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The Linux zero-copy tiled-GL path can now produce NV12 (BT.709 limited range) on the GPU and feed NVENC native YUV, deleting NVENC's internal RGB->YUV CSC — which runs on the SM/3D-compute engine a saturating game pins at 100% (the game-vs-encode contention headache). Windows already does this via the D3D11 video processor; this closes the Linux gap. See docs/host-latency-plan.md §2A. Gated behind PUNKTFUNK_NV12 (default OFF → the RGB/BGRx path is byte-for-byte unchanged; zero regression). Only the tiled EGL/GL path converts; the LINEAR/Vulkan-bridge (gamescope) path stays RGB. - zerocopy/egl.rs: Nv12Blit — BT.709 limited Y pass (R8, full-res) + UV pass (RG8, half-res, GL_LINEAR 2x2 average); both CUDA-registered; import_nv12. - zerocopy/cuda.rs: two-plane DeviceBuffer (Y W*H@1B + interleaved UV (W/2)*2 x H/2), paired Y+UV pool, copy_mapped_nv12 + copy_nv12_to_device, on the per-thread priority stream (dmabuf-recycle sync preserved). - encode/linux.rs: nvenc_input(Nv12)->NV12; submit_cuda copies two planes into NVENC's surface; VUI signalled BT.709 limited (colorspace/range/primaries/trc). - capture/linux.rs: gate (PUNKTFUNK_NV12 && tiled), report format Nv12. - main.rs + zerocopy/mod.rs: `nv12-selftest` subcommand. Validated on RTX 5070 Ti two ways: (1) nv12-selftest — synthetic RGBA->NV12 round-trip vs a BT.709 reference, max abs error Y=0.56/U=0.33/V=0.26 LSB; (2) live capture->NV12->NVENC->decode of animated red content matches the RGB path's colour (avg RGB 230,18,18 vs 231,18,20). build/clippy/fmt green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
834 lines
34 KiB
Rust
834 lines
34 KiB
Rust
//! EGL side of the zero-copy path: open a headless EGLDisplay on the NVIDIA GPU (GBM platform on
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||
//! the render node) and import a PipeWire dmabuf as an `EGLImage` with `EGL_LINUX_DMA_BUF_EXT`.
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//! The DRM format **modifier** is mandatory on NVIDIA (its buffers are tiled; importing without
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//! the modifier yields a corrupt image or `EGL_BAD_MATCH`).
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//!
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//! Desktop NVIDIA can't register a dmabuf `EGLImage` with CUDA directly — `cuGraphicsEGLRegisterImage`
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//! is Tegra-only and `cuGraphicsGLRegisterImage` rejects EGLImage-backed textures (their internal
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//! format is opaque). So we follow OBS/Sunshine: bind the `EGLImage` to a GL texture
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//! (`glEGLImageTargetTexture2DOES`), render it through a fullscreen-triangle shader into a plain
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//! immutable `GL_RGBA8` texture (de-tiling and swizzling to the BGRx the encoder wants), then
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//! register *that* texture with CUDA ([`MappedTexture`]) and copy it device-to-device into an
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//! owned [`DeviceBuffer`] so the dmabuf can be returned to the compositor immediately.
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#![allow(non_upper_case_globals)]
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use super::cuda::{self, DeviceBuffer};
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use anyhow::{bail, ensure, Context as _, Result};
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use khronos_egl as egl;
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use std::os::raw::{c_int, c_void};
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// EGL_EXT_image_dma_buf_import / _modifiers + platform enums (not defined by khronos-egl).
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const EGL_LINUX_DMA_BUF_EXT: egl::Enum = 0x3270;
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const EGL_PLATFORM_GBM_KHR: egl::Enum = 0x31D7;
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const EGL_LINUX_DRM_FOURCC_EXT: egl::Attrib = 0x3271;
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const EGL_DMA_BUF_PLANE0_FD_EXT: egl::Attrib = 0x3272;
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const EGL_DMA_BUF_PLANE0_OFFSET_EXT: egl::Attrib = 0x3273;
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const EGL_DMA_BUF_PLANE0_PITCH_EXT: egl::Attrib = 0x3274;
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const EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT: egl::Attrib = 0x3443;
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const EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT: egl::Attrib = 0x3444;
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const GL_TEXTURE_2D: u32 = 0x0DE1;
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const GL_TEXTURE_MIN_FILTER: u32 = 0x2801;
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const GL_TEXTURE_MAG_FILTER: u32 = 0x2800;
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const GL_LINEAR: c_int = 0x2601;
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const GL_NEAREST: c_int = 0x2600;
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const GL_RGBA8: u32 = 0x8058;
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// Single/dual-channel 8-bit formats for the NV12 convert targets: R8 luma (full-res),
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// RG8 interleaved chroma (half-res). The `_RED`/`_RG` enums are the matching client formats.
