Commit 9b493551 by Nicolas Capens Committed by Nicolas Capens

Update Vulkan dEQP testing documentation.

SwiftShader can now be tested directly with dEQP, without using the system's Vulkan loader or layers. Bug b/116336664 Change-Id: I08816b5fb893d048c3dfe325ff54f44c646b250f Reviewed-on: https://swiftshader-review.googlesource.com/c/22868Tested-by: 's avatarNicolas Capens <nicolascapens@google.com> Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com>
parent 8d2cf752
...@@ -6,12 +6,10 @@ These steps are specifically for testing SwiftShader's OpenGL ES 3.0 implementat ...@@ -6,12 +6,10 @@ These steps are specifically for testing SwiftShader's OpenGL ES 3.0 implementat
Prerequisites Prerequisites
------------- -------------
1. Install the latest [Python 2.X](https://www.python.org/downloads/ 1. Install the latest [Python 2.X](https://www.python.org/downloads/)
)
2. Install [Visual Studio](https://visualstudio.microsoft.com/vs/community/) 2. Install [Visual Studio](https://visualstudio.microsoft.com/vs/community/)
3. Install [CMake](https://cmake.org/download/) 3. Install [CMake](https://cmake.org/download/)
4. Install [Go](https://golang.org/doc/install 4. Install [Go](https://golang.org/doc/install) 32-bit (Important: must be 32 bit)
) 32-bit (Important: must be 32 bit)
5. Install [MinGW](http://www.mingw.org/) 5. Install [MinGW](http://www.mingw.org/)
6. Install [Git](https://git-scm.com/download/win) 6. Install [Git](https://git-scm.com/download/win)
7. Install [Android Studio](https://developer.android.com/studio/index.html) 7. Install [Android Studio](https://developer.android.com/studio/index.html)
...@@ -82,17 +80,17 @@ Preparing the server ...@@ -82,17 +80,17 @@ Preparing the server
-------------------- --------------------
19. Edit `<path to cherry>\cherry\data.go` 19. Edit `<path to cherry>\cherry\data.go`
* Search for `../candy-build/deqp-wgl` and replace that by `<path to deqp>/build` * Search for `../candy-build/deqp-wgl` and replace that by `<path to deqp>/build`
* Just above, add an option to CommandLine: `--deqp-gl-context-type=egl` * Just above, add an option to CommandLine: `--deqp-gl-context-type=egl`
* Just below, modify the BinaryPath from 'Debug' to 'Release' if you did a Release build at step 17 * Just below, modify the BinaryPath from 'Debug' to 'Release' if you did a Release build at step 17
Testing OpenGL ES Testing OpenGL ES
----------------- -----------------
20) Assuming you already built SwiftShader, copy these two files: 20. a) Assuming you already built SwiftShader, copy these two files:
libEGL.dll `libEGL.dll`
libGLESv2.dll `libGLESv2.dll`
From: From:
...@@ -103,6 +101,25 @@ Testing OpenGL ES ...@@ -103,6 +101,25 @@ Testing OpenGL ES
`<path to dEQP>\build\modules\gles3\Release` (Again, assuming you did a Release build at step 17) `<path to dEQP>\build\modules\gles3\Release` (Again, assuming you did a Release build at step 17)
Testing Vulkan
--------------
20. b) Assuming you already built SwiftShader, copy and rename this file:
`<path to SwiftShader>\out\Release_x64\vk_swiftshader.dll` or
`<path to SwiftShader>\out\Debug_x64\vk_swiftshader.dll`
To:
`<path to dEQP>\build\external\vulkancts\modules\vulkan\vulkan-1.dll`
This will cause dEQP to load SwiftShader's Vulkan implementatin directly, without going through a system-provided [loader](https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#the-loader) library or any layers.
To use SwiftShader as an [Installable Client Driver](https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#installable-client-drivers) (ICD) instead:
* Edit environment variables:
* Define VK_ICD_FILENAMES to `<path to SwiftShader>\src\Vulkan\vk_swiftshader_icd.json`
* If the location of `vk_swiftshader.dll` you're using is different than the one specified in `src\Vulkan\vk_swiftshader_icd.json`, modify it to point to the `vk_swiftshader.dll` file you want to use.
Running the tests Running the tests
----------------- -----------------
......
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