commit | a7d65db41092d29acb5db45ff2174e89bd13ab2d | [log] [tgz] |
---|---|---|
author | Gurchetan Singh <[email protected]> | Fri Sep 08 15:05:12 2023 -0700 |
committer | Gurchetan Singh <[email protected]> | Fri Sep 15 14:56:50 2023 -0700 |
tree | 5b7258d2413ddb9205d5a86fcd4a49e9aa419501 | |
parent | 0ce2516af9ff9090663eac31efc23efb43a35339 [diff] |
gfxstream: gfxstreamCapset --> vulkanCapset We couple everything as one giant gfxstream capset, and also have a renderControl path for versioning. Long term, it makes sense to nuke renderControl path (which controls many legacy GLES bits) and rely on a virtgpu-style versioning scheme [each context type gets it's one capset]. Some capability sets are experimental. For example, GFXSTREAM_COMPOSER. However, Fuchsia for example does rip out parts of HostConnection and use in it's display controller. Probably have a cross-platform API that performs that functions would a long-term clean solution. BUG=297245651 TEST=compile Change-Id: Ie1f18ea7a5ff7e1a616c1d8a9b733aa6441aacef
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.