2e0a7d93b09b1e44d53e73099e35df47a62f14b7
[webkit_codecamp] / codecamp.tex
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13 \usepackage{fontspec}
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46         language=C++,                % choose the language of the code
47 %       basicstyle=\footnotesize,       % the size of the fonts that are used for the code
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51         backgroundcolor=\color{bgcolor},  % choose the background color. You must add \usepackage{color}
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57         captionpos=b,           % sets the caption-position to bottom
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65 }
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123 }
124
125 \setbeamertemplate{itemize items}[triangle]
126 \setbeamertemplate{itemize subitem}[circle]
127 \setbeamerfont{frametitle}{size=\small}
128
129 \setbeamertemplate{blocks}[default]
130 \setbeamercolor{block title}{fg=amber,bg=black}
131
132 \title{\textbf{Sharing texture data across EGL drivers}}
133 \author[Eleni Maria Stea <estea@igalia.com>]{\small{Eleni Maria Stea
134 <estea@igalia.com>}\\\\\includegraphics{data/igalia.eps}}
135 \date{\tiny{WebKit Codecamp}}
136
137 \AtBeginSection[]
138 {
139   \begin{frame}
140     \frametitle{Outline}
141         \tableofcontents[currentsection]
142   \end{frame}
143 }
144
145 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
146 \begin{document}
147 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
148
149 \begin{frame}[plain]
150 \titlepage
151 \end{frame}
152
153 \begin{frame}
154         \frametitle{Outline}
155         \tableofcontents
156 \end{frame}
157
158 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
159
160 \begin{comment}
161 \begin{frame}[fragile,c]
162     \frametitle{}
163     \begin{center}
164     \end{center}
165 \end{frame}
166 \end{comment}
167
168 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
169 \section[Introduction]{Introduction: Using ANGLE in WebGL2 (WebKit)}
170 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
171
172 \begin{frame}[fragile,c]
173     \frametitle{A few words about ANGLE}
174         \center{\textbf{\color{coolblack}{ANGLE is an EGL/GLESv2 implementation}}}
175
176         \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
177         \setbeamertemplate{itemize/enumerate subbody begin}{\tiny}
178         \setbeamertemplate{itemize/enumerate subsubbody begin}{\tiny}
179         \setbeamertemplate{itemize items}[triangle]
180     \setbeamertemplate{blocks}[rounded]
181
182         \vspace{0.3cm}
183     \begin{block}{\color{afblue}{\scriptsize\textbf{EGL/GLESv2}:}}
184                 \begin{itemize}
185                         \itemsep0.2cm
186             \item GLESv2 is used to render graphics using the GPU (graphics
187                 API).
188             \item EGL is used to create a GLESv2 context.
189         \end{itemize}
190         \end{block}
191         \vspace{0.3cm}
192
193     \begin{block}{\color{afblue}{\scriptsize\textbf{ANGLE EGL/GLESv2}:}}
194                 \begin{itemize}
195                         \itemsep0.2cm
196                         \item GLESv2 is implemented \textbf{on top of other APIs} (OpenGL,
197                 Vulkan, GLESv2). EGL too (EGL, GLX, gbm, headless display).
198             \item Users can select the most convenient backend using some 
199                 \textbf{ANGLE EGL extensions} (\texttt{eglext\_angle.h}) that
200                 provide extra attributes to some standard EGL API stucts.
201                         \item Primary \textbf{purpose} of ANGLE is to provide EGL/GLESv2 to systems
202                 lacking it.
203         \end{itemize}
204         \end{block}
205
206         \vspace{0.2cm}
207 \end{frame}
208
209 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
210
211 \begin{frame}[fragile,c]
212     \frametitle{Using ANGLE in WebKit}
213
214     \center{\textbf{\color{coolblack}{Using ANGLE (EGL/GLESv2 backend) in WebGL2 }}}
215         \vspace{0.2cm}
216
217         \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
218         \setbeamertemplate{itemize/enumerate subbody begin}{\tiny}
219         \setbeamertemplate{itemize/enumerate subsubbody begin}{\tiny}
220         \setbeamertemplate{itemize items}[triangle]
221         \setbeamertemplate{blocks}[rounded]
222
223         \vspace{0.1cm}
224
225     \begin{block}{\color{afblue}{\scriptsize\textbf{Reasons}:}}
226                 \begin{itemize}
227             \item better performance in some cases (Žan Doberšek)
228             \item it'll be mostly an optimized wrapper around the native driver (libGLES*
229                                 is available on Linux desktop!)
