Commit Graph
77 Commits
Author SHA1 Message Date
GavinKG c16cab239d Use CAMetalLayer to create MVK surfaces to avoid potential deadlocks. 2025-02-07 12:39:24 -08:00
Sungun Park 4fe852e88a Ensure correct resource cleanup sequence to avoid crashes upon app closing (#8408)
The commit 1747ae8f5a enfoces a correct
order for releasing resource. Fix the order to avoid crashes.

Make some samples to use the DEPTH32F format for better compatibility.
Some manufacturers don't fully support DEPTH24 on Vulkan. E.g., AMD
Radeon PRO W6400
2025-02-03 21:23:53 +00:00
Mathias AgopianandPowei Feng 1747ae8f5a validate MaterialInstance references when destroyed (#8366)
* validate MaterialInstance references when destroyed

With this change we now enforce two things:
- All MaterialInstance of a Material must be destroyed when
  destroying said Material. This has always been a documented 
  requirement of the public API, but wasn't enforced (only
  a warning was printed).
  This new assertion is unconditional.

- A MaterialInstance, when destroyed is no longer in use by any
  Renderable.

So before destroying a MaterialInstance, the user of API needs to 
ensure that either all Renderable using that MaterialInstance in one
of their Render Primitives are  destroyed, or, that these Renderable
using that MaterialInstance are reset to another one or to null.

There is a new RenderableManager::clearMaterialInstanceAt() that can
be used to clear a MaterialInstance on a Render Primitive.
  
Additionally, a Render Primitive with a null MaterialInstance is now
silently skipped during rendering, instead of a null-dereference.

Finally, that second assert is protected by a new feature flag: 
"features.engine.debug.assert_material_instance_in_use". This flag is
enabled on DEBUG builds and disabled on RELEASE builds by default.
The flag can be changed at any time using `Engine::setFeatureFlag()`.

BUGS=[333907416]

* Update filament/src/components/RenderableManager.cpp

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2025-01-17 14:15:15 -08:00
Ben Doherty 863b1346e1 Rename IOS define to FILAMENT_IOS (#8340) 2025-01-08 13:11:39 -08:00
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
Mathias Agopian 063affb612 more improvement of csm display 2024-08-19 17:13:03 -07:00
Mathias Agopian 9c857f64ae improve split-view mode
- side panel doesn't overlap with content anymore
2024-08-19 17:13:03 -07:00
Ben Doherty 8eda62c957 Update imgui to v1.90.9 (#7977) 2024-07-18 16:38:25 -07:00
Sungun Park 56ac7ab902 IBL drag & drop support for desktop gltf_viewer (#7947)
Users now can drag and drop IBL files for desktop gltf_viewer.

It attempts to load gltf files first then tries to load IBL files.
2024-06-27 23:14:13 +00:00
Ben Doherty cf91e42847 Switch ASSERT macros to new stream API (#7881) 2024-05-24 20:46:34 +00:00
Powei FengandMathias Agopian a9f3971989 Refactor stereo build flags and configs (#7857)
- Add option to build.sh to build for paritcular stereo
   techniques (default to NONE). Only applies to samples.
 - Consoldiate viewer checkbox for debugging stereo rendering
 - Add DriverConfig flag for stereoscopic type so that it can
   be used to determine availability of the feature and
   (to be completed) enable corresponding GPU features.

Co-authored-by: Mathias Agopian <mathias@google.com>
2024-05-16 17:37:27 +00:00
Mathias AgopianandPowei Feng 3bffd90357 don't crash if we don't have a Camera set on View (#7766)
* don't crash if we don't have a Camera set on View

- also add a method to query if a camera was set

* Update android/filament-android/src/main/java/com/google/android/filament/View.java

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-04-16 21:09:21 +00:00
Ben Doherty 317c1bb7ea Metal: track buffer allocations (#7556) 2024-03-22 12:47:56 -07:00
Sungun Park bb6c8ef1c8 Add option FILAMENT_SAMPLES_STEREO_TYPE for samples/gltfio (#7658)
This option can be either "instanced" or "multiview", indicating what
stereoscopic rendering type shaders in samples/gltfio should be built
for.
2024-03-12 13:49:00 -07:00
Mathias Agopian a27260b87f lazy initialization of the ShadowMap cache in ShadowMapManager
This reduces resource utilisation for Views that never need shadows.
It saves a UBO, two Entities and about 10KB memory. We also lazily
allocate the debugging DataSource, which saves about 10K per View
in debug builds.

