* Lower limit from API 21 to API 19
This was requested by an internal application. API 19 is when OpenGL
ES 3.0 support was added so there is no good reason for us to not
support this API level. The only trick is to avoid referring to the
glTexStorage2DMultisample symbol directly as it only exists in 3.1.
* Compile out code we never use
* Use reflection to handle shared EGL contexts pre-API 21.
* Remove comment
* More fixes required to run on API level 19
- dlym() fails for ashmem on API 19, so we only try on API 26+ instead.
- Older emulation for OpenGL ES 3.0 returns error states for valid API calls so we need to clear the GL error bit before we create the GL driver.
- Activity lifecycle changes since API 19 would cause animations to keep running and to reference destroyed objects.
- EGLContext.getNativeHandle() is new in API 21, we need to use reflection on API 19. The new code path uses the class loading trick to avoid a bytecode verification error on API 19.
* Filament now runs properly on API level 19
This commit adds a new api_level() API to libutils which can be used to
query the platform's API level. On Android it works as expected, other
platforms currently return 0.
This includes a small change to our custom material task because old
gradle passed only the contents of out-of-date directories, newer gradle
passes both the contents and the directory itself.
* Fix the Android filamesh file loader
The loader was not updated to support the SNORM16 format now sometimes
used to encode UV sets in filamesh files.
Fixes#708
* Update android/samples/image-based-lighting/app/src/main/java/com/google/android/filament/ibl/MeshLoader.kt
* Fix FXAA computations in mediump
UV coordinates computed in highp should be passed to the FXAA function
in highp as well. This change also fixes a potential division by 0 which
was causing dir1 to have components set to inifinity, thus breaking the
texture sampling calls below. We fix this with an early exit when a
potential division by 0 is detected. The original code contained a bias
to try to avoid this problem but that bias was not always enough. It
was frequent in mediump to cancel out the bias.
* Update shaders/src/fxaa.fs
Co-Authored-By: romainguy <romainguy@curious-creature.com>
This change also optimizes the size of existing images using squoosh.app.
This should make the main README a lot lighter and faster to load (it saves
several MiBs).
* WIP Add helper to upload Android bitmaps to textures
* Add missing file
* Pass custom constants for bitmap formats
* Add sample app for texturing
* Update the README for samples
* Rename variable from callback to autoBitmap