* Use utils::Status in MaterialParser
* Use utils::sstream instead of std::stringstream
* Remove remaining std::cerr and dep; update MaterialParser::reflectParameters
* make error message in utils::Status more generic
---------
Co-authored-by: Powei Feng <powei@google.com>
ImmutableCString is a string class similar to CString except it's
immutable. ImmutableCString occupies 16 bytes instead of 8 for CString.
However, ImmutableCString is able to avoid memory allocation when
constructed from a string literal, and in that way it us similar
to StaticString.
ImmutableCString can be auto converted from StaticString.
The backend tag tracking is updated to use ImmutableCString and
the FrameGraph resource manager us updated to use StaticString.
Together these changes significantly cut down heap allocations due to
internal tagging.
We also add optional tracking to {Immutable}CString.
* Minor changes in utils::Status
- << operator doesn't have to be friend
- simplify getErrorMessage to not use strlen internally
* Replace std::ostream to utils::io::ostream
* utils: RefCountedInternPool/RefCountedMap
First, introduce RefCountedInternPool, a reference counted intern pool of
Slice<const T>. Just acquire() a slice that you want and you're guaranteed to
get exactly one canonical value-equal Slice<const T> back.
Additionally, introduce the concept of NullValue to RefCountedMap. A NullValue
defines what should be considered an uninitialized value; by default, it's the
default value of that type (0 for ints, nullptr for pointers, etc). This allows
us to lazily-initialize values in the map. A client can acquire() a bunch of
different resources which will be initialized only when get(factory) is called.
If a client attempts to get() a value without specifying a factory, and the
value is not initialized (i.e. equal to NullValue{}()), RefCountedMap will
panic.
* utils: add unit tests for ref-counted collections
* utils: remove C++20 features, fix memory issue
* utils: remove RefCounted from InternPool
* engine: change spec constants to simple list
For a shader program cache to be keyed on the set of spec constants that a
program has set, we need to know full exact list of constants, including their
default values. If we're going to always hold a list of all constants all the
time, then we may as well store them as a simple list where each index is the ID
number of the spec constant.
As part of this change, we now write the default values of spec constants into
the material file metadata.
* fix indent
* engine: fix sRGB swapchain emulation
* slice: fix memory semantics
* slice: prefer passing slice by value
This lets us do nice things like coercing Slice<T> to Slice<const T>, etc.
* slice: fix unit tests
* slice: fix copy/assignment, hash function
Don't attempt to define a copy constructor/assignment operator which would
convert a constant type to a mutable type.
Additionally, fix the hash function such that we're hashing U instead of const
U.
* new utility AsyncJobQueue
this is a very simple job queue, it spawns a thread and runs the jobs
pushed to the queue in sequence.
* use AsyncJobQueue in OpenGLTimerQuery
* materials: introduce MaterialCache
Presently, Filament Materials are instantiated by first parsing a bunch of
read-only data from a material file, then applying a bunch of options from its
Builder before settling on a final, immutable Material object. If two different
Material instances need to be parameterized differently, e.g. setting their spec
constants independently, each has to do all of these steps independently for
each variation.
This change introduces two new concepts: MaterialDefinition, representing the
deserialized, read-only state of a material file, and MaterialCache, a
reference-counted system responsible for managing the lifetimes of
MaterialDefinitions. Now, each Material asks the cache if a MaterialDefinition
exists for the particular UUID of the data it's trying to read; if not,
MaterialCache creates a new entry transparently. If a hundred different
Materials all try to load the same material data, only one
MaterialDefinition (and its associated GPU resources) will be created.
This first PR is the least possible invasive implementation of this feature.
There are a lot of room for improvements (and more planned). For example, each
Material still manages its own compiled shader program cache, but we can easily
move this to the MaterialCache in future PRs, further enabling the planned
mutable spec constants feature.
Additionally, there's room here to add a Material::toBuilder() method, which
could take an extant material and create a Builder object from it already
parameterized with all of the same options, a la the prototype design pattern.
