Commit Graph

8016 Commits

Author SHA1 Message Date
Mathias Agopian
7c64fb9cf3 SimSky: Optimize URL state sharing and fix UI synchronization (#9649)
- **Key Minification**: Refactored serialization to use short keys
  (e.g., `p`, `c`, `w`) instead of verbose property names, reducing URL 
  size by ~50%.
- **State Optimization**: Removed redundant `sunDirection` from 
  serialized state.
- **Cleanup**: Removed backward compatibility for verbose keys 
- **Bug Fix**: Fixed a regression where UI sliders failed to update on 
  load by ensuring array properties (e.g., `sunHalo`) are mutated 
  in-place rather than replaced.

DOCS_FORCE
2026-01-27 23:52:49 -08:00
Filament Bot
d3de9efc33 [automated] Updating /docs due to commit e9dcf2a
Full commit hash is e9dcf2a63a

DOCS_ALLOW_DIRECT_EDITS
2026-01-28 06:40:54 +00:00
Mathias Agopian
e9dcf2a63a SimSky: Add URL state sharing and configuration persistence (#9648)
- **State Management**:
  - Refactored main.js to expose local UI parameter objects as class
    properties for serialization.
  - Implemented getURLState() to capture complete scene configuration 
    (Sky, Clouds, Water, Stars, Camera, Bloom).
  - Implemented applyURLState() to restore settings and synchronize 
    the UI.

- **URL Sharing**:
  - Added "Share Configuration" button to the UI.
  - Configuration is Base64-encoded into a `config` URL query parameter.
  - App now automatically parses and applies the `config` parameter 
    on startup, allowing for stateful deep linking.

DOCS_FORCE
2026-01-27 22:36:54 -08:00
Doris Wu
8008d21782 turn the checks into assert (#9642) 2026-01-28 05:59:14 +00:00
Powei Feng
852ecf048a filamat: remove unnecessary std::decay_t (#9643) 2026-01-27 18:02:42 -08:00
Filament Bot
3c91c74232 [automated] Updating /docs due to commit 8d20d7a
Full commit hash is 8d20d7abec

DOCS_ALLOW_DIRECT_EDITS
2026-01-27 22:57:02 +00:00
Benjamin Doherty
8d20d7abec Release Filament 1.69.0 2026-01-27 14:50:19 -08:00
Eliza
2f1266f7dd engine: add program cache (#9297)
* engine: add program cache

This is another chunky change.

The core of this change is to cache programs in MaterialCache according to a
"specialization" (ProgramSpecialization) which is defined as the program cache
ID (the same key used for the OpenGL binary blob cache), the variant, and the
set of spec constants.

As part of this change, a lot of the implementation details of shader
compilation were refactored from Material to MaterialDefinition. The resulting
flow is a lot cleaner and easier to reason about, since shader compilation is
now a pure function of the MaterialDefinition + ProgramSpecialization.

Since the global cache program lookups might take a bit of time to compute
hashes, etc, I left the set of cached programs in Material as well, which kind
of acts like an L1 cache. The effect is that prepareProgram() and getProgram()
should be no slower than HEAD, even with the more complex caching requirements.

I'm planning on writing a document about this (and all changes up until this
point), but I'm being asked to work on higher priority things and I wanted to
have this PR out for review in the meantime so it doesn't bitrot.

* engine: fix unit tests

* engine: fix spec constants intern pool memory leak

* engine: address program cache comments

* engine: address more program cache comments

* engine: matdbg support for program cache

* engine: reinstate descriptorLayout calls

* engine: address bitrot

* engine: add feature flag to disable program cache

* engine: use material CRC32 for program cache

The "cache ID" of a material is supposed to uniquely identify a shader program
and all its variants. This is true to a certain extent, but does not account for
the code generation that happens at runtime. Two materials may have "identical"
shader programs, but due to each material's differing unique metadata, the final
compiled programs may end up very different. Unfortunately, this means we cannot
rely on the "cache ID" alone to determine a shader program's reusability.

Ideally, we should hash this "cache ID" with the exact set of changes to each
shader program so that we could reuse programs across materials. Instead, as a
stopgap solution, use the material's CRC32 instead.

* engine: fix double-free in program cache

* engine: address comments

* engine: assert_invariant empty material cache
2026-01-27 13:09:42 -08:00
Benjamin Doherty
05be4b0acc Update filament-tools macOS classifier 2026-01-27 11:34:46 -08:00
Mathias Agopian
9d9c3d34f8 Fix a typo that corrupted the tags of descriptor sets and layouts (#9641)
- we were setting the tag of the descriptor set to its layout, so
  both tags were incorrect.

