Commit Graph

6639 Commits

Author SHA1 Message Date
Mathias Agopian
5dfd285105 ostream buffer growth was broken
It only grew by 3/2 of the needed size instead of the needed capacity,
which could be extremely slow when growing by a constant amount
many times.
2024-11-12 16:03:35 -08:00
Ben Doherty
51392c77aa Metal: unbind descriptor sets upon destruction (#8268) 2024-11-12 14:08:15 -08:00
mdagois
e78691b12b Forcing profile mode (#8256) 2024-11-12 20:05:08 +00:00
Powei Feng
bc65135c51 vk: refactor resource ref-counting (#8254)
Continuing from PR #8220.

Here we change all of the references from the old ref-counting ways
to the new ref-counting structs and mechanisms. There should be no
functional change.
2024-11-12 10:33:00 -08:00
Serge Metral
0108d66aa1 vk: Implement protected content
- Cache the render buffer in the render pass strucutre
- Enable the proteded path in the Render Target
- Make sure we build the protected version of the depth/color in the swap chaing
- Minor cleanup/restrucuring of the code
2024-11-12 09:10:03 -08:00
1558287830
96443fa1fd vk: fix stage pool gc logic (#8260)
* vk: fix stage pool gc logic

* Update NEW_RELEASE_NOTES.md

---------

Co-authored-by: linkunhai <linkunhai@bytedance.com>
2024-11-12 06:49:12 +00:00
Mathias Agopian
61c4df9503 fix uninitialized variable on ES2 devices
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]
2024-11-11 16:30:24 -08:00
Mathias Agopian
b990652702 assert if post-processing is used at Feature Level 0
We assert in Renderer::render(View*) as early as possible. The
current behavior can result in a SEG FAULT which is harder to debug.
2024-11-11 16:30:24 -08:00
Mathias Agopian
7f7d4d89ea fix some missing highp qualifiers
BUGS=[377751005]
2024-11-08 14:37:34 -08:00
Powei Feng
2b7f325cc7 renderdiff: Use single lib for osmesa (#8255)
Previously, we linked against libOSMesa through the linker and
then used dlopen to link against libGL. This is not how libOSMesa
is intended to be used.  Instead, we use dlopen on libOSMesa
(via bluegl), which then will map the correct GL methods for us,
and for the OSMesa functions, we also map those functions
from libOSMesa (instead of relying on compile-time linker).
2024-11-07 21:55:20 +00:00
Ben Doherty
b9768394a1 Metal: remove cached pipeline states with deleted programs (#8243) 2024-11-07 11:23:30 -08:00
Powei Feng
3e02d5016e vk: fix uninitialized param (#8253) 2024-11-06 22:04:57 +00:00
Benjamin Doherty
483ef2f125 Release Filament 1.56.0 2024-11-06 10:48:24 -08:00
Serge Metral
46dc9e7772 vk: Refactor command buffers to include protected buffers (#8246)
By providing a queue and the family index, we can now create
protected comand buffers that will be submitted to a protected
queue.  The main abstraction is in VulkanCommands.h where we
introduced a CommandBufferPool.

Also did refactor on the "mStorage", fences, and semaphores of
the original VulkanCommands so that each buffer is associated
with one fence and one semaphore.
2024-11-06 00:41:37 +00:00
Mathias Agopian
b8551e50e1 a new Feature Flag API
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
2024-11-05 15:34:56 -08:00
Powei Feng
b64df46522 vk: temporary workaround for sampler external (#8250) 2024-11-05 11:23:51 -08:00
Benjamin Doherty
7f92dfd06c Release Filament 1.55.1 2024-11-04 09:34:01 -08:00
Powei Feng
3304a0c8b6 vk: add resource ref-counting alternative (#8220)
We add a set of classes to the vk backend that will enable
cleaner ref-counting.

In particular, all allocation from the HandleAllocator will be
wrapped within a resource_ptr<> smart pointer. This struct will
maintain a count that will increment/decrement with respect to
references (similar to std::shared_ptr).

This commit only introduces the new classes/structs and does not
actually make any functional difference. A follow-up commit will
make the switch to use the smart pointer.

