\definecolor{mGray}{rgb}{0.5,0.5,0.5}
\definecolor{mPurple}{rgb}{0.58,0,0.82}
\definecolor{bgcolor}{rgb}{0.8,0.8,0.8}
-\definecolor{afblue}{rgb}{0.46, 0.64, 0.76}
+\definecolor{afblue}{rgb}{0.36, 0.54, 0.66}
\definecolor{coolblack}{rgb}{0.0, 0.18, 0.39}
\definecolor{paleaqua}{rgb}{0.74, 0.83, 0.9}
\definecolor{platinum}{rgb}{0.9, 0.89, 0.89}
\definecolor{carolinablue}{rgb}{0.6, 0.73, 0.89}
\definecolor{amber}{rgb}{1.0, 0.75, 0.0}
\definecolor{deepjunglegreen}{rgb}{0.0, 0.29, 0.29}
-\definecolor{mediumred-violet}{rgb}{0.73, 0.2, 0.52}
+\definecolor{mediumred-violet}{rgb}{0.63, 0.1, 0.42}
\definecolor{babypink}{rgb}{0.96, 0.76, 0.76}
\definecolor{beaublue}{rgb}{0.74, 0.83, 0.9}
\definecolor{bananayellow}{rgb}{1.0, 0.88, 0.21}
\setbeamertemplate{itemize/enumerate subbody begin}{\tiny}
\setbeamertemplate{itemize/enumerate subsubbody begin}{\tiny}
\setbeamertemplate{itemize items}[triangle]
- \setbeamertemplate{blocks}[rounded][shadow]
+ \setbeamertemplate{blocks}[rounded]
\vspace{0.3cm}
\begin{block}{\color{afblue}{\scriptsize\textbf{EGL/GLESv2}:}}
\setbeamertemplate{itemize/enumerate subbody begin}{\tiny}
\setbeamertemplate{itemize/enumerate subsubbody begin}{\tiny}
\setbeamertemplate{itemize items}[triangle]
- \setbeamertemplate{blocks}[rounded][shadow]
+ \setbeamertemplate{blocks}[rounded]
\vspace{0.1cm}
\vspace{0.1cm}
- \setbeamertemplate{blocks}[rounded][shadow]
+ \setbeamertemplate{blocks}[rounded]
\begin{block}{\footnotesize{\textbf{Problems when building ANGLE:}}}\scriptsize{\texttt{
\begin{itemize}
\setbeamertemplate{itemize/enumerate subbody begin}{\tiny}
\setbeamertemplate{itemize/enumerate subsubbody begin}{\tiny}
\setbeamertemplate{itemize items}[triangle]
- \setbeamertemplate{blocks}[rounded][shadow]
+ \setbeamertemplate{blocks}[rounded]
\begin{center}
\textbf{\color{coolblack}First Test}
\vspace{-0.1cm}
\begin{block}{\footnotesize{Things I had to take care of:}}
\begin{itemize}
- \item {Configure Makefile to find ANGLE \textbf{library paths} and link
+ \item {Set ANGLE \textbf{library paths} in Makefile and link
with native system EGL.}
\item {\textbf{Dynamically open} ANGLE EGL and load its functions prefixed with
\texttt{angle\_} to distinguish them from native EGL ones.}
\begin{frame}[fragile,c]
\frametitle{Step 2: Contexts from two drivers in the same
program 2/2}
- \vspace{-0.1cm}
+ \vspace{0.1cm}
\begin{center}
- \textbf{\color{coolblack}Why invalidate MakeCurrent?}
+ \textbf{\color{coolblack}Why invalidate the ANGLE context before MakeCurrent?}
\\
\begin{table}[c]
\begin{tabularx}{\textwidth}{l X}
\setbeamertemplate{itemize/enumerate body begin}{\tiny}
\setbeamertemplate{itemize items}[circle]
- \scriptsize{
+ \tiny{
+ \textbf{\texttt{\color{black}{Blog post:}}}
+ {Sharing texture data between ANGLE and the native system driver:\\
+ \url{https://eleni.mutantstargoat.com/hikiko/angle-dma/}}\\
+ \vspace{0.1cm}
+ \begin{itemize}
+ \itemsep0.1cm
+ \item
+ {\color{black}Step 1: Using
+ both libraries in the same program.}
+ \item
+ {\color{black}{About ANGLE MakeCurrent.}}
+ \end{itemize}
- \textbf{Blog post:}\\
- Sharing texture data between ANGLE and the native system driver:\\
- \url{https://eleni.mutantstargoat.com/hikiko/angle-dma/}
- \begin{itemize}
- \item \texttt{Makefile changes and dynamic loading:}\\
- {\color{mediumred-violet}Step 1: Using
- both libraries in the same program.}
- \item \texttt{ANGLE MakeCurrent problem:}\\
- {\color{mediumred-violet}{About ANGLE MakeCurrent.}}
- \end{itemize}
+ \vspace{0.3cm}
- \vspace{-0.1cm}
-
- \textbf{Code:}\\
- \url{https://github.com/hikiko/shctx/tree/wip/system\_egl\_dynamic\_angle}
+ \color{black}{\textbf{\texttt{Code:}}}
+ {\url{https://github.com/hikiko/shctx/tree/wip/system\_egl\_dynamic\_angle}}
}
\end{frame}
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
