Merge branch 'rc/1.43.0' into release

This commit is contained in:
Benjamin Doherty
2023-09-18 14:22:06 -07:00
64 changed files with 1271 additions and 597 deletions

View File

@@ -40,20 +40,20 @@ inside the Filament source tree.
To trigger an incremental debug build:
```
$ ./build.sh debug
```shell
./build.sh debug
```
To trigger an incremental release build:
```
$ ./build.sh release
```shell
./build.sh release
```
To trigger both incremental debug and release builds:
```
$ ./build.sh debug release
```shell
./build.sh debug release
```
To install the libraries and executables in `out/debug/` and `out/release/`, add the `-i` flag.
@@ -76,9 +76,9 @@ The following CMake options are boolean options specific to Filament:
To turn an option on or off:
```
$ cd <cmake-build-directory>
$ cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
```shell
cd <cmake-build-directory>
cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
```
Options can also be set with the CMake GUI.
@@ -102,38 +102,38 @@ script.
If you'd like to run `cmake` directly rather than using the build script, it can be invoked as
follows, with some caveats that are explained further down.
```
$ mkdir out/cmake-release
$ cd out/cmake-release
$ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```shell
mkdir out/cmake-release
cd out/cmake-release
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```
Your Linux distribution might default to `gcc` instead of `clang`, if that's the case invoke
`cmake` with the following command:
```
$ mkdir out/cmake-release
$ cd out/cmake-release
```shell
mkdir out/cmake-release
cd out/cmake-release
# Or use a specific version of clang, for instance /usr/bin/clang-14
$ CC=/usr/bin/clang CXX=/usr/bin/clang++ CXXFLAGS=-stdlib=libc++ \
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
CC=/usr/bin/clang CXX=/usr/bin/clang++ CXXFLAGS=-stdlib=libc++ \
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```
You can also export the `CC` and `CXX` environment variables to always point to `clang`. Another
solution is to use `update-alternatives` to both change the default compiler, and point to a
specific version of clang:
```
$ update-alternatives --install /usr/bin/clang clang /usr/bin/clang-14 100
$ update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-14 100
$ update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100
$ update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
```shell
update-alternatives --install /usr/bin/clang clang /usr/bin/clang-14 100
update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-14 100
update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100
update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
```
Finally, invoke `ninja`:
```
$ ninja
```shell
ninja
```
This will build Filament, its tests and samples, and various host tools.
@@ -143,8 +143,8 @@ This will build Filament, its tests and samples, and various host tools.
To compile Filament you must have the most recent version of Xcode installed and you need to
make sure the command line tools are setup by running:
```
$ xcode-select --install
```shell
xcode-select --install
```
If you wish to run the Vulkan backend instead of the default Metal backend, you must install
@@ -152,11 +152,11 @@ the LunarG SDK, enable "System Global Components", and reboot your machine.
Then run `cmake` and `ninja` to trigger a build:
```
$ mkdir out/cmake-release
$ cd out/cmake-release
$ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
$ ninja
```shell
mkdir out/cmake-release
cd out/cmake-release
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
ninja
```
### iOS
@@ -164,8 +164,8 @@ $ ninja
The easiest way to build Filament for iOS is to use `build.sh` and the
`-p ios` flag. For instance to build the debug target:
```
$ ./build.sh -p ios debug
```shell
./build.sh -p ios debug
```
See [ios/samples/README.md](./ios/samples/README.md) for more information.
@@ -191,10 +191,10 @@ using `fsutil.exe file queryCaseSensitiveInfo`.
Next, open `x64 Native Tools Command Prompt for VS 2019`, create a working directory, and run
CMake in it:
```
> mkdir out
> cd out
> cmake ..
```bat
mkdir out
cd out
cmake ..
```
Open the generated solution file `TNT.sln` in Visual Studio.
@@ -204,15 +204,15 @@ target in the _Solution Explorer_ and choose _Build_ to build a specific target.
For example, build the `material_sandbox` sample and run it from the `out` directory with:
```
> samples\Debug\material_sandbox.exe ..\assets\models\monkey\monkey.obj
```bat
samples\Debug\material_sandbox.exe ..\assets\models\monkey\monkey.obj
```
You can also use CMake to invoke the build without opening Visual Studio. For example, from the
`out` folder run the following command.
```
> cmake --build . --target gltf_viewer --config Release
```bat
cmake --build . --target gltf_viewer --config Release
```
### Android
@@ -237,8 +237,8 @@ To build Android on Windows machines, see [android/Windows.md](android/Windows.m
The easiest way to build Filament for Android is to use `build.sh` and the
`-p android` flag. For instance to build the release target:
```
$ ./build.sh -p android release
```shell
./build.sh -p android release
```
Run `build.sh -h` for more information.
@@ -248,23 +248,23 @@ Run `build.sh -h` for more information.
Invoke CMake in a build directory of your choice, inside of filament's directory. The commands
below show how to build Filament for ARM 64-bit (`aarch64`).
```
$ mkdir out/android-build-release-aarch64
$ cd out/android-build-release-aarch64
$ cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-android.cmake \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../android-release/filament ../..
```shell
mkdir out/android-build-release-aarch64
cd out/android-build-release-aarch64
cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-android.cmake \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../android-release/filament ../..
```
And then invoke `ninja`:
```
$ ninja install
```shell
ninja install
```
or
```
$ ninja install/strip
```shell
ninja install/strip
```
This will generate Filament's Android binaries in `out/android-release`. This location is important
@@ -296,8 +296,8 @@ AAR.
Alternatively you can build the AAR from the command line by executing the following in the
`android/` directory:
```
$ ./gradlew -Pcom.google.android.filament.dist-dir=../../out/android-release/filament assembleRelease
```shell
./gradlew -Pcom.google.android.filament.dist-dir=../../out/android-release/filament assembleRelease
```
The `-Pcom.google.android.filament.dist-dir` can be used to specify a different installation
@@ -311,7 +311,7 @@ sure to add the newly created module as a dependency to your application.
If you do not wish to include all supported ABIs, make sure to create the appropriate flavors in
your Gradle build file. For example:
```
```gradle
flavorDimensions 'cpuArch'
productFlavors {
arm8 {
@@ -353,7 +353,7 @@ started, follow the instructions for building Filament on your platform ([macOS]
Next, you need to install the Emscripten SDK. The following instructions show how to install the
same version that our continuous builds use.
```
```shell
cd <your chosen parent folder for the emscripten SDK>
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.15.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
@@ -364,7 +364,7 @@ source ./emsdk_env.sh
After this you can invoke the [easy build](#easy-build) script as follows:
```
```shell
export EMSDK=<your chosen home for the emscripten SDK>
./build.sh -p webgl release
```
@@ -374,7 +374,7 @@ creates a `samples` folder that can be used as the root of a simple static web s
cannot open the HTML directly from the filesystem due to CORS. We recommend using the emrun tool
to create a quick localhost server:
```
```shell
emrun out/cmake-webgl-release/web/samples --no_browser --port 8000
```
@@ -395,7 +395,7 @@ Some of the samples accept FBX/OBJ meshes while others rely on the `filamesh` fi
generate a `filamesh ` file from an FBX/OBJ asset, run the `filamesh` tool
(`./tools/filamesh/filamesh` in your build directory):
```
```shell
filamesh ./assets/models/monkey/monkey.obj monkey.filamesh
```
@@ -405,7 +405,7 @@ files for the IBL (which are PNGs containing `R11F_G11F_B10F` data) or a path to
containing two `.ktx` files (one for the IBL itself, one for the skybox). To generate an IBL
simply use this command:
```
```shell
cmgen -f ktx -x ./ibls/ my_ibl.exr
```
@@ -427,9 +427,9 @@ value is the desired roughness between 0 and 1.
To generate the documentation you must first install `doxygen` and `graphviz`, then run the
following commands:
```
$ cd filament/filament
$ doxygen docs/doxygen/filament.doxygen
```shell
cd filament/filament
doxygen docs/doxygen/filament.doxygen
```
Finally simply open `docs/html/index.html` in your web browser.
@@ -439,7 +439,7 @@ Finally simply open `docs/html/index.html` in your web browser.
To try out Filament's Vulkan support with SwiftShader, first build SwiftShader and set the
`SWIFTSHADER_LD_LIBRARY_PATH` variable to the folder that contains `libvk_swiftshader.dylib`:
```
```shell
git clone https://github.com/google/swiftshader.git
cd swiftshader/build
cmake .. && make -j
@@ -454,7 +454,7 @@ Continuous testing turnaround can be quite slow if you need to build SwiftShader
provide an Ubuntu-based Docker image that has it already built. The Docker image also includes
everything necessary for building Filament. You can fetch and run the image as follows:
```
```shell
docker pull ghcr.io/filament-assets/swiftshader
docker run -it ghcr.io/filament-assets/swiftshader
```

View File

@@ -27,7 +27,7 @@ again.
## Code Style
See [CodeStyle.md](/CODE_STYLE.md)
See [CODE_STYLE.md](/CODE_STYLE.md)
## Code reviews

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@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.42.2'
implementation 'com.google.android.filament:filament-android:1.43.0'
}
```
@@ -50,8 +50,8 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```
pod 'Filament', '~> 1.42.2'
```shell
pod 'Filament', '~> 1.43.0'
```
### Snapshots

View File

@@ -7,6 +7,11 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.43.0
- gltfio: Fix possible change of scale sign when decomposing transform matrix for animation
- engine: Fixes "stable" shadows (see b/299310624)
## v1.42.2
- Fix possible NPE when updating fog options from Java/Kotlin

View File

@@ -258,6 +258,7 @@ public class LightManager {
* shadows that are too far and wouldn't contribute to the scene much, improving
* performance and quality. This value is always positive.
* Use 0.0f to use the camera far distance.
* This only affect directional lights.
*/
public float shadowFar = 0.0f;

View File

@@ -52,6 +52,7 @@ set(GLTFIO_SRCS
${GLTFIO_DIR}/include/gltfio/FilamentInstance.h
${GLTFIO_DIR}/include/gltfio/MaterialProvider.h
${GLTFIO_DIR}/include/gltfio/NodeManager.h
${GLTFIO_DIR}/include/gltfio/TrsTransformManager.h
${GLTFIO_DIR}/include/gltfio/ResourceLoader.h
${GLTFIO_DIR}/include/gltfio/TextureProvider.h
${GLTFIO_DIR}/include/gltfio/math.h
@@ -69,10 +70,12 @@ set(GLTFIO_SRCS
${GLTFIO_DIR}/src/FilamentAsset.cpp
${GLTFIO_DIR}/src/FilamentInstance.cpp
${GLTFIO_DIR}/src/FNodeManager.h
${GLTFIO_DIR}/src/FTrsTransformManager.h
${GLTFIO_DIR}/src/GltfEnums.h
${GLTFIO_DIR}/src/Ktx2Provider.cpp
${GLTFIO_DIR}/src/MaterialProvider.cpp
${GLTFIO_DIR}/src/NodeManager.cpp
${GLTFIO_DIR}/src/TrsTransformManager.cpp
${GLTFIO_DIR}/src/ResourceLoader.cpp
${GLTFIO_DIR}/src/StbProvider.cpp
${GLTFIO_DIR}/src/TangentsJob.cpp

View File

@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.42.2
VERSION_NAME=1.43.0
POM_DESCRIPTION=Real-time physically based rendering engine for Android.

View File

@@ -87,9 +87,9 @@ compile Filament's native library and Filament's AAR for this project. The easie
is to install all the required dependencies and to run the following commands at the root of the
source tree:
```
$ ./build.sh -p desktop -i release
$ ./build.sh -p android release
```shell
./build.sh -p desktop -i release
./build.sh -p android release
```
This will build all the native components and the AAR required by this sample application.
@@ -100,8 +100,8 @@ distribution/install directory for desktop (produced by make/ninja install). Thi
contain `bin/matc` and `bin/cmgen`.
Example:
```
$ ./gradlew -Pfilament_tools_dir=../../dist-release assembleDebug
```shell
./gradlew -Pfilament_tools_dir=../../dist-release assembleDebug
```
## Important: SDK location
@@ -110,14 +110,24 @@ Either ensure your `ANDROID_HOME` environment variable is set or make sure the r
contains a `local.properties` file with the `sdk.dir` property pointing to your installation of
the Android SDK.
## Android Studio
## Compiling
### Android Studio
You must use the latest stable release of Android Studio. To open the project, point Studio to the
`android` folder. After opening the project and syncing to gradle, select the sample of your choice
using the drop-down widget in the toolbar.
## Compiling
To compile and run each sample make sure you have selected the appropriate build variant
(arm7, arm8, x86 or x86_64). If you are not sure you can simply select the "universal"
variant which includes all the other ones.
### Command Line
From the `android` directory in the project root:
```shell
./gradlew :samples:sample-hello-triangle:installDebug
```
Replace `sample-hello-triangle` with your preferred project.

View File

@@ -61,7 +61,7 @@ with the platform name, for example, `filament-20181009-linux.tgz`.
Create a file, `main.cpp`, in the same directory with the following contents:
```
```c++
#include <filament/FilamentAPI.h>
#include <filament/Engine.h>
@@ -91,7 +91,7 @@ Copy your platform's Makefile below into a `Makefile` inside the same directory.
### Linux
```
```make
FILAMENT_LIBS=-lfilament -lbackend -lbluegl -lbluevk -lfilabridge -lfilaflat -lutils -lgeometry -lsmol-v -lvkshaders -libl
CC=clang++
@@ -109,7 +109,7 @@ clean:
### macOS
```
```make
FILAMENT_LIBS=-lfilament -lbackend -lbluegl -lbluevk -lfilabridge -lfilaflat -lutils -lgeometry -lsmol-v -lvkshaders -libl
FRAMEWORKS=-framework Cocoa -framework Metal -framework CoreVideo
CC=clang++
@@ -137,7 +137,7 @@ be sure to also include `matdbg.lib` in `FILAMENT_LIBS`.
When building Filament from source, the `USE_STATIC_CRT` CMake option can be
used to change the run-time library version.
```
```make
FILAMENT_LIBS=filament.lib backend.lib bluegl.lib bluevk.lib filabridge.lib filaflat.lib \
utils.lib geometry.lib smol-v.lib ibl.lib vkshaders.lib
CC=cl.exe
@@ -171,12 +171,12 @@ and invoke `nmake` instead of `make`.
### Generating C++ documentation
To generate the documentation you must first install `doxygen` and `graphviz`, then run the
To generate the documentation you must first install `doxygen` and `graphviz`, then run the
following commands:
```
$ cd filament/filament
$ doxygen docs/doxygen/filament.doxygen
```shell
cd filament/filament
doxygen docs/doxygen/filament.doxygen
```
Finally simply open `docs/html/index.html` in your web browser.

