Commit Graph
1700 Commits
Author SHA1 Message Date
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
Ben Doherty c7ad9acc79 Fix float spec constant formatting (#6731) 2023-04-11 15:55:04 -07:00
Benjamin Doherty afeaf90d0d Fix build when exceptions disabled 2023-04-11 15:36:24 -07:00
Ben Doherty 6cab8d2cd4 Expose specialization constants to materials as constant parameters (#6652) 2023-04-11 11:09:53 -07:00
Ben Doherty ca2f3d76e6 Metal: work around iPad pipeline error (#6724) 2023-04-10 16:45:38 -07:00
Romain Guy 4a116e6791 Improve size optimizations when compiling material (#6721)
* Improve size optimizations when compiling material

This changes the behavior of the size optimizer in matc (-S), but
only for GLSL and MSL. With this change we gain a ~65% size reduction
on a lit material compiled for OpenGL. To get those gains we generate
extra SPIRV debug information to preserve variable names and better
utilize the line dictionary. Unfortunately this break the SPIRV
optimizer so we skip it and instead rely on a simple DCE pass provided
by glslang. We also enhance the whitespace removal pass of the GLSL
minifier to move lone { and } to the previous line, which avoids
generating an extra index in each shader variant. Each index being
at least as big as the character itself, this is quite wasteful.

When generating SPIRV for Vulkan, we rely on spirv-opt for size
optimizations as before.
2023-04-07 09:34:43 -07:00
Mathias Agopian 040fc64583 Improve how we cache shared shaders
Some shaders can be shared across all materials (e.g. the depth 
shaders). We use the filament default material as the "source" of
the cache, but until now we relied on an a priori knowledge of which
variants were present in the default material.

With this change, we now query once the list of variants (of interest)
in the default material and reuse that list for caching these variants
later.

This is better because the cached variants are now entirely driven by
the default material (which they depend on anyways). This is also faster
because we don't need to query which variant we need each time we create
a material.
2023-04-07 09:33:26 -07:00
Mathias Agopian e19011d0e0 use the enum instead of ints everywhere for ShaderModel and ShaderStage 2023-04-07 09:33:26 -07:00
Mathias Agopian 503e3ba555 honor matc -t (print shader) options, even when compilation fails early 2023-04-04 21:30:49 -07:00
Mathias Agopian c264d26edd filter out VSM variant for unlit materials DEPTH shaders
The VSM variant is never needed for unlit materials, it was filtered
out correctly for color shaders but not for the depth shaders.
This removes 4 variants from all unlit materials.

Also improve matinfo variants output.
2023-04-04 16:52:04 -07:00
Mathias Agopian a484fe1de3 rename ChunkcContainer::addChild/addSimpleChild to push/emplace (#6704)
'child' didn't make any sense in this API, push/emplace mimics
std::vector, which is closer to what the api actually does.
2023-04-03 14:06:42 -07:00
Mathias Agopian e48690bdf9 matc: new feature-level options
The feature-level option sets the maximum feature level allowed for
the material. matc will fail if the specified material has a higher
feature level than the value set with the feature-level option. The
default is 3 (max).

This can be used to ensure that materials don't use features above
a specified level.
2023-04-03 14:05:38 -07:00
Mathias Agopian 30979124b5 skinning now works when the model is far from the origin
We are doing skinning computations effectively in world space, so
some of the math must be done in high-precision.
2023-03-31 14:47:54 -07:00
Ben Doherty 38ede3719f TangentSpaceMesh fixes (#6697) 2023-03-31 12:03:49 -07:00
Mathias Agopian 4503ad1e34 fix -ffast-math and -fno-finite-math-only
- remove -ffast-math in place where it didn't seem too useful
- added -fno-finite-math-only everywhere we use -ffast-math so that
  isinf/isnan work.
2023-03-30 16:15:42 -07:00
Mathias Agopian 0171452b02 fix stream unit-test 2023-03-24 17:30:00 -07:00
alexfh 065a33c846 Add a missing #include <exception>
... which is needed to avoid compilation error with recent LLVM libc++ (after https://reviews.llvm.org/D146097). Previously, symbols like std::terminate() were available through other headers (e.g. <functional>, <vector>, etc.).
2023-03-24 17:21:28 -07:00
Mathias Agopian 9a2fd38f33 update libutils to output floats/double without loss 2023-03-23 15:23:18 -07:00
Mathias Agopian 7cba0da0a2 implement cascades visualization as a post-process
this allows us to remove code from the main shaders that is basically
never used, reducing shader size and runtime costs.
2023-03-23 12:11:56 -07:00
Mathias Agopian d8eb48c9de Improvements to fog
- FogOption::color is now correctly multiplied by the exposure and
  environment intensity.
- New option to exclude the skybox from the fog
- better documentation and naming
2023-03-23 09:31:01 -07:00
Romain Guy 331af7bf35 Add sun size and halo properties to glTF viewer controls. (#6655)
This change also simplifies libviewer by removing duplicated code.
2023-03-21 10:08:20 -07:00
Mathias Agopian 473aff9093 Fix a bug in matdbg where it could reorder the shaders in the package (#6656)
This happened because the code iterated over the keys of a hashmap,
which obviously were not guaranteed to be in the same order as those
entries where added to the hashmap.

We fix this by adding a "visitor" to the materialchunk, so we can
iterate through it in order and retried the info we need.
2023-03-21 10:00:33 -07:00
Romain Guy 3db7f6675e The sun disc should be computed in high quality only. (#6653)
This will provide a boost to mobile devices by not computing the sun
disc as it was intended.
2023-03-20 16:20:46 -07:00
Powei Feng e501a15ef2 gltfio: Release cancelled, decoded texture resources (#6620)
When we call TextureProvider::cancelDecoding, we should make sure
that textures that have been decoded, but not yet used (popped)
should be released (i.e. memory freed and the meta data marked
appropriately.)
2023-03-20 10:34:24 -07:00
mackong 4fd02d7e75 gltfio: fix crash when custom attributes used 2023-03-13 15:16:36 -07:00
Benjamin Doherty 74eb8a77e5 Bump MATERIAL_VERSION to 32 2023-03-13 14:04:40 -07:00
Mathias Agopian 3cef1991b2 Minor cleanup of GL backend 2023-03-08 12:49:22 -08:00
Mathias Agopian e2e5f7cee9 Add way to retrieve the user world-space in materials (#6607)
* Add way to retrieve the user world-space in materials

added `getUserWorldFromWorldMatrix()` and `getUserWorldPosition()` to
retrieve the API-level (user) world position in materials.
Deprecated `getWorldOffset()`

`getWorldOffset` didn't work when an IBL rotation was applied.

* fix large scenes with an ibl rotation

Rotate the IBL around the camera instead of the world so that the camera 
is always at the origin regardless of the rotation.
2023-03-03 21:34:17 -08:00
Powei Feng 9d30233a38 geometry: clean up TangentSpaceMesh (#6595)
- Reordered the 'const var' declarations to 'var const'
 - Use std::vector for data arrays instead of manually managing
   allocations
2023-03-03 15:33:28 -08:00
Ben Doherty 5f3f3f1b24 Fix NaN parameters in material_sandbox (#6609) 2023-03-03 12:13:06 -08:00