nitpick
[webkit_codecamp] / codecamp.tex
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13 \usepackage{fontspec}
14 \usepackage{tabularx, array, booktabs}
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47 %       basicstyle=\footnotesize,       % the size of the fonts that are used for the code
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57         captionpos=b,           % sets the caption-position to bottom
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80         \includegraphics[height=0.67cm]{data/igalia-logo.png}
81 \end{textblock*}}
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104
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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         \setbeamertemplate{blocks}[rounded]
360
361         \begin{center}
362         \textbf{\color{coolblack}First Test}
363         \end{center}
364         \vspace{-0.1cm}
365         \scriptsize{\color{coolblack}
366         I've first written a program where both ANGLE and native system driver render
367         images on two different X11 windows and displayed them side by side:
368         }
369         \vspace{-0.1cm}
370         \begin{center}
371         \adjustbox{valign=t, margin=1ex,
372         padding=1ex}{\includegraphics[height=1.5cm]{data/angle_egl.png}}
373         \end{center}
374         \vspace{-0.1cm}
375         \begin{block}{\footnotesize{Things I had to take care of:}}
376         \begin{itemize}
377                 \item {Set ANGLE \textbf{library paths} in Makefile and link
378                         with native system EGL.}
379                 \item {\textbf{Dynamically open} ANGLE EGL and load its functions prefixed with
380                         \texttt{angle\_} to distinguish them from native EGL ones.}
381                 \item {Do the same for GLESv2.}
382                 \item {\textbf{Invalidate the ANGLE context} at every display call.\\
383                         (\textit{When ANGLE is not the only
384                         implementation available \texttt{MakeCurrent} is not working as
385                         expected!!!})}
386         \end{itemize}
387         \end{block}
388 \end{frame}
389
390 \begin{frame}[fragile,c]
391     \frametitle{Step 2: Contexts from two drivers in the same
392     program 2/2}
393         \vspace{0.1cm}
394         \begin{center}
395                 \textbf{\color{coolblack}Why invalidate the ANGLE context before MakeCurrent?}
396                 \\
397                 \begin{table}[c]
398                         \begin{tabularx}{\textwidth}{l X}
399                                 \tiny{\textbf{\color{mediumred-violet}Context is cached in ANGLE!}} &
400                                 \adjustbox{valign=c, margin=0.1ex,
401                                 padding=0.1ex}{\includegraphics[height=2cm]{data/makecurrent.png}} \\
402                         \end{tabularx}
403                 \end{table}
404         \end{center}
405
406         \vspace{-0.1cm}
407         \begin{center}
408                 \textbf{\color{coolblack}More on Makefile changes and dynamic loading:}
409         \end{center}
410
411         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
412         \setbeamertemplate{itemize items}[circle]
413         
414         \tiny{
415         \textbf{\texttt{\color{black}{Blog post:}}}
416         {Sharing texture data between ANGLE and the native system driver:\\
417         \url{https://eleni.mutantstargoat.com/hikiko/angle-dma/}}\\
418         \vspace{0.1cm}
419         \begin{itemize}
420             \itemsep0.1cm
421             \item 
422                 {\color{black}Step 1: Using
423                 both libraries in the same program.}
424             \item 
425                 {\color{black}{About ANGLE MakeCurrent.}}
426         \end{itemize}
427
428         \vspace{0.3cm}
429
430         \color{black}{\textbf{\texttt{Code:}}}
431         {\url{https://github.com/hikiko/shctx/tree/wip/system\_egl\_dynamic\_angle}}
432
433         }
434 \end{frame}
435
436 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
437
438 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
439 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
440 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
441 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
442 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
443
444 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
445 \section[Experiment 2]{Experiment 2: Sharing a texture across drivers using shared context}
446 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
447
448 \begin{frame}[fragile,c]
449     \frametitle{Shared Context}
450     \begin{center}
451         \scriptsize{
452             \textbf{\color{coolblack}{A texture can be accessed by multiple OpenGL or
