();
egl_image_target(GL_TEXTURE_2D, image);
let e = glGetError();
glBindTexture(GL_TEXTURE_2D, 0);
ensure!(e == 0, "glEGLImageTargetTexture2DOES failed ({e:#x})");
self.run_passes()
}
}
/// Run the two convert passes from whatever is currently in `src_tex` (caller populated it).
@@ -422,25 +440,29 @@ impl Nv12Blit {
///
/// # Safety: the GL context is current on this thread.
unsafe fn run_passes(&self) -> Result<()> {
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(self.vao);
// Y pass: full-res into the R8 target.
glBindFramebuffer(GL_FRAMEBUFFER, self.y_fbo);
glViewport(0, 0, self.width as c_int, self.height as c_int);
glUseProgram(self.y_program);
glBindTexture(GL_TEXTURE_2D, self.src_tex);
glDrawArrays(GL_TRIANGLES, 0, 3);
// UV pass: half-res into the RG8 target (GL_LINEAR averages the 2×2).
glBindFramebuffer(GL_FRAMEBUFFER, self.uv_fbo);
glViewport(0, 0, (self.width / 2) as c_int, (self.height / 2) as c_int);
glUseProgram(self.uv_program);
glBindTexture(GL_TEXTURE_2D, self.src_tex);
glDrawArrays(GL_TRIANGLES, 0, 3);
// SAFETY: caller contract (`# Safety` above): GL context current. Raw GL calls pass names
// owned by `self`, created on this same context.
unsafe {
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(self.vao);
// Y pass: full-res into the R8 target.
glBindFramebuffer(GL_FRAMEBUFFER, self.y_fbo);
glViewport(0, 0, self.width as c_int, self.height as c_int);
glUseProgram(self.y_program);
glBindTexture(GL_TEXTURE_2D, self.src_tex);
glDrawArrays(GL_TRIANGLES, 0, 3);
// UV pass: half-res into the RG8 target (GL_LINEAR averages the 2×2).
glBindFramebuffer(GL_FRAMEBUFFER, self.uv_fbo);
glViewport(0, 0, (self.width / 2) as c_int, (self.height / 2) as c_int);
glUseProgram(self.uv_program);
glBindTexture(GL_TEXTURE_2D, self.src_tex);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glFlush(); // submit GL work before CUDA maps the textures
Ok(())
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glFlush(); // submit GL work before CUDA maps the textures
Ok(())
}
}
}
@@ -498,100 +520,110 @@ struct Yuv444Blit {
impl Yuv444Blit {
unsafe fn new(width: u32, height: u32) -> Result<Yuv444Blit> {
ensure!(
width % 2 == 0 && height % 2 == 0,
"YUV444 convert needs even dimensions (got {width}x{height})"
);
let full_range = std::env::var("PUNKTFUNK_444_FULLRANGE").is_ok_and(|v| v.trim() == "1");
let (y_src, u_src, v_src) = yuv444_frag_sources(full_range);
// Declared before every GL name so it drops LAST on unwind — after the CUDA registrations
// (declared below) have unregistered themselves.
let mut guard = GlNameGuard::default();
let mut programs = [0u32; 3];
for (p, src) in programs.iter_mut().zip([&y_src, &u_src, &v_src]) {
*p = compile_program_with(src)?;
guard.programs.push(*p);
}
let mut vao = 0u32;
glGenVertexArrays(1, &mut vao);
guard.vaos.push(vao);
let mut fbos = [0u32; 3];
glGenFramebuffers(3, fbos.as_mut_ptr());
guard.fbos.extend_from_slice(&fbos);
let mut texs = [0u32; 3];
glGenTextures(3, texs.as_mut_ptr());
guard.textures.extend_from_slice(&texs);
for &tex in &texs {
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8, width as c_int, height as c_int);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
// Source: LINEAR is exact at the 1:1 mapping every pass uses (texel centres), matching
// the Nv12Blit source setup.
let mut src_tex = 0u32;
glGenTextures(1, &mut src_tex);
guard.textures.push(src_tex);
glBindTexture(GL_TEXTURE_2D, src_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
for (&fbo, &tex) in fbos.iter().zip(&texs) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
let status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// SAFETY: caller contract (`import_inner`): the GL context and the shared CUDA context are
// current on this thread. Raw GL calls pass live locals whose pointers outlive each
// synchronous call; every created name is owned by `guard` until the struct exists.
unsafe {
ensure!(
status == GL_FRAMEBUFFER_COMPLETE,
"YUV444 blit FBO incomplete ({status:#x}) — GL_R8 not renderable?"
