Update Vulkan dEQP testing documentation.

SwiftShader can now be tested directly with dEQP, without using the
system's Vulkan loader or layers.

Bug b/116336664

Change-Id: I08816b5fb893d048c3dfe325ff54f44c646b250f
Reviewed-on: https://swiftshader-review.googlesource.com/c/22868
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/docs/dEQP.md b/docs/dEQP.md
index dd72aa3..1b78098 100644
--- a/docs/dEQP.md
+++ b/docs/dEQP.md
@@ -6,12 +6,10 @@
 Prerequisites

 -------------

 

-1. Install the latest [Python 2.X](https://www.python.org/downloads/

-)

+1. Install the latest [Python 2.X](https://www.python.org/downloads/)

 2. Install [Visual Studio](https://visualstudio.microsoft.com/vs/community/)

 3. Install [CMake](https://cmake.org/download/)

-4. Install [Go](https://golang.org/doc/install

-) 32-bit (Important: must be 32 bit)

+4. Install [Go](https://golang.org/doc/install) 32-bit (Important: must be 32 bit)

 5. Install [MinGW](http://www.mingw.org/)

 6. Install [Git](https://git-scm.com/download/win)

 7. Install [Android Studio](https://developer.android.com/studio/index.html)

@@ -82,17 +80,17 @@
 --------------------

 

 19. Edit `<path to cherry>\cherry\data.go`

-*  Search for `../candy-build/deqp-wgl` and replace that by `<path to deqp>/build`

+* Search for `../candy-build/deqp-wgl` and replace that by `<path to deqp>/build`

 * Just above, add an option to CommandLine: `--deqp-gl-context-type=egl`

 * Just below, modify the BinaryPath from 'Debug' to 'Release' if you did a Release build at step 17

 

 Testing OpenGL ES

 -----------------

 

-20) Assuming you already built SwiftShader, copy these two files:

+20. a) Assuming you already built SwiftShader, copy these two files:

 

-    libEGL.dll  

-    libGLESv2.dll

+    `libEGL.dll`  

+    `libGLESv2.dll`

 

     From:

 

@@ -103,6 +101,25 @@
 

     `<path to dEQP>\build\modules\gles3\Release` (Again, assuming you did a Release build at step 17)

 

+Testing Vulkan

+--------------

+

+20. b) Assuming you already built SwiftShader, copy and rename this file:

+

+    `<path to SwiftShader>\out\Release_x64\vk_swiftshader.dll` or  

+    `<path to SwiftShader>\out\Debug_x64\vk_swiftshader.dll`

+

+    To:

+

+    `<path to dEQP>\build\external\vulkancts\modules\vulkan\vulkan-1.dll`

+

+    This will cause dEQP to load SwiftShader's Vulkan implementatin directly, without going through a system-provided [loader](https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#the-loader) library or any layers.

+

+    To use SwiftShader as an [Installable Client Driver](https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#installable-client-drivers) (ICD) instead:

+    * Edit environment variables:

+      * Define VK_ICD_FILENAMES to `<path to SwiftShader>\src\Vulkan\vk_swiftshader_icd.json`

+    * If the location of `vk_swiftshader.dll` you're using is different than the one specified in `src\Vulkan\vk_swiftshader_icd.json`, modify it to point to the `vk_swiftshader.dll` file you want to use.

+

 Running the tests

 -----------------