gfxstream: gfxstreamCapset --> vulkanCapset

We couple everything as one giant gfxstream capset, and also have
a renderControl path for versioning.

Long term, it makes sense to nuke renderControl path (which controls
many legacy GLES bits) and rely on a virtgpu-style versioning scheme
[each context type gets it's one capset].

Some capability sets are experimental.  For example, GFXSTREAM_COMPOSER.
However, Fuchsia for example does rip out parts of HostConnection
and use in it's display controller.  Probably have a cross-platform
API that performs that functions would a long-term clean solution.

BUG=297245651
TEST=compile

Change-Id: Ie1f18ea7a5ff7e1a616c1d8a9b733aa6441aacef
8 files changed
tree: 5b7258d2413ddb9205d5a86fcd4a49e9aa419501
  1. cmake/
  2. codegen/
  3. common/
  4. gl-host-common/
  5. guest/
  6. host/
  7. include/
  8. scripts/
  9. system/
  10. third-party/
  11. utils/
  12. .clang-format
  13. .gitignore
  14. Android.bp
  15. android.cmake
  16. Android.mk
  17. build-host.sh
  18. BUILD.gn
  19. CMakeLists.txt
  20. LICENSE
  21. meson.build
  22. meson_options.txt
  23. METADATA
  24. MODULE_LICENSE_APACHE2
  25. OWNERS
  26. 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.