230         \end{itemize}
231         \end{block}
232         \vspace{0.3cm}
233     \begin{block}{\color{afblue}{\scriptsize\textbf{Problem}:}}
234                 \begin{itemize}
235                         \item \textbf{ANGLE} renders on a \textbf{GLESv2 texture} created by ANGLE context
236                         \item {\color{coolblack}WebKit \textbf{graphics pipeline} components use
237                                 \textbf{OpenGL textures} that
238                                 are composited by the WebKit compositor}
239             \item We are currently \textbf{\textit{copying}} the ANGLE texture data to
240                 an OpenGL texture to assemble the final image and this is
241                 \textbf{\textit{slow}}!
242         \end{itemize}
243         \end{block}
244
245         \vspace{0.1cm}
246
247     \center{\textbf{\color{coolblack}{We need to replace this copy with
248     something better!}}}
249
250         \vspace{0.2cm}
251 \end{frame}
252
253 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
254
255 \begin{frame}[fragile,c]
256     \frametitle{Experiments on Linux}
257
258     \vspace{0.3cm}
259     {\footnotesize{
260         \begin{enumerate}
261         \itemsep0.3cm
262         \item {\color{coolblack}\textbf{Use ANGLE and EGL in the same program:
263             create 2 X11 windows, and draw 2 images from 2 different contexts
264                 by 2 different drivers.}
265
266                 \tiny{{(In several cases ANGLE behaves
267                 different from EGL: e.g. when \texttt{eglMakeCurrent} doesn't
268                 call \texttt{eglMakeCurrent}!!).}}
269                 }
270             \item {\color{coolblack}\textbf{Fix the problem with shared 
271                 context and shared textures.}
272
273                 \tiny{{(required
274                 modifications in ANGLE OpenGL driver, writing an ANGLE extension, forcing the 
275                 EGL/OpenGL backend, and it wouldn't work with multiple
276                 processes)}}
277                 }
278             \item {\color{coolblack}\textbf{Fix the problem by sharing a Linux kernel 
279                 dma-buf buffer across drivers.}
280
281                 \tiny{{(drivers must support some EGL/GL extensions, but both mesa and
282                 ANGLE support them)}}
283                 }
284             \item {\color{coolblack}\textbf{Solve the multiple processes case.}
285
286                 \tiny{{(we need some sort of IPC to exchange the dma-buf FD)}}
287                 }
288         \end{enumerate}
289     }}
290 \end{frame}
291
292 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
293 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
294 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
295 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
296 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
297 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
298
299 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
300 \section[Experiment 1]{Experiment 1: Using ANGLE and the native system driver in the same
301 program}
302 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
303
304 \begin{frame}[fragile,c]
305     \frametitle{Step 1: Setting up to debug ANGLE with GDB}
306
307         \vspace{0.2cm}
308
309     \begin{center}
310                 \scriptsize{
311                 I've ran my experiments using test programs and ANGLE,\\
312                 and I had to modify the default set up to step into ANGLE calls with GDB:
313                 }
314     \end{center}
315
316         \vspace{0.1cm}
317
318         \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
319         \begin{block}{\scriptsize{Things that need attention when building ANGLE for
320         debugging:}}\scriptsize{
321             \vspace{0.2cm}
322                 \begin{itemize}
323                         \itemsep0.1cm
324                                 \color{coolblack}
325                         \item {{Default \textbf{gn} configuration redirects debugging
326                                 symbols into separate files where GDB can't find them.}}
327                         \item {\textbf{GDB} doesn't know where to find the ANGLE
328                                 installation directories.}
329                         \item {{\textbf{dwarf5} is not fully implemented on GDB, and so it's
330                                 impossible to step without errors when it's enabled.}}
331                         \item {\textbf{Debugging symbols} aren't enabled by default.}
332                 \end{itemize}}
333         \vspace{0.2cm}
334         \end{block}
335
336         \vspace{0.3cm}
337
338         \scriptsize{
339                 \setbeamertemplate{itemize item}[circle]
340         \begin{itemize}
341                 \item {\textbf{Blog post} on how to set up
342                         {\color{black}{ANGLE}} and {\color{black}{GDB}} for debugging: \url{https://eleni.mutantstargoat.com/hikiko/debug-angle/}}
343                 \item {\textbf{Gist} with the {\color{black}{GN args}}