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const GL_R8: u32 = 0x8229;
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const GL_RG8: u32 = 0x822B;
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// Client pixel format/type for texture uploads (self-test only): RGBA bytes.
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const GL_RGBA: u32 = 0x1908;
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const GL_UNSIGNED_BYTE: u32 = 0x1401;
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const GL_FRAMEBUFFER: u32 = 0x8D40;
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const GL_COLOR_ATTACHMENT0: u32 = 0x8CE0;
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const GL_FRAMEBUFFER_COMPLETE: u32 = 0x8CD5;
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const GL_TEXTURE0: u32 = 0x84C0;
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const GL_TRIANGLES: u32 = 0x0004;
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const GL_VERTEX_SHADER: u32 = 0x8B31;
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const GL_FRAGMENT_SHADER: u32 = 0x8B30;
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const GL_COMPILE_STATUS: u32 = 0x8B81;
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const GL_LINK_STATUS: u32 = 0x8B82;
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// libglvnd's libGL dispatches these to the NVIDIA driver based on the current EGL/GL context.
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#[link(name = "GL")]
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extern "C" {
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fn glGenTextures(n: c_int, textures: *mut u32);
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fn glBindTexture(target: u32, texture: u32);
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fn glTexParameteri(target: u32, pname: u32, param: c_int);
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fn glDeleteTextures(n: c_int, textures: *const u32);
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fn glTexStorage2D(target: u32, levels: c_int, internalformat: u32, width: c_int, height: c_int);
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fn glGetError() -> u32;
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fn glGenFramebuffers(n: c_int, framebuffers: *mut u32);
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fn glDeleteFramebuffers(n: c_int, framebuffers: *const u32);
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fn glBindFramebuffer(target: u32, framebuffer: u32);
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fn glFramebufferTexture2D(
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target: u32,
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attachment: u32,
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textarget: u32,
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texture: u32,
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level: c_int,
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);
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fn glCheckFramebufferStatus(target: u32) -> u32;
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fn glViewport(x: c_int, y: c_int, width: c_int, height: c_int);
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fn glGenVertexArrays(n: c_int, arrays: *mut u32);
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fn glDeleteVertexArrays(n: c_int, arrays: *const u32);
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fn glBindVertexArray(array: u32);
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fn glDrawArrays(mode: u32, first: c_int, count: c_int);
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fn glActiveTexture(texture: u32);
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fn glUseProgram(program: u32);
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fn glFlush();
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fn glCreateShader(shader_type: u32) -> u32;
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fn glShaderSource(shader: u32, count: c_int, string: *const *const i8, length: *const c_int);
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fn glCompileShader(shader: u32);
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fn glGetShaderiv(shader: u32, pname: u32, params: *mut c_int);
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fn glDeleteShader(shader: u32);
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fn glCreateProgram() -> u32;
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fn glAttachShader(program: u32, shader: u32);
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fn glLinkProgram(program: u32);
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fn glGetProgramiv(program: u32, pname: u32, params: *mut c_int);
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fn glGetUniformLocation(program: u32, name: *const i8) -> c_int;
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fn glUniform1i(location: c_int, v0: c_int);
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fn glDeleteProgram(program: u32);
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fn glTexSubImage2D(
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target: u32,
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level: c_int,
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xoffset: c_int,
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yoffset: c_int,
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width: c_int,
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height: c_int,
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format: u32,
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type_: u32,
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pixels: *const c_void,
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);
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}
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#[link(name = "gbm")]
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extern "C" {
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fn gbm_create_device(fd: c_int) -> *mut c_void;
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fn gbm_device_destroy(device: *mut c_void);
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}
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/// `glEGLImageTargetTexture2DOES(target, EGLImage)` — loaded via `eglGetProcAddress`.
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type EglImageTargetFn = unsafe extern "system" fn(u32, *mut c_void);
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// Fullscreen-triangle blit: sample the dmabuf EGLImage texture and write it (swizzled to BGRA,
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// to match the BGRx the encoder expects) into a normal GL_RGBA8 texture that CUDA *can* register.
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const VERT_SRC: &[u8] = b"#version 330 core\nout vec2 v_tex;\nvoid main(){vec2 p=vec2(float((gl_VertexID<<1)&2),float(gl_VertexID&2));v_tex=p;gl_Position=vec4(p*2.0-1.0,0.0,1.0);}\n";
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const FRAG_SRC: &[u8] = b"#version 330 core\nuniform sampler2D image;\nin vec2 v_tex;\nout vec4 o_color;\nvoid main(){o_color=texture(image,v_tex).bgra;}\n";
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// NV12 BT.709 LIMITED-range convert from full-range RGB in [0,1]. Two passes share `VERT_SRC` and
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// the same source texture (the de-tiled dmabuf):
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// Y pass → GL_R8 luma, full-res: Y = (16 + 219·(0.2126R+0.7152G+0.0722B))/255
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// UV pass → GL_RG8 chroma, half-res (GL_LINEAR averages the 2×2 footprint):
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// U = (128 + 224·(-0.1146R-0.3854G+0.5000B))/255 → R channel
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// V = (128 + 224·( 0.5000R-0.4542G-0.0458B))/255 → G channel
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// RG8's (R=U, G=V) byte order matches NV12's interleaved [U,V]. All outputs clamped to [0,1].
