Commit Graph

119 Commits

Author SHA1 Message Date
Mathias Agopian
bbabf3480b re-do "Use the Perfetto SDK instead of ATRACE" (#8701) (#8728)
* 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>
2025-05-14 20:51:57 -07:00
Powei Feng
af09c517b6 Revert "Use the Perfetto SDK instead of ATRACE" (#8701)
This reverts commit ca3ff7e08e.
2025-05-06 17:41:21 +00:00
Mathias Agopian
ca3ff7e08e Use the Perfetto SDK instead of ATRACE
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]
2025-04-22 09:31:29 -07:00
Powei Feng
3fae07f23c gltfio: undo clearing when resource is loaded (#8458)
Fixes #8367
2025-02-20 01:03:03 +00:00
Mathias Agopian
f7a5111106 switch to new morphing API
- 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.
2024-06-28 12:14:57 -07:00
Powei Feng
4c75e6e9a2 gltfio: enable extended implementation (#7776)
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
2024-04-27 00:28:08 +00:00
Powei Feng
fa6b4ebd04 gltfio: refactor for clarity (#7652)
- Pull certain utility functions in a separate header and cpp
- Refactor ResourceLoader::loadeResources into smaller methods
2024-03-12 20:31:19 +00:00
Powei Feng
b0a584c915 Small compilation fixes (#7363)
- 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
2023-11-14 13:26:48 -08:00
Mathias Agopian
7d694ee85e repair gltf_viewer drag&drop
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
2023-11-02 06:00:45 -07:00
mackong
24286e6016 gltfio: fix crash when compute morph target without material 2023-07-21 09:08:22 -07:00
Ben Doherty
8389056d2d gltfio: Fix crash when a MIME type has no texture provider (#6569) 2023-02-16 14:21:26 -08:00
Ben Doherty
44f002a5a1 gltfio: Fix race condition affecting mobile and web (#6548)
When loading a glTF file on platforms without a filesystem, a client
calls `addResourceData` to populate `ResourceLoader`'s cache with data.
For example, a web client might make HTTP fetch requests to fill in
buffer data. This internal cache of data is stored in
`ResourceLoader::Impl::mUriDataCache`.

This works well, except the cache must persist until after it has been
uploaded to the GPU.

There was already a mechanism (see `uploadUserdata`) in place to ensure
that glTF data persisted until after it had been uploaded to the GPU.
However, this mechanism did not extend to client-provided data. Thus, a
race occured between Filament's driver consuming the buffer and it
getting freed.
2023-02-13 10:44:22 -08:00
daemyung jang
676694e458 Fix glTF breaking issue (#6239) 2022-10-28 09:56:01 -07:00
daemyung jang
784416f658 Support glTF EXT_meshopt_compression 2022-10-17 09:57:58 -07:00
Mathias Agopian
734d8ff85c rename upcast() to downcast()
it was down casting all along!
2022-10-07 17:50:56 -07:00
Philip Rideout
2d996033e3 gltfio API change part 2: remove asset-level animator 2022-09-29 16:28:50 -07:00
Philip Rideout
9fa6dc4131 gltfio API change part 1: move all MaterialInstance methods to FilamentInstance 2022-09-29 16:28:50 -07:00
Philip Rideout
c4abe4f46a gltfio: allow zero-instance assets.
This is a feature request from Google. It allows users to "preload" an
asset, ie you can now create all VertexBuffer objects, Texture objects,
etc, without actually creating any entities or renderable components.

In the past we used TransformManager to help out with computing the big
asset-level bounding box, but now we use `gltf_node_transform_world()`
because entities might not yet exist.

One minor side effect is that `FilamentAsset::getBoundingBox()` now
returns the AABB that was determined at load time, and does not account
for instances. As a result, our `gltf_instances` sample app looks
slightly different but this is expected.
2022-09-14 16:40:47 -07:00
Philip Rideout
3b4fbaccc9 gltfio: fix regression when textures are "shared"
Some (poorly authored) glTF assets have several `image` elements
that all refer to the same URL or buffer view. When this occurs,
we create only 1 Filament Texture.

These assets regressed after PR 6051, which consolidated the texture
related fields in `FilamentAsset`, but did not include an ownership flag
in the new `TextureInfo` struct.
2022-09-12 16:00:24 -07:00
Philip Rideout
85fb4be37e gltfio: use BitmaskFlags for sRGB
This PR also contains a small change in ResourceLoader::createTextures
that will permit zero-instance assets (an upcoming gltfio feature).
2022-09-12 12:27:01 -07:00
Philip Rideout
5e498e7442 gltfio: big simplification for textures + add sRGB related assert.
The asset previously had three confusing fields related to textures:
mTextures, mTextureSlots, and mTextureBindings.