344                         I've used: \url{https://gistof.com/gnargs}}
345         \end{itemize}}
346         \vspace{0.2cm}
347 \end{frame}
348
349 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
350
351 \begin{frame}[fragile,c]
352     \frametitle{Step 2: Contexts from two drivers in the same
353     program 1/2}
354
355         \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
356         \setbeamertemplate{itemize/enumerate subbody begin}{\tiny}
357         \setbeamertemplate{itemize/enumerate subsubbody begin}{\tiny}
358         \setbeamertemplate{itemize items}[triangle]
359
360         \begin{center}
361         \textbf{\color{coolblack}First Test}
362         \end{center}
363         \vspace{-0.1cm}
364         \scriptsize{\color{coolblack}
365         I've first written a program where both ANGLE and native system driver render
366         images on two different X11 windows and displayed them side by side:
367         }
368         \vspace{-0.1cm}
369         \begin{center}
370         \adjustbox{valign=t, margin=1ex,
371         padding=1ex}{\includegraphics[height=1.5cm]{data/angle_egl.png}}
372         \end{center}
373         \vspace{-0.1cm}
374         \begin{block}{\footnotesize{Some parts that needed attention:}}
375         \begin{itemize}
376                 \item {Set ANGLE \textbf{library paths} in Makefile and link
377                         with native system EGL.}
378                 \item {\textbf{Dynamically open} ANGLE EGL and load its functions prefixed with
379                         \texttt{angle\_} to distinguish them from native EGL ones.}
380                 \item {Do the same for GLESv2.}
381                 \item {\textbf{Invalidate the ANGLE context} at every display call.\\
382                         (\textit{When ANGLE is not the only
383                         implementation available \texttt{MakeCurrent} is not working as
384                         expected!!!})}
385         \end{itemize}
386         \end{block}
387 \end{frame}
388
389 \begin{frame}[fragile,c]
390     \frametitle{Step 2: Contexts from two drivers in the same
391     program 2/2}
392         \vspace{0.1cm}
393         \begin{center}
394                 \textbf{\color{coolblack}Why invalidate the ANGLE context before MakeCurrent?}
395                 \\
396                 \begin{table}[c]
397                         \begin{tabularx}{\textwidth}{l X}
398                                 \tiny{\textbf{\color{mediumred-violet}Context is cached in ANGLE!}} &
399                                 \adjustbox{valign=c, margin=0.1ex,
400                                 padding=0.1ex}{\includegraphics[height=2cm]{data/makecurrent.png}} \\
401                         \end{tabularx}
402                 \end{table}
403         \end{center}
404
405         \vspace{-0.1cm}
406         \begin{center}
407                 \textbf{\color{coolblack}More on Makefile changes and dynamic loading:}
408         \end{center}
409
410         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
411         \setbeamertemplate{itemize items}[circle]
412         
413         \tiny{
414         \textbf{\texttt{\color{black}{Blog post:}}}
415         {Sharing texture data between ANGLE and the native system driver:\\
416         \url{https://eleni.mutantstargoat.com/hikiko/angle-dma/}}\\
417         \vspace{0.1cm}
418         \begin{itemize}
419             \itemsep0.1cm
420             \item 
421                 {\color{black}Step 1: Using
422                 both libraries in the same program.}
423             \item 
424                 {\color{black}{About ANGLE MakeCurrent.}}
425         \end{itemize}
426
427         \vspace{0.3cm}
428
429         \color{black}{\textbf{\texttt{Code:}}}
430         {\url{https://github.com/hikiko/shctx/tree/wip/system\_egl\_dynamic\_angle}}
431
432         }
433 \end{frame}
434
435 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
436
437 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
438 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
439 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
440 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
441 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
442
443 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
444 \section[Experiment 2]{Experiment 2: Sharing a texture across drivers using shared context}
445 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
446
447 \begin{frame}[fragile,c]
448     \frametitle{Shared Context}
449     \begin{center}
450         \scriptsize{
451             \textbf{\color{coolblack}{A texture can be accessed by multiple OpenGL or
452             GLESv2 contexts when these contexts are \textit{shared}:}}
453         }
454         \vspace{0.001cm}
455         \texttt{
456             \begin{table}[h]
457                 \centering
458                 \begin{adjustbox}{max width=\textwidth}
459                     \begin{tabular}{|l|}
460                         \hline
461                         \rowcolor{platinum}
462                         \\
463                         \rowcolor{platinum}
