commit | 1c3da736401959a98646ac3e188252146ebbc809 | [log] [tgz] |
---|---|---|
author | Yahan Zhou <[email protected]> | Mon Jul 31 15:11:52 2023 -0700 |
committer | Yahan Zhou <[email protected]> | Wed Aug 16 15:03:00 2023 -0700 |
tree | 2b28b1725d0c61531adf4804b4ce77b2ebf67bc4 | |
parent | 566daea500052a53deebe003714a40399b604561 [diff] |
Update vk.xml and code generator This commit updates vk.xml and code generator to make them backward compatible. The updates in code generator includes: 1. Parse "protect" properly. 2. Ignore "optional" if the "optional" was added in newer vk.xml. - This is done by having an extra table for related fields. 3. Parse latexmath properly. 4. Parse "supported" properly. 5. Skip parameters and members if they are not for Vulkan API. 6. VkNativeBufferANDROID diverged from upstream, keep the old one. Bug: 293346694 Test: rebuild and run aemu with older system images Change-Id: I72dad62bcbeb041bb49f1a6467ec5af2a1ef7960
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.