Commit Graph

1634 Commits

Author SHA1 Message Date
Mathias Agopian
02c22a668c matdbg: make sure we use the same spirv parameters everywhere 2023-02-02 11:10:02 -08:00
Mathias Agopian
f71e90fae0 deduplicate spirv disassembly code 2023-02-01 21:12:53 -08:00
Mathias Agopian
8afb11128d move UibGenerator and SibGenerator to the shader folder
The shader folder is where we generate the glsl, so this is more
appropriate.
2023-02-01 21:12:53 -08:00
Mathias Agopian
2e0c238cc6 We now require Vulkan 1.1 for the vulkan backend 2023-02-01 21:10:26 -08:00
Mathias Agopian
0b4d32bf98 matdbg: use GLSL 4.5 on desktop when debugging spirv
GLSL 4.5 is closer to spriv than 4.1 and since this is just to 
"interpret" the spirv, 4.5 is fine.

Set the default precision for GLES though.
2023-02-01 10:03:20 -08:00
Mathias Agopian
032ace2051 Add output color space to ColorGrading settings 2023-01-31 09:46:22 -08:00
Powei Feng
906da033dd vulkan: Add fallback extent for swap chain sizing (#6495)
vulkan: Add fallback extent for swap chain sizing
2023-01-30 19:29:10 -08:00
daemyung danny jang
1077405bc1 Support Windows32 on bluegl as C backend (#6499) 2023-01-30 15:56:15 -08:00
daemyung danny jang
e37df8fc89 Include a header in alphabetical order (#6507) 2023-01-30 14:58:56 -08:00
daemyung danny jang
d9d0b93306 Fix a build error (#6502) 2023-01-30 10:38:36 -08:00
Powei Feng
09248cd451 Destroy FilamentInstance's mRoot in EntityManager (#6500) 2023-01-27 16:05:42 -08:00
Powei Feng
51cbd74235 Add missing STL includes (#6496) 2023-01-26 16:07:58 -08:00
Powei Feng
45246b6109 geometry: Add TangentSpaceMesh class outline (#6476)
- Defined class with documentation in comments
 - Implemented algorithm selection
 - No actual algorithms written yet

Part of google/filament#6358
2023-01-26 14:39:48 -08:00
Ben Doherty
d3956adca8 matdbg: take desktop/mobile into account for SPIR-V to GLSL translation (#6488) 2023-01-26 11:30:51 -08:00
Ben Doherty
4c82f0259d Add systrace support on Apple platforms (#6480) 2023-01-23 14:11:47 -08:00
Mathias Agopian
185c83dae2 Fix a crash on Vulkan with some Adreno drivers
We were using a specialization constant to size an array inside an
UBO interface block, which caused the crash in the Vulkan driver.

However, this specialization constant was only used to workaround a
Chrome bug on WebGL. Additionally, specialized array size inside blocks
are not fully supported in spirv.

This workaround simply replaces the specialization constant by a 
constant on Vulkan.

Fix #6444
2023-01-18 10:36:43 -08:00
Romain Guy
24e1eef56e Fix glTF volumes 2023-01-05 17:38:16 -08:00
daemyung danny jang
c7c184d952 Make a small optimization on drop event at filament app (#6424) 2023-01-05 08:38:28 -08:00
daemyung danny jang
6734dc6f43 Create a path from a string view (#6406) 2023-01-03 09:36:41 -08:00
Nick Fisher
f8684beba2 expose joint inverse bind matrices via method on FilamentInstance (#6388)
* expose joint inverse bind matrices via method on FilamentInstance

* change const pointer refs, add asserts and update release notes

Co-authored-by: Mathias Agopian <mathias@google.com>
2022-12-20 15:19:19 -08:00
Mathias Agopian
ee6612ecfa Workaround for a bug in Adreno's shader compiler
At least some adreno compilers don't like returning an element of a
UBO array that is a structure in the vertex shader.
To work this around we have to copy the each of the structure fields.

Fixes #6355
2022-12-14 15:39:18 -08:00
Mathias Agopian
aa5504aad3 auto instancing wasn't applied in Settings. 2022-12-14 00:52:37 -08:00
Mathias Agopian
0d72a0904b getNormalizedViewportCoord() now returns the logical viewport coords
This is a better user-facing API because materials don't need to know
about the physical viewport.
2022-12-13 16:37:49 -08:00
Mathias Agopian
b5d197dfe3 Fix unused variables in release builds 2022-12-12 12:30:33 -08:00
Mathias Agopian
4215ba6476 code cleanup
fix new code quality warnings enabled by CLion
2022-12-09 11:05:26 -08:00
Koncz Levente
c2fcaf7a6b Add RGTC + BPTC support (#6320)
* Add RGTC support
* Add BPTC support
2022-12-06 11:18:35 -08:00
ViktorHeisenberger
565d385132 Use Frisvad's method to compute tangent space from normals-only mesh input (#6313)
* Change tangent basis computation for normals-only to Frisvad's method

* Update RELEASE_NOTES.md
2022-11-22 09:30:37 -08:00
Mathias Agopian
f619b62877 Handle shadow borders better
All shadow maps need a 1-px border for different reasons.
The directional shadow needs a "not in shadow" border because it uses
the intersection of receivers and casters in light-space.
Other shadow types need a border because of bilinear access at the 
edges. Until now, the spot/point shadow border was handled with the
sampler's CLAMP.