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// Matches the Windows VideoConverter (BT.709, limited/studio range) so the two hosts look identical.
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const FRAG_Y_SRC: &[u8] = b"#version 330 core\nuniform sampler2D image;\nin vec2 v_tex;\nout vec4 o_color;\nvoid main(){vec3 c=texture(image,v_tex).rgb;float Y=(16.0+219.0*(0.2126*c.r+0.7152*c.g+0.0722*c.b))/255.0;o_color=vec4(clamp(Y,0.0,1.0),0.0,0.0,1.0);}\n";
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const FRAG_UV_SRC: &[u8] = b"#version 330 core\nuniform sampler2D image;\nin vec2 v_tex;\nout vec4 o_color;\nvoid main(){vec3 c=texture(image,v_tex).rgb;float U=(128.0+224.0*(-0.1146*c.r-0.3854*c.g+0.5000*c.b))/255.0;float V=(128.0+224.0*(0.5000*c.r-0.4542*c.g-0.0458*c.b))/255.0;o_color=vec4(clamp(U,0.0,1.0),clamp(V,0.0,1.0),0.0,1.0);}\n";
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unsafe fn compile_shader(kind: u32, src: &[u8]) -> Result<u32> {
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let sh = glCreateShader(kind);
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ensure!(sh != 0, "glCreateShader failed");
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let ptr = src.as_ptr() as *const i8;
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let len = src.len() as c_int;
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glShaderSource(sh, 1, &ptr, &len);
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glCompileShader(sh);
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let mut ok: c_int = 0;
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glGetShaderiv(sh, GL_COMPILE_STATUS, &mut ok);
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if ok == 0 {
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glDeleteShader(sh);
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bail!("GL shader compile failed");
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}
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Ok(sh)
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}
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/// Compile+link the fullscreen-triangle program with fragment source `frag` and bind its `image`
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/// sampler to texture unit 0.
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unsafe fn compile_program_with(frag: &[u8]) -> Result<u32> {
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let vs = compile_shader(GL_VERTEX_SHADER, VERT_SRC)?;
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let fs = compile_shader(GL_FRAGMENT_SHADER, frag)?;
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let prog = glCreateProgram();
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glAttachShader(prog, vs);
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glAttachShader(prog, fs);
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glLinkProgram(prog);
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glDeleteShader(vs);
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glDeleteShader(fs);
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let mut ok: c_int = 0;
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glGetProgramiv(prog, GL_LINK_STATUS, &mut ok);
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ensure!(ok != 0, "GL program link failed");
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glUseProgram(prog);
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let loc = glGetUniformLocation(prog, c"image".as_ptr());
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if loc >= 0 {
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glUniform1i(loc, 0); // sampler -> texture unit 0
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}
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glUseProgram(0);
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Ok(prog)
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}
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unsafe fn compile_program() -> Result<u32> {
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compile_program_with(FRAG_SRC)
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}
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/// Per-size GL machinery to blit a dmabuf EGLImage into a CUDA-registrable `GL_RGBA8` texture.
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struct GlBlit {
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program: u32,
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vao: u32,
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fbo: u32,
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/// CUDA-registrable destination (immutable GL_RGBA8).
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dst_tex: u32,
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/// Source texture re-targeted to each frame's EGLImage.
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src_tex: u32,
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width: u32,
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height: u32,
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/// `dst_tex` registered with CUDA once (not per frame); mapped+copied each frame.
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registered: cuda::RegisteredTexture,
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/// Recycled CUDA device buffers (the imported frames handed to the encoder).
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pool: cuda::BufferPool,
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}
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impl GlBlit {
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unsafe fn new(width: u32, height: u32) -> Result<GlBlit> {
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let program = compile_program()?;
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let mut vao = 0u32;
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glGenVertexArrays(1, &mut vao); // core profile needs a bound VAO for glDrawArrays
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let mut fbo = 0u32;
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glGenFramebuffers(1, &mut fbo);
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let mut dst_tex = 0u32;
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glGenTextures(1, &mut dst_tex);
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glBindTexture(GL_TEXTURE_2D, dst_tex);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width as c_int, height as c_int);
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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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||
|
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let mut src_tex = 0u32;
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glGenTextures(1, &mut src_tex);
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glBindTexture(GL_TEXTURE_2D, src_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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||
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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||
glFramebufferTexture2D(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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dst_tex,
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0,
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||
);
|
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let status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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ensure!(
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status == GL_FRAMEBUFFER_COMPLETE,
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"blit FBO incomplete ({status:#x})"
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);
|
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// Register the (immutable, reused) destination texture with CUDA once, and stand up the
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// device-buffer pool — both per-resolution, not per-frame. Requires the CUDA context to be
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// current (the caller makes it current before constructing the blit).
