Commit Graph
6048 Commits
Author SHA1 Message Date
Eliza Velasquez 63db4f0bf0 Fix typo in depth_main.fs 2023-11-16 12:57:54 -08:00
Eliza Velasquez 7797f5af38 Incorporate feedback 2023-11-16 12:47:46 -08:00
Eliza Velasquez f9def09d17 Update NEW_RELEASE_NOTES.md 2023-11-16 12:47:46 -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 caae42fdf6 Enable preprocessor optimization of ESSL 1.0
Since #7358 is blocked by an upstream spirv-cross issue, we can at least do a
bit of preprocessor optimization for ESSL 1.0 code in the meantime and introduce
the FILAMENT_EFFECTIVE_VERSION preprocessor definitions.
2023-11-16 12:47:46 -08:00
Benjamin Doherty 8f6c4841cb Fix LoadImage backend tests 2023-11-15 14:42:25 -08:00
Ben Doherty 5d0c06e3f2 Remove debug code in MetalShaderCompiler (#7368) 2023-11-15 13:50:59 -08:00
Ben Doherty 7d31a7f7ea Move stereoscopic debug options to Settings framework (#7347) 2023-11-15 10:51:58 -08:00
Powei Feng 4f4a439f8b Release Filament 1.46.0 2023-11-14 21:34:31 -08:00
Eliza Velasquez 2306b56ea7 Add FILAMENT_ENABLE_FEATURE_LEVEL_0 option
This allows clients to selectively exclude feature level 0 support.
2023-11-14 16:50:44 -08:00
Antonio MaioranoandPowei Feng eebb40d30d Add missing include for latest glslang (#7365)
This change in glslang removes the include of "intermediate.h" from
GlslangToSpv.h:
https://github.com/KhronosGroup/glslang/commit/62de186c3383feef067feb6ea578f79977910722

As a result, the definition of "class TIntermediate" is removed, and
will fail compilation of MaterialCompiler.cpp when glslang is updated to
a version including the aforementioned change. We fix this by adding an
explicit include to this header in MaterialCompiler.cpp.

Co-authored-by: Powei Feng <powei@google.com>
2023-11-14 15:23:39 -08:00
Eliza Velasquez 766e4f2ec9 Fix some ES2 issues
Fix specification of mipmaps when generating textures.

Fix oversight where emulated UBOs would not replace uniforms when swapped out
for another.
2023-11-14 13:39:01 -08:00
Powei Feng b0a584c915 Small compilation fixes (#7363)
- gltfio: Enable -Wall -Werror for gltfio_core
 - gltfio: Fix various errors that were missed warnings
 - matdbg: switch from std::atomic_uint64_t to
   std::atomic<uint64_t> for older clang
2023-11-14 13:26:48 -08:00
Powei Feng d5bab43ceb Revert "engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)" (#7360)
This reverts commit 038f07cb34.
2023-11-13 22:26:03 -08:00
Mathias Agopian 485ae1b324 add Material.compile and Engine.flush java bindings (#7348)
* Add Material.compile() Java binding.

* Add Engine.flush() java binding

* Add Scene.forEach java binding

update the Android gltf-viewer sample to precompile all variants of all
materials in the scene, similarly to the desktop sample.
2023-11-13 10:43:52 -08:00
Powei Feng 75e8961109 Update Material_VERSION to 45 2023-11-13 10:37:16 -08:00
Mathias Agopian 0e9b2eda0a Fix (again) the shadow transform
- we were not using the correct field in ShadowMapManager
- we were not computing the transform correctly, it should applied
  after the local transform, not before.

FIXES=[299310624]
2023-11-10 15:33:06 -08:00
Mathias Agopian a900bc69fb don't precompile variants in gltfio
we recently added calls to Material::compile in gltfio to precompile
materials are they are discovered. that wasn't a good call, because 
this should be the responsibility of the app, not of gltfio, at least
not without an option.

This is now done in gltf_viewer. We need something similar for 
Android.

