commit | 1220d96124904d1a38dadeea4ae807a950b8d9aa | [log] [tgz] |
---|---|---|
author | Jason Macnak <[email protected]> | Tue Nov 21 16:53:21 2023 -0800 |
committer | Jason Macnak <[email protected]> | Wed Nov 22 10:52:54 2023 -0800 |
tree | faee62298ac53b2d4171136d2061417c6524c7d8 | |
parent | cc9b823a2154a18807608fa2871bafab1f10b4e5 [diff] |
Ensure EmuglPipe RenderThread-s have a virtio gpu context id ... and avoid setting invalid PUIDs in rcSetPuid() to avoid lots of "Failed to find process owned resources fpr puid" errors. After aosp/2752873, the host GlProcessPipe stopped initializing a unique id for the process pipe. However, it continued to communicate the value of the `m_uniqueId` back to the guest. The guest still uses PUID for rcSetPuid commands in the guest EGL/GL implementations. This would result in garbage PUIDs being used by RenderThreads for getProcessResources() calls. Further, if a guest process used both EGL/GL and Vulkan, getProcessResources() would return nullptr and then the host would crash when the VkDecoder tried to read the seqnoPtr in the process resources. Bug: b/312560224 Test: cvd start --gpu_mode=gfxstream Change-Id: Ie3697a7588a8d2180ccc9e7f02f38ed6d9f1bd12
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.