464                         \textbf{new\_ctx} = {\color{mediumred-violet}eglCreateContext}(new\_ctx\_dpy, new\_ctx\_config,
465                         \textbf{native\_ctx}, new\_ctx\_attrib);\\
466                         \rowcolor{platinum}\\
467                         \hline
468                     \end{tabular}
469                 \end{adjustbox}
470             \end{table}
471         }
472
473         \vspace{0.1cm}
474         \scriptsize{
475             \textbf{\color{coolblack}{A texture generated by each context can be bound and used by the
476             other\\ without ever leaving the GPU!}}
477         }
478         \vspace{0.01cm}
479
480         \tiny{
481             \texttt{
482                 \begin{table}[h]
483                     \centering
484                     \begin{adjustbox}{max width=\textwidth}
485                         \begin{tabular}{|l|}
486                             \rowcolor{platinum}
487                             \hline
488                             \rowcolor{platinum}
489                             \\
490                             \rowcolor{platinum}
491                         glBindTexture({\color{mediumred-violet}GL\_TEXTURE\_2D}, \textbf{\color{afblue}gl\_shared\_tex});\\
492                             \rowcolor{platinum}
493                         {\color{darkgray}/* ... gl operations ... */}\\
494                             \rowcolor{platinum}
495                         \\
496                             \rowcolor{platinum}
497                         angle\_glBindTexture({\color{mediumred-violet}GL\_TEXTURE\_2D}, \textbf{\color{afblue}gl\_shared\_tex});\\
498                             \rowcolor{platinum}
499                         {\color{darkgray}/* ... angle\_gl operations ... */}\\
500                             \rowcolor{platinum}
501                         \\\hline
502                     \end{tabular}
503                     \end{adjustbox}
504                 \end{table}
505             }}
506
507     \vspace{0.2cm}
508         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
509         \setbeamertemplate{itemize items}[triangle]
510
511         %\setbeamertemplate{blocks}
512         \scriptsize{  \textbf{\color{coolblack}{Shared context restrictions:}}}
513         \vspace{0.1cm}
514         \begin{itemize}
515             \item Contexts must be created by the \textbf{same API} (both OpenGL,
516                 or both GLESv2, same driver).
517             \item Contexts must be created by the \textbf{same
518                 process}.(\textbf{=>
519                 {\color{coolblack}{not
520                 suitable for every project!}}})
521         \end{itemize}
522     \end{center}
523 \end{frame}
524
525 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
526
527 \begin{frame}[fragile,c]
528     \frametitle{Could we use shared context in WebKit?}
529
530         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
531         \setbeamertemplate{itemize items}[triangle]
532     \begin{center}
533         \scriptsize{
534             \textbf{\color{coolblack} Could we use shared context in WebKit?}\\
535
536             \vspace{0.2cm}
537
538             \textbf{Short answer:} Currently yes (with some workaround) but not in the
539             future.
540
541             \vspace{0.3cm}
542
543             \begin{block}{Requirements to use shared context/textures in \textbf{WebKit}:}
544                 \begin{itemize}
545                     \item We should use the \textbf{ANGLE EGL/OpenGL backend in
546                         WebGL2} to
547                         match the main Graphics Pipeline API/driver (both contexts
548                         should be OpenGL or GLESv2 and from the same driver!)
549                     \item We'd need an \textbf{ANGLE extension} to allow passing
550                         native shared context to ANGLE's eglCreateContext instead of
551                         ANGLE shared context.
552                     \item We should never move WebGL2 and Graphics Pipeline in
553                         different processes. Shared contexts should be created by
554                         the same process! (\textbf{Reason we've rejected this
555                         method}).
556                 \end{itemize}
557             \end{block}
558         }
559
560         \vspace{0.3cm}
561
562         \tiny{
563             \textbf{\color{coolblack}{NEW}} ANGLE extension:\\
564             \texttt{EGL\_ANGLE\_native\_shared\_context}
565
566             \vspace{0.2cm}
567
568
569             \textbf{\color{coolblack}NEW} \texttt{\color{afblue}EGLAttrib} attribute can be passed
570             to \texttt{\color{afblue}eglCreateContext}:\\
571             \texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE}
572
573             \vspace{0.3cm}
574             {\color{coolblack}
575             This attribute indicates that the shared context in
576             \texttt{\color{deepjunglegreen}eglCreateContext}
577             is \textbf{not ANGLE} and should be used as native in the internal
578             implementation.
