This introduces two new methods to `ToneMapper`: `isOneDimensional()` and
`isLDR()`. `ColorGrading` references these values along with other parameters
passed to the builder to determine if we can get away with only generating a
one-dimensional LUT. Meanwhile, `PostProcessManager` takes care of setting the
new spec constants and uniforms for `colorGrading.mat` and
`colorGradingAsSubpass.mat`.
* Enable fgviewer for the users
* Fix incorrect position
* Update
* Support remote debug server
* Enable fgviewer on android
* Link and include fgviewer_resources
* Adjust js to show untitled view
We break existing API by returning both the IndirectLight and the
texture. Same thing with Skybox.
Fix one bug where the float array in getSphericalHarmonics wasn't
getting written out.
Fixes#6412
* Implement query to check if texture format is mipmappable
This will allow Filament's users to perform check beforehand.
* add java bindings
* add javascript binding
the new MaterialInstance::setCullingMode(color, shadow) API allows to
set a separate face culling mode for the color pass and the shadow
passes.
FIXES[391679058]
The old version that doesn't take a timeout now always waits forever;
before it waited for a few seconds on Android debug builds.
The new version has an explicit timeout that works on all platforms and
returns success status.
FIXES=[384043020]
SGSR stands for Snapdragon Game Super Resolution. It is an efficient
upscaler for mobile.
Split the upscaling passes into multiple methods in PostProcessManager.
Also, add a way to preserve the alpha channel in the FXAA pass.
* 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>
- Use mdbook to generate a book from collection of documents
- documents are
- copied and processed from READMEs
- original content stored in the docs_src folder
- markdeep docs transformed into embedded html
- Main logic is in script docs_src/build/run.py
* Skeleton of fgviewer debug server
* Update the map for fg info
* Add ApiHandler skeleton class
* Format the files
Format the file
* Prevent fgviewer being built before ready
Add comment to fgviewer related lines
Fix cmake commands
* Update the copyright
* Address the comments
Address the comments
* Address the comments
* Specify the debug server
* Fix build options
When releasing array elements, we need to pass 0 as the
last argument if we want to copy local chnages back to
the Java array. JNI_ABORT should only be used when we
don't want the copy, i.e. when the array is read-only.
Fixes issue #8278.
On ES2 devices (or in forceES2 mode), we emulate the sRGB swapchain
in the shader if the h/w doesn't support it. In that case, the emulation
is controlled by a uniform that technically lives in the frameUniforms
block. However, the frameUniforms buffer is not updated, instead,
the uniform is manually set. Unfortunately, the UBO emulation
overrides it with the uninitialized variable.
BUGS=[377913730]
Feature flags are intended to be used when a new feature is added to
filament and have generally two purposes:
1) during feature development, the feature can be implemented but
disabled which can help developing large features. This way the
feature can be tested by stakeholders while it's being developed
without impacting other clients.
2) once a feature is ready, its flag can be enabled by default, but
in case the feature breaks something or has unintended consequence,
clients have the option to turn it off.
Feature flags are intended to have a relatively short life span, i.e.
once a feature is stable, the flag fill be removed.
There two types of feature flags. Constant feature flags can only be
set during Engine initialization via Engine::Builder. Non-constant
feature flags can be set at any time.
Feature flags SHOULD NOT be used as configuration or settings.
Feature flags are designed with a few ideas in mind:
- they are very cheap to check inside the engine
- non-constant flags can easily be toggled using ImGUI