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@@ -412,6 +412,7 @@ if (APPLE)
test/test_RenderExternalImage.cpp
test/test_StencilBuffer.cpp
test/test_Scissor.cpp
test/test_MipLevels.cpp
)
target_link_libraries(backend_test PRIVATE

View File

@@ -345,7 +345,7 @@ void MetalDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
auto colorTexture = handle_cast<MetalTexture>(buffer.handle);
ASSERT_PRECONDITION(colorTexture->getMtlTextureForWrite(),
"Color texture passed to render target has no texture allocation");
colorTexture->updateLodRange(buffer.level);
colorTexture->extendLodRangeTo(buffer.level);
colorAttachments[i] = { colorTexture, color[i].level, color[i].layer };
}
@@ -356,7 +356,7 @@ void MetalDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
auto depthTexture = handle_cast<MetalTexture>(depth.handle);
ASSERT_PRECONDITION(depthTexture->getMtlTextureForWrite(),
"Depth texture passed to render target has no texture allocation.");
depthTexture->updateLodRange(depth.level);
depthTexture->extendLodRangeTo(depth.level);
depthAttachment = { depthTexture, depth.level, depth.layer };
}
@@ -367,7 +367,7 @@ void MetalDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
auto stencilTexture = handle_cast<MetalTexture>(stencil.handle);
ASSERT_PRECONDITION(stencilTexture->getMtlTextureForWrite(),
"Stencil texture passed to render target has no texture allocation.");
stencilTexture->updateLodRange(stencil.level);
stencilTexture->extendLodRangeTo(stencil.level);
stencilAttachment = { stencilTexture, stencil.level, stencil.layer };
}
@@ -789,6 +789,8 @@ void MetalDriver::setVertexBufferObject(Handle<HwVertexBuffer> vbh, uint32_t ind
}
void MetalDriver::setMinMaxLevels(Handle<HwTexture> th, uint32_t minLevel, uint32_t maxLevel) {
auto tex = handle_cast<MetalTexture>(th);
tex->setLodRange(minLevel, maxLevel);
}
void MetalDriver::update3DImage(Handle<HwTexture> th, uint32_t level,
@@ -900,14 +902,13 @@ void MetalDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh, BufferDescripto
// 2. LOD-clamped textures
//
// Both of these cases prevent us from knowing the final id<MTLTexture> that will be bound into
// the argument buffer representing the sampler group. So, we bind what we can now and wait
// until draw call time to bind any special cases (done in finalizeSamplerGroup).
// the argument buffer representing the sampler group. So, we wait until draw call time to bind
// textures (done in finalizeSamplerGroup).
// The good news is that once a render pass has started, the texture bindings won't change.
// A SamplerGroup is "finalized" when all of its textures have been set and is ready for use in
// a draw call.
// Even if we do know all the final textures at this point, we still wait until draw call time
// to call finalizeSamplerGroup, which has one additional responsibility: to call useResources
// for all the textures, which is required by Metal.
// finalizeSamplerGroup has one additional responsibility: to call useResources for all the
// textures, which is required by Metal.
for (size_t s = 0; s < data.size / sizeof(SamplerDescriptor); s++) {
if (!samplers[s].t) {
// Assign a default texture / sampler to empty slots.
@@ -930,27 +931,6 @@ void MetalDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh, BufferDescripto
sb->setFinalizedSampler(s, sampler);
sb->setTextureHandle(s, samplers[s].t);
auto* t = handle_cast<MetalTexture>(samplers[s].t);
assert_invariant(t);
// If this texture is an external texture, we defer binding the texture until draw call time
// (in finalizeSamplerGroup).
if (t->target == SamplerType::SAMPLER_EXTERNAL) {
continue;
}
if (!t->allLodsValid()) {
// The texture doesn't have all of its LODs loaded, and this could change by the time we
// issue a draw call with this sampler group. So, we defer binding the texture until
// draw call time (in finalizeSamplerGroup).
continue;
}
// If we get here, we know we have a valid MTLTexture that's guaranteed not to change.
id<MTLTexture> mtlTexture = t->getMtlTextureForRead();
assert_invariant(mtlTexture);
sb->setFinalizedTexture(s, mtlTexture);
}
scheduleDestroy(std::move(data));
@@ -1376,8 +1356,8 @@ void MetalDriver::blit(TargetBufferFlags buffers,
}
void MetalDriver::finalizeSamplerGroup(MetalSamplerGroup* samplerGroup) {
// All of the id<MTLSamplerState> objects have already been bound to the argument buffer.
// Here we bind any textures that were unable to be bound in updateSamplerGroup.
// All the id<MTLSamplerState> objects have already been bound to the argument buffer.
// Here we bind all the textures.
id<MTLCommandBuffer> cmdBuffer = getPendingCommandBuffer(mContext);

View File

@@ -217,21 +217,14 @@ public:
void generateMipmaps() noexcept;
// A texture starts out with none of its mip levels (also referred to as LODs) available for
// reading. 3 actions update the range of LODs available:
// reading. 4 actions update the range of LODs available:
// - calling loadImage
// - calling generateMipmaps
// - using the texture as a render target attachment
// The range of available mips can only increase, never decrease.
// - calling setMinMaxLevels
// A texture's available mips are consistent throughout a render pass.
void updateLodRange(uint32_t level);
void updateLodRange(uint32_t minLevel, uint32_t maxLevel);
// Returns true if the texture has all of its mip levels accessible for reading.
// For any MetalTexture, once this is true, will always return true.
// The value returned will remain consistent for an entire render pass.
bool allLodsValid() const {
return minLod == 0 && maxLod == levels - 1;
}
void setLodRange(uint32_t minLevel, uint32_t maxLevel);
void extendLodRangeTo(uint32_t level);
static MTLPixelFormat decidePixelFormat(MetalContext* context, TextureFormat format);

View File

@@ -513,7 +513,7 @@ MetalTexture::MetalTexture(MetalContext& context, SamplerType target, uint8_t le
: HwTexture(target, levels, samples, width, height, depth, format, usage), context(context),
externalImage(context) {
texture = metalTexture;
updateLodRange(0, levels - 1);
setLodRange(0, levels - 1);
}
MetalTexture::~MetalTexture() {
@@ -658,14 +658,14 @@ void MetalTexture::loadImage(uint32_t level, MTLRegion region, PixelBufferDescri
}
}
updateLodRange(level);
extendLodRangeTo(level);
}
void MetalTexture::generateMipmaps() noexcept {
id <MTLBlitCommandEncoder> blitEncoder = [getPendingCommandBuffer(&context) blitCommandEncoder];
[blitEncoder generateMipmapsForTexture:texture];
[blitEncoder endEncoding];
updateLodRange(0, texture.mipmapLevelCount - 1);
setLodRange(0, texture.mipmapLevelCount - 1);
}
void MetalTexture::loadSlice(uint32_t level, MTLRegion region, uint32_t byteOffset, uint32_t slice,
@@ -788,18 +788,18 @@ void MetalTexture::loadWithBlit(uint32_t level, uint32_t slice, MTLRegion region
context.blitter->blit(getPendingCommandBuffer(&context), args, "Texture upload blit");
}
void MetalTexture::updateLodRange(uint32_t level) {
void MetalTexture::extendLodRangeTo(uint32_t level) {
assert_invariant(!isInRenderPass(&context));
minLod = std::min(minLod, level);
maxLod = std::max(maxLod, level);
lodTextureView = nil;
}
void MetalTexture::updateLodRange(uint32_t min, uint32_t max) {
void MetalTexture::setLodRange(uint32_t min, uint32_t max) {
assert_invariant(!isInRenderPass(&context));
assert_invariant(min <= max);
minLod = std::min(minLod, min);
maxLod = std::max(maxLod, max);
minLod = min;
maxLod = max;
lodTextureView = nil;
}

View File

@@ -341,7 +341,7 @@ GLuint ShaderCompilerService::getProgram(ShaderCompilerService::program_token_t&
token->canceled = true;
token->compiler.cancelTickOp(token);
bool canceled = token->compiler.cancelTickOp(token);
if (token->compiler.mShaderCompilerThreadCount) {
auto job = token->compiler.mCompilerThreadPool.dequeue(token);
@@ -354,7 +354,7 @@ GLuint ShaderCompilerService::getProgram(ShaderCompilerService::program_token_t&
// order for future callbacks to be successfully called.
token->compiler.mCallbackManager.put(token->handle);
}
} else {
} else if (canceled) {
// Since the tick op was canceled, we need to .put the token here.
token->compiler.mCallbackManager.put(token->handle);
}
@@ -683,7 +683,7 @@ void ShaderCompilerService::runAtNextTick(CompilerPriorityQueue priority,
SYSTRACE_VALUE32("ShaderCompilerService Jobs", mRunAtNextTickOps.size());
}
void ShaderCompilerService::cancelTickOp(program_token_t token) noexcept {
bool ShaderCompilerService::cancelTickOp(program_token_t token) noexcept {
// We do a linear search here, but this is rare, and we know the list is pretty small.
auto& ops = mRunAtNextTickOps;
auto pos = std::find_if(ops.begin(), ops.end(), [&](const auto& item) {
@@ -691,9 +691,11 @@ void ShaderCompilerService::cancelTickOp(program_token_t token) noexcept {
});
if (pos != ops.end()) {
ops.erase(pos);
return true;
}
SYSTRACE_CONTEXT();
SYSTRACE_VALUE32("ShaderCompilerService Jobs", ops.size());
return false;
}
void ShaderCompilerService::executeTickOps() noexcept {

View File

@@ -141,7 +141,7 @@ private:
void runAtNextTick(CompilerPriorityQueue priority,
const program_token_t& token, Job job) noexcept;
void executeTickOps() noexcept;
void cancelTickOp(program_token_t token) noexcept;
bool cancelTickOp(program_token_t token) noexcept;
// order of insertion is important
using ContainerType = std::tuple<CompilerPriorityQueue, program_token_t, Job>;

View File

@@ -147,7 +147,7 @@ void VulkanBlitter::blitColor(BlitArgs args) {
}
#endif
VulkanCommandBuffer& commands = mCommands->get();
VkCommandBuffer const cmdbuffer = commands.cmdbuffer;
VkCommandBuffer const cmdbuffer = commands.buffer();
commands.acquire(src.texture);
commands.acquire(dst.texture);
@@ -184,7 +184,7 @@ void VulkanBlitter::blitDepth(BlitArgs args) {
}
VulkanCommandBuffer& commands = mCommands->get();
VkCommandBuffer const cmdbuffer = commands.cmdbuffer;
VkCommandBuffer const cmdbuffer = commands.buffer();
commands.acquire(src.texture);
commands.acquire(dst.texture);
blitFast(cmdbuffer, aspect, args.filter, args.srcTarget->getExtent(), src, dst, args.srcRectPair,
@@ -197,13 +197,11 @@ void VulkanBlitter::terminate() noexcept {
mDepthResolveProgram = nullptr;
if (mTriangleBuffer) {
mTriangleBuffer->terminate();
delete mTriangleBuffer;
mTriangleBuffer = nullptr;
}
if (mParamsBuffer) {
mParamsBuffer->terminate();
delete mParamsBuffer;
mParamsBuffer = nullptr;
}
@@ -257,7 +255,7 @@ void VulkanBlitter::lazyInit() noexcept {
};
VulkanCommandBuffer& commands = mCommands->get();
VkCommandBuffer const cmdbuffer = commands.cmdbuffer;
VkCommandBuffer const cmdbuffer = commands.buffer();
mTriangleBuffer = new VulkanBuffer(mAllocator, mStagePool, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
sizeof(kTriangleVertices));
@@ -278,7 +276,7 @@ void VulkanBlitter::blitSlowDepth(VkFilter filter, const VkExtent2D srcExtent, V
lazyInit();
VulkanCommandBuffer* commands = &mCommands->get();
VkCommandBuffer const cmdbuffer = commands->cmdbuffer;
VkCommandBuffer const cmdbuffer = commands->buffer();
commands->acquire(src.texture);
commands->acquire(dst.texture);

View File

@@ -45,14 +45,7 @@ VulkanBuffer::VulkanBuffer(VmaAllocator allocator, VulkanStagePool& stagePool,
}
VulkanBuffer::~VulkanBuffer() {
assert_invariant(mGpuMemory == VK_NULL_HANDLE);
assert_invariant(mGpuBuffer == VK_NULL_HANDLE);
}
void VulkanBuffer::terminate() {
vmaDestroyBuffer(mAllocator, mGpuBuffer, mGpuMemory);
mGpuMemory = VK_NULL_HANDLE;
mGpuBuffer = VK_NULL_HANDLE;
}
void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint32_t byteOffset,

View File

@@ -28,7 +28,6 @@ public:
VulkanBuffer(VmaAllocator allocator, VulkanStagePool& stagePool, VkBufferUsageFlags usage,
uint32_t numBytes);
~VulkanBuffer();
void terminate();
void loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint32_t byteOffset,
uint32_t numBytes) const;
VkBuffer getGpuBuffer() const {

