gfxstream: meson qnx cross build

Pkgconfig wasn't able to resolve the dependencies for qnx build, so the
libraries and headers are found and added manually. Hopefully we can get
pkgconfig working soon to clean this up.

A `qnx` directory is added to the project root for qnx build scripts and
cross files. A script also handles the aemu dependency. Run 'make' to
build cross-compiled aemu deps, and then gfxstream.  Cmake toolchain
file is added for building the aemu dependancy.

BUG=287082350
TEST=qnx cross compile: cd qnx || make

Change-Id: I1793356c42bfbc65c285fc7da5b7f13461f9dd4e
18 files changed
tree: a0a9e0be4be31223c3fb5974676a6e66bab22ff3
  1. cmake/
  2. codegen/
  3. common/
  4. gl-host-common/
  5. guest/
  6. host/
  7. include/
  8. qnx/
  9. scripts/
  10. system/
  11. third-party/
  12. utils/
  13. .clang-format
  14. .gitignore
  15. Android.bp
  16. android.cmake
  17. Android.mk
  18. build-host.sh
  19. BUILD.gn
  20. CMakeLists.txt
  21. LICENSE
  22. meson.build
  23. meson_options.txt
  24. METADATA
  25. MODULE_LICENSE_APACHE2
  26. OWNERS
  27. README.md
README.md

Graphics Streaming Kit (formerly: Vulkan Cereal)

Graphics Streaming Kit is a code generator that makes it easier to serialize and forward graphics API calls from one place to another:

  • From a virtual machine guest to host for virtualized graphics
  • From one process to another for IPC graphics
  • From one computer to another via network sockets

Build: Linux

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

Build: Windows

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.

Build: Android for host

Be in the Android build system. Then

m libgfxstream_backend

It then ends up in out/host

This also builds for Android on-device.

Output artifacts

libgfxstream_backend.(dll|so|dylib)

Regenerating Vulkan code

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.

Regenerating GLES/RenderControl code

First, build build/gfxstream-generic-apigen. Then run

scripts/generate-apigen-source.sh

Tests

Linux Tests

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.

Windows Tests

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%.

Android Host Tests

These are currently not built due to the dependency on system libEGL/libvulkan to run correctly.

Structure

  • CMakeLists.txt: specifies all host-side build targets. This includes all backends along with client/server setups that live only on the host. Some
    • Backend implementations
    • Implementations of the host side of various transports
    • Frontends used for host-side testing with a mock implementation of guest graphics stack (mainly Android)
    • Frontends that result in actual Linux/macOS/Windows gles/vk libraries (isolation / fault tolerance use case)
  • Android.bp: specifies all guest-side build targets for Android:
    • Implementations of the guest side of various transports (above the kernel)
    • Frontends
  • BUILD.gn: specifies all guest-side build targets for Fuchsia
    • Implementations of the guest side of various transports (above the kernel)
    • Frontends
  • base/: 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.