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# SwiftShader

[![License](https://img.shields.io/badge/License-Apache%202.0-blue.svg)](https://opensource.org/licenses/Apache-2.0) [![Build Status](https://travis-ci.org/google/swiftshader.svg?branch=master)](https://travis-ci.org/google/swiftshader) [![Build status](https://ci.appveyor.com/api/projects/status/yrmyvb34j22jg1uj?svg=true)](https://ci.appveyor.com/project/c0d1f1ed/swiftshader)

Introduction
------------

SwiftShader is a high-performance CPU-based implementation of the 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**
  
  On Windows, open the [SwiftShader.sln](SwiftShader.sln) file using [Visual Studio Community](https://visualstudio.microsoft.com/vs/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](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:

      mkdir build && cd build
      cmake ..
      make --jobs=8

      ./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://source.android.com/devices/graphics/testing) 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:

[LLVM](third_party/LLVM/) contains an outdated and diverged copy of the [LLVM](http://llvm.org/) compiler framework. Until further notice, maintenance fixes can be made directly in the SwiftShader repository.

[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 any graphics APIs at this moment.
3. This is not an official Google product.