swiftshader | performance CPU-based implementation | Graphics library
kandi X-RAY | swiftshader Summary
kandi X-RAY | swiftshader Summary
SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API12. Its goal is to provide hardware independence for advanced 3D graphics.
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Trending Discussions on swiftshader
QUESTION
So i have this nodejs that was originaly used as api to crawl data using puppeteer from a website based on a schedule, now to check if there is a schedule i used a function that link to a model query and check if there are any schedule at the moment.
It seems to work and i get the data, but when i was crawling the second article and the next there is always this error UnhandledPromiseRejectionWarning: Error: Request is already handled!
and followed by UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch().
and it seems to take a lot of resource from the cpu and memory.
So my question is, is there any blocking in my code or anything that could have done better.
this is my server.js
...ANSWER
Answered 2021-Jun-05 at 16:26I figured it out, i just used puppeteer cluster.
QUESTION
I'm trying to create this lambda function in AWS using Amplify however when I try to launch the chromium the lambda function does not return any value and the function end up timing up:
"errorMessage": "2020-12-09T02:56:56.210Z 57402f8e-9fb2-4341-837d-bdf2ee6e9262 Task timed out after 25.57 seconds"
I add the Layer as suggested by @James Shapiro, now I'm getting a URL return for the chromium but it still not launching it:
This is my function:
...ANSWER
Answered 2020-Dec-09 at 04:10Have you tried installing a chrome-aws-lambda
layer and then adding it to your function? See the instructions here in the "AWS Lambda Layer" section.
QUESTION
I am stuck with an issue which I dont seem to find any way to fix it.
I have created a batch file to launch the android emulator
...ANSWER
Answered 2020-Dec-01 at 08:35Update:
As an interactive process with auto-logon enabled. In some cases, you might need to run the agent interactively for production use - such as to run UI tests. When the agent is configured to run in this mode, the screen saver is also disabled.
Try to run your build agent under Interactive mode. More details please refer our official doc here: Interactive vs. service
According to your description, TFS seems succeed creates and starts emulator in background, and waiting for full android loading on emulator.
To get a workaround, could you try to run the emulator directly on the build agent machine instead of your local machine.
You could setup your own agent and instance on a local machine that runs an emulator. Check if this do the trick.
QUESTION
I'm trying to have a docker container running on google cloud run, which is containing a simple nodejs app and google chromium headless to create a PDF from HTML source. Unfortunately, Google Cloud Run seems to have issues with thatever solution I try.
My Docker image(s) run perfectly locally and on other providers (i.E. Azure), but GCP just does not work.
What I try:
Basically building any docker image, installing node, npm, chromium, then running chromium --headless in the background. Then running the node app. The Node app is simply trying to connect to 127.0.0.1:9222 => that doesn't work on GCP, but anywhere else.
I tried with the official node images of docker hub I tried with an alpine image I tried with a debian image All of these run fine locally, but not on google cloud run.
Here's my latest test with a debian image:
...ANSWER
Answered 2020-Sep-12 at 16:55I am running chrome inside Cloud Run to transform webpages to PDF (and ten to SVG). Find my repo here
Here is my Dockerfile:
QUESTION
I am using puppeteer in some back-end js within a react app.
The code is fairly simple in regards to the puppeteer components and it works when testing the app in a normal development script within yarn. The likely relevant code is fairly simple:
...ANSWER
Answered 2020-Jun-26 at 21:03It seems that the issue has to do with a failed unzipping. There's actually an open issue about this on GitHub.
A possible workaround is to manually unzip the zip file and extract it into the chrome-win
folder in this case.
For Mac (the workaround in the GitHub issue) it's something like this:
QUESTION
I have posted the same question over Unity's forum, but there hasn't been any answer and thus posting it here, too.
I have been trying to run a Unity WebGL build in headless mode (through puppeteer) while saving 'screenshots' of the game, but the camera rendering doesn't seem to be working. The resulting images are all black.
It works as expected when not in headless mode (but still WebGL). It also works properly in standalone builds (e.g., windows, mac), through -batchMode.
Here's the code in question:
...ANSWER
Answered 2020-Apr-16 at 07:46After 2 or 3 days struggling with this and trying to find the exact problem, it finally works by disabling the anti-aliasing in unity, which seems to throw some OpenGL errors.
That said, the Unity3D WebGL rendering works headlessly (through chromium and puppeteer) even without swift shader
, though that is probably what you want for no-gpu
scenarios (e.g., some server).
The log output, though still weird, for both scenarios (with and without swift shader
) is the following (note that the framebuffer incomplete errors are gone):
QUESTION
Try use CEF from C++. Make simple project:
...ANSWER
Answered 2020-Apr-11 at 18:16Solved. Add manifest file
QUESTION
ANSWER
Answered 2019-Apr-23 at 17:12The problem is that VS Code uses Electron, which is the root cause of the bug. Bug was reported back in 2016 and is still not fixed.
QUESTION
I'm trying to export an image rendered with WebGL on a linux server without a GPU. To do this I'm using headless Chrome however the exported image is black (example exported image, taking a screenshot of page shows its just canvas that is black). I was hoping for some help figuring out why this is happening.
To export the image I render the image into a canvas, export data via canvas.toDataURL('image/jpeg')
and then post the data to the server. I'm using Pixi.js for rendering, if I use canvas renderer then everything works on the server; It's WebGL rendering thats not working. It's worth noting the WebGL render works fine in Chrome 63 on a Macbook.
To control Chrome I'm using Puppeteer. All I'm doing is opening a page, waiting a second, and then closing it again:
...ANSWER
Answered 2018-Jan-08 at 11:06There's an open bug which affects systems without X11 libraries: crbug.com/swiftshader/79. It prevents Chrome OS from running with SwiftShader, but the same issue would also happen on a headless Linux system which has no X11 support.
Fortunately it should be feasible to install X11 and get things running. I'm not 100% sure which packages provide the necessary libraries, but try these: xorg xserver-xorg xvfb libx11-dev libxext-dev libxext-dev:i386
Eventually the SwiftShader bug will be fixed so it doesn't require X11 whatsoever.
QUESTION
I seem to be loosing considerable precision toward the lower end of the color spectrum only when using hardware accelerated rendering on my Android emulator.
With hardware acceleration (ANGLE D3D11 or Desktop Native OpenGL):
Without hardware acceleration (SwiftShader):
The banding is clearly non linear and becomes quite obtrusive when trying to render smooth lighting.
I've set getWindow().setFormat(PixelFormat.RGBA_8888);
and am using precision highp float;
in my fragment shader.
This us using Android Studio 3.1.1, Windows 10, OpenGL ES 3.0.
*Edit: Here's a side by side with increased brightness and contrast
...ANSWER
Answered 2018-Aug-27 at 22:03This looks like sRGB colors are being stored in a linear 8-bit format at some point, then are converted back to sRGB. It would lead to exactly the kind of low-brightness imprecision you are observing.
When calling eglCreateWindowSurface, try passing {EGL_COLORSPACE_KHR, EGL_COLORSPACE_SRGB_KHR, EGL_NONE}
in the attrib_list
parameter. If you are using GLSurfaceView
, this will require implementing EGLWindowSurfaceFactory
and calling setEGLWindowSurfaceFactory
. This requires the EGL_KHR_gl_colorspace
extension to be present.
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