commit | 81bc9d9d79ca9388f07d0093e95600189c49f193 | [log] [tgz] |
---|---|---|
author | Nicolas Capens <capn@google.com> | Mon Dec 16 15:05:57 2019 -0500 |
committer | Ben Clayton <bclayton@google.com> | Tue Dec 17 21:33:43 2019 +0000 |
tree | 692150f786a80296cb7348df5c3d54d7026ed30a | |
parent | a8d5a6debb55322e094e45c266b965e7985b9cf1 [diff] |
Remove spaces after control statements keywords Spaces are useful to separate independent constructs, but can cause confusion when added between dependent ones. For example "a*b [i]" is hard for humans to read correctly at a glance. "a*b[i]" is better, and "a * b[i]" is the easiest to understand immediately. Control statements are no different. "if (a)if (b)x;" is hard to parse. "if (a) if (b) x;" is better, but "if(a) if(b) x;" leaves no confusion of what belongs where. This recommendation also follows the 'zero one infinity' rule of thumb: https://en.wikipedia.org/wiki/Zero_one_infinity_rule Whether we write "a + b" or "a + b", they are equally readable, and the additional spaces may help with alignment of surrounding expressions. "for (int i : c)" on the other hand makes the keyword unintentionally even more dissociated from its header than "for (int i : c)" already does. The argument that the space helps set it apart from function calls seems moot when practically every editor supports keyword highlighting, function names are typically longer than 2-3 characters, and function calls are not followed by curly brackets (which while optional for singular statements, are still recommended for reasons other than this one). Bug: b/144825072 Change-Id: I3432fadae8e5604123f5c537097323504fecbc8c Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/39588 Tested-by: Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@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.