don't precompile variants in gltfio
we recently added calls to Material::compile in gltfio to precompile materials are they are discovered. that wasn't a good call, because this should be the responsibility of the app, not of gltfio, at least not without an option. This is now done in gltf_viewer. We need something similar for Android. Bugs #7318, #7336
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committed by
Mathias Agopian
parent
edbfefda0a
commit
a900bc69fb
@@ -118,21 +118,6 @@ Material* ArchiveCache::getMaterial(const ArchiveRequirements& reqs) {
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mMaterials[i] = Material::Builder()
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.package(spec.package, spec.packageByteCount)
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.build(mEngine);
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// Don't attempt to precompile shaders on WebGL.
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// Chrome already suffers from slow shader compilation:
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// https://github.com/google/filament/issues/6615
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// Precompiling shaders exacerbates the problem.
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#if !defined(__EMSCRIPTEN__)
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// First compile high priority variants
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mMaterials[i]->compile(Material::CompilerPriorityQueue::HIGH,
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UserVariantFilterBit::DIRECTIONAL_LIGHTING |
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UserVariantFilterBit::DYNAMIC_LIGHTING |
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UserVariantFilterBit::SHADOW_RECEIVER);
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// and then, everything else at low priority
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mMaterials[i]->compile(Material::CompilerPriorityQueue::LOW);
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#endif
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}
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return mMaterials[i];
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