Commit Graph
146 Commits
Author SHA1 Message Date
Ben Doherty 44b4de904e Add saveRawVariants flag to matc (#7949) 2024-06-27 14:36:03 -07:00
Ben Doherty cf91e42847 Switch ASSERT macros to new stream API (#7881) 2024-05-24 20:46:34 +00:00
Powei Feng 6f2c45c76d Add push constants (#7817)
- Push constants is a small set of bytes that can be recorded
   directly on the command buffer.
 - Implemented it for the vulkan/gl backend.
2024-05-09 16:14:03 -07:00
Ben Doherty afe292986e Introduce new matedit tool (#7759) 2024-04-18 12:18:29 -04:00
Ben Doherty cddd22da28 Introduce a new precompiled Metal material chunk type (#7749)
This change introduces a new chunk type to material files for precompiled Metal libraries. Previously, SPIR-V was the only binary type, so there's also a couple of refactor commits present here. Nothing is changed in Filament or matc yet.

BUGS=[333547148]
2024-04-12 00:42:10 -04:00
Mathias Agopian 1c55ad49ee add support for custom blend functions
BUGS=[331610785]
2024-04-01 13:40:34 -07:00
Sungun Park 6d7eaf31d3 Add multiview filamat for default materials (#7644)
Add prebuilt materials for the engine default materials. They'll be
selected for multiview stereoscopic implementation.
2024-03-12 02:50:54 +00:00
Sungun Park 21d2847a6b Update code generator for multiview (#7616)
It generates shader code for multiview based on parameters.
2024-03-05 13:40:31 -08:00
Sungun Park 57fff3a636 Add a new material param, stereoscopicType (#7613)
* Add a new material param, stereoscopicType

This new parameter allows us to specify which implementation of
stereoscopic rendering Filament uses for the material.

This change just includes material parameter addition and shader code
changes, so it doesn't affect the current rendering behavior.

These changes will follow as separate commits.
- render pipeline changes
- material parameter override via matc parameter
- material document update
2024-02-28 22:14:44 +00:00
Sungun Park 02d2e2f644 Rename InstancedStereo as Stereo (#7608)
We're going to add a new implementation of stereoscopic rendering using
multiview. Thus we want to remove the word `Instanced` from all methods
and properties.
2024-02-27 13:00:24 -08:00
Eliza Velasquez 1203c24f06 Generate dummy stereo variants for FL0 mats
See #7415 for a more detailed description of why this change is necessary.

The remaining variants which are filtered from FL0 materials are all related to
lighting, so further hacks like this won't be necessary.

Future work involves properly supporting differing sets of variants based on
shader language.
2024-01-10 13:50:53 -08:00
Mathias Agopian 5e3c51822d add basic support for multisampled samplers
we don't document this feature yet because it's still WIP and 
intended to be used internally only at this point
2023-12-21 21:32:22 -08:00
Eliza Velasquez b1794a82ca Generate dummy skinning variants for FL0 mats
Even if skinning is not fully implemented on FL0, we have clients which depend
on materials with skinning variants that otherwise could easily be converted to
FL0 materials. There are two proper ways to deal with this:

1. Support skinning/morphing in Feature Level 0.

2. Allow ESSL 1.0 code and ESSL 3.0 code to support different sets of variants.

However, the simplest solution is to just include skinning/morphing variants,
but disable codegen for ESSL 1.0 code, making them identical to the base
variants. This shouldn't increase the file size much due to the dictionary
deflation. Of course, skinning will not work correctly on FL0, but this has
always been the case. Future work here would be to properly implement one of the
two solutions described above.
2023-12-07 15:37:23 -08:00
Eliza Velasquez b007e9137e Fix ESSL 1.0 external samplers
matc was re-introducing the incorrect extension for external samplers in ESSL
1.0 code after spirv optimizations.
2023-11-30 14:07:23 -08:00
Eliza Velasquez 2bd48f58ff Enable optimizations for ESSL 1.0 code
The CL introducing the ESSL 1.0 chunk in materials inadvertently disabled
optimizations for said code. This commit reintroduces those optimizations and
fixes associated bugs which manifested. In particular, spirv-cross was
generating uints for bools; this has been fixed with a hack. Additionally,
spirv-cross is now compiled with exceptions enabled so that matc can gracefully
fail and show the code which failed to compile rather than abruptly aborting.
2023-11-16 14:59:01 -08:00
Eliza Velasquez 494934f34e Add option to matc to disable ESSL 1.0 codegen 2023-11-16 12:47:46 -08:00
Eliza Velasquez 7f1704481e Force post-processing materials to be unlit
This both fixes compilation of FL0 ES2 materials and unsaddles post-processing
materials with a lot of requirements added on by being considered lit.
2023-11-01 18:23:27 +00:00
Eliza Velasquez f64eef02a3 Miscellaneous feature level 0 fixes
Fix edge case where an empty struct could be generated in an ESSL 1.0 shader.

Include _maskThreshold and _doubleSided in ESSL 1.0 shaders.

Add GL_OES_standard_derivatives extension to ESSL 1.0 shaders. According to
gpuinfo.org, this has 96% device coverage and supports both Mali-400 and Adreno
(TM) 304.

