|author||Nicolas Capens <email@example.com>||Thu Mar 21 13:23:50 2019 -0400|
|committer||Nicolas Capens <firstname.lastname@example.org>||Fri Mar 22 16:36:28 2019 +0000|
Implement atomic load/store memory ordering Bug b/127472316 Test: dEQP-VK.spirv_assembly.instruction.compute.opatomic.load Test: dEQP-VK.spirv_assembly.instruction.compute.opatomic.store Change-Id: I0379a1a74bc9742a3a9ae4d52b319e0838fd21bf Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/27728 Presubmit-Ready: Nicolas Capens <email@example.com> Tested-by: Nicolas Capens <firstname.lastname@example.org> Kokoro-Presubmit: kokoro <email@example.com> Reviewed-by: Chris Forbes <firstname.lastname@example.org>
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.
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.
cd build cmake .. make --jobs=8 ./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
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.
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.
Public mailing list: email@example.com
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.