# 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 your`CXX`. 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](https://android.googlesource.com/platform/external/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.