View File

@@ -35,31 +35,38 @@ namespace filament::backend {
using Timestamp = VulkanGroupMarkers::Timestamp;
VulkanCmdFence::VulkanCmdFence(VkDevice device, bool signaled) : device(device) {
VkFenceCreateInfo fenceCreateInfo { .sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO };
if (signaled) {
fenceCreateInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
}
vkCreateFence(device, &fenceCreateInfo, VKALLOC, &fence);
VulkanCmdFence::VulkanCmdFence(VkFence ifence)
: fence(ifence) {
// Internally we use the VK_INCOMPLETE status to mean "not yet submitted". When this fence gets
// submitted, its status changes to VK_NOT_READY. Finally, when the GPU actually finishes
// executing the command buffer, the status changes to VK_SUCCESS.
status.store(VK_INCOMPLETE);
}
VulkanCmdFence::~VulkanCmdFence() {
vkDestroyFence(device, fence, VKALLOC);
VulkanCommandBuffer::VulkanCommandBuffer(VulkanResourceAllocator* allocator, VkDevice device,
VkCommandPool pool)
: mResourceManager(allocator) {
// Create the low-level command buffer.
const VkCommandBufferAllocateInfo allocateInfo{
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
.commandPool = pool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
.commandBufferCount = 1,
};
// The buffer allocated here will be implicitly reset when vkBeginCommandBuffer is called.
// We don't need to deallocate since destroying the pool will free all of the buffers.
vkAllocateCommandBuffers(device, &allocateInfo, &mBuffer);
}
CommandBufferObserver::~CommandBufferObserver() {}
static VkCommandPool createPool(VkDevice device, uint32_t queueFamilyIndex) {
VkCommandPoolCreateInfo createInfo = {
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.flags =
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT | VK_COMMAND_POOL_CREATE_TRANSIENT_BIT,
.queueFamilyIndex = queueFamilyIndex,
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.flags =
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT | VK_COMMAND_POOL_CREATE_TRANSIENT_BIT,
.queueFamilyIndex = queueFamilyIndex,
};
VkCommandPool pool;
vkCreateCommandPool(device, &createInfo, VKALLOC, &pool);
@@ -106,7 +113,7 @@ std::pair<std::string, Timestamp> VulkanGroupMarkers::top() const {
assert_invariant(!empty());
auto const marker = mMarkers.back();
#if FILAMENT_VULKAN_VERBOSE
auto const topTimestamp = mTimestamps.top();
auto const topTimestamp = mTimestamps.front();
return std::make_pair(marker, topTimestamp);
#else
return std::make_pair(marker, Timestamp{});
@@ -129,8 +136,13 @@ VulkanCommands::VulkanCommands(VkDevice device, VkQueue queue, uint32_t queueFam
vkCreateSemaphore(mDevice, &sci, nullptr, &semaphore);
}
VkFenceCreateInfo fenceCreateInfo{.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO};
for (auto& fence: mFences) {
vkCreateFence(device, &fenceCreateInfo, VKALLOC, &fence);
}
for (size_t i = 0; i < CAPACITY; ++i) {
mStorage[i] = std::make_unique<VulkanCommandBuffer>(allocator);
mStorage[i] = std::make_unique<VulkanCommandBuffer>(allocator, mDevice, mPool);
}
}
@@ -138,9 +150,12 @@ VulkanCommands::~VulkanCommands() {
wait();
gc();
vkDestroyCommandPool(mDevice, mPool, VKALLOC);
for (VkSemaphore sema : mSubmissionSignals) {
for (VkSemaphore sema: mSubmissionSignals) {
vkDestroySemaphore(mDevice, sema, VKALLOC);
}
for (VkFence fence: mFences) {
vkDestroyFence(mDevice, fence, VKALLOC);
}
}
VulkanCommandBuffer& VulkanCommands::get() {
@@ -151,11 +166,11 @@ VulkanCommandBuffer& VulkanCommands::get() {
// If we ran out of available command buffers, stall until one finishes. This is very rare.
// It occurs only when Filament invokes commit() or endFrame() a large number of times without
// presenting the swap chain or waiting on a fence.
while (mAvailableCount == 0) {
while (mAvailableBufferCount == 0) {
#if VK_REPORT_STALLS
slog.i << "VulkanCommands has stalled. "
<< "If this occurs frequently, consider increasing VK_MAX_COMMAND_BUFFERS."
<< io::endl;
slog.i << "VulkanCommands has stalled. "
<< "If this occurs frequently, consider increasing VK_MAX_COMMAND_BUFFERS."
<< io::endl;
#endif
wait();
gc();
@@ -165,7 +180,7 @@ VulkanCommandBuffer& VulkanCommands::get() {
// Find an available slot.
for (size_t i = 0; i < CAPACITY; ++i) {
auto wrapper = mStorage[i].get();
if (wrapper->cmdbuffer == VK_NULL_HANDLE) {
if (wrapper->buffer() == VK_NULL_HANDLE) {
mCurrentCommandBufferIndex = static_cast<int8_t>(i);
currentbuf = wrapper;
break;
@@ -173,28 +188,19 @@ VulkanCommandBuffer& VulkanCommands::get() {
}
assert_invariant(currentbuf);
--mAvailableCount;
// Create the low-level command buffer.
const VkCommandBufferAllocateInfo allocateInfo {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
.commandPool = mPool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
.commandBufferCount = 1
};
vkAllocateCommandBuffers(mDevice, &allocateInfo, &currentbuf->cmdbuffer);
mAvailableBufferCount--;
// Note that the fence wrapper uses shared_ptr because a DriverAPI fence can also have ownership
// over it. The destruction of the low-level fence occurs either in VulkanCommands::gc(), or in
// VulkanDriver::destroyFence(), both of which are safe spots.
currentbuf->fence = std::make_shared<VulkanCmdFence>(mDevice);
currentbuf->fence = std::make_shared<VulkanCmdFence>(mFences[mCurrentCommandBufferIndex]);
// Begin writing into the command buffer.
const VkCommandBufferBeginInfo binfo {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
const VkCommandBufferBeginInfo binfo{
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
};
vkBeginCommandBuffer(currentbuf->cmdbuffer, &binfo);
vkBeginCommandBuffer(currentbuf->buffer(), &binfo);
// Notify the observer that a new command buffer has been activated.
if (mObserver) {
@@ -207,7 +213,6 @@ VulkanCommandBuffer& VulkanCommands::get() {
auto [marker, time] = mCarriedOverMarkers->pop();
pushGroupMarker(marker.c_str(), time);
}
return *currentbuf;
}
@@ -217,7 +222,6 @@ bool VulkanCommands::flush() {
return false;
}
// Before actually submitting, we need to pop any leftover group markers.
// Note that this needs to occur before vkEndCommandBuffer.
while (mGroupMarkers && !mGroupMarkers->empty()) {
@@ -235,7 +239,7 @@ bool VulkanCommands::flush() {
VulkanCommandBuffer const* currentbuf = mStorage[index].get();
VkSemaphore const renderingFinished = mSubmissionSignals[index];
vkEndCommandBuffer(currentbuf->cmdbuffer);
vkEndCommandBuffer(currentbuf->buffer());
// If the injected semaphore is an "image available" semaphore that has not yet been signaled,
// it is sometimes fine to start executing commands anyway, as along as we stall the GPU at the
@@ -244,24 +248,26 @@ bool VulkanCommands::flush() {
// the only safe option because the previously submitted command buffer might have set up some
// state that the new command buffer depends on.
VkPipelineStageFlags waitDestStageMasks[2] = {
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
};
VkSemaphore signals[2] = {
VK_NULL_HANDLE,
VK_NULL_HANDLE,
VK_NULL_HANDLE,
VK_NULL_HANDLE,
};
VkSubmitInfo submitInfo {
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.waitSemaphoreCount = 0,
.pWaitSemaphores = signals,
.pWaitDstStageMask = waitDestStageMasks,
.commandBufferCount = 1,
.pCommandBuffers = &currentbuf->cmdbuffer,
.signalSemaphoreCount = 1u,
.pSignalSemaphores = &renderingFinished,
VkCommandBuffer const cmdbuffer = currentbuf->buffer();
VkSubmitInfo submitInfo{
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.waitSemaphoreCount = 0,
.pWaitSemaphores = signals,
.pWaitDstStageMask = waitDestStageMasks,
.commandBufferCount = 1,
.pCommandBuffers = &cmdbuffer,
.signalSemaphoreCount = 1u,
.pSignalSemaphores = &renderingFinished,
};
if (mSubmissionSignal) {
@@ -278,10 +284,11 @@ bool VulkanCommands::flush() {
}
#if FILAMENT_VULKAN_VERBOSE
slog.i << "Submitting cmdbuffer=" << currentbuf->cmdbuffer
<< " wait=(" << signals[0] << ", " << signals[1] << ") "
<< " signal=" << renderingFinished
<< io::endl;
slog.i << "Submitting cmdbuffer=" << cmdbuffer
<< " wait=(" << signals[0] << ", " << signals[1] << ") "
<< " signal=" << renderingFinished
<< " fence=" << currentbuf->fence->fence
<< utils::io::endl;
#endif
auto& cmdfence = currentbuf->fence;
@@ -293,7 +300,7 @@ bool VulkanCommands::flush() {
#if FILAMENT_VULKAN_VERBOSE
if (result != VK_SUCCESS) {
utils::slog.d <<"Failed command buffer submission result: " << result << utils::io::endl;
utils::slog.d << "Failed command buffer submission result: " << result << utils::io::endl;
}
#endif
assert_invariant(result == VK_SUCCESS);
@@ -326,44 +333,45 @@ void VulkanCommands::wait() {
size_t count = 0;
for (size_t i = 0; i < CAPACITY; i++) {
auto wrapper = mStorage[i].get();
if (wrapper->cmdbuffer != VK_NULL_HANDLE
if (wrapper->buffer() != VK_NULL_HANDLE
&& mCurrentCommandBufferIndex != static_cast<int8_t>(i)) {
fences[count++] = wrapper->fence->fence;
}
}
if (count > 0) {
vkWaitForFences(mDevice, count, fences, VK_TRUE, UINT64_MAX);
updateFences();
}
}
void VulkanCommands::gc() {
VkCommandBuffer buffers[CAPACITY];
VkFence fences[CAPACITY];
size_t count = 0;
for (size_t i = 0; i < CAPACITY; i++) {
auto wrapper = mStorage[i].get();
if (wrapper->cmdbuffer == VK_NULL_HANDLE) {
if (wrapper->buffer() == VK_NULL_HANDLE) {
continue;
}
VkResult const result = vkWaitForFences(mDevice, 1, &wrapper->fence->fence, VK_TRUE, 0);
VkResult const result = vkGetFenceStatus(mDevice, wrapper->fence->fence);
if (result != VK_SUCCESS) {
continue;
}
buffers[count++] = wrapper->cmdbuffer;
wrapper->cmdbuffer = VK_NULL_HANDLE;
fences[count++] = wrapper->fence->fence;
wrapper->fence->status.store(VK_SUCCESS);
wrapper->fence.reset();
wrapper->clearResources();
++mAvailableCount;
wrapper->reset();
mAvailableBufferCount++;
}
if (count > 0) {
vkFreeCommandBuffers(mDevice, mPool, count, buffers);
vkResetFences(mDevice, count, fences);
}
}
void VulkanCommands::updateFences() {
for (size_t i = 0; i < CAPACITY; i++) {
auto wrapper = mStorage[i].get();
if (wrapper->cmdbuffer != VK_NULL_HANDLE) {
if (wrapper->buffer() != VK_NULL_HANDLE) {
VulkanCmdFence* fence = wrapper->fence.get();
if (fence) {
VkResult status = vkGetFenceStatus(mDevice, fence->fence);
@@ -384,7 +392,7 @@ void VulkanCommands::pushGroupMarker(char const* str, VulkanGroupMarkers::Timest
#endif
// TODO: Add group marker color to the Driver API
const VkCommandBuffer cmdbuffer = get().cmdbuffer;
VkCommandBuffer const cmdbuffer = get().buffer();
if (!mGroupMarkers) {
mGroupMarkers = std::make_unique<VulkanGroupMarkers>();
@@ -409,19 +417,19 @@ void VulkanCommands::pushGroupMarker(char const* str, VulkanGroupMarkers::Timest
}
void VulkanCommands::popGroupMarker() {
assert_invariant(mGroupMarkers);
assert_invariant(mGroupMarkers);
if (!mGroupMarkers->empty()) {
const VkCommandBuffer cmdbuffer = get().cmdbuffer;
#if FILAMENT_VULKAN_VERBOSE
auto const [marker, startTime] = mGroupMarkers->pop();
auto const endTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> diff = endTime - startTime;
utils::slog.d << "<---- " << marker << " elapsed: " << (diff.count() * 1000) << " ms\n"
<< utils::io::flush;
#else
mGroupMarkers->pop();
#endif
VkCommandBuffer const cmdbuffer = get().buffer();
#if FILAMENT_VULKAN_VERBOSE
auto const [marker, startTime] = mGroupMarkers->pop();
auto const endTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> diff = endTime - startTime;
utils::slog.d << "<---- " << marker << " elapsed: " << (diff.count() * 1000) << " ms\n"
<< utils::io::flush;
#else
mGroupMarkers->pop();
#endif
if (mContext->isDebugUtilsSupported()) {
vkCmdEndDebugUtilsLabelEXT(cmdbuffer);
@@ -437,7 +445,7 @@ void VulkanCommands::popGroupMarker() {
}
void VulkanCommands::insertEventMarker(char const* string, uint32_t len) {
VkCommandBuffer const cmdbuffer = get().cmdbuffer;
VkCommandBuffer const cmdbuffer = get().buffer();
if (mContext->isDebugUtilsSupported()) {
VkDebugUtilsLabelEXT labelInfo = {
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT,
@@ -447,9 +455,9 @@ void VulkanCommands::insertEventMarker(char const* string, uint32_t len) {
vkCmdInsertDebugUtilsLabelEXT(cmdbuffer, &labelInfo);
} else if (mContext->isDebugMarkersSupported()) {
VkDebugMarkerMarkerInfoEXT markerInfo = {
.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT,
.pMarkerName = string,
.color = {0.0f, 1.0f, 0.0f, 1.0f},
.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT,
.pMarkerName = string,
.color = {0.0f, 1.0f, 0.0f, 1.0f},
};
vkCmdDebugMarkerInsertEXT(cmdbuffer, &markerInfo);
}

View File

@@ -58,9 +58,8 @@ private:
// Wrapper to enable use of shared_ptr for implementing shared ownership of low-level Vulkan fences.
struct VulkanCmdFence {
VulkanCmdFence(VkDevice device, bool signaled = false);
~VulkanCmdFence();
const VkDevice device;
VulkanCmdFence(VkFence ifence);
~VulkanCmdFence() = default;
VkFence fence;
utils::Condition condition;
utils::Mutex mutex;
@@ -71,13 +70,10 @@ struct VulkanCmdFence {
// DriverApi fence object and should not be destroyed until both the DriverApi object is freed and
// we're done waiting on the most recent submission of the given command buffer.
struct VulkanCommandBuffer {
VulkanCommandBuffer(VulkanResourceAllocator* allocator)
: mResourceManager(allocator) {}
VulkanCommandBuffer(VulkanResourceAllocator* allocator, VkDevice device, VkCommandPool pool);
VulkanCommandBuffer(VulkanCommandBuffer const&) = delete;
VulkanCommandBuffer& operator=(VulkanCommandBuffer const&) = delete;
VkCommandBuffer cmdbuffer = VK_NULL_HANDLE;
std::shared_ptr<VulkanCmdFence> fence;
inline void acquire(VulkanResource* resource) {
mResourceManager.acquire(resource);
@@ -87,12 +83,23 @@ struct VulkanCommandBuffer {
mResourceManager.acquire(srcResources);
}
inline void clearResources() {
inline void reset() {
fence.reset();
mResourceManager.clear();
}
inline VkCommandBuffer buffer() const {
if (fence) {
return mBuffer;
}
return VK_NULL_HANDLE;
}
std::shared_ptr<VulkanCmdFence> fence;
private:
VulkanAcquireOnlyResourceManager mResourceManager;
VkCommandBuffer mBuffer;
};
// Allows classes to be notified after a new command buffer has been activated.
@@ -184,8 +191,9 @@ class VulkanCommands {
VkSemaphore mSubmissionSignal = {};
VkSemaphore mInjectedSignal = {};
utils::FixedCapacityVector<std::unique_ptr<VulkanCommandBuffer>> mStorage;
VkFence mFences[CAPACITY] = {};
VkSemaphore mSubmissionSignals[CAPACITY] = {};
size_t mAvailableCount = CAPACITY;
uint8_t mAvailableBufferCount = CAPACITY;
CommandBufferObserver* mObserver = nullptr;
std::unique_ptr<VulkanGroupMarkers> mGroupMarkers;

View File

@@ -117,8 +117,9 @@ void VulkanTimestamps::beginQuery(VulkanCommandBuffer const* commands,
VulkanTimerQuery* query) {
uint32_t const index = query->getStartingQueryIndex();
vkCmdResetQueryPool(commands->cmdbuffer, mPool, index, 2);
vkCmdWriteTimestamp(commands->cmdbuffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, mPool, index);
auto const cmdbuffer = commands->buffer();
vkCmdResetQueryPool(cmdbuffer, mPool, index, 2);
vkCmdWriteTimestamp(cmdbuffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, mPool, index);
// We stash this because getResult might come before the query is actually processed.
query->setFence(commands->fence);
@@ -127,7 +128,7 @@ void VulkanTimestamps::beginQuery(VulkanCommandBuffer const* commands,
void VulkanTimestamps::endQuery(VulkanCommandBuffer const* commands,
VulkanTimerQuery const* query) {
uint32_t const index = query->getStoppingQueryIndex();
vkCmdWriteTimestamp(commands->cmdbuffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, mPool, index);
vkCmdWriteTimestamp(commands->buffer(), VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, mPool, index);
}
VulkanTimestamps::QueryResult VulkanTimestamps::getResult(VulkanTimerQuery const* query) {