\begin{frame}[fragile,c]
- \frametitle{}
+ \frametitle{Shared Context}
+ \begin{center}
+ \scriptsize{
+ \textbf{\color{coolblack}{A texture can be accessed by multiple OpenGL or
+ GLESv2 contexts when these contexts are \textit{shared}:}}
+ }
+ \vspace{0.001cm}
+ \texttt{
+ \begin{table}[h]
+ \centering
+ \begin{adjustbox}{max width=\textwidth}
+ \begin{tabular}{|l|}
+ \hline
+ \rowcolor{platinum}
+ \\
+ \rowcolor{platinum}
+ \textbf{new\_ctx} = {\color{mediumred-violet}eglCreateContext}(new\_ctx\_dpy, new\_ctx\_config,
+ \textbf{native\_ctx}, new\_ctx\_attrib);\\
+ \rowcolor{platinum}\\
+ \hline
+ \end{tabular}
+ \end{adjustbox}
+ \end{table}
+ }
+
+ \vspace{0.1cm}
+ \scriptsize{
+ \textbf{\color{coolblack}{A texture generated by each context can be bound and used by the
+ other\\ without ever leaving the GPU!}}
+ }
+ \vspace{0.01cm}
+
+ \tiny{
+ \texttt{
+ \begin{table}[h]
+ \centering
+ \begin{adjustbox}{max width=\textwidth}
+ \begin{tabular}{|l|}
+ \rowcolor{platinum}
+ \hline
+ \rowcolor{platinum}
+ \\
+ \rowcolor{platinum}
+ glBindTexture({\color{mediumred-violet}GL\_TEXTURE\_2D}, \textbf{\color{afblue}gl\_shared\_tex});\\
+ \rowcolor{platinum}
+ {\color{darkgray}/* ... gl operations ... */}\\
+ \rowcolor{platinum}
+ \\
+ \rowcolor{platinum}
+ angle\_glBindTexture({\color{mediumred-violet}GL\_TEXTURE\_2D}, \textbf{\color{afblue}gl\_shared\_tex});\\
+ \rowcolor{platinum}
+ {\color{darkgray}/* ... angle\_gl operations ... */}\\
+ \rowcolor{platinum}
+ \\\hline
+ \end{tabular}
+ \end{adjustbox}
+ \end{table}
+ }}
+
+ \vspace{0.2cm}
+ \setbeamertemplate{itemize/enumerate body begin}{\tiny}
+ \setbeamertemplate{itemize items}[triangle]
+
+ %\setbeamertemplate{blocks}
+ \scriptsize{ \textbf{\color{coolblack}{Shared context restrictions:}}}
+ \vspace{0.1cm}
+ \begin{itemize}
+ \item Contexts must be created by the \textbf{same API} (both OpenGL,
+ or both GLESv2, same driver).
+ \item Contexts must be created by the \textbf{same
+ process}.(\textbf{=>
+ {\color{coolblack}{not
+ suitable for every project!}}})
+ \end{itemize}
+ \end{center}
+\end{frame}
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+\begin{frame}[fragile,c]
+ \frametitle{Could we use shared context in WebKit?}
+
+ \setbeamertemplate{itemize/enumerate body begin}{\tiny}
+ \setbeamertemplate{itemize items}[triangle]
+ \begin{center}
+ \scriptsize{
+ \textbf{\color{coolblack} Could we use shared context in WebKit?}\\
+
+ \vspace{0.2cm}
+
+ \textbf{Short answer:} Currently yes (with some workaround) but not in the
+ future.
+
+ \vspace{0.3cm}
+
+ \begin{block}{Requirements to use shared context/textures in \textbf{WebKit}:}
+ \begin{itemize}
+ \item We should use the \textbf{ANGLE EGL/OpenGL backend in
+ WebGL2} to
+ match the main Graphics Pipeline API/driver (both contexts
+ should be OpenGL or GLESv2 and from the same driver!)
+ \item We'd need an \textbf{ANGLE extension} to allow passing
+ native shared context to ANGLE's eglCreateContext instead of
+ ANGLE shared context.
+ \item We should never move WebGL2 and Graphics Pipeline in
+ different processes. Shared contexts should be created by
+ the same process! (\textbf{Reason we've rejected this
+ method}).
+ \end{itemize}
+ \end{block}
+ }
+
+ \vspace{0.3cm}
+
+ \tiny{
+ \textbf{\color{coolblack}{NEW}} ANGLE extension:\\
+ \texttt{EGL\_ANGLE\_native\_shared\_context}
+
+ \vspace{0.2cm}
+
+
+ \textbf{\color{coolblack}NEW} \texttt{\color{afblue}EGLAttrib} attribute can be passed
+ to \texttt{\color{afblue}eglCreateContext}:\\
+ \texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE}
+
+ \vspace{0.3cm}
+ {\color{coolblack}
+ This attribute indicates that the shared context in
+ \texttt{\color{deepjunglegreen}eglCreateContext}
+ is \textbf{not ANGLE} and should be used as native in the internal
+ implementation.
