commit | f9e9cf6ee953b23a7d376a6a8307b81e8a59b805 | [log] [tgz] |
---|---|---|
author | Alexis Hetu <sugoi@google.com> | Wed Jun 05 17:18:40 2019 -0400 |
committer | Alexis Hétu <sugoi@google.com> | Thu Jun 06 13:12:14 2019 +0000 |
tree | 30c66f719be39dd8d0084153010703764e2026b2 | |
parent | 5c9e165bc4d554840ed32e52876f0fbde45c9a4f [diff] |
Better 32 bit Windows Fix The initial issue that the workaround was fixing was that, on x86, there are various C calling conventions (__stdcall, __fastcall, __vectorcall) that mangle in the number of bytes used to pass the parameters. Both Clang and the Visual Studio compiler were crashing while attempting to calculate the number of bytes necessary so that it can mangle the name of the function. It needs the mangled name to emit deviceFunctionPointers, which is some large table of function pointers. The crashes happened because not all of the parameters of the function in question are complete, i.e. some of them are uninstantiated templates or forward declarations. The fix is then to include template instantiation directly into the VK_DEFINE_NON_DISPATCHABLE_HANDLE macro. Because template instantiation of an already specialized template causes a warning (treated as an error in Chromium), an extra layer of indirection was added to make sure we don't hit this issue. Bug b/129979580 Change-Id: Id811b107be51f494f45fab2ff0cec18e7cfbafaf Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/32449 Presubmit-Ready: Alexis Hétu <sugoi@google.com> Reviewed-by: Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Tested-by: Alexis Hétu <sugoi@google.com>
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.
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
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.