The number of SH bands used for the indirect light irradiance
computations can be set to 1, 2 or 3 (default) in Material::Builder.
For e.g. in lower-end devices w/ non HDR content, it might be
beneficial to set this value to 2.
BUGS=[341971013]
- Add option to build.sh to build for paritcular stereo
techniques (default to NONE). Only applies to samples.
- Consoldiate viewer checkbox for debugging stereo rendering
- Add DriverConfig flag for stereoscopic type so that it can
be used to determine availability of the feature and
(to be completed) enable corresponding GPU features.
Co-authored-by: Mathias Agopian <mathias@google.com>
This adds a new material property (float postLightingMixFactor) which
is used to mix the original color with the post-lighting blended color.
The default value is 1.0, which keeps the current behavior.
FIXES=[328498606]
* Add a new material param, stereoscopicType
This new parameter allows us to specify which implementation of
stereoscopic rendering Filament uses for the material.
This change just includes material parameter addition and shader code
changes, so it doesn't affect the current rendering behavior.
These changes will follow as separate commits.
- render pipeline changes
- material parameter override via matc parameter
- material document update
We're going to add a new implementation of stereoscopic rendering using
multiview. Thus we want to remove the word `Instanced` from all methods
and properties.
The CL introducing the ESSL 1.0 chunk in materials inadvertently disabled
optimizations for said code. This commit reintroduces those optimizations and
fixes associated bugs which manifested. In particular, spirv-cross was
generating uints for bools; this has been fixed with a hack. Additionally,
spirv-cross is now compiled with exceptions enabled so that matc can gracefully
fail and show the code which failed to compile rather than abruptly aborting.
Since #7358 is blocked by an upstream spirv-cross issue, we can at least do a
bit of preprocessor optimization for ESSL 1.0 code in the meantime and introduce
the FILAMENT_EFFECTIVE_VERSION preprocessor definitions.
First, this commit introduces some very simple bugfixes regarding ES2
compatibility related to postprocessing.
Second, this commit adds support for creating textures specified as R8, SRGB8,
and SRGB8_A8 in ES2. R8 is trivial: just use GL_LUMINANCE instead. The sRGB
formats, however, are maybe a bit more controversial. As implemented, they
instead just use the equivalent non-sRGB formats. This is of course technically
incorrect. There are a few approaches to how to add sRGB compatibility for ES2
that I can think of.
1. Do a bunch of complex shader nonsense in matc. Maybe even traversing the AST
and ensuring any texture lookup of a texture flagged as sRGB uses some
compatibility function. This would require static analysis to track if samplers
are reassigned to another variable, for example. This of course also breaks down
if you don't know at compile time if the shader will receive an RGB or an sRGB
sampler, or if the shader should be able to support both RGB or sRGB samplers.
Really only worth mentioning here for the sake of completion.
2. You could also generate simple compatibility functions to look up each
sampler, which would only apply to FL0 materials.
First, we would have to extend the material format to be able to explicitly
"color" a sampler as sRGB or not, like:
```
parameters : [
{
type : sampler2d,
name : albedo,
precision : medium,
colorSpace : srgb,
},
{
type : sampler2d,
name : normal,
precision : medium,
colorSpace : linear,
}
],
```
Then, the following GLSL code would be generated.
```glsl
\#if __VERSION__ == 100
vec4 texture_albedo(vec2 position) {
return sRGBtoLinear(texture2D(materialParams_albedo, position));
}
vec4 texture_normal(vec2 position) {
return texture2D(materialParams_albedo, position);
}
\#else
vec4 texture_albedo(vec2 position) {
return texture(materialParams_albedo, position);
}
vec4 texture_normal(vec2 normal) {
return texture(materialParams_normal, position);
}
\#endif
```
Finally, at runtime, if a sampler is "colored" one way or the other, we would
verify that only the appropriate kinds of samplers are bound.
I'm actually very partial to this solution. Since sRGB compatibility is only a
concern on ES2, we can generate this code only for FL0 shaders, which already
require GLSL shader authors to care about ESSL 1.0 compatibility by calling the
appropriate `textureXX` functions. Additionally, it provides a layer of
high-level validation that texture lookups are correct, even if a real ES2
context is not available on the device being tested.
