glslang generate much less code when function parameters are marked
const (it also works around a bug where highp intermediate variables
are introduced -- but this will be fixed soon).
Also remove non-trivial uses of ?: as it also triggers a similar problem
in glslang.
This prevents the following validation error:
Cannot get query results on queryPool 0x2 with index 0 as data has
not been collected for this index.
This was occasionally triggered when we attempted to query a timer that
had not yet been inserted into any command stream. (The error seems
bogus to me since we've enabled the AVAILABILITY flag, but we might as
well fix it anyway.)
This implementation is an order of magnitude more efficient, running
in about 6ms on Pixel 4.
We're using the ring binning technique described in "Life of a Bokeh",
SIGGRAPH 2018.
This would happen when using math -E -a vulkan. GLSLangCleaner lifetime
must be shorter than TProgram/TShader.
I think we can fix this by using another scoped GLSLangCleaner.
Tested successfully with ASAN.
- Allow JavaScript and Java / Kotlin clients to configure this setting.
- Opt in by default (this was disabled in #2621)
- Optimize large assets like Bistro by iterating through prims only when
the asset actually has skins.
Fixes#2714.
The Animation selector is now a top-level group (collapsed by default),
previously it was in the Hierarchy group, which was non-intuitive.
Also:
- Use indent() for consistency with other UI groups.
- Remove un-necessary usage of a lambda.
This repairs the `animation.html` sample. Using a JS array is more
natural for web developers and more consistent with the latest
JavaScript bindings in gltfio.
* Improve JS API for SurfaceOrientation helper.
Web developers should not be expected to call malloc on the emscripten
heap. This new API is better aligned with how we handle vertex buffers.
Fixes#2702.
* Update web/filament-js/extensions.js
Co-authored-by: Wojciech Czerniak <wojciech.czerniak@gmail.com>
Co-authored-by: Wojciech Czerniak <wojciech.czerniak@gmail.com>