453             GLESv2 contexts when these contexts are \textit{shared}:}}
454         }
455         \vspace{0.001cm}
456         \texttt{
457             \begin{table}[h]
458                 \centering
459                 \begin{adjustbox}{max width=\textwidth}
460                     \begin{tabular}{|l|}
461                         \hline
462                         \rowcolor{platinum}
463                         \\
464                         \rowcolor{platinum}
465                         \textbf{new\_ctx} = {\color{mediumred-violet}eglCreateContext}(new\_ctx\_dpy, new\_ctx\_config,
466                         \textbf{native\_ctx}, new\_ctx\_attrib);\\
467                         \rowcolor{platinum}\\
468                         \hline
469                     \end{tabular}
470                 \end{adjustbox}
471             \end{table}
472         }
473
474         \vspace{0.1cm}
475         \scriptsize{
476             \textbf{\color{coolblack}{A texture generated by each context can be bound and used by the
477             other\\ without ever leaving the GPU!}}
478         }
479         \vspace{0.01cm}
480
481         \tiny{
482             \texttt{
483                 \begin{table}[h]
484                     \centering
485                     \begin{adjustbox}{max width=\textwidth}
486                         \begin{tabular}{|l|}
487                             \rowcolor{platinum}
488                             \hline
489                             \rowcolor{platinum}
490                             \\
491                             \rowcolor{platinum}
492                         glBindTexture({\color{mediumred-violet}GL\_TEXTURE\_2D}, \textbf{\color{afblue}gl\_shared\_tex});\\
493                             \rowcolor{platinum}
494                         {\color{darkgray}/* ... gl operations ... */}\\
495                             \rowcolor{platinum}
496                         \\
497                             \rowcolor{platinum}
498                         angle\_glBindTexture({\color{mediumred-violet}GL\_TEXTURE\_2D}, \textbf{\color{afblue}gl\_shared\_tex});\\
499                             \rowcolor{platinum}
500                         {\color{darkgray}/* ... angle\_gl operations ... */}\\
501                             \rowcolor{platinum}
502                         \\\hline
503                     \end{tabular}
504                     \end{adjustbox}
505                 \end{table}
506             }}
507
508     \vspace{0.2cm}
509         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
510         \setbeamertemplate{itemize items}[triangle]
511
512         %\setbeamertemplate{blocks}
513         \scriptsize{  \textbf{\color{coolblack}{Shared context restrictions:}}}
514         \vspace{0.1cm}
515         \begin{itemize}
516             \item Contexts must be created by the \textbf{same API} (both OpenGL,
517                 or both GLESv2, same driver).
518             \item Contexts must be created by the \textbf{same
519                 process}.(\textbf{=>
520                 {\color{coolblack}{not
521                 suitable for every project!}}})
522         \end{itemize}
523     \end{center}
524 \end{frame}
525
526 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
527
528 \begin{frame}[fragile,c]
529     \frametitle{Could we use shared context in WebKit?}
530
531         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
532         \setbeamertemplate{itemize items}[triangle]
533     \begin{center}
534         \scriptsize{
535             \textbf{\color{coolblack} Could we use shared context in WebKit?}\\
536
537             \vspace{0.2cm}
538
539             \textbf{Short answer:} Currently yes (with some workaround) but not in the
540             future.
541
542             \vspace{0.3cm}
543
544             \begin{block}{Requirements to use shared context/textures in \textbf{WebKit}:}
545                 \begin{itemize}
546                     \item We should use the \textbf{ANGLE EGL/OpenGL backend in
547                         WebGL2} to
548                         match the main Graphics Pipeline API/driver (both contexts
549                         should be OpenGL or GLESv2 and from the same driver!)
550                     \item We'd need an \textbf{ANGLE extension} to allow passing
551                         native shared context to ANGLE's eglCreateContext instead of
552                         ANGLE shared context.
553                     \item We should never move WebGL2 and Graphics Pipeline in
554                         different processes. Shared contexts should be created by
555                         the same process! (\textbf{Reason we've rejected this
556                         method}).
