* [PATCH] ui/egl-helpers: Fix FBO recreation and prevent texture accidental deletion
@ 2026-03-03 1:08 dongwon.kim
2026-03-17 12:51 ` Marc-André Lureau
0 siblings, 1 reply; 3+ messages in thread
From: dongwon.kim @ 2026-03-03 1:08 UTC (permalink / raw)
To: qemu-devel
From: Dongwon Kim <dongwon.kim@intel.com>
When egl_fb_setup_for_tex is called, we must handle cases
where the texture ID is reused across different GL contexts.
Texture Preservation - If the new texture ID matches
the cached ID, we must skip egl_fb_delete_texture to avoid
destroying the texture we are about to use.
FBO Recreation - Because FBOs are context-local and not shared,
a cached FBO ID from a previous context is invalid. We must
generate a new FBO handle if we are re-validating the same
texture ID in a potentially new context.
This prevents stale FBO usage and unintended texture deletion
during context transitions.
Cc: Gerd Hoffmann <kraxel@redhat.com>
Cc: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Vivek Kasireddy <vivek.kasireddy@intel.com>
Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
---
ui/egl-helpers.c | 16 ++++++++++++----
1 file changed, 12 insertions(+), 4 deletions(-)
diff --git a/ui/egl-helpers.c b/ui/egl-helpers.c
index e3f2872cc1..7ac64f3ba8 100644
--- a/ui/egl-helpers.c
+++ b/ui/egl-helpers.c
@@ -111,15 +111,23 @@ void egl_fb_setup_default(egl_fb *fb, int width, int height, int x, int y)
void egl_fb_setup_for_tex(egl_fb *fb, int width, int height,
GLuint texture, bool delete)
{
- egl_fb_delete_texture(fb);
+ if (fb->texture != texture) {
+ egl_fb_delete_texture(fb);
+ }
+
+ /*
+ * If fb->texture == texture, the existing fb->framebuffer is tied to
+ * a previous GL context. Since FBOs are not shared across contexts,
+ * we must create a new FBO for the current context.
+ */
+ if (!fb->framebuffer || (fb->texture == texture)) {
+ glGenFramebuffers(1, &fb->framebuffer);
+ }
fb->width = width;
fb->height = height;
fb->texture = texture;
fb->delete_texture = delete;
- if (!fb->framebuffer) {
- glGenFramebuffers(1, &fb->framebuffer);
- }
glBindFramebuffer(GL_FRAMEBUFFER_EXT, fb->framebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
--
2.43.0
^ permalink raw reply related [flat|nested] 3+ messages in thread* Re: [PATCH] ui/egl-helpers: Fix FBO recreation and prevent texture accidental deletion
2026-03-03 1:08 [PATCH] ui/egl-helpers: Fix FBO recreation and prevent texture accidental deletion dongwon.kim
@ 2026-03-17 12:51 ` Marc-André Lureau
2026-03-25 17:42 ` Kim, Dongwon
0 siblings, 1 reply; 3+ messages in thread
From: Marc-André Lureau @ 2026-03-17 12:51 UTC (permalink / raw)
To: dongwon.kim; +Cc: qemu-devel
Hi
On Tue, Mar 3, 2026 at 5:14 AM <dongwon.kim@intel.com> wrote:
>
> From: Dongwon Kim <dongwon.kim@intel.com>
>
> When egl_fb_setup_for_tex is called, we must handle cases
> where the texture ID is reused across different GL contexts.
>
> Texture Preservation - If the new texture ID matches
> the cached ID, we must skip egl_fb_delete_texture to avoid
> destroying the texture we are about to use.
>
> FBO Recreation - Because FBOs are context-local and not shared,
> a cached FBO ID from a previous context is invalid. We must
> generate a new FBO handle if we are re-validating the same
> texture ID in a potentially new context.
>
> This prevents stale FBO usage and unintended texture deletion
> during context transitions.
>
> Cc: Gerd Hoffmann <kraxel@redhat.com>
> Cc: Marc-André Lureau <marcandre.lureau@redhat.com>
> Signed-off-by: Vivek Kasireddy <vivek.kasireddy@intel.com>
> Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
> ---
> ui/egl-helpers.c | 16 ++++++++++++----
> 1 file changed, 12 insertions(+), 4 deletions(-)
>
> diff --git a/ui/egl-helpers.c b/ui/egl-helpers.c
> index e3f2872cc1..7ac64f3ba8 100644
> --- a/ui/egl-helpers.c
> +++ b/ui/egl-helpers.c
> @@ -111,15 +111,23 @@ void egl_fb_setup_default(egl_fb *fb, int width, int height, int x, int y)
> void egl_fb_setup_for_tex(egl_fb *fb, int width, int height,
> GLuint texture, bool delete)
> {
> - egl_fb_delete_texture(fb);
> + if (fb->texture != texture) {
> + egl_fb_delete_texture(fb);
> + }
That change makes sense, and prevents reusing a destroyed texture.
> +
> + /*
> + * If fb->texture == texture, the existing fb->framebuffer is tied to
> + * a previous GL context. Since FBOs are not shared across contexts,
> + * we must create a new FBO for the current context.
> + */
> + if (!fb->framebuffer || (fb->texture == texture)) {
> + glGenFramebuffers(1, &fb->framebuffer);
> + }
This, I don't understand. Assuming the framebuffer is used in a
different context, shouldn't it generate a new framebuffer regardless
of the texture?
Also, aren't these leaking framebuffers?