Remove 3D sampler support from ESSL 1.0 shaders. This extension is only
supported by 62% of devices.

Change filagui material to a FL0 material.
2023-11-01 18:23:27 +00:00
Powei Feng 7b7dfad552 filamat: Fix MaterialInfo::userMaterialHasCustomDepth init (#7292)
Leaving it uninitialized leads to msan failure.
2023-10-24 15:43:24 -07:00
Mathias Agopian 39d555d115 get rid of filmat-lite, which was poorly maintained 2023-10-02 14:18:25 -07:00
Mathias Agopian f0b0505207 fix materials that write to the depth or use discard
these materials would not generate proper structure or shadow buffer,
because they used a special variant that in most case removed the
user code.

now when the user code writes the depth or calls discard, the user
shader is kept.
2023-09-28 16:19:17 -07:00
Mathias Agopian 11997d007a cleanup ASTHelpers, GLSLTools
- fix IDE warnings
- rename ASTUtils to ASTHelpers to match filename
- break dependency of ASTHelper on GLSLTools
- break dependency of GLSLTools on MaterialInfo
2023-09-28 16:19:17 -07:00
Eliza Velasquez 3aee9402d5 Add ESSL1 block to feature level 0 mats
Previously, when a material was expilicitly built for feature level 0, it was
necessary to write ESSL 1.0 code which was incompatible with the OpenGL feature
level 1 implementation in Filament. Rather than adjust the Filament
implementation so that feature level 1 uses the same workarounds as feature
level 0 to emulate GLES 3.0+ features, it's more runtime-efficient to have matc
embed ESSL 1.0 and 3.0 shaders as separate chunks and load the corresponding
one based on the active feature level.

Feature level 0 material shaders must still be written in what is effectively
ESSL 1.0. To assist with this, a small set of compatibility definitions are
introduced when building the ESSL 3.0 variant. These are virtually all
textureXXX() functions, and end up either optimized out or inlined by glslang.

One final effect of this change is that external and 3D samplers are now
properly supported in feature level 0 materials.
2023-09-26 22:46:51 +00:00
Mathias Agopian 3dcdb202d1 new API to return a Material's supported variants
FIXES=[297456590]
2023-09-19 15:48:39 -07:00
Ben Doherty 6bb29f6e01 Implement preliminary support for instanced stereo (#6967) 2023-08-15 17:08:11 -07:00
Ben Doherty dc9510fe25 Support EXT_clip_cull_distance for future use (#6965)
This PR sets up the ability for shaders to use `gl_ClipDistance`, which will be needed in the future. Desktop GL supports this natively. OpenGL ES requires the EXT_clip_cull_distance extension.

Unfortunately glslang does not support this extension, so we have to employ a workaround for mobile when going through glslang. We instead write to `filament_gl_ClipDistance`, and then modify the SPIR-V to decorate this as `gl_ClipDistance`. See the comment in SpirvFixup.h.

Note this PR does not actually use `gl_ClipDistance` yet, so there should be no change to shaders.
2023-07-26 10:01:28 -07:00
Mathias Agopian 11adcbed25 fix VSM's high precision option on mobile (#6873)
the math needs to be maintained in highp, including during the blur
pass.

we add the ability to specify a "precision" qualifier to the "output"
of a post-process material.

we also remove the mediump clamping we used to do on mobile, it shouldn't
be done automatically behind the scenes, it's up to the shaders to do
it if it makes sense.
2023-06-07 21:57:17 -07:00
Mathias Agopian 153dc08aa7 Support for custom fog-color texture
Fix 282968398
2023-05-23 15:52:01 -07:00
Mathias Agopian edfd06eaef froxelizer doesn't use textures anymore (#6824)
* froxelizer doesn't use textures anymore

All data is stored in UBOs.
Additionally, the buffer size is no longer hardcoded at compile time.

This CL cuts in half the numbers of froxels to accommodate devices
limited to 16KiB,

* Use a specialization constant to adjust the size of froxel UBO

This really only affects OpenGL in practice because metal supports 256MB
minimum and only 3% of android devices support less than 32K, which is
what we need.
2023-05-22 13:56:13 -07:00
Mathias Agopian 5cb3b16f36 correctly account for user samplers in matc and document it
The number of usable sampler in materials is now documented and properly
accounted for in matc.
2023-05-22 09:59:12 -07:00
Mathias Agopian aa1773d633 cache programs in gl backend 2023-05-12 10:46:30 -07:00
Mathias Agopian b4d842c342 ES2 support: filament and filamat changes
This CL contains two parts:
- changes to matc/filamat
- changes to filament itself

Filamat can now generate ES2 compatible shaders. Only the unlit variant
is supported. Fog and picking are supported as well.
post-processing, skinning, instancing, all lighting and shadowing are not supported.

Filament is updated to not issue commands that are not supported in ES2.

Addtionnally, the hello-triangle sample is updated to work on an ES2 device.
2023-05-02 21:23:47 -07:00
Mathias Agopian 6e275514ad matc: attributes are no longer hardcoded in a file
They're not hardcoded in a database inside MaterialBuilder and are
generated. This will be needed later for ES2 support.