+ }
+ }
+ \end{center}
+\end{frame}
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+\begin{frame}[fragile,c]
+ \frametitle{EGL\_ANGLE\_native\_shared\_context}
+
+ \setbeamertemplate{itemize/enumerate body begin}{\tiny}
+ \setbeamertemplate{itemize items}[triangle]{\tiny}
+ \setbeamercolor{block body}{bg=white}
+
\begin{center}
+ \tiny{
+ \begin{block}{This is how we create shared OpenGL
+ context using EGL (system or ANGLE):}
+ \centering
+ \begin{adjustbox}{max width=\textwidth}
+ \adjustbox{valign=t}{\includegraphics[height=1.3cm]{data/shared_ctx1.png}}
+ \end{adjustbox}
+
+ \begin{comment}
+ {\color{coolblack}
+ \begin{table}[t]
+ \centering
+ \begin{adjustbox}{max width=\textwidth}
+ \begin{tabular}{l}
+ · In case of system EGL \texttt{ctx\_A} and
+ \texttt{ctx\_B} are native
+ EGL contexts.\\
+ · In case of ANGLE they are ANGLE EGL contexts.\\
+ \end{tabular}
+ \end{adjustbox}
+ \end{table}
+ }
+ \end{comment}
+ \end{block}
+ }
+
+ \tiny{
+ \begin{block}{This is how we'd create shared
+ OpenGL context between native EGL and ANGLE EGL using
+ \texttt{EGL\_ANGLE\_native\_shared\_context}:}
+
+ \vspace{0.2cm}
+ \begin{itemize}
+ \item \tiny{We'd pass the native EGL context (created by the native system
+ driver) as {\color{black}shared context} to the
+ native OpenGL context that is created {\color{black}in the ANGLE
+ OpenGL backend} using the native system driver!}
+ \item \tiny{We'd need use the {\color{black}new EGL attribute
+ (\texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE})} to let ANGLE know
+ that the shared context \textit{\color{coolblack}is not ANGLE but native}
+ context!}
+ \end{itemize}
+ \vspace{-0.2cm}
+
+ \begin{table}[t]
+ \centering
+ \begin{tabular}{l}
+ \begin{adjustbox}{max width=\textwidth}
+ \adjustbox{valign=t}{\includegraphics[height=3.5cm]{data/shared_ctx2.png}}
+ \end{adjustbox}
+ \end{tabular}
+ \end{table}
+ \end{block}
+ }
+
+
\end{center}
\end{frame}
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+\begin{frame}[fragile,c]
+ \frametitle{Some work on the shared context approach}
+ \setbeamertemplate{itemize/enumerate body begin}{\tiny}
+ \setbeamertemplate{itemize items}[triangle]{\tiny}
+ \setbeamercolor{block body}{bg=white}
+
+ \begin{center}
+ \begin{block}{\tiny{Extension
+ \texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE}:}}
+ \vspace{0.2cm}
+ \tiny{
+ \begin{table}[h]
+ \centering
+ Worked on the extension implementation (draft state, there are
+ bugs).\\
+ \begin{tabular}{l}
+ \\
+ \textbf{Concept:}\\
+ \begin{adjustbox}{max width=\textwidth}
+ \adjustbox{valign=t}{\includegraphics[scale=0.2]{data/shared_ctx3.png}}
+ \end{adjustbox}\\
+ \end{tabular}
+ \end{table}
+ }
+ \end{block}
+ \begin{block}{\tiny{Experimental programs (to test the extension and
+ familiarize with the shared context concept):}}
+ \begin{itemize}
+ \item A test program that uses EGL ctxA to create a texture and
+ EGL ctxB to display it on an X11 window.
+ \item The same program written in ANGLE (there were
+ differences!)
+ \item A test program that uses EGL ctxA to create a texture and
+ ANGLE EGL ctxB to display it on an X11 window.
+ \item Variations of the above:
+ \url{https://github.com/hikiko/shctx/branches}
+ \end{itemize}
+ \end{block}
+ \end{center}
+ \end{frame}
+
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+ \begin{frame}
+ \frametitle{Abandoned!}
+ \begin{center}
+ \textbf{\color{coolblack} Why not shared context?}
+ \vspace{0.5cm}
+
+ {\footnotesize{
+ \begin{itemize}
+ \item Shared context would be a nice and clean approach if we wanted to use
+ it with our current WebKit code.
+ \item But there is a plan to use \textbf{separate processes} for WebGL2 and
+ the main graphics pipeline.
+ \end{itemize}
+ }}
+ \vspace{0.5cm}
+ \textbf{\color{coolblack} But there was a \textit{better} approach!}
+ \end{center}
+ \end{frame}
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
\section[Experiment 3]{Experiment 3: Sharing texture data across drivers using kernel DMA buffers}
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+\begin{frame}
+ \frametitle{DMA buffers for the win!}
+
+ \begin{center}
+ \end{center}
+\end{frame}
+
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%