Overall this change makes "simple" Views less than 4KB heavy down from
about 24KB (debug, 14KB release).

The main changes:
- ShadowMapManager is now allocated lazily
- the ShadowMap cache object is also allocated lazily
- debug DataSource is allocated lazily
- ShadowMaps are prepared/initialized with a Builder, which makes it
  clearer that some APIs are only for preparing the ShadowMap cache.
2024-02-12 14:32:50 -08:00
Ben Doherty 06e8b1d689 Support up to 4 side-by-side stereoscopic eyes (#7328) 2023-11-09 15:34:50 -08:00
Eliza Velasquez 56355231bd Allow explicitly initializing at feature level 0
This change does three main things. First, it adds an option to the Engine
Builder to pick the feature level at which to instantiate Filament. The only
real practical purpose of allowing this is to be able to instantiate at feature
level 0. Secondly, it allows feature level 0 to properly work on non-ES2
devices. Thirdly, it changes both Android and desktop hellotriangle samples to
explicitly opt-in to feature level 0.

Unfortunately, feature levels are used in two different, somewhat contradictory
ways presently in Filament, which can make reasoning about this change a bit
confusing. From a client perspective, feature levels refer to buckets of
capabilities which are guaranteed to be supported. Internally, there is a
separate "feature level" stored internally at the Driver subclass level which
generally corresponds to the maximum supported feature level, but is also
referenced when activating workarounds for limited devices. For example, Uniform
Buffer Objects are not supported in ES2, however, Filament supports emulating
them such that the client does not need to care at all; a supported feature is a
supported feature. But internally, Filament uses this "Driver" feature level to
determine whether or not a given workaround is needed. There were several cases
where the "active feature level" was being examined in order to activate these
workarounds rather than the "driver feature level", which was incorrect.

Why should non-ES2-only devices want to activate feature level 0? Allowing this
behavior 1. makes feature level 0 more consistent with the behavior of other
feature levels and 2. allows clients a layer of validation that their software
will work on all devices supported by Filament if they explicitly opt into it.

Consistency: Filament guarantees that any given device which supports a given
feature level will also support running on every feature level below, except for
feature level 0. This change removes that exception.

Validation: It's not perfect, and there will likely be bugs and unexpected
differences in behavior between ES2 and non-ES2 devices that crop up in the
future between two devices running on the same feature level. However, it's at
least a basic high level layer of validation that enables more rapid testing
workflows directly via desktop versions of Filament rather than having to fiddle
with something like ANGLE to get perfect GLES 2.0 compliance. Additionally, it
expands options for automated testing (with the same caveats).

