commit | 24e20f84e120777ea16d8b26737ace0a989363fc | [log] [tgz] |
---|---|---|
author | Jason Macnak <[email protected]> | Fri Apr 26 15:54:09 2024 -0700 |
committer | Jason Macnak <[email protected]> | Mon Apr 29 08:49:10 2024 -0700 |
tree | ec26c39743eecf8f5404e337a485c719e6d649ba | |
parent | e8475e055062bc0e5804bc6af8f48ca636777520 [diff] |
Update vkMapMemory to not hold lock when calling into enc ... as this can lead to a deadlock with the following sequence: Time1: guest-thread-1: vkDestroyBuffer() called Time2: VkEncoder grabs seqno 1 Time3: guest-thread-2: vkMapMemory() called Time4: ResourceTracker::on_vkMapMemory() locks mLock for using `info_VkDeviceMemory` Time5: ResourceTracker::on_vkMapMemory() calls enc->vkGetBlobGOOGLE() Time6: VkEncoder grabs seqno 2 Time7: VkEncoder sends the vkGetBlobGOOGLE with seqno 2 via ASG to host Time8: VkEncoder waits for the `VkResult` from the host via `stream->read()` Time9: guest-thread-1: VkEncoder calls sResourceTracker->destroyMapping() ->mapHandles_VkBuffer((VkBuffer*)&buffer); which calls ResourceTracker::unregister_VkBuffer() ResourceTracker::unregister_VkBuffer() tries to locks mLock to erase the buffer's info struct from `info_VkBuffer` !!! DEADLOCKED HERE !!! guest-thread-1 is stuck waiting on mLock (currently locked by guest-thread-2) before it would `stream->flush();` to finishing sending the vkDestroyBuffer() command to the host and potentially ping its corresponding host-render-thread-1. guest-thread-2 stuck waiting on the result from host-render-thread-2 but host-render-thread-2 won't progress until host-render-thread-1 finishes seqno 1 which needs guest-thread-1 to finish sending/pinging. Bug: b/337101904 Test: GfxstreamEnd2EndTests Test: gfxbench's aztec ruins x5 in a row Change-Id: I6053d31636c477abf6632c9308bcffda96402397
Graphics Streaming Kit 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
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.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.