We could actually imagine something more dynamic in the future too.
2023-04-18 15:09:43 -07:00
Mathias Agopian 968c2c40fa Cleanup shader generation
- refactor the code so that all defines are generated in the same place
- generate common_type after all defines are generated
- protect (with defines) structures and UBOs that are not needed, based
  on the variant
2023-04-12 10:12:19 -07:00
Mathias Agopian de845d2885 make CodeGenParam a parameter of semantic analysis 2023-04-12 10:12:19 -07:00
Ben Doherty 6cab8d2cd4 Expose specialization constants to materials as constant parameters (#6652) 2023-04-11 11:09:53 -07:00
Mathias Agopian e19011d0e0 use the enum instead of ints everywhere for ShaderModel and ShaderStage 2023-04-07 09:33:26 -07:00
Mathias Agopian 503e3ba555 honor matc -t (print shader) options, even when compilation fails early 2023-04-04 21:30:49 -07:00
Mathias Agopian a484fe1de3 rename ChunkcContainer::addChild/addSimpleChild to push/emplace (#6704)
'child' didn't make any sense in this API, push/emplace mimics
std::vector, which is closer to what the api actually does.
2023-04-03 14:06:42 -07:00
Mathias Agopian e48690bdf9 matc: new feature-level options
The feature-level option sets the maximum feature level allowed for
the material. matc will fail if the specified material has a higher
feature level than the value set with the feature-level option. The
default is 3 (max).

This can be used to ensure that materials don't use features above
a specified level.
2023-04-03 14:05:38 -07:00
Romain Guy 5a75fb9b53 Add new alphaToCoverage material property (#6606)
* Add new alphaToCoverage material property

The alphaToCoverage property lets you enable or disable alpha to coverage
in a material. More importantly it lets you overrides the behavior of
blending: masked which automatically enables alphaToCoverage.

* Update release notes
2023-03-02 12:40:55 -08:00
Mathias Agopian 8afb11128d move UibGenerator and SibGenerator to the shader folder
The shader folder is where we generate the glsl, so this is more
appropriate.
2023-02-01 21:12:53 -08:00
Mathias Agopian 4dc03318e8 break circular dependency between Package and Flattener 2022-09-29 19:34:07 -07:00
Mathias Agopian fabba73b1e Initial support for compute
* minimal backend support for compute
- added api to dispatch a compute shader
- added api to create and bind a ssbo
- added api to read back a buffer
Only implemented in the gl backend

* Add a backend compute test suite
* basic support for compute shaders in matc
this is still very much work-in-progress.
We're not supporting images nor ssbo for now.

* rename UniformInterfaceBlock to BufferInterfaceBlock
* augment BufferInterfaceBlock to support ssbo features
- add support for std430
- add support for ssbo
- add support for variable-size array
- add support for memory qualifiers

* reformat MaterialBuilder
* material format: move subpasses outside of parameters
subpasses now are their own json property instead of being a
"parameter".

* refactor parameter() methods to match Buffer/SamplerInterfaceBlock
We're just shuffling the arguments.

* add support for buffers in .mat files
* filamat now generates buffer blocks (ssbo)
* take feature level into consideration when optimizing shaders
* don't store the 'uniform binding' chunk for level 2 materials
this includes some refactoring/cleanups of MaterialParser

* matinfo: fixes for compute
- separate subpasses from parameters
- don't attempt to print material properties
2022-09-27 15:52:40 -07:00
Mathias Agopian 8dc16494a7 introduce "feature level 3"
This is because most android devices only support 16 texture in the
shaders (94.4%), so we can't realistically have feature level 2 demand
that.

Instead feature level 2 enables compute/ES3.1 features.
2022-09-14 16:53:43 -07:00
Mathias Agopian 3496f3a8ba rename ShaderType to ShaderStage 2022-09-12 15:54:07 -07:00
Mathias Agopian 441708ea12 Make ShaderStage an enum class 2022-09-12 15:54:07 -07:00
Mathias Agopian b21d633c0c check that user materials don't exceed their allowed features (#6030)
* check that user materials don't exceed their allowed features

* backend sampler limits now take feature level into account


- in the backend, the constants are now in an array indexed by the 
  feature level

- samplerBindingMap now asserts only what it can.

- matc (filamat) now logs the user samplers when an error is detected.
2022-09-02 16:37:19 -07:00
Mathias Agopian b295743330 Fix filamat internal state tracking
in a few places filamat loses the value of targetApi and targetLanguage
and attempt to guess it from other values, this lead to inconsistencies.

we now keep both targetApi and targetLanguage and use them appropriately.

in particular we don't use the optimization level to "guess" what 
targetLangage we're on.


In the end this resolve a prior unit test failure and allows us to not
have to use "spirv" rules when generating only GLSL.
2022-08-29 22:11:17 -07:00
Mathias AgopianandBenjamin Doherty 87cece8379 use separate enums for uniform and sampler binding points (#5984)
Co-authored-by: Benjamin Doherty <bendoherty@google.com>
2022-08-24 16:36:13 -07:00