This is in preparation to supporting screen-space effects.
There are two major changes:
- RenderPass is now copiable and intended to be passed by copy to
the execute stage of frame graph passes
- The color pass is in its own function now
This actually simplify RenderPass api.
An version of clang is smarter about generating warnings for template code. `assert` here is not included, so clang generates: `error: use of undeclared identifier 'assert'`
TrackingPolicy::Debug didn't store the base pointer of the Area, and
instead relied on the first allocation to discover it, however, because
of alignment, the first allocation may not match the base pointer.
Because of that there could be an overflow in onRewind(), i.e. we
could rewind to a pointer before the (wrongly computed) base. This
overflow caused the debug memset to go awry and stomped on memory.
This is fixed by passing the base pointer to the constructor of the
TrackingPolicy. This base pointer could be nullptr with certain
allocators, but in that case, onReset/onRewind should never be called;
and this is enforced at compile time.
Also fixed a (luckily) harmless buffer overflow when preparing the
dynamic lights, if the number of lights wasn't a multiple of 4. This
was harmless because we use a linear allocator, so overflows are not
really overflows.
This was caught by ASAN.
Our algorithm header has many one-liners that compute the "next power of
two length / 2" but they all have the caveat that if the input is
already POT, then the "/ 2" part does not occur.
Usually we deal with this by testing the difference against zero.
However in `partition_point` we were skipping the test, thus causing a
potential out-of-bounds access.
I fixed `partition_point` and added a few more tests for non-POT cases.
* Lower limit from API 21 to API 19
This was requested by an internal application. API 19 is when OpenGL
ES 3.0 support was added so there is no good reason for us to not
support this API level. The only trick is to avoid referring to the
glTexStorage2DMultisample symbol directly as it only exists in 3.1.
* Compile out code we never use
* Use reflection to handle shared EGL contexts pre-API 21.
* Remove comment
* More fixes required to run on API level 19
- dlym() fails for ashmem on API 19, so we only try on API 26+ instead.
- Older emulation for OpenGL ES 3.0 returns error states for valid API calls so we need to clear the GL error bit before we create the GL driver.
- Activity lifecycle changes since API 19 would cause animations to keep running and to reference destroyed objects.
- EGLContext.getNativeHandle() is new in API 21, we need to use reflection on API 19. The new code path uses the class loading trick to avoid a bytecode verification error on API 19.
* Filament now runs properly on API level 19
This commit adds a new api_level() API to libutils which can be used to
query the platform's API level. On Android it works as expected, other
platforms currently return 0.
the C++ standard says:
if T is a class type with a default constructor that is neither
user-provided nor deleted (that is, it may be a class with an
implicitly-defined or defaulted default constructor), the object
is zero-initialized and then it is default-initialized if it has a
non-trivial default constructor
Unfortunately, MSVC always calls the default constructor, even if it
is trivial, which breaks constexpr-ness.
To workaround this, we're always zero-initializing TVecN<>
Also removed constexpr from default constructors, since they never can
be constexpr as they're not initializing the vector.
This prevents values like NONE or COLOR which are very generic
names to collide with other classic enums. It also forces us to be
specific about what we're doing when converting to bitfields.
Also added a utility to easily enable any enum or enum class to
support binary operation (i.e. Bitmask contract), e.g.:
template<> struct utils::EnableBitMaskOperators<Foo> : public std::true_type{};
gives all binary operators to 'Foo'. Foo must be an enum.
Also added any() and none() convenience to convert an enum to a boolean.
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.