- added in debug build we now store the tag of the bound descriptor
  sets in the current bindings structure.
2026-01-27 10:44:04 -08:00
Powei Feng
491531c76b gltfio: fix possible overflow for meshopt decompression (#9637)
FIXES=478908360
2026-01-27 17:54:36 +00:00
Mathias Agopian
bf4ea771be AtlasAllocator: Implement free() and upgrade to Buddy Allocator (#9635)
This change upgrades AtlasAllocator from a simple linear allocator 
(reset-only) to a full Buddy Allocator capable of both allocation and 
deallocation. This enables persistent shadow map management where 
individual shadow maps can be updated or resized without rebuilding the 
entire atlas every frame.

Key changes:
- Implemented AtlasAllocator::free():
	- Uses the existing QuadTree structure to track allocations.
	- Automatically coalesces empty sibling nodes back into larger 
      parent blocks (standard Buddy Allocator behavior).
	- Optimized to be allocation-free and recursion-free, using direct 
      array indexing.

- Added comprehensive unit tests

Updated documentation.

The QuadTreeArray implementation remains unchanged but is now fully 
utilized for bidirectional tree traversal (down for alloc, up for free).

This change will later allow us to cache shadow-maps.
The AtlasAlocator is currently disabled by a feature flag.
2026-01-27 09:21:20 -08:00
Doris Wu
dd5882760b implement memory mapping for wgpu (#9632)
It is a zero effort implementation where it just calls `updateBufferObject` to update the data.
2026-01-27 03:05:46 +00:00
rafadevai
1707dda62a VK: Only bypass the staging buffer when is not in use (#9633)
In the cases where a frame takes more than the vsync
time, we start seeing some rendering artifacts because
we write to a buffer that is currently in flight.

Not 100% sure why the current approach fails but for
now, the staging buffer is bypassed only when the buffer
is not in use or referenced by any other resource.

FIXED=[445455050]
FIXED=[477305399]
2026-01-26 17:57:56 -08:00
Benjamin Doherty
c4d3eded72 Bump MATERIAL_VERSION to 69 2026-01-26 14:00:12 -08:00
Powei Feng
ca4b0650fa Re-commit "Generalize scene description for automated testing (#9627)"
Contains a fix to the default sunlight parameters that broke the
renderdiff tests.
2026-01-26 13:33:09 -08:00
Powei Feng
33d22b3146 Revert "[automated] Updating /docs due to commit 60b1951" and "Generalize scene description for automated testing (#9627)"
This reverts commit e2dd47bf42.
This reverts commit 60b1951f90.

renderdiff test breakage
2026-01-23 17:20:31 -08:00
Filament Bot
e2dd47bf42 [automated] Updating /docs due to commit 60b1951
Full commit hash is 60b1951f90

DOCS_ALLOW_DIRECT_EDITS
2026-01-24 00:04:44 +00:00
Powei Feng
60b1951f90 Generalize scene description for automated testing (#9627)
- Extended Settings to include properties for Camera, Animation, Lights,
  and Render options.
- Moved camera options from Viewer options to Camera options
- Implemented generic JSON parsing for these new settings in Settings.cpp.
- Updated AutomationEngine to apply these settings, including dynamic
  creation of lights.
- Fixed a JSON parsing bug in AutomationSpec that failed on nested objects.
- Updated gltf_viewer to use the new settings and correctly initialize
  AutomationEngine context.
- Add test for new json changes
- Add README to libs/viewer
- Link libs/viewer/README.md to official doc
- Remove unused libs/viewer/schemas
- Updated remote web assets (because the viewer/settings json needs to
  match)
2026-01-24 00:02:06 +00:00
Filament Bot
6ce06b1b60 [automated] Updating /docs due to commit e21d4a5
Full commit hash is e21d4a5326

DOCS_ALLOW_DIRECT_EDITS
2026-01-23 09:10:02 +00:00
Mathias Agopian
e21d4a5326 SimSky: Refine Stars, Water, and Heat Shimmer simulation (#9628)
- **Stars**:
  - Implemented procedural stars using hash-based noise.
  - Added UI controls for Star Density and Enable/Disable.
  - Tuned star brightness (reduced intensity) and refined twilight fade timing (visible during nautical twilight).
  - Improved compositing with aggressive cloud occlusion and non-linear fade.
  - Added star reflections to water, strictly masked to the horizon line.

- **Heat Shimmer**:
  - Fixed horizon artifacts by decoupling shimmer from atmospheric density (Mie scattering).
  - Implemented FBM-based view distortion for heat waves.
  - Added sun elevation fade (shimmer fades out as sun rises > 30°).

- **Water**:
  - Implemented Finite Difference normal calculation as a high-quality fallback when "Derivative Trick" is disabled.
  - Added "Octaves" parameter to control wave detail.
  - Refined reflection logic to handle stars and sun disk properly.

