Commit Graph
6606 Commits
Author SHA1 Message Date
Benjamin Doherty d786d59ea1 Merge branch 'rc/1.45.1' into release v1.45.1 2023-11-09 10:09:56 -08:00
Ben Doherty 79116905aa Fix mix-precision quaternion conversions (#7339) 2023-11-08 12:38:23 -08:00
Benjamin Doherty 763950ec18 Revert "fix a couple shadow stability bugs"
This reverts commit 1b0db0fca2.
2023-11-08 12:33:24 -08:00
Mathias Agopian 13571868de don't use a spinlock for the HandleArena
We've seen hangs/ANR that are not well understood on that spinlock, so
for now we're going back to mutexes, which, on android, are very 
efficient under low contention (no syscall).

FIXES=[308029108]
2023-10-30 15:16:01 -07:00
Mathias Agopian 0f2c89b140 improvements to EntityManagers and Filament APIs (#7302)
* prevent public classes from being created on the stack

- we used to to this by deleting operator delete, but this prevented
  the internal "F" classes from being virtual; which can be useful
  when using EntityManger::Listener.
  now we just make the destructor protected in each class.

- EntityManger::Listener now has a virtual destructor so that
  objects could be correctly destroyed from Listener*

* improve EntityManger and Component managers

- all component managers now have the same "base" API
    - getComponentCount()
	- empty()
    - getEntity()
    - getEntities()

- Scene now has getEntityCount()

- EntityManager now has getEntityCount()

- all component manager implement gc() the same way, by calling destroy()

- SingleInstanceComponentManager::gc() that calls removeComponent() has
  been removed because it's dangerous. removeComponent() is often
  not enough, some additional cleanup might be needed.
2023-10-30 15:15:00 -07:00
Mathias Agopian f8b70e8ec5 fix a Transform component leak in CameraManager
CameraManager creates a Transform component for each Camera component
is not already present. However, it didn't destroy the transform
component when it's itself destroyed. the leaked transform component
would eventually be garbage collected, but caused significant
slow down and memory pressure. This is because camera components are
created every frame for the shadow maps.

FIXES=[303914944]
2023-10-30 15:14:52 -07:00
Mathias Agopian 7abdea5a2e improve BlobCache API and compatibility
- the insert and retrieve handlers can now be set/unset independently.
  this could be useful for debugging.

- program caching is disabled if the GL implementation doesn't support it.

- removed unused code

FIXES=[307549547]
2023-10-30 15:13:28 -07:00
Powei Feng cb3e808e8d Bump version to 1.45.1 2023-10-25 15:18:59 -07:00
Powei Feng b2e0b97bad Merge branch 'rc/1.45.0' into release v1.45.0 2023-10-25 15:16:19 -07:00
Powei Feng 73b0751ccf Release Filament 1.45.0 2023-10-25 15:15:35 -07:00
Powei Feng cc95a4a7a3 vk: remove unused platform GGP (#7298) 2023-10-25 11:00:35 -07:00
Ben Doherty d76cf643c5 Improve Metal vertex buffer bindings (#7293) 2023-10-25 12:14:02 -04:00
Powei Feng 6e249c4c1b matdbg: material info and fix resizing (#7295) 2023-10-24 21:56:42 -07:00
Mathias Agopian 9c0cbed214 OpenGLBlobCache: be more robust when shader fails to compile
- don't call BlobCache if link status false
- don't assume glGetProgramiv never fails
- don't assume malloc never fails

FIXES=[307549547]
2023-10-24 20:45:52 -07:00
Powei Feng c531a9c077 filamat: Fix MaterialInfo::userMaterialHasCustomDepth init (#7292)
Leaving it uninitialized leads to msan failure.
2023-10-24 20:45:34 -07:00
Mathias Agopian af0c6a7fe9 OpenGLBlobCache: be more robust when shader fails to compile
- don't call BlobCache if link status false
- don't assume glGetProgramiv never fails
- don't assume malloc never fails

FIXES=[307549547]
2023-10-24 16:42:01 -07:00
Powei Feng 7b7dfad552 filamat: Fix MaterialInfo::userMaterialHasCustomDepth init (#7292)
Leaving it uninitialized leads to msan failure.
2023-10-24 15:43:24 -07:00
Powei Feng deb3eb0b11 matdbg: fix deadlock and add experimental UI (#7275)
- Ensure that waiting on lock times out so that we don't lock
   up a thread when the client is gone.
 - Add an experimental folder to matdbg/web/ for the new
   UI work.
2023-10-24 13:48:29 -07:00
Sungun Park d3016adaff FFilamentAsset has root nodes' scene-mask set
The transient property `mRootNotes` in FAssetLoader is built when a new
root asset is created and referenced whenever a new instance is created.
So it incurs an undefined behavior when a previously created asset tries
creating a new instance after a newly created asset has already created
via the same asset loader.

Move this transient property to each asset so that they can reference it
when a new instance is created.

This partially fixes #7269
2023-10-23 15:30:49 -07:00
Sungun Park 6c29542fad Cleanup function signatures
There's no functional change in this commit.

Make some parameter names more legible by renaming them and put output
parameters to the right of their function.
2023-10-23 15:30:49 -07:00
Sungun Park 0d2a96d630 Remove transient property mAsset from FAssetLoader
The temporary variable has been used to store the current instance of
FFilamentAsset being loaded for easy access from internal methods.  This
causes a crash as to a complex scenario as follows.

val asset1 = assetLoader.createAsset(assetBuffer1)
val instance1 = assetLoader.createInstance(asset1)
val asset2 = assetLoader.createAsset(assetBuffer2)
val instance2 = assetLoader.createInstance(asset1)

As the first step of fixing this issue, remove the transient property
`mAsset` from FAssetLoader. This commit alone doesn't resolve the issue,
and more commits are following.