View File

@@ -691,16 +691,15 @@ FenceStatus VulkanDriver::getFenceStatus(Handle<HwFence> fh) {
// Internally we use the VK_INCOMPLETE status to mean "not yet submitted".
// When this fence gets submitted, its status changes to VK_NOT_READY.
std::unique_lock<utils::Mutex> lock(cmdfence->mutex);
if (cmdfence->status.load() == VK_INCOMPLETE) {
// This will obviously timeout if Filament creates a fence and immediately waits on it
// without calling endFrame() or commit().
cmdfence->condition.wait(lock);
} else {
lock.unlock();
if (cmdfence->status.load() == VK_SUCCESS) {
return FenceStatus::CONDITION_SATISFIED;
}
VkResult result =
vkWaitForFences(mPlatform->getDevice(), 1, &cmdfence->fence, VK_TRUE, 0);
return result == VK_SUCCESS ? FenceStatus::CONDITION_SATISFIED : FenceStatus::TIMEOUT_EXPIRED;
// Two other states are possible:
// - VK_INCOMPLETE: the corresponding buffer has not yet been submitted.
// - VK_NOT_READY: the buffer has been submitted but not yet signaled.
// In either case, we return TIMEOUT_EXPIRED to indicate the fence has not been signaled.
return FenceStatus::TIMEOUT_EXPIRED;
}
// We create all textures using VK_IMAGE_TILING_OPTIMAL, so our definition of "supported" is that
@@ -873,7 +872,7 @@ void VulkanDriver::updateIndexBuffer(Handle<HwIndexBuffer> ibh, BufferDescriptor
VulkanCommandBuffer& commands = mCommands->get();
auto ib = mResourceAllocator.handle_cast<VulkanIndexBuffer*>(ibh);
commands.acquire(ib);
ib->buffer.loadFromCpu(commands.cmdbuffer, p.buffer, byteOffset, p.size);
ib->buffer.loadFromCpu(commands.buffer(), p.buffer, byteOffset, p.size);
scheduleDestroy(std::move(p));
}
@@ -884,7 +883,7 @@ void VulkanDriver::updateBufferObject(Handle<HwBufferObject> boh, BufferDescript
auto bo = mResourceAllocator.handle_cast<VulkanBufferObject*>(boh);
commands.acquire(bo);
bo->buffer.loadFromCpu(commands.cmdbuffer, bd.buffer, byteOffset, bd.size);
bo->buffer.loadFromCpu(commands.buffer(), bd.buffer, byteOffset, bd.size);
scheduleDestroy(std::move(bd));
}
@@ -895,7 +894,7 @@ void VulkanDriver::updateBufferObjectUnsynchronized(Handle<HwBufferObject> boh,
auto bo = mResourceAllocator.handle_cast<VulkanBufferObject*>(boh);
commands.acquire(bo);
// TODO: implement unsynchronized version
bo->buffer.loadFromCpu(commands.cmdbuffer, bd.buffer, byteOffset, bd.size);
bo->buffer.loadFromCpu(commands.buffer(), bd.buffer, byteOffset, bd.size);
mResourceManager.acquire(bo);
scheduleDestroy(std::move(bd));
}
@@ -1021,7 +1020,7 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
// the non-sampling case.
bool samplingDepthAttachment = false;
VulkanCommandBuffer& commands = mCommands->get();
VkCommandBuffer const cmdbuffer = commands.cmdbuffer;
VkCommandBuffer const cmdbuffer = commands.buffer();
UTILS_NOUNROLL
for (uint8_t samplerGroupIdx = 0; samplerGroupIdx < Program::SAMPLER_BINDING_COUNT;
@@ -1247,7 +1246,7 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
void VulkanDriver::endRenderPass(int) {
VulkanCommandBuffer& commands = mCommands->get();
VkCommandBuffer cmdbuffer = commands.cmdbuffer;
VkCommandBuffer cmdbuffer = commands.buffer();
vkCmdEndRenderPass(cmdbuffer);
VulkanRenderTarget* rt = mCurrentRenderPass.renderTarget;
@@ -1299,7 +1298,7 @@ void VulkanDriver::nextSubpass(int) {
assert_invariant(renderTarget);
assert_invariant(mCurrentRenderPass.params.subpassMask);
vkCmdNextSubpass(mCommands->get().cmdbuffer, VK_SUBPASS_CONTENTS_INLINE);
vkCmdNextSubpass(mCommands->get().buffer(), VK_SUBPASS_CONTENTS_INLINE);
mPipelineCache.bindRenderPass(mCurrentRenderPass.renderPass,
++mCurrentRenderPass.currentSubpass);
@@ -1484,7 +1483,7 @@ void VulkanDriver::blit(TargetBufferFlags buffers, Handle<HwRenderTarget> dst, V
void VulkanDriver::draw(PipelineState pipelineState, Handle<HwRenderPrimitive> rph,
const uint32_t instanceCount) {
VulkanCommandBuffer* commands = &mCommands->get();
VkCommandBuffer cmdbuffer = commands->cmdbuffer;
VkCommandBuffer cmdbuffer = commands->buffer();
const VulkanRenderPrimitive& prim = *mResourceAllocator.handle_cast<VulkanRenderPrimitive*>(rph);
Handle<HwProgram> programHandle = pipelineState.program;

View File

@@ -96,10 +96,6 @@ struct VulkanVertexBuffer : public HwVertexBuffer, VulkanResource {
void setBuffer(VulkanBufferObject* bufferObject, uint32_t index);
inline void terminate() {
mResources.clear();
}
utils::FixedCapacityVector<VulkanBuffer const*> buffers;
private:
@@ -114,9 +110,6 @@ struct VulkanIndexBuffer : public HwIndexBuffer, VulkanResource {
buffer(allocator, stagePool, VK_BUFFER_USAGE_INDEX_BUFFER_BIT, elementSize * indexCount),
indexType(elementSize == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32) {}
void terminate() {
buffer.terminate();
}
VulkanBuffer buffer;
const VkIndexType indexType;
};
@@ -124,9 +117,7 @@ struct VulkanIndexBuffer : public HwIndexBuffer, VulkanResource {
struct VulkanBufferObject : public HwBufferObject, VulkanResource {
VulkanBufferObject(VmaAllocator allocator, VulkanStagePool& stagePool, uint32_t byteCount,
BufferObjectBinding bindingType, BufferUsage usage);
void terminate() {
buffer.terminate();
}
VulkanBuffer buffer;
const BufferObjectBinding bindingType;
};

View File

@@ -166,7 +166,7 @@ bool VulkanPipelineCache::bindDescriptors(VkCommandBuffer cmdbuffer) noexcept {
}
bool VulkanPipelineCache::bindPipeline(VulkanCommandBuffer* commands) noexcept {
VkCommandBuffer const cmdbuffer = commands->cmdbuffer;
VkCommandBuffer const cmdbuffer = commands->buffer();
PipelineMap::iterator pipelineIter = mPipelines.find(mPipelineRequirements);
@@ -678,7 +678,7 @@ void VulkanPipelineCache::terminate() noexcept {
mDummyMemory = VK_NULL_HANDLE;
}
void VulkanPipelineCache::onCommandBuffer(const VulkanCommandBuffer& cmdbuffer) {
void VulkanPipelineCache::onCommandBuffer(const VulkanCommandBuffer& commands) {
// The timestamp associated with a given cache entry represents "time" as a count of flush
// events since the cache was constructed. If any cache entry was most recently used over
// VK_MAX_PIPELINE_AGE flush events in the past, then we can be sure that it is no longer

View File

@@ -101,10 +101,6 @@ public:
template<typename D, typename B>
inline void destruct(Handle<B> handle) noexcept {
auto obj = handle_cast<D*>(handle);
if constexpr (std::is_base_of_v<VulkanIndexBuffer, D>
|| std::is_base_of_v<VulkanBufferObject, D>) {
obj->terminate();
}
TRACK_DECREMENT();
mHandleAllocatorImpl.deallocate(handle, obj);
}

View File

@@ -164,6 +164,10 @@ private:
public:
using const_iterator = FixedSizeArray::const_iterator;
inline ~FixedCapacityResourceSet() {
clear();
}
inline const_iterator begin() {
if (mInd == 0) {
return mArray.cend();

View File

@@ -111,7 +111,7 @@ VulkanStageImage const* VulkanStagePool::acquireImage(PixelDataFormat format, Pi
assert_invariant(result == VK_SUCCESS);
VkImageAspectFlags const aspectFlags = getImageAspect(vkformat);
const VkCommandBuffer cmdbuffer = mCommands->get().cmdbuffer;
VkCommandBuffer const cmdbuffer = mCommands->get().buffer();
// We use VK_IMAGE_LAYOUT_GENERAL here because the spec says:
// "Host access to image memory is only well-defined for linear images and for image

View File

@@ -79,7 +79,7 @@ void VulkanSwapChain::update() {
void VulkanSwapChain::present() {
if (!mHeadless) {
VkCommandBuffer const cmdbuf = mCommands->get().cmdbuffer;
VkCommandBuffer const cmdbuf = mCommands->get().buffer();
VkImageSubresourceRange const subresources{
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,

View File

@@ -227,7 +227,7 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
VkImageSubresourceRange range = { getImageAspect(), 0, levels, 0, layers };
VulkanCommandBuffer& commands = mCommands->get();
VkCommandBuffer const cmdbuf = commands.cmdbuffer;
VkCommandBuffer const cmdbuf = commands.buffer();
commands.acquire(this);
transitionLayout(cmdbuf, range, ImgUtil::getDefaultLayout(imageInfo.usage));
@@ -280,7 +280,7 @@ void VulkanTexture::updateImage(const PixelBufferDescriptor& data, uint32_t widt
vmaFlushAllocation(mAllocator, stage->memory, 0, hostData->size);
VulkanCommandBuffer& commands = mCommands->get();
VkCommandBuffer const cmdbuf = commands.cmdbuffer;
VkCommandBuffer const cmdbuf = commands.buffer();
commands.acquire(this);
VkBufferImageCopy copyRegion = {
@@ -343,7 +343,7 @@ void VulkanTexture::updateImageWithBlit(const PixelBufferDescriptor& hostData, u
vmaFlushAllocation(mAllocator, stage->memory, 0, hostData.size);
VulkanCommandBuffer& commands = mCommands->get();
VkCommandBuffer const cmdbuf = commands.cmdbuffer;
VkCommandBuffer const cmdbuf = commands.buffer();
commands.acquire(this);
// TODO: support blit-based format conversion for 3D images and cubemaps.

View File

@@ -211,66 +211,5 @@ int runTests() {
return RUN_ALL_TESTS();
}
void getPixelInfo(PixelDataFormat format, PixelDataType type, size_t& outComponents, int& outBpp) {
assert_invariant(type != PixelDataType::COMPRESSED);
switch (format) {
case PixelDataFormat::UNUSED:
case PixelDataFormat::R:
case PixelDataFormat::R_INTEGER:
case PixelDataFormat::DEPTH_COMPONENT:
case PixelDataFormat::ALPHA:
outComponents = 1;
break;
case PixelDataFormat::RG:
case PixelDataFormat::RG_INTEGER:
case PixelDataFormat::DEPTH_STENCIL:
outComponents = 2;
break;
case PixelDataFormat::RGB:
case PixelDataFormat::RGB_INTEGER:
outComponents = 3;
break;
case PixelDataFormat::RGBA:
case PixelDataFormat::RGBA_INTEGER:
outComponents = 4;
break;
}
outBpp = outComponents;
switch (type) {
case PixelDataType::COMPRESSED: // Impossible -- to squash the IDE warnings
case PixelDataType::UBYTE:
case PixelDataType::BYTE:
// nothing to do
break;
case PixelDataType::USHORT:
case PixelDataType::SHORT:
case PixelDataType::HALF:
outBpp *= 2;
break;
case PixelDataType::UINT:
case PixelDataType::INT:
case PixelDataType::FLOAT:
outBpp *= 4;
break;
case PixelDataType::UINT_10F_11F_11F_REV:
// Special case, format must be RGB and uses 4 bytes
assert_invariant(format == PixelDataFormat::RGB);
outBpp = 4;
break;
case PixelDataType::UINT_2_10_10_10_REV:
// Special case, format must be RGBA and uses 4 bytes
assert_invariant(format == PixelDataFormat::RGBA);
outBpp = 4;
break;
case PixelDataType::USHORT_565:
// Special case, format must be RGB and uses 2 bytes
assert_invariant(format == PixelDataFormat::RGB);
outBpp = 2;
break;
}
}
} // namespace test

View File

@@ -75,12 +75,6 @@ private:
filament::backend::Handle<filament::backend::HwBufferObject> uniform;
};
// Utilities
void getPixelInfo(filament::backend::PixelDataFormat format, filament::backend::PixelDataType type,
size_t& outComponents, int& outBpp);
} // namespace test
#endif

View File

@@ -0,0 +1,174 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef TNT_BACKENDTESTUTILS_H
#define TNT_BACKENDTESTUTILS_H
#include <cstddef>
#include <backend/PixelBufferDescriptor.h>
using namespace filament;
using namespace filament::backend;
inline void getPixelInfo(PixelDataFormat format, PixelDataType type, size_t& outComponents, int& outBpp) {
assert_invariant(type != PixelDataType::COMPRESSED);
switch (format) {
case PixelDataFormat::UNUSED:
case PixelDataFormat::R:
case PixelDataFormat::R_INTEGER:
case PixelDataFormat::DEPTH_COMPONENT:
case PixelDataFormat::ALPHA:
outComponents = 1;
break;
case PixelDataFormat::RG:
case PixelDataFormat::RG_INTEGER:
case PixelDataFormat::DEPTH_STENCIL:
outComponents = 2;
break;
case PixelDataFormat::RGB:
case PixelDataFormat::RGB_INTEGER:
outComponents = 3;
break;
case PixelDataFormat::RGBA:
case PixelDataFormat::RGBA_INTEGER:
outComponents = 4;
break;
}
outBpp = outComponents;
switch (type) {
case PixelDataType::COMPRESSED: // Impossible -- to squash the IDE warnings
case PixelDataType::UBYTE:
case PixelDataType::BYTE:
// nothing to do
break;
case PixelDataType::USHORT:
case PixelDataType::SHORT:
case PixelDataType::HALF:
outBpp *= 2;
break;
case PixelDataType::UINT:
case PixelDataType::INT:
case PixelDataType::FLOAT:
outBpp *= 4;
break;
case PixelDataType::UINT_10F_11F_11F_REV:
// Special case, format must be RGB and uses 4 bytes
assert_invariant(format == PixelDataFormat::RGB);
outBpp = 4;
break;
case PixelDataType::UINT_2_10_10_10_REV:
// Special case, format must be RGBA and uses 4 bytes
assert_invariant(format == PixelDataFormat::RGBA);
outBpp = 4;
break;
case PixelDataType::USHORT_565:
// Special case, format must be RGB and uses 2 bytes
assert_invariant(format == PixelDataFormat::RGB);
outBpp = 2;
break;
}
}
template<typename ComponentType>
static void fillCheckerboard(void* buffer, size_t size, size_t stride, size_t components,
ComponentType value) {
ComponentType* row = (ComponentType*)buffer;
int p = 0;
for (int r = 0; r < size; r++) {
ComponentType* pixel = row;
for (int col = 0; col < size; col++) {
// Generate a checkerboard pattern.
if ((p & 0x0010) ^ ((p / size) & 0x0010)) {
// Turn on the first component (red).
pixel[0] = value;
}
pixel += components;
p++;
}
row += stride * components;
}
}
static PixelBufferDescriptor checkerboardPixelBuffer(PixelDataFormat format, PixelDataType type,
size_t size, size_t bufferPadding = 0) {
size_t components; int bpp;
getPixelInfo(format, type, components, bpp);
size_t bufferSize = size + bufferPadding * 2;
uint8_t* buffer = (uint8_t*) calloc(1, bufferSize * bufferSize * bpp);
uint8_t* ptr = buffer + (bufferSize * bufferPadding * bpp) + (bufferPadding * bpp);
switch (type) {
case PixelDataType::BYTE:
fillCheckerboard<int8_t>(ptr, size, bufferSize, components, 1);
break;
case PixelDataType::UBYTE:
fillCheckerboard<uint8_t>(ptr, size, bufferSize, components, 0xFF);
break;
case PixelDataType::SHORT:
fillCheckerboard<int16_t>(ptr, size, bufferSize, components, 1);
break;
case PixelDataType::USHORT:
fillCheckerboard<uint16_t>(ptr, size, bufferSize, components, 1u);
break;
case PixelDataType::UINT:
fillCheckerboard<uint32_t>(ptr, size, bufferSize, components, 1u);
break;
case PixelDataType::INT:
fillCheckerboard<int32_t>(ptr, size, bufferSize, components, 1);
break;
case PixelDataType::FLOAT:
fillCheckerboard<float>(ptr, size, bufferSize, components, 1.0f);
break;
case PixelDataType::HALF:
fillCheckerboard<math::half>(ptr, size, bufferSize, components, math::half(1.0f));
break;
case PixelDataType::UINT_2_10_10_10_REV:
fillCheckerboard<uint32_t>(ptr, size, bufferSize, 1, 0xC00003FF /* red */);
break;
case PixelDataType::USHORT_565:
fillCheckerboard<uint16_t>(ptr, size, bufferSize, 1, 0xF800 /* red */);
break;
case PixelDataType::UINT_10F_11F_11F_REV:
fillCheckerboard<uint32_t>(ptr, size, bufferSize, 1, 0x000003C0 /* red */);
break;
case PixelDataType::COMPRESSED:
break;
}
PixelBufferDescriptor descriptor(buffer, bufferSize * bufferSize * bpp, format, type,
1, bufferPadding, bufferPadding, bufferSize, [](void* buffer, size_t size, void* user) {
free(buffer);
}, nullptr);
return descriptor;
}
#endif // TNT_BACKENDTESTUTILS_H

