commit | 43178cd455b93cc9710c59935cfe50dfa4c82582 | [log] [tgz] |
---|---|---|
author | Android Build Coastguard Worker <[email protected]> | Thu Aug 15 16:47:33 2024 +0000 |
committer | Android Build Coastguard Worker <[email protected]> | Thu Aug 15 16:47:33 2024 +0000 |
tree | 06359a658cd89ec5c4870dd820349e391f45161a | |
parent | 4d3888ad8c9d665bceef4ea530070ce6c3b6b595 [diff] | |
parent | 1bc8f06614fffd18c4f5392ff34f2da65e7a1c8f [diff] |
Snap for 12231853 from 1bc8f06614fffd18c4f5392ff34f2da65e7a1c8f to emu-35-2-release Change-Id: I4ea62e71eed8cfeca51c4071399e3a0e753a21af
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.