commit | ad65826a2ab181592473fb54ab78025771f4caf6 | [log] [tgz] |
---|---|---|
author | Nicolas Capens <capn@google.com> | Fri Jul 03 10:06:27 2020 -0400 |
committer | Nicolas Capens <nicolascapens@google.com> | Sat Jul 11 08:12:03 2020 +0000 |
tree | 1262f731d05fe9eabc9d0a65c181db93f05a440f | |
parent | 2aace0d7ef8e028e0d0dba7fa8074fe9b9455486 [diff] |
Fix copying of multiple image layers Only a single layer was being copied in the case of 2D array to 2D array copies. In the case of 2D array to 3D image copies, or vice-versa, the extent depth is the same as the layer count as per the Vulkan requirements, but this relied on the layer pitch to be the same as the slice pitch, which isn't true when layers contain multiple mipmap levels. Both issues have been addressed by adding a loop to iterate over the layers, adjusting the pitch in case a layer is copied to/from a slice. The inner loop for copying slices to slices is used for 3D image to 3D image copies, and for multisample 2D image to multisample 2D image copies (which can also have multiple layers). Also clarify the Image::getLastLayerIndex() and getLastMipLevel() methods should not be used for VkImageSubresourceLayers structures used by copy, blit, and resolve operations (they require explicit layer and level counts). VkImageSubresourceRange is only for image view creation, memory barriers, and clear operations, which accept the use of VK_REMAINING_ARRAY_LAYERS and VK_REMAINING_MIP_LEVELS. Bug: b/159666631 Bug: swiftshader:152 Change-Id: If998795e2b5e55950cc9fa23373a7300b6d2e0fc Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/46132 Presubmit-Ready: Nicolas Capens <nicolascapens@google.com> Tested-by: Nicolas Capens <nicolascapens@google.com> Kokoro-Result: kokoro <noreply+kokoro@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
SwiftShader is a high-performance CPU-based implementation of the Vulkan and OpenGL ES 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.
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 ./vk-unittests
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.