View File

@@ -18,6 +18,7 @@
#include "ShaderGenerator.h"
#include "TrianglePrimitive.h"
#include "BackendTestUtils.h"
#include "private/filament/SamplerInterfaceBlock.h"
#include "private/backend/SamplerGroup.h"
@@ -113,91 +114,7 @@ namespace test {
template<typename componentType> inline componentType getMaxValue();
template<typename ComponentType>
static void fillCheckerboard(void* buffer, size_t size, size_t stride, size_t components,
ComponentType value) {
ComponentType* row = (ComponentType*)buffer;
int p = 0;
for (int r = 0; r < size; r++) {
ComponentType* pixel = row;
for (int col = 0; col < size; col++) {
// Generate a checkerboard pattern.
if ((p & 0x0010) ^ ((p / size) & 0x0010)) {
// Turn on the first component (red).
pixel[0] = value;
}
pixel += components;
p++;
}
row += stride * components;
}
}
static PixelBufferDescriptor checkerboardPixelBuffer(PixelDataFormat format, PixelDataType type,
size_t size, size_t bufferPadding = 0) {
size_t components; int bpp;
getPixelInfo(format, type, components, bpp);
size_t bufferSize = size + bufferPadding * 2;
uint8_t* buffer = (uint8_t*) calloc(1, bufferSize * bufferSize * bpp);
uint8_t* ptr = buffer + (bufferSize * bufferPadding * bpp) + (bufferPadding * bpp);
switch (type) {
case PixelDataType::BYTE:
fillCheckerboard<int8_t>(ptr, size, bufferSize, components, 1);
break;
case PixelDataType::UBYTE:
fillCheckerboard<uint8_t>(ptr, size, bufferSize, components, 0xFF);
break;
case PixelDataType::SHORT:
fillCheckerboard<int16_t>(ptr, size, bufferSize, components, 1);
break;
case PixelDataType::USHORT:
fillCheckerboard<uint16_t>(ptr, size, bufferSize, components, 1u);
break;
case PixelDataType::UINT:
fillCheckerboard<uint32_t>(ptr, size, bufferSize, components, 1u);
break;
case PixelDataType::INT:
fillCheckerboard<int32_t>(ptr, size, bufferSize, components, 1);
break;
case PixelDataType::FLOAT:
fillCheckerboard<float>(ptr, size, bufferSize, components, 1.0f);
break;
case PixelDataType::HALF:
fillCheckerboard<math::half>(ptr, size, bufferSize, components, math::half(1.0f));
break;
case PixelDataType::UINT_2_10_10_10_REV:
fillCheckerboard<uint32_t>(ptr, size, bufferSize, 1, 0xC00003FF /* red */);
break;
case PixelDataType::USHORT_565:
fillCheckerboard<uint16_t>(ptr, size, bufferSize, 1, 0xF800 /* red */);
break;
case PixelDataType::UINT_10F_11F_11F_REV:
fillCheckerboard<uint32_t>(ptr, size, bufferSize, 1, 0x000003C0 /* red */);
break;
case PixelDataType::COMPRESSED:
break;
}
PixelBufferDescriptor descriptor(buffer, bufferSize * bufferSize * bpp, format, type,
1, bufferPadding, bufferPadding, bufferSize, [](void* buffer, size_t size, void* user) {
free(buffer);
}, nullptr);
return descriptor;
}
inline std::string stringReplace(const std::string& find, const std::string& replace,
std::string source) {

View File

@@ -0,0 +1,171 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "BackendTest.h"
#include "ShaderGenerator.h"
#include "TrianglePrimitive.h"
#include "BackendTestUtils.h"
#include "private/backend/SamplerGroup.h"
namespace {
////////////////////////////////////////////////////////////////////////////////////////////////////
// Shaders
////////////////////////////////////////////////////////////////////////////////////////////////////
std::string vertex (R"(#version 450 core
layout(location = 0) in vec4 mesh_position;
layout(location = 0) out vec2 uv;
void main() {
gl_Position = vec4(mesh_position.xy, 0.0, 1.0);
uv = (mesh_position.xy * 0.5 + 0.5);
}
)");
std::string fragment (R"(#version 450 core
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec2 uv;
layout(location = 0, set = 1) uniform sampler2D backend_test_sib_tex;
void main() {
fragColor = textureLod(backend_test_sib_tex, uv, 1);
}
)");
}
namespace test {
using namespace filament;
using namespace filament::backend;
TEST_F(BackendTest, SetMinMaxLevel) {
auto& api = getDriverApi();
api.startCapture(0);
// The test is executed within this block scope to force destructors to run before
// executeCommands().
{
// Create a SwapChain and make it current.
auto swapChain = createSwapChain();
api.makeCurrent(swapChain, swapChain);
// Create a program that samples a texture.
SamplerInterfaceBlock sib = filament::SamplerInterfaceBlock::Builder()
.name("backend_test_sib")
.stageFlags(backend::ShaderStageFlags::FRAGMENT)
.add( {{"tex", SamplerType::SAMPLER_2D, SamplerFormat::FLOAT, Precision::HIGH }} )
.build();
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform, &sib);
Program p = shaderGen.getProgram(api);
Program::Sampler sampler { utils::CString("backend_test_sib_tex"), 0 };
p.setSamplerGroup(0, ShaderStageFlags::FRAGMENT, &sampler, 1);
auto program = api.createProgram(std::move(p));
// Create a texture that has 4 mip levels. Each level is a different color.
// Level 0: 128x128 (red)
// Level 1: 64x64 (green)
// Level 2: 32x32 (blue)
// Level 3: 16x16 (yellow)
const size_t kTextureSize = 128;
const size_t kMipLevels = 4;
Handle<HwTexture> texture = api.createTexture(SamplerType::SAMPLER_2D, kMipLevels,
TextureFormat::RGBA8, 1, kTextureSize, kTextureSize, 1,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE);
// Create image data.
auto pixelFormat = PixelDataFormat::RGBA;
auto pixelType = PixelDataType::UBYTE;
size_t components; int bpp;
getPixelInfo(pixelFormat, pixelType, components, bpp);
uint32_t colors[] = {
0xFF0000FF, /* red */
0xFF00FF00, /* green */
0xFFFF0000, /* blue */
0xFF00FFFF, /* yellow */
};
for (int l = 0; l < kMipLevels; l++) {
size_t mipSize = kTextureSize >> l;
auto* buffer = (uint8_t*)calloc(1, mipSize * mipSize * bpp);
fillCheckerboard<uint32_t>(buffer, mipSize, mipSize, 1, colors[l]);
PixelBufferDescriptor descriptor(
buffer, mipSize * mipSize * bpp, pixelFormat, pixelType, 1, 0, 0,
mipSize, [](void* buffer, size_t size, void* user) { free(buffer); },
nullptr);
api.update3DImage(
texture, l, 0, 0, 0, mipSize, mipSize, 1, std::move(descriptor));
}
api.setMinMaxLevels(texture, 1, 3);
backend::Handle<HwRenderTarget> defaultRenderTarget = api.createDefaultRenderTarget(0);
RenderPassParams params = {};
fullViewport(params);
params.flags.clear = TargetBufferFlags::COLOR;
params.clearColor = {0.f, 0.f, 0.5f, 1.f};
params.flags.discardStart = TargetBufferFlags::ALL;
params.flags.discardEnd = TargetBufferFlags::NONE;
PipelineState state;
state.scissor = params.viewport;
state.program = program;
state.rasterState.colorWrite = true;
state.rasterState.depthWrite = false;
state.rasterState.depthFunc = SamplerCompareFunc::A;
state.rasterState.culling = CullingMode::NONE;
api.beginFrame(0, 0);
SamplerGroup samplers(1);
SamplerParams samplerParams {};
samplerParams.filterMag = SamplerMagFilter::NEAREST;
samplerParams.filterMin = SamplerMinFilter::NEAREST_MIPMAP_NEAREST;
samplers.setSampler(0, { texture, samplerParams });
backend::Handle<HwSamplerGroup> samplerGroup = api.createSamplerGroup(1);
api.updateSamplerGroup(samplerGroup, samplers.toBufferDescriptor(api));
api.bindSamplers(0, samplerGroup);
// Render a triangle to the screen, sampling from mip level 1.
// Because the min level is 1, the result color should be blue.
TrianglePrimitive triangle(api);
api.beginRenderPass(defaultRenderTarget, params);
api.draw(state, triangle.getRenderPrimitive(), 1);
api.endRenderPass();
api.commit(swapChain);
api.endFrame(0);
api.stopCapture(0);
// Cleanup.
api.destroySwapChain(swapChain);
}
api.finish();
executeCommands();
getDriver().purge();
}
} // namespace test

View File

@@ -18,6 +18,7 @@
#include "ShaderGenerator.h"
#include "TrianglePrimitive.h"
#include "BackendTestUtils.h"
#include <utils/Hash.h>

View File

@@ -245,6 +245,7 @@ public:
* shadows that are too far and wouldn't contribute to the scene much, improving
* performance and quality. This value is always positive.
* Use 0.0f to use the camera far distance.
* This only affect directional lights.
*/
float shadowFar = 0.0f;

