Commit Graph

6575 Commits

Author SHA1 Message Date
Sungun Park
014e6bcbde Update hardware Handle (#8187)
In certain compilers, the assignment operators defined as default
doesn't automatically make a call to the parent's method if it's
user-defined.

Make this behavior explicit to avoid this edge case.

BUGS=[371980551]
2024-10-10 17:12:22 +00:00
Powei Feng
614dbb44d5 Make sure color attachment textures have copy-able usage set (#8184)
To ensure the source of readPixels() is properly copy-able, we
want the backing textures to be created with the right BLIT_SRC usage.
However, this was not documented in the API. We workaround the issue
to tag all color attachment textures as BLIT_SRC.

This workaround will be removed in the future. For now, violations of
this condition will elicit a warning being printed out.
2024-10-10 16:02:11 +00:00
Ben Doherty
40c0d59464 Metal: enhance assertions for buffer uploads (#8188) 2024-10-09 16:54:14 -07:00
mdagois
1b0ff3aadb vk: Transient attachment support (#8021) 2024-10-08 23:20:35 +00:00
Haneul Kim
164a25cac4 Update FreeFlightManipulator.h 2024-10-08 10:38:00 -07:00
Mathias Agopian
2bbcb6de4c fix potential shadow rendering bug
the problem stems from a mismatch between the shader code
and the cpu code. if the shader is configured to read the shadow
map, then the cpu must generate it, otherwise we can get stale data.

Wether the shader reads the shadow map depends on the shadow type.
For directional shadows, the shader needs the SRE variant + a
"shadow enabled" bit per cascade in the main UBO.
For punctual shadows, the shader only needs the SRE variant.

Because of all that, if the conditions are met on the CPU side for
the shader to access the shadow map, we must make sure to generate it,
but in the case the shadow map would be empty (e.g. no shadow receivers),
we need to initialize it (and we can skip some work in the case of VSM).

BUGS=[369908659]
2024-10-08 10:22:50 -07:00
Mathias Agopian
58aa74b4ae cleanup code so it's easier to understand
this should make it clearer how we set the per primitive variant
when SSR and shadowin is involved
2024-10-08 10:22:50 -07:00
Mathias Agopian
26b42a7685 fix typo when generating the SSR pass
this caused the HAS_SHADOWS flag to not be disabled, this didn't
actually cause a problem because shadowing and SSR share the same
SRE variant bit. But both should never be active together.
2024-10-08 10:22:50 -07:00
Mathias Agopian
99b55cb888 minor renaming to be more consistant 2024-10-08 10:22:50 -07:00
Powei Feng
4375ffb3e8 vk: remove unnecessary hiding of impl for DescriptorSetManager (#8170)
We remove one layer of indirection for clarity and very small bit
performance saving.
2024-10-07 19:06:38 +00:00
Mathias Agopian
e9aeb9312b fix shadow multiplier mode
when shadow multiplier was used, the material used the wrong
variant (unlit).
2024-10-04 15:18:23 -07:00
Benjamin Doherty
4be172050d Fix Android build 2024-10-04 13:45:22 -07:00
Ben Doherty
3b9fc8f751 Remove textureUseAfterFreePoolSize (#8163) 2024-10-04 10:33:09 -07:00
Mathias Agopian
3bd4c45d6e workaround Mesa glDeleteBuffers() bug
Mesa always clears the generic binding if the buffer deleted
is bound to an indexed binding, even if it's not bound to the
generic binding.

