This caused regressions with some of our samples like vk_hellopbr:
- For the new 1x1 textures, RGB isn't accepted by Vulkan and Metal.
Currently these platforms require RGBA, although we plan on adding
reshaping functionality for the future.
- Too many texture samplers in a single shader, this causes a run time
error. This could be alleviated by creating an atlas.
- vk_hellopbr assumes that all materials have a "metallic" param.
Going forward, we plan on creating a new library that avoids MeshAssimp,
so for now let's just disable gltf_viewer.
This fixes the "shader is not ASCII" error seen with GL backend,
introduced when we changed blob ownership semantics to accommodate
shader compression. It was due to missing null terminators.
We actually never bothered including the trailing null in blob length,
which was wrong but happened to work because the BlobDictionary held a
weak reference to chunk data. SInce it now holds an actual copy, the
lack of null caused our strings to contain garbage memory.
Since we use this for decoding, this adds a dependency to the core
filament renderer which in practice is only used for Vulkan. However
this is a tiny library, so it's simplest just to always include it.
The next PR will add the actual compression / decompression code to
filaflat and filamat. Here are the preliminary results.
102K => 29K aiDefaultMat.filamat
102K => 29K aiDefaultTrans.filamat
21K => 5.0K bakedColor.filamat
22K => 5.2K bakedTexture.filamat
21K => 5.0K depthVisualizer.filamat
40K => 10K groundShadow.filamat
102K => 29K sandboxCloth.filamat
125K => 36K sandboxLit.filamat
126K => 36K sandboxLitFade.filamat
126K => 36K sandboxLitTransparent.filamat
109K => 31K sandboxSubsurface.filamat
21K => 4.9K sandboxUnlit.filamat
21K => 4.9K transparentColor.filamat
Both the "before" and "after" numbers are excluding non-Vulkan targets,
and I also changed our CMakeLists to build filamat instead of inc.
Recall that Vulkan has a right-handed NDC system. Currently, our Vulkan
backend is not handling VERTEX_DOMAIN_DEVICE correctly, but we didn't
notice because the culling mode is not honored yet (a separate PR is on
the way for that).
To fix this, we considered adding a shader-based fixup only for the
device domain and keeping our Vulkanish projection matrix as-is.
However, this would cause the skybox shader to compute an incorrect
wrong eye vector due to in the inconsistent definition of clip space.
After discussion with Mathias and Ben, we decided that the most elegant
fix is for Filament to have only one canonical clip space, which for
now is the clip space that OpenGL requires.
Ben pointed out that spirv-cross has a flag for injecting shader-based
fixups. However we don't invoke spirv-cross for the Vulkan target, and
it's easy just to do this on our own.
PipelineState contains the program and raster state, more
state might be added in the future. Currently it is passed by value
and doesn't have a HwHandle, but this may change in the future.
This adds a few new functions to the JavaScript bindings. It also adds
our JavaScript docs into the CMake build system for machines that meet
the Python requirements.
This is a simple place to host WebGL demos and tutorials, we can prettify later. It will show up at:
https://google.github.io/filament/
The hugo config specifies the output holder to be ../docs which is where our GitHub Pages site is located.
Note that this commit adds the *source* to the site, it does not publish the actual site. When we're ready to publish the actual site, we'll do:
```terminal
cd site ; hugo ; cd ..
git add docs ; git commit
```
WebGL does not always honor the invariant GLSL decoration, so we cannot
allow the depth prepass on web.
This fixes the black flakes seen with the Intel HD Graphics 615 in
Pixelbook laptops.
* Clean-up EntityManager a bit
- use tsl::robin_set instead of std::set (which should have been unordered::set
anyways).
- getListeners() now returns a vector which avoids to traverse a set twice.
Turns out that copying the set wasn't as efficient as I thought.
* Improve jobsystem a bit
We recently added a job reference counting mechanism, but we were a bit
too aggressive about taking/release references.
Also make the API more complete by adding explicit retain/release,
which is needed to allow several threads to wait on the same job.
Also improve futex code by inlining it.
While this solves the builder leak, it does not solve the tiny leak
incurred every time you call `getInstance` on a component manager
without calling embind's `delete` method afterwards. Since there's no
way to auto-delete component instances, this CL fixes up our sample
code and docstrings.
Fixes#429
* Minor clean-ups
- fix a couple usage of std::function
- fix a couple usage of std::string
- remove ALIGN_LOOP, which didn't work
- fix a couple explicit/noexcept
- virtual -> override
* Fix spelling typos and other minor clang-tidy