This change has been tested on both the desktop and Android versions of
hellotriangle.
2023-10-26 22:20:57 +00:00
Powei Feng 960c6170fe vk: optimize headless swapchain (#7264)
- Remove queue submit call when using headless swapchain. It was meant
    to emulate a real swapchain, but queue submits are expensive.
 - Add option to remove flush and wait when window resizes. If a
    headless platform uses this signal to refresh the swapchain, we
    don't necessarily need it to also flush and wait before the refresh.
 - Refactor VulkanPlatform customizations
2023-10-19 11:43:24 -07:00
Ben Doherty 38ceee8d75 Support stencil buffer when post-processing is disabled (#7227) 2023-10-13 10:04:39 -07:00
Ben Doherty 6bb29f6e01 Implement preliminary support for instanced stereo (#6967) 2023-08-15 17:08:11 -07:00
Powei Feng 5fce0f9ecf filamentapp: fix vulkan dependency (#6987)
Fixes #6983
2023-07-24 16:50:51 -07:00
Powei Feng d43c632e55 vulkan: add option to choose gpu in platform (#6864) 2023-06-06 17:18:57 -07:00
Mathias Agopian a8afa91b7d add support for custom fog color in gltf_viewer
this is implemented by here by using the skybox texture and blurring it
with the irradiance filter + mipmapping. This only creates a subtle
anisotropic phase-function effect.
2023-05-24 16:37:10 -07:00
Mathias Agopian 4503ad1e34 fix -ffast-math and -fno-finite-math-only
- remove -ffast-math in place where it didn't seem too useful
- added -fno-finite-math-only everywhere we use -ffast-math so that
  isinf/isnan work.
2023-03-30 16:15:42 -07:00
Ben Doherty 5f3f3f1b24 Fix NaN parameters in material_sandbox (#6609) 2023-03-03 12:13:06 -08:00
Mathias Agopian 94f121f37d Add a camera near/far setting in gltf_viewer 2023-02-17 11:16:42 -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 c7c184d952 Make a small optimization on drop event at filament app (#6424) 2023-01-05 08:38:28 -08:00
Mathias Agopian 44fdf83e4c fix multiview mode in gltf_viewer
The "shadow" camera now works again.
2022-09-30 16:12:15 -07:00
Joel Winarske 2cad3be7a3 Wayland FilamentApp
- move Wayland specific code into getNativeWindow
- make wayland struct static

Signed-off-by: Joel Winarske <joel.winarske@gmail.com>
2022-09-28 16:14:01 -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
Mathias Agopian 8dc16494a7 introduce "feature level 3"
This is because most android devices only support 16 texture in the
shaders (94.4%), so we can't realistically have feature level 2 demand
that.

Instead feature level 2 enables compute/ES3.1 features.
2022-09-14 16:53:43 -07:00
Mathias Agopian 25990ecd37 FilamentApp sets the feature level to highest allowed
There is also a new option to override the default with a lower
feature level. This is used in gltf_viewer only at the moment.
2022-09-07 15:32:58 -07:00
gaborvalasekandLevente Koncz 39cb238065 Fix MSVC warnings (#5926)
* Fix warning C4146: unary minus operator applied to unsigned type, result still unsigned

* Fix warning C4068: unknown pragma 'nounroll'

* Fix warning C4068: unknown pragma 'unroll'

* Fix warning C4068: unknown pragma 'clang'

* Fix warning C4305: 'initializing': truncation from 'double' to 'float'

* Fix warning C4267: 'argument': conversion from 'size_t' to 'utils::FixedCapacityVector<filament::uberz::WritableArchive::Material,std::allocator<T>,true>::size_type', possible loss of data

* Fix warning C4267: 'argument': conversion from 'size_t' to 'uint32_t', possible loss of data

* Fix warning C4244: 'initializing': conversion from 'A' to 'T', possible loss of data

* Fix warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)

* Fix warning C4293: '>>': shift count negative or too big, undefined behavior

* Fix diagnostic warning C4189: 'channels': local variable is initialized but not referenced

* Use [[maybe_unused]] where possible and revert aa79bd6fa8.

* Revert unary minus for non-MSVC compilers

* Add macro for enabling warnings temporarily

* Get rid of UTILS_HAS_CXX17

* Revisit warning related macros

Co-authored-by: Levente Koncz <levente.koncz@shapr3d.com>
2022-08-24 11:41:10 -07:00
Johnathon Selstad 6ceb122ae8 Set Frame Delay according to Monitor Refresh Rate (#5942) 2022-08-23 11:56:17 -04:00
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
Mathias Agopian 2d1d6ffb2c fix cubemap uploading
There was a wrong assert in Texture::setImage() as well as a typo when
calling setImage() itself in the sample code.
2022-07-25 11:30:08 -07:00
Mathias Agopian 61fb5a588e rework backend texture upload APIs
The main goal is to allow more flexibility, allow cubemap arrays in
the future and better match vk and metal apis.

