* Add a Renderer API to force skipping frames
Renderer::skipNextFrames(size_t) can be used to force filament to
pretend the next N frames must be skipped. This is mostly useful for
debugging.
* Add DebugOptions to Settings
We still need to move the "Debug" features of gltf_viewer to this,
but this give us a framework to do it.
Currently there is one debug option that allows to set a number of
frames to skip.
ViewerGui propose a button to skip 10 frames using this framework
* Update libs/viewer/src/Settings.cpp
Co-authored-by: Powei Feng <powei@google.com>
* Update libs/viewer/src/Settings.cpp
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
Users can now create a swapchain with MSAA support, which enables direct
rendering to a multi-sampled swapchain image and automatic resolution.
This is only supported by EGL(Android). Other GL platforms (GLX, WGL,
etc) don't support it because the swapchain MSAA settings must be
configured before window creation.
Support for other backends will follow.
BUGS=[433327615]
A few bugs in that area were introduced by #8391. Upscaling is
supposed to perform the final blending if needed, but it didn't.
Transparency/blending is only supported by the bilinear upscaler, which
is automatically selected in that case.
The upscaling pass itself may include a final `RCAS` pass for
sharpening, in that case, blending must be performed then. So we added
the logic for that.
Fixes#9061
- use resgen to package the DFG LUT into filament, instead of using
a large include of a C array.
- add a zstd compression step, which reduces the size from ~100KB to
~75KB.
The overhead of zstd is about 90KB uncompressed, however it will pay
for itself tenfold when we use it to compress material packages.
The new `linearFog` material property, when set to `true` enables a
simplified fog calculation. The fog equation becomes linear which is
unrealistic, but more efficient to compute. In some situations with
a shallow fog range, it doesn't make a huge difference visually.
In this mode, height falloff and in-scattering are ignored.
The linear equation slope is calculated from the regular parameters to
match the slope of the real equation at a camera height. If
`heightFalloff` is disabled, set to 0, the `density` parameter
exactly corresponds to the slope of the equation in [1/m] units.
* gl: amortize shader compilation over N frames
On platforms which don't support parallel shader compilation (e.g. Firefox), we
can sort of emulate it by queueing up any requests to `Material::compile()` and
compiling each shader over multiple frames.
Compiling over consecutive frames slows things quite noticeably. Instead, space
each compilation over a number of ticks (16 chosen arbitrarily).
If we need a program NOW, we can bump a program queued for much later to the
front. We also avoid compiling any queued programs on this same frame to limit
stuttering.
* gl: add flag to disable amortized shader compile
If this flag is on, the new amortized compile code should theoretically never be
executed.
* gl: add CompilerPriorityQueue docs, Java API
* gl: amortize shaders, z3moon feedback
* gl: update CompilerThreadPool
The default gltf for android's gltf-viewer is the buster drone,
which uses skinning.
We add an additional model (damaged helmet) as an alternative
default. This will be useful for debugging WebGPU, where skinnning is
not yet supported. This alternate path can only be invoke by starting
the app through adb:
`adb shell am start -n com.google.android.filament.gltf/.MainActivity --ez "use-static-model" true`
* materials: introduce mutable spec constants
Rationale & design of this feature has been discussed internally.
The current implementation uses a `FixedCapacityVector` to store the new program
handles, but I wouldn't object to replacing it with a hasmap as discussed
offline.
I have compiled but not tested this yet on Android, so I'm not certain that the
API bindings are correctly wired up.
* materials: mutable spec constant feedback
* materials: address mutable spec constant comments
* Add GTAO options into the struct
* Add gtao mat and shader
* Set type specific parameters in ppm
* Fix inconsistent name
* Fix incorrect param type
* Add bent normal calculation
* Fix the gui
* Adjust precision
* Use mix
* Add some comments
* Refactoring
* Update comments
* Add comments for aoOptions
* Update
* Update
* Address the comments
* Split .mat into bent and non-bent
* Update
* Update
* Use sqrt on mobile
* Omit default case
* Commit beamsplitter generated changes
* Use built-in acosFast
* Remove unused function
* Fix the mismatched parameter type
* Some optimizations
* Commit beamsplitter results
* Update the comment
* Update default value
* Commit beamsplitter changes
* Extract common parameters out