View File

@@ -110,7 +110,7 @@ math::mat4f ShadowMap::getPointLightViewMatrix(backend::TextureCubemapFace face,
}
ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
const FScene::LightSoa& lightData, size_t index,
FScene::LightSoa const& lightData, size_t index,
filament::CameraInfo const& camera,
ShadowMapInfo const& shadowMapInfo,
SceneInfo const& sceneInfo) noexcept {
@@ -131,19 +131,6 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
else params.options.shadowFarHint = dzf * dz + camera.zf;
#endif
// Adjust the camera's projection for the light's shadowFar
const mat4f cullingProjection{ [&](auto p) {
if (params.options.shadowFar > 0.0f) {
float const n = camera.zn;
float const f = params.options.shadowFar;
// orthographic projection
assert_invariant(std::abs(p[2].w) <= std::numeric_limits<float>::epsilon());
p[2].z = 2.0f / (n - f);
p[3].z = (f + n) / (n - f);
}
return p;
}(camera.cullingProjection) };
const auto direction = params.options.transform * lightData.elementAt<FScene::DIRECTION>(index);
/*
@@ -164,7 +151,7 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
// view frustum vertices in world-space
float3 wsViewFrustumVertices[8];
const mat4f worldToClipMatrix = cullingProjection * camera.view;
const mat4f worldToClipMatrix = camera.cullingProjection * camera.view;
const Frustum wsFrustum(worldToClipMatrix);
computeFrustumCorners(wsViewFrustumVertices, inverse(worldToClipMatrix), sceneInfo.csNearFar);
@@ -216,7 +203,7 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
}
// Now that we know the znear (-lsLightFrustumBounds.max.z), adjust the light's position such
// that znear = 0, this is only need for VSM, but doesn't hurt PCF.
// that znear = 0, this is only needed for VSM, but doesn't hurt PCF.
const mat4f Mv = getDirectionalLightViewMatrix(direction, direction * -lsLightFrustumBounds.max.z);
// near / far planes are specified relative to the direction the eye is looking at
@@ -240,8 +227,11 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
const float4 shadowReceiverVolumeBoundingSphere = computeBoundingSphere(
wsShadowReceiversVolume.getCorners().data(), 8);
// in stable mode we simply take the view volume, bounding sphere
viewVolumeBoundingSphere = computeBoundingSphere(wsViewFrustumVertices, 8);
// in stable mode we simply take the view volume bounding sphere, but we calculate it
// in view space, so that it's perfectly stable.
float3 vertices[8];
computeFrustumCorners(vertices, inverse(camera.cullingProjection), sceneInfo.csNearFar);
viewVolumeBoundingSphere = computeBoundingSphere(vertices, 8);
if (shadowReceiverVolumeBoundingSphere.w < viewVolumeBoundingSphere.w) {
@@ -320,45 +310,65 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
//
// In LiPSM mode, we're using the warped space here.
Aabb bounds;
if (params.options.stable && viewVolumeBoundingSphere.w > 0) {
bounds = compute2DBounds(Mv, viewVolumeBoundingSphere);
} else {
bounds = compute2DBounds(WLMpMv, wsClippedShadowReceiverVolume.data(), vertexCount);
}
lsLightFrustumBounds.min.xy = bounds.min.xy;
lsLightFrustumBounds.max.xy = bounds.max.xy;
float2 s, o;
if (params.options.stable) {
// in stable mode we can't do anything that can change the scaling of the texture
if (viewVolumeBoundingSphere.w > 0) {
s = 1.0f / viewVolumeBoundingSphere.w;
o = mat4f::project(LMpMv * camera.model, viewVolumeBoundingSphere.xyz).xy;
} else {
Aabb const bounds = compute2DBounds(LMpMv,
wsClippedShadowReceiverVolume.data(), vertexCount);
if (UTILS_UNLIKELY((bounds.min.x >= bounds.max.x) || (bounds.min.y >= bounds.max.y))) {
// this could happen if the only thing visible is a perfectly horizontal or
// vertical thin line
mHasVisibleShadows = false;
return {};
}
assert_invariant(bounds.min.x < bounds.max.x);
assert_invariant(bounds.min.y < bounds.max.y);
s = 2.0f / float2(bounds.max.xy - bounds.min.xy);
o = float2(bounds.max.xy + bounds.min.xy) * 0.5f;
// Quantize the scale in world-space units. This value can be very small because
// if it wasn't for floating-point imprecision, the scale would be a constant.
double2 const quantizer = 0.0625;
s = 1.0 / (ceil(1.0 / (s * quantizer)) * quantizer);
}
} else {
Aabb const bounds = compute2DBounds(WLMpMv,
wsClippedShadowReceiverVolume.data(), vertexCount);
lsLightFrustumBounds.min.xy = bounds.min.xy;
lsLightFrustumBounds.max.xy = bounds.max.xy;
// For directional lights, we further constraint the light frustum to the
// intersection of the shadow casters & shadow receivers in light-space.
// ** This relies on the 1-texel shadow map border **
if (engine.debug.shadowmap.focus_shadowcasters) {
intersectWithShadowCasters(lsLightFrustumBounds, WLMpMv, wsShadowCastersVolume);
}
if (UTILS_UNLIKELY((lsLightFrustumBounds.min.x >= lsLightFrustumBounds.max.x) ||
(lsLightFrustumBounds.min.y >= lsLightFrustumBounds.max.y))) {
// this could happen if the only thing visible is a perfectly horizontal or
// vertical thin line
mHasVisibleShadows = false;
return {};
}
assert_invariant(lsLightFrustumBounds.min.x < lsLightFrustumBounds.max.x);
assert_invariant(lsLightFrustumBounds.min.y < lsLightFrustumBounds.max.y);
s = 2.0f / float2(bounds.max.xy - bounds.min.xy);
o = float2(bounds.max.xy + bounds.min.xy) * 0.5f;
// TODO: we could quantize `s` here to give some stability when lispsm is disabled,
// however, the quantization paramater should probably be user settable.
}
if (UTILS_UNLIKELY((lsLightFrustumBounds.min.x >= lsLightFrustumBounds.max.x) ||
(lsLightFrustumBounds.min.y >= lsLightFrustumBounds.max.y))) {
// this could happen if the only thing visible is a perfectly horizontal or
// vertical thin line
mHasVisibleShadows = false;
return {};
}
assert_invariant(lsLightFrustumBounds.min.x < lsLightFrustumBounds.max.x);
assert_invariant(lsLightFrustumBounds.min.y < lsLightFrustumBounds.max.y);
// compute focus scale and offset
float2 s = 2.0f / float2(lsLightFrustumBounds.max.xy - lsLightFrustumBounds.min.xy);
float2 o = -s * float2(lsLightFrustumBounds.max.xy + lsLightFrustumBounds.min.xy) * 0.5f;
// adjust offset for scale
o = -s * o;
if (params.options.stable) {
// Use the world origin as reference point, fixed w.r.t. the camera
snapLightFrustum(s, o, Mv, camera.worldOrigin[3].xyz,
1.0f / float(shadowMapInfo.shadowDimension));
snapLightFrustum(s, o, LMpMv,
sceneInfo.wsShadowCastersVolume.center(), shadowMapInfo.shadowDimension);
}
const mat4f F(mat4f::row_major_init {
@@ -377,8 +387,7 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
// Computes St the transform to use in the shader to access the shadow map texture
// i.e. it transforms a world-space vertex to a texture coordinate in the shadowmap
const backend::Viewport viewport = getViewport();
const auto [Mt, Mn] = ShadowMap::getTextureCoordsMapping(shadowMapInfo, viewport);
const auto [Mt, Mn] = ShadowMap::getTextureCoordsMapping(shadowMapInfo, getViewport());
const mat4f St = math::highPrecisionMultiply(Mt, S);
ShadowMap::ShaderParameters shaderParameters;
@@ -400,7 +409,7 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
shaderParameters.lightSpace = computeVsmLightSpaceMatrix(St, Mv, znear, zfar);
}
shaderParameters.scissorNormalized = getViewportNormalized(shadowMapInfo);
shaderParameters.scissorNormalized = getClampToEdgeCoords(shadowMapInfo);
// We apply the constant bias in world space (as opposed to light-space) to account
// for perspective and lispsm shadow maps. This also allows us to do this at zero-cost
@@ -433,9 +442,8 @@ ShadowMap::ShaderParameters ShadowMap::updatePunctual(
assert_invariant(shadowMapInfo.textureDimension == mOptions->mapSize);
// Final shadow transform
const backend::Viewport viewport = getViewport();
const mat4f S = math::highPrecisionMultiply(Mp, Mv);
const auto [Mt, Mn] = ShadowMap::getTextureCoordsMapping(shadowMapInfo, viewport);
const auto [Mt, Mn] = ShadowMap::getTextureCoordsMapping(shadowMapInfo, getViewport());
const mat4f St = math::highPrecisionMultiply(Mt, S);
// TODO: focus projection
@@ -462,7 +470,7 @@ ShadowMap::ShaderParameters ShadowMap::updatePunctual(
shaderParameters.lightSpace = computeVsmLightSpaceMatrix(St, Mv, nearPlane, farPlane);
}
shaderParameters.scissorNormalized = getViewportNormalized(shadowMapInfo);
shaderParameters.scissorNormalized = getClampToEdgeCoords(shadowMapInfo);
const float3 direction = -transpose(Mv)[2].xyz;
const float constantBias = shadowMapInfo.vsm ? 0.0f : params.options.constantBias;
@@ -825,21 +833,39 @@ void ShadowMap::computeFrustumCorners(float3* UTILS_RESTRICT out,
}
void ShadowMap::snapLightFrustum(float2& s, float2& o,
mat4f const& Mv, float3 worldOrigin, float2 shadowMapResolution) noexcept {
mat4f const& Mv, double3 wsSnapCoords, int2 resolution) noexcept {
auto fmod = [](float2 x, float2 y) -> float2 {
auto mod = [](float x, float y) -> float { return std::fmod(x, y); };
return float2{ mod(x[0], y[0]), mod(x[1], y[1]) };
auto proj = [](mat4 m, double3 v) -> double3 {
// for directional light p.w == 1, exactly
auto p = m * v;
assert_invariant(p.w == 1.0);
return p.xyz;
};
// This snaps the shadow map bounds to texels.
// The 2.0 comes from Mv having a NDC in the range -1,1 (so a range of 2).
const float2 r = 2.0f * shadowMapResolution;
o -= fmod(o, r);
auto fract = [](auto v) {
using namespace std;
using T = decltype(v);
return fmod(v, T{1});
};
const mat4 F(mat4::row_major_init {
s.x, 0.0, 0.0, o.x,
0.0, s.y, 0.0, o.y,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
});
// The (resolution * 0.5) comes from Mv having a NDC in the range -1,1 (so a range of 2).
// focused light-space
mat4 const FMv{ F * Mv };
// This offsets the texture coordinates, so it has a fixed offset w.r.t the world
const float2 lsOrigin = mat4f::project(Mv, worldOrigin).xy * s;
o -= fmod(lsOrigin, r);
double2 const lsOrigin = proj(FMv, wsSnapCoords).xy;
double2 const d = (fract(lsOrigin * resolution * 0.5) * 2.0) / resolution;
// adjust offset
o -= d;
}
size_t ShadowMap::intersectFrustumWithBox(
@@ -1042,7 +1068,7 @@ bool ShadowMap::intersectSegmentWithPlanarQuad(float3& UTILS_RESTRICT p,
}
float ShadowMap::texelSizeWorldSpace(const mat3f& worldToShadowTexture,
uint16_t shadowDimension) const noexcept {
uint16_t shadowDimension) noexcept {
// The Jacobian of the transformation from texture-to-world is the matrix itself for
// orthographic projections. We just need to inverse worldToShadowTexture,
// which is guaranteed to be orthographic.
@@ -1057,7 +1083,7 @@ float ShadowMap::texelSizeWorldSpace(const mat3f& worldToShadowTexture,
}
float ShadowMap::texelSizeWorldSpace(const mat4f& Wp, const mat4f& MbMtF,
uint16_t shadowDimension) const noexcept {
uint16_t shadowDimension) noexcept {
// Here we compute the Jacobian of inverse(MbMtF * Wp).
// The expression below has been computed with Mathematica. However, it's not very hard,
// albeit error-prone, to do it by hand because MbMtF is a linear transform.
@@ -1078,7 +1104,7 @@ float ShadowMap::texelSizeWorldSpace(const mat4f& Wp, const mat4f& MbMtF,
constexpr bool JACOBIAN_ESTIMATE = false;
if constexpr (JACOBIAN_ESTIMATE) {
// this estimates the Jacobian -- this is a lot heavier. This is mostly for reference
// This estimates the Jacobian -- this is a lot heavier. This is mostly for reference
// and testing.
const mat4f Si(inverse(MbMtF * Wp));
const float3 p0 = mat4f::project(Si, p);
@@ -1217,33 +1243,58 @@ void ShadowMap::updateSceneInfoSpot(mat4f const& Mv, FScene const& scene,
}
backend::Viewport ShadowMap::getViewport() const noexcept {
// We set a viewport with a 1-texel border for when we index outside the
// texture. This can only happen for the directional light when "focus shadow casters is used".
// We set a viewport with a 1-texel border for when we index outside the texture.
// This happens only for directional lights when "focus shadow casters" is used,
// or when shadowFar is smaller than the camera far.
// For spot- and point-lights we also use a 1-texel border, so that bilinear filtering
// can work properly if the shadowmap is in an atlas (and we can't rely on h/w clamp).
const uint32_t dim = mOptions->mapSize;
const uint16_t border = 1u;
return { border, border, dim - 2u * border, dim - 2u * border };
}
backend::Viewport ShadowMap::getScissor() const noexcept {
// We set a viewport with a 1-texel border for when we index outside the
// texture. This can only happen for the directional light when "focus shadow casters is used".
// We set a viewport with a 1-texel border for when we index outside the texture.
// This happens only for directional lights when "focus shadow casters" is used,
// or when shadowFar is smaller than the camera far.
// For spot- and point-lights we also use a 1-texel border, so that bilinear filtering
// can work properly if the shadowmap is in an atlas (and we can't rely on h/w clamp), so we
// don't scissor the border, so it gets filled with correct neighboring texels.
const uint32_t dim = mOptions->mapSize;
const uint16_t border = 1u;
switch (mShadowType) {
case ShadowType::DIRECTIONAL:
return { border, border, dim - 2u * border, dim - 2u * border };
case ShadowType::SPOT:
case ShadowType::POINT:
default:
return { 0, 0, dim, dim };
}
}
math::float4 ShadowMap::getViewportNormalized(ShadowMapInfo const& shadowMapInfo) const noexcept {
const auto [l, b, w, h] = getViewport();
const float texel = 1.0f / float(shadowMapInfo.atlasDimension);
const float4 v = float4{ l, b, l + w, b + h } * texel;
math::float4 ShadowMap::getClampToEdgeCoords(ShadowMapInfo const& shadowMapInfo) const noexcept {
float border; // shadowmap border in texels
switch (mShadowType) {
case ShadowType::DIRECTIONAL:
// For directional lights, we need to allow the sampling to reach the border, it
// happens when "focus shadow casters" is used for instance.
border = 0.5f;
break;
case ShadowType::SPOT:
case ShadowType::POINT:
// For spot and point light, this is equal to the viewport. i.e. the valid
// texels are inside the viewport (w/ 1-texel border), the border will be used
// for bilinear filtering.
border = 1.0f;
break;
}
float const texel = 1.0f / float(shadowMapInfo.atlasDimension);
float const dim = float(mOptions->mapSize);
float const l = border;
float const b = border;
float const w = dim - 2.0f * border;
float const h = dim - 2.0f * border;
float4 const v = float4{ l, b, l + w, b + h } * texel;
if (shadowMapInfo.textureSpaceFlipped) {
// this is equivalent to calling uvToRenderTargetUV() in the shader *after* clamping
// texture coordinates to this normalized viewport.

View File

@@ -222,7 +222,7 @@ private:
const math::float3& dir);
static inline void snapLightFrustum(math::float2& s, math::float2& o,
math::mat4f const& Mv, math::float3 worldOrigin, math::float2 shadowMapResolution) noexcept;
math::mat4f const& Mv, math::double3 wsSnapCoords, math::int2 resolution) noexcept;
static inline void computeFrustumCorners(math::float3* out,
const math::mat4f& projectionViewInverse, math::float2 csNearFar = { -1.0f, 1.0f }) noexcept;
@@ -281,13 +281,13 @@ private:
static math::mat4f computeVsmLightSpaceMatrix(const math::mat4f& lightSpacePcf,
const math::mat4f& Mv, float znear, float zfar) noexcept;
math::float4 getViewportNormalized(ShadowMapInfo const& shadowMapInfo) const noexcept;
math::float4 getClampToEdgeCoords(ShadowMapInfo const& shadowMapInfo) const noexcept;
float texelSizeWorldSpace(const math::mat3f& worldToShadowTexture,
uint16_t shadowDimension) const noexcept;
static float texelSizeWorldSpace(const math::mat3f& worldToShadowTexture,
uint16_t shadowDimension) noexcept;
float texelSizeWorldSpace(const math::mat4f& W, const math::mat4f& MbMtF,
uint16_t shadowDimension) const noexcept;
static float texelSizeWorldSpace(const math::mat4f& W, const math::mat4f& MbMtF,
uint16_t shadowDimension) noexcept;
static constexpr const Segment sBoxSegments[12] = {
{ 0, 1 }, { 1, 3 }, { 3, 2 }, { 2, 0 },

View File

@@ -435,8 +435,9 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
}
ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEngine& engine,
FView& view, CameraInfo const& cameraInfo, FScene::RenderableSoa& renderableData,
FView& view, CameraInfo cameraInfo, FScene::RenderableSoa& renderableData,
FScene::LightSoa const& lightData, ShadowMap::SceneInfo sceneInfo) noexcept {
FScene* scene = view.getScene();
auto& lcm = engine.getLightManager();
@@ -444,6 +445,24 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
FLightManager::ShadowOptions const& options = lcm.getShadowOptions(directionalLight);
FLightManager::ShadowParams const& params = lcm.getShadowParams(directionalLight);
// Adjust the camera's projection for the light's shadowFar
cameraInfo.zf = params.options.shadowFar > 0.0f ? params.options.shadowFar : cameraInfo.zf;
if (UTILS_UNLIKELY(params.options.shadowFar > 0.0f)) {
cameraInfo.zf = params.options.shadowFar;
float const n = cameraInfo.zn;
float const f = cameraInfo.zf;
if (std::abs(cameraInfo.cullingProjection[2].w) > std::numeric_limits<float>::epsilon()) {
// perspective projection
cameraInfo.cullingProjection[2].z = (f + n) / (n - f);
cameraInfo.cullingProjection[3].z = (2 * f * n) / (n - f);
} else {
// orthographic projection
cameraInfo.cullingProjection[2].z = 2.0f / (n - f);
cameraInfo.cullingProjection[3].z = (f + n) / (n - f);
}
}
const ShadowMap::ShadowMapInfo shadowMapInfo{
.atlasDimension = mTextureAtlasRequirements.size,
.textureDimension = uint16_t(options.mapSize),
@@ -504,19 +523,13 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
splitPercentages[i] = options.cascadeSplitPositions[i - 1];
}
const CascadeSplits::Params p{
const CascadeSplits splits({
.proj = cameraInfo.cullingProjection,
.near = vsNear,
.far = vsFar,
.cascadeCount = cascadeCount,
.splitPositions = splitPercentages
};
if (p != mCascadeSplitParams) {
mCascadeSplits = CascadeSplits{ p };
mCascadeSplitParams = p;
}
const CascadeSplits& splits = mCascadeSplits;
});
// The split positions uniform is a float4. To save space, we chop off the first split position
// (which is the near plane, and doesn't need to be communicated to the shaders).
@@ -530,7 +543,7 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
mShadowMappingUniforms.cascadeSplits = wsSplitPositionUniform;
// when computing the required bias we need a half-texel size, so we multiply by 0.5 here.
// When computing the required bias we need a half-texel size, so we multiply by 0.5 here.
// note: normalBias is set to zero for VSM
const float normalBias = shadowMapInfo.vsm ? 0.0f : 0.5f * lcm.getShadowNormalBias(0);

