commit | 01386d17505f92777cfad7708bcaf703bdf434f3 | [log] [tgz] |
---|---|---|
author | Antonio Maiorano <amaiorano@google.com> | Wed Nov 20 14:43:48 2019 -0500 |
committer | Antonio Maiorano <amaiorano@google.com> | Thu Nov 21 18:40:13 2019 +0000 |
tree | 1806d5eba9b53c8c0da9ef47614b0da93e3f2c9b | |
parent | 5a4de4a84e0dbfe46097c0b510e1ff5caa2e9d61 [diff] |
Subzero Win64: fix Call for ptr and spillover args When lowering Call to external functions on x64, Subzero was not correctly allocating 32 bytes for the shadow store. This became apparent when trying to pass pointers to local variables to Call, in which case, the address of the stack variable would be passed via register. However, in the called external function, on x64, it's allowed to use the first 32 bytes on the stack - the shadow store - as scratch space. In my use-case, the called function ended up overwriting the local stack variable that the callee passed a pointer to. Another use-case where this error was apparent was in passing more than four arguments to a Call, in which case, the callee expected the spilled args to be present after the shadow store. This fixes these problems by correctly allocating the 32 byte shadow store when lowering Call on x64. Note that this is similar to e81e8b3c3e15bb727a959eb8d184ef3b02e8f912 where I fixed the prolog to the generated entry point to take the shadow store into account. Bug: b/144688789 Change-Id: I9d7960bb9c520f5cc3c0ad885305ca5a3c06b5dc Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/38473 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Tested-by: Antonio Maiorano <amaiorano@google.com>
SwiftShader is a high-performance CPU-based implementation of the Vulkan, OpenGL ES, and Direct3D 9 graphics APIs12. Its goal is to provide hardware independence for advanced 3D graphics.
SwiftShader libraries can be built for Windows, Linux, and Mac OS X.
Android and Chrome (OS) build environments are also supported.
Visual Studio
For building the Vulkan ICD library, use Visual Studio 2019 to open the project folder and wait for it to run CMake. Open the CMake Targets View in the Solution Explorer and select the vk_swiftshader project to build it.
There is also a legacy SwiftShader.sln file for Visual Studio 2017 for building OpenGL ES and Direct3D libraries. Output DLLs will be placed in the out subfolder. Sample executables such as OGLES3ColourGrading can be found under the Tests solution folder and can be run from the IDE.
CMake
Install CMake for Linux, Mac OS X, or Windows and use either the IDE or run the following terminal commands:
cd build cmake .. make --jobs=8 ./gles-unittests ./OGLES2HelloAPI
The SwiftShader libraries act as drop-in replacements for graphics drivers.
On Windows, most applications can be made to use SwiftShader's DLLs by placing them in the same folder as the executable. On Linux, the LD_LIBRARY_PATH environment variable or -rpath linker option can be used to direct applications to search for shared libraries in the indicated directory first.
See CONTRIBUTING.txt for important contributing requirements.
The canonical repository for SwiftShader is hosted at: https://swiftshader.googlesource.com/SwiftShader
All changes must be reviewed and approved in the Gerrit review tool at: https://swiftshader-review.googlesource.com
Authenticate your account here: https://swiftshader-review.googlesource.com/new-password
All changes require a Change-ID tag in the commit message. A commit hook may be used to add this tag automatically, and can be found at: https://gerrit-review.googlesource.com/tools/hooks/commit-msg. To clone the repository and install the commit hook in one go:
git clone https://swiftshader.googlesource.com/SwiftShader && (cd SwiftShader && curl -Lo `git rev-parse --git-dir`/hooks/commit-msg https://gerrit-review.googlesource.com/tools/hooks/commit-msg ; chmod +x `git rev-parse --git-dir`/hooks/commit-msg)
Changes are uploaded to Gerrit by executing:
git push origin HEAD:refs/for/master
SwiftShader's OpenGL ES implementation can be tested using the dEQP test suite.
See docs/dEQP.md for details.
The third_party directory contains projects which originated outside of SwiftShader:
subzero contains a fork of the Subzero project. It is part of Google Chrome‘s (Portable) Native Client project. Its authoritative source is at https://chromium.googlesource.com/native_client/pnacl-subzero/. The fork was made using git-subtree to include all of Subzero’s history, and until further notice it should not diverge from the upstream project. Contributions must be tested using the README instructions, reviewed at https://chromium-review.googlesource.com, and then pulled into the SwiftShader repository.
llvm-subzero contains a minimized set of LLVM dependencies of the Subzero project.
PowerVR_SDK contains a subset of the PowerVR Graphics Native SDK for running several sample applications.
googletest contains the Google Test project, as a Git submodule. It is used for running unit tests for Chromium, and Reactor unit tests. Run git submodule update --init
to obtain/update the code. Any contributions should be made upstream.
See docs/Index.md.
Public mailing list: swiftshader@googlegroups.com
General bug tracker: https://g.co/swiftshaderbugs
Chrome specific bugs: https://bugs.chromium.org/p/swiftshader
The SwiftShader project is licensed under the Apache License Version 2.0. You can find a copy of it in LICENSE.txt.
Files in the third_party folder are subject to their respective license.
The legal authors for copyright purposes are listed in AUTHORS.txt.
CONTRIBUTORS.txt contains a list of names of individuals who have contributed to SwiftShader. If you‘re not on the list, but you’ve signed the Google CLA and have contributed more than a formatting change, feel free to request to be added.