Commit Graph

1729 Commits

Author SHA1 Message Date
Mathias Agopian
6c05029a9f workaround a crash with some adreno drivers
The crashes are triggered by spirv-opt's MergeReturnPass, so we 
just disable it. This pass also caused issues with AMD drivers on macOS.


fixes b/291140208
2023-07-31 15:48:44 -07:00
Mathias Agopian
0ed71ab53b fix an issue causing callbacks to be called too late
We were waiting for programs from both queues to be compiled before 
calling the callback associated with one queue. In practice this caused
the callback associated with high priority programs to be called only 
after low priority programs were ready.

Also cleanup-up "token" so that it doesn't store the priority.

Update the documentation and sample to better reflect what the 
implementation does.
2023-07-27 10:02:31 -07:00
Powei Feng
b35e24daa7 gltfio: exclude unsupported platforms from test (#7000) 2023-07-26 19:11:50 -07:00
Powei Feng
f506b27a31 gltfio: simple test for asset loading (#6990) 2023-07-26 16:50:06 -07:00
Ben Doherty
dc9510fe25 Support EXT_clip_cull_distance for future use (#6965)
This PR sets up the ability for shaders to use `gl_ClipDistance`, which will be needed in the future. Desktop GL supports this natively. OpenGL ES requires the EXT_clip_cull_distance extension.

Unfortunately glslang does not support this extension, so we have to employ a workaround for mobile when going through glslang. We instead write to `filament_gl_ClipDistance`, and then modify the SPIR-V to decorate this as `gl_ClipDistance`. See the comment in SpirvFixup.h.

Note this PR does not actually use `gl_ClipDistance` yet, so there should be no change to shaders.
2023-07-26 10:01:28 -07:00
Powei Feng
5fce0f9ecf filamentapp: fix vulkan dependency (#6987)
Fixes #6983
2023-07-24 16:50:51 -07:00
Y-way
3f77ff8815 Build error on msvc 2022 2023-07-21 10:00:51 -07:00
mackong
24286e6016 gltfio: fix crash when compute morph target without material 2023-07-21 09:08:22 -07:00
Ben Doherty
626577fe3d Fix ineffective FOG variant filter (#6968) 2023-07-20 11:54:18 -07:00
Ben Doherty
4e6f6a4579 Disable shader precompilation on WebGL (#6925) 2023-07-12 07:32:58 -07:00
Powei Feng
45f5a07989 Update MATERIAL_VERSION to 40 (#6948) 2023-07-10 15:22:15 -07:00
junsang.lee
420f4000c2 fix: 64-Bits Windows, Path::exists() fails for files over 2GB. (#6938) 2023-07-07 00:14:54 -07:00
Ben Doherty
9fa952d968 For web assembly, implement logging as emscripten_err and emscripten_out (#6913) 2023-06-22 11:18:23 +08:00
Powei Feng
52282baeff Update MaterialEnums.h to v39 2023-06-20 11:48:07 -07:00
Mathias Agopian
74f5d8a066 the ShaderCompilerService handles async shader compilation (#6848)
It supports KHR_parallel_shader_compile as well as a
thread pool of GL contexts.

- we have a new 2-priorities queue for shader compilation
- use this feature in gltfio in the ubershader case
2023-06-14 10:51:02 -07:00
Ben Doherty
c1f164190b Re-enable Metal half conversion, only register SimplificationPasses for Metal (#6883) 2023-06-08 14:00:05 -05:00
Mathias Agopian
11adcbed25 fix VSM's high precision option on mobile (#6873)
the math needs to be maintained in highp, including during the blur
pass.

we add the ability to specify a "precision" qualifier to the "output"
of a post-process material.

we also remove the mediump clamping we used to do on mobile, it shouldn't
be done automatically behind the scenes, it's up to the shaders to do
it if it makes sense.
2023-06-07 21:57:17 -07:00
Ben Doherty
c2b10859c9 Temporarily disable Metal relaxed to half pass due to spirv-cross bug (#6880) 2023-06-07 19:30:31 -05:00
Mathias Agopian
5ffb52a17d Workaround invalid glsl generation
spirv-opt's CreateSimplificationPass() cuases spirv-cross to fail
generating working glsl.
2023-06-06 19:53:57 -07:00
Mathias Agopian
6b34e72418 disable glsl/msl minification when generate debug info is active 2023-06-06 19:53:09 -07:00
Powei Feng
d43c632e55 vulkan: add option to choose gpu in platform (#6864) 2023-06-06 17:18:57 -07:00
Mathias Agopian
4ce93232c3 MaterialParser micro optimizations
- improves performance
- reduces code size
2023-06-05 12:45:30 -07:00
Romain Guy
64b15fafe2 Save ImGui settings in a user-specific directory (#6865)
* Save ImGui settings in a user-specific directory

