Commit Graph
8 Commits
Author SHA1 Message Date
6d0ab5a593 Add Descriptor Sets to Filament (#8165)
We add the concept of the descriptor set as a way to describe
shader resources into Filament. This is a comprehensive change
across Filament.

Info on descriptor sets is available here:
https://docs.vulkan.org/spec/latest/chapters/descriptorsets.html

Co-authored-by: Benjamin Doherty <bendoherty@google.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
Co-authored-by: Sungun Park <sungunpark@google.com>
2024-09-27 23:22:29 -07:00
Mathias Agopian 8afb11128d move UibGenerator and SibGenerator to the shader folder
The shader folder is where we generate the glsl, so this is more
appropriate.
2023-02-01 21:12:53 -08:00
Mathias Agopian fabba73b1e Initial support for compute
* minimal backend support for compute
- added api to dispatch a compute shader
- added api to create and bind a ssbo
- added api to read back a buffer
Only implemented in the gl backend

* Add a backend compute test suite
* basic support for compute shaders in matc
this is still very much work-in-progress.
We're not supporting images nor ssbo for now.

* rename UniformInterfaceBlock to BufferInterfaceBlock
* augment BufferInterfaceBlock to support ssbo features
- add support for std430
- add support for ssbo
- add support for variable-size array
- add support for memory qualifiers

* reformat MaterialBuilder
* material format: move subpasses outside of parameters
subpasses now are their own json property instead of being a
"parameter".

* refactor parameter() methods to match Buffer/SamplerInterfaceBlock
We're just shuffling the arguments.

* add support for buffers in .mat files
* filamat now generates buffer blocks (ssbo)
* take feature level into consideration when optimizing shaders
* don't store the 'uniform binding' chunk for level 2 materials
this includes some refactoring/cleanups of MaterialParser

* matinfo: fixes for compute
- separate subpasses from parameters
- don't attempt to print material properties
2022-09-27 15:52:40 -07:00
Mathias Agopian 8dc16494a7 introduce "feature level 3"
This is because most android devices only support 16 texture in the
shaders (94.4%), so we can't realistically have feature level 2 demand
that.

Instead feature level 2 enables compute/ES3.1 features.
2022-09-14 16:53:43 -07:00
Mathias Agopian c84834d666 bump max sampler count to 62
This is needed for feature level 2.
2022-09-13 10:49:21 -07:00
Mathias Agopian b21d633c0c check that user materials don't exceed their allowed features (#6030)
* check that user materials don't exceed their allowed features

* backend sampler limits now take feature level into account


- in the backend, the constants are now in an array indexed by the 
  feature level

- samplerBindingMap now asserts only what it can.

- matc (filamat) now logs the user samplers when an error is detected.
2022-09-02 16:37:19 -07:00
Mathias AgopianandBenjamin Doherty 87cece8379 use separate enums for uniform and sampler binding points (#5984)
Co-authored-by: Benjamin Doherty <bendoherty@google.com>
2022-08-24 16:36:13 -07:00
Mathias Agopian f57224952a record sampler informations in the material file
The main goal of this change is to have "ugly" code only in filamat.
In particular, the sampler binding information is now recorded
into the material file and used on the filament side to inform the
backend.

This means that on the filament side we only have generic code with
all the "uglyness" in filamat. In particular SamplerBindingMap and
SibGenerator now only exist in filamat.

Files of greater interest:
Material.cpp, MaterialBuilder.cpp
2022-08-23 17:03:30 -07:00