Add preferredShaderLanguage option to Engine::Config (#7816)
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@@ -8,5 +8,6 @@ appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
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## Release notes for next branch cut
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- filagui: Fix regression which broke WebGL
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- Add a new Engine::Config setting to control preferred shader language
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- Add `getEyeIndex` vertex API
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- ios: Remove bitcode from iOS builds
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@@ -340,6 +340,28 @@ public:
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* Disable backend handles use-after-free checks.
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*/
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bool disableHandleUseAfterFreeCheck = false;
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/*
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* Sets a preferred shader language for Filament to use.
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*
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* The Metal backend supports two shader languages: MSL (Metal Shading Language) and
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* METAL_LIBRARY (precompiled .metallib). This option controls which shader language is
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* used when materials contain both.
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*
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* By default, when preferredShaderLanguage is unset, Filament will prefer METAL_LIBRARY
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* shaders if present within a material, falling back to MSL. Setting
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* preferredShaderLanguage to ShaderLanguage::MSL will instead instruct Filament to check
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* for the presence of MSL in a material first, falling back to METAL_LIBRARY if MSL is not
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* present.
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*
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* When using a non-Metal backend, setting this has no effect.
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*/
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enum class ShaderLanguage {
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DEFAULT = 0,
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MSL = 1,
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METAL_LIBRARY = 2,
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};
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ShaderLanguage preferredShaderLanguage = ShaderLanguage::DEFAULT;
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};
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@@ -246,6 +246,10 @@ public:
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case Backend::VULKAN:
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return { backend::ShaderLanguage::SPIRV };
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case Backend::METAL:
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const auto& lang = mConfig.preferredShaderLanguage;
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if (lang == Config::ShaderLanguage::MSL) {
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return { backend::ShaderLanguage::MSL, backend::ShaderLanguage::METAL_LIBRARY };
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}
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return { backend::ShaderLanguage::METAL_LIBRARY, backend::ShaderLanguage::MSL };
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}
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}
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