commit | 36fa8a7f89f6e89bf00313f18f1290059284fc54 | [log] [tgz] |
---|---|---|
author | Doug Horn <doughorn@google.com> | Thu Jan 07 12:10:36 2021 -0800 |
committer | Doug Horn <doughorn@google.com> | Thu Jan 07 12:10:39 2021 -0800 |
tree | 69f3afa6caa48240d1b437806f3fabc240674b9a | |
parent | 0cb14d546b365fbcd58bb7269f8107796faf9129 [diff] |
Add missing type() method. This is not actually used on vulkan-cereal but aligns this file with qemu. Change-Id: I8686d868d0e2b2c84ca47105c711c6ce0cc0cedb
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
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
libgfxstream_backend.(dll|so|dylib)
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.