BUGS=[371324321]
2024-10-04 10:17:19 -07:00
Ben Doherty
1809aa7b11 Fix OpenGL ES 2.0 descriptor set crash (#8176) 2024-10-03 17:23:20 -07:00
Powei Feng
739d4007e2 Fix imported texture path (#8175)
We need to also account for external image textures that are
imported in texture creation.
2024-10-03 15:16:56 -07:00
Powei Feng
3ed9e8f2c0 Initialize bool in DescriptorSet.h (#8173)
This class has a ( = default) constructor and hence should have
explicit initialization in its definition.
2024-10-02 13:45:05 -07:00
Powei Feng
e77ae6ec2c Work around client descriptor set issues (#8171)
- We change GLDescriptorSet::Buffer default constructor to
  workaround a client's compiler set up issue.
- We removed the assert_invariant that checks that ubo/samplers
  are not changed after committed in DescriptorSet. This caused
  an existing client's build to crash.
2024-10-02 06:24:41 -07:00
Powei Feng
4f5369cefa Release Filament 1.55.0 2024-10-01 17:09:03 +00:00
Powei Feng
93d28bc16a Change std::memcpy to memcpy in SkinningBuffer (#8169) 2024-10-01 09:53:14 -07:00
Sungun Park
e85c22c6f5 Fix incomplete use of MI for debugCombineArrayTexture (#8168)
`commit` call is required before `use`, which became a new norm for the
new descriptor set design.
2024-09-30 10:54:10 -07:00
Powei Feng
2cade209b5 Add Descriptor Sets to Filament (#8165)
We add the concept of the descriptor set as a way to describe
shader resources into Filament. This is a comprehensive change
across Filament.

Info on descriptor sets is available here:
https://docs.vulkan.org/spec/latest/chapters/descriptorsets.html

Co-authored-by: Benjamin Doherty <bendoherty@google.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
Co-authored-by: Sungun Park <sungunpark@google.com>
2024-09-27 23:20:20 -07:00
Powei Feng
3d4fc7852b github: add software rasterizer job for GL to presubmit (#8158)
We use Mesa's gallium swrast to render as the driver with
Filament's backend set to GL. We provide a few scripts to parse
the tests (as jsons) and run gltf_viewer to produce the rendering.
2024-09-26 16:06:40 -07:00
Powei Feng
7dc17980a3 addressed comment 2024-09-25 21:05:42 -07:00
Powei Feng
7da09a7f45 gl: add PlatformOSMesa as an offscreen context
For GL+Linux, PlatformGLX will try to open an X11 window
regardless of whether we are doing headless/offscreen rendering
or not.

Here we add an OSMesa platform, which will allow us to avoid
opening any window on Linux. This is particularly useful for
situation where a display is not available, like for CI.

One important detail is that even though we are displaying through
a window, we keep the SDL2 dependency in tact for gltf_viewer.
This is due to the fact that gltf_viewer is built upon
FilamentApp, which is heavily integrated with SDL2. This is mostly
ok since we won't be hitting any path for opening a window due to
gltf_viewer's existing support for headless mode.
2024-09-25 21:05:42 -07:00
Ben Doherty
b97221b8de Improve setFrameScheduled threading (#8139) 2024-09-25 10:43:19 -07:00
Benjamin Doherty
3f37efe4c9 Release Filament 1.54.5 2024-09-24 12:34:25 -07:00
Sungun Park
9d57ced452 Fix broken layerCount for some types of textures (#8151)
Currently mLayerCount for RenderTarget is always updated to the number
of depth for attachments, which incurs unintended behaviors for some
types of textures. i.e., 2d array, cubemap array, and 3d textures.

Fix this by updating mLayerCount only for multiview use case.

BUGS=[369165616]
2024-09-24 10:24:32 -07:00
Mathias Agopian
fe15a3047e make scissor() work the same way on all backends
scissor() works like on metal now, that is, it is disabled when a
render pass starts.

The GL backend already assumed this in debug mode. We cannot really run
into issues at the moment because every time we get a new 
MaterialInstance we set the scissor -- we do this both for the
color pass and the post-process passes. With this change we will be
able to skip setting the scissor altogether in a lot of cases.
2024-09-24 09:44:42 -07:00
Powei Feng
67f37d4c15 github: make windows build use all available cores
- Also used a smaller runner as the gains from the 32-core was
  not efficient when comparing output times.
- Clean-up:
    - Rename the android continuous to a proper name
    - set 'echo on' for the Windows release build so we'll know
      why the output asset does not get "moved" correclty.
2024-09-19 17:19:16 -07:00
Mathias Agopian
c5fe185834 KHR_create_context doesn't, in fact, imply HR_surfaceless_context 2024-09-19 15:56:56 -07:00
Powei Feng
4c5261106a github: upgrade runners on release/continuous
- Previously we also split Android build into 3, but because we
   get larger disk with large runners, we combine them again.
2024-09-18 22:36:51 -07:00
Powei Feng
2147a7a640 vk: workaround a renderStandaloneView issue
Found through testing that renderStandaloneView+vk+swiftshader
seems to cause synchronization issues, which results in incorrect
rendering. Here we workaround the issue by forcibly flush and
wait per renderStandaloneView call.

