Commit Graph

1538 Commits

Author SHA1 Message Date
Philip Rideout
de7dfc2ea6 gltfio: Better behavior for releaseSourceData() 2022-08-30 16:00:11 -07:00
Philip Rideout
7337a467b9 gltfio cleanup: NodeMap is now a FixedCapacityVector, etc. 2022-08-30 15:57:30 -07:00
Philip Rideout
8118b4a774 gltfio: reset MaterialInstance cache for each instance.
For each "cgltf_material", we now create one "MaterialInstance", even
if a given asset has multiple instances. In the future, we might make
this behavior configurable to make better use of Filament's
auto-instancing feature.

This change is a feature request from Google, but also this behavior is
more consistent with the code comments.

Also some related cleanup:

(1) Use FixedCapacityVector instead of robin_map.

(2) Move the cache to move out of the asset and into the loader,
    because it is only used at load time.
2022-08-30 12:03:52 -07:00
Mathias Agopian
b295743330 Fix filamat internal state tracking
in a few places filamat loses the value of targetApi and targetLanguage
and attempt to guess it from other values, this lead to inconsistencies.

we now keep both targetApi and targetLanguage and use them appropriately.

in particular we don't use the optimization level to "guess" what 
targetLangage we're on.


In the end this resolve a prior unit test failure and allows us to not
have to use "spirv" rules when generating only GLSL.
2022-08-29 22:11:17 -07:00
Mathias Agopian
4f8d7092e0 fix typos and reformat code 2022-08-29 22:11:17 -07:00
Mathias Agopian
2701e57779 fix filamat unit tests
We use TargetLanguage::SPIRV instead of GLSL which affects how the
source GLSL is generated, in particular which version is used.

This change is not a problem for these unit tests, but is probably
exposing another problem -- we will address that separately.
2022-08-29 17:31:51 -07:00
Philip Rideout
f9375d5c33 gltfio: fix spotlight regression.
Spotlights were accidentally disabled in PR #5932.
2022-08-29 15:29:35 -07:00
Philip Rideout
45e8c57f77 gltfio: Innocuous comment fixes / renamings. 2022-08-29 13:06:13 -07:00
Mathias Agopian
a7a55c7617 Specification constants support (#6001)
* Add support for specialization constants

* remove WebGL instancing count hack

use a specification constant instead

* update release notes
2022-08-29 09:38:23 -07:00
Philip Rideout
0695c12420 gltfio: Refactor skinning, fix duplicated data.
The immutable inverse bind matrices can be shared among instances, so
they are now stored in Asset, not in Instance.

Also, there are now two "load" phases for skinning data:

(1) storing the inverse bind matrices
(2) building the Entity mappings (for animation efficiency)

Phase 1 is done in `ResourceLoader` because inverse bind matrices can
live in an external bin file.

Phase 2 is done during Instance creation, because that's when entities
are created.
2022-08-29 09:18:17 -07:00
Mathias Agopian
4af533c010 material instanced property must be false by default.
this fix auto-instancing.
2022-08-26 14:43:52 -07:00
Balazs Vegh
6a28d2b81c Implement setThreadName() on Windows (#5999) 2022-08-26 13:29:42 -04:00
Philip Rideout
54769a2ad3 gltfio: Move the API for recomputeBoundingBoxes.
Prior to this change, `recomputeBoundingBoxes` was an opt-in config
parameter in ResourceLoader. It is now a method on FilamentInstance.

The old API did not work for dynamically created instances. Since this
is a relatively obscure feature, we considered removing it completely,
especially since the computation requires the presence of CPU-side
vertex data combined with the transform hierarchy.

Instead of removing the feature, we decided to move it to a better
place. This paves the way for some upcoming improvements, which include
reducing the memory footprint for assets. It also improves overall code
organization and separation of concerns.
2022-08-26 09:48:04 -07:00
Mathias Agopian
87cece8379 use separate enums for uniform and sampler binding points (#5984)
Co-authored-by: Benjamin Doherty <bendoherty@google.com>
2022-08-24 16:36:13 -07:00
Philip Rideout
fe3790cb9c WASM: Set CONFIG_MAX_INSTANCES to a small value + hack the GLSL.
Temporary fix until spec constants arrive.