579             }
580         }
581     \end{center}
582 \end{frame}
583
584 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
585 \begin{frame}[fragile,c]
586     \frametitle{EGL\_ANGLE\_native\_shared\_context}
587
588         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
589     \setbeamertemplate{itemize items}[triangle]{\tiny}
590     \setbeamercolor{block body}{bg=white}
591
592     \begin{center}
593         \tiny{
594             \begin{block}{This is how we create shared OpenGL
595                 context using EGL (system or ANGLE):}
596                 \centering
597                 \begin{adjustbox}{max width=\textwidth}
598                     \adjustbox{valign=t}{\includegraphics[height=1.3cm]{data/shared_ctx1.png}}
599                 \end{adjustbox}
600
601                 \begin{comment}
602                 {\color{coolblack}
603                 \begin{table}[t]
604                     \centering
605                     \begin{adjustbox}{max width=\textwidth}
606                         \begin{tabular}{l}
607                             · In case of system EGL \texttt{ctx\_A} and
608                             \texttt{ctx\_B} are native
609                             EGL contexts.\\
610                             · In case of ANGLE they are ANGLE EGL contexts.\\
611                         \end{tabular}
612                     \end{adjustbox}
613                 \end{table}
614                 }
615                 \end{comment}
616             \end{block}
617         }
618
619         \tiny{
620         \begin{block}{This is how we'd create shared
621         OpenGL context between native EGL and ANGLE EGL using
622             \texttt{EGL\_ANGLE\_native\_shared\_context}:}
623
624             \vspace{0.2cm}
625             \begin{itemize}
626                 \item \tiny{We'd pass the native EGL context (created by the native system
627                     driver) as {\color{black}shared context} to the
628                     native OpenGL context that is created {\color{black}in the ANGLE
629                     OpenGL backend} using the native system driver!}
630                 \item \tiny{We'd need use the {\color{black}new EGL attribute
631                     (\texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE})} to let ANGLE know
632                     that the shared context \textit{\color{coolblack}is not ANGLE but native}
633                     context!}
634             \end{itemize}
635             \vspace{-0.2cm}
636
637         \begin{table}[t]
638             \centering
639             \begin{tabular}{l}
640                 \begin{adjustbox}{max width=\textwidth}
641                     \adjustbox{valign=t}{\includegraphics[height=3.5cm]{data/shared_ctx2.png}}
642                 \end{adjustbox}
643             \end{tabular}
644         \end{table}
645         \end{block}
646     }
647
648
649     \end{center}
650 \end{frame}
651
652 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
653 \begin{frame}[fragile,c]
654     \frametitle{Some work on the shared context approach}
655         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
656     \setbeamertemplate{itemize items}[triangle]{\tiny}
657     \setbeamercolor{block body}{bg=white}
658
659     \begin{center}
660         \begin{block}{\tiny{Extension
661             \texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE}:}}
662             \vspace{0.2cm}
663             \tiny{
664                 \begin{table}[h]
665                     \centering
666                         Worked on the extension implementation (draft state, there are
667                         bugs).\\
668                     \begin{tabular}{l}
669                         \\
670                         \textbf{Concept:}\\
671                         \begin{adjustbox}{max width=\textwidth}
672                             \adjustbox{valign=t}{\includegraphics[scale=0.2]{data/shared_ctx3.png}}
673                         \end{adjustbox}\\
674                     \end{tabular}
675                 \end{table}
676             }
677         \end{block}
678         \begin{block}{\tiny{Experimental programs (to test the extension and
679             familiarize with the shared context concept):}}
680             \begin{itemize}
681                 \item A test program that uses EGL ctxA to create a texture and
682                     EGL ctxB to display it on an X11 window.
683                 \item The same program written in ANGLE (there were
684                     differences!)
685                 \item A test program that uses EGL ctxA to create a texture and
686                     ANGLE EGL ctxB to display it on an X11 window.
687                 \item Variations of the above:
688                     \url{https://github.com/hikiko/shctx/branches}
689             \end{itemize}
690         \end{block}
691     \end{center}
692    \end{frame}
693    
694 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
695    \begin{frame}
696        \frametitle{Abandoned!}
697        \begin{center}
698            \textbf{\color{coolblack} Why not shared context?}
699            \vspace{0.5cm}
700
701            {\footnotesize{
702                \begin{itemize}
703                    \item Shared context would be a nice and clean approach if we wanted to use
704                        it with our current WebKit code.
