mediapipe/mediapipe/gpu/gl_texture_buffer.cc
2023-05-22 05:03:51 -07:00

421 lines
17 KiB
C++

// Copyright 2019 The MediaPipe Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "mediapipe/gpu/gl_texture_buffer.h"
#include "mediapipe/framework/formats/image_frame.h"
#include "mediapipe/gpu/gl_context.h"
#include "mediapipe/gpu/gl_texture_view.h"
#include "mediapipe/gpu/gpu_buffer_storage_image_frame.h"
#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
#include "mediapipe/gpu/gl_texture_util.h"
#include "mediapipe/gpu/gpu_buffer_storage_cv_pixel_buffer.h"
#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
namespace mediapipe {
std::unique_ptr<GlTextureBuffer> GlTextureBuffer::Wrap(
GLenum target, GLuint name, int width, int height, GpuBufferFormat format,
DeletionCallback deletion_callback) {
return absl::make_unique<GlTextureBuffer>(target, name, width, height, format,
deletion_callback);
}
std::unique_ptr<GlTextureBuffer> GlTextureBuffer::Wrap(
GLenum target, GLuint name, int width, int height, GpuBufferFormat format,
std::shared_ptr<GlContext> context, DeletionCallback deletion_callback) {
return absl::make_unique<GlTextureBuffer>(target, name, width, height, format,
deletion_callback, context);
}
std::unique_ptr<GlTextureBuffer> GlTextureBuffer::Create(int width, int height,
GpuBufferFormat format,
const void* data,
int alignment) {
auto buf = absl::make_unique<GlTextureBuffer>(GL_TEXTURE_2D, 0, width, height,
format, nullptr);
if (!buf->CreateInternal(data, alignment)) {
LOG(WARNING) << "Failed to create a GL texture";
return nullptr;
}
return buf;
}
static inline int AlignedToPowerOf2(int value, int alignment) {
// alignment must be a power of 2
return ((value - 1) | (alignment - 1)) + 1;
}
std::unique_ptr<GlTextureBuffer> GlTextureBuffer::Create(
const ImageFrame& image_frame) {
int base_ws = image_frame.Width() * image_frame.NumberOfChannels() *
image_frame.ByteDepth();
int actual_ws = image_frame.WidthStep();
int alignment = 0;
std::unique_ptr<ImageFrame> temp;
const uint8_t* data = image_frame.PixelData();
// Let's see if the pixel data is tightly aligned to one of the alignments
// supported by OpenGL, preferring 4 if possible since it's the default.
if (actual_ws == AlignedToPowerOf2(base_ws, 4))
alignment = 4;
else if (actual_ws == AlignedToPowerOf2(base_ws, 1))
alignment = 1;
else if (actual_ws == AlignedToPowerOf2(base_ws, 2))
alignment = 2;
else if (actual_ws == AlignedToPowerOf2(base_ws, 8))
alignment = 8;
// If no GL-compatible alignment was found, we copy the data to a temporary
// buffer, aligned to 4. We do this using another ImageFrame purely for
// convenience.
if (!alignment) {
temp = std::make_unique<ImageFrame>();
temp->CopyFrom(image_frame, 4);
data = temp->PixelData();
alignment = 4;
}
return Create(image_frame.Width(), image_frame.Height(),
GpuBufferFormatForImageFormat(image_frame.Format()), data,
alignment);
}
GlTextureBuffer::GlTextureBuffer(GLenum target, GLuint name, int width,
int height, GpuBufferFormat format,
DeletionCallback deletion_callback,
std::shared_ptr<GlContext> producer_context)
: name_(name),
width_(width),
height_(height),
format_(format),
target_(target),
deletion_callback_(deletion_callback),
producer_context_(producer_context) {}
bool GlTextureBuffer::CreateInternal(const void* data, int alignment) {
auto context = GlContext::GetCurrent();
if (!context) {
LOG(WARNING) << "Cannot create a GL texture without a valid context";
return false;
}
producer_context_ = context; // Save creation GL context.
