commit | ac36396038bbf135dc9549fe511b8f3d087faec4 | [log] [tgz] |
---|---|---|
author | Michael Yu <warty@google.com> | Mon May 03 11:54:52 2021 -0700 |
committer | Michael Yu <warty@google.com> | Mon May 03 12:40:40 2021 -0700 |
tree | ada9cf83e640b59124e4a6b683b166669b49c372 | |
parent | 679c6dd5cfed65994b3dd526c283d87277ac5c80 [diff] |
Reenable multiple syncthreads Prior, enabling multiple syncthreads caused a stream of eglClientWaitSync errors. SyncThread::initSyncContext was only telling a single worker thread to SYNC_THREAD_INIT. Other workers weren't initializing their EGL contexts, so on those threads invoking FenceSync::wait would fail in the GT_CTX_V2_RET of GLESv30Imp.cpp's internal_glClientWaitSync because of a lack of thread context, returning GL_WAIT_FAILED (without setting the last error!). As a minimal workaround, this change dispatches a command for each worker in the pool, which works because the underlying job-assignment strategy for worker thread commands is round-robin. Additionally, amends the abnormal exit error log with eglGetError(). Bug: 186146855 Test: Verify no more nonstop abnormal exit errors. Change-Id: I2c8772b20551a863a262bc6ebc12028a959808fe
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)
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.