705                    \item But there is a plan to use \textbf{separate processes} for WebGL2 and
706                                            the main graphics pipeline!! (Žan Doberšek)
707                \end{itemize}
708            }}
709
710            \vspace{0.5cm}
711            \textbf{\color{coolblack} But there was a \textit{better} approach!}
712        \end{center}
713    \end{frame}
714 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
715
716 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
717 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
718 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
719 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
720
721 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
722 \section[Experiment 3]{Experiment 3: Sharing texture data across drivers using kernel DMA buffers}
723 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
724
725 \begin{frame}
726     \frametitle{DMA buffers for the win!}
727
728     \begin{center}
729                 \textbf{\color{coolblack}Fortunately we are on Linux!}
730
731                 \setbeamercolor{block body}{bg=white}
732                 \setbeamercolor{block title}{bg=white, fg=coolblack}
733                 \begin{block}{\scriptsize{There is a Linux kernel framework that can be used for
734                         content sharing across different Linux drivers!}}
735
736                         \vspace{-0.1cm}
737                         \begin{table}[t]
738                                 \centering
739                                 \begin{tabular}{l}
740                                         \begin{adjustbox}{max width=\textwidth}
741                                                 \adjustbox{valign=t}{\includegraphics[height=3.1cm]{data/dma_buf_sharing.png}}
742                                         \end{adjustbox}
743                                 \end{tabular}
744                         \end{table}
745
746                         \textbf{\scriptsize{\color{coolblack}A few interesting things about
747             content sharing with dma buffers:}}\\
748                         \vspace{0.1cm}
749
750                         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
751                         \begin{itemize}
752                                 \item There are {\color{coolblack}EGL and OpenGL/GLESv2
753                                         extensions} to make it easier!
754                                 \item It's a {\color{coolblack}driver independent} method!
755                                 \item It works with {\color{coolblack}multiple processes}!
756                                 \item As long as ANGLE can expose the required extensions to
757                                         import a dma\_buf file descriptor this method is also
758                                         {\color{coolblack}"ANGLE backend
759                                         independent"}!
760                                 \item DMA buffers are a {\color{coolblack}Linux-only} thing...
761                     but we won't need to support other systems! (Žan Doberšek)
762                         \end{itemize}
763                 \end{block}
764     \end{center}
765 \end{frame}
766
767 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
768
769 \begin{frame}
770         \frametitle{Extensions and new approach}
771
772         \setbeamercolor{block body}{bg=white}
773         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
774
775         \begin{block}{\scriptsize{How the kernel DMA buffers would help us avoid copying
776                 the WebGL texture data?}}
777
778                 \begin{center}
779                         \begin{itemize}
780                                 \item Each texture is backed by a Linux kernel dma\_buffer.
781                                 \item Multiple textures can use the same dma buffer as backing
782                                         storage if they meet some requirements.
783                                 \item We can export the file descriptor of one buffer from one
784                                         driver and use it to access the buffer from the other
785                                         driver.
786                                 \item So we can export the fd that corresponds to the compositor
787                                         texture, import it in WebGL when we create the render target
788                                         and when the WebGL texture is filled, the compositor texture
789                                         will be also filled, as they share the backing storage!
790                         \end{itemize}
791                 \end{center}
792         \end{block}
793
794         \begin{block}{\scriptsize{EGL and GL extensions that can be used for that
795         purpose:}}
796                 \begin{center}
797                         \begin{itemize}
798                                 \item
799                                         \href{https://www.khronos.org/registry/EGL/extensions/MESA/EGL\_MESA\_image\_dma\_buf\_export.txt}{EGL\_MESA\_image\_dma\_buf\_export}:
800                                         \\ This extension allows creating one or multiple Linux dma\_buf
801                                         file descriptors from the EGLImage that corresponds to a texture.
802                                 \item \href{https://www.khronos.org/registry/EGL/extensions/EXT/EGL\_EXT\_image\_dma\_buf\_import.txt}{EGL\_EXT\_image\_dma\_buf\_import}:
803                                         \\ This extension allows creating an EGLImage (that will be used to create a
804                                         texture) from one or multiple Linux dma\_buf file
805                                         descriptors.
806                                 \item \href{https://www.khronos.org/registry/EGL/extensions/EXT/EGL\_EXT\_image\_dma\_buf\_import\_modifiers.txt}{EGL\_EXT\_image\_dma\_buf\_import\_modifiers}:
807                                         \\ This extension builds on EGL\_EXT\_image\_dma\_buf\_import, in order to support
808                                         format modifiers used for tiling, compression, and additional non-linear
809                                         modes.