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let registered = cuda::RegisteredTexture::register_gl(dst_tex)?;
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let pool = cuda::BufferPool::new(width, height)?;
|
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Ok(GlBlit {
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program,
|
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vao,
|
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fbo,
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dst_tex,
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src_tex,
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width,
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height,
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||
registered,
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pool,
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||
})
|
||
}
|
||
|
||
/// Bind `image` to the source texture and render it into `dst_tex`.
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||
///
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||
/// # 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<()> {
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glBindTexture(GL_TEXTURE_2D, self.src_tex);
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||
let _ = glGetError();
|
||
egl_image_target(GL_TEXTURE_2D, image);
|
||
let e = glGetError();
|
||
glBindTexture(GL_TEXTURE_2D, 0);
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||
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);
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||
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(())
|
||
}
|
||
}
|
||
|
||
/// Per-size GL machinery to convert a dmabuf EGLImage into an NV12 (BT.709 limited-range) pair —
|
||
/// the [`GlBlit`] analogue for the `PUNKTFUNK_NV12` path. Two passes share `src_tex`: a full-res Y
|
||
/// pass into a CUDA-registrable `GL_R8` texture and a half-res UV pass into a `GL_RG8` texture.
|
||
/// Feeding NVENC native NV12 deletes its internal RGB→YUV CSC (which otherwise runs on the SM that a
|
||
/// saturating game pins at 100%); the convert here replaces the BGRx swizzle [`GlBlit`] did, at ~the
|
||
/// same 3D cost.
|
||
struct Nv12Blit {
|
||
y_program: u32,
|
||
uv_program: u32,
|
||
vao: u32,
|
||
y_fbo: u32,
|
||
uv_fbo: u32,
|
||
/// CUDA-registrable luma target (immutable `GL_R8`, W×H).
|
||
y_tex: u32,
|
||
/// CUDA-registrable chroma target (immutable `GL_RG8`, W/2 × H/2).
|
||
uv_tex: u32,
|
||
/// Source texture re-targeted to each frame's EGLImage. `GL_LINEAR` so the UV pass averages 2×2.
|
||
src_tex: u32,
|
||
width: u32,
|
||
height: u32,
|
||
y_registered: cuda::RegisteredTexture,
|
||
uv_registered: cuda::RegisteredTexture,
|
||
/// Recycled NV12 device buffers (two-plane) handed to the encoder.
|
||
pool: cuda::BufferPool,
|
||
/// Self-test only: whether `src_tex` has had immutable RGBA8 storage allocated for the upload
|
||
/// path (the live path retargets `src_tex` via EGLImage instead, never allocating storage).
|
||
test_src_storage: bool,
|
||
}
|
||
|
||
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})"
|
||
);
|
||
let y_program = compile_program_with(FRAG_Y_SRC)?;
|
||
let uv_program = compile_program_with(FRAG_UV_SRC)?;
|
||
let mut vao = 0u32;
|
||
glGenVertexArrays(1, &mut vao);
|
||
let mut fbos = [0u32; 2];
|
||
glGenFramebuffers(2, fbos.as_mut_ptr());
|
||
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);
|
||
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);
|
||
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);
|
||
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)?;
|
||
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()
|
||
}
|
||
|
||
/// Run the two convert passes from whatever is currently in `src_tex` (caller populated it).
|
||
/// Shared by [`run`](Self::run) (EGLImage source) and the self-test (uploaded RGBA source).
|
||
///
|
||
/// # 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);
|
||
|
||
glBindVertexArray(0);
|
||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||
glFlush(); // submit GL work before CUDA maps the textures
|
||
Ok(())
|
||
}
|
||
}
|
||
|
||
impl Drop for Nv12Blit {
|
||
fn drop(&mut self) {
|
||
unsafe {
|
||
glDeleteTextures(1, &self.y_tex);
|
||
glDeleteTextures(1, &self.uv_tex);
|
||
glDeleteTextures(1, &self.src_tex);
|
||
glDeleteFramebuffers(2, [self.y_fbo, self.uv_fbo].as_ptr());
|
||
glDeleteVertexArrays(1, &self.vao);
|
||
glDeleteProgram(self.y_program);
|
||
glDeleteProgram(self.uv_program);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// One dmabuf plane as delivered by PipeWire (single-plane for BGRx).