3. Leave it entirely up to the client. (What this commit does.) This leaves
client code ripe for making mistakes, but luckily, we can go back and do
solution 2 whenever. If specifying a color space for a sampler remains optional,
then if this feature is retrofitted in the future, client code will continue to
compile.
This change hard-codes writing the post process output at index 0 (i.e. color)
to gl_FragColor when generating ESSL 1.0 shaders. Any other outputs (besides
depth) are discarded with a warning, but as far as I can tell, no such cases yet
exist in Filament.
Fix edge case where an empty struct could be generated in an ESSL 1.0 shader.
Include _maskThreshold and _doubleSided in ESSL 1.0 shaders.
Add GL_OES_standard_derivatives extension to ESSL 1.0 shaders. According to
gpuinfo.org, this has 96% device coverage and supports both Mali-400 and Adreno
(TM) 304.
Remove 3D sampler support from ESSL 1.0 shaders. This extension is only
supported by 62% of devices.
Change filagui material to a FL0 material.
* debugging PCF mode
This mode always uses a hard PCF and takes a
slightly slower code path.
* dynamic shadowmap visualization
The directional shadowmap visualizer is implemented behind a
specialization constant. Add the DebugRegistry infrastructure to be
able to update the spec-constant at runtime and have a subset of
all materials invalidated.
This allows to toggle the visualization at runtime using a debug
property.
This is also a proof of concept that we can update spec-constants
at runtime; we could probably leverage this work for engine-wide
shader configurations.
* Update main.fs
* Update filament/src/details/Material.cpp
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
these materials would not generate proper structure or shadow buffer,
because they used a special variant that in most case removed the
user code.
now when the user code writes the depth or calls discard, the user
shader is kept.
Previously, when a material was expilicitly built for feature level 0, it was
necessary to write ESSL 1.0 code which was incompatible with the OpenGL feature
level 1 implementation in Filament. Rather than adjust the Filament
implementation so that feature level 1 uses the same workarounds as feature
level 0 to emulate GLES 3.0+ features, it's more runtime-efficient to have matc
embed ESSL 1.0 and 3.0 shaders as separate chunks and load the corresponding
one based on the active feature level.
Feature level 0 material shaders must still be written in what is effectively
ESSL 1.0. To assist with this, a small set of compatibility definitions are
introduced when building the ESSL 3.0 variant. These are virtually all
textureXXX() functions, and end up either optimized out or inlined by glslang.
One final effect of this change is that external and 3D samplers are now
properly supported in feature level 0 materials.
This PR sets up the ability for shaders to use `gl_ClipDistance`, which will be needed in the future. Desktop GL supports this natively. OpenGL ES requires the EXT_clip_cull_distance extension.
Unfortunately glslang does not support this extension, so we have to employ a workaround for mobile when going through glslang. We instead write to `filament_gl_ClipDistance`, and then modify the SPIR-V to decorate this as `gl_ClipDistance`. See the comment in SpirvFixup.h.
Note this PR does not actually use `gl_ClipDistance` yet, so there should be no change to shaders.
the math needs to be maintained in highp, including during the blur
pass.
we add the ability to specify a "precision" qualifier to the "output"
of a post-process material.
we also remove the mediump clamping we used to do on mobile, it shouldn't
be done automatically behind the scenes, it's up to the shaders to do
it if it makes sense.
* 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.
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).
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.
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.
- 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
We were using a specialization constant to size an array inside an
UBO interface block, which caused the crash in the Vulkan driver.
However, this specialization constant was only used to workaround a
Chrome bug on WebGL. Additionally, specialized array size inside blocks
are not fully supported in spirv.
This workaround simply replaces the specialization constant by a
constant on Vulkan.
Fix#6444
At least some adreno compilers don't like returning an element of a
UBO array that is a structure in the vertex shader.
To work this around we have to copy the each of the structure fields.
Fixes#6355
* 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
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
GLES3.0 (and GL4.1) need informations about the uniform block bindings
because they don't allow to do that setup in the shaders. So we store
that information in the material blob and retrieve it on the filament
side in Material. This information is passed to Program so it can
create the bindings.
Prior to this change, this information was set by Material itself, but
this ment we had two places where these bindings were hardcoded.
The bulk of the change is to add a new material chunk which stores an
array of {name, binding}, retrieve it on the Material side and pass it
to Program.