* material cache: key on crc32
* material cache: make materialParser private
* move RefCountedMap to utils and add unit tests
* material cache: make create functions private
* material cache: fix broken tests on iOS/web
* material cache: address more comments
The workaround option is now set to none by default. Use
```
matc -Wall
```
if you want to restore the previous behavior.
Current material workarounds:
- remove MergeReturnPass (except on Metal)
- remove SimplificationPass (except on Metal)
There are reason to believe these workarounds are no longer needed,
due to changes in spirv-opt.
It's possible that older devices might still need them.
These workaround affect *all* devices, this is why it is important
to disable them if not needed.
The new cmake FILAMENT_ENABLE_PERFETTO must be set to enable
perfetto traces on Android. It is disabled by default on release
builds, enabled otherwise.
The reason for this is that the perfetto SDK adds about 800K of code
to the library. The text section goes from 2.2 to 1.4 MB
This new method, intended for the vertex shader, returns a matrix that
transforms vertices from view space (also known as head space) to the
current eye space.
BUGS=[441127971]
- libbackend (except webgpu)
- libfilament
- libutils
std::string generates a lot of code bloat, we use CString instead.
We also update CString to be more compatible with std::string's api.
- by limiting the maximum number of point light to 255 instead of 256,
we can simplify some loops.
- hint the compiler that certain loop counters are multiple of 16 and
non 0, which helps vectorizing.
The record buffer is were we store the light indices, its maximum
size is 65536 entries, but is often limited to 16384 on about 30%
of Android devices because of the 16KB UBO limit.
This PR makes the record buffer use up to 64K entries when allowed
but the h/w.
The record buffer can be a limiting factor when many lights are used
with many froxels. With the minimum of 4096 froxels and a 16KB record
buffer we get an average of 4 lights per froxel. With our maximum of
8192 froxels and a 64KB record buffer we get 8 lights in average per
froxel.
In some places, this sampler was incorrectly assumed to be
sampler2darray, but it should be just a sampler2d. Additionally,
sampling from it should produce unfiltered values - this has been
changed accordingly.
FilamentApp now has debugging options to enable or disable the
camera and directional shadow frustums, as well as the new
"froxel grid" visualization.
"froxel grid" is automatically enabled when "froxel debugging" is
enabled in the debug gui in gltf_viewer.
New corresponding debugging APIs were added to View.
Before this change once the froxel vizualizaition was enabled via
the Engine debug framework, it applied to all views. This adds a
debug API on View to control whether the view will display this
vizualization.
matinfo -w doesn't show the variants for any backend other than
metal. The reason is that the code for updating the variant
list wasn't being triggered on currentBackend changes.
Currently the only values possible are 'none' and 'all'. 'all' is the
default. This option will be used to control code generation
workarounds individually. Currently 'all' disable the
MergeReturn and Simplification passes, which have causes issues in
the past on some older Android devices.
- Add a Configuration struct to the WebGPUPlatform class. This
allows for client-side setting of WebGPU backend configurations.
- Add a configuration for forcing the wgpu backend to pick a
certain backend.
- Add Vulkan as a potential backend for WebGPU + MacOS.
- Locally modify Dawn so that it does not assume only switfshader
is available for Vulkan on MacOS.
- Enable vulkan support for Dawn (third_party/dawn/tnt/CMakeLists.txt)
- Plumb option to pick different WebGPU backend through
FilamentApp and gltf_viewer.
This commit enhances the material compilation process by embedding the
`matc` command-line parameters directly into the compiled material file.
This feature is valuable for debugging, as it allows developers to
inspect the exact compilation settings used for a given material.
A key consideration is the potential for personally identifiable
information (PII) in the command-line arguments (e.g., file paths). To
address this, a `toPIISafeString` method has been implemented to filter
out PII-sensitive options before they are stored in the material.
With this change, the matc command below
/path/to/matc -a opengl --api vulkan -p desktop -g -o /path/to/my.filamat /path/to/my.mat
is stored to the package as below. (veryfied by running `matinfo my.filamat`)
Compilation Parameters: -a opengl --api vulkan -p desktop -g