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.
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>
- 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
* 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.
- 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]
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
Moving setFrontFaceWindingInverted to MaterialInstance will enable
finer control over face inversion and aligns better with Vulkan's
pipeline definition (see VkGraphicsPipelineCreateInfo).
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.
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
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
- 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.
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.
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.
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.
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.
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.
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.
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).
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
- 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]