810                                 \item \href{https://www.khronos.org/registry/OpenGL/extensions/OES/OES\_EGL\_image\_external.txt}{OES\_EGL\_image\_external}: 
811                                         \\ This extension provides a mechanism for creating EGLImage texture targets
812                                         from EGLImages.
813                         \end{itemize}
814                 \end{center}
815         \end{block}
816 \end{frame}
817
818 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
819
820 \begin{frame}
821         \frametitle{Example:}
822
823         \setbeamercolor{block body}{bg=white}{\scriptsize}
824         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
825
826         \begin{block}{\scriptsize{I've written an example:}}
827                 \begin{center}
828                         \begin{itemize}
829                                 \item First using two native EGL contexts\\
830                                         Blog post: \url{https://eleni.mutantstargoat.com/hikiko/egl-dma-1/} \\
831                                         Code: \url{https://gistof.com/dma-egl-version}
832                                 \item Then using a native EGL context and a context created from
833                     ANGLE\\
834                                         Blog post: \url{https://eleni.mutantstargoat.com/hikiko/angle-dma/}\\
835                                         Code: \url{https://gistof.com/dmaangleeglversion}
836                         \end{itemize}
837                 \end{center}
838         \end{block}
839         \vspace{-0.3cm}
840         \begin{block}{\scriptsize{Snippet from the exporter:}}
841                 \vspace{-0.1cm}
842                 \tiny{
843                 \begin{table}[t]
844                         \centering
845                         \begin{tabular}{l}
846                                 {\color{coolblack}Exporting a dma buffer from a texture
847                                 \texttt{texA}:}\\ 
848                                 \begin{adjustbox}{max width=\textwidth}
849                                         \adjustbox{valign=t}{\includegraphics[height=4cm]{data/dma_export_and_struct.png}}
850                                 \end{adjustbox}\\
851                         \end{tabular}
852                 \end{table}
853                 }
854         \end{block}
855 \end{frame}
856
857 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
858
859 \begin{frame}
860         \frametitle{Example continued}
861         \setbeamercolor{block body}{bg=white}{\scriptsize}
862         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
863
864         \begin{block}{\scriptsize{Snippets from the importer:}}
865                 \vspace{-0.1cm}
866                 \tiny{
867                 \begin{table}[t]
868                         \centering
869                         \begin{tabular}{l}
870                                 {\color{coolblack}Creating an EGLImage from the dma buffer using
871                                 the exported fd and the exported modifiers:}\\ 
872                                 \\
873                                 \begin{adjustbox}{max width=\textwidth}
874                                         \adjustbox{valign=t}{\includegraphics[height=3.5cm]{data/dma_import.png}}
875                                 \end{adjustbox}\\
876 \\
877 \\
878                                 {\color{coolblack}Creating a texture using that external
879                                 EGLImage:}\\ 
880                                 \\
881                                 \begin{adjustbox}{max width=\textwidth}
882                                         \adjustbox{valign=t}{\includegraphics[height=2cm]{data/dma_targetteture2does.png}}
883                                 \end{adjustbox}\\
884                         \end{tabular}
885                 \end{table}
886                 }
887         \end{block}
888 \end{frame}
889
890 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
891 \begin{frame}
892         \frametitle{Test program}
893
894         \begin{block}{\scriptsize{An exporter-importer that uses ANGLE and native
895                 EGL}}
896                 \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
897                 \begin{itemize}
898                         \itemsep0.3cm
899                         \itemsep0.2cm
900                         \item First context is EGL/OpenGL like the one in main graphics
901                                 pipeline.
902                         \item Second is ANGLE with EGL/GLESv2 backend like the one in
903                                 WebGL2.
904                         \item EGL/OpenGL context creates an empty texture and exports the dma\_buf
905                                 fd and all other information about the buffer.
906                         \item ANGLE context creates another empty texture using the same
907                                 dma\_buf and the import mechanism.
908                         \item ANGLE context fills the emty ANGLE texture.
909                         \item EGL/OpenGL context displays the previously empty OpenGL/EGL
910                                 texture.
911                         \item EGL/OpenGL texture contains what ANGLE texture had.
