Add waitSync to ColorBuffer readixels[YUV]() methods

... to ensure that composition has completed before readPixels()
occurs when gralloc->lock()'ing the composition target buffer.

Bug: b/200983559
Bug: b/200056720
Test: launch_cvd --gpu_mode=gfxstream and observe no tearing
Change-Id: I67c7d1d9a444b79cfc350ea337299c98cc09c14a
1 file changed
tree: 0c16d62467abaaf70e413199f2c5e92f266b0928
  1. base/
  2. fake-android-guest/
  3. host-common/
  4. include/
  5. protocols/
  6. scripts/
  7. snapshot/
  8. stream-servers/
  9. testenvs/
  10. third-party/
  11. .gitignore
  12. Android.bp
  13. android.cmake
  14. build-host.sh
  15. BUILD.gn
  16. CMakeLists.txt
  17. gtest.cmake
  18. gtestdownloadCMakeLists.txt.in
  19. METADATA
  20. 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

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.

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.