Assert Reactor Float constants are finite

C++11 does not have a way to write an infinite or NaN literal, nor does
it allow division by zero as a constant expression. Thus we should not
accept inf or NaN as a Reactor Float constant, as this would typically
indicate a bug, and avoids undefined behavior.

This also prevents the issue of the LLVM JIT only taking double values
for constructing floating-point constants. During the conversion from
single-precision to double, a signaling NaN can become a quiet NaN, thus
altering its bit pattern. Hence this assert is also helpful for
detecting cases where integers are being reinterpreted as float and then
bitcast to integer again, which does not guarantee preserving the
integer value.

Should infinity and NaN constants be required, methods like infinity(),
quiet_NaN(), and signaling_NaN() should be added to the Float class.

For cases where binary float data must be preserved exactly, one can
construct a Reactor Int value and bitcast as Float.

Bug: b/140302841
Change-Id: I72cf7e6fe82913cffcb1e0de282bc6839f65226d
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/35868
Presubmit-Ready: Nicolas Capens <nicolascapens@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
1 file changed
tree: da6b441bf247aaadb9a7de06741d82a088a1e297
  1. .vscode/
  2. build/
  3. build_overrides/
  4. docs/
  5. extensions/
  6. include/
  7. src/
  8. tests/
  9. third_party/
  10. .dir-locals.el
  11. .gitignore
  12. .gitmodules
  13. .travis.yml
  14. Android.bp
  15. AUTHORS.txt
  16. BUILD.gn
  17. CMakeLists.txt
  18. CMakeSettings.json
  19. CONTRIBUTING.txt
  20. CONTRIBUTORS.txt
  21. LICENSE.txt
  22. OWNERS
  23. README.md
  24. SwiftShader.sln
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:

    cd build
    cmake ..
    make --jobs=8
    
    ./gles-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:

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.