|
||
#[derive(Clone, Copy, Debug)]
|
||
pub struct DmabufPlane {
|
||
pub fd: i32,
|
||
pub offset: u32,
|
||
pub stride: u32,
|
||
}
|
||
|
||
type Egl = egl::DynamicInstance<egl::EGL1_5>;
|
||
|
||
/// Headless EGLDisplay (NVIDIA device platform) + a surfaceless desktop-GL context used to
|
||
/// import dmabufs and bridge them to CUDA via a GL texture. Lives on the capture thread (the GL
|
||
/// context is made current there once).
|
||
pub struct EglImporter {
|
||
egl: Egl,
|
||
display: egl::Display,
|
||
no_ctx: egl::Context,
|
||
/// Surfaceless GL context (current on the capture thread) for the EGLImage→texture bind.
|
||
_gl_ctx: egl::Context,
|
||
egl_image_target: EglImageTargetFn,
|
||
/// Lazily-created GL blit machinery (recreated if the frame size changes).
|
||
blit: Option<GlBlit>,
|
||
/// Lazily-created NV12 convert machinery (`PUNKTFUNK_NV12` path; recreated on size change).
|
||
nv12_blit: Option<Nv12Blit>,
|
||
/// LINEAR-dmabuf path (gamescope): a Vulkan bridge (dmabuf → exportable OPAQUE_FD → CUDA),
|
||
/// created lazily on the first LINEAR frame, + the destination pool.
|
||
vk: Option<super::vulkan::VkBridge>,
|
||
linear_pool: Option<cuda::BufferPool>,
|
||
gbm: *mut c_void,
|
||
render_fd: c_int,
|
||
}
|
||
|
||
// The EGL handles are confined to the capture thread; the struct is moved there once.
|
||
unsafe impl Send for EglImporter {}
|
||
|
||
impl EglImporter {
|
||
/// Open a headless EGLDisplay on the NVIDIA EGL device. Also forces the shared CUDA context
|
||
/// to exist (so a later `import` only touches the hot path).
|
||
pub fn new() -> Result<EglImporter> {
|
||
// GBM platform on the NVIDIA render node: this ties the EGLDisplay (and its GL contexts)
|
||
// to the same DRM device CUDA-GL interop associates with, which the EGL device platform
|
||
// did not (cuGraphicsGLRegisterImage rejected device-platform GL textures).
|
||
let path = std::ffi::CString::new("/dev/dri/renderD128").unwrap();
|
||
let render_fd = unsafe { libc::open(path.as_ptr(), libc::O_RDWR | libc::O_CLOEXEC) };
|
||
ensure!(render_fd >= 0, "open /dev/dri/renderD128 for GBM");
|
||
let gbm = unsafe { gbm_create_device(render_fd) };
|
||
if gbm.is_null() {
|
||
unsafe { libc::close(render_fd) };
|
||
anyhow::bail!("gbm_create_device failed");
|
||
}
|
||
|
||
let egl: Egl =
|
||
unsafe { Egl::load_required() }.context("load libEGL (EGL 1.5 dynamic instance)")?;
|
||
let display = unsafe {
|
||
egl.get_platform_display(
|
||
EGL_PLATFORM_GBM_KHR,
|
||
gbm as egl::NativeDisplayType,
|
||
&[egl::ATTRIB_NONE],
|
||
)
|
||
}
|
||
.context("eglGetPlatformDisplay(GBM) on the NVIDIA render node")?;
|
||
egl.initialize(display).context("eglInitialize")?;
|
||
|
||
let exts = egl
|
||
.query_string(Some(display), egl::EXTENSIONS)
|
||
.context("query EGL extensions")?
|
||
.to_string_lossy()
|
||
.into_owned();
|
||
ensure!(
|
||
exts.contains("EGL_EXT_image_dma_buf_import"),
|
||
"EGL lacks EGL_EXT_image_dma_buf_import"
|
||
);
|
||
ensure!(
|
||
exts.contains("EGL_EXT_image_dma_buf_import_modifiers"),
|
||
"EGL lacks EGL_EXT_image_dma_buf_import_modifiers (needed for NVIDIA tiled dmabufs)"
|
||
);
|
||
|
||
// A surfaceless desktop-GL context so we can bind the dmabuf EGLImage to a GL texture
|
||
// (cuGraphicsEGLRegisterImage is Tegra-only; desktop CUDA interop goes through GL).
|
||
egl.bind_api(egl::OPENGL_API)
|
||
.context("eglBindAPI(OpenGL)")?;
|
||
// The default EGL_SURFACE_TYPE in eglChooseConfig is WINDOW_BIT, which a headless device
|
||
// display has none of — request a pbuffer-capable config (we run surfaceless anyway).
|
||
let config = egl
|
||
.choose_first_config(
|
||
display,
|
||
&[
|
||
egl::SURFACE_TYPE,
|
||
egl::PBUFFER_BIT,
|
||
egl::RENDERABLE_TYPE,
|
||
egl::OPENGL_BIT,
|
||
egl::NONE,
|
||
],
|
||
)
|
||
.context("eglChooseConfig")?
