commit | 505f0290f901b7010fd073b155bc12bd8d8a05a5 | [log] [tgz] |
---|---|---|
author | Yahan Zhou <[email protected]> | Fri Mar 08 15:39:38 2024 -0800 |
committer | Yahan Zhou <[email protected]> | Thu Mar 21 13:52:57 2024 -0700 |
tree | 45ba103ccc299397f88fe2c2191766a7471fa034 | |
parent | e716c27f25a66f108804a20c5057fcb7c1a79a79 [diff] |
Make it not crash during vk snapshot load We are trying to make vk snapshot load the google Chrome home page without crashing. With this CL it does not crash during load but would crash with a device lost after submitting a queue (which is unsurprising because everything is missing to snapshot vk queue). Content of this commit includes: - Add dependencies for VkImageView, VkGraphicsPipelines, VkFramebuffer. They are necessary to tell the snapshot module the order of vk object creation. - Add vkBindImageMemory into the loading sequencey of VkImage, so that it would be executed before vkCreateImageView. - Delay the destruction of VkShaderModule. This is because other objects can still refer to it after it is destroyed. - Initialize VK backend for color buffer properly on snapshot load. - Save and load vk images in the same order by sorting them according to their boxed handle. - Record all the placeholder handles for vkCreateDescriptorPool. For performance purpose this function creates a lot of extra handles without real contents. We need to snapshot those handles as well. Bug: 329506242 Test: GfxstreamEnd2EndVkSnapshotImageTest, GfxstreamEnd2EndVkSnapshotPipelineTest Change-Id: I999c3477f861cec51ae743f11c3031be438b3ddf
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.