This will allow for more backend-specific usage mapping then before - where BLIT_SRC and BLIT_DST are assumed for textures whose mipmaps will be generated.
These mappings have been introduced in metal, vulkan, webgpu.
Because the member variable mVariantFilter is not initialized, random values will appear on Windows 10 or others platform, which eventually causes some variants to be filtered out by this mVariantFilter. (#9000)
* re-do "Use the Perfetto SDK instead of ATRACE" (#8701)
This time we create an entirely new private header: Tracing.h which
uses the perfetto SDK instead of ATRACE. The old Systrace.h is
unchanged to presever backward compatibility but is essentially
deprecated and no longer used within the filament repo.
The new TRACING_ macros use an explicit CATEGORY parameter, which is
declared in Tracing.h.
Moreover, tracing can be compiled out by defining
FILAMENT_TRACING_ENABLED to false before including Tracing.h
iOS tracing is still supported and still controlled via
FILAMENT_APPLE_SYSTRACE.
There are three perfetto categories defined:
- "filament/filament"
- "filament/jobsystem"
- "filament/gltfio"
The "filament/jobsystem" category is compiled out by default.
And they can be enabled in AGI / perfetto by adding:
```
data_sources {
config {
name: "track_event"
track_event_config {
disabled_categories: "*"
enabled_categories: "filament/filament"
enabled_categories: "filament/jobsystem"
enabled_categories: "filament/gltfio"
}
}
}
```
* Update libs/utils/include/private/utils/Tracing.h
Co-authored-by: Powei Feng <powei@google.com>
* Update libs/utils/src/android/Tracing.cpp
Co-authored-by: Powei Feng <powei@google.com>
* remove all references to SYSTRACE_TAG
---------
Co-authored-by: Powei Feng <powei@google.com>
Perfetto has significantly less overhead. The User facing API is
mostly unchanged:
Here are the differences:
- SYSTRACE_ENABLE() does nothing on ANDROID, initializes systraces on darwin.
- SYSTRACE_DISABLE() is removed.
- A new "gltfio" tag is added.
- SYSTRACE_TAG *must* be defined before including `utils/Systrace.h`
- `utils/Systrace.h` should not be used from a public header
- the new SYSTRACE_TAG_DISABLE disables systrace at compile time
For android a data source MUST be created in the perfetto config:
```
data_sources {
config {
name: "track_event"
track_event_config {
enabled_categories: ["filament", "jobsystem", "gltfio"]
disabled_categories: "*"
}
}
}
```
This can for example be added to AGI's custom/advanced config.
FIXES=[407572663]
We are not correctly handling gltf models with multiple color
attributes. Filament doesn't allow for more than one color
attribute. So we just set the additional attributes as
VertexAttribute::CUSOM(N).
Fixes#8396
* 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>
default parameters were not initialized which could cause them to
be incorrectly evaluated in the shader. this is actually a pretty
crazy bug that has been around since forever and which we were
"lucky" to not run into sooner.
this was exposed with the specular extension that was added recently.
Value of mCgltfBuffersLoaded is sometimes retained across creation of FAssetLoader which skips loading the buffer in AssetLoaderExtended#createPrimitive leading to null pointer crash
if it can't find a name for a node, it will revert to the config's
defaultNodeName, however, if that is nullptr also, a crash will occur.
so we provide a last-resort hardcoded name in that case.
- remove deprecated morphing APIs
- repair gltfio, samples and tests
The new API doesn't allow a MorphTargetBuffer per RenderPrimitive,
instead the MorphTargetBuffer is specified per Renderable.
gltfio separates RenderPrimitives from Renderables, in particular all
RenderPrimitives are created before their Renderable; this was
problematic for this change because all primitives must share
a single MorphTargetBuffer living in the Renderable.
To fix this, we're no longer initializing the morphing paramters
at RenderPrimitive creation, instead we store a reference to the
BufferSlot in the Primtive structure, so that later, when the Renderable
is created we can finally retrieve the BufferSlot and initialize its
morphing paramters, which are not available. The "morphing parameters"
are now expanded to contain the MorphTargetBuffer as before (except now
it's always the same for all the primitives of a Rendrable), as well
as the offset within the buffer and the vertex count.
This change will enable proper flat-shading and MikkTSpace.
Caveats:
- Only for disk-local glTF resources
- iOS, Web, Android do not work as of now
Fixes#6358, #7444
* gltfio: add Asset/Resource extended implementations
- Add gltfio/src/extended to implement an alternate loader for
primitives. This is largely based on the implementation in
AssetLoader/ResourceLoader
- Able to correctly produce flat shading from gltf that only have
vertex positions and indices.
- This is not hooked into current code and should have no
practical effect on gltfio.
- TangentsJobExtended extracts data from cgltf accessor and
runs geometry::TangentSpaceMesh on the attributes and computes
the tangent space.
- The /extended folder is meant for running this process. Note that
this API might remesh the input and will require corresponding
changes that might break previous assumptions.
- The general flow of the code is modeled after src/TangentsJob.h
- This is not hooked into current code and should have no
practical effect on gltfio.
- gltfio: Enable -Wall -Werror for gltfio_core
- gltfio: Fix various errors that were missed warnings
- matdbg: switch from std::atomic_uint64_t to
std::atomic<uint64_t> for older clang
we recently added calls to Material::compile in gltfio to precompile
materials are they are discovered. that wasn't a good call, because
this should be the responsibility of the app, not of gltfio, at least
not without an option.
This is now done in gltf_viewer. We need something similar for
Android.
Bugs #7318, #7336
Drag and dropping a gltf folder was broken:
- the handle didn't find the gltf file on drag&drop
- the ResourceLoader cached the asset path
- don't exit(1) when drag&dropping an invalid file