|
||
.context("no EGL config for OpenGL")?;
|
||
let gl_ctx = egl
|
||
.create_context(
|
||
display,
|
||
config,
|
||
None,
|
||
&[egl::CONTEXT_CLIENT_VERSION, 3, egl::NONE],
|
||
)
|
||
.context("eglCreateContext(OpenGL)")?;
|
||
egl.make_current(display, None, None, Some(gl_ctx))
|
||
.context("eglMakeCurrent surfaceless (needs EGL_KHR_surfaceless_context)")?;
|
||
let egl_image_target: EglImageTargetFn = unsafe {
|
||
std::mem::transmute(
|
||
egl.get_proc_address("glEGLImageTargetTexture2DOES")
|
||
.context("glEGLImageTargetTexture2DOES unavailable")?,
|
||
)
|
||
};
|
||
|
||
// Create the shared CUDA context up front so import() is pure hot path.
|
||
cuda::context().context("create CUDA context")?;
|
||
|
||
let no_ctx = unsafe { egl::Context::from_ptr(egl::NO_CONTEXT) };
|
||
tracing::info!(
|
||
"zero-copy EGL importer ready (GBM platform + GL texture interop, dma_buf_import + modifiers)"
|
||
);
|
||
Ok(EglImporter {
|
||
egl,
|
||
display,
|
||
no_ctx,
|
||
_gl_ctx: gl_ctx,
|
||
egl_image_target,
|
||
blit: None,
|
||
nv12_blit: None,
|
||
vk: None,
|
||
linear_pool: None,
|
||
gbm,
|
||
render_fd,
|
||
})
|
||
}
|
||
|
||
/// Import a LINEAR dmabuf via the Vulkan bridge (no EGL/GL involved — NVIDIA's EGL can't
|
||
/// sample LINEAR, and the CUDA driver rejects raw dmabuf fds; Vulkan imports the dmabuf,
|
||
/// GPU-copies into an exportable allocation, and CUDA reads that). See [`super::vulkan`].
|
||
pub fn import_linear(
|
||
&mut self,
|
||
plane: &DmabufPlane,
|
||
width: u32,
|
||
height: u32,
|
||
) -> Result<DeviceBuffer> {
|
||
cuda::make_current()?;
|
||
if self.linear_pool.as_ref().map(|p| (p.width(), p.height())) != Some((width, height)) {
|
||
self.linear_pool = Some(cuda::BufferPool::new(width, height)?);
|
||
}
|
||
if self.vk.is_none() {
|
||
self.vk = Some(super::vulkan::VkBridge::new()?);
|
||
}
|
||
self.vk.as_mut().unwrap().import_linear(
|
||
plane.fd,
|
||
plane.offset,
|
||
plane.stride,
|
||
height,
|
||
self.linear_pool.as_ref().unwrap(),
|
||
)
|
||
}
|
||
|
||
/// The DRM format modifiers the NVIDIA EGL stack can import for `fourcc`, via
|
||
/// `eglQueryDmaBufModifiersEXT`. We advertise these to PipeWire so the compositor allocates
|
||
/// a dmabuf in a layout we can import. Empty on failure (caller falls back).
|
||
pub fn supported_modifiers(&self, fourcc: u32) -> Vec<u64> {
|
||
type QueryFn = unsafe extern "system" fn(
|
||
dpy: *mut c_void,
|
||
format: i32,
|
||
max_modifiers: i32,
|
||
modifiers: *mut u64,
|
||
external_only: *mut u32,
|
||
num_modifiers: *mut i32,
|
||
) -> u32;
|
||
let Some(sym) = self.egl.get_proc_address("eglQueryDmaBufModifiersEXT") else {
|
||
return Vec::new();
|
||
};
|
||
let query: QueryFn = unsafe { std::mem::transmute(sym) };
|
||
let dpy = self.display.as_ptr();
|
||
unsafe {
|
||
let mut count: i32 = 0;
|
||
if query(
|
||
dpy,
|
||
fourcc as i32,
|
||
0,
|
||
std::ptr::null_mut(),
|
||
std::ptr::null_mut(),
|
||
&mut count,
|
||
) == 0
|
||
|| count <= 0
|
||
{
|
||
return Vec::new();
|
||
}
|
||
let mut mods = vec![0u64; count as usize];
|
||
let mut ext = vec![0u32; count as usize];
|
||
let mut n: i32 = 0;
|
||
if query(
|
||
dpy,
|
||
fourcc as i32,
|
||
count,
|
||
mods.as_mut_ptr(),
|
||
ext.as_mut_ptr(),
|
||
&mut n,
|
||
) == 0
|
||
{
|
||
return Vec::new();
|
||
}
|
||
mods.truncate(n.max(0) as usize);
|
||
mods
|
||
}
|
||
}
|
||
|
||
/// Import one dmabuf and copy it device-to-device into a fresh owned CUDA buffer. `fourcc`
|
||
/// is the DRM FourCC; `modifier` is the explicit 64-bit DRM format modifier when one was
|
||
/// negotiated, or `None` to import with the buffer's implicit modifier (base
|
||
/// `EGL_EXT_image_dma_buf_import`, which the NVIDIA driver resolves for its own buffers).