BUG=361822355
2024-09-17 22:47:46 -07:00
Powei Feng
dd7106bfcf Release Filament 1.54.4 2024-09-17 15:24:57 -07:00
Powei Feng
b26c5ef0dc github: upgrade presubmit runners
- Also migrate web/android builds to linux
2024-09-16 14:20:43 -07:00
Mathias Agopian
d16fc01cfe Add support for exr files in gltf_Vvewer 2024-09-15 23:08:58 -07:00
Powei Feng
0fd2436cd1 sample: fix two IBL loading crashes
- Both Scene and IBL are holding on to a skybox reference. We
   need to make sure the order they are destroyed in right order.
 - Reloading IBL should trigger resetting the indrect light in
   gltf_viewer.
2024-09-13 17:02:02 -07:00
Powei Feng
374fc6b519 github: use up-to-date actions/upload-artifact
v1.0.0 has been deprecated and is causing our builds to fail. We
update the action to use v4 (the most current and recommended
version).
2024-09-13 11:20:30 -07:00
Mathias Agopian
d4bb6b82df Support 3D texture attachments
BUGS=[365833134]
2024-09-12 12:11:29 -07:00
Mathias Agopian
351d77f87b update remote ui 2024-09-11 21:55:58 -07:00
Powei Feng
72ba2eee6d Release Filament 1.54.3 2024-09-10 12:26:44 -07:00
Sungun Park
5974065798 Prefer using C header (#8113)
Use stddef.h instead of cstddef for ptrdiff_t
2024-09-10 18:21:28 +00:00
Sungun Park
e9e7abe287 Add missing include (#8112)
ptrdiff_t was transiently included by type_traits. However, this is not
true for some cpp toolchains. Add the header inclusion explicitly.
2024-09-10 09:24:28 -07:00
Mathias Agopian
684d441ba7 fix FrameSkipper (#8110)
FrameSkipper was recently broken because of a typo resulting in 
the frame latency being always 3 instead of the default of 2.

This change also makes the maximum latency 2 instead of 3, because on
ANDROID, 3 can cause CPU throttling at seemingly random places on the
GL thread.
2024-09-09 22:19:25 -07:00
Sungun Park
37c615e249 Support multi-layered render target (#8108)
Clients can create a multi-layered render target that consists of array
textures, and use it as a custom render target.

A new sample app "hellostereo" demonstrates how to use this feature.
2024-09-09 20:27:58 +00:00
Powei Feng
8999b21187 Revert "reenable the SimplificationPass in spirv-opt"
This reverts commit 30387af61c.

Causes breakage on Pixel 8pro for 1P apps.
2024-09-09 10:21:53 -07:00
Powei Feng
78aa1c4b10 vk: use std::unordered_map in PipelineLayoutCache (#7990)
This is to address a weird map.find() miss that only happens on
ARM in release mode.

BUG=365159519

Co-authored-by: Sungun Park <sungunpark@google.com>
2024-09-06 22:10:01 +00:00
Zaven Muradyan
c2b3632725 Expose getShadowType on View. (#8106)
While this method exists on FView, it is missing from View and thus not accessible for filament users. This adds a pass-through method on View.
2024-09-05 15:21:26 -07:00
Mathias Agopian
8c91b1baf5 fix debug markers when implemented with systrace
when debug markers are implemented with systrace, begin/end can is not
guaranteed to happen in the same C++ scope, so we can't really use 
other scoped systraces.
2024-09-04 22:58:58 -07:00
Sungun Park
1b4afbab51 Release Filament 1.54.2 2024-09-04 18:55:52 +00:00