commit | 08f5c21ebc35feb27c96cd4ef50ebaea88734649 | [log] [tgz] |
---|---|---|
author | Gurchetan Singh <[email protected]> | Wed Sep 25 08:54:39 2024 -0700 |
committer | Gurchetan Singh <[email protected]> | Wed Sep 25 08:56:30 2024 -0700 |
tree | b453981bdef28dd9bb632e56ca5acfb6ef6ac273 | |
parent | 61ec2faf7148f16d0445e3f955ce27d1258e2e89 [diff] |
gfxstream: fix scripts/generate-gfxstream-vulkan.sh Mostly just change the locations of directories. One exception is aosp/3271678, which needs to land in the Mesa codegen directory. For workflows without an AOSP tree, one can just pass in the path to Mesa tree. Mesa uses a newer version of vk.xml than the host does, so some changes are observed. BUG=369200554 TEST=generate-gfxstream-vulkan.sh in AOSP or cd ~/ git clone https://gitlab.freedesktop.org/mesa/mesa.git cd ${gfxstream_dir} ./scripts/generate-gfxstream-vulkan.sh ~/mesa Change-Id: I5a023ed4d8788a31f352d017f321656c7b7a7410
Graphics Streaming Kit (colloquially known as Gfxstream) is a code generator that makes it easier to serialize and forward graphics API calls from one place to another:
The latest directions for the standalone Linux build are provided here.
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)
To re-generate both guest and Vulkan code, please run:
scripts/generate-gfxstream-vulkan.sh
First, build build/gfxstream-generic-apigen
. Then run:
scripts/generate-apigen-source.sh
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%
.
There are Android mock testa available, runnable on Linux. To build these tests, run:
m GfxstreamEnd2EndTests
The host renderer has optional support for Perfetto tracing which can be enabled by defining GFXSTREAM_BUILD_WITH_TRACING
(enabled by default on Android builds).
The perfetto
and traced
tools from Perfetto should be installed. Please see the Perfetto Quickstart or follow these short form instructions:
cd <your Android repo>/external/perfetto ./tools/install-build-deps ./tools/gn gen --args='is_debug=false' out/linux ./tools/ninja -C out/linux traced perfetto
To capture a trace on Linux, start the Perfetto daemon:
./out/linux/traced
Then, run Gfxstream with Cuttlefish:
cvd start --gpu_mode=gfxstream_guest_angle_host_swiftshader
Next, start a trace capture with:
./out/linux/perfetto --txt -c gfxstream_trace.cfg -o gfxstream_trace.perfetto
with gfxstream_trace.cfg
containing the following or similar:
buffers { size_kb: 4096 } data_sources { config { name: "track_event" track_event_config { } } }
Next, end the trace capture with Ctrl + C.
Finally, open https://ui.perfetto.dev/ in your webbrowser and use “Open trace file” to view the trace.
gfxstream vulkan is the most actively developed component. Some key commponents of the current design include:
struct gfxstream_vk_device
and the gfxstream object goldfish_device
both are internal representations of Vulkan opaque handle VkDevice
. The Mesa object is used first, since Mesa provides dispatch. The Mesa object contains a key to the hash table to get a gfxstream internal object (for example, gfxstream_vk_device::internal_object
). Eventually, gfxstream objects will be phased out and Mesa objects used exclusively.