fix a couple typos and consts.
make it easier to activate matdbg on android builds, by adding, but commenting out the appropriate property.
This commit is contained in:
committed by
Mathias Agopian
parent
0b4d32bf98
commit
4a09e13e9d
@@ -22,3 +22,4 @@ android.useAndroidX=true
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com.google.android.filament.tools-dir=../../../out/release/filament
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com.google.android.filament.dist-dir=../out/android-release/filament
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com.google.android.filament.abis=all
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#com.google.android.filament.matdbg=true
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@@ -505,7 +505,7 @@ void FEngine::prepare() {
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SYSTRACE_CALL();
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// prepare() is called once per Renderer frame. Ideally we would upload the content of
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// UBOs that are visible only. It's not such a big issue because the actual upload() is
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// skipped is the UBO hasn't changed. Still we could have a lot of these.
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// skipped if the UBO hasn't changed. Still we could have a lot of these.
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FEngine::DriverApi& driver = getDriverApi();
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for (auto& materialInstanceList: mMaterialInstances) {
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@@ -158,7 +158,6 @@ FMaterial::FMaterial(FEngine& engine, const Material::Builder& builder)
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assert_invariant(success);
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// read the uniform binding list
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utils::FixedCapacityVector<std::pair<utils::CString, uint8_t>> uniformBlockBindings;
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success = parser->getUniformBlockBindings(&mUniformBlockBindings);
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assert_invariant(success || mFeatureLevel >= FeatureLevel::FEATURE_LEVEL_2);
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@@ -525,10 +524,10 @@ void FMaterial::applyPendingEdits() noexcept {
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#if FILAMENT_ENABLE_MATDBG
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void FMaterial::onEditCallback(void* userdata, const utils::CString& name, const void* packageData,
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void FMaterial::onEditCallback(void* userdata, const utils::CString&, const void* packageData,
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size_t packageSize) {
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FMaterial* material = downcast((Material*) userdata);
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FEngine& engine = material->mEngine;
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FEngine const& engine = material->mEngine;
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// This is called on a web server thread, so we defer clearing the program cache
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// and swapping out the MaterialParser until the next getProgram call.
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@@ -537,7 +536,7 @@ void FMaterial::onEditCallback(void* userdata, const utils::CString& name, const
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void FMaterial::onQueryCallback(void* userdata, VariantList* pVariants) {
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FMaterial* material = downcast((Material*) userdata);
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std::lock_guard<utils::Mutex> lock(material->mActiveProgramsLock);
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std::lock_guard<utils::Mutex> const lock(material->mActiveProgramsLock);
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*pVariants = material->mActivePrograms;
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material->mActivePrograms.reset();
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}
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@@ -554,7 +553,7 @@ void FMaterial::destroyPrograms(FEngine& engine) {
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if (!mIsDefaultMaterial) {
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// The depth variants may be shared with the default material, in which case
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// we should not free it now.
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bool isSharedVariant = Variant::isValidDepthVariant(variant) && !mHasCustomDepthShader;
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bool const isSharedVariant = Variant::isValidDepthVariant(variant) && !mHasCustomDepthShader;
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if (isSharedVariant) {
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// we don't own this variant, skip.
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continue;
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