- SwiftShader is a high-performance CPU-based implementation of the Vulkan, OpenGL ES, and Direct3D 9 graphics APIs. Its goal is to provide hardware independence for advanced 3D graphics. google/swiftshader.
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- SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics APIs12. Its goal is to provide hardware independence for advanced 3D graphics.
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About -
Swift Shader is a tool / Software for those PC’s which are low on Graphics Card i.e. they do not have dedicated graphics card or their graphic card memory is very small. Below is what the developer says about the software.” For 3D rendering in situations where a dedicated separate GPU is unavailable or unsuitable, SwiftShader has no equal in performance. “Swift Shader renders high end 3D graphics which cannot be done by the inbuilt graphics card on the motherboard. Thus it helps you to play certain games on your Computer which would not run otherwise or whose minimum requirements are just above you PC Configurations.
Swift Shader is available for both 32 Bit and 64 Bit architecture.
Sources - iocreed.com
How To Use It -
1.Copy d3d9.dll and d3d8.dll and paste it in your games folder which contains the .exe file.
2. Now Just open game folder and run the game.
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If You face any Problem, ask them in comment box!
Introduction
SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API12. Its goal is to provide hardware independence for advanced 3D graphics.
NOTE: SwiftShader's OpenGL ES frontend is no longer supported, and will eventually be removed. Read more about our recommendation to use ANGLE on top of SwiftShader Vulkan here.
Building
SwiftShader libraries can be built for Windows, Linux, and macOS.
Android and Chrome (OS) build environments are also supported.
CMake
Install CMake for Linux, macOS, or Windows and use either the GUI or run the following terminal commands:Tip: Set the CMAKE_BUILD_PARALLEL_LEVEL environment variable to control the level of parallelism.
Visual Studio
To build 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.
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.
In general, Vulkan applications look for a shared library named vulkan-1.dll
on Windows (vulkan-1.so
on Linux). This ‘loader’ library then redirects API calls to the actual Installable Client Driver (ICD). SwiftShader's ICD is named libvk_swiftshader.dll
, but it can be renamed to vulkan-1.dll
to be loaded directly by the application. Alternatively, you can set the VK_ICD_FILENAMES
environment variable to the path to vk_swiftshader_icd.json
file that is generated under the build directory (e.g. .SwiftShaderbuildWindowsvk_swiftshader_icd.json
). To learn more about how Vulkan loading works, read the official documentation here.
Contributing
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:
Changes are uploaded to Gerrit by executing:
When ready, add a project owner as a reviewer on your change.
Some tests will automatically be run against the change. Notably, presubmit.sh verifies the change has been formatted using clang-format 10.0. Most IDEs come with clang-format support, but may require downgrading to clang-format version 10.0.
Testing
SwiftShader's OpenGL ES implementation can be tested using the dEQP test suite.
See docs/dEQP.md for details.
Third-Party Dependencies
The third_party directory contains projects which originated outside of SwiftShader:
subzero contains a fork of the Subzero project. It originates from Google Chrome‘s (Portable) Native Client project. The fork was made using git-subtree to include all of Subzero’s history.
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.
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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.
Documentation
See docs/Index.md.
Contact
Public mailing list: swiftshader@googlegroups.com
General bug tracker: https://g.co/swiftshaderbugs
Chrome specific bugs: https://bugs.chromium.org/p/swiftshader
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License
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.
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Authors and Contributors
The legal authors for copyright purposes are listed in AUTHORS.txt.
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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.
Disclaimer
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- Trademarks are the property of their respective owners.
- This is not an official Google product.