Material::compile() can be used to asynchronously ask the backend to
compile a subset of the variants of a Material and be notified when
done. This can be used during initialization to avoid hiccups later.
This will also force caching of those material programs if the
Platform provides the blob cache API.
This is only the first step where we:
- clean-up some code to prepare for 2nd step
- add support for the linear->srgb in the shaders
The linear->srgb conversion is protected by a
specification constant and will be enabled only
if the corresponding EGL extension in not present.
Then, if enabled, the actual conversion is
controlled by a uniform so that it can be
selectively enabled on swapchains that have it
turned on.
In this change, the emulation logic that sets
these gates is not implemented (that's step 2).
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.
A material global is a variable seen by all materials. There are 4 such
variable which are all vec4 and they can be set on a per-view basis.
All materials used during Renderer::render() will see the same value.
These variable can be accessed in the materials by using
getMaterialGloabal{0|1|2|3}.
* vulkan: Fix Adreno issue with optimized material
Turning off the simplification pass seems to remove all of the
artifacts associated with Adreno GPUs.
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.
- 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
* Improve size optimizations when compiling material
This changes the behavior of the size optimizer in matc (-S), but
only for GLSL and MSL. With this change we gain a ~65% size reduction
on a lit material compiled for OpenGL. To get those gains we generate
extra SPIRV debug information to preserve variable names and better
utilize the line dictionary. Unfortunately this break the SPIRV
optimizer so we skip it and instead rely on a simple DCE pass provided
by glslang. We also enhance the whitespace removal pass of the GLSL
minifier to move lone { and } to the previous line, which avoids
generating an extra index in each shader variant. Each index being
at least as big as the character itself, this is quite wasteful.
When generating SPIRV for Vulkan, we rely on spirv-opt for size
optimizations as before.
Some shaders can be shared across all materials (e.g. the depth
shaders). We use the filament default material as the "source" of
the cache, but until now we relied on an a priori knowledge of which
variants were present in the default material.
With this change, we now query once the list of variants (of interest)
in the default material and reuse that list for caching these variants
later.
This is better because the cached variants are now entirely driven by
the default material (which they depend on anyways). This is also faster
because we don't need to query which variant we need each time we create
a material.
The VSM variant is never needed for unlit materials, it was filtered
out correctly for color shaders but not for the depth shaders.
This removes 4 variants from all unlit materials.
Also improve matinfo variants output.
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.
... which is needed to avoid compilation error with recent LLVM libc++ (after https://reviews.llvm.org/D146097). Previously, symbols like std::terminate() were available through other headers (e.g. <functional>, <vector>, etc.).
- FogOption::color is now correctly multiplied by the exposure and
environment intensity.
- New option to exclude the skybox from the fog
- better documentation and naming
This happened because the code iterated over the keys of a hashmap,
which obviously were not guaranteed to be in the same order as those
entries where added to the hashmap.
We fix this by adding a "visitor" to the materialchunk, so we can
iterate through it in order and retried the info we need.
When we call TextureProvider::cancelDecoding, we should make sure
that textures that have been decoded, but not yet used (popped)
should be released (i.e. memory freed and the meta data marked
appropriately.)
* Add way to retrieve the user world-space in materials
added `getUserWorldFromWorldMatrix()` and `getUserWorldPosition()` to
retrieve the API-level (user) world position in materials.
Deprecated `getWorldOffset()`
`getWorldOffset` didn't work when an IBL rotation was applied.
* fix large scenes with an ibl rotation
Rotate the IBL around the camera instead of the world so that the camera
is always at the origin regardless of the rotation.
* 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
The fog calculation could fail when the falloff was strong and the
camera z position was far from the fog height. The problem was
that the computation was spread between the cpu and gpu by splitting
an exp(), but with certain parameters the two exp() would independently
blow-up. We fix this by doing the exp() only on the gpu side.