glGenTextures(1, &name_);
if (!name_) return false;
glBindTexture(target_, name_);
GlTextureInfo info =
GlTextureInfoForGpuBufferFormat(format_, 0, context->GetGlVersion());
if (alignment != 4 && data) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
// See b/70294573 for details about this.
if (info.gl_internal_format == GL_RGBA16F &&
context->GetGlVersion() != GlVersion::kGLES2 &&
SymbolAvailable(&glTexStorage2D)) {
CHECK(data == nullptr) << "unimplemented";
glTexStorage2D(target_, 1, info.gl_internal_format, width_, height_);
} else {
glTexImage2D(target_, 0 /* level */, info.gl_internal_format, width_,
height_, 0 /* border */, info.gl_format, info.gl_type, data);
}
if (alignment != 4 && data) glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
// TODO: does this need to set the texture params? We set them again when the
// texture is actually acccessed via GlTexture[View]. Or should they always be
// set on creation?
if (format_ != GpuBufferFormat::kUnknown) {
GlTextureInfo info = GlTextureInfoForGpuBufferFormat(
format_, /*plane=*/0, context->GetGlVersion());
context->SetStandardTextureParams(target_, info.gl_internal_format);
}
glBindTexture(target_, 0);
// Use the deletion callback to delete the texture on the context
// that created it.
CHECK(!deletion_callback_);
deletion_callback_ = [this,
context](std::shared_ptr<GlSyncPoint> sync_token) {
CHECK_NE(name_, 0);
GLuint name_to_delete = name_;
context->RunWithoutWaiting([name_to_delete]() {
// Note that we do not wait for consumers to be done before deleting the
// texture. Based on a reading of the GLES 3.0 spec, appendix D:
// - when a texture is deleted, it is _not_ automatically unbound from
// bind points in other contexts;
// - when a texture is deleted, its name becomes immediately invalid, but
// the actual object is not deleted until it is no longer in use, i.e.
// attached to a container object or bound to a context;
// - deleting an object is not an operation that changes its contents;
// - within each context, commands are executed sequentially, so it seems
// like an unbind that follows a command that reads a texture should not
// take effect until the GPU has actually finished executing the
// previous commands.
// The final point is the least explicit in the docs, but it is implied by
// normal single-context behavior. E.g. if you do bind, delete, render,
// unbind, the object is not deleted until the unbind, and it waits for
// the render to finish.
DLOG_IF(ERROR, !glIsTexture(name_to_delete))
<< "Deleting invalid texture id: " << name_to_delete;
glDeleteTextures(1, &name_to_delete);
});
};
return true;
}
void GlTextureBuffer::Reuse() {
// The old consumer sync destructor may call other contexts to delete their
// sync fences; with a single-threaded executor, that means switching to
// each of those contexts, grabbing its mutex. Let's do that after releasing
// our own mutex.
// Likewise, if we don't have sync fences and are simulating them, WaitOnGpu
// will also require invoking the consumer context, so we should not call it
// while holding the mutex.
std::unique_ptr<GlMultiSyncPoint> old_consumer_sync;
{
absl::MutexLock lock(&consumer_sync_mutex_);
// Reset the sync points.
old_consumer_sync = std::move(consumer_multi_sync_);
consumer_multi_sync_ = absl::make_unique<GlMultiSyncPoint>();
producer_sync_ = nullptr;
}
old_consumer_sync->WaitOnGpu();
}
void GlTextureBuffer::Updated(std::shared_ptr<GlSyncPoint> prod_token) {
CHECK(!producer_sync_)
<< "Updated existing texture which had not been marked for reuse!";
CHECK(prod_token);
producer_sync_ = std::move(prod_token);
const auto& synced_context = producer_sync_->GetContext();
if (synced_context) {
producer_context_ = synced_context;
}
}
void GlTextureBuffer::DidRead(std::shared_ptr<GlSyncPoint> cons_token) const {
absl::MutexLock lock(&consumer_sync_mutex_);
if (cons_token) {
consumer_multi_sync_->Add(std::move(cons_token));
} else {
// TODO: change to a CHECK.
