Commit Graph

1846 Commits

Author SHA1 Message Date
Mathias Agopian
d640ba853b rework how we size the HandleAllocator's pools
- update the pools sizes for metal and vulkan, which were very outdated.
- add debug code on all backends to print the size of each handle 
  (with a compile time switch)

The most important change is that now the 3 pools of HandleAllocator
are sized so that each can accommodate about the same amount of handles.
This makes it easier to reason about. The total amount of handles is
three times that, since there are 3 pools. 
We also try to allocate the buckets so that handles are evenly
distributed, however, that's very hand wavy.

With the current setup the number of handles per pool is as follows:
- GL : 3240 / pool / MiB
- VK : 1820 / pool / MiB
- MTL: 1310 / pool / MiB
2024-02-06 21:28:04 -08:00
Mathias Agopian
50d9d9f139 Improve memory allocations (#7540)
* Automatically flush CommandStream 

When generating commands, we now automatically flush the CommandStream,
so that we're guaranteed to not overrun the circular buffer.

* clenaup CircularBuffer implementation and API

Also fix a bug in DEBUG mode that could corrupt the CircularBuffer, it
was due to a wrong debugging code attempting to clear the unused
area of the buffer (this was wrong because in "ashmem" mode, there are
no guaranteed unused areas).

* Fix a couple threading vs. allocations

- prepareVisibleLights was run on a dedicated thread (via JobSystem), 
  but was using its own local ArenaScope. This is wrong because it
  could reset the root arena at any later point. This is fixed by
  just not using a local ArenaScope.

- related to the above, the root Arena (LinearAllocatorArena) didn't
  use a locked policy, which cause also cause problems since some
  allocations are done off the main thread. We now pre-allocate the one
  buffer we need.

This PR also renames some variable and types to improve readability.

* Rework RenderPass to improve allocations and API

RenderPass now is a fully immutable object that gets constructed with a
RenderPassBuilder. RenderPassBuilder can be passed around and doesn't
do any (major) allocations.

All RenderPass allocations and heavy lifting is done in 
RenderPassBuilder::Build().

Additionally, RenderPass cannot be copied anymore.

Where allocations happen is now much clearer.

* new LinearAllocatorWithFallback 

LinearAllocatorWithFallback is a linear allocator that can fall back
to the heap allocator. We use it for the high level command buffer to
avoid crashing when running out of memory.

FIXES=[277115740]

* Update filament/src/RenderPass.h

Co-authored-by: Powei Feng <powei@google.com>

* Update libs/utils/include/utils/Allocator.h

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-02-06 10:01:41 -08:00
Mathias Agopian
34f8b9aa20 add nullability attributes to filament public APIs 2024-02-01 10:36:42 -08:00
Mathias Agopian
59b59cf6be add missing includes in libutils public headers 2024-01-26 10:58:00 -08:00
Mathias Agopian
d5041fced7 support execinfo.h on Android 33 and above
Note: this currently requires to compile filament with API_LEVEL 33.
2024-01-25 14:50:29 -08:00
Powei Feng
984006ee25 geometry: allow additional attributes in TangentSpaceMesh (#7483)
- Add methods for adding attributes to the input mesh
 - Add method in TangentSpaceMesh for when user provides the
   tangents
 - Separate client-side Algorithm enum from implementation algorithm
   (AlgorithmImpl)
 - Fix CMake config for combining static libs
2024-01-23 16:16:35 -08:00
Sungun Park
8bdf7bd1e5 Update material version to 50 2024-01-22 15:25:06 -08:00
Mathias Agopian
ee6f3fb1dc Add sharpening option to TAA
We use the RCAS algorithm from FSR1. This is useful for when TAA
upscaling is enabled and similar to to what FSR2 is doing.
2024-01-19 14:40:04 -08:00
Mathias Agopian
b9a9586abb taa: add a 32-sample mode and cleanup
32 sample may be more suited to 2x upsampling, it gives 8 samples per
high-res pixel (instead of 4). This is also what FSR 2.0 is using,
which is useful for comparing.
2024-01-19 14:40:04 -08:00
Mathias Agopian
6ee20a57aa remove all uses of our custom spinlock
This has caused issues and over time we have reduced the use of 
spinlocks, it was only used in few places and we still have evidence
that it's causing ANRs.

We use utils::Mutex instead which is a low overhead mutex implementation
on Linux systems.

