swiftshader | performance CPU-based implementation | Graphics library

 by   google C++ Version: Current License: Apache-2.0

kandi X-RAY | swiftshader Summary

kandi X-RAY | swiftshader Summary

swiftshader is a C++ library typically used in User Interface, Graphics applications. swiftshader has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

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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              swiftshader has a medium active ecosystem.
              It has 1838 star(s) with 267 fork(s). There are 93 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              swiftshader has no issues reported. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of swiftshader is current.

            kandi-Quality Quality

              swiftshader has no bugs reported.

            kandi-Security Security

              swiftshader has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              swiftshader is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              swiftshader releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            swiftshader Key Features

            No Key Features are available at this moment for swiftshader.

            swiftshader Examples and Code Snippets

            No Code Snippets are available at this moment for swiftshader.

            Community Discussions

            QUESTION

            UnhandledPromiseRejectionWarning: Error: Request is already handled
            Asked 2021-Jun-05 at 16:26

            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 16:26

            I figured it out, i just used puppeteer cluster.

            Source https://stackoverflow.com/questions/67815215

            QUESTION

            How to use chrome-aws-lambda on a AWS lambda function created with Amplify
            Asked 2020-Dec-09 at 23:28

            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 04:10

            Have 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.

            Source https://stackoverflow.com/questions/65210103

            QUESTION

            Unable to run android emulator in build agent connected to my local machine in TFS
            Asked 2020-Dec-01 at 08:35

            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 08:35

            Update:

            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.

            Source https://stackoverflow.com/questions/65048268

            QUESTION

            Chromium inside docker image on Google Cloud Run
            Asked 2020-Sep-12 at 16:55

            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 16:55

            I am running chrome inside Cloud Run to transform webpages to PDF (and ten to SVG). Find my repo here

            Here is my Dockerfile:

            Source https://stackoverflow.com/questions/63861081

            QUESTION

            Puppeteer fails in React app after running electron-builder
            Asked 2020-Jul-01 at 21:07

            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 21:03

            It 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:

            Source https://stackoverflow.com/questions/62602604

            QUESTION

            Unity3D WebGL Headless not rendering
            Asked 2020-Apr-16 at 07:46

            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 07:46

            After 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):

            Source https://stackoverflow.com/questions/61239552

            QUESTION

            Simple CEF project not show page
            Asked 2020-Apr-11 at 18:16

            Try use CEF from C++. Make simple project:

            ...

            ANSWER

            Answered 2020-Apr-11 at 18:16

            Solved. Add manifest file

            Source https://stackoverflow.com/questions/61122244

            QUESTION

            Visual Studio Code won't open on Ubuntu 16.04 via VNC
            Asked 2019-Apr-23 at 17:14

            I have tried installing VS Code both via snap and via apt-get

            In both cases code doesn't run on a Ubuntu 16.04 server where I use VNC to access the xfce GUI. When I run code --verbose from a terminal window I get

            ...

            ANSWER

            Answered 2019-Apr-23 at 17:12

            The 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.

            Fix:

            Source https://stackoverflow.com/questions/55802252

            QUESTION

            Rendering WebGL image in headless chrome without a GPU
            Asked 2019-Feb-28 at 21:32

            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 11:06

            There'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.

            Source https://stackoverflow.com/questions/48011613

            QUESTION

            Android Emulator Color Banding with Hardware Acceleration OpenGL ES 3.0
            Asked 2018-Aug-27 at 22:03

            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 22:03

            This 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.

            Source https://stackoverflow.com/questions/49776684

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install swiftshader

            You can download it from GitHub.

            Support

            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.
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          • HTTPS

            https://github.com/google/swiftshader.git

          • CLI

            gh repo clone google/swiftshader

          • sshUrl

            git@github.com:google/swiftshader.git

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