These are now consolidated into a single field, which simply has one top
level array item per `cgltf_texture`.

The memory footprint is smaller because we no longer bother to store
`TextureSampler` objects, instead we simply defer their construction
until calling setParameter.

Last but not least, we now assert in debug builds if the usages of a
particular texture have inconsistent sRGB flags. In the past,
inconsistent sRGB would be silently ignored.

In other words, we will now assert if you try to use the same texture
for `baseColor` and `normalMap`, whereas in the past we would simply
exhibit non-deterministic behavior in this situation (with respect to
sRGB semantics).
2022-09-07 16:28:30 -07:00
Philip Rideout
80a957c1e3 gltfio: do not clear out the texture slots too early.
This broke asyncGetLoadProgress() and caused WebGL to crash reliably
because ResourceLoader got destroyed too soon.

Bug was introduced with de7dfc2ea6.

I intend to cherry pick this to rc/1.27.0, which is where it was
introduced, so there's no need to update the release notes.
2022-09-07 08:29:07 -07:00
Philip Rideout
de7dfc2ea6 gltfio: Better behavior for releaseSourceData() 2022-08-30 16:00:11 -07:00
Philip Rideout
7337a467b9 gltfio cleanup: NodeMap is now a FixedCapacityVector, etc. 2022-08-30 15:57:30 -07:00
Philip Rideout
8118b4a774 gltfio: reset MaterialInstance cache for each instance.
For each "cgltf_material", we now create one "MaterialInstance", even
if a given asset has multiple instances. In the future, we might make
this behavior configurable to make better use of Filament's
auto-instancing feature.

This change is a feature request from Google, but also this behavior is
more consistent with the code comments.

Also some related cleanup:

(1) Use FixedCapacityVector instead of robin_map.

(2) Move the cache to move out of the asset and into the loader,
    because it is only used at load time.
2022-08-30 12:03:52 -07:00
Philip Rideout
45e8c57f77 gltfio: Innocuous comment fixes / renamings. 2022-08-29 13:06:13 -07:00
Philip Rideout
0695c12420 gltfio: Refactor skinning, fix duplicated data.
The immutable inverse bind matrices can be shared among instances, so
they are now stored in Asset, not in Instance.

Also, there are now two "load" phases for skinning data:

(1) storing the inverse bind matrices
(2) building the Entity mappings (for animation efficiency)

Phase 1 is done in `ResourceLoader` because inverse bind matrices can
live in an external bin file.

Phase 2 is done during Instance creation, because that's when entities
are created.
2022-08-29 09:18:17 -07:00
Philip Rideout
54769a2ad3 gltfio: Move the API for recomputeBoundingBoxes.
Prior to this change, `recomputeBoundingBoxes` was an opt-in config
parameter in ResourceLoader. It is now a method on FilamentInstance.

The old API did not work for dynamically created instances. Since this
is a relatively obscure feature, we considered removing it completely,
especially since the computation requires the presence of CPU-side
vertex data combined with the transform hierarchy.

Instead of removing the feature, we decided to move it to a better
place. This paves the way for some upcoming improvements, which include
reducing the memory footprint for assets. It also improves overall code
organization and separation of concerns.
2022-08-26 09:48:04 -07:00
Philip Rideout
a0af0a98cb gltfio: minor code cleanup 2022-08-18 13:46:52 -07:00
Philip Rideout
8dc6fde588 gltfio API change: assets are now always 'instanced' etc
This change was motivated by some internal work at Google and has the
benefit of simplifying the gltfio API and implementation. There are 2
major API changes:

(1) Consolidate separate loader entry points for GLB and GLTF.

The distinction between GLB and GLTF can be made from the file content
alone, because GLB has a 4-byte magic string in its header. There is no
need for separate entry points.  Clients do not (and should not) need
to check the file name extension.

(2) Remove the distinction between "instanced" and "non-instanced"
glTF assets.

In the new scheme, all assets have at least 1 instance.

Broadly speaking, in gltfio an "asset" is a collection of Filament
objects like textures and vertex buffers, while an "instance" is a
collection of entities and components (e.g. the transform hierarchy).

This API change makes life easier for clients because they no longer
need to decide a priori if they will ever need to add instances.

This change also moves some public-facing methods from FilamentAsset to
FilamentInstance:

    - getSkinCount, getSkinNameAt
    - getJointCountAt, getJointsAt
    - attachSkin, detachSkin
2022-08-18 08:58:24 -07:00
Philip Rideout
b9efd4fbf0 gltfio Android: Fix double free error.
The custom release callback that I provided was in the wrong place; it
was only being used for a path string, not the actual buffer content.
The cgltf API is a bit awkward in this area.

No need to update RELEASE_NOTES because this will be cherry picked to
the RC branch, which is where the bug introduced.

