commit | 83463115d4e048c8451e9a25a39fa694e9e1d65f | [log] [tgz] |
---|---|---|
author | Nicolas Capens <capn@google.com> | Tue Jun 12 23:55:16 2018 -0400 |
committer | Nicolas Capens <nicolascapens@google.com> | Tue Jun 26 19:29:19 2018 +0000 |
tree | ad5d6fda30e0701501e3a092d7c4a8b1e0e3674e | |
parent | 41b7748432efe3163e0ca3d586d88ba4dd6fb22f [diff] |
Always create an OpenGL ES 3.0 context. The EGL spec allows that on context creation, a newer, compatible version is returned. OpenGL ES 3.0 is stated to be backward compatible with OpenGL ES 2.0, so we can stop creating a context that is limited to OpenGL ES 2.0 features, and always return an OpenGL ES 3.0 context. This simplifies our code and maintenance a bit and reduces the risk of incorrect validation. Note that Appendix F of the OpenGL ES 3.0 specification lists changes in behavior that aren't entirely backward compatible with OpenGL ES 2.0: * OpenGL ES 3.0 requires that all cube map filtering be seamless. OpenGL ES 2.0 specified that a single cube map face be selected and used for filtering. See section 3.8.9.1. * OpenGL ES 3.0 specifies a zero-preserving mapping when converting back and forth between signed normalized fixed-point values and floating- point values. OpenGL ES 2.0 specified a mapping by which zeros are not preserved. See section 2.1.6. * OpenGL ES 3.0 requires that framebuffer objects not be shared between contexts. OpenGL ES 2.0 left it undefined whether framebuffer objects could be shared. See appendix D. Additional differences can stem from new extensions being exposed (e.g. GL_EXT_color_buffer_float), and framebuffer configurations that are newly supported or no longer supported (in particular we allowed separate depth and stencil attachments, which OpenGL ES 3.0 expressly disallows). See also https://gitlab.khronos.org/opengl/API/issues/82 Bug swiftshader:45 Change-Id: I90d72698d509b4f03263edcf7c67e44fcef0beb6 Reviewed-on: https://swiftshader-review.googlesource.com/19388 Tested-by: Nicolas Capens <nicolascapens@google.com> Reviewed-by: Alexis Hétu <sugoi@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.
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.
Prebuilt binaries can be found at: https://goo.gl/5MOcdb
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 performing:
git push origin HEAD:refs/for/master
The third_party directory contains projects which originated outside of SwiftShader:
LLVM contains an outdated and diverged copy of the LLVM compiler framework. Until further notice, maintenance fixes can be made directly in the SwiftShader repository.
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://issuetracker.google.com/issues?q=componentid:408190 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.