commit | fb3e39c46eb02ea2af4e5a2686bf1d1afddbb7da | [log] [tgz] |
---|---|---|
author | Kaiyi Li <kaiyili@google.com> | Mon Feb 01 07:55:45 2021 -0800 |
committer | Kaiyi Li <kaiyili@google.com> | Fri Feb 05 02:36:38 2021 -0800 |
tree | d12ec01b5a0f60b76ffb891b8f8d4b7403eaeb60 | |
parent | 2c5945dcd771b89e93740db4ef190801a69a4eec [diff] |
Native VK Swapchain: compile GLSL shaders to spv C array Added a glsl-shader-to-spv-c-array.py script to generate C header file that declares a C array with the given symbol. The C array contains the byte code of spv of the given GLSL source file. This python script uses the glslc program provided by the LunarG Vulkan SDK. Added a generate-compositor-shader-headers.sh bash script to call the glsl-shader-to-spv-c-array.py to generate the vertex shader and fragment shader for the CompositorVk to use. CMake build system *DO NOT* call this script automatically when the shader source changes. Be sure to rerun this script after modifying the Compositor shaders. The Compositor.vert and Compositor.frag files are supposed to be the GLSL programs used in CompositorVk. They now contain sample shader programs. run generate-compositor-shader-headers.sh Change-Id: Icb0505694f6639d027db774bfc5dc9df4da42568
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.