Consolidate the low level version of createInstance, which takes a
pointer to cgltf_data type, into the high level version as the latter
one uses a parameter for FFilamentAsset instead of referencing mAsset.

Update all other relevant methods to take a FFilamentAsset pointer
instead of cgltf_data.

This partially fixes #7269
2023-10-23 15:30:49 -07:00
Ben Doherty d3fe46765f Implement Metal parallel shader compilation (#7205) 2023-10-23 17:08:09 -04:00
Mathias Agopian 892f94e3c4 attempt to repair PlatformEGLHeadLess
It had been broken for a while. Here we attempt to repair it by moving
a lot of its functionality into PlatformEGL.
2023-10-23 11:13:02 -07:00
Mathias Agopian f75f7039f4 Add support for stenciled swapchains in EGL
Support for GLX, WGL and WebGL is still missing.

partially fixes #7232
2023-10-23 11:13:02 -07:00
Mathias Agopian 8303d6b28e EGL: fix typos in config creation
thankfully it didn't seem to cause harm.
2023-10-23 11:13:02 -07:00
Mathias Agopian 0f9a2dd6af Froxel visualization debug option
The setting can be changed at runtime using a debug property.
2023-10-23 10:02:52 -07:00
Mathias Agopian 626621fb1c minor filament benchmarks cleanup 2023-10-23 10:02:26 -07:00
Powei Feng 2a1f762e23 Update MATERIAL_VERSION to 45 2023-10-22 22:19:41 -07:00
Powei Feng 2b78fd8359 Update MATERIAL_VERSION to 45 2023-10-22 22:18:43 -07:00
Ben Doherty 4dd98e63e4 Create use-after-free detector for Metal textures (#7250) 2023-10-20 17:16:55 -04:00
Ben Doherty 9d181a172a Create use-after-free detector for Metal textures (#7250) 2023-10-20 17:15:42 -04:00
Benjamin Doherty d4b9d1e023 Update NEW_RELEASE_NOTES.md to reflect cherry-pick 2023-10-20 17:09:50 -04:00
Ben Doherty 1b7187f427 Support stencil buffer when post-processing is disabled (#7227) 2023-10-20 17:08:30 -04:00
Powei Feng b62991d967 vk: support stencil format in swapchain (#7277)
Fixes #7233
FIXES=302197523
2023-10-19 13:43:23 -07:00
Mathias Agopian 562ea65d5c Increase FrameGraph Arena to 256KiB
It was possible to run out of space with the Bistro scene and 
everything enabled.
2023-10-19 12:21:31 -07:00
Mathias AgopianandPowei Feng 6498cf5b64 dynamic shadowmap visualization (#7274)
* 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>
2023-10-19 12:18:00 -07:00
Adrian Perez 3c77d2c3f5 StructureOfArrays can push_back move-only types 2023-10-19 12:13:28 -07:00
Powei Feng 960c6170fe vk: optimize headless swapchain (#7264)
- Remove queue submit call when using headless swapchain. It was meant
    to emulate a real swapchain, but queue submits are expensive.
 - Add option to remove flush and wait when window resizes. If a
    headless platform uses this signal to refresh the swapchain, we
    don't necessarily need it to also flush and wait before the refresh.
 - Refactor VulkanPlatform customizations
2023-10-19 11:43:24 -07:00
mackong 37c2fe31d5 samples: support apply all animations in gltf_viewer 2023-10-19 08:45:25 -07:00
Mathias Agopian 21b51caf3d add Renderer::getClearOptions (#7272)
FIXES=[243846268]
2023-10-18 15:16:01 -07:00
Benjamin Doherty 0dddd94eab Fix missing SkinningBuffer include 2023-10-18 13:45:08 -07:00
Benjamin Doherty 76dbc08176 Fix missing SkinningBuffer include 2023-10-18 13:44:31 -07:00
Mathias Agopian 1b0db0fca2 fix a couple shadow stability bugs
- shadows are now stable (in stable mode) when an IBL rotation is
  used.

- fix the shadow transform option which didn't work when an IBL rotation
  was used

- also use the x-axis as a reference for the "up" direction when
  computing the light space matrix so that we don't fall into the
  degenerate case when the light points straight down, which is a
  common case

FIXES=[299310624]
2023-10-17 12:26:43 -07:00
mackongandMathias Agopian 163f02035f fix ubershader index for transmission&volume material (#7244)
Co-authored-by: Mathias Agopian <mathias@google.com>
2023-10-16 12:15:47 -07:00
Mathias Agopian 14263efbea fix mixed-precision quaternion math
We follow the same rules as C++, e.g. float * double -> double
2023-10-16 10:52:36 -07:00
Sungun Park 7c6103a458 Update BUILDING.md for the latest instruction (#7267)
- filament can be built with Visual Studio 2022 as well.
- Fix the link to the Windows SDK.
2023-10-14 00:13:54 -07:00
Powei Feng 92846305f5 matdbg: change from websocket to GET (#7263)
- Use a hanging-GET approach to reduce dependency on websockets.
 - Also add mutex to protect access to MaterialRecords, which is
   written to/read from from multiple threads.
2023-10-13 14:43:34 -07:00
Benjamin Doherty 2ef0244266 Fix build failures due to filamat lite removal 2023-10-13 11:34:47 -07:00
Powei Feng d5ebca0c49 vk: clean up depth formats (#7262)
To prepare for allowing stencil formats in attachments.
2023-10-13 11:21:29 -07:00
Ben Doherty 38ceee8d75 Support stencil buffer when post-processing is disabled (#7227) 2023-10-13 10:04:39 -07:00