LOG_FIRST_N(WARNING, 5) << "unexpected null sync in DidRead";
}
}
GlTextureBuffer::~GlTextureBuffer() {
if (deletion_callback_) {
// Note: at this point there are no more consumers that could be added
// to the consumer_multi_sync_, so it no longer needs to be protected
// by out mutex when we hand it to the deletion callback.
deletion_callback_(std::move(consumer_multi_sync_));
}
}
void GlTextureBuffer::WaitUntilComplete() const {
// Buffers created by the application (using the constructor that wraps an
// existing texture) have no sync token and are assumed to be already
// complete.
if (producer_sync_) {
producer_sync_->Wait();
}
}
void GlTextureBuffer::WaitOnGpu() const {
// Buffers created by the application (using the constructor that wraps an
// existing texture) have no sync token and are assumed to be already
// complete.
if (producer_sync_) {
producer_sync_->WaitOnGpu();
}
}
void GlTextureBuffer::WaitForConsumers() {
absl::MutexLock lock(&consumer_sync_mutex_);
consumer_multi_sync_->Wait();
}
void GlTextureBuffer::WaitForConsumersOnGpu() {
absl::MutexLock lock(&consumer_sync_mutex_);
consumer_multi_sync_->WaitOnGpu();
// TODO: should we clear the consumer_multi_sync_ here?
// It would mean that WaitForConsumersOnGpu can be called only once, or more
// precisely, on only one GL context.
}
GlTextureView GlTextureBuffer::GetReadView(internal::types<GlTextureView>,
int plane) const {
auto gl_context = GlContext::GetCurrent();
CHECK(gl_context);
CHECK_EQ(plane, 0);
// Note that this method is only supposed to be called by GpuBuffer, which
// ensures this condition is satisfied.
DCHECK(!weak_from_this().expired())
<< "GlTextureBuffer must be held in shared_ptr to get a GlTextureView";
// Insert wait call to sync with the producer.
WaitOnGpu();
GlTextureView::DetachFn detach =
[texbuf = shared_from_this()](GlTextureView& texture) {
// Inform the GlTextureBuffer that we have finished accessing its
// contents, and create a consumer sync point.
texbuf->DidRead(texture.gl_context()->CreateSyncToken());
};
return GlTextureView(gl_context.get(), target(), name(), width(), height(),
plane, std::move(detach), nullptr);
}
GlTextureView GlTextureBuffer::GetWriteView(internal::types<GlTextureView>,
int plane) {
auto gl_context = GlContext::GetCurrent();
CHECK(gl_context);
CHECK_EQ(plane, 0);
// Note that this method is only supposed to be called by GpuBuffer, which
// ensures this condition is satisfied.
DCHECK(!weak_from_this().expired())
<< "GlTextureBuffer must be held in shared_ptr to get a GlTextureView";
// Insert wait call to sync with the producer.
WaitOnGpu();
Reuse(); // TODO: the producer wait should probably be part of Reuse in the
// case when there are no consumers.
GlTextureView::DoneWritingFn done_writing =
[texbuf = shared_from_this()](const GlTextureView& texture) {
texbuf->ViewDoneWriting(texture);
};
return GlTextureView(gl_context.get(), target(), name(), width(), height(),
plane, nullptr, std::move(done_writing));
}
void GlTextureBuffer::ViewDoneWriting(const GlTextureView& view) {
// Inform the GlTextureBuffer that we have produced new content, and create
// a producer sync point.
Updated(view.gl_context()->CreateSyncToken());
#ifdef __ANDROID__
// On (some?) Android devices, the texture may need to be explicitly
// detached from the current framebuffer.
// TODO: is this necessary even with the unbind in BindFramebuffer?
// It is not clear if this affected other contexts too, but let's keep it
// while in doubt.