|
||
pub fn import(
|
||
&mut self,
|
||
plane: &DmabufPlane,
|
||
width: u32,
|
||
height: u32,
|
||
fourcc: u32,
|
||
modifier: Option<u64>,
|
||
) -> Result<DeviceBuffer> {
|
||
self.import_inner(plane, width, height, fourcc, modifier, false)
|
||
}
|
||
|
||
/// Like [`import`](Self::import), but de-tiles **and converts** the dmabuf to NV12 (BT.709
|
||
/// limited range) on the GPU — the `PUNKTFUNK_NV12` path — so NVENC can encode native YUV with
|
||
/// no internal RGB→YUV CSC. The returned [`DeviceBuffer`] carries both NV12 planes
|
||
/// (`DeviceBuffer::is_nv12`). Only the tiled EGL/GL path supports this (LINEAR/Vulkan stays RGB).
|
||
pub fn import_nv12(
|
||
&mut self,
|
||
plane: &DmabufPlane,
|
||
width: u32,
|
||
height: u32,
|
||
fourcc: u32,
|
||
modifier: Option<u64>,
|
||
) -> Result<DeviceBuffer> {
|
||
self.import_inner(plane, width, height, fourcc, modifier, true)
|
||
}
|
||
|
||
fn import_inner(
|
||
&mut self,
|
||
plane: &DmabufPlane,
|
||
width: u32,
|
||
height: u32,
|
||
fourcc: u32,
|
||
modifier: Option<u64>,
|
||
nv12: bool,
|
||
) -> Result<DeviceBuffer> {
|
||
let mut attrs: Vec<egl::Attrib> = vec![
|
||
egl::WIDTH as egl::Attrib,
|
||
width as egl::Attrib,
|
||
egl::HEIGHT as egl::Attrib,
|
||
height as egl::Attrib,
|
||
EGL_LINUX_DRM_FOURCC_EXT,
|
||
fourcc as egl::Attrib,
|
||
EGL_DMA_BUF_PLANE0_FD_EXT,
|
||
plane.fd as egl::Attrib,
|
||
EGL_DMA_BUF_PLANE0_OFFSET_EXT,
|
||
plane.offset as egl::Attrib,
|
||
EGL_DMA_BUF_PLANE0_PITCH_EXT,
|
||
plane.stride as egl::Attrib,
|
||
];
|
||
if let Some(m) = modifier {
|
||
attrs.extend_from_slice(&[
|
||
EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT,
|
||
(m & 0xFFFF_FFFF) as egl::Attrib,
|
||
EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT,
|
||
(m >> 32) as egl::Attrib,
|
||
]);
|
||
}
|
||
attrs.push(egl::ATTRIB_NONE);
|
||
let client = unsafe { egl::ClientBuffer::from_ptr(std::ptr::null_mut()) };
|
||
let image = self
|
||
.egl
|
||
.create_image(
|
||
self.display,
|
||
self.no_ctx,
|
||
EGL_LINUX_DMA_BUF_EXT,
|
||
client,
|
||
&attrs,
|
||
)
|
||
.context("eglCreateImage(EGL_LINUX_DMA_BUF_EXT) — modifier mismatch?")?;
|
||
|
||
// EGLImage → (sampled by a shader) → GL_RGBA8 texture (or NV12 R8+RG8 pair) → register
|
||
// *that* with CUDA → map → array → copy out. Registering the EGLImage texture directly
|
||
// fails (its layout isn't a CUDA-registrable format); the render targets are.
|
||
let result = if nv12 {
|
||
self.blit_and_copy_nv12(image.as_ptr(), width, height)
|
||
} else {
|
||
self.blit_and_copy(image.as_ptr(), width, height)
|
||
};
|
||
let _ = self.egl.destroy_image(self.display, image);
|
||
result
|
||
}
|
||
|
||
/// Render the dmabuf `image` into the registrable RGBA8 texture and copy it to an owned CUDA
|
||
/// buffer. (Re)creates the per-size GL blit machinery as needed.
|
||
fn blit_and_copy(
|
||
&mut self,
|
||
image: *mut c_void,
|
||
width: u32,
|
||
height: u32,
|
||
) -> Result<DeviceBuffer> {
|
||
cuda::make_current()?;
|
||
if self.blit.as_ref().map(|b| (b.width, b.height)) != Some((width, height)) {
|
||
self.blit = Some(unsafe { GlBlit::new(width, height)? });
|
||
}
|
||
let egl_image_target = self.egl_image_target;
|
||
let blit = self.blit.as_mut().unwrap();
|
||
// SAFETY: GL + CUDA contexts current on this thread; `image` is a valid EGLImage.