Instead, now, we always generate a border and in one case we fill it
with "not in shadow" (by not rendering into it), in the other cases we
render the 2px larger shadowmap so we get completely correct bilinear 
filter.

Additionally, for PCF, DPCF and PCSS we use a large filter kernel which
accesses data outside the texture, until now this was handled with CLAMP,
but that failed (2 of the edges were not handled in the same way) when 
the shadowmap was smaller than the texture.
We fix this by clamping manually the texture coordinates.


The real motivation for these changes is to allow the use of a
shadow Atlas later.
2022-11-21 15:38:25 -08:00
Mathias Agopian
77fcf4d260 don't store the light direction in the shadowmap structure
We already have it in the Light structure.
2022-11-17 11:07:47 -08:00
Mathias Agopian
8b96af8e3f AtlasAllocator improvements 2022-11-16 09:20:22 -08:00
Mathias Agopian
641a0bda9e spell specialization correctly 2022-11-16 09:20:00 -08:00
Mathias Agopian
b1e438e141 move vsm's MSAA sample count to the view settings
VSM's MSAA is no longer a "per light" setting, it is now global for
the whole view.
2022-11-14 15:29:08 -08:00
Mathias Agopian
6ec5fd86fa rework how we set the viewport for shadows
The viewport is now entirely handled by ShadowMap, that is, we're no
longer setting a viewport in the renderpass, instead the ShadowMap
uses a post projection transform to achieve the same effect.
This will become useful when store shadow maps in an Atlas.
2022-11-10 15:15:43 -08:00
Mathias Agopian
c05e2ec47d improve variant filter
- variant filter didn't filter the VSM variant of depth variants

Fix #6274
2022-11-08 16:48:54 -08:00
Mathias Agopian
9768f49714 unify point and spotlight shadows
point light shadows are not sampled just like spotlight shadows, the
only difference is that we're calculating the face first to access the
corresponding shadowmap data (including the light transform).
2022-11-08 16:35:54 -08:00
Mathias Agopian
6c54cfe88a Shadowmaping code improvements
- the layer is now stored in the shadow ubo
- we now have one shadow ubo per face
- ShadowMap holds UBO index even for cascades
- move some shadow "view" uniforms into the shadow UBO
2022-11-08 15:25:33 -08:00
Mathias Agopian
2dc8d6bcc0 minor cleanups, comment fixes
- update comments
- remove unused or unneeded methods
2022-11-08 15:25:33 -08:00
daemyung jang
0a7fe52124 Trim a whitespace (#6272) 2022-11-04 08:36:36 -07:00
Ben Doherty
67babceb73 Fix backend_test to work with Metal arg buffers (#6135) 2022-11-03 11:04:29 -07:00
daemyung jang
e64b498d6e Update a comment about the range of morph target weight (#6265) 2022-11-03 09:19:01 -07:00
Benjamin Doherty
e9728dcc8d Fix iOS build 2022-11-01 15:03:44 -04:00
daemyung jang
3b40e52c98 Recompute bounding boxes with morph targets (#6246)
* Recompute bounding boxes with morph targets

* Reduce the number of heap allocation while recomputing bounding boxes

Co-authored-by: Romain Guy <romainguy@curious-creature.com>
2022-11-01 11:20:28 -07:00
daemyung jang
de8c7969f3 Return the correct permit type corresponding to the component type (#6255) 2022-11-01 11:03:27 -07:00
Ben Doherty
c5cc7fe26a Metal: generate argument buffer structures ourselves (#6242) 2022-11-01 12:44:42 -04:00
Ben Doherty
d04b0a5c73 Update Vulkan headers to v1.3.232 (#6256) 2022-11-01 12:38:23 -04:00
daemyung jang
1a6338569a Calculate primitive's AABB correctly (#6232)
AABB of morph target is displacement data so it should be added to
primitive's base AABB.

Co-authored-by: Mathias Agopian <mathias@google.com>
2022-10-28 11:51:02 -07:00
daemyung jang
676694e458 Fix glTF breaking issue (#6239) 2022-10-28 09:56:01 -07:00
Mathias Agopian
2ca218928f utils: get rid of GrowingSlice
it's just not used anywhere. change the implementation of Slice<> to
use two pointers.
2022-10-27 22:48:45 -07:00
Mathias Agopian
90f32e7277 A basic POT 2D allocator
This 2D allocator only supports power-of-two, square allocations. It
uses a quadtree to store the allocated regions.

The quadtree implementation currently has a fixed depth (templated).

The allocator does a best-fit match, but currently doesn't implement a
free method.
2022-10-26 11:02:17 -07:00
daemyung jang
b85d9afdb3 Remove an useless whitespace (#6226) 2022-10-26 00:10:33 -07:00