* Add #include preprocessing to filamat and matc
* Update RELEASE_NOTES
* Fix RELEASE_NOTES
* Use final instead of virtual / override
* Clarify comments
* Use pure virtual for includer functions
* Use a callback instead of an interface
* Rename Includer.h to IncludeCallback.h
* Update comment
matdbg is now linked into the Filament Engine in debug config (allowing
live inspection of GLSL / SPIRV) and into the matinfo tool (to support
the --web-server option).
In both cases, the library spins up a small web server that listens to
http://localhost:8080. You can run any Filament app and attach to it.
The web client caches all material information. This allows the user to
close an atttached Filament app, and the web app will continue to
function properly (useful for crash diagnosis). Moreover the user can
launch a second Filament app and the web client will add its materials
to the existing list (useful when comparing two Filament apps).
For now this only supports inspection, not editing. Some of the material
info such as required attributes is not yet displayed but this will be
easy to flesh out in a subsequent PR.
This is a dependency of our upcoming web-based material debugger. This
CL also includes `tnt/CMakeLists.txt`, which builds a static lib in a
minimal configuration that enables WebSocket support. The entire library
is built from only 4 files:
${PUBLIC_HDR_DIR}/CivetServer.h
${PUBLIC_HDR_DIR}/civetweb.h
${SRC_DIR}/civetweb.c
${SRC_DIR}/CivetServer.cpp
access to resources now needs to be done explicitly before calling
useRenderTarget(). This simplifies things and is needed for more
simplifications to come.
This enhances the exisiting matc option "--debug" so that it includes
debug information in the resulting SPIR-V.
Previously we tied this to the build configuration which isn't very
flexible. Moreover this needs to be orthogonal to shader opts, because
we often need to debug problems that arise from optimization.
This CL also gives meaningful names to the ubershader materials and
fixes up the new matinfo analysis so that it prints the entire SPIRV
chunk that corresponds to each potentially problematic GLSL codeline.
Motivated by #1516.
This is an improved workaround for a known limitation with Vulkan
drivers on Android P. The offending SPIR-V sequence was introduced
during shader optimization and can be avoided by using full precision
for certain variables.