557                 \end{itemize}
558             \end{block}
559         }
560
561         \vspace{0.3cm}
562
563         \tiny{
564             \textbf{\color{coolblack}{NEW}} ANGLE extension:\\
565             \texttt{EGL\_ANGLE\_native\_shared\_context}
566
567             \vspace{0.2cm}
568
569
570             \textbf{\color{coolblack}NEW} \texttt{\color{afblue}EGLAttrib} attribute can be passed
571             to \texttt{\color{afblue}eglCreateContext}:\\
572             \texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE}
573
574             \vspace{0.3cm}
575             {\color{coolblack}
576             This attribute indicates that the shared context in
577             \texttt{\color{deepjunglegreen}eglCreateContext}
578             is \textbf{not ANGLE} and should be used as native in the internal
579             implementation.
580             }
581         }
582     \end{center}
583 \end{frame}
584
585 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
586 \begin{frame}[fragile,c]
587     \frametitle{EGL\_ANGLE\_native\_shared\_context}
588
589         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
590     \setbeamertemplate{itemize items}[triangle]{\tiny}
591     \setbeamercolor{block body}{bg=white}
592
593     \begin{center}
594         \tiny{
595             \begin{block}{This is how we create shared OpenGL
596                 context using EGL (system or ANGLE):}
597                 \centering
598                 \begin{adjustbox}{max width=\textwidth}
599                     \adjustbox{valign=t}{\includegraphics[height=1.3cm]{data/shared_ctx1.png}}
600                 \end{adjustbox}
601
602                 \begin{comment}
603                 {\color{coolblack}
604                 \begin{table}[t]
605                     \centering
606                     \begin{adjustbox}{max width=\textwidth}
607                         \begin{tabular}{l}
608                             · In case of system EGL \texttt{ctx\_A} and
609                             \texttt{ctx\_B} are native
610                             EGL contexts.\\
611                             · In case of ANGLE they are ANGLE EGL contexts.\\
612                         \end{tabular}
613                     \end{adjustbox}
614                 \end{table}
615                 }
616                 \end{comment}
617             \end{block}
618         }
619
620         \tiny{
621         \begin{block}{This is how we'd create shared
622         OpenGL context between native EGL and ANGLE EGL using
623             \texttt{EGL\_ANGLE\_native\_shared\_context}:}
624
625             \vspace{0.2cm}
626             \begin{itemize}
627                 \item \tiny{We'd pass the native EGL context (created by the native system
628                     driver) as {\color{black}shared context} to the
629                     native OpenGL context that is created {\color{black}in the ANGLE
630                     OpenGL backend} using the native system driver!}
631                 \item \tiny{We'd need use the {\color{black}new EGL attribute
632                     (\texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE})} to let ANGLE know
633                     that the shared context \textit{\color{coolblack}is not ANGLE but native}
634                     context!}
635             \end{itemize}
636             \vspace{-0.2cm}
637
638         \begin{table}[t]
639             \centering
640             \begin{tabular}{l}
641                 \begin{adjustbox}{max width=\textwidth}
642                     \adjustbox{valign=t}{\includegraphics[height=3.5cm]{data/shared_ctx2.png}}
643                 \end{adjustbox}
644             \end{tabular}
645         \end{table}
646         \end{block}
647     }
648
649
650     \end{center}
651 \end{frame}
652
653 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
654 \begin{frame}[fragile,c]
655     \frametitle{Some work on the shared context approach}
656         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
657     \setbeamertemplate{itemize items}[triangle]{\tiny}
658     \setbeamercolor{block body}{bg=white}
659
660     \begin{center}
661         \begin{block}{\tiny{Extension
662             \texttt{EGL\_NATIVE\_SHARED\_CONTEXT\_ANGLE}:}}
663             \vspace{0.2cm}
664             \tiny{
665                 \begin{table}[h]
666                     \centering
667                         Worked on the extension implementation (draft state, there are
668                         bugs).\\
669                     \begin{tabular}{l}
670                         \\
671                         \textbf{Concept:}\\
672                         \begin{adjustbox}{max width=\textwidth}
673                             \adjustbox{valign=t}{\includegraphics[scale=0.2]{data/shared_ctx3.png}}
674                         \end{adjustbox}\\
675                     \end{tabular}
676                 \end{table}
677             }
678         \end{block}
679         \begin{block}{\tiny{Experimental programs (to test the extension and
680             familiarize with the shared context concept):}}
681             \begin{itemize}
682                 \item A test program that uses EGL ctxA to create a texture and
683                     EGL ctxB to display it on an X11 window.
684                 \item The same program written in ANGLE (there were
685                     differences!)
