gfxstream: add meson build

Right now, gfxstream downloads dependencies it needs via CMake
`FetchContent`, and that's generally in-advisable when writing
a package for distribution.

The CMake build also exports libraries and symbols that ideally
should be kept internal to gfxstream (like opengles.cpp symbols).
This is due to AEMU CMake compatibility, but even upstream
QEMU has moved to a meson based system. Meson should work well
on Unix systems, and Windows the standard strategy is to use a
mingw cross-compiler.

This allows gfxstream to be a completely external and versioned
dependency.

Note, tests were not compiled and only Linux has been tested so
far.  Also, meson configure -Ddecoders=auto is recommended until
decoder specific code can be further isolated.

BUG=284306280
TEST=Compile using the following options:

(Linux dependencies)
sudo apt-get install libdrm
sudo apt-get install libglm-dev
sudo apt-get install libstb-dev

mkdir aemu-build
(in platform/hardware/google/aemu)
cmake -DAEMU_COMMON_GEN_PKGCONFIG=ON -DAEMU_COMMON_BUILD_CONFIG=gfxstream
      -DENABLE_VKCEREAL_TESTS=OFF . ../
make -j && sudo make install

(in gfxstream)
mkdir amd64-build
meson -Ddefault_library=static amd64-build/
ninja -C amd64-build
sudo ninja -C amd64-build/ install

Change-Id: I1722d84e4810ec5e3377797b6951cef4209c278e
22 files changed
tree: 2c1664785359290a6c5002b74d20ec08cca4621d
  1. cmake/
  2. codegen/
  3. common/
  4. fake-android-guest/
  5. gl-host-common/
  6. host/
  7. include/
  8. scripts/
  9. third-party/
  10. utils/
  11. .clang-format
  12. .gitignore
  13. Android.bp
  14. android.cmake
  15. build-host.sh
  16. BUILD.gn
  17. CMakeLists.txt
  18. LICENSE
  19. meson.build
  20. meson_options.txt
  21. METADATA
  22. MODULE_LICENSE_APACHE2
  23. OWNERS
  24. README.md
README.md

Graphics Streaming Kit (formerly: Vulkan Cereal)

Graphics Streaming Kit is a code generator that makes it easier to serialize and forward graphics API calls from one place to another:

  • From a virtual machine guest to host for virtualized graphics
  • From one process to another for IPC graphics
  • From one computer to another via network sockets

Build: Linux

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

Build: Windows

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.

Build: Android for host

Be in the Android build system. Then

m libgfxstream_backend

It then ends up in out/host

This also builds for Android on-device.

Output artifacts

libgfxstream_backend.(dll|so|dylib)

Regenerating Vulkan code

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.

Regenerating GLES/RenderControl code

First, build build/gfxstream-generic-apigen. Then run

scripts/generate-apigen-source.sh

Tests

Linux Tests

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.

Windows Tests

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%.

Android Host Tests

These are currently not built due to the dependency on system libEGL/libvulkan to run correctly.

Structure

  • CMakeLists.txt: specifies all host-side build targets. This includes all backends along with client/server setups that live only on the host. Some
    • Backend implementations
    • Implementations of the host side of various transports
    • Frontends used for host-side testing with a mock implementation of guest graphics stack (mainly Android)
    • Frontends that result in actual Linux/macOS/Windows gles/vk libraries (isolation / fault tolerance use case)
  • Android.bp: specifies all guest-side build targets for Android:
    • Implementations of the guest side of various transports (above the kernel)
    • Frontends
  • BUILD.gn: specifies all guest-side build targets for Fuchsia
    • Implementations of the guest side of various transports (above the kernel)
    • Frontends
  • base/: 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.