Initial support for compute

* minimal backend support for compute
- added api to dispatch a compute shader
- added api to create and bind a ssbo
- added api to read back a buffer
Only implemented in the gl backend

* Add a backend compute test suite
* basic support for compute shaders in matc
this is still very much work-in-progress.
We're not supporting images nor ssbo for now.

* rename UniformInterfaceBlock to BufferInterfaceBlock
* augment BufferInterfaceBlock to support ssbo features
- add support for std430
- add support for ssbo
- add support for variable-size array
- add support for memory qualifiers

* reformat MaterialBuilder
* material format: move subpasses outside of parameters
subpasses now are their own json property instead of being a
"parameter".

* refactor parameter() methods to match Buffer/SamplerInterfaceBlock
We're just shuffling the arguments.

* add support for buffers in .mat files
* filamat now generates buffer blocks (ssbo)
* take feature level into consideration when optimizing shaders
* don't store the 'uniform binding' chunk for level 2 materials
this includes some refactoring/cleanups of MaterialParser

* matinfo: fixes for compute
- separate subpasses from parameters
- don't attempt to print material properties
This commit is contained in:
Mathias Agopian
2022-09-27 15:52:40 -07:00
committed by GitHub
parent d291ec739b
commit fabba73b1e
88 changed files with 2558 additions and 1132 deletions

View File

@@ -289,7 +289,8 @@ static void setup(Engine* engine, View*, Scene* scene) {
shader += "}\n";
MaterialBuilder::init();
MaterialBuilder builder = MaterialBuilder()
MaterialBuilder builder;
builder
.name("DefaultMaterial")
.targetApi(MaterialBuilder::TargetApi::ALL)
#ifndef NDEBUG
@@ -301,20 +302,20 @@ static void setup(Engine* engine, View*, Scene* scene) {
if (hasNormalMap) {
builder
.require(VertexAttribute::UV0)
.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "normalMap");
.require(VertexAttribute::UV0)
.parameter("normalMap", MaterialBuilder::SamplerType::SAMPLER_2D);
}
if (hasClearCoatNormalMap) {
builder
.require(VertexAttribute::UV0)
.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "clearCoatNormalMap");
.require(VertexAttribute::UV0)
.parameter("clearCoatNormalMap", MaterialBuilder::SamplerType::SAMPLER_2D);
}
if (hasBaseColorMap) {
builder
.require(VertexAttribute::UV0)
.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "baseColorMap");
.require(VertexAttribute::UV0)
.parameter("baseColorMap", MaterialBuilder::SamplerType::SAMPLER_2D);
}
Package pkg = builder.build(engine->getJobSystem());