686                 \item A test program that uses EGL ctxA to create a texture and
687                     ANGLE EGL ctxB to display it on an X11 window.
688                 \item Variations of the above:
689                     \url{https://github.com/hikiko/shctx/branches}
690             \end{itemize}
691         \end{block}
692     \end{center}
693    \end{frame}
694    
695 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
696    \begin{frame}
697        \frametitle{Abandoned!}
698        \begin{center}
699            \textbf{\color{coolblack} Why not shared context?}
700            \vspace{0.5cm}
701
702            {\footnotesize{
703                \begin{itemize}
704                    \item Shared context would be a nice and clean approach if we wanted to use
705                        it with our current WebKit code.
706                    \item But there is a plan to use \textbf{separate processes} for WebGL2 and
707                                            the main graphics pipeline!! (Žan Doberšek)
708                \end{itemize}
709            }}
710
711            \vspace{0.5cm}
712            \textbf{\color{coolblack} But there was a \textit{better} approach!}
713        \end{center}
714    \end{frame}
715 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
716
717 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
718 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
719 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
720 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
721
722 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
723 \section[Experiment 3]{Experiment 3: Sharing texture data across drivers using kernel DMA buffers}
724 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
725
726 \begin{frame}
727     \frametitle{DMA buffers for the win!}
728
729     \begin{center}
730                 \textbf{\color{coolblack}Fortunately we are on Linux!}
731
732                 \setbeamercolor{block body}{bg=white}
733                 \setbeamercolor{block title}{bg=white, fg=coolblack}
734                 \begin{block}{\scriptsize{There is a Linux kernel framework that can be used for
735                         content sharing across different Linux drivers!}}
736
737                         \vspace{-0.1cm}
738                         \begin{table}[t]
739                                 \centering
740                                 \begin{tabular}{l}
741                                         \begin{adjustbox}{max width=\textwidth}
742                                                 \adjustbox{valign=t}{\includegraphics[height=3.1cm]{data/dma_buf_sharing.png}}
743                                         \end{adjustbox}
744                                 \end{tabular}
745                         \end{table}
746
747                         \textbf{\scriptsize{\color{coolblack}A few things that need our attention:}}\\
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 this content sharing easier!
754                                 \item It's {\color{coolblack}driver independent}!
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
758                                         {\color{coolblack}"ANGLE backend
759                                         independent"}!
760                                 \item Works {\color{coolblack}only on Linux}... but in case of
761                                         WPE 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         \begin{block}{\scriptsize{EGL and GL extensions that can be used:}}
794                 \begin{center}
795                         \begin{itemize}
796                                 \item
797                                         \href{https://www.khronos.org/registry/EGL/extensions/MESA/EGL\_MESA\_image\_dma\_buf\_export.txt}{EGL\_MESA\_image\_dma\_buf\_export}:
798                                         \\ This extension allows creating one or multiple Linux dma\_buf
799                                         file descriptors from the EGLImage that corresponds to a texture.
800                                 \item \href{https://www.khronos.org/registry/EGL/extensions/EXT/EGL\_EXT\_image\_dma\_buf\_import.txt}{EGL\_EXT\_image\_dma\_buf\_import}:
801                                         \\ This extension allows creating an EGLImage (that will be used to create a
802                                         texture) from one or multiple Linux dma\_buf file
803                                         descriptors.
804                                 \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}:
805                                         \\ This extension builds on EGL\_EXT\_image\_dma\_buf\_import, in order to support
806                                         format modifiers used for tiling, compression, and additional non-linear
807                                         modes.
808                                 \item \href{https://www.khronos.org/registry/OpenGL/extensions/OES/OES\_EGL\_image\_external.txt}{OES\_EGL\_image\_external}: 
809                                         \\ This extension provides a mechanism for creating EGLImage texture targets
810                                         from EGLImages.