FIXES=[321101014]
2024-01-19 12:05:07 -08:00
Mathias Agopian
368fa2bf39 fix IBLPrefilterContext::EquirectangularToCubemap
it was incorrectly mapping the equirect image to a cubemap due to a
typo in our overload of atan2 which was swapping its parameters.

atan2 is now removed, and we use atan(y,x) instead. Also modified the
code slightly so it matches almost exactly cmgen's.

FIXES=[320856413]
2024-01-18 21:10:21 -08:00
Powei Feng
5435a8ed3b Add missing includes (#7501)
BUG=320668410
2024-01-17 11:04:42 -08:00
Mathias Agopian
102d2db008 Bokeh aspect ratio (#7482)
* Bokeh aspect ratio

new DoF option to set the bokeh aspect ratio, this can be used to
simulate anamorphic lenses

* Update android/filament-android/src/main/java/com/google/android/filament/View.java

Co-authored-by: Powei Feng <powei@google.com>

* Update web/filament-js/filament.d.ts

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-01-10 15:25:28 -08:00
Eliza Velasquez
1203c24f06 Generate dummy stereo variants for FL0 mats
See #7415 for a more detailed description of why this change is necessary.

The remaining variants which are filtered from FL0 materials are all related to
lighting, so further hacks like this won't be necessary.

Future work involves properly supporting differing sets of variants based on
shader language.
2024-01-10 13:50:53 -08:00
Mathias Agopian
9704d27aeb TAA upscaling
This feature is still work in progress. TAA can now optionally
upscale by 4x (this disables dynamic resolution scaling).
2024-01-09 14:07:18 -08:00
Ben Doherty
6062b3c8c6 Fix ostream linking error when compiling Linux DSO (#7470) 2024-01-03 12:06:44 -08:00
Ben Doherty
d9186c44ba matdbg: Load codicon font (#7469) 2024-01-03 10:41:18 -08:00
Benjamin Doherty
2c9559f9b8 Add string.h header 2024-01-02 13:24:08 -08:00
Mathias Agopian
5e3c51822d add basic support for multisampled samplers
we don't document this feature yet because it's still WIP and 
intended to be used internally only at this point
2023-12-21 21:32:22 -08:00
Mathias Agopian
9d817a0cc9 TAA improvements (#7441)
* TAA improvements

- fix variance + AABB history clipping (we were computing the union
  of both AABB instead of the intersection).
- added a setting for the variance parameter
- added a setting for the jitter pattern
- improved some default values
- fixed a few comments
- smaller code tweaks to facilitate future improvements
2023-12-21 16:51:28 -08:00
Mathias Agopian
cabaa4323e add a way to set a log consumer
this is a private API to capture filament's logs.
2023-12-18 16:28:31 -08:00
Mathias Agopian
d6b2ec49b0 cleanup 2023-12-18 16:28:31 -08:00
Mathias Agopian
c8aae3cdaa fix android build 2023-12-13 16:32:22 -08:00
Mathias Agopian
2a67152dda Dynamic "Material constants" support
Material constants (a.k.a: specialization constants) can only be set
during Material creation through Material::Builder.
This change somewhat relaxes that limitation by allowing constants to
be set at runtime on Material directly.

Currently this new API is still private and only supported on FMaterial.

This feature works by invalidating the HwProgram cache of the concerned
Material, causing a shader recompile per variant; so this API is costly
and should be used only for debugging or during app/game configuration.

The TAA material is modified to use constants instead of #defines for
various settings and those are exposed in TaaOptions as well is in 
ViewerGui. So with this change all aspects of the TAA material can
be changed at runtime.
2023-12-11 16:20:47 -08:00
Benjamin Doherty
fdb90f2f49 Bump MATERIAL_VERSION to 49 2023-12-11 00:16:13 -08:00
Ben Doherty
95fdba0c5d Add camera toe-in setting for stereoscopic testing (#7411) 2023-12-08 10:03:57 -08:00
Eliza Velasquez
b1794a82ca Generate dummy skinning variants for FL0 mats
Even if skinning is not fully implemented on FL0, we have clients which depend
on materials with skinning variants that otherwise could easily be converted to
FL0 materials. There are two proper ways to deal with this:

