Commit Graph

66 Commits

Author SHA1 Message Date
Randy Reyes
5c811844ff webgpu: fix spacing 2025-03-18 10:25:10 -07:00
Randy Reyes
e6b18b4560 webgpu: enable unpacking WGSL code in filamat 2025-03-18 10:25:10 -07:00
Juan David Caldas
9c69cb8484 Enable WebGPU option for matc and add WGSL options for shader generation 2025-03-11 17:40:21 -04:00
Powei Feng
e825f43935 matdbg: indicate shader model (#8504)
Shader model (desktop or mobile) wasn't really accounted for
in the UI. This means that we will get shaders that look like
duplicates (same variant). In this work, we pass the current
shader model from engine into the frontend and filter out
variants of a different shader model.

Moreover, for matinfo, we use a specific dbg shader model (matinfo)
to indicate it is in that mode. We add UI in matinfo to show the
shadermodel.

So UI updates as well.
2025-03-07 23:54:22 +00:00
Eliza Velasquez
40851f4b51 matdbg: add support for essl1 shader debugging
Fixes #8261
2025-01-31 11:44:51 -08:00
Ben Doherty
cddd22da28 Introduce a new precompiled Metal material chunk type (#7749)
This change introduces a new chunk type to material files for precompiled Metal libraries. Previously, SPIR-V was the only binary type, so there's also a couple of refactor commits present here. Nothing is changed in Filament or matc yet.

BUGS=[333547148]
2024-04-12 00:42:10 -04:00
Eliza Velasquez
0887e388db matinfo: further refactor out redundant code 2023-10-11 16:17:48 -07:00
Eliza Velasquez
e4a57cedf9 matinfo: add support for viewing ESSL1 code 2023-10-11 16:17:48 -07:00
Romain Guy
cb9bfaeb83 Fix build warnings (#7189)
The latest macOS toolchain triggers warnings for duplicate libraries at
link time. This is caused by our dependency chains.

Also remove an inlining warning in Kotlin and unnecessary warnings in
build.sh when doing a clean or generating web docs.
2023-09-20 10:16:55 -07:00
Eliza Velasquez
58017a0e6a Tweak documentation
This is admittedly a very nitpicky change.

For most of the changes, I went through the various Markdown files and added
language names to the source blocks for better syntax highlighting on GitHub. It
also makes it easier to copy and paste commands without copying the leading `$`.
I avoided changing anything in `third_party`.

Additionally, I added some instructions for compiling the Android samples on the
command line and fixed some typos.
2023-09-12 20:28:46 +00:00
Ben Doherty
d3956adca8 matdbg: take desktop/mobile into account for SPIR-V to GLSL translation (#6488) 2023-01-26 11:30:51 -08:00
Philip Rideout
6b71232e38 matc / matinfo / filamesh: add vulnerability message 2022-10-17 15:49:35 -07:00
Mathias Agopian
fabba73b1e 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
2022-09-27 15:52:40 -07:00
Johnathon Selstad
1e3ddd612e Organize Subprojects into Folders in the IDE (#5934)
* Begin Sorting SubProjects into Folders

* Add more subprojects to folders

* Add even more subprojects to folders

* Add further subprojects to folders

* Move the last two projects

* Move Resources to a Resources subfolder

* Remove spaces to be stylistically coherent

* Revert Improper CMake Modifications

* Revert erroneous line removals

* Only specify sdl2's folder on WIN32

* Add the shader subprojects to a Generated folder

* Move shaders to Filament/Shaders
2022-08-17 12:42:21 -07:00
Philip Rideout
0ac9ecb823 "ShaderBuilder" does not need to exist, remove it.
We were mostly using this as a byte buffer, not a builder.
This PR removes ~200 LoC and 3 files.
2022-06-30 15:37:35 -07:00
Romain Guy
c66915209e Update our build to the latest and greatest (#3902)
The new requirements are as follow:
- CMake 3.19
- Ninja 1.10
- Android Studio 4.2
- Android NDK 22.1
- Gradle 7.0
- Kotlin 1.5
2021-05-06 10:13:10 -07:00
Philip Rideout
d3f6ce6990 Minor fixes for "matinfo --web-server" 2020-07-08 13:15:28 -07:00
Philip Rideout
d4a396d52f matinfo / matdbg: fix SPIRV version, add validation.
The value we pass to spvContextCreate() is not SPV_ENV_UNIVERSAL_1_3,
which is what we use in GLSLPostProcessor.