We also put VulkanFence and VulkanTimerQuery in a different header
because we will need to depend on them separately in the follow-up
(reason: they are accessed on the backend thread but allocated on
"sync"/filament thread).
2024-11-01 21:36:56 +00:00
Ben Doherty
0c2d23e55c Metal: unbind SwapChain upon destruction (#8244) 2024-11-01 14:16:54 -07:00
mdagois
59d1ed6a94 Trace (#8218)
Add performance tracing for GL/VK on Android
2024-11-01 14:11:32 -07:00
Evan Mezeske
33c299d3ba Ignore another warning for vk_mem_alloc.h so that Filament can compile with -Wthread-safety enabled 2024-10-30 11:57:18 -07:00
Mathias Agopian
1cc87aa9af descriptor layouts distinguish samplers and external samplers
BUGS=[376089915]
2024-10-30 11:17:38 -07:00
Serge Metral
eb1b30c7b1 vk: protected content platform (#8226)
Adding the basic mechanisms for creating and managing the protected
state. We also create the queue and get it. Finally we allocate
protected memory. Also removed some of the shared context logic
2024-10-29 21:32:18 +00:00
Mathias Agopian
ecedbad5ba allow bindDescriptorSet() to take a null handle 2024-10-29 11:10:52 -07:00
Ben Doherty
d1998c1b67 Metal: unbind descriptor set with null handle (#8237) 2024-10-29 10:53:24 -07:00
Powei Feng
c2177ab86a vk: implement descriptor set unbind (#8236) 2024-10-29 17:21:13 +00:00
Mathias Agopian
f4d87ad526 prepare rendering loop for multithreading
The goal of this PR is to get closer to being able to run all
FrameGraph passes in parallel. To achieve this we need all data
consumed by the "execute" closure of the FrameGraph passes to be
immutable or thread-safe. We also need the passes to never use the
Engine's global `DriverAPi&` object.

Specifically in this PR, we turn as many objects to `const` as possible
without major changes, and we pass the `DriverApi&` object as parameter
to render passes.

This work is far from being complete. So we also annotate with FIXMEs
all the places we can identify will be problematic (there are probably
others).

The main remaining issues are:
- main allocator is not thread-safe
- some places take a non-const View, Scene or Engine
- lazy allocation of materials and material instance usages are not
  thread-safe.

This PR shouldn't change any behavior.
2024-10-28 12:31:24 -07:00
Evan Mezeske
f2f9c547b0 Fix clang c++20 compilation under debug mode as well. (#8233)
* Fix clang c++20 compilation under debug mode as well.

* Fix whitespace
2024-10-25 11:10:46 -07:00
Powei Feng
ea1c5d8f24 vk: improve rendertarget initialization (#8228)
Move a lot of the code from beginRenderPass() to the initialization
of the RenderTarget. This will save us a bit of CPU when
RenderTarget is re-used.