View File

@@ -109,7 +109,7 @@ public:
private:
ShadowMapManager::ShadowTechnique updateCascadeShadowMaps(FEngine& engine,
FView& view, CameraInfo const& cameraInfo, FScene::RenderableSoa& renderableData,
FView& view, CameraInfo cameraInfo, FScene::RenderableSoa& renderableData,
FScene::LightSoa const& lightData, ShadowMap::SceneInfo sceneInfo) noexcept;
ShadowMapManager::ShadowTechnique updateSpotShadowMaps(FEngine& engine,
@@ -145,17 +145,8 @@ private:
float far = 0.0f;
size_t cascadeCount = 1;
std::array<float, SPLIT_COUNT> splitPositions = { 0.0f };
bool operator!=(const Params& rhs) const {
return proj != rhs.proj ||
near != rhs.near ||
far != rhs.far ||
cascadeCount != rhs.cascadeCount ||
splitPositions != rhs.splitPositions;
}
};
CascadeSplits() noexcept : CascadeSplits(Params{}) {}
explicit CascadeSplits(Params const& params) noexcept;
// Split positions in world-space.
@@ -186,9 +177,6 @@ private:
SoftShadowOptions mSoftShadowOptions;
CascadeSplits::Params mCascadeSplitParams;
CascadeSplits mCascadeSplits;
mutable TypedUniformBuffer<ShadowUib> mShadowUb;
backend::Handle<backend::HwBufferObject> mShadowUbh;
@@ -204,8 +192,8 @@ private:
utils::FixedCapacityVector<ShadowMap*>::with_capacity(
CONFIG_MAX_SHADOWMAPS - CONFIG_MAX_SHADOW_CASCADES) };
// inline storage for all our ShadowMap objects, we can't easily use a std::array<> directly.
// because ShadowMap doesn't have a default ctor, and we avoid out-of-line allocations.
// Inline storage for all our ShadowMap objects, we can't easily use a std::array<> directly.
// Because ShadowMap doesn't have a default ctor, and we avoid out-of-line allocations.
// Each ShadowMap is currently 40 bytes (total of 2.5KB for 64 shadow maps)
using ShadowMapStorage = std::aligned_storage<sizeof(ShadowMap), alignof(ShadowMap)>::type;
std::array<ShadowMapStorage, CONFIG_MAX_SHADOWMAPS> mShadowMapCache;

View File

@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.42.2"
spec.version = "1.43.0"
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
spec.homepage = "https://google.github.io/filament"
spec.authors = "Google LLC."
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
spec.platform = :ios, "11.0"
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.42.2/filament-v1.42.2-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.43.0/filament-v1.43.0-ios.tgz" }
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
spec.pod_target_xcconfig = {

View File

@@ -17,6 +17,8 @@
#ifndef TNT_FILAMENT_SAMPLE_CAMERA_MANIPULATOR_H
#define TNT_FILAMENT_SAMPLE_CAMERA_MANIPULATOR_H
#include <functional>
#include <math/vec2.h>
#include <math/vec3.h>
#include <math/vec4.h>

View File

@@ -17,6 +17,8 @@
#ifndef TNT_FILAMENT_SAMPLE_CAMERA_MANIPULATOR_H
#define TNT_FILAMENT_SAMPLE_CAMERA_MANIPULATOR_H
#include <functional>
#include <math/vec2.h>
#include <math/vec3.h>
#include <math/vec4.h>

View File

@@ -28,7 +28,7 @@
namespace filament {
// update this when a new version of filament wouldn't work with older materials
static constexpr size_t MATERIAL_VERSION = 42;
static constexpr size_t MATERIAL_VERSION = 43;
/**
* Supported shading models

View File

@@ -35,7 +35,7 @@ for example, `filament-20181009-linux.tgz`.
Create a file, `main.cpp`, in the same directory with the following contents:
```
```c++
#include <filamat/MaterialBuilder.h>
#include <iostream>
@@ -85,7 +85,7 @@ Copy your platform's Makefile below into a `Makefile` inside the same directory.
### Linux
```
```make
FILAMENT_LIBS=-lfilamat -lfilabridge -lshaders -lutils -lsmol-v
CC=clang++
@@ -103,7 +103,7 @@ clean:
### macOS
```
```make
FILAMENT_LIBS=-lfilamat -lfilabridge -lshaders -lutils -lsmol-v
CC=clang++
@@ -129,7 +129,7 @@ flags](https://docs.microsoft.com/en-us/cpp/build/reference/md-mt-ld-use-run-tim
When building Filamat from source, the `USE_STATIC_CRT` CMake option can be
used to change the run-time library version.
```
```make
FILAMENT_LIBS=lib/x86_64/mt/filamat.lib lib/x86_64/mt/filabridge.lib lib/x86_64/mt/shaders.lib \
lib/x86_64/mt/utils.lib lib/x86_64/mt/smol-v.lib
CC=clang-cl.exe
@@ -164,7 +164,7 @@ and invoke `nmake` instead of `make`.
For simplicity, this demo doesn't do anything useful with the built material package. To use the
material with Filament, pass the material package's data into a Filament Material builder:
```
```c++
Package package = builder.build();
filament::Material* myMaterial = Material::Builder()
.package(package.getData(), package.getSize())
@@ -186,7 +186,7 @@ In addition, `filamat_lite` only performs a simple text match to determine which
`MaterialInputs` structure are set. The `material` input variable must also always be refered to by
the name `material`.
```
```glsl
void anotherFunction(inout MaterialInputs m) {
// Incorrect! The MaterialInputs is being referred to by the name "m".
m.metallic = 0.0;

View File

@@ -16,6 +16,7 @@ set(PUBLIC_HDRS
include/gltfio/FilamentInstance.h
include/gltfio/MaterialProvider.h
include/gltfio/NodeManager.h
include/gltfio/TrsTransformManager.h
include/gltfio/ResourceLoader.h
include/gltfio/TextureProvider.h
include/gltfio/math.h
@@ -35,10 +36,12 @@ set(SRCS
src/FilamentAsset.cpp
src/FilamentInstance.cpp
src/FNodeManager.h
src/FTrsTransformManager.h
src/GltfEnums.h
src/Ktx2Provider.cpp
src/MaterialProvider.cpp
src/NodeManager.cpp
src/TrsTransformManager.cpp
src/ResourceLoader.cpp
src/StbProvider.cpp
src/TangentsJob.cpp
@@ -186,8 +189,7 @@ if (NOT WEBGL AND NOT ANDROID AND NOT IOS)
# ==================================================================================================
# Compiler flags
# ==================================================================================================
if (MSVC)
else()
if (NOT MSVC)
target_compile_options(${TARGET} PRIVATE -Wno-deprecated-register)
endif()
@@ -225,7 +227,9 @@ if (TNT_DEV AND NOT WEBGL AND NOT ANDROID AND NOT IOS)
add_dependencies(${TEST_TARGET} test_gltfio_files)
target_link_libraries(${TEST_TARGET} PRIVATE ${TARGET} filament filabridge gtest uberarchive)
target_compile_options(${TEST_TARGET} PRIVATE -Wno-deprecated-register)
if (NOT MSVC)
target_compile_options(${TEST_TARGET} PRIVATE -Wno-deprecated-register)
endif()
set_target_properties(${TEST_TARGET} PROPERTIES FOLDER Tests)
endif()

View File

@@ -0,0 +1,114 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef GLTFIO_TRSTRANSFORMMANAGER_H
#define GLTFIO_TRSTRANSFORMMANAGER_H
#include <filament/FilamentAPI.h>
#include <utils/compiler.h>
#include <utils/EntityInstance.h>
#include <math/quat.h>
#include <math/vec3.h>
#include <math/mat4.h>
using namespace filament::math;
namespace utils {
class Entity;
} // namespace utils
namespace filament::gltfio {
class FTrsTransformManager;
/**
* TrsTransformManager is used to add entities with glTF-specific trs information.
*
* Trs information here just used for Animation, DON'T use for transform.
*/
class UTILS_PUBLIC TrsTransformManager {
public:
using Instance = utils::EntityInstance<TrsTransformManager>;
using Entity = utils::Entity;
/**
* Returns whether a particular Entity is associated with a component of this TrsTransformManager
* @param e An Entity.
* @return true if this Entity has a component associated with this manager.
*/
bool hasComponent(Entity e) const noexcept;
/**
* Gets an Instance representing the trs transform component associated with the given Entity.
* @param e An Entity.
* @return An Instance object, which represents the trs transform component associated with the Entity e.
* @note Use Instance::isValid() to make sure the component exists.
* @see hasComponent()
*/
Instance getInstance(Entity e) const noexcept;
/**
* Creates a trs transform component and associates it with the given entity.
* @param entity An Entity to associate a trs transform component with.
* @param translation The translation to initialize the trs transform component with.
* @param rotation The rotation to initialize the trs transform component with.
* @param scale The scale to initialize the trs transform component with.
*
* If this component already exists on the given entity, it is first destroyed as if
* destroy(Entity e) was called.
*
* @see destroy()
*/
void create(Entity entity);
void create(Entity entity, const float3& translation, const quatf& rotation,
const float3& scale); //!< \overload
/**
* Destroys this component from the given entity.
* @param e An entity.
*
* @see create()
*/
void destroy(Entity e) noexcept;
void setTranslation(Instance ci, const float3& translation) noexcept;
const float3& getTranslation(Instance ci) const noexcept;
void setRotation(Instance ci, const quatf& rotation) noexcept;
const quatf& getRotation(Instance ci) const noexcept;
void setScale(Instance ci, const float3& scale) noexcept;
const float3& getScale(Instance ci) const noexcept;
void setTrs(Instance ci, const float3& translation, const quatf& rotation,
const float3& scale) noexcept;
const mat4f getTransform(Instance ci) const noexcept;
protected:
TrsTransformManager() noexcept = default;
~TrsTransformManager() = default;
public:
TrsTransformManager(TrsTransformManager const&) = delete;
TrsTransformManager(TrsTransformManager&&) = delete;
TrsTransformManager& operator=(TrsTransformManager const&) = delete;
TrsTransformManager& operator=(TrsTransformManager&&) = delete;
};
} // namespace filament::gltfio
#endif // GLTFIO_TRSTRANSFORMMANAGER_H

View File

@@ -19,6 +19,7 @@
#include "FFilamentAsset.h"
#include "FFilamentInstance.h"
#include "FTrsTransformManager.h"
#include "downcast.h"
#include <filament/VertexBuffer.h>
@@ -74,6 +75,7 @@ struct AnimatorImpl {
FFilamentInstance* instance = nullptr;
RenderableManager* renderableManager;
TransformManager* transformManager;
TrsTransformManager* trsTransformManager;
vector<float> weights;
FixedCapacityVector<mat4f> crossFade;
void addChannels(const FixedCapacityVector<Entity>& nodeMap, const cgltf_animation& srcAnim,
@@ -190,6 +192,7 @@ Animator::Animator(FFilamentAsset const* asset, FFilamentInstance* instance) {
mImpl->instance = instance;
mImpl->renderableManager = &asset->mEngine->getRenderableManager();
mImpl->transformManager = &asset->mEngine->getTransformManager();
mImpl->trsTransformManager = asset->getTrsTransformManager();
const cgltf_data* srcAsset = asset->mSourceAsset->hierarchy;
const cgltf_animation* srcAnims = srcAsset->animations;
@@ -429,20 +432,13 @@ void AnimatorImpl::applyAnimation(const Channel& channel, float t, size_t prevIn
size_t nextIndex) {
const Sampler* sampler = channel.sourceData;
const TimeValues& times = sampler->times;
TrsTransformManager::Instance trsNode = trsTransformManager->getInstance(channel.targetEntity);
TransformManager::Instance node = transformManager->getInstance(channel.targetEntity);
// Perform the interpolation. This is a simple but inefficient implementation; Filament
// stores transforms as mat4's but glTF animation is based on TRS (translation rotation
// scale).
mat4f xform = transformManager->getTransform(node);
float3 scale;
quatf rotation;
float3 translation;
decomposeMatrix(xform, &translation, &rotation, &scale);
switch (channel.transformType) {
case Channel::SCALE: {
float3 scale;
const float3* srcVec3 = (const float3*) sampler->values.data();
if (sampler->interpolation == Sampler::CUBIC) {
float3 vert0 = srcVec3[prevIndex * 3 + 1];
@@ -453,10 +449,12 @@ void AnimatorImpl::applyAnimation(const Channel& channel, float t, size_t prevIn
} else {
scale = ((1 - t) * srcVec3[prevIndex]) + (t * srcVec3[nextIndex]);
}
trsTransformManager->setScale(trsNode, scale);
break;
}
case Channel::TRANSLATION: {
float3 translation;
const float3* srcVec3 = (const float3*) sampler->values.data();
if (sampler->interpolation == Sampler::CUBIC) {
float3 vert0 = srcVec3[prevIndex * 3 + 1];
@@ -467,10 +465,12 @@ void AnimatorImpl::applyAnimation(const Channel& channel, float t, size_t prevIn
} else {
translation = ((1 - t) * srcVec3[prevIndex]) + (t * srcVec3[nextIndex]);
}
trsTransformManager->setTranslation(trsNode, translation);
break;
}
case Channel::ROTATION: {
quatf rotation;
const quatf* srcQuat = (const quatf*) sampler->values.data();
if (sampler->interpolation == Sampler::CUBIC) {
quatf vert0 = srcQuat[prevIndex * 3 + 1];
@@ -481,6 +481,7 @@ void AnimatorImpl::applyAnimation(const Channel& channel, float t, size_t prevIn
} else {
rotation = slerp(srcQuat[prevIndex], srcQuat[nextIndex], t);
}
trsTransformManager->setRotation(trsNode, rotation);
break;
}
@@ -519,8 +520,7 @@ void AnimatorImpl::applyAnimation(const Channel& channel, float t, size_t prevIn
}
}
xform = composeMatrix(translation, rotation, scale);
transformManager->setTransform(node, xform);
transformManager->setTransform(node, trsTransformManager->getTransform(trsNode));
}
void AnimatorImpl::resetBoneMatrices(FFilamentInstance* instance) {

View File

@@ -21,6 +21,7 @@
#include "FFilamentAsset.h"
#include "FNodeManager.h"
#include "FTrsTransformManager.h"
#include "GltfEnums.h"
#include <filament/Box.h>
@@ -295,6 +296,7 @@ public:
MaterialProvider& mMaterials;
Engine& mEngine;
FNodeManager mNodeManager;
FTrsTransformManager mTrsTransformManager;
// Transient state used only for the asset currently being loaded:
FFilamentAsset* mAsset;
@@ -400,7 +402,8 @@ void FAssetLoader::createRootAsset(const cgltf_data* srcAsset) {
#endif
mDummyBufferObject = nullptr;
mAsset = new FFilamentAsset(&mEngine, mNameManager, &mEntityManager, &mNodeManager, srcAsset);
mAsset = new FFilamentAsset(&mEngine, mNameManager, &mEntityManager, &mNodeManager,
&mTrsTransformManager, srcAsset);
// It is not an error for a glTF file to have zero scenes.
mAsset->mScenes.clear();
@@ -563,7 +566,9 @@ void FAssetLoader::recurseEntities(const cgltf_data* srcAsset, const cgltf_node*
quatf* rotation = (quatf*) &node->rotation[0];
float3* scale = (float3*) &node->scale[0];
float3* translation = (float3*) &node->translation[0];
localTransform = composeMatrix(*translation, *rotation, *scale);
mTrsTransformManager.create(entity, *translation, *rotation, *scale);
localTransform = mTrsTransformManager.getTransform(
mTrsTransformManager.getInstance(entity));
}
auto parentTransform = mTransformManager.getInstance(parent);

