* Filament Error Handling Remediation and noexcept Cleanup
- Replaced assert_invariant with FILAMENT_CHECK_PRECONDITION in
Renderer::beginFrame for caller bugs.
- Removed noexcept from Camera::setCustomProjection to allow precondition
checks to throw.
- Removed noexcept from Texture and InstanceBuffer methods using precondition
checks.
- Documented silent clamping in View::setBloomOptions.
- Clarified comment in FrameGraphResources regarding preconditions.
- Refined MaterialInstance::commit to split texture loop into check and update
passes, preventing partial state changes on precondition failure.
* backend: Propagate backend thread exceptions to the main thread.
Introduce a mechanism to catch exceptions thrown on the backend thread and
rethrow them on the main thread. This prevents deadlocks and allows the
application to handle fatal backend failures gracefully.
- Consolidate synchronization primitives in DriverBase.
- Add mHasUnrecoverableError flag to interrupt blocked fence waits.
- Optimize waitForFence to avoid extra atomic reads in common paths.
- Propagate FenceStatus::ERROR across all backends.
- CommandBufferQueue now stores a std::exception_ptr when the backend fails.
- The backend enters a "zombie" state on failure, skipping further command
execution but allowing clean shutdown.
- Public APIs in Renderer and Engine now check for stored exceptions and
rethrow them, documented with @throws.
- Guarded by __EXCEPTIONS to ensure no overhead when exceptions are disabled.
- Add unit test for fence interruption and document new APIs.
BUGS=[407545700]
* feat: harden backend exceptions and add hasUnrecoverableFailure API
- Update Renderer::beginFrame() and Renderer::shouldRenderFrame() to
return false early if an unrecoverable backend exception has been
delivered to the main thread.
- Document the new return behavior for beginFrame() and
shouldRenderFrame() in Renderer.h.
- Add Engine::hasUnrecoverableFailure() to the public API to allow
apps to check for fatal errors without relying on exceptions.
- Implement hasUnrecoverableFailure() in FEngine by delegating to
CommandBufferQueue.
- Expose Engine::hasUnrecoverableFailure() to Java bindings
(Engine.java and JNI).
- Expose Engine::hasUnrecoverableFailure() to JavaScript bindings
(jsbindings.cpp).
* java: propagate C++ Panics & exceptions to JAVA
Users can now create a swapchain with MSAA support, which enables direct
rendering to a multi-sampled swapchain image and automatic resolution.
This is only supported by EGL(Android). Other GL platforms (GLX, WGL,
etc) don't support it because the swapchain MSAA settings must be
configured before window creation.
Support for other backends will follow.
BUGS=[433327615]
This is supported only by the PlatformEGL currently. There is not much
that can be done with it either at this point. A protected swapchain is
one that can only be written by a protected context, however, there
is currently no way to create such context.
This change adds a 'SRGB' config flag when creating a SwapChain that
enables linear to sRGB conversion on write.
When using this flag, the linear->srgb conversion in the color grading
post processing should be disabled (or, the whole post-processing
stage should be disabled).
There is also a new query to determine if this flag is supported by
the underlaying platform.
On Metal, this happens automatically when the underlaying layer is sRGB.
This reverts commit 3799e219fc.
Java callbacks are now directly dispatched to their handler, instead
of first going through filament's opportunistic dispatch, reducing
callback latency.