commit | 8012e62471bed5d148b48edbcc14e425d46875e4 | [log] [tgz] |
---|---|---|
author | Sean Risser <srisser@google.com> | Mon Oct 19 13:43:38 2020 -0400 |
committer | Sean Risser <srisser@google.com> | Thu Oct 22 19:53:39 2020 +0000 |
tree | bedcc10c0618ea4068932536c7813e7be2eefcd3 | |
parent | e02d8938821aa634a59430a0465ec031864dd63e [diff] |
Update VkStringify to use vulkan.hpp to_string Rather than occasionally updating VkStringify's table to match vulkan_core.h, we can use vulkan.hpp's to_string functions to get us the name of structure types. vulkan.hpp is such a burdensome file that it makes more sense to only include it in VkStringify.cpp instead of including it everywhere that looks at a structure extension list. And since vulkan.hpp uses its own equivalent equivalent types for every Vk* object, every place that calls vkhpp::to_string would have to do some clunky static_cast. I think in the long run, it's easier to maintain vulkan.hpp if we don't use it directly in our core files. Bug: b/170962162 Change-Id: Ib0380eaba4d05d9d5127fb0569efa6ef88d0156b Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/49368 Kokoro-Result: kokoro <noreply+kokoro@google.com> Tested-by: Sean Risser <srisser@google.com> Reviewed-by: Nicolas Capens <nicolascapens@google.com>
SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics APIs12. Its goal is to provide hardware independence for advanced 3D graphics.
NOTE: SwiftShader's OpenGL ES frontend is no longer supported, and will eventually be removed. Read more about our recommendation to use ANGLE on top of SwiftShader Vulkan here.
SwiftShader libraries can be built for Windows, Linux, and Mac OS X.
Android and Chrome (OS) build environments are also supported.
CMake
Install CMake for Linux, Mac OS X, or Windows and use either the GUI or run the following terminal commands:
cd build cmake .. cmake --build . --parallel ./vk-unittests
Visual Studio
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). SwiftShader's equivalent is named libvk_swiftshader.dll
, which can be renamed to vulkan-1.dll
. 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
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.