commit | 4e39779a5662d504a6d0665ee461e514aaeff47d | [log] [tgz] |
---|---|---|
author | Antonio Maiorano <amaiorano@google.com> | Mon Jul 27 15:14:52 2020 -0400 |
committer | Antonio Maiorano <amaiorano@google.com> | Tue Jul 28 20:46:18 2020 +0000 |
tree | 28c4e15cf78cf07c7d70ba3fdae4b5cb2b04fc1e | |
parent | 41032fe86616beff49af99be0cb738d53d0247dd [diff] |
Add CMake script to setup and build ANGLE This change adds CMake targets that setup and build ANGLE by invoking gclient and gn. The 'angle-setup' target should run only once (if the .gclient file does not exist), and the 'angle' target will build if any source file under angle/src is modfied. The 'angle' target builds libEGL and libGLESv2 into ${CMAKE_BINARY_DIR}/bin-angle. Furthermore, if building PowerVR examples are enabled (SWIFTSHADER_BUILD_PVR), the PVR output folder, ${CMAKE_BINARY_DIR}/bin, gets copied to ${CMAKE_BINARY_DIR}/bin-angle first. Finally, a script named 'export-swangle-env.bat/sh' also gets copied to ${CMAKE_BINARY_DIR}/bin-angle, which sets environment variables so that the PowerVR examples will run on "SWANGLE" (that is, on ANGLE on SwiftShaderVK). Example on Linux: cd SwiftShader/build cmake -DSWIFTSHADER_BUILD_PVR=1 -DSWIFTSHADER_BUILD_ANGLE=1 .. cmake --build . --target angle source bin-angle/export-swangle-env.sh ./bin-angle/OpenGLESBumpmap On Windows, run bin-angle\export-swangle-env.bat, and execute the examples from the bin-angle directory. Bug: b/152028822 Change-Id: Idd06fb1b6f14b47740692352d353f3a0c9588a90 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/47109 Tested-by: Antonio Maiorano <amaiorano@google.com> Kokoro-Result: kokoro <noreply+kokoro@google.com> Reviewed-by: Nicolas Capens <nicolascapens@google.com>
SwiftShader is a high-performance CPU-based implementation of the Vulkan and OpenGL ES 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.
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 ./vk-unittests
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
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 10.0. Most IDEs come with clang-format support, but may require downgrading to clang-format version 10.0.
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.