- **System**:
  - Updated [simulated_skybox.mat](cci:7://file:///Users/mathias/sources/git/filament/docs_src/src_raw/wip/sky/simulated_skybox.mat:0:0-0:0) with new material parameters (`starControl`, `waterControl`).
  - Refactored JS bindings in [SimulatedSkybox.js](cci:7://file:///Users/mathias/sources/git/filament/docs_src/src_raw/wip/sky/SimulatedSkybox.js:0:0-0:0) and organized `main.js` UI into logical folders.

DOCS_FORCE
2026-01-23 01:06:07 -08:00
Filament Bot
7fd9e728ae [automated] Updating /docs due to commit b66736b
Full commit hash is b66736b8cc

DOCS_ALLOW_DIRECT_EDITS
2026-01-22 23:23:09 +00:00
Powei Feng
b66736b8cc docs: move wip skybox demo to /docs_src/src_raw (#9626)
/docs content is overwritten by content in /docs_src

(This tag will force a regeneration)
DOCS_FORCE
2026-01-22 23:20:10 +00:00
Doris Wu
ea8f6a3c92 return empty string for es2 (#9623) 2026-01-22 14:49:54 -08:00
Doris Wu
adcdbb45f9 fix typo (#9625) 2026-01-22 14:49:38 -08:00
Mathias Agopian
cff958587d initialize VirtualMachineEnv on the right thread (#9624)
PerformanceHint manager needs a java thread during initialization,
so we need to attach a jvm to the thread that's going to be used.
That thread is the filament backend thread, not necessarily the thread 
the platform is created on.

So we make sure to do that from the backend thread.


FIXES=[427945768]
2026-01-22 10:24:39 -08:00
Mathias Agopian
9ab2326f15 some work in progress sample 2026-01-22 00:50:35 -08:00
Anish Goyal
8785acd352 Fix push constants with ext sampler (VK) (#9445)
Currently, in Vulkan, we set the pipeline layout when binding the
pipeline, which doesn't happen until draw time when external samplers
are present. In cases like that, we push constants with the layout
VK_NULL_HANDLE, which is not valid. Instead, we can wait until the
pipeline layout is known, and then flush all push constants.
2026-01-22 08:15:20 +00:00
Mathias Agopian
57767b7f27 Fix buffer overflow in RenderPass command batching (#9619)
The command batching logic in RenderPass::Executor::execute calculates a
conservative `maxCommandSizeInBytes` to determine how many commands can
safely fit in the driver's circular buffer.

However, this calculation failed to account for the dynamic memory
allocation incurred by the Per-Material descriptor set binding (via
`MaterialInstance::use`). This binding allocates a `DescriptorSetOffsetArray`
in the command stream, which was unbudgeted.

In scenarios with frequent material and scissor changes, the accumulated
deficit from these unbudgeted allocations could exceed the buffer 
capacity, leading to a crash.

This change:
1. Adds the missing accounting for the Per-Material dynamic allocation 
   to `maxCommandSizeInBytes`.
2. Adds a 20% safety margin to the calculated size to robustly handle
   alignment padding and worst-case scenarios.


FIXES=[474264976]
2026-01-21 21:03:49 -08:00
Powei Feng
febcfc8f2d fgviewer: add info in panel for render passes (#9618)
- Add plumbing to add more information about rendertargets
   (including discard flags and pass id) to the fgviewer pass
   struct.
 - Add UI to display information about a selected pass
 - Highlight a selected resource or pass
2026-01-22 03:39:20 +00:00
Filament Bot
c04c387a89 [automated] Updating /docs due to commit 78ac946
Full commit hash is 78ac9467f8

DOCS_ALLOW_DIRECT_EDITS
2026-01-22 03:05:41 +00:00
Sungun Park
78ac9467f8 Release Filament 1.68.5 2026-01-21 19:01:22 -08:00
Romain Guy
73b60d4db8 Add a new tone mapper (#9614)
The new tone mapper, dubbed "GT7" in the code, is based on
the Gran Turismo 7 tone mapper, as described in the SIGGRAPH
2025 presentation called "Driving Toward Reality: Physically
Based Tone Mapping and Perceptual Fidelity in Gran Turismo 7".

This tone mapper exhibits fewer hue skews than the other tone
mappers, at the exception of PBR Neutral. The GT7 tone mapper
is however better at preserving the perception of high
dynamic range.

The tone mapper, as implemented, targets an SDR paper white
of 250 nits, using 100 cd/m^2 as the reference luminance (for
values of 1.0 in the linear HDR framebuffer). This can result
in an overall darker image compared to the other tone mappers
but this can be controlled through camera settings, post-
processing exposure, or lighting intensity.