|
||
unsafe { blit.run(egl_image_target, image)? };
|
||
// Persistent registration (mapped per frame) + a pooled buffer — no per-frame
|
||
// cuGraphicsGLRegisterImage / cuMemAllocPitch.
|
||
let dst = blit.pool.get()?;
|
||
blit.registered.copy_mapped_to(&dst)?;
|
||
Ok(dst)
|
||
}
|
||
|
||
/// Convert the dmabuf `image` to NV12 (Y in an R8 texture, UV in an RG8 texture) and copy both
|
||
/// planes into a pooled NV12 [`DeviceBuffer`]. (Re)creates the per-size convert machinery as
|
||
/// needed. The `PUNKTFUNK_NV12` analogue of [`blit_and_copy`].
|
||
fn blit_and_copy_nv12(
|
||
&mut self,
|
||
image: *mut c_void,
|
||
width: u32,
|
||
height: u32,
|
||
) -> Result<DeviceBuffer> {
|
||
cuda::make_current()?;
|
||
if self.nv12_blit.as_ref().map(|b| (b.width, b.height)) != Some((width, height)) {
|
||
self.nv12_blit = Some(unsafe { Nv12Blit::new(width, height)? });
|
||
}
|
||
let egl_image_target = self.egl_image_target;
|
||
let blit = self.nv12_blit.as_mut().unwrap();
|
||
// SAFETY: GL + CUDA contexts current on this thread; `image` is a valid EGLImage.
|
||
unsafe { blit.run(egl_image_target, image)? };
|
||
let dst = blit.pool.get()?;
|
||
cuda::copy_mapped_nv12(&mut blit.y_registered, &mut blit.uv_registered, &dst)?;
|
||
Ok(dst)
|
||
}
|
||
|
||
/// Self-test entry: upload a packed `width`×`height` RGBA8 host pattern into a GL texture, run
|
||
/// the NV12 convert passes on the GPU, and copy both planes into a pooled NV12 [`DeviceBuffer`].
|
||
/// Exercises the exact shaders + CUDA copy the live path uses, but sourced from an uploaded
|
||
/// texture instead of a dmabuf EGLImage (no compositor needed). `rgba` is tightly packed, 4 B/px.
|
||
pub fn convert_rgba_for_test(
|
||
&mut self,
|
||
rgba: &[u8],
|
||
width: u32,
|
||
height: u32,
|
||
) -> Result<DeviceBuffer> {
|
||
anyhow::ensure!(
|
||
rgba.len() == width as usize * height as usize * 4,
|
||
"test RGBA buffer {} bytes != {}x{}x4",
|
||
rgba.len(),
|
||
width,
|
||
height
|
||
);
|
||
cuda::make_current()?;
|
||
if self.nv12_blit.as_ref().map(|b| (b.width, b.height)) != Some((width, height)) {
|
||
self.nv12_blit = Some(unsafe { Nv12Blit::new(width, height)? });
|
||
}
|
||
let blit = self.nv12_blit.as_mut().unwrap();
|
||
unsafe {
|
||
// Upload the host RGBA into `src_tex` (an immutable GL_RGBA8 backing must exist first;
|
||
// the live path never allocates it — it retargets `src_tex` via EGLImage instead).
|
||
glBindTexture(GL_TEXTURE_2D, blit.src_tex);
|
||
if !blit.test_src_storage {
|
||
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width as c_int, height as c_int);
|
||
blit.test_src_storage = true;
|
||
}
|
||
let _ = glGetError();
|
||
glTexSubImage2D(
|
||
GL_TEXTURE_2D,
|
||
0,
|
||
0,
|
||
0,
|
||
width as c_int,
|
||
height as c_int,
|
||
GL_RGBA,
|
||
GL_UNSIGNED_BYTE,
|
||
rgba.as_ptr() as *const c_void,
|
||
);
|
||
let e = glGetError();
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
ensure!(e == 0, "glTexSubImage2D(test source) failed ({e:#x})");
|
||
blit.run_passes()?;
|
||
}
|
||
let dst = blit.pool.get()?;
|
||
cuda::copy_mapped_nv12(&mut blit.y_registered, &mut blit.uv_registered, &dst)?;
|
||
Ok(dst)
|
||
}
|
||
}
|
||
|
||
impl Drop for EglImporter {
|
||
fn drop(&mut self) {
|
||
if !self.gbm.is_null() {
|
||
unsafe { gbm_device_destroy(self.gbm) };
|
||
}
|
||
if self.render_fd >= 0 {
|
||
unsafe { libc::close(self.render_fd) };
|
||
}
|
||
}
|
||
}
|