Fixes #5918.
2022-08-15 16:02:31 -07:00
Philip Rideout
430f060db2 gltfio: concurrent texture downloading and decoding.
This feature can improve load time when textures are downloaded from the
web on non-filesystem platforms like Android.

More specifically, this allows downloaded texture assets to arrive after
the user calls asyncBeginLoad(), which means that decoding and
downloading can occur concurrently.

Prior to this PR, we already used JobSystem for decoding, but we did not
kick off any jobs until after all assets were downloaded.

Still TBD: add this feature for external vertex data.

Partial fix for #5909.
2022-08-11 15:45:29 -07:00
Philip Rideout
62cffc51bb gltfio: remove a memcpy via custom cgltf_file_options.
Earlier versions of cgltf did not support file reader customization.
This was fixed back in Dec 2019 but at the time I did not notice, so
we never bothered cleaning up our usage.

In the future we would like WebGL + Android builds to permit texture
downloads to occur concurrently with the texture decoder jobs. This PR
is basically a preparatory refactoring, but with the nice side effect of
removing a memcpy.
2022-08-11 11:18:12 -07:00
Philip Rideout
75004e9d3e gltfio: add 'detach' methods to allow ownership transfer
These new methods allow gltfio to be integrated into internal Google
libraries.
2022-08-09 14:28:15 -07:00
Philip Rideout
eb1b700ef7 gltfio: minor fixups to prep for g3 integration. 2022-07-15 08:36:53 -07:00
Philip Rideout
434144eef2 Fix morphing with sparse accessors.
We were not leveraging `cgltf_accessor_unpack_floats` in a few spots,
this was a mistake.

Fixes #5651.
2022-06-09 16:46:17 -07:00
Philip Rideout
30dbd3ac4f Rename gltfio to filament::gltfio. 2022-06-06 16:25:02 -07:00
Philip Rideout
e81d053f35 gltfio: fix morphing for non-packed floats. 2022-06-03 07:54:42 -07:00
Philip Rideout
2b91799ee0 More skinning cleanup + minor fix.
This contains a fix for a hypothetical bug with models that have bones
that do not belong to any gltf scene.
2022-05-25 11:32:31 -07:00
Philip Rideout
2947229d40 gltfio: Streamline the AABB + skinning computation.
This optimizes and cleans up some code from a 3P contributor.

When computing a bounding box, there was no need for an inner loop
through the entire skins array.

Tested using the torus model in #4973 and the `-r` flag in gltf_viewer.
2022-05-25 10:44:31 -07:00
Ben Doherty
3461ec863b gltfio: Clear texture caches before loading resources (#5580)
* gltfio: Clear texture caches before loading resources

* iOS gltf-viewer: add double-tap to reload model for debugging

* iOS samples: add instructions on ASan / UBSan debugging
2022-05-20 11:41:24 -07:00
Philip Rideout
f311453aed gltfio: use ifstream::binary for external resources (#5555)
Fix #5553
2022-05-13 09:04:27 -07:00
Philip Rideout
f035655f5b Add support for KHR_texture_basisu.
This adds a new implementation of the TextureProvider interface called
Ktx2Provider.

Tested using the KTX2 variant of the StainedGlassLamp model in the
Khronos samples repo.

Tested on WebGL 2.0 (Chrome v100), Android (Pixel 6 Pro), and Desktop
(Metal, OpenGL, and Vulkan via MoltenVK).
2022-05-02 13:15:56 -07:00
Philip Rideout
391ebc3702 gltfio: fix progress indicator when error occurs.
The progress bar in `gltf_viewer` should not appear to hang if any
of an asset's textures fail to load.
2022-04-21 17:41:32 -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
a82b3bedb2 gltfio: material variants can now be applied to FilamentInstance. 2022-03-25 16:47:59 -07:00
Philip Rideout
dc60f57a9a gltfio: simplify API, make animator always available.
In the past there was an API gotcha because users had to "get" the
animator before releasing the glTF source data. This could have been
surprising because it was a getter method, not a factory method.

This was due to overeager optimization on my part, I wanted to avoid
animator overhead for non-animated models, when in fact it has very
little overhead.

Moreover, the animator is conceivably useful even when there are no
pre-supplied animations (e.g. for applying skins), so let's just create
it unconditionally.

Motivated by #5299.
2022-03-10 11:36:46 -08:00
daemyung jang
0d2faa4573 Revert adding APIs 2022-02-08 10:31:17 -08:00
daemyung jang
1924810c17 Deprecate MorphHelper
These changes bring the loading performance optimization by removing
flush and wait.
2022-02-08 10:31:17 -08:00
daemyung jang
6805940bbf Compute morphing on GPU (#4999) 2022-01-12 11:06:47 -08:00