1# AVDVirglRenderer
2
3This project implements an alternative for 'virglrenderer', a part of the
4Virgil 3D GPU project that normally implements the translation from the
5virtio-gpu-3d command stream & tgsi/gallium shaders, to desktop OpenGL.
6
7This version of the library keeps translation to a minimum and only works with
8a true EGL/GLES driver implementation on the host. It won't intercept and
9translate shaders, and no part of the GL state machine is processed in the
10emulated guest.
11
12The wire protocol used between the virtio-gpu DRM driver and QEMU's
13virtio-gpu-3d device is the same as that used by goldfish (the classic Android
14emulator). Submits (writes) are made with an `DRM_VIRTGPU_EXECBUFFER` call; the
15response comes back through a separate memory mapped buffer. Responses are very
16expensive and are minimized where possible, as they involve a pipeline flush and
17roundtrip to the host.
18
19## Structure
20
21### [`AVDVirglRenderer`](AVDVirglRenderer.cpp)[](#AVDVirglRenderer)
22
23Provides the entrypoints expected by QEMU for its libvirglrenderer integration.
24
25This is where contexts, resources and fences are monitored.
26
27### [`RenderControl`](RenderControl.cpp) [`Header`](RenderControl.h) [`Decoder`](renderControl_dec)[](#RenderControl)
28
29The RenderControl is analogous to EGL on the guest side. It has a similar API to
30EGL, except that not every EGL function can be implemented as one API call, and
31instead multiple RenderControl calls are made. The RenderControl architecture
32was precipitated by goldfish's requirement that EGL window surfaces and images
33would be directly mapped to GL texture names, but in AVDVirglRenderer we
34preserve them as EGL objects on the host side.
35
36This component contains a decoder for the wire protocol, and stubs for any
37functions that we do not need to implement. The wire protocol is completely
38unmodified.
39
40### [`GLESv1`](GLESv1.cpp) [`Header`](GLESv1.h) [`Decoder`](GLESv1_dec)[](#GLESv1)
41
42This component contains a decoder for the wire protocol, and stubs for any
43functions that we do not need to implement. Only the GL ES 1.1 extensions
44implemented by SwiftShader are implemented, and only if they are needed by
45Android. Any extensions provided by the wire protocol that are not supported by
46either are intentionally stubbed.
47
48### [`GLESv3`](GLESv3.cpp) [`Header`](GLESv3.h) [`Decoder`](GLESv3_dec)[](#GLESv3)
49
50This component contains a decoder for the wire protocol, and stubs for any
51functions that we do not need to implement. Only the core GL ES 3.0 API is
52implemented; no ES 2.0 extensions are supported, unless they are remappable to
53GL ES 3.0 features. GL ES 3.1 is not currently supported. Any extensions
54provided by the wire protocol that are not supported by either Android or
55SwiftShader are intentionally stubbed.
56
57Note that we are *not* stubbing ES 3.1 functions; these will crash if called.
58
59### [`ChecksumCalculator`](OpenglRenderer/ChecksumCalculator.cpp)[`Header`](ChecksumCalculator.h)[](#ChecksumCalculator)
60
61This code was taken from the Android emulator. The header has been slightly
62trimmed but its functionality has not been changed.
63
64### [`ChecksumCalculatorThreadInfo`](ChecksumCalculatorThreadInfo.h)[](#ChecksumCalculatorThreadInfo)
65
66This header has been added for compatibility with the decoder code generated by
67the `emugen_cuttlefish` tool. Unlike the original implementation, it is not
68thread safe. We do not require thread safety because no decoder state is shared
69between threads in AVDVirglRenderer without its own locking.
70
71### [`Context`](Context.h)[](#Context)
72
73The Context structure represents a virglrenderer context assigned by QEMU. Each
74time the driver's device node is opened by the guest, a new context is created.
75In the design of AVDVirglRenderer, there are two kinds of context. The first
76kind of context is for `gralloc`, and there is one of these contexts per guest
77process. The second kind of context is per-thread, used by the EGL/GLES
78implementation. This second kind of context can receive 3D commands, which are
79processed in their own thread by AVDVirglRenderer so as to minimize the number
80of synthetic calls we have to make (such as eglMakeCurrent()).
81
82### [`Resource`](Resource.h)[](#Resource)
83
84The Resource structure represents a virglrenderer resource assigned by QEMU.
85Each time the driver allocates memory through the device driver's interface, a
86new resource is created. Resources can be owned by the kernel (for example, the
87primary framebuffer surfaces), Gralloc (EGL window surfaces or images), or used
88for other purposes such as the Context response buffer and fencing.
89
90### [`EglConfig`](EglConfig.h)[](EglConfig)
91
92The EglConfig structure maintains a list of available EGLConfigs.
93
94### [`EglContext`](EglContext.h)[](EglContext)
95
96The EglContext structure maintains a list of active EGLContexts, and decides
97when they can be disposed of.
98
99### [`EglImage`](EglImage.h)[](EglImage)
100
101The EglImage structure maintains a list of active EGLImageKHRs, and decides
102when they can be disposed of.
103
104### [`EglSurface`](EglSurface.h)[](EglSurface)
105
106The EglSurface structure maintains a list of active EGLSurfaces, and decides
107when they can be disposed of.
108
109### [`EglSync`](EglSync.h)[](EglSync)
110
111The EglSync structure maintains a list of active EGLSyncKHRs, and decides
112when they can be disposed of.
113