commit | 29946e86bdb9f87e51023c8eb575633b8ffa1ecb | [log] [tgz] |
---|---|---|
author | Gurchetan Singh <[email protected]> | Thu Feb 08 08:51:09 2024 -0800 |
committer | Gurchetan Singh <[email protected]> | Tue Feb 13 03:22:11 2024 +0000 |
tree | 54129913a0c53f68778780f842349a196fcba994 | |
parent | 117c14f21246e7086f9e5d597bd2bbc56107faa6 [diff] |
gfxstream: stream_renderer_snapshot(..) + stream_renderer_restore(..) This is designed to match the API added in crrev.com/c/4853266. The issue with the prior one is it assumes an aemu::snapshot C++ object is passed through, which would be difficult to get working with crosvm or upstream QEMU. Passing through a C-string to a directory is simpler and more portable. In addition, since the API is only used with the testing layer, GFXSTREAM_ENABLE_HOST_SNAPSHOT is added. This is because the code assumes a newer AEMU, and the versioning on that is still TBD. In production, STREAM_RENDERER_FLAGS_VULKAN_SNAPSHOTS will always be true likely, so the runtime flag doesn't add much value. BUG=324440526 TEST=End2EndTests pass Change-Id: I71686603d8293781733fc5eb5fd936e46871baf7
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.