Commit Graph

7411 Commits

Author SHA1 Message Date
Andy Hovingh
4beda6feee wgpu: fix Android build error 2025-08-08 15:32:18 -05:00
Juan Caldas
7cacef9509 Update GLSL for mip test (#9064) 2025-08-08 15:09:27 -04:00
Juan Caldas
5cd7de7318 Change fogReserved 2025-08-08 10:44:54 -07:00
Sungun Park
9c87e72a81 Correct warning message (#9059)
The subsequent call

`glGetShaderiv(shader, GL_COMPILE_STATUS, &status);`

will ensure the compilation is complete.
2025-08-07 22:35:26 -07:00
Filament Bot
652d973ad8 [automated] Updating /docs due to commit 8466177
Full commit hash is 84661777e7

DOCS_ALLOW_DIRECT_EDITS
2025-08-07 22:52:23 +00:00
Ben Doherty
84661777e7 Materials: add useDefaultDepthVariant flag (#9020) 2025-08-07 22:49:05 +00:00
Powei Feng
c8ab2f335e Fix places where generateMipmaps is called without proper usage (#9054) 2025-08-07 22:24:40 +00:00
Mathias Agopian
db14efc151 compress the DFG LUT with zstd
- use resgen to package the DFG LUT into filament, instead of using
  a large include of a C array.

- add a zstd compression step, which reduces the size from ~100KB to
  ~75KB.

The overhead of zstd is about 90KB uncompressed, however it will pay
for itself tenfold when we use it to compress material packages.
2025-08-07 14:58:18 -07:00
Mathias Agopian
d1ca059dad resgen: add compression options
- with `-z` each resource is compressed individually
- with `-Z` the whole package is compressed
2025-08-07 14:58:18 -07:00
Mathias Agopian
c71a22914f small improvements to cmgen
- when generating the DFG LUT as a text file, make sure to faithfully
  reproduce the command used in the comments

- add a "bin" format that will output a headerless raw binary of the
  LUT data.
2025-08-07 14:58:18 -07:00
Mathias Agopian
71d0723026 add zstd to the build 2025-08-07 14:58:18 -07:00
Powei Feng
5c371089f2 Add GEN_MIPMAPPABLE TextureUsage (#9042)
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.
2025-08-07 18:14:49 +00:00
Konrad Piascik
2c7064e93d webgpu: skip PushConstants backend test for webgpu
We can revert this once dawn supports push constants
2025-08-07 11:07:02 -04:00
Filament Bot
3961989aca [automated] Updating /docs due to commit b92af35
Full commit hash is b92af357f7

DOCS_ALLOW_DIRECT_EDITS
2025-08-07 08:36:16 +00:00
Mathias Agopian
b92af357f7 add a material option to use linear fog calculations (#9030)
The new `linearFog` material property, when set to `true` enables a
simplified fog calculation. The fog equation becomes linear which is
unrealistic, but more efficient to compute. In some situations with
a shallow fog range, it doesn't make a huge difference visually.

In this mode, height falloff and in-scattering are ignored.

The linear equation slope is calculated from the regular parameters to
match the slope of the real equation at a camera height. If 
`heightFalloff` is disabled, set to 0, the `density` parameter 
exactly corresponds to the slope of the equation in [1/m] units.
2025-08-07 01:33:36 -07:00
Mathias Agopian
f2a1051df9 add CanonicalizePass optimization
this makes all spirv IDs much more stable which greatly improve the
utilization of the line dictionary.
2025-08-07 01:32:31 -07:00
Mathias Agopian
594ab3e9e3 spirv-tools update to vulkan-sdk-1.4.321.0 2025-08-07 01:32:31 -07:00
Mathias Agopian
7f18c7fd43 fix -d (matdbg) build option
There was two problems:
- tint was needed regardless of webgpu support
- libfilamat wasn't built on the android side
  (I don't know how it ever worked)
2025-08-06 17:29:51 -07:00
Powei Feng
9c1a252ba5 Fix two compilation errors (#9041)
- Include <limits> in bitset.h
- The type could not be inferred for Scene.cpp's `SharedState`
  line.  The failure came from clang version 1:14.0-55~exp2
2025-08-06 22:22:40 +00:00
Juan Caldas
bf8e798b60 webgpu: Set Layercount to 1 instead of 0 (#9038)
part of BUGS = [424157731]
2025-08-06 22:00:25 +00:00
Eliza Velasquez
b94e90416a Fix build breakage 2025-08-06 14:33:53 -07:00
Andy Hovingh
e9fde8346e wgpu: fix test seg fault due to null descriptor set layout label 2025-08-06 16:31:44 -05:00
Andy Hovingh
3ae747b544 wgpu: remove assumption default render target is present in makeCurrent(...) 2025-08-06 16:31:44 -05:00
Eliza
5924633085 gl: amortize shader compilation over N frames (#8964)
* gl: amortize shader compilation over N frames

On platforms which don't support parallel shader compilation (e.g. Firefox), we
can sort of emulate it by queueing up any requests to `Material::compile()` and
compiling each shader over multiple frames.

Compiling over consecutive frames slows things quite noticeably. Instead, space
each compilation over a number of ticks (16 chosen arbitrarily).

If we need a program NOW, we can bump a program queued for much later to the
front. We also avoid compiling any queued programs on this same frame to limit
stuttering.

* gl: add flag to disable amortized shader compile

If this flag is on, the new amortized compile code should theoretically never be
executed.

