commit | d1431afcc3caeb5fd906d2a1d77c9a828a28e207 | [log] [tgz] |
---|---|---|
author | Gurchetan Singh <gurchetansingh@google.com> | Thu Nov 16 17:09:37 2023 -0800 |
committer | Gurchetan Singh <gurchetansingh@google.com> | Thu Nov 16 17:19:37 2023 -0800 |
tree | d0635df33d27f0a0bea70c6252255c8b42ae6c81 | |
parent | 6eaa521ae2e1d8f5cfe3b0b1858bd8259256fc92 [diff] |
gfxstream: look for common/opengl headers Probably "Make GL header lib and update libs to explicitly depend on it" broke the meson build. In file included from ../renderControl_enc/renderControl_types.h:19, from ../renderControl_enc/renderControl_client_proc.h:8, from ../renderControl_enc/renderControl_client_context.h:6, from ../renderControl_enc/renderControl_enc.h:9, from ../vulkan_enc/../OpenglSystemCommon/HostConnection.h:25, from ../vulkan_enc/ResourceTracker.cpp:19: ../OpenglCodecCommon/glUtils.h:46:10: fatal error: GLES/gl.h: No such file or directory Long term, we should nuke renderControl and GL dependencies through compile options (GOLDFISH_NO_GL) for example. BUG=311486792 TEST=meson amd64-build/ ninja -C amd64-build Change-Id: Ifebac059e51d527423e66f7e3ba6e7a73b8bcfa3
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)
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
.
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.