We also reduce the size of the VulkanRenderTarget handle and put
must of the caching bits into a heap struct.
2024-10-25 17:36:30 +00:00
Mathias Agopian
42d39834df update remote ui 2024-10-25 00:30:10 -07:00
Mathias Agopian
7ea7fa18eb update beamsplitter template
the generated file was modified, which would be undo'ed next time
we run beamsplitter
2024-10-25 00:29:13 -07:00
Mathias Agopian
a6b4c9fae1 fix gltf_viewer android sample build 2024-10-25 00:14:08 -07:00
Evan Mezeske
8d02cd0383 Fix bug in ResourceAllocator with erasing iterators inside loops (#8223) 2024-10-24 13:56:41 -07:00
Bob Conan
016882336a Update RELEASE_NOTES.md, fix a typo (#8227) 2024-10-24 13:56:05 -07:00
Ben Doherty
3f150e03bf Check that SwapChain is valid in endFrame (#8219) 2024-10-24 12:33:11 -07:00
Romain Guy
99308c98ba Update Android dependencies (#8224) 2024-10-23 15:49:01 -07:00
Evan Mezeske
6eee4520c7 vk: Add a workaround for a Windows NVIDIA Vulkan driver bug that causes swap chains to be created with incorrect dimensions for native windows created with thread-specific DPI-awareness context. (#8221) 2024-10-22 22:01:58 -07:00
Sungun Park
fa3a5d9eb4 Use xvp for multiview + debug view (#8222)
When multiview is enabled with the combining debug option toggled on, we
use an intermediate buffer that requires us to use the entire area of
the buffer as the viewport. Use xvp in this case.
2024-10-22 21:21:53 +00:00
show50726
17e4d2b92e Add public API in View for transparent picking (#8206) 2024-10-22 10:46:24 -07:00
kunyoung.park
13310e4ba0 Fix issue where material instance name cannot be set without creating a default instance (#8213) 2024-10-22 10:45:32 -07:00
Ben Doherty
eab8490d14 Metal: add better logging for invalid index element size (#8194) 2024-10-22 11:08:51 -04:00
Evan Mezeske
edece8f3dc Fix a bug in the OpenGL backend that causes win32 errors not to be logged #8214 (#8216)
* Capture the last win32 error immediately after failing win32 API functions are called in order to log it correctly. Prior to this change, intervening win32 API calls could clear the error code and it would not be logged.

* Oops fix bad whitespace in previous commit
2024-10-21 16:35:54 -07:00
Sungun Park
2456299337 Add a warning for FRenderableManager (#8210)
In some cases, users set materials first without providing render primitives, which has incurred the attribute mismatching warning. This isn't helpful because users don't know what action they should take to remove the warning.

Emit the warning only when the primitive handle is initialized so the AttributeBitset is properly populated.

BUGS=[372755205]
2024-10-20 15:08:13 +00:00
Ben Doherty
6e9afff7ba Fix potential crash when a descriptor set is destroyed but not unbound (#8215) 2024-10-18 16:42:14 -04:00
Mathias Agopian
4425338559 avoid setting the scissor rect when possible
RenderPass is now tracking the scissor state locally so it can avoid
re-setting the scissor when it doesn't change.

We also consolidate the scissor override and the scissor-viewport in
RenderPass::Execute.
2024-10-18 10:05:02 -07:00
Ben Doherty
a494f9ff6a Metal: avoid redundant scissor rect state changes (#8207) 2024-10-18 11:07:11 -04:00
Mathias Agopian
ba680cf11a Revert "avoid setting the scissor rect when possible"
This reverts commit fc095413b3.

clipping is wrong when post-processing is disabled
2024-10-17 16:00:48 -07:00
Mathias Agopian
fc095413b3 avoid setting the scissor rect when possible
RenderPass is now tracking the scissor state locally so it can avoid
re-setting the scissor when it doesn't change.

We also consolidate the scissor override and the scissor-viewport in
RenderPass::Execute.
2024-10-17 14:16:36 -07:00
Mathias Agopian
d80526528c Cleanup PostPorcessManager rendering
- the main goal of this change was to move some state changes outside
  of loops, usually with mip generation.

- for instance bindPostProcessDesciptorSet() must now be issued
  manually (and can be done outside the loop)

- we also don't set the scissor for each pass

- we also move prepareMaterial() outside of getPipelineState(), it's
  now done in PostProcessMaterial::getMaterial().

- We use PostProcessVariant instead of uint8_t everywhere

In the end we have three drawing helpers:

- commitAndRenderFullScreenQuad() which updates a material instance,
  binds the corresponding material and draws a full screen quad.
- renderFullScreenQuad() which just renders a full screen quad.
- renderFullScreenQuadWithScissor() which does the same but scisorred

Additionally, we have the following helpers for getting materials and
instances:

- PostProcessMaterial::getMaterial(): which returns the FMaterial
- PostProcessMaterial::getMaterialInstance(): which is now a helper
  returning a material instance from a PostProcessMaterial or FMaterial

Most of the change is pluming through these API changes.
2024-10-17 14:16:05 -07:00
Guilhem Saurel
38e59fbd6b add missing includes 2024-10-17 14:15:40 -07:00