commit | 64df8cabe9866c1b7138fbdf24204025b6c228fc | [log] [tgz] |
---|---|---|
author | Kaiyi Li <kaiyili@google.com> | Mon Feb 01 07:57:28 2021 -0800 |
committer | Kaiyi Li <kaiyili@google.com> | Fri Feb 05 02:37:36 2021 -0800 |
tree | d6f0cf494038db5ccf7c872978557e8d6a8ead89 | |
parent | fb3e39c46eb02ea2af4e5a2686bf1d1afddbb7da [diff] |
Native VK Swapchain: Basic compositor graphics pipeline initialization Add code to initialize a basic graphics pipeline for CompositorVk which includes a render pass with shaders. The render pass will draw an example triangle onto the render target. The Vulkan swapchain will provide multiple VKImages, so the CompositorVk allow to draw on multiple render targets and will generate one command buffer for each render target. When drawing, provide the index of the render target to retrieve the corresponding command buffer. Then submit the command buffer. To support future rcCompose, we may want to submit the same draw command buffer with different layers and composition parameters. To do this, we may want to change how the render pass transform the image layout and the VkAttachmentDescription::loadOp from VK_ATTACHMENT_LOAD_OP_CLEAR. Test: CompositorVk_unittests Change-Id: I5549f5d6334239c20d24c4de93d45e04c43d8b56
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.