commit | 9cd80deaa5384e3f9ed0cb764ccf6e5f956d0188 | [log] [tgz] |
---|---|---|
author | Jason Macnak <[email protected]> | Wed Jan 11 22:18:12 2023 +0000 |
committer | Jason Macnak <[email protected]> | Wed Feb 15 10:11:42 2023 -0800 |
tree | 782e3414c5a8bf1bc62d2b099e80ab4d1939fb4e | |
parent | f3607b73a8aaf88702f6c6cc553de9e2a4594605 [diff] |
(Reland) Rename ColorBuffer to ColorBufferGl and add ColorBuffer ... which wraps ColorBufferGl and effectively ColorBufferVk as the existing ColorBuffer code is GL specific. Moves routing of existing Gl specific functions through prefixed 'glOp*' functions. Potentially, ColorBuffer should just provide API specific functions and be responsible for handling coordination across APIs (sync'ing between Gl and Vk on read/update). Reland needed to include aosp/2385074. Bug: b/233939967 Test: android build Test: cmake build Test: cvd start --gpu_mode=gfxstream Test: gfxstream unit tests Change-Id: Ibe6a0a2774848b59b82f23a9f2541324a558c7e5
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.