commit | 876877ad4f984272127fd9cf93cedb2b639b58c9 | [log] [tgz] |
---|---|---|
author | Gurchetan Singh <[email protected]> | Mon Aug 07 15:15:58 2023 -0700 |
committer | Gurchetan Singh <[email protected]> | Wed Dec 27 10:22:47 2023 -0800 |
tree | b21a310668ecec281a2e8ef9bca1448becc5743d | |
parent | d3925845dfbf5ae60dc6d1904b5785f18554d713 [diff] |
gfxstream: mesa: import Mesa Mesa has Linux WSI implementations that can be used for gfxstream. We have to first import the parts of Mesa that we find useful. Just modified - guest/src/mesa/meson.build to remove extra project args. - guest/src/mesa/src/meson.build to not automatically call subdir in all directories. This also requires the VK_NO_NIR and Android build patches, which are fairly upstreamable. The strategy would be to merge all changes required in the source code. Generally, if you want to modify the Mesa subdir, you generally will want to have a plan for upstreaming the change. For example, here's the Mesa VK_NIR patches. https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26574 [not upstreamed yet; but do have a plan ;-)] BUG=313466265 TEST=compile Change-Id: Ib5a7546e3f8832ddba4de8e62afc80c669692444
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.