commit | c7d5ec39591dc0f699bdedc9b129f1693beaccb4 | [log] [tgz] |
---|---|---|
author | Nicolas Capens <capn@google.com> | Wed Apr 22 01:11:37 2020 -0400 |
committer | Nicolas Capens <nicolascapens@google.com> | Mon Apr 27 20:59:36 2020 +0000 |
tree | b6a8015a38159f054ac3c43af6e15284d2997722 | |
parent | ca9de96433418c522b011cae7c35d855e6417bf8 [diff] |
Don't expose individual descriptor set layouts to SPIR-V compilation Shader compilation requires access to the pipeline layout, but not to each of its descriptor set layout interfaces. This change ensures that all information is queried only through the pipeline layout interface. This facilitates refactoring the pipeline layout object to contain all this information, instead of depending on the descriptor set layout objects to remain alive after pipeline layout creation. The Vulkan spec states that "a VkDescriptorSetLayout object passed as a parameter to create another object is not further accessed by that object after the duration of the command it is passed into." Also consistently use "index" for values that index into an array, and "offset" for byte offsets. "descriptor" signifies an individual resource descriptor, while "binding" refers to the descriptor set binding which is an array (often of just one descriptor). Use "setNumber" and "bindingNumber" for the 32-bit identifiers used by SPIR-V, to distinguish them from the actual objects. Bug: b/154522740 Change-Id: If3f6e56b6769aae6ebbd49109e7dc1e78cf6558c Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/44188 Presubmit-Ready: Nicolas Capens <nicolascapens@google.com> Tested-by: Nicolas Capens <nicolascapens@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro-Result: kokoro <noreply+kokoro@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.