Bugs #7318, #7336
2023-11-10 15:30:44 -08:00
Ben Doherty edbfefda0a Fix Java FeatureLevel Enum (#7344) 2023-11-10 14:41:17 -08:00
Mathias Agopian 1a0b5ddc14 fix [Pixel]BufferDescriptor functor callbacks
and attempt to make functor<->callback code less confusing.
2023-11-10 13:15:29 -08:00
Mathias Agopian e8bed52b3f repair visible shadow status
FIXES=[309519433]
2023-11-10 08:58:48 -08:00
Ben Doherty 06e8b1d689 Support up to 4 side-by-side stereoscopic eyes (#7328) 2023-11-09 15:34:50 -08:00
Benjamin Doherty 9c351b28ab Release Filament 1.45.1 2023-11-09 10:09:36 -08:00
Ben Doherty cbc3bb3326 Fix mix-precision quaternion conversions (#7339) 2023-11-08 12:38:57 -08:00
Powei Feng 0eb851ff8c Update debug.cpp (#7337) 2023-11-08 10:55:28 -08:00
Powei Feng 038f07cb34 engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)
Moving setFrontFaceWindingInverted to MaterialInstance will enable
finer control over face inversion and aligns better with Vulkan's
pipeline definition (see VkGraphicsPipelineCreateInfo).
2023-11-06 14:06:00 -08:00
Sungun Park 62adb234d1 Cleanup RenderPassNode::declareRenderTarget (#7332)
There's no functional change. Remove an unused local variable
`outgoingEdges` to save CPU resource. Tidy up an usage of local variable
to slightly improve readability.
2023-11-06 13:22:30 -08:00
Powei Feng 53d8d2a41f vk: fix headless semaphore wait logic (#7335)
We removed the no-op queue submit for headless in PR #7264. This
means that a semaphore will not be waited on and caused a
validation error.  Here, we simply don't acquire that semaphore
for present.

Also reorganzied the pSempaphores array code for better
readability.

Fixes #7334
2023-11-03 17:14:31 -07:00
Mathias Agopian 974a69a273 update remote ui and web samples 2023-11-02 07:15:46 -07:00
Mathias Agopian 7d694ee85e repair gltf_viewer drag&drop
Drag and dropping a gltf folder was broken:
- the handle didn't find the gltf file on drag&drop
- the ResourceLoader cached the asset path
- don't exit(1) when drag&dropping an invalid file
2023-11-02 06:00:45 -07:00
Powei Feng 46e6664c3d matdbg: fix matinfo use case (#7325)
- Make sure matinfo works by selecting a default backend in the
   absence of activeShaders.
 - Add options to select backend in matinfo mode.
 - Workaround cursor misplacement for monaco
 - Refactor menu sections into a common element.
2023-11-01 21:42:42 -07:00
Eliza Velasquez 4fd7c418e5 Remove invalid FeatureLevel0Sampler3D test 2023-11-01 21:17:22 +00:00
Eliza Velasquez a3fdca7997 Fix basic post processing on ES2
First, this commit introduces some very simple bugfixes regarding ES2
compatibility related to postprocessing.

Second, this commit adds support for creating textures specified as R8, SRGB8,
and SRGB8_A8 in ES2. R8 is trivial: just use GL_LUMINANCE instead. The sRGB
formats, however, are maybe a bit more controversial. As implemented, they
instead just use the equivalent non-sRGB formats. This is of course technically
incorrect. There are a few approaches to how to add sRGB compatibility for ES2
that I can think of.

1. Do a bunch of complex shader nonsense in matc. Maybe even traversing the AST
and ensuring any texture lookup of a texture flagged as sRGB uses some
compatibility function. This would require static analysis to track if samplers
are reassigned to another variable, for example. This of course also breaks down
if you don't know at compile time if the shader will receive an RGB or an sRGB
sampler, or if the shader should be able to support both RGB or sRGB samplers.
Really only worth mentioning here for the sake of completion.

2. You could also generate simple compatibility functions to look up each
sampler, which would only apply to FL0 materials.

First, we would have to extend the material format to be able to explicitly
"color" a sampler as sRGB or not, like:

```
parameters : [
    {
        type : sampler2d,
        name : albedo,
        precision : medium,
        colorSpace : srgb,
    },
    {
        type : sampler2d,
        name : normal,
        precision : medium,
        colorSpace : linear,
    }
],
```

Then, the following GLSL code would be generated.

```glsl
\#if __VERSION__ == 100
vec4 texture_albedo(vec2 position) {
  return sRGBtoLinear(texture2D(materialParams_albedo, position));
}
vec4 texture_normal(vec2 position) {
  return texture2D(materialParams_albedo, position);
}
\#else
vec4 texture_albedo(vec2 position) {
  return texture(materialParams_albedo, position);
}
vec4 texture_normal(vec2 normal) {
  return texture(materialParams_normal, position);
}
\#endif
```

Finally, at runtime, if a sampler is "colored" one way or the other, we would
verify that only the appropriate kinds of samplers are bound.

