commit | 01dae0c47a18cef8148c1de828c31604b9b4f0be | [log] [tgz] |
---|---|---|
author | Yahan Zhou <[email protected]> | Tue Nov 08 15:57:55 2022 -0800 |
committer | Yahan Zhou <[email protected]> | Wed Nov 09 00:34:26 2022 +0000 |
tree | bf8c4addf7233f01dd46ed7cf7c33ffbad4159f6 | |
parent | d71610ea40e2a2161ef4656cad4699c56af0aceb [diff] |
Get rid of ANDROID_EMU_SANDBOX Gfxstream always sets ANDROID_EMU_SANDBOX=1, which broke the AEMU Vulkan Swiftshader configuration. We remove ANDROID_EMU_SANDBOX to re-enable the AEMU Vulkan Swiftshader code path. To keep the behavior unchanged for other teams, instead of checking ANDROID_EMU_SANDBOX=1, now we check ANDROID_EMU_VK_ICD="". This should not introduce any behavior change for non AEMU users because ANDROID_EMU_VK_ICD is unset. Bug: 258302605 Test: build AEMU and run with -gpu swiftshader, check it loads software Vulkan Change-Id: I2e93343bcd4cebd42489ad8b82dcf33dec693f53
Graphics Streaming Kit is a code generator that makes it easier to serialize and forward graphics API calls from one place to another:
Make sure the latest CMake is installed. Make sure the opengl lib is installed. Otherwise, sudo apt-get install libglu1-mesa-dev freeglut3-dev mesa-common-dev Make sure you are using Clang as your CC
and clang++ as yourCXX
. Then
mkdir build cd build cmake . ../ make -j24
Unit tests:
make test
Make sure the latest CMake is installed. Make sure Visual Studio 2019 is installed on your system along with all the Clang C++ toolchain components. Then
mkdir build cd build cmake . ../ -A x64 -T ClangCL
A solution file should be generated. Then open the solution file in Visual studio and build the gfxstream_backend
target.
Be in the Android build system. Then
m libgfxstream_backend
It then ends up in out/host
This also builds for Android on-device.
libgfxstream_backend.(dll|so|dylib)
Check out the gfxstream-protocols repo at ../../../external/gfxstream-protocols
relative to the root directory of this repo, and run the scripts/generate-vulkan-sources.sh
script in the gfxstream-protocols
root folder.
If you're in an AOSP checkout, this will also modify contents of the guest Vulkan encoder in ../goldfish-opengl
.
First, build build/gfxstream-generic-apigen
. Then run
scripts/generate-apigen-source.sh
There are a bunch of test executables generated. They require libEGL.so
and libGLESv2.so
and libvulkan.so
to be available, possibly from your GPU vendor or ANGLE, in the $LD_LIBRARY_PATH
.
There are a bunch of test executables generated. They require libEGL.dll
and libGLESv2.dll
and vulkan-1.dll
to be available, possibly from your GPU vendor or ANGLE, in the %PATH%
.
These are currently not built due to the dependency on system libEGL/libvulkan to run correctly.
CMakeLists.txt
: specifies all host-side build targets. This includes all backends along with client/server setups that live only on the host. SomeAndroid.bp
: specifies all guest-side build targets for Android:BUILD.gn
: specifies all guest-side build targets for Fuchsiabase/
: common libraries that are built for both the guest and host. Contains utility code related to synchronization, threading, and suballocation.protocols/
: implementations of protocols for various graphics APIs. May contain code generators to make it easy to regen the protocol based on certain things.host-common/
: implementations of host-side support code that makes it easier to run the server in a variety of virtual device environments. Contains concrete implementations of auxiliary virtual devices such as Address Space Device and Goldfish Pipe.stream-servers/
: implementations of various backends for various graphics APIs that consume protocol. gfxstream-virtio-gpu-renderer.cpp
contains a virtio-gpu backend implementation.