Also add a call to spvValidateBinary(), which would have caught this
oversight.
2020-05-19 16:48:36 -07:00
Philip Rideout
a55b75a739 Remove monkey mesh dependency from samples.
The only apps that need this filamesh are suzanne and hellopbr. This
change allows us to modify + test Filament without re-invoking resgen.
2020-04-20 18:25:43 -07:00
Romain Guy
a2818037b3 matinfo can print dictionaries, shrink Metal dictionary (#2230)
This change adds new commands to matinfo to print dictionaries.
This feature is useful to debug dictionaries, and I just used
it to identify that using a shared dictionary would save ~12 KiB
in the Android build. The macOS build (GLSL + Metal) would go
down to 71 KiB from 136 KiB.

The SPIRV to Metal conversion leaves leading spaces and some
comments. This change also runs the shrinker on optimized Metal
shaders to further reduce the size of shaders.
2020-03-10 11:42:19 -07:00
Ben Doherty
7ea7d1d5f2 Fix, matinfo doesn't work on Windows (#1732) 2019-10-02 13:20:24 -07:00
Ben Doherty
b28e535540 Combine license file generation functions for MSVC compatability (#1684) 2019-09-24 12:45:38 -07:00
Ben Doherty
d849231caf Remove old post-process shader pipeline (#1631) 2019-09-13 09:29:28 -07:00
Philip Rideout
23ee5e276c matdbg server: add query for active programs.
This uses the program cache to determine the set of variants that
are actually being used.
2019-09-09 11:04:02 -07:00
Philip Rideout
9eae72f99d matdbg: allow editing for GLSL shaders.
This performs surgical modification of the IFF chunks rather than
invoking filamat from within matdbg. Low-level direct manipulation
(bypassing optimization passes etc) allows us to diagnose issues with
the shading pipeline.

This CL also adds keystroke bindings to the Monaco editor. You can
press Cmd+S to rebuild the current materials, or use Ctrl+Arrow to
navigate between shader variants and materials.

In a subsequent CL I will add a README that describes how this works in
detail, it will include a list of limitations and a feature wishlist.
2019-09-05 13:03:49 -07:00
Philip Rideout
8d7c00b0d9 matdbg: add DebugServer class.
matdbg is now linked into the Filament Engine in debug config (allowing
live inspection of GLSL / SPIRV) and into the matinfo tool (to support
the --web-server option).

In both cases, the library spins up a small web server that listens to
http://localhost:8080. You can run any Filament app and attach to it.

The web client caches all material information. This allows the user to
close an atttached Filament app, and the web app will continue to
function properly (useful for crash diagnosis). Moreover the user can
launch a second Filament app and the web client will add its materials
to the existing list (useful when comparing two Filament apps).

For now this only supports inspection, not editing. Some of the material
info such as required attributes is not yet displayed but this will be
easy to flesh out in a subsequent PR.
2019-08-22 16:12:20 -07:00
Philip Rideout
c4b0edbfe3 Introduce matdbg library, simplify matinfo.
This moves some of the matinfo functionality into a library which will
soon have an embedded web server.
2019-08-22 08:11:06 -07:00
Philip Rideout
b859b57797 matc, matinfo et al: improve diagnostic output
This enhances the exisiting matc option "--debug" so that it includes
debug information in the resulting SPIR-V.

Previously we tied this to the build configuration which isn't very
flexible. Moreover this needs to be orthogonal to shader opts, because
we often need to debug problems that arise from optimization.

This CL also gives meaningful names to the ubershader materials and
fixes up the new matinfo analysis so that it prints the entire SPIRV
chunk that corresponds to each potentially problematic GLSL codeline.

Motivated by #1516.
2019-08-14 13:01:43 -07:00
Philip Rideout
38955a91e5 matinfo: fix ordering of analyze-spirv output. 2019-08-12 11:40:36 -07:00
Philip Rideout
5df53f733e Add error message to matinfo. 2019-08-12 10:45:44 -07:00
Philip Rideout
d2324d253c filamat: when building debug, use verbose SPIR-V. 2019-08-12 09:12:59 -07:00
Philip Rideout
cf9e87a892 matinfo: add SPIR-V analysis functionality
This adds a new option to matinfo that does some very dumb regex-based
analysis on the disassembled SPIR-V, then dumps out transpiled GLSL
that has annotations added to the end of some codelines. For example:

```glsl
float luminance(vec3 linear) // POTENTIAL MIXED PRECISION %49 = OpDot %float %linear %48; relaxed = %49 %linear
{
    return dot(linear, vec3(0.2125999927520751953125, 0.715200006961822509765625, 0.072200000286102294921875));
}
```

The code currently tries to find potential mixed precision but does not
do the right thing yet for pointers and structs. This is just a starting
point to help diagnose problem areas in our generated SPIR-V.
2019-08-12 09:12:59 -07:00
Philip Rideout
5281f2a511 Enumerate all 8 custom vertex attribs. 2019-07-11 09:00:10 -07:00
Philip Rideout
c2c546d671 Add support for custom vertex attributes.
This is a prep step for the upcoming morph feature and does not require
a bump to our material version number.

