commit | 3bb2b72149b629e16b1332a46973ae659eaaae9d | [log] [tgz] |
---|---|---|
author | Gurchetan Singh <[email protected]> | Wed Aug 07 16:05:49 2024 -0700 |
committer | Gurchetan Singh <[email protected]> | Thu Aug 15 16:29:14 2024 -0700 |
tree | bb832d291ef4f2a215f51bc937c44b3c76f2461a | |
parent | 6c185f1f19b86ac033c4345b085b14f6b9bffd4f [diff] |
gfxstream: simplify GLESv1/GLESv2/EGL/Vulkan builds Certain libraries (libEGL_emulation, GLESv1/GLESv2, and vulkan.ranchu) have duplicated variants due to two issues: - whether to use the Kumquat and Linux VirtGpu backends is a build time decision. This leads to "libplatform" and "libplatform_kumquat". - virtgpu_kumquat_ffi pulls in librutabaga_gfx_gfxstream, which pulls in libgfxstream_backend -- which does not compile for glibc_x86 or android32. This means "compile_multilib: 64" is needed for glibc_x86_64 and android64 builds. The non-kumquat dependent Android build actually needs 32-bit libraries, while the kumquat dependent Android built does not. This leads to different libraries. The follow changes are made: - Kumquat and Linux backends are both built for host-builds. An environment variable controls selection ("VIRTGPU_KUMQUAT"). - For Android builds, a stub Kumquat is built. We can build a real Kumquat, but the use case does not exist. These changes allow for a much simpler build. BUG=357650978 TEST=end2end tests + CI Change-Id: I93f99f9a24a4f647644bd044474b247ee10878cc
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.