|author||Nicolas Capens <firstname.lastname@example.org>||Thu Aug 11 09:37:28 2022 -0400|
|email@example.com <firstname.lastname@example.org>||Thu Aug 11 16:55:01 2022 +0000|
Ignore feature structs of partially promoted extensions dEQP-VK now passes VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_YCBCR_2_PLANE_444_FORMATS_FEATURES_EXT and VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_2_FEATURES_EXT to vkCreateDevice, but these feature structs are part of the VK_EXT_ycbcr_2plane_444_formats and VK_EXT_extended_dynamic_state2 extensions, which we don't support. These extensions were partially promoted to Vulkan 1.3, but not their feature structs. Bug: b/223499383 Bug: b/204502923 Change-Id: I5a0f95e6abdd0f3bc673fec3b9f967e71eeb40eb Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/67468 Kokoro-Result: kokoro <email@example.com> Reviewed-by: Alexis Hétu <firstname.lastname@example.org> Commit-Queue: Nicolas Capens <email@example.com> Tested-by: Nicolas Capens <firstname.lastname@example.org>
SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API12. Its goal is to provide hardware independence for advanced 3D graphics.
NOTE: The ANGLE project can be used to achieve a layered implementation of OpenGL ES (aka. “SwANGLE”).
SwiftShader libraries can be built for Windows, Linux, and macOS.
Android and Chrome (OS) build environments are also supported.
Install CMake for Linux, macOS, or Windows and use either the GUI or run the following terminal commands:
cd build cmake .. cmake --build . --parallel ./vk-unittests
Tip: Set the CMAKE_BUILD_PARALLEL_LEVEL environment variable to control the level of parallelism.
To build 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.
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.
In general, Vulkan applications look for a shared library named
vulkan-1.dll on Windows (
vulkan-1.so on Linux). This ‘loader’ library then redirects API calls to the actual Installable Client Driver (ICD). SwiftShader's ICD is named
libvk_swiftshader.dll, but it can be renamed to
vulkan-1.dll to be loaded directly by the application. Alternatively, you can set the
VK_ICD_FILENAMES environment variable to the path to
vk_swiftshader_icd.json file that is generated under the build directory (e.g.
.\SwiftShader\build\Windows\vk_swiftshader_icd.json). To learn more about how Vulkan loading works, read the official documentation here.
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. You must sign in to this site with a Google Account before changes can be uploaded.
Next, authenticate your account here: https://swiftshader-review.googlesource.com/new-password (use the same e-mail address as the one configured as the Git commit author).
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. You can execute
git clone https://swiftshader.googlesource.com/SwiftShader and manually place the commit hook in
SwiftShader/.git/hooks/, or to clone the repository and install the commit hook in one go:
git clone https://swiftshader.googlesource.com/SwiftShader && (cd SwiftShader && git submodule update --init --recursive third_party/git-hooks && ./third_party/git-hooks/install_hooks.sh)
On Windows, this command line requires using the Git Bash Shell.
Changes are uploaded to Gerrit by executing:
git push origin HEAD:refs/for/master
When ready, add a project owner as a reviewer on your change.
Some tests will automatically be run against the change. Notably, presubmit.sh verifies the change has been formatted using clang-format 11.0.1. Most IDEs come with clang-format support, but may require upgrading/downgrading to the clang-format version 11.0.0 release version (notably Chromium's buildtools has a clang-format binary which can be an in-between revision which produces different formatting results).
SwiftShader's Vulkan 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 originates from Google Chrome‘s (Portable) Native Client project. The fork was made using git-subtree to include all of Subzero’s history.
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.
Public mailing list: email@example.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.