width % 2 == 0 && height % 2 == 0,
"YUV444 convert needs even dimensions (got {width}x{height})"
);
let full_range =
std::env::var("PUNKTFUNK_444_FULLRANGE").is_ok_and(|v| v.trim() == "1");
let (y_src, u_src, v_src) = yuv444_frag_sources(full_range);
// Declared before every GL name so it drops LAST on unwind — after the CUDA registrations
// (declared below) have unregistered themselves.
let mut guard = GlNameGuard::default();
let mut programs = [0u32; 3];
for (p, src) in programs.iter_mut().zip([&y_src, &u_src, &v_src]) {
*p = compile_program_with(src)?;
guard.programs.push(*p);
}
let mut vao = 0u32;
glGenVertexArrays(1, &mut vao);
guard.vaos.push(vao);
let mut fbos = [0u32; 3];
glGenFramebuffers(3, fbos.as_mut_ptr());
guard.fbos.extend_from_slice(&fbos);
let mut texs = [0u32; 3];
glGenTextures(3, texs.as_mut_ptr());
guard.textures.extend_from_slice(&texs);
for &tex in &texs {
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8, width as c_int, height as c_int);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
// Source: LINEAR is exact at the 1:1 mapping every pass uses (texel centres), matching
// the Nv12Blit source setup.
let mut src_tex = 0u32;
glGenTextures(1, &mut src_tex);
guard.textures.push(src_tex);
glBindTexture(GL_TEXTURE_2D, src_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
for (&fbo, &tex) in fbos.iter().zip(&texs) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
let status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ensure!(
status == GL_FRAMEBUFFER_COMPLETE,
"YUV444 blit FBO incomplete ({status:#x}) — GL_R8 not renderable?"
);
}
let registered = [
cuda::RegisteredTexture::register_gl(texs[0])?,
cuda::RegisteredTexture::register_gl(texs[1])?,
cuda::RegisteredTexture::register_gl(texs[2])?,
];
let pool = cuda::BufferPool::new_yuv444(width, height)?;
guard.defuse();
if full_range {
tracing::info!("YUV444 zero-copy convert: FULL range (PUNKTFUNK_444_FULLRANGE=1)");
}
Ok(Yuv444Blit {
programs,
vao,
fbos,
texs,
src_tex,
width,
height,
registered,
pool,
})
}
let registered = [
cuda::RegisteredTexture::register_gl(texs[0])?,
cuda::RegisteredTexture::register_gl(texs[1])?,
cuda::RegisteredTexture::register_gl(texs[2])?,
];
let pool = cuda::BufferPool::new_yuv444(width, height)?;
guard.defuse();
if full_range {
tracing::info!("YUV444 zero-copy convert: FULL range (PUNKTFUNK_444_FULLRANGE=1)");
}
Ok(Yuv444Blit {
programs,
vao,
fbos,
texs,
src_tex,
width,
height,
registered,
pool,
})
}
/// Bind `image` to the source texture and run the three plane passes.
///
/// # Safety: the GL context is current on this thread; `image` is a valid `EGLImage`.
unsafe fn run(&self, egl_image_target: EglImageTargetFn, image: *mut c_void) -> Result<()> {
glBindTexture(GL_TEXTURE_2D, self.src_tex);
let _ = glGetError();
egl_image_target(GL_TEXTURE_2D, image);
let e = glGetError();
glBindTexture(GL_TEXTURE_2D, 0);
ensure!(e == 0, "glEGLImageTargetTexture2DOES failed ({e:#x})");
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(self.vao);
for (&fbo, &program) in self.fbos.iter().zip(&self.programs) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, self.width as c_int, self.height as c_int);
glUseProgram(program);
// SAFETY: caller contract (`# Safety` above): GL context current, `image` a valid EGLImage.
// Raw GL calls pass names owned by `self`, created on this same context.
unsafe {
glBindTexture(GL_TEXTURE_2D, self.src_tex);
glDrawArrays(GL_TRIANGLES, 0, 3);
let _ = glGetError();
egl_image_target(GL_TEXTURE_2D, image);
let e = glGetError();
glBindTexture(GL_TEXTURE_2D, 0);
ensure!(e == 0, "glEGLImageTargetTexture2DOES failed ({e:#x})");
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(self.vao);
for (&fbo, &program) in self.fbos.iter().zip(&self.programs) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, self.width as c_int, self.height as c_int);
glUseProgram(program);
glBindTexture(GL_TEXTURE_2D, self.src_tex);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glFlush(); // submit GL work before CUDA maps the textures
Ok(())
}
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glFlush(); // submit GL work before CUDA maps the textures
Ok(())
}
}