1. Support skinning/morphing in Feature Level 0.

2. Allow ESSL 1.0 code and ESSL 3.0 code to support different sets of variants.

However, the simplest solution is to just include skinning/morphing variants,
but disable codegen for ESSL 1.0 code, making them identical to the base
variants. This shouldn't increase the file size much due to the dictionary
deflation. Of course, skinning will not work correctly on FL0, but this has
always been the case. Future work here would be to properly implement one of the
two solutions described above.
2023-12-07 15:37:23 -08:00
Powei Feng
164d7507bb Update MATERIAL_VERSION to 48 2023-12-01 11:00:53 -08:00
Eliza Velasquez
b007e9137e Fix ESSL 1.0 external samplers
matc was re-introducing the incorrect extension for external samplers in ESSL
1.0 code after spirv optimizations.
2023-11-30 14:07:23 -08:00
Powei Feng
9b67d80961 Add intermediate.h include to builtinResource.h (#7388) 2023-11-28 10:23:31 -08:00
Powei Feng
b066678a37 matdbg: fix backend selection 2023-11-27 16:54:49 -08:00
Powei Feng
47d45a64fa Update MATERIAL_VERSION to 47 2023-11-27 11:40:00 -08:00
Eliza Velasquez
2bd48f58ff Enable optimizations for ESSL 1.0 code
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.
2023-11-16 14:59:01 -08:00
Eliza Velasquez
7797f5af38 Incorporate feedback 2023-11-16 12:47:46 -08:00
Eliza Velasquez
494934f34e Add option to matc to disable ESSL 1.0 codegen 2023-11-16 12:47:46 -08:00
Eliza Velasquez
caae42fdf6 Enable preprocessor optimization of ESSL 1.0
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.
2023-11-16 12:47:46 -08:00
Ben Doherty
7d31a7f7ea Move stereoscopic debug options to Settings framework (#7347) 2023-11-15 10:51:58 -08:00
Eliza Velasquez
2306b56ea7 Add FILAMENT_ENABLE_FEATURE_LEVEL_0 option
This allows clients to selectively exclude feature level 0 support.
2023-11-14 16:50:44 -08:00
Powei Feng
b0a584c915 Small compilation fixes (#7363)
- gltfio: Enable -Wall -Werror for gltfio_core
 - gltfio: Fix various errors that were missed warnings
 - matdbg: switch from std::atomic_uint64_t to
   std::atomic<uint64_t> for older clang
2023-11-14 13:26:48 -08:00
Powei Feng
75e8961109 Update Material_VERSION to 45 2023-11-13 10:37:16 -08:00
Mathias Agopian
a900bc69fb don't precompile variants in gltfio
we recently added calls to Material::compile in gltfio to precompile
materials are they are discovered. that wasn't a good call, because 
this should be the responsibility of the app, not of gltfio, at least
not without an option.

This is now done in gltf_viewer. We need something similar for 
Android.

Bugs #7318, #7336
2023-11-10 15:30:44 -08:00
Mathias Agopian
1a0b5ddc14 fix [Pixel]BufferDescriptor functor callbacks
and attempt to make functor<->callback code less confusing.
2023-11-10 13:15:29 -08:00
Ben Doherty
06e8b1d689 Support up to 4 side-by-side stereoscopic eyes (#7328) 2023-11-09 15:34:50 -08:00
Ben Doherty
cbc3bb3326 Fix mix-precision quaternion conversions (#7339) 2023-11-08 12:38:57 -08:00
Powei Feng
0eb851ff8c Update debug.cpp (#7337) 2023-11-08 10:55:28 -08:00
Mathias Agopian
7d694ee85e repair gltf_viewer drag&drop
Drag and dropping a gltf folder was broken:
- the handle didn't find the gltf file on drag&drop
- the ResourceLoader cached the asset path
- don't exit(1) when drag&dropping an invalid file
2023-11-02 06:00:45 -07:00
Powei Feng
46e6664c3d matdbg: fix matinfo use case (#7325)
- Make sure matinfo works by selecting a default backend in the
   absence of activeShaders.
 - Add options to select backend in matinfo mode.
 - Workaround cursor misplacement for monaco
 - Refactor menu sections into a common element.
2023-11-01 21:42:42 -07:00
Eliza Velasquez
4fd7c418e5 Remove invalid FeatureLevel0Sampler3D test 2023-11-01 21:17:22 +00:00
Eliza Velasquez
a3fdca7997 Fix basic post processing on ES2
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.
2023-11-01 18:23:27 +00:00
Eliza Velasquez
7f1704481e Force post-processing materials to be unlit
This both fixes compilation of FL0 ES2 materials and unsaddles post-processing
materials with a lot of requirements added on by being considered lit.
2023-11-01 18:23:27 +00:00