commit | eac86a7d5e1f6a024e391c1ffb23f15bc3afcfff | [log] [tgz] |
---|---|---|
author | Kaiyi Li <[email protected]> | Thu Feb 04 08:09:41 2021 -0800 |
committer | Kaiyi Li <[email protected]> | Tue Feb 09 07:37:53 2021 -0800 |
tree | be39f8c082e513584bb18fa107dbbd37f9df7052 | |
parent | ea146f7ef6886373d4d53e2cca5d939a4621a5cc [diff] |
Native VK Swapchain: Integrate DisplayVk with FrameBuffer * Add a parameter to FrameBuffer::initialize to turn on and off the native Vulkan swapchain feature. Default to false. * Initialize DisplayVk in FrameBuffer::initialize and FrameBuffer::setupSubWindow. * Call DisplayVk::importVkImage in FrameBuffer::importMemoryToColorBuffer to track the creation of a ColorBuffer. * Call DisplayVk::releaseImport in ColorBuffer destructor by introducing ColorBuffer::helper::releaseDisplayImport. * In createOrGetGlobalVkEmulation(), enable extensions and features required for DisplayVk. Test: run the emulator Change-Id: I06c4fa52080b7266c3292bbe105b5eddc9164a80
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 you are using Clang as your CC
and CXX
. 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)
scripts/generate-vulkan-sources.sh
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.