commit | 2aa80df1452824480595fa485aef14e1102f3d24 | [log] [tgz] |
---|---|---|
author | David 'Digit' Turner <digit@google.com> | Wed Dec 04 12:08:39 2019 +0100 |
committer | David Turner <digit@google.com> | Tue Mar 17 17:09:00 2020 +0000 |
tree | 49ba3ec1d17bb9da426b5dbf8d11cbe5dc5c8b56 | |
parent | 440fc9959f06c539b09fd2e0d1456971132fd7d1 [diff] |
[vulkan]: Support multiple external semaphore implementations. This CL refactors the implementation of VkSemaphore objects in the following way: - Add the ability to support several external handle types concurrently. Before this CL, each platform could support a single handle type (e.g. on Linux, VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT only). The changes here will allow future CLs to support more than one type per platform (e.g. the Linux implementation may support OPAQUE_FD_BIT as well as SYNC_FD_BIT at the same time). - Better implementation of temporary imports. In particular, the following sequence now works properly: 1) Create exportable semaphore A. 2) Export A to an external handle/descriptor. 3) Signal A. 4) Temporarily import _another_ handle into A. 5) A.wait() // waits on the temporary payload, then discard it. Before the CL, A would end up, incorrectly, unsignalled. Because the export operation created an External instance that held the payload modified in 3), which was then discarded after the wait() in 5). - Improved and consistent handling of errors during import/export operations, through the use of templates. + Add a technical note in VkSemaphore.h explaining how everything works, since there are several subtle points in the spec. Bug: b/140421736 Change-Id: I9b6935db3238fec7af8e0c81666e2f5c72075756 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/39880 Tested-by: David Turner <digit@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Kokoro-Presubmit: David Turner <digit@google.com> Reviewed-by: Chris Forbes <chrisforbes@google.com>
SwiftShader is a high-performance CPU-based implementation of the Vulkan, OpenGL ES, and Direct3D 9 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.
There is also a legacy SwiftShader.sln file for Visual Studio 2017 for building OpenGL ES and Direct3D libraries. 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
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.