Comments (12)
With some helpful explanations from @kvark I think we've cracked this one: gfx-rs/wgpu#644
Just need to compile swiftshader (and point wgpu-native to it).
from wgpu-py.
But that would only work on Linux since it is Vulkan, I think?
AFAIK it can run on any platform on which it can be compiled. Windows 10 also includes Vulkan, I believe. However, I don't know how wgpu-native
(or glx-hal
) is going to pick it up. Kazan seems very much bleeding edge, so I'd rather try other things first :)
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OpenGL works on CI, so I think vulkan etc should too... We can install drivers if need be?
from wgpu-py.
Isn't OpenGL on CI usually a software driver? So maybe ... something like https://github.com/kazan-3d/kazan?
from wgpu-py.
Yeah, that is an option.
But I also think that Azure Pipelines agents do have Intel Graphics available.
We've used https://marketplace.visualstudio.com/items?itemName=ms-autotest.screen-resolution-utility-task in the past to run selenium tests for a certain WebGL based application you are very familiar with. ;) It enables a screen session. I'm not sure if that would help us here, but at least it's evidence that OpenGL works on Azure Pipelines CI machines. Also; we didn't need to install a software driver there, but then again, maybe it was preinstalled... hmm
from wgpu-py.
I've looked through gfx-rs/wgpu and they don't run this type of tests on Travis CI either. Not sure if this is feasible at all
from wgpu-py.
We could indeed try to build kazan and use it to run tests on CI. But that would only work on Linux since it is Vulkan, I think?
from wgpu-py.
Sadly I'm not able to get swiftshader to compile: it's poorly documented which versions and configurations of build toolchains should be used and there are no git tags of "releases" that are supposed to compile successfully either. I don't have time to reverse engineer all that info.
I noticed that the latest version of OSMesa actually has a Vulkan API as well so I will see if I can get that to work instead!
cc @kvark
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@Korijn it's a bit sad state of things that Swiftshader doesn't feature any binary releases at all. They have a Vulkan ICD interface defined already, so they could do backwards-compatible releases for everyone to enjoy. Perhaps, you could file a bug to https://issuetracker.google.com/issues?q=componentid:408190 ?
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There is code to build Vulkan mesa, and apparently Doom Eternal can run on it, so I'm hopeful we can use it for our purposes here as well:
https://github.com/mesa3d/mesa/tree/master/.gitlab-ci
But it's a little hard to extract the core steps to make a build ourselves...
from wgpu-py.
I wonder what this Vulkan mesa is? The only software implementation I thought existed was SwiftShader.
from wgpu-py.
Looks like they're using lavapipe now:
Wonder if that could be an easy solution for us, too!
Alternatively, it might be time to try DirectX 12 again
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Related Issues (20)
- Roadmap to maturity
- Raspberry Pi 4B setup log HOT 7
- Error when no draw function is provided HOT 1
- Warnings on import HOT 1
- test_glfw_canvas_del Windows fatal exception: access violation HOT 6
- Full-screen mode HOT 7
- Rolling out shadertoy HOT 5
- Run examples on CI on Windows / Mac / Linux
- Use webgpu.yml for parsing HOT 2
- Kivy support HOT 1
- HDR Support HOT 1
- Blocking render call HOT 2
- The expression may only be indexed by a constant HOT 3
- Update testing mechanics
- GPU info and identification HOT 21
- WxWgpuWindow object has no attribute 'add_event_handler' HOT 7
- Idea: auto-generated bindings for webgpu-native HOT 3
- Retry release for v0.15.1 ? HOT 1
- Change emum/flag implementation
- Minimal backend canvas API
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