The GT7 tone mapper also allows to target HDR output, and
could be made customizable via APIs if desired. The current
implementation offers a fixed aesthetic solution.
2026-01-21 17:31:27 -08:00
Ben Doherty
7266fd67db Add filament-tools subproject (#9622) 2026-01-21 15:22:39 -08:00
Filament Bot
469f2c94da [automated] Updating /docs due to commit d4e0d05
Full commit hash is d4e0d051b1

DOCS_ALLOW_DIRECT_EDITS
2026-01-21 22:26:09 +00:00
Powei Feng
d4e0d051b1 docs: make docs more consistent and complete (#9620)
- Add documentation for specgen along with proper math rendering
- Adjust the heading size, capitalization of various READMEs.
- Add backend test README to the doc
- Rename the CI related tests to have prefix "CI:"
2026-01-21 22:22:12 +00:00
Ben Doherty
df74a5a352 Re-enable iOS filamat builds (#9598) 2026-01-21 19:30:00 +00:00
Doris Wu
21fd32266a Add support for custom morphing (#9550)
BUGS=[443321184]
2026-01-21 17:11:35 +08:00
Sungun Park
cd7c7b369b Add helloasync sample (#9617)
Introduces a new sample application demonstrating asynchronous resource
management. It shows how to asynchronously create and update Filament
resources (Textures, VertexBuffers, IndexBuffers) and provides examples
of managing chains of asynchronous operations effectively.

BUGS=[442921995]
2026-01-21 00:38:08 +00:00
Powei Feng
65ed7099c0 fgviewer: UI updates (#9615)
- Pick a default view when database is filled.
 - Fix d3, d3-graphviz depdency.
 - reduce the size into a smaller table (to avoid scrolling)
 - slant the pass items to allow smaller cells for the table.
 - make subresource rendering the same as regular resource
   rendering with a color hint.
 - Use color-only to indicate resource/pass interaction (read,
   write, read-write, no-access)
 - add tooltip to indicate resource action
2026-01-20 21:02:23 +00:00
rafadevai
af34572883 VK: Add support for VK_KHR_global_priority (#9607)
Add support for application that want to change the
priority of GPU queues at a system level.
2026-01-20 19:53:55 +00:00
Anish Goyal
1f6a67b2a2 Fix race condition for cache prewarming (#9613)
Right now, if a material is destroyed just after creation, it's possible
for prewarm to attempt to use destroyed shader modules. This ensures
that the resources are kept until after any queued jobs have run.

While it is likely ideal to properly cancel the prewarm if the program
has been destroyed, this seems like a rare occurrence in practice.
2026-01-20 18:04:34 +00:00
Sungun Park
7701e7a65a Handle deferred destruction for asynchronous objects (#9604)
When an asynchronous object is destroyed immediately after creation, the
background creation process may still be active, holding a reference to
the object. We now defer destruction in these cases until the creation
process completes to ensure the reference remains valid.

Implementation details:
1. Add a mechanism to stop the ServiceThread to drain pending
   asynchronous tasks earlier. This ensures the mCreationComplete flag
   in the frontend object is set to true.
2. Later, the engine's terminate performs garbage collection for the
   deferred destruction. All of them must be successfully processed.

BUGS=[442921995]
2026-01-17 02:44:28 +00:00
Filament Bot
65a91832a8 [automated] Updating /docs due to commit acb47ff
Full commit hash is acb47ffed5

DOCS_ALLOW_DIRECT_EDITS
2026-01-16 00:26:35 +00:00
Powei Feng
acb47ffed5 Release Filament 1.68.4 2026-01-15 16:21:37 -08:00
Filament Bot
13c0304d84 [automated] Updating /docs due to commit febdf39
Full commit hash is febdf3974c

DOCS_ALLOW_DIRECT_EDITS
2026-01-15 23:24:29 +00:00
Powei Feng
febdf3974c docs: improve release and test documentation (#9609)
- Reorder the release-related documents into one heading.
 - Added CocoaPods README as part of the documentation.
 - Fixed typo for renderdiff doc
 - Added backend test doc
2026-01-15 23:22:00 +00:00
Powei Feng
390acec928 vk: add feature flag for acquiring swapchain in makeCurrent (#9610)
Removing this behavior in #9541 caused a breakage in one of our
clients. We use a feature flag to enable the old behavior.

BUGS=476144715
2026-01-15 22:48:12 +00:00
Powei Feng
ff806f8c3e Misc fixes to address old compiler errors (#9611)
Certain older compilers (e.g. clang in NDK 25.1.8937393) cannot
handle the c++ stylistic changes that were recently added
(though they are correct by spec).

 - In Engine.cpp, .find() cannot automatically infer the right type
   (std::string_view vs. utils::CString).
 - In fg/framegraph, various templated short-hands still require
   typename.
2026-01-15 20:27:26 +00:00
Powei Feng
06c4faabc3 vk: disable pushconstant backend test for CI
Due to flakiness.
2026-01-15 11:36:46 -08:00