811                         \end{itemize}
812                 \end{center}
813         \end{block}
814 \end{frame}
815
816 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
817
818 \begin{frame}
819         \frametitle{Example:}
820
821         \setbeamercolor{block body}{bg=white}{\scriptsize}
822         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
823
824         \begin{block}{\scriptsize{I've written an example:}}
825                 \begin{center}
826                         \begin{itemize}
827                                 \item First using EGL!\\
828                                         Blog post: \url{https://eleni.mutantstargoat.com/hikiko/egl-dma-1/} \\
829                                         Code: \url{https://gistof.com/dma-egl-version}
830                                 \item Then using a native EGL context and a context from ANGLE!\\
831                                         Blog post: \url{https://eleni.mutantstargoat.com/hikiko/angle-dma/}\\
832                                         Code: \url{https://gistof.com/dmaangleeglversion}
833                         \end{itemize}
834                 \end{center}
835         \end{block}
836         \vspace{-0.3cm}
837         \begin{block}{\scriptsize{Snippet from the exporter:}}
838                 \vspace{-0.1cm}
839                 \tiny{
840                 \begin{table}[t]
841                         \centering
842                         \begin{tabular}{l}
843                                 {\color{coolblack}Exporting a dma buffer from a texture
844                                 \texttt{texA}:}\\ 
845                                 \begin{adjustbox}{max width=\textwidth}
846                                         \adjustbox{valign=t}{\includegraphics[height=4cm]{data/dma_export_and_struct.png}}
847                                 \end{adjustbox}\\
848                         \end{tabular}
849                 \end{table}
850                 }
851         \end{block}
852 \end{frame}
853
854 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
855
856 \begin{frame}
857         \frametitle{Example continued}
858         \setbeamercolor{block body}{bg=white}{\scriptsize}
859         \setbeamertemplate{itemize/enumerate body begin}{\tiny}
860
861         \begin{block}{\scriptsize{Snippets from the importer:}}
862                 \vspace{-0.1cm}
863                 \tiny{
864                 \begin{table}[t]
865                         \centering
866                         \begin{tabular}{l}
867                                 {\color{coolblack}Creating an EGLImage from the dma buffer using
868                                 the exported fd and the exported modifiers:}\\ 
869                                 \\
870                                 \begin{adjustbox}{max width=\textwidth}
871                                         \adjustbox{valign=t}{\includegraphics[height=3.5cm]{data/dma_import.png}}
872                                 \end{adjustbox}\\
873 \\
874 \\
875                                 {\color{coolblack}Creating a texture using that external
876                                 EGLImage:}\\ 
877                                 \\
878                                 \begin{adjustbox}{max width=\textwidth}
879                                         \adjustbox{valign=t}{\includegraphics[height=2cm]{data/dma_targetteture2does.png}}
880                                 \end{adjustbox}\\
881                         \end{tabular}
882                 \end{table}
883                 }
884         \end{block}
885 \end{frame}
886
887 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
888 \begin{frame}
889         \frametitle{Test program}
890
891         \begin{block}{\scriptsize{An exporter-importer that uses ANGLE and native
892                 EGL}}
893                 \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
894                 \begin{itemize}
895                         \itemsep0.3cm
896                         \itemsep0.2cm
897                         \item First context is EGL/OpenGL like the one in main graphics
898                                 pipeline.
899                         \item Second is ANGLE with EGL/GLESv2 backend like the one in
900                                 WebGL2.
901                         \item EGL/OpenGL context creates an empty texture and exports the dma\_buf
902                                 fd and all other information about the buffer.
903                         \item ANGLE context creates another empty texture using the same
904                                 dma\_buf and the import mechanism.
905                         \item ANGLE context fills the emty ANGLE texture.
906                         \item EGL/OpenGL context displays the previously empty OpenGL/EGL
907                                 texture.
908                         \item EGL/OpenGL texture contains what ANGLE texture had.
