# SwiftShader | |
[](https://opensource.org/licenses/Apache-2.0) [](https://travis-ci.org/google/swiftshader) [](https://ci.appveyor.com/project/c0d1f1ed/swiftshader) | |
Introduction | |
------------ | |
SwiftShader is a high-performance CPU-based implementation of the Vulkan, OpenGL ES, and Direct3D 9 graphics APIs<sup>1</sup><sup>2</sup>. 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](https://visualstudio.microsoft.com/vs/community/) to open the project folder and wait for it to run CMake. Open the [CMake Targets View](https://docs.microsoft.com/en-us/cpp/build/cmake-projects-in-visual-studio?view=vs-2019#ide-integration) in the Solution Explorer and select the vk_swiftshader project to [build](https://docs.microsoft.com/en-us/cpp/build/cmake-projects-in-visual-studio?view=vs-2019#building-cmake-projects) it. | |
There is also a legacy [SwiftShader.sln](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](https://cmake.org/download/) for Linux, Mac OS X, or Windows and use either [the IDE](https://cmake.org/runningcmake/) 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](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](https://www.gerritcodereview.com/) 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](https://gerrit-review.googlesource.com/Documentation/user-changeid.html) 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](https://github.com/KhronosGroup/VK-GL-CTS) test suite. | |
See [docs/dEQP.md](docs/dEQP.md) for details. | |
Third-Party Dependencies | |
------------------------ | |
The [third_party](third_party/) directory contains projects which originated outside of SwiftShader: | |
[subzero](third_party/subzero/) contains a fork of the [Subzero](https://chromium.googlesource.com/native_client/pnacl-subzero/) project. It is part of Google Chrome's (Portable) [Native Client](https://developer.chrome.com/native-client) project. Its authoritative source is at [https://chromium.googlesource.com/native_client/pnacl-subzero/](https://chromium.googlesource.com/native_client/pnacl-subzero/). The fork was made using [git-subtree](https://github.com/git/git/blob/master/contrib/subtree/git-subtree.txt) 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](third_party/subzero/docs/README.rst) instructions, reviewed at [https://chromium-review.googlesource.com](https://chromium-review.googlesource.com/q/project:native_client%252Fpnacl-subzero), and then pulled into the SwiftShader repository. | |
[llvm-subzero](third_party/llvm-subzero/) contains a minimized set of LLVM dependencies of the Subzero project. | |
[PowerVR_SDK](third_party/PowerVR_SDK/) contains a subset of the [PowerVR Graphics Native SDK](https://github.com/powervr-graphics/Native_SDK) for running several sample applications. | |
[googletest](third_party/googletest/) contains the [Google Test](https://github.com/google/googletest) 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](docs/Index.md). | |
Contact | |
------- | |
Public mailing list: [swiftshader@googlegroups.com](https://groups.google.com/forum/#!forum/swiftshader) | |
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](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](AUTHORS.txt). | |
[CONTRIBUTORS.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](https://cla.developers.google.com/clas) 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 Direct3D and OpenGL graphics APIs at this moment. | |
3. This is not an official Google product. |