This can be enabled by using the Tracking::Debug policy,
currently this just fills allocation on alloc() and free(),
which is useful to help detect access to uninitialized memory
and use after free.
Now enabled by default in libfilament allocators on debug builds.
This caught uninitialized access in the froxelizer.
* Add #include preprocessing to filamat and matc
* Update RELEASE_NOTES
* Fix RELEASE_NOTES
* Use final instead of virtual / override
* Clarify comments
* Use pure virtual for includer functions
* Use a callback instead of an interface
* Rename Includer.h to IncludeCallback.h
* Update comment
* Update Froxelizer.h
Fix this error when building with msvc from vs2019
error C2926: 'filament::details::Froxelizer::FroxelEntry::<unnamed-tag>::offset': a default member initializer is not allowed for a member of an anonymous struct within a union
* Fix some compilation issues with vs2019/msvc
Program.cpp:
1>C:\greg\github\filament\filament\backend\src\Program.cpp(28,42): error C2610: 'filament::backend::Program::Program(void) noexcept': is not a special member function or comparison operator which can be defaulted
1>C:\greg\github\filament\filament\backend\src\Program.cpp(28,42): message : exception specification does not match the implicitly declared specification.
GLUtils.h: __PRETTY_FUNCTION__ macro is clang specific. Use MSVC equivalent
Color.h: fix warning
* #1493 - inline constructor in definition as requested by @romainguy
* #1493 "move this #define inside the #else below" as requested
* #1493 revert last change which causes compilation failures on other platforms.
provide empty implementation of Program::Program() in Program.cpp
* More fixes for building with vs2019/msvc
* #1500 use consistent macro definition syntax (@bejado)
* #1500 simplify DEBUG_COMMAND macro as requested by @pixelflinger
* #1500 use `{ 0 }` which is accepted by Visual Studio (` = 0 ` is not accepted)
* #1500 remove incorrect UTILS_RESTRICT alltogether
We're only caching textures (not render targets yet), and we're
evicting cache entries older than 30 allocations.
This should cut down on texture allocation / gl calls.
The cache should get in a stable state very quickly (less than half
second).
this is because the JobSystem's queue works as a LIFO, by creating
jobs in reverse (memory) order, we attempt to help streaming to
the d-cache on that threads -- until the point where
jobs are stolen.
we also execute the last job immediately instead of creating a job
for it -- since we're already in a job.
- parallel_for doesn't use recursion anymore to create the "leaf"
jobs, this is now done linearly on N thread (one thread per CPU).
This uses less stack space, and reduces miss-predicted branches.
- remove almost all SYSTRACE calls because they have a huge impact
on things like parallel_for() and are misleading. They can be
enabled again by setting HEAVY_SYSTRACE to true.
- we simplify the waiting code by using only a single
condition variable instead of two.
- wait() now behaves just like a looper, it will process jobs until
the one it's waiting for finishes -- before it could just sit there
(the idea was that the job would finish quickly, but that's not always
the case).
- we also make sure to never call notify_n() when it's not needed.
We track how many waiters we have and use that to decide if we need
to notify().
notify is pretty slow on all architectures, even on linux it's always
a syscall, so it's better to avoid it.
- don't use stand-alone fences, makes things ugly for no real benefit
- refactored the code a bit, hopefully it's more clear.
The Work-stealing dequeue indices could wrap around after ~2 billion
calls to steal(). This could probably be achieved in a few hours.
By using 64-bits indices, we avoid the problem entirely.
Instead of passing SamplerInterfaceBlocks and a SamplerBindingMap to
Program, we now set a 'sampler group' per binding point:
Program::addSamplerGroup(...)
A sampler group here consists of a list of N 'Sampler' and a 'Sampler'
is just a unique name (unifrom name in the shader) and binding point in
the shader.
That's all the driver layer needs.
With this change we get rid of the code that re-created the uniform
names in the driver -- this should never have been done there. And we
also remove the hash-map lookups in vulkan and metal drivers.
Program::shader() was taking a string before which didn't make sense
for spirv. Now it's just a blob, in the case of GL/Metal, the blob
must be a null terminated c-string, and the size must include the
terminating null character.
This fixes an out-of-bound access in ShaderBuilder::getShader() (which
doesn't exist anymore), because it was creating a CString passing
a size that included the null terminating char, which is not was CString
expects. CString can now assert() in that case.
driver::Program now uses a std::vector<> for storage, which we should
fix at some point (b/c it's a public header). CString was not suited to
store binary blobs.
This reverts a JobSystem optimization that attempted to avoid signaling
a condition when there was no waiters. Unfortunately, there was a
race that caused the the signaling thread to miss that the waiter flag
was set, thus not signaling.
Fixes a header usage problem for MSVC, which complains about StaticString not having a constexpr constructor thus making the "make" method not constexpr.
- only signal waitAndRelease() when the corresponding job finishes and
only if there is waitAndRelease() active -- instead of signaling
every time a job ends.
- don't surrender time slice when attempting to steal a job and it fails
as long as some queue has jobs.
- check that we have to wait, because taking the lock
- add a benchmark
This change more than doubles the amount of jobs we can handle per
second (~965,000 jobs/s on Pixel3)
JobSystem::waitAndRelease used to spin to wait for the job to finish,
usually this wasn't a problem because the spinning thread was
able to handle other jobs. However, in cases where no job was
available it would actually spin in burn cpu cycles.
we now use a (separate) condition variable to handle that case.
In a lot of case the StaticString hash can be computed a compile time,
so we now take advantage of that.
Removed StaticString(const char*) ctor, and replaced it with a
StaticString::make() method.
Fixed a couple wrong uses of the old StaticString(const char*) ctor.
- make Profiler::readCounters() not inline as it didn't need to be,
it's not performance critical and it's sufficiently large.
- don't inline hasExtensions(), same reason.
An assert checking invariants would sometime trigger, the problem
was a logic error that would be exposed by a race when running out
of space in the list.
The root of the problem is that in one place we were not remapping the
-1 offset to nullptr, storing a pointer violating our invariants.
Also added more asserts!!!
We're using timed condition variable in one place, but the STL version
pulls in a lot of code because it does clock calculations in
"long double" (!!!!). Since we already had an implementation
of condition_variable, we just add the timed version.
This saves several KiB of code.
Also don't use unique_lock() lock/unlock because it can throw exceptions.
This removes a lot of heap allocations/deallocations, and reduces
code size. Most improvements come from using CString and
StaticString instead of std::string and better using move
semantics.