Main changes:
- remove updateCubeImage
- remove update2DImage
- update3DImage is now the only texture upload backend API

cubemaps are now treated just like a 2D array of 6 layers.

For this reason, Texture::setImage(..., FaceOFfsets) is deprecated.
Additionally, the 2D versions of Texture::setImage() become inline
helpers.

A side effect of this change is that it is now possible to update only
a single face of a cubemap, but also a region of a face (or faces).
2022-07-21 11:12:05 -07:00
Philip Rideout f847232296 gltfio: introduce TextureProvider API.
This allows clients to provide their own asynchronous texture decoders
for various mime-typed images. This is a plug-in component for gltfio,
in some ways similar to MaterialProvider.

There are two motivations for this: to decouple gltfio from STB and
to make it easier to integrate support for BasisU textures.

This also has the side effect of simplifying ResourceLoader, since the
texture decoding jobs have been moved out.

As part of this work, I made the "stb" CMake target into a traditional
static library. Previously we had several files called `Image.cpp`
whose sole purpose was to enable STB_IMAGE_IMPLEMENTATION.
2022-04-21 13:25:40 -07:00
Philip Rideout b60518caa5 Add libs/ktxreader, rename some things to prep for KTX2.
Changes:

- Remove the strange header-only variant of libs/image
- Rename KtxBundle => Ktx1Bundle
- Move image/KtxUtility => ktxreader/Ktx1Reader
- Add unit test for Ktx1Reader and test stub for KTX2.

Notes:

- Ktx1Bundle does not depend on Filament and is used by cmgen
  and mipgen to generate KTX files.

- Ktx1Reader has a dependency on Filament and should therefore live in
  a separate library, which it now does.
2022-04-06 10:56:37 -07:00
Philip Rideout fbc0b8dab5 gltf_viewer: fix bad ReadPixels size in headless mode
This fixes the gltf_viewer automated testing mode, invoked via
`--batch=default --headless`.

ReadPixels was being issued with an out-of-bounds size on high DPI
platforms, which caused weird backend errors.

Since we create an invisible SDL window while in headless mode, the
presence of the SDL window does *not* indicate headless vs non-headless.

Partial fix for #5111
2022-01-31 11:34:13 -08:00
Philip Rideout 975665c9c9 gltf_viewer: fix the "Export screenshot" checkbox.
This functionality (in the Automation section) was violating a
constraint that was landed in November.

1) Call postRender inside beginFrame / endFrame.

2) Use RGBA when issuing ReadPixels (required by some backends) and
   convert to RGB when dumping out the PPM file.
2022-01-24 08:32:29 -08:00
Ben Doherty 620a693c11 FilamentApp: use PrtScn key to capture debug frame (#5032) 2022-01-10 10:28:34 -08:00
Joel Winarske f5e38b1198 Requested changes
- remove const

- remove egl references in wayland struct

Signed-off-by: Joel Winarske <joel.winarske@gmail.com>
2021-11-30 11:18:57 -06:00
Joel Winarske af9b670cfd Wayland 2021-11-30 11:18:57 -06:00
Romain Guy 3d51f9ab23 Tag SDL2 windows as sRGB (#4439) 2021-08-03 11:55:18 -07:00
Ben Doherty 9b7414b60c Fix, set mBackend to resolved backend in FilamentApp.cpp (#4160) 2021-06-17 18:00:40 -06:00
Mathias Agopian fe8528a963 Backend::DEFAULT now selects a backend most suited for the platform (#4155)
- OpenGL ES on Android
- Metal on MacOS/iOS
- Vulkan everywhere else (Linux/Windows)

The main change here is that OpenGL is no longer the default on
desktop.

Most of our samples have a `-a` option that can be use to specify the
desired backend.
2021-06-17 14:42:29 -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