912                         \item \textbf{We shared the ANGLE data without copying them!}
913                 \end{itemize}
914
915         \end{block}
916         \vspace{0.2cm}
917         \scriptsize{
918                 \begin{center}
919                         \textbf{\color{coolblack}Check the blog posts for more details!}
920                 \end{center}
921                 }
922 \end{frame}
923 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
924
925 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
926 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
927 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
928 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
929 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
930
931 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
932 \section[Multiple Processes]{Multiple Processes}
933 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
934
935 \begin{frame}[fragile,c]
936     \frametitle{What if WebGL and Graphics pipeline were separate processes?}
937         \setbeamertemplate{blocks}[rounded]
938
939 \vspace{0.3cm}
940     \center{
941         \textbf{\small{There is a plan to split the main graphics pipeline and the WebGL2
942     pipeline in two processes. (Žan Doberšek)}}}
943
944 \vspace{0.5cm}
945         \begin{block}{Can we still use shared DMA buffers?}
946         \footnotesize{
947
948     \begin{itemize}
949        \itemsep0.3cm
950        \item {\color{coolblack} \textbf{YES!} DMA buffers can be shared across
951               multiple processes.}
952                   \item {\color{coolblack} But we need some sort of \textbf{\textit{interprocess
953                           communication}} to exchange the file descriptor.}
954                   \item {\color{coolblack} This is a client-server
955                           \textbf{\textit{example}} that uses unix
956             sockets to pass the dma-buf FD from one process to the other:
957                         \url{https://gitlab.com/blaztinn/dma-buf-texture-sharing}.}
958             \end{itemize}
959
960         }
961     \end{block}
962 \vspace{0.3cm}
963 \end{frame}
964
965 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
966
967 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
968 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
969 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
970 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
971 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
972
973 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
974 \section[WebKit Integration]{WebKit Integration}
975 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
976
977 \begin{frame}[fragile,c]
978     \frametitle{WIP WebKit:}
979         \center{\normalsize{\textbf{\color{coolblack}{Ongoing work on WebKit}}}}
980
981         \vspace{0.1cm}
982         \begin{center}
983                 \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
984                 \setbeamertemplate{itemize/enumerate subbody begin}[circle]{\tiny}
985                         \begin{itemize}
986                                 \itemsep0.2cm
987                                 \item The extensions to import dma-buf buffers in ANGLE are
988                                         implemented and exposed to the user => {\color{coolblack}in WebGL we can easily import the main pipeline
989                                         DMA buf when we create the render target!}
990                                 \item The extension to export dma-buf buffers from EGL is
991                                         supported on mesa => {\color{coolblack}we could run a check before creating
992                                         the shared dma buffer and use either use it or fallback to
993                                         something else (libgbm? copying?)}
994                         \end{itemize}
995         \end{center}
996         \vspace{0.05cm}
997         {\scriptsize{
998         \begin{block}{DONE/WIP/TODO}
999             \begin{itemize}
1000                 \item{Use the right CMake options (one can't simply enable
1001                     \texttt{USE\_ANGLE\_WEBGL}!):
1002                     \color{coolblack}{\textbf{FIXED }}}
1003                 \item{There were compile errors when ANGLE was used: 
1004                     \color{coolblack}{\textbf{FIXED/Pending to send the patches}}}
1005                 \item{Link errors when ANGLE is used:
1006                     \color{coolblack}{\textbf{WIP/Partially FIXED}}}
1007                 \item{Copy replacement: \color{coolblack}{\textbf{WIP/TODO}}}
1008             \end{itemize}
1009         \end{block}
1010         }}
1011
1012 \end{frame}
1013
1014 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1015
1016 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1017 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1018 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1019 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1020 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1021
1022 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1023 \section[References]{References}
1024 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1025 %\setbeamertemplate{bibliography entry title}{}
1026 %\setbeamertemplate{bibliography entry location}{}
1027 %\setbeamertemplate{bibliography entry note}{}
1028 \setbeamerfont{bibliography item}{size=\footnotesize}
1029 \setbeamerfont{bibliography entry author}{size=\footnotesize}
1030 \setbeamerfont{bibliography entry title}{size=\footnotesize}
1031 \setbeamerfont{bibliography entry year}{size=\footnotesize}
1032 \setbeamerfont{bibliography entry note}{size=\footnotesize}
1033
1034 \begin{frame}[allowframebreaks]
1035         \frametitle{Links}
1036         \bibliographystyle{unsrt}
1037         \bibliography{bib/references.bib}
1038         \nocite{*}
1039 \end{frame}
1040
1041 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1042 \end{document}
1043 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%