Fix ordering of descriptor set bindings

The Vulkan spec states that for vkCmdBindDescriptorSets():
"If any of the sets being bound include dynamic uniform or storage
buffers, then pDynamicOffsets includes one element for each array
element in each dynamic descriptor type binding in each set. Values are
taken from pDynamicOffsets in an order such that all entries for set N
come before set N+1; within a set, entries are ordered by the binding
numbers in the descriptor set layouts; and within a binding array,
elements are in order."

Using a direct-mapped array of bindings ensures we can easily compute
which descriptor each dynamic offset applies to. This is also supported
by the spec:
"The above layout definition allows the descriptor bindings to be
specified sparsely such that not all binding numbers between 0 and the
maximum binding number need to be specified in the pBindings array.
Bindings that are not specified have a descriptorCount and stageFlags of
zero, and the value of descriptorType is undefined. However, all binding
numbers between 0 and the maximum binding number in the
VkDescriptorSetLayoutCreateInfo::pBindings array may consume memory in
the descriptor set layout even if not all descriptor bindings are used,
though it should not consume additional memory from the descriptor pool.

The maximum binding number specified should be as compact as possible
to avoid wasted memory."

In addition, the spec states that for vkUpdateDescriptorSets():
"If the dstBinding has fewer than descriptorCount array elements
remaining starting from dstArrayElement, then the remainder will be used
to update the subsequent binding - dstBinding+1 starting at array
element zero."

Which also demands that the bindings in the descriptor set are sorted
by binding number.

Bug: b/154241029
Change-Id: Iae550a02bc9fa1132473c6ba4c5840440f970155
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/44308
Presubmit-Ready: Nicolas Capens <nicolascapens@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Kokoro-Result: kokoro <noreply+kokoro@google.com>
3 files changed
tree: 4417069a1a578981275afe57f66a0786d030b42f
  1. .vscode/
  2. build/
  3. build_overrides/
  4. docs/
  5. extensions/
  6. include/
  7. src/
  8. tests/
  9. third_party/
  10. .clang-format
  11. .dir-locals.el
  12. .gitignore
  13. .gitmodules
  14. .travis.yml
  15. Android.bp
  16. AUTHORS.txt
  17. BUILD.gn
  18. CMakeLists.txt
  19. CMakeSettings.json
  20. codereview.settings
  21. CONTRIBUTING.txt
  22. CONTRIBUTORS.txt
  23. LICENSE.txt
  24. OWNERS
  25. README.md
README.md

SwiftShader

License Build Status Build status

Introduction

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.

Building

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
    

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:

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 the OpenGL graphics API at this moment.
  3. This is not an official Google product.