# 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 The latest directions for the standalone Linux build are provided [here](https://crosvm.dev/book/appendix/rutabaga_gfx.html). # 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 To re-generate both guest and Vulkan code, please run: scripts/generate-gfxstream-vulkan.sh # Regenerating GLES/RenderControl code First, build `build/gfxstream-generic-apigen`. Then run: scripts/generate-apigen-source.sh # Tests ## 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 There are Android mock testa available, runnable on Linux. To build these tests, run: m GfxstreamEnd2EndTests # 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. # Guest Vulkan design gfxstream vulkan is the most actively developed component. Some key commponents of the current design include: - 1:1 threading model - each guest Vulkan encoder thread gets host side decoding thread - Support for both virtio-gpu, goldish and testing transports. - Support for Android, Fuchsia, and Linux guests. - Ring Buffer to stream commands, in the style of io_uring. - Mesa embedded to provide [dispatch](https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/docs/vulkan/dispatch.rst) and [objects](https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/docs/vulkan/base-objs.rst). - Currently, there are a set of Mesa objects and gfxstream objects. For example, `struct gfxstream_vk_device` and the gfxstream object `goldfish_device` both are internal representations of Vulkan opaque handle `VkDevice`. The Mesa object is used first, since Mesa provides dispatch. The Mesa object contains a key to the hash table to get a gfxstream internal object (for example, `gfxstream_vk_device::internal_object`). Eventually, gfxstream objects will be phased out and Mesa objects used exclusively.