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This CL adds the validation layers into the local vulkan build for Amber. There is a simple shell script to setup these layers when using a debug build.
Fixes #539
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This CL adds the necessary code to build CLSPV as part of the Amber
build.
* Enable ASM if clspv is used
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This Cl adds DXC to the Amber third_party directory and enables using
HLSL as the shader language in AmberScript.
Fixes #34
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* Build with swiftshader
* Roll swiftshader
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This CL adds a flag AMBER_USE_LOCAL_VULKAN which if set when running cmake will have amber use the vulkan header and loaders out of the third_party directory. This should let amber try to build on a system without vulkan so the build can be tested on the bots.
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This CL adds a update_vk_wrappers.py script which is executed during the
build. The script will generate src/vk-wrappers.h and
src/vk-wrappers.inc files into the binary directory. The .h file lists
the struct entries for the VulkanPtr struct.
The vk-wrappers.inc file contains the code to load the vulkan function
pointers. If the vk.xml file is found, the wrappers will be lambdas, if
vk.xml is not found they're straight function pointers. This should
allow us to work with the CTS as we do now.
Issue #324.
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This change adds support to dump image to PNG format, it relies on the
third party 'lodepng' library (zlib license).
This CL is based on Pull #301 by @hevrard.
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Add cpplint
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Windows build support
* MSVC: Ensure CRT is statically linked into executables
* Use fopen_s on Windows to avoid security warning
* Use std::strtoull and include its header
* Use #if defined(_MSC_VER)
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Amber is a multi-API shader test framework.
Amber lets you capture and communicate shader bugs with the fluidity and ease of a scripting flow:
* No graphics API programming is required.
* WIP: Supports Vulkan and [Dawn][Dawn] graphics APIs.
* A single text string (or file) maps to a single graphics API pipeline test case. The text includes:
* Input data, including buffers and images.
* Shaders.
* Expectations for the result of running the pipeline.
* Shaders can be expressed in binary form (as hex), in SPIR-V assembly, or in a higher level shader language.
* After executing the pipeline, result buffers and images can be saved to output files.
This is not an officially supported Google product.
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