909                         \item \textbf{We shared the ANGLE data without copying them!}
910                 \end{itemize}
911
912         \end{block}
913         \vspace{0.2cm}
914         \scriptsize{
915                 \begin{center}
916                         \textbf{\color{coolblack}Check the blog posts for more details!}
917                 \end{center}
918                 }
919 \end{frame}
920 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
921
922 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
923 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
924 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
925 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
926 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
927
928 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
929 \section[Multiple Processes]{Multiple Processes}
930 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
931
932 \begin{frame}[fragile,c]
933     \frametitle{What if WebGL and Graphics pipeline were separate processes?}
934         \setbeamertemplate{blocks}[rounded]
935
936 \vspace{0.3cm}
937     \center{
938         \textbf{\small{There is a plan to split the main graphics pipeline and the WebGL2
939     pipeline in two processes. (Žan Doberšek)}}}
940
941 \vspace{0.5cm}
942         \begin{block}{Can we still use shared DMA buffers?}
943         \footnotesize{
944
945     \begin{itemize}
946        \itemsep0.3cm
947        \item {\color{coolblack} \textbf{YES!} DMA buffers can be shared across
948               multiple processes.}
949                   \item {\color{coolblack} But we need some sort of \textbf{\textit{interprocess
950                           communication}} to exchange the file descriptor.}
951                   \item {\color{coolblack} This is a client-server
952                           \textbf{\textit{example}} that uses unix
953             sockets to pass the dma-buf FD from one process to the other:
954                         \url{https://gitlab.com/blaztinn/dma-buf-texture-sharing}.}
955             \end{itemize}
956
957         }
958     \end{block}
959 \vspace{0.3cm}
960 \end{frame}
961
962 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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971 \section[WebKit Integration]{WebKit Integration}
972 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
973
974 \begin{frame}[fragile,c]
975     \frametitle{WIP WebKit:}
976         \center{\normalsize{\textbf{\color{coolblack}{Ongoing work on WebKit}}}}
977
978         \vspace{0.1cm}
979         \begin{center}
980                 \setbeamertemplate{itemize/enumerate body begin}{\scriptsize}
981                 \setbeamertemplate{itemize/enumerate subbody begin}[circle]{\tiny}
982                         \begin{itemize}
983                                 \itemsep0.2cm
984                                 \item The extensions to import dma-buf buffers in ANGLE are
985                                         implemented and exposed to the user => {\color{coolblack}in WebGL we can easily import the main pipeline
986                                         DMA buf when we create the render target!}
987                                 \item The extension to export dma-buf buffers from EGL is
988                                         supported on mesa => {\color{coolblack}we could run a check before creating
989                                         the shared dma buffer and use either use it or fallback to
990                                         something else (libgbm? copying?)}
991                         \end{itemize}
992         \end{center}
993         \vspace{0.05cm}
994         {\scriptsize{
995         \begin{block}{DONE/WIP/TODO}
996             \begin{itemize}
997                 \item{Use the right CMake options (one can't simply enable
998                     \texttt{USE\_ANGLE\_WEBGL}!):
999                     \color{coolblack}{\textbf{FIXED }}}
1000                 \item{There were compile errors when ANGLE was used: 
1001                     \color{coolblack}{\textbf{FIXED/Pending to send the patches}}}
1002                 \item{Link errors when ANGLE is used:
1003                     \color{coolblack}{\textbf{WIP/Partially FIXED}}}
1004                 \item{Copy replacement: \color{coolblack}{\textbf{WIP/TODO}}}
1005             \end{itemize}
1006         \end{block}
1007         }}
1008
1009 \end{frame}
1010
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1018
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1020 \section[References]{References}
1021 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1022 %\setbeamertemplate{bibliography entry title}{}
1023 %\setbeamertemplate{bibliography entry location}{}
1024 %\setbeamertemplate{bibliography entry note}{}
1025 \setbeamerfont{bibliography item}{size=\footnotesize}
1026 \setbeamerfont{bibliography entry author}{size=\footnotesize}
1027 \setbeamerfont{bibliography entry title}{size=\footnotesize}
1028 \setbeamerfont{bibliography entry year}{size=\footnotesize}
1029 \setbeamerfont{bibliography entry note}{size=\footnotesize}
1030
1031 \begin{frame}[allowframebreaks]
1032         \frametitle{Links}
1033         \bibliographystyle{unsrt}
1034         \bibliography{bib/references.bib}
1035         \nocite{*}
1036 \end{frame}
1037
1038 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1039 \end{document}
1040 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%