* gl: add CompilerPriorityQueue docs, Java API

* gl: amortize shaders, z3moon feedback

* gl: update CompilerThreadPool
2025-08-06 21:09:27 +00:00
Juan Caldas
a07c19e5b7 Add missing WebGPU checks (#9037)
part of BUGS = [424157731]
2025-08-06 16:18:18 -04:00
Filament Bot
59f4d1ba20 [automated] Updating /docs due to commit ac076e8
Full commit hash is ac076e872e

DOCS_ALLOW_DIRECT_EDITS
2025-08-06 06:03:06 +00:00
Powei Feng
ac076e872e Release Filament 1.63.0 2025-08-05 22:59:34 -07:00
Matthew Hoffman
9e55331801 Backend tests using webgpu (#8823)
BUGS = [424157731]
2025-08-06 00:19:13 +00:00
Powei Feng
f70a11ced4 Feature flag guard compat check of material instance and desc-set (#9035)
This will allow clients more time to correct their code.
2025-08-05 16:34:53 -07:00
Andy Hovingh
455545f024 wgpu: fix ssao bent normals 2025-08-05 16:35:25 -05:00
Andy Hovingh
f35ec42125 bilateral blur & shadow map materials require unfilterable samplers
This fixes the Display Shader Texture with the WebGPU implementation.
2025-08-05 16:05:07 -05:00
Powei Feng
4242bc43fd utils: add precond/postcond macro guarded by feature flags
We link the behavior of certain precondition/postcondition checks to feature flag states.

- If provided *flag* is true, then this macro will assert when the *condition* is false.
- If provided *flag* is fase, then this macro will output a warning when the condition is false.
- If the condition is true, then neither of the above will happen

These two macros will enable us to provide less restrictive behavior for certain correctness assertions, allowing clients to modify their before enabling these assertions by default.
2025-08-05 20:48:13 +00:00
Mathias Agopian
bbe6d35bf2 fix typo in gtao material 2025-08-05 12:59:24 -07:00
Andy Hovingh
c8894521c8 webgpu: add visibility for debugging bind groups via logging (compile-time flag option) 2025-08-05 12:42:40 -05:00
Ben Doherty
a2475b5dcb Use default descriptor set for shared material variants (#9025) 2025-08-04 10:27:05 -07:00
Andy Hovingh
b7b89168a7 webgpu: support depth in blit + copy when we can. 2025-08-04 10:02:09 -05:00
Powei Feng
79551eacb2 Update MATERIAL_VERSION to 63 2025-08-03 22:56:09 -07:00
Powei Feng
e181c74b6c Fix matp test typo 2025-08-01 16:27:35 -07:00
Powei Feng
418704dbb1 Test matp instead matc 2025-08-01 16:25:41 -07:00
Yein Jo
eeb4fe219b Restore test files and moved to matp 2025-08-01 15:57:23 -07:00
Yein Jo
7d227630fc fix max line 2025-08-01 15:57:23 -07:00
Yein Jo
d84e42861c Fix includes 2025-08-01 15:57:23 -07:00
Yein Jo
3a75dc6d2d Move some classes to private 2025-08-01 15:57:23 -07:00
Yein Jo
66b67849af Extract material parse logic to filament-matp 2025-08-01 15:57:23 -07:00
Powei Feng
ba5900efcf webgpu: descriptor set unbind on null handle 2025-08-01 14:42:58 -07:00
Powei Feng
2d518b5fd1 ppm: ensure a renderable descriptor set is bound
- We set a dummy set at the renderable bind point for
   post-processing passes, since it is not used.
2025-08-01 14:42:58 -07:00
Mathias Agopian
ee8d0e6ebf remove fake dependencies on the PER_VIEW UBO
The PER_VIEW UBO was updated by different render passes at different
times, which created synchronizations on the GPU, between unrelated
passes and prevented the vertex shader to run on parallel with another
pass for instance.

In the PR, we fix this by moving ALL the UBO set-up outside of 
render passes. It's now done early, just before creating the framegraph.

The PER_VIEW UBO is shared between several passes, themselves using
different descriptor sets; so we need to make sure all the data
necessary for these passes is computed and set in the UBO (e.g. SSR
passes).

The passes themselves (like the color pass) still set the textures and
UBOs in their descriptor sets, but then no longer updated the content
of the UBO itself.

In this PR we also remove some "fake" dependencies between passes due
to descriptor sets straddling between passes. This is done by unbinding
all descriptor sets at the end of each pass. The PER_MATERIAL descriptor
set is a bit special because it should be unbound between full screen
quads draws.

Additionally, there some places in the code attempting to update
UBOs only when the content was dirty were missing a "clean" call, to
reset the dirty bit to the unset state.

The main change here is to move the code that set the UBO content out
of the ColorPassDescriptorSet (and a few other) into View and instead of
updating the content in the color pass (and a few other), do that at
the beginning of Renderer::render().
2025-08-01 14:01:17 -07:00
Mathias Agopian
b4c9b9f489 renderStandaloneView() needs a driver and engine flush 2025-07-31 12:10:23 -07:00
Mathias Agopian
e59972b41f unbind descriptor-sets after renderpasses
this prevents a false dependency with the next pass and keeps us
honest about what resources we're using.
2025-07-31 12:10:06 -07:00
Powei Feng
5fb9fad3ce vk: fix broken iblprefilter path (#9019)
The issue is that we need to reset the bound info in
VulkanDescriptorSetCache when the current command buffer completes
recording.
2025-07-31 10:45:34 -07:00