commit | b52acdc73ff266da83d6f8dfb8c50118cbec8adb | [log] [tgz] |
---|---|---|
author | Kaiyi Li <kaiyili@google.com> | Sun Feb 07 16:57:42 2021 -0800 |
committer | Kaiyi Li <kaiyili@google.com> | Wed Feb 10 09:48:00 2021 -0800 |
tree | 0e29fb785f9869571969c6676c5e6e08a6f63b19 | |
parent | 1f6758c4fa07fee8ece736eadd59cc311c435df4 [diff] |
Native VK Swapchain: Fix the lifetime of DisplayVk::ColorBufferInfo The release of ColorBuffer itself and the release of the id of the ColorBuffer doesn't happen at the same time. More than one ColorBuffers may share the same ID at the same time - one is in use, and others are wait to be freed. Therefore, if we try to use ColorBuffer id to reference a ColorBuffer inside DisplayVk we may encounter a collision. Therefore, instead of the id, the client of DisplayVk now creates a DisplayVk::DisplayBufferInfo object and have the lifetime of that object via shared_ptr. Inside DisplayVk, when post is called a weak_ptr is used an compared if current composition is the same as the previous one. * Rename DisplayVk::ColorBufferInfo to DisplayVk::DisplayBufferInfo * Remove the releaseDisplayImport interface and its present in ColorBuffer destructor. Now the lifetime of a DisplayBufferInfo is entirely controlled by the object created via DisplayVk::createDisplayBuffer, and is released automatically when ColorBufferRef is released. Test: run the emulator with host vulkan native swapchain, and it won't crash now Change-Id: If3da93b059bcccfb1bbce40134d4d0789676a00b
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.