Stay tuned for a new sample app that demonstrates this feature.
2019-07-11 09:00:10 -07:00
Romain Guy
b1242163f7 Make CMake 3.10 the minimum version, add LTO option (#1316)
* Make CMake 3.10 the minimum version, add LTO option

* Install a newer CMake on Linux CI builds

* Update LLVM and Cmake on Windows CI

* Update build/windows/ci-common.bat

Co-Authored-By: Ben Doherty <benjdoherty15@gmail.com>

* Update formatting

* Apply suggestions from code review

* Update build/windows/ci-common.bat

* Update CMake

* Switch Android projects back to CMake 3.6
2019-06-19 12:53:03 -07:00
Romain Guy
e1b773958f Add screen and multiply blending modes (#1241)
* Add screen and multiply blending modes

This change also fixes a sorting issue: different sorting modes
were sorted in different buckets which is incorrect. We want
to sort only by distance.

* Update release notes and Java API

* Fix build error
2019-05-30 10:17:16 -07:00
Romain Guy
0a5c068cb6 Switch specular AA to Tokuyoshi and Kaplanyan (#1218)
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).
2019-05-23 12:56:26 -07:00
Ben Doherty
7923964f50 Fix matinfo bug when printing Metal shaders (#1128) 2019-04-23 11:30:37 -07:00
Philip Rideout
4671b7c090 Some matinfo fixes. (#1108)
- Fix the "CString size mismatch" assert seen in debug config.
- Fix the --print-glsl option, which was printing junk.
2019-04-17 12:49:47 -07:00
Philip Rideout
37cb9247fd Add new shading model to Filament for specularGlossiness. (#1083)
* Add new shading model to Filament for specularGlossiness.

This adds a shading model based on KHR_materials_pbrSpecularGlossiness.
The corollary gltfio change will be in an upcoming PR.

* Improve documentation for specular-glossiness
2019-04-09 13:22:16 -07:00
Mathias Agopian
b26684deed rename namespace filament::driver -> filament::backend 2019-03-26 11:47:47 -07:00
Mathias Agopian
639d05374b update layering: libbackend is now at the bottom
We now have:

backend -> filabridge -> filaflat -> filament
                      -> filamat

Instead of backend depending on filabridge.
2019-03-26 11:47:47 -07:00
Mathias Agopian
8ec3b62715 libbackend header cleanup
This is mostly about moving constant from EngineEnums.h to
the backend, either in Program.h or DriverEnums.h

The goal is that libbackend doesn't depend on EngineEnums.h
2019-03-25 17:55:19 -07:00
Mathias Agopian
2b5f6cafa6 Separate src/driver into its own library
In this first step, we just "blindly" move everything under src/driver
to a new library libbackend.a. And all headers are moved under
private/backend.

Note that "driver" is renamed "backend", but namespaces are unchanged for now.

Later we'll have to untangle the actual private headers from public
ones and ideally not have any private headers.
2019-03-22 09:45:51 -07:00
Mathias Agopian
4abe017bc5 cleanup MaterialChunkType.h 2019-03-05 17:54:37 -08:00
Mathias Agopian
0f6f53d501 MaterialChunk doesn't expose the Unflattener in its API
this makes the API more robust, because now it's not possible
to mess up the call to getShader(), by construction.
2019-03-05 17:54:37 -08:00
Mathias Agopian
084fd95489 Factorize all the various getShader() methods
This removes a lot of code and complexity. MaterialParser now has 
a single, generic getShader() method.
2019-03-05 17:54:37 -08:00
Mathias Agopian
ff53515295 Merge [Spirv|Text]DictionaryReadder into DictionaryReader 2019-03-05 17:54:37 -08:00
Mathias Agopian
f2ba48f4a7 Program::shader() now only takes a void* + size
Program::shader() was taking a string before which didn't make sense
for spirv.  Now it's just a blob, in the case of GL/Metal, the blob
must be a null terminated c-string, and the size must include the
terminating null character.

This fixes an out-of-bound access in ShaderBuilder::getShader() (which
doesn't exist anymore), because it was creating a CString passing
a size that included the null terminating char, which is not was CString
expects. CString can now assert() in that case.


driver::Program now uses a std::vector<> for storage, which we should
fix at some point (b/c it's a public header). CString was not suited to
store binary blobs.
2019-03-04 19:00:26 -08:00
Mathias Agopian
3297c9bc78 More headers clean-up
- EngineEnums.h is not a private headers as it contained mostly private
stuff

- MaterialEnums.h is still public, but now only contains public stuff.
Private parts were moved to MaterialEnums.h or MaterialBuilder.h

- And finally SamplerBinderMap is moved under private/ as well, since
it's certainly not a public API.

With this change, the public headers of filabridge become more reasonable
and limited.
2019-03-02 00:21:09 -08:00