GLint type = GL_NONE;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE,
&type);
if (type == GL_TEXTURE) {
GLint color_attachment = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
&color_attachment);
if (color_attachment == name()) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
// Some Android drivers log a GL_INVALID_ENUM error after the first
// glGetFramebufferAttachmentParameteriv call if there is no bound object,
// even though it should be ok to ask for the type and get back GL_NONE.
// Let's just ignore any pending errors here.
GLenum error;
while ((error = glGetError()) != GL_NO_ERROR) {
}
#endif // __ANDROID__
}
static void ReadTexture(GlContext& ctx, const GlTextureView& view,
GpuBufferFormat format, void* output, size_t size) {
// TODO: check buffer size? We could use glReadnPixels where available
// (OpenGL ES 3.2, i.e. nowhere). Note that, to fully check that the read
// won't overflow the buffer with glReadPixels, we'd also need to check or
// reset several glPixelStore parameters (e.g. what if someone had the
// ill-advised idea of setting GL_PACK_SKIP_PIXELS?).
CHECK(view.gl_context());
GlTextureInfo info = GlTextureInfoForGpuBufferFormat(
format, view.plane(), view.gl_context()->GetGlVersion());
GLuint fbo = kUtilityFramebuffer.Get(ctx);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, view.target(),
view.name(), 0);
glReadPixels(0, 0, view.width(), view.height(), info.gl_format, info.gl_type,
output);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0,
0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
static std::shared_ptr<GpuBufferStorageImageFrame> ConvertToImageFrame(
std::shared_ptr<GlTextureBuffer> buf) {
ImageFormat::Format image_format =
ImageFormatForGpuBufferFormat(buf->format());
auto output =
absl::make_unique<ImageFrame>(image_format, buf->width(), buf->height(),
ImageFrame::kGlDefaultAlignmentBoundary);
auto ctx = GlContext::GetCurrent();
if (!ctx) ctx = buf->GetProducerContext();
ctx->Run([buf, &output, &ctx] {
auto view = buf->GetReadView(internal::types<GlTextureView>{}, /*plane=*/0);
ReadTexture(*ctx, view, buf->format(), output->MutablePixelData(),
output->PixelDataSize());
});
return std::make_shared<GpuBufferStorageImageFrame>(std::move(output));
}
static std::shared_ptr<GlTextureBuffer> ConvertFromImageFrame(
std::shared_ptr<GpuBufferStorageImageFrame> frame) {
return GlTextureBuffer::Create(*frame->image_frame());
}
static auto kConverterRegistration =
internal::GpuBufferStorageRegistry::Get()
.RegisterConverter<GlTextureBuffer, GpuBufferStorageImageFrame>(
ConvertToImageFrame);
static auto kConverterRegistration2 =
internal::GpuBufferStorageRegistry::Get()
.RegisterConverter<GpuBufferStorageImageFrame, GlTextureBuffer>(
ConvertFromImageFrame);
#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
static std::shared_ptr<GpuBufferStorageCvPixelBuffer> ConvertToCvPixelBuffer(
std::shared_ptr<GlTextureBuffer> buf) {
auto output = absl::make_unique<GpuBufferStorageCvPixelBuffer>(
buf->width(), buf->height(), buf->format());
auto ctx = GlContext::GetCurrent();
if (!ctx) ctx = buf->GetProducerContext();
ctx->Run([buf, &output] {
TempGlFramebuffer framebuffer;
auto src = buf->GetReadView(internal::types<GlTextureView>{}, /*plane=*/0);
auto dst =
output->GetWriteView(internal::types<GlTextureView>{}, /*plane=*/0);
CopyGlTexture(src, dst);
glFlush();
});
return output;
}
static auto kConverterRegistrationCvpb =
internal::GpuBufferStorageRegistry::Get()
.RegisterConverter<GlTextureBuffer, GpuBufferStorageCvPixelBuffer>(
ConvertToCvPixelBuffer);
#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
} // namespace mediapipe