I'm actually very partial to this solution. Since sRGB compatibility is only a
concern on ES2, we can generate this code only for FL0 shaders, which already
require GLSL shader authors to care about ESSL 1.0 compatibility by calling the
appropriate `textureXX` functions. Additionally, it provides a layer of
high-level validation that texture lookups are correct, even if a real ES2
context is not available on the device being tested.

3. Leave it entirely up to the client. (What this commit does.) This leaves
client code ripe for making mistakes, but luckily, we can go back and do
solution 2 whenever. If specifying a color space for a sampler remains optional,
then if this feature is retrofitted in the future, client code will continue to
compile.
2023-11-01 18:23:27 +00:00
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 e6b962b038 Further improve feature level 0 support
Enable a limited subset of materials in PostProcessManager for FL0.

Create new function Material::getFeatureLevel() in C++ and Java.

Create missing Material::getReflectionMode() method in Java.
2023-11-01 18:23:27 +00:00
Eliza Velasquez 668fb07ac2 matc: support basic post-process materials in FL0
This change hard-codes writing the post process output at index 0 (i.e. color)
to gl_FragColor when generating ESSL 1.0 shaders. Any other outputs (besides
depth) are discarded with a warning, but as far as I can tell, no such cases yet
exist in Filament.
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
Eliza Velasquez 239e98ccec Add basic Emacs support 2023-11-01 17:28:26 +00:00
Mathias Agopian 919cfae6b2 improve ShadowMapManager slightly
don't use FixedCapacityVector to store pointers to active shadowmaps,
that's just not needed. They're all stored un a static array already
and directional and spot shadows are partitioned. 

This saves a couple heap allocations as well a an pointer dereference.
2023-11-01 09:59:32 -07:00
Mathias Agopian 0b9389430b avoid to dereference nullable objects (#7322)
Add missing @NonNull annotations

FIXES=[308443790]
2023-10-31 16:12:03 -07:00
Eliza Velasquez 1d157677d1 Add proper language server support
compile_commands.json was being generated, but hidden away inside of the cmake
build directories. This change makes build.sh link it to the main project dir
and adds some associated .gitignore entries. Now compile_commands.json is
properly read when starting clangd from Emacs, for example, and probably many
other editors.
2023-10-31 22:54:38 +00:00
Powei Feng ef3f0cb326 vk: assert updateImage is called with non-empty size (#7315)
BUG=303073160
2023-10-31 10:36:07 -07:00
Mathias Agopian fcf53f2c3e fix SSR artifact when enabling SSR
When we enable SSR the first time, the SSR buffer is not initialized,
this can result in the color pass fragment shader aborting, which in 
turn prevents the SSR history buffer from being initialized (since 
it's made from the result of the color pass), repeating the cycle.

In some other case, the system somehow recovers but we still see a
flicker when enabling SSR.

The solution here is to disable SSR in the shader until the history
buffer is ready (i.e. a frame later).
2023-10-31 10:32:14 -07:00
Mathias Agopian d6fda03b06 fix logging typo 2023-10-30 15:08:56 -07:00
Mathias Agopian a76addd2bf disable multiple context support on WGL
The reason is that some implementations of WGL require all contexts to
be created on the same thread, which we're not necessarily doing here.

fixes #7078
2023-10-27 15:53:48 -07:00
Mathias Agopian b1f7731dbe fix max lod level computation in IBLPrefilter
FIXES=[308012116]
2023-10-27 15:28:24 -07:00
Mathias Agopian e3e12dbf73 Make sure to unbind imported textures when destroying one
fixes #7280
2023-10-27 15:28:07 -07:00
Benjamin Doherty 31a75029f0 Update RELEASE_GUIDE with npm and CocoaPods instructions 2023-10-27 16:22:47 -04:00
Mathias Agopian e5c24cc718 Fix dangling pointer where destroying a samplergroup 2023-10-27 13:10:21 -07:00
Mathias Agopian 2b86c8df6f cleanup and better bone weight checks
- only check/log in debug builds
- use epsilon = 2e-7 * double(tempPairCount)
- compute boneWeightsSum in double
- don't modify the weights if they're within the threshold

FIXES=[306565054]
2023-10-27 11:33:03 -07:00