Sharing texture data between ANGLE and the native system driver using DMA buffers and EGL on Linux (proof of concept)

This post is about an experiment I’ve performed to investigate if it’s possible to fill a texture from an ANGLE EGL/GLESv2 context (ANGLE is an EGL/GLESv2 implementation on top of other graphics APIs), and use it from a native (for example mesa3D) EGL/OpenGL context on Linux.

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EXT_external_objects and EXT_external_objects_fd for the Intel iris driver have been merged into mesa3D! [updated]

This post is a quick status update on OpenGL and Vulkan Interoperability extensions for Linux mesa3D drivers:

Both EXT_external_objects and EXT_external_objects_fd implementations for the Intel iris driver have been finally merged into mesa3D earlier today and will be available in next release! 🎉

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Using EGL and the dma_buf kernel framework to associate two textures with the contents of the same buffer without copy taking place

It’s been a few weeks I’ve been experimenting with EGL/GLESv2 as part of my work for WebKit (Browsers) team of Igalia. One thing I wanted to familiarize with was using shared DMA buffers to avoid copying textures in graphics programs.

I’ve been experimenting with the dma_buf API, which is a generic Linux kernel framework for sharing buffers for hardware access across multiple device drivers and subsystems, using EGL and GLESv2.

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About VK_EXT_sample_locations

More than a year ago, I had worked on the implementation of VK_EXT_sample_locations extension for anv, the Intel Vulkan driver of mesa3D, as part of my work for Igalia. The implementation had been reviewed (see acknowledgments) at the time, but as the conformance tests that were available back then had to be improved and that was work in progress, the feature was stalled, and I had forgotten about it… Until some weeks ago, when I realized that it has been merged into mesa! 🎉

As this feature is now available to the users, I’ve decided to write a short blog post to explain what this extension is about. You can read the extension’s specification if you are interested in learning how to use it and other details.

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Build WebKit/WPE on Linux/X11

There’s a lot of documentation online about building Webkit/WPE on Linux. But as most instructions are targetting embedded platforms developers, the focus is on building Webkit with Wayland using the flatpak-sdk to automate and speed up the building process. As the steps I’ve followed to build it on my X11 system and run the Webkit/WPE MiniBrowser on a nested Weston were a bit different from the recommended ones I thought that a blog post about them might be useful to people trying to build WPE/Webkit in platforms lacking Wayland, flatpak, systemd, and modern Desktop Environments like the latest KDE and GNOME.

Be careful though: this is not the recommended way to build WebKit/WPE, only the alternative steps I’ve followed in my personal computer until I have access to a building machine! If you are not sure about what you want to do with WebKit/WPE please take a look at the recommended wiki instructions before you follow mine!

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FOSSCOMM 2020, and a status update on EXT_external_objects(_fd) extensions [en, gr]

FOSSCOMM (Free and Open Source Software Communities Meeting) is a Greek conference aiming to promote the use of FOSS in Greece and to bring FOSS enthusiasts together. It is organized entirely by volunteers and universities and takes place in a different city each year. This year it was virtual as Greece is under lockdown, and although we’ve missed all the fun of the gathering, there were many interesting talks to watch.

My talk was very similar to the one I’ve given in XDC 2020 about OpenGL and Vulkan Interoperability. It was an update on the EXT_external_objects and EXT_external_objects_fd OpenGL extensions status on various mesa drivers, and Igalia‘s work on them.

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A hack to display the Vulkan CTS tests output

Vulkan conformance tests for graphics drivers save their output images inside an XML file called TestResults.qpa. As binary outputs aren’t allowed, these output images (that would be saved as PNG otherwise) are encoded to text using Base64 and the result is printed between <Image></Image> XML tags. This is a problem sometimes, as external tools are required to display them. In this post I’d like to share a few simple hacks I’m using to display the CTS output as an image immediately after running a CTS test, hoping that they might be handy to more people who work on the drivers.

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[OpenGL and Vulkan Interoperability on Linux] Part 10: Reusing a Vulkan stencil buffer from OpenGL

This is 10th post on OpenGL and Vulkan interoperability with EXT_external_objects and EXT_external_objects_fd. We’ll see the last use case I’ve written for Piglit to test the extensions implementation on various mesa drivers as part of my work for Igalia. In this test a stencil buffer is allocated and filled with a pattern by Vulkan and then it is used in OpenGL to render something else. We validate that the pattern has been imported correctly and we repeat the process for other depth-stencil formats.

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[OpenGL and Vulkan Interoperability on Linux] Part 9: Reusing a Vulkan z buffer from OpenGL

In this 9th post on OpenGL and Vulkan interoperability on Linux with EXT_external_objects and EXT_external_objects_fd we are going to see another extensions use case where a Vulkan depth buffer is used to render a pattern with OpenGL. Like every other example use case described in these posts, it was implemented for Piglit as part of my work for Igalia‘s graphics team to check the extensions implementation of various mesa drivers.

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