commit | 324bdfed069236dad85a49e1baace6b2fa52bc8c | [log] [tgz] |
---|---|---|
author | Nicolas Capens <capn@google.com> | Tue Jul 30 17:27:56 2019 -0400 |
committer | Nicolas Capens <nicolascapens@google.com> | Tue Jul 30 23:20:09 2019 +0000 |
tree | 3de47f38e29f692ba86d4a549b52730143a5adb0 | |
parent | c39e7c7cc8844e2b75bdc7e58ea5e1c68b318ad9 [diff] |
Use a finite maxSamplerLodBias limit We previously set this device limit to infinity to avoid having to clamp the sum of the sampler and shader provided bias values to the [-maxSamplerLodBias, maxSamplerLodBias] range. Unfortunately infinity is not supported/allowed by JSON and the android.graphics.cts.VulkanFeaturesTest tests which parse the output of the vkjson tool produce a failure. This change works around it by setting maxSamplerLodBias to a finite value (15, which is very common according to https://vulkan.gpuinfo.org/), and performing the clamping required by Vulkan 1.1.117 section 15.6.7. Fortunately this cost only has to be incurred when an optional Bias operand is used in the SPIR-V image sampling instruction. When an Lod operand is used, which is mutually exclusive with Bias because the former is for explicit-lod instructions and the latter for implicit-lod, no clamping is required because the explicit LOD is not part of this clamping equation and the sampler LOD bias must already be clamped as specified by the spec: "The absolute value of mipLodBias must be less than or equal to VkPhysicalDeviceLimits::maxSamplerLodBias". Bug: b/138670766 Change-Id: Iebd6a1fef1c993ec86ac8cc38f8d9a992ba9bc47 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/34510 Tested-by: Nicolas Capens <nicolascapens@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
SwiftShader is a high-performance CPU-based implementation of the 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
On Windows, open the SwiftShader.sln file using Visual Studio Community or compatible version, and build the solution. 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.