Can you identify cases where egl_fb_setup_for_tex() is reused in a
different context? shouldn't we prevent this instead?
thanks
>
> fb->width = width;
> fb->height = height;
> fb->texture = texture;
> fb->delete_texture = delete;
> - if (!fb->framebuffer) {
> - glGenFramebuffers(1, &fb->framebuffer);
> - }
>
> glBindFramebuffer(GL_FRAMEBUFFER_EXT, fb->framebuffer);
> glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
> --
> 2.43.0
>
>
--
Marc-André Lureau
^ permalink raw reply [flat|nested] 3+ messages in thread* RE: [PATCH] ui/egl-helpers: Fix FBO recreation and prevent texture accidental deletion
2026-03-17 12:51 ` Marc-André Lureau
@ 2026-03-25 17:42 ` Kim, Dongwon
0 siblings, 0 replies; 3+ messages in thread
From: Kim, Dongwon @ 2026-03-25 17:42 UTC (permalink / raw)
To: Marc-André Lureau; +Cc: qemu-devel@nongnu.org
Hi Marc-André,
> -----Original Message-----
> From: Marc-André Lureau <marcandre.lureau@gmail.com>
> Sent: Tuesday, March 17, 2026 5:51 AM
> To: Kim, Dongwon <dongwon.kim@intel.com>
> Cc: qemu-devel@nongnu.org
> Subject: Re: [PATCH] ui/egl-helpers: Fix FBO recreation and prevent texture
> accidental deletion
>
> Hi
>
> On Tue, Mar 3, 2026 at 5:14 AM <dongwon.kim@intel.com> wrote:
> >
> > From: Dongwon Kim <dongwon.kim@intel.com>
> >
> > When egl_fb_setup_for_tex is called, we must handle cases where the
> > texture ID is reused across different GL contexts.
> >
> > Texture Preservation - If the new texture ID matches the cached ID, we
> > must skip egl_fb_delete_texture to avoid destroying the texture we are
> > about to use.
> >
> > FBO Recreation - Because FBOs are context-local and not shared, a
> > cached FBO ID from a previous context is invalid. We must generate a
> > new FBO handle if we are re-validating the same texture ID in a
> > potentially new context.
> >
> > This prevents stale FBO usage and unintended texture deletion during
> > context transitions.
> >
> > Cc: Gerd Hoffmann <kraxel@redhat.com>
> > Cc: Marc-André Lureau <marcandre.lureau@redhat.com>
> > Signed-off-by: Vivek Kasireddy <vivek.kasireddy@intel.com>
> > Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
> > ---
> > ui/egl-helpers.c | 16 ++++++++++++----
> > 1 file changed, 12 insertions(+), 4 deletions(-)
> >
> > diff --git a/ui/egl-helpers.c b/ui/egl-helpers.c index
> > e3f2872cc1..7ac64f3ba8 100644
> > --- a/ui/egl-helpers.c
> > +++ b/ui/egl-helpers.c
> > @@ -111,15 +111,23 @@ void egl_fb_setup_default(egl_fb *fb, int width,
> > int height, int x, int y) void egl_fb_setup_for_tex(egl_fb *fb, int width, int
> height,
> > GLuint texture, bool delete) {
> > - egl_fb_delete_texture(fb);
> > + if (fb->texture != texture) {
> > + egl_fb_delete_texture(fb);
> > + }
>
> That change makes sense, and prevents reusing a destroyed texture.
>
> > +
> > + /*
> > + * If fb->texture == texture, the existing fb->framebuffer is tied to
> > + * a previous GL context. Since FBOs are not shared across contexts,
> > + * we must create a new FBO for the current context.
> > + */
> > + if (!fb->framebuffer || (fb->texture == texture)) {
> > + glGenFramebuffers(1, &fb->framebuffer);
> > + }
>
> This, I don't understand. Assuming the framebuffer is used in a different
> context, shouldn't it generate a new framebuffer regardless of the texture?
So this condition "fb->texture == texture" is used to determine whether the existing framebuffer
and texture (fb->framebuffer and fb->texture) are destroyed context's. But I just realized this can't be
always true as there will be cases where textures are different but context switching has happened.
I initially came with this idea to avoid adding too much for tracking context (i.e fb->context)
but I guess this is what we should do. I will take a look.
>
> Also, aren't these leaking framebuffers?
Old context is destroyed at this point already so the assumption is that all resources are unreferenced.
>
> Can you identify cases where egl_fb_setup_for_tex() is reused in a different
> context? shouldn't we prevent this instead?
This happens when the user close the untabified window (gd_tab_window_close), which is an
asynchronous event.
>
> thanks
>
> >
> > fb->width = width;
> > fb->height = height;
> > fb->texture = texture;
> > fb->delete_texture = delete;
> > - if (!fb->framebuffer) {
> > - glGenFramebuffers(1, &fb->framebuffer);
> > - }
> >
> > glBindFramebuffer(GL_FRAMEBUFFER_EXT, fb->framebuffer);
> > glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
> > GL_COLOR_ATTACHMENT0_EXT,
> > --
> > 2.43.0
> >
> >
>
>
> --
> Marc-André Lureau
^ permalink raw reply [flat|nested] 3+ messages in thread
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2026-03-03 1:08 [PATCH] ui/egl-helpers: Fix FBO recreation and prevent texture accidental deletion dongwon.kim
2026-03-17 12:51 ` Marc-André Lureau
2026-03-25 17:42 ` Kim, Dongwon
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