Fixes #6862

* Fix Windows build

* Fix Web build

* Add missing file
2023-06-02 08:42:27 -07:00
Powei Feng
d891acb8c0 Fix missing include (#6858) 2023-06-01 15:15:34 -07:00
Powei Feng
21164885e8 Update MATERIAL_VERSION to 38 (#6852) 2023-05-31 11:26:03 -07:00
Mathias Agopian
25708e8082 don't hardcode the system page size to 4096
It's already 16K on macOS and other systems.
2023-05-24 21:35:38 -07:00
Mathias Agopian
a8afa91b7d add support for custom fog color in gltf_viewer
this is implemented by here by using the skybox texture and blurring it
with the irradiance filter + mipmapping. This only creates a subtle
anisotropic phase-function effect.
2023-05-24 16:37:10 -07:00
Mathias Agopian
a9763376b7 IBLPrefilter can now generate the irradiance texture 2023-05-23 15:52:22 -07:00
Mathias Agopian
153dc08aa7 Support for custom fog-color texture
Fix 282968398
2023-05-23 15:52:01 -07:00
Mathias Agopian
edfd06eaef froxelizer doesn't use textures anymore (#6824)
* froxelizer doesn't use textures anymore

All data is stored in UBOs.
Additionally, the buffer size is no longer hardcoded at compile time.

This CL cuts in half the numbers of froxels to accommodate devices
limited to 16KiB,

* Use a specialization constant to adjust the size of froxel UBO

This really only affects OpenGL in practice because metal supports 256MB
minimum and only 3% of android devices support less than 32K, which is
what we need.
2023-05-22 13:56:13 -07:00
Mathias Agopian
5cb3b16f36 correctly account for user samplers in matc and document it
The number of usable sampler in materials is now documented and properly
accounted for in matc.
2023-05-22 09:59:12 -07:00
Mathias Agopian
a71baef5d3 improve internal documentation of per-view sampler interface blocks 2023-05-18 11:45:12 -07:00
Mathias Agopian
f6c8ce1fd1 New API to apply a transform to the large-scale fog.
This works by making the fog an entity which can be used to create
a TransformManager component an participate to the transform hierarchy.

This feature can be used as more advanced way to set the fog's floor,
which now can have an orientation (essentially be a plane).
This is useful for coordinate systems that are not y-up.
2023-05-16 12:42:59 -07:00
Mathias Agopian
8aa1435fbd fogHeight is not needed in the shader 2023-05-16 12:42:59 -07:00
Mathias Agopian
719ed28d7e API to asynchronously force material compilation
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.
2023-05-12 10:46:30 -07:00
Mathias Agopian
aa1773d633 cache programs in gl backend 2023-05-12 10:46:30 -07:00
Ben Doherty
f7538342df Use a single material for separable gaussian blur (#6791) 2023-05-09 16:50:31 -04:00
Mathias Agopian
17fc3c23ed ES2 support: rec709 out colorspace emulation for ES2
This is only the 2nd step where we implement the
emulation logic and set the appropriate spec-constant and
uniform.
2023-05-02 21:23:47 -07:00
Mathias Agopian
fdb0798f28 ES2 support: rec709 out colorspace emulation for ES2
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).
2023-05-02 21:23:47 -07:00
Mathias Agopian
b4d842c342 ES2 support: filament and filamat changes
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.
2023-05-02 21:23:47 -07:00
Ben Doherty
6558448eae Add support for supplying instance local transforms (#6762)
Clients can now supply a local transform for each GPU instance.
2023-05-01 18:00:27 -04:00
Romain Guy
88be599c2e Use width instead of heigh 2023-05-01 13:53:25 -07:00
Benjamin Doherty
cf1bbf63fc Bump MATERIAL_VERSION to 35 2023-05-01 13:39:45 -04:00
Mathias Agopian
899c15f023 very basic API for materials to have global variables (#6764)
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}.
2023-04-25 17:20:43 -07:00
Powei Feng
b928e5c4dc vulkan: Fix Adreno issue with optimized material (#6757)
* vulkan: Fix Adreno issue with optimized material

Turning off the simplification pass seems to remove all of the
artifacts associated with Adreno GPUs.
2023-04-24 15:11:29 -07:00
Mathias Agopian
6e275514ad matc: attributes are no longer hardcoded in a file
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.
2023-04-18 15:09:43 -07:00
Mathias Agopian
968c2c40fa Cleanup shader generation
- 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
2023-04-12 10:12:19 -07:00
Mathias Agopian
de845d2885 make CodeGenParam a parameter of semantic analysis 2023-04-12 10:12:19 -07:00
Mathias Agopian
0e1f57d712 simplify code that resolves precision qualifiers
Some logic specific to uniform was pushed too low in the method 
resolving a precision to a string.
2023-04-12 10:12:19 -07:00
Mathias Agopian
6b3dfbc635 reduce our reliance on unsigned types
This is to facilitate ES2 support, in all places where unsigned types
were not strictly needed, we now use the corresponding signed type.
2023-04-12 10:12:19 -07:00