View File

@@ -19,6 +19,7 @@
#include <gltfio/FilamentAsset.h>
#include <gltfio/NodeManager.h>
#include <gltfio/TrsTransformManager.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
@@ -110,9 +111,9 @@ using MeshCache = utils::FixedCapacityVector<utils::FixedCapacityVector<Primitiv
struct FFilamentAsset : public FilamentAsset {
FFilamentAsset(Engine* engine, utils::NameComponentManager* names,
utils::EntityManager* entityManager, NodeManager* nodeManager,
const cgltf_data* srcAsset) :
TrsTransformManager* trsTransformManager, const cgltf_data* srcAsset) :
mEngine(engine), mNameManager(names), mEntityManager(entityManager),
mNodeManager(nodeManager),
mNodeManager(nodeManager), mTrsTransformManager(trsTransformManager),
mSourceAsset(new SourceAsset {(cgltf_data*)srcAsset}),
mTextures(srcAsset->textures_count),
mMeshCache(srcAsset->meshes_count) {}
@@ -195,6 +196,10 @@ struct FFilamentAsset : public FilamentAsset {
return mEngine;
}
TrsTransformManager* getTrsTransformManager() const noexcept {
return mTrsTransformManager;
}
void releaseSourceData() noexcept;
const void* getSourceAsset() const noexcept {
@@ -242,6 +247,7 @@ struct FFilamentAsset : public FilamentAsset {
utils::NameComponentManager* const mNameManager;
utils::EntityManager* const mEntityManager;
NodeManager* const mNodeManager;
TrsTransformManager* const mTrsTransformManager;
std::vector<utils::Entity> mEntities; // sorted such that renderables come first
std::vector<utils::Entity> mLightEntities;
std::vector<utils::Entity> mCameraEntities;

View File

@@ -0,0 +1,165 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef GLTFIO_FTRSTRANSFORMMANAGER_H
#define GLTFIO_FTRSTRANSFORMMANAGER_H
#include "downcast.h"
#include "gltfio/math.h"
#include "math/quat.h"
#include "utils/debug.h"
#include <gltfio/TrsTransformManager.h>
#include <utils/compiler.h>
#include <utils/SingleInstanceComponentManager.h>
#include <utils/Entity.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Slice.h>
namespace filament::gltfio {
class UTILS_PRIVATE FTrsTransformManager : public TrsTransformManager {
public:
using Instance = TrsTransformManager::Instance;
FTrsTransformManager() noexcept {}
~FTrsTransformManager() noexcept {
assert_invariant(mManager.getComponentCount() == 0);
}
void terminate() noexcept;
bool hasComponent(utils::Entity e) const noexcept {
return mManager.hasComponent(e);
}
Instance getInstance(utils::Entity e) const noexcept {
return Instance(mManager.getInstance(e));
}
void create(utils::Entity entity) {
create(entity, float3{}, quatf{}, float3{1});
}
void create(utils::Entity entity, const float3& translation,
const quatf& rotation, const float3& scale) {
if (UTILS_UNLIKELY(mManager.hasComponent(entity))) {
destroy(entity);
}
UTILS_UNUSED_IN_RELEASE Instance ci = mManager.addComponent(entity);
assert_invariant(ci);
if (ci) {
setTrs(ci, translation, rotation, scale);
}
}
void destroy(utils::Entity e) noexcept {
if (Instance ci = mManager.getInstance(e); ci) {
mManager.removeComponent(e);
}
}
void gc(utils::EntityManager& em) noexcept {
mManager.gc(em);
}
void setTranslation(Instance ci, const float3& translation) noexcept {
assert_invariant(ci.isValid());
mManager[ci].translation = translation;
}
const float3& getTranslation(Instance ci) const noexcept {
return mManager[ci].translation;
}
void setRotation(Instance ci, const quatf& rotation) noexcept {
assert_invariant(ci.isValid());
mManager[ci].rotation = rotation;
}
const quatf& getRotation(Instance ci) const noexcept {
return mManager[ci].rotation;
}
void setScale(Instance ci, const float3& scale) noexcept {
assert_invariant(ci.isValid());
mManager[ci].scale = scale;
}
const float3& getScale(Instance ci) const noexcept {
return mManager[ci].scale;
}
void setTrs(Instance ci, const float3& translation,
const quatf& rotation, const float3& scale) noexcept {
setTranslation(ci, translation);
setRotation(ci, rotation);
setScale(ci, scale);
}
const mat4f getTransform(Instance ci) const noexcept {
return composeMatrix(getTranslation(ci), getRotation(ci), getScale(ci));
}
private:
enum {
TRANSLATION,
ROTATION,
SCALE,
};
using Base = utils::SingleInstanceComponentManager<
float3,
quatf,
float3>;
struct Sim : public Base {
using Base::gc;
using Base::swap;
typename Base::SoA& getSoA() { return mData; }
struct Proxy {
UTILS_ALWAYS_INLINE
Proxy(Base& sim, utils::EntityInstanceBase::Type i) noexcept :
translation{ sim, i } { }
union {
Field<TRANSLATION> translation;
Field<ROTATION> rotation;
Field<SCALE> scale;
};
};
UTILS_ALWAYS_INLINE Proxy operator[](Instance i) noexcept {
return { *this, i };
}
UTILS_ALWAYS_INLINE const Proxy operator[](Instance i) const noexcept {
return { const_cast<Sim&>(*this), i };
}
};
Sim mManager;
};
FILAMENT_DOWNCAST(TrsTransformManager)
} // namespace filament::gltfio
#endif // GLTFIO_FTRSTRANSFORMMANAGER_H

View File

@@ -60,6 +60,11 @@ FFilamentAsset::~FFilamentAsset() {
}
// Destroy gltfio trs transform components.
for (auto entity : mEntities) {
mTrsTransformManager->destroy(entity);
}
// Destroy all renderable, light, transform, and camera components,
// then destroy the actual entities. This includes instances.
if (!mDetachedFilamentComponents) {

View File

@@ -0,0 +1,98 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "FTrsTransformManager.h"
#include <utils/Log.h>
#include "downcast.h"
#include "gltfio/TrsTransformManager.h"
using namespace utils;
namespace filament::gltfio {
using Instance = TrsTransformManager::Instance;
void FTrsTransformManager::terminate() noexcept {
auto& manager = mManager;
if (!manager.empty()) {
#ifndef NDEBUG
utils::slog.d << "cleaning up " << manager.getComponentCount()
<< " leaked trs transform components" << utils::io::endl;
#endif
while (!manager.empty()) {
Instance ci = manager.end() - 1;
manager.removeComponent(manager.getEntity(ci));
}
}
}
bool TrsTransformManager::hasComponent(Entity e) const noexcept {
return downcast(this)->hasComponent(e);
}
Instance TrsTransformManager::getInstance(Entity e) const noexcept {
return downcast(this)->getInstance(e);
}
void TrsTransformManager::create(Entity entity) {
downcast(this)->create(entity);
}
void TrsTransformManager::create(Entity entity, const float3& translation,
const quatf& rotation, const float3& scale) {
downcast(this)->create(entity, translation, rotation, scale);
}
void TrsTransformManager::destroy(Entity e) noexcept {
downcast(this)->destroy(e);
}
void TrsTransformManager::setTranslation(Instance ci, const float3& translation) noexcept {
downcast(this)->setTranslation(ci, translation);
}
const float3& TrsTransformManager::getTranslation(Instance ci) const noexcept {
return downcast(this)->getTranslation(ci);
}
void TrsTransformManager::setRotation(Instance ci, const quatf& rotation) noexcept {
downcast(this)->setRotation(ci, rotation);
}
const quatf& TrsTransformManager::getRotation(Instance ci) const noexcept {
return downcast(this)->getRotation(ci);
}
void TrsTransformManager::setScale(Instance ci, const float3& scale) noexcept {
downcast(this)->setScale(ci, scale);
}
const float3& TrsTransformManager::getScale(Instance ci) const noexcept {
return downcast(this)->getScale(ci);
}
void TrsTransformManager::setTrs(Instance ci, const float3& translation,
const quatf& rotation, const float3& scale) noexcept {
downcast(this)->setTrs(ci, translation, rotation, scale);
}
const mat4f TrsTransformManager::getTransform(Instance ci) const noexcept {
return downcast(this)->getTransform(ci);
}
} // namespace filament::gltfio

View File

@@ -443,6 +443,37 @@ private:
return v;
}
template<typename U>
friend inline
VECTOR<T> MATH_PURE fmod(VECTOR<T> const& x, VECTOR<U> const& y) {
VECTOR<T> r;
for (size_t i = 0; i < r.size(); i++) {
r[i] = std::fmod(x[i], y[i]);
}
return r;
}
template<typename U>
friend inline
VECTOR<T> MATH_PURE remainder(VECTOR<T> const& x, VECTOR<U> const& y) {
VECTOR<T> r;
for (size_t i = 0; i < r.size(); i++) {
r[i] = std::remainder(x[i], y[i]);
}
return r;
}
template<typename U>
friend inline
VECTOR<T> MATH_PURE remquo(VECTOR<T> const& x, VECTOR<U> const& y,
VECTOR<int>* q) {
VECTOR<T> r;
for (size_t i = 0; i < r.size(); i++) {
r[i] = std::remquo(x[i], y[i], &((*q)[i]));
}
return r;
}
friend inline VECTOR<T> MATH_PURE inversesqrt(VECTOR<T> v) {
for (size_t i = 0; i < v.size(); i++) {
v[i] = T(1) / std::sqrt(v[i]);

View File

@@ -578,11 +578,9 @@ void applySettings(Engine* engine, const LightSettings& settings, IndirectLight*
ibl->setRotation(math::mat3f::rotation(settings.iblRotation, math::float3 { 0, 1, 0 }));
}
for (size_t i = 0; i < sceneLightCount; i++) {
light = lm->getInstance(sceneLights[i]);
if (lm->isSpotLight(light)) {
lm->setShadowCaster(light, settings.enableShadows);
}
lm->setShadowOptions(light, settings.shadowOptions);
auto const li = lm->getInstance(sceneLights[i]);
lm->setShadowCaster(li, settings.enableShadows);
lm->setShadowOptions(li, settings.shadowOptions);
}
view->setSoftShadowOptions(settings.softShadowOptions);
}

View File

@@ -101,6 +101,7 @@ struct App {
bool actualSize = false;
bool originIsFarAway = false;
float originDistance = 6378137; // Earth's radius in [m]
struct Scene {
Entity groundPlane;
@@ -759,6 +760,7 @@ int main(int argc, char** argv) {
ImGui::Checkbox("Disable buffer padding", debug.getPropertyAddress<bool>("d.renderer.disable_buffer_padding"));
ImGui::Checkbox("Camera at origin", debug.getPropertyAddress<bool>("d.view.camera_at_origin"));
ImGui::Checkbox("Far Origin", &app.originIsFarAway);
ImGui::SliderFloat("Origin", &app.originDistance, 0, 10000000);
auto dataSource = debug.getDataSource("d.view.frame_info");
if (dataSource.data) {
ImGuiExt::PlotLinesSeries("FrameInfo", 6,
@@ -956,7 +958,7 @@ int main(int argc, char** argv) {
tcm.setParent(tcm.getInstance(camera.getEntity()), root);
tcm.setParent(tcm.getInstance(app.asset->getRoot()), root);
tcm.setParent(tcm.getInstance(view->getFogEntity()), root);
tcm.setTransform(root, mat4f::translation(float3{ app.originIsFarAway ? 1e6f : 0.0f }));
tcm.setTransform(root, mat4f::translation(float3{ app.originIsFarAway ? app.originDistance : 0.0f }));
// Check if color grading has changed.
ColorGradingSettings& options = app.viewer->getSettings().view.colorGrading;

View File

@@ -109,7 +109,7 @@ highp vec4 getSpotLightSpacePosition(int index, highp vec3 dir, highp float zLig
// for spotlights, the bias depends on z
float bias = shadowUniforms.shadows[index].normalBias * zLight;
return computeLightSpacePosition(getWorldPosition(), getWorldNormalVector(),
return computeLightSpacePosition(getWorldPosition(), getWorldGeometricNormalVector(),
dir, bias, lightFromWorldMatrix);
}
#endif
@@ -141,7 +141,7 @@ highp vec4 getCascadeLightSpacePosition(int cascade) {
return vertex_lightSpacePosition;
}
return computeLightSpacePosition(getWorldPosition(), getWorldNormalVector(),
return computeLightSpacePosition(getWorldPosition(), getWorldGeometricNormalVector(),
frameUniforms.lightDirection,
shadowUniforms.shadows[cascade].normalBias,
shadowUniforms.shadows[cascade].lightFromWorldMatrix);

View File

@@ -45,8 +45,8 @@ end
Then run:
```
$ pod install
```shell
pod install
```
Close the project and then re-open the newly created HelloCocoaPods.xcworkspace file.

View File

@@ -7,9 +7,9 @@ The tool can consume a HDR environment map in latlong format (equirectilinear) a
## Usage
```
$ cmgen [options] <input-file>
$ cmgen [options] <uv[N]>
```shell
cmgen [options] <input-file>
cmgen [options] <uv[N]>
```
## Supported input formats
@@ -21,6 +21,7 @@ $ cmgen [options] <uv[N]>
## Options
```
--help, -h
Print this message
--license
@@ -61,4 +62,4 @@ $ cmgen [options] <uv[N]>
Roughness pre-filter into <dir>
--sh-shader
Generate irradiance SH for shader code
```

View File

@@ -14,8 +14,8 @@ identified by an offset and count in the index buffer. Each part can have its ow
## Usage
```
$ filamesh source_mesh destination_mesh
```shell
filamesh source_mesh destination_mesh
```
## Format

View File

@@ -5,6 +5,6 @@ used for debug purpose only.
## Usage
```
$ matinfo [options] <material file>
```shell
matinfo [options] <material file>
```

View File

@@ -4,8 +4,8 @@
## Usage
```
$ mipgen [options] <input_file> <output_pattern>
```shell
mipgen [options] <input_file> <output_pattern>
```
Run `mipgen --help` for more information about available options.

View File

@@ -11,8 +11,8 @@ grazing angles. See Hoffman 2019, "Fresnel Equations Considered Harmful".
## Usage
```
$ specular-color <spectral data file>
```shell
specular-color <spectral data file>
```
The spectral data files can be obtained from
@@ -20,12 +20,12 @@ The spectral data files can be obtained from
For instance, to compute the base color of gold:
```
$ specular-color data/gold.txt
```shell
specular-color data/gold.txt
```
To set the second angle, use `-a` to specify the angle in degrees:
```
$ specular-color -a 75 data/gold.txt
```shell
specular-color -a 75 data/gold.txt
```

View File

@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.42.2",
"version": "1.43.0",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",