Basic DescriptorPool and DescriptorSetLayout implementation

This cl is a minimal implementation of DescriptorPool and
DescriptorSetLayout.

A DescriptorSet itself is just a straight memory pointer.

A DescriptorPool is a memory pool where DescriptorSets are
allocated. The DescriptorPool object itself is little more
than a memory allocator.
A few minor optimizations were made to speed up the default
case:
- The Descriptor pool starts looking for a large enough
  memory block at the end of the pool, which should be optimal
  if the DescriptorSets are allocated linearly
- When allocating multiple DescriptorSets at once, the pool
  first attempts to allocated all of them contiguously. This
  prevents looking for free memory blocks multiple times and
  once again should be optimal if the DescriptorSets are
  allocated linearly

Note: For now, DescriptorSetLayout::GetDescriptorSize() is a
      dummy function which always returns the same size for
      every Descriptor type. This will be implemented properly
      case by case as we add support for new Descriptor types.

Passes all tests in:
dEQP-VK.api.*descriptor*

Bug b/123244275

Change-Id: I2a2e73396e38dae28b59b77243cd8a366b35c12c
Reviewed-on: https://swiftshader-review.googlesource.com/c/24028
Tested-by: Alexis Hétu <sugoi@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
7 files changed
tree: 2adb6d2952433d3ac3999e858f2d74e4cb2bd51f
  1. .dir-locals.el
  2. .gitignore
  3. .gitmodules
  4. .travis.yml
  5. .vscode/
  6. AUTHORS.txt
  7. Android.bp
  8. Android.mk
  9. BUILD.gn
  10. CMakeLists.txt
  11. CONTRIBUTING.txt
  12. CONTRIBUTORS.txt
  13. LICENSE.txt
  14. OWNERS
  15. README.md
  16. SwiftShader.sln
  17. build/
  18. docs/
  19. extensions/
  20. include/
  21. kokoro/
  22. src/
  23. tests/
  24. third_party/
README.md

SwiftShader

License Build Status Build status

Introduction

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.

Building

SwiftShader libraries can be built for Windows, Linux, and Mac OS X.
Android and Chrome (OS) build environments are also supported.

  • Visual Studio

    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.

  • CMake

    Install CMake for Linux, Mac OS X, or Windows and use either the IDE or run the following terminal commands:

    mkdir build && cd build
    cmake ..
    make --jobs=8
    
    ./unittests
    ./OGLES2HelloAPI
    

Usage

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.

Contributing

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

Testing

SwiftShader's OpenGL ES implementation can be tested using the dEQP test suite.

See docs/dEQP.md for details.

Third-Party Dependencies

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.

Documentation

See docs/Index.md.

Contact

Public mailing list: swiftshader@googlegroups.com

General bug tracker: https://g.co/swiftshaderbugs
Chrome specific bugs: https://bugs.chromium.org/p/swiftshader

License

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.

Authors and Contributors

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.

Disclaimer

  1. Trademarks are the property of their respective owners.
  2. We do not claim official conformance with any graphics APIs at this moment.
  3. This is not an official Google product.