backend: Propagate backend thread exceptions to the main thread. (#9903)
* Filament Error Handling Remediation and noexcept Cleanup - Replaced assert_invariant with FILAMENT_CHECK_PRECONDITION in Renderer::beginFrame for caller bugs. - Removed noexcept from Camera::setCustomProjection to allow precondition checks to throw. - Removed noexcept from Texture and InstanceBuffer methods using precondition checks. - Documented silent clamping in View::setBloomOptions. - Clarified comment in FrameGraphResources regarding preconditions. - Refined MaterialInstance::commit to split texture loop into check and update passes, preventing partial state changes on precondition failure. * backend: Propagate backend thread exceptions to the main thread. Introduce a mechanism to catch exceptions thrown on the backend thread and rethrow them on the main thread. This prevents deadlocks and allows the application to handle fatal backend failures gracefully. - Consolidate synchronization primitives in DriverBase. - Add mHasUnrecoverableError flag to interrupt blocked fence waits. - Optimize waitForFence to avoid extra atomic reads in common paths. - Propagate FenceStatus::ERROR across all backends. - CommandBufferQueue now stores a std::exception_ptr when the backend fails. - The backend enters a "zombie" state on failure, skipping further command execution but allowing clean shutdown. - Public APIs in Renderer and Engine now check for stored exceptions and rethrow them, documented with @throws. - Guarded by __EXCEPTIONS to ensure no overhead when exceptions are disabled. - Add unit test for fence interruption and document new APIs. BUGS=[407545700] * feat: harden backend exceptions and add hasUnrecoverableFailure API - Update Renderer::beginFrame() and Renderer::shouldRenderFrame() to return false early if an unrecoverable backend exception has been delivered to the main thread. - Document the new return behavior for beginFrame() and shouldRenderFrame() in Renderer.h. - Add Engine::hasUnrecoverableFailure() to the public API to allow apps to check for fatal errors without relying on exceptions. - Implement hasUnrecoverableFailure() in FEngine by delegating to CommandBufferQueue. - Expose Engine::hasUnrecoverableFailure() to Java bindings (Engine.java and JNI). - Expose Engine::hasUnrecoverableFailure() to JavaScript bindings (jsbindings.cpp). * java: propagate C++ Panics & exceptions to JAVA
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@@ -20,25 +20,28 @@
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#include "common/NioUtils.h"
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#include "common/CallbackUtils.h"
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#include <common/JniUtils.h>
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using namespace filament;
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using namespace filament::android;
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extern "C" JNIEXPORT jlong JNICALL
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Java_com_google_android_filament_Material_nBuilderBuild(JNIEnv *env, jclass,
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jlong nativeEngine, jobject buffer_, jint size, jint shBandCount, jint shadowQuality, jint uboBatchingMode) {
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Engine* engine = (Engine*) nativeEngine;
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AutoBuffer buffer(env, buffer_, size);
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auto builder = Material::Builder();
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if (shBandCount) {
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builder.sphericalHarmonicsBandCount(shBandCount);
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}
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builder.shadowSamplingQuality((Material::Builder::ShadowSamplingQuality)shadowQuality);
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builder.uboBatching((Material::UboBatchingMode)uboBatchingMode);
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Material* material = builder
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.package(buffer.getData(), buffer.getSize())
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.build(*engine);
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return (jlong) material;
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return wrapJni<jlong>(env, [=]() {
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AutoBuffer buffer(env, buffer_, size);
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auto builder = Material::Builder();
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if (shBandCount) {
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builder.sphericalHarmonicsBandCount(shBandCount);
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}
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builder.shadowSamplingQuality((Material::Builder::ShadowSamplingQuality)shadowQuality);
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builder.uboBatching((Material::UboBatchingMode)uboBatchingMode);
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Material* material = builder
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.package(buffer.getData(), buffer.getSize())
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.build(*engine);
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return (jlong) material;
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});
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}
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extern "C" JNIEXPORT jlong JNICALL
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