Second attempt, fixes #5859.
2022-08-24 16:24:25 -07:00
gaborvalasek
39cb238065 Fix MSVC warnings (#5926)
* Fix warning C4146: unary minus operator applied to unsigned type, result still unsigned

* Fix warning C4068: unknown pragma 'nounroll'

* Fix warning C4068: unknown pragma 'unroll'

* Fix warning C4068: unknown pragma 'clang'

* Fix warning C4305: 'initializing': truncation from 'double' to 'float'

* Fix warning C4267: 'argument': conversion from 'size_t' to 'utils::FixedCapacityVector<filament::uberz::WritableArchive::Material,std::allocator<T>,true>::size_type', possible loss of data

* Fix warning C4267: 'argument': conversion from 'size_t' to 'uint32_t', possible loss of data

* Fix warning C4244: 'initializing': conversion from 'A' to 'T', possible loss of data

* Fix warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)

* Fix warning C4293: '>>': shift count negative or too big, undefined behavior

* Fix diagnostic warning C4189: 'channels': local variable is initialized but not referenced

* Use [[maybe_unused]] where possible and revert aa79bd6fa8.

* Revert unary minus for non-MSVC compilers

* Add macro for enabling warnings temporarily

* Get rid of UTILS_HAS_CXX17

* Revisit warning related macros

Co-authored-by: Levente Koncz <levente.koncz@shapr3d.com>
2022-08-24 11:41:10 -07:00
Ben Doherty
006e0548c1 Adjust Metal buffer bindings in preparation for argument buffers (#5986) 2022-08-24 13:50:45 -04:00
Mathias Agopian
8257fbdbf3 Fix a merge that went bad 2022-08-23 17:16:56 -07:00
Mathias Agopian
f57224952a record sampler informations in the material file
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
2022-08-23 17:03:30 -07:00
Philip Rideout
3c982cae64 Revert "WASM: Set CONFIG_MAX_INSTANCES to a small value."
This reverts commit 7aa5d4a375.
2022-08-23 16:42:16 -07:00
Mathias Agopian
3ffe63c02c don't use std::is_pod which is soon to be deprecated
fixes #5980
2022-08-23 15:49:35 -07:00
Philip Rideout
7aa5d4a375 WASM: Set CONFIG_MAX_INSTANCES to a small value.
This is a workaround for the following Chrome issues:

https://crbug.com/1348017 Compiling GLSL is very slow with struct arrays
https://crbug.com/1348363 Lighting looks wrong with D3D11 but not OpenGL

This requires a rebuild of materials for WebGL users.

Fixes #5859.
2022-08-23 11:57:26 -07:00
Philip Rideout
1d06dd630a Add CONFIG for MaxInstanceCount. 2022-08-23 09:32:01 -07:00
Johnathon Selstad
6ceb122ae8 Set Frame Delay according to Monitor Refresh Rate (#5942) 2022-08-23 11:56:17 -04:00
Mathias Agopian
357000a0e7 Make ShaderStageFlags an enum class 2022-08-19 22:08:59 -07:00
Mathias Agopian
80e26ba4af Make BindingPoints an enum class 2022-08-19 22:08:59 -07:00
Mathias Agopian
5909215967 keep only 1 entry point for UniformInterfaceBlock::add
add() now take a list of Uniforms, and is the only entry point.
At least clang generates much less code this way.
2022-08-19 16:23:39 -07:00
Mathias Agopian
f0eb1c59b1 don't hardcode uniform block bindings on filament side
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.
2022-08-19 16:23:39 -07:00
Philip Rideout
8c608cdce5 gltfio: add ownership query
Adding this getter lets us remove some duplicated state from an
internal client at Google.
2022-08-19 09:58:15 -07:00
Philip Rideout
a0af0a98cb gltfio: minor code cleanup 2022-08-18 13:46:52 -07:00
Mathias Agopian
9e99cfef61 cleanup SamplerBindingMap usages
- remove unused SamplerBindingMap parameter 
  In fact, the SamplerBindingMap is used, but it is passed inside the
  MaterialInfo structure, so it doesn't need to be passed as parameter.

- Don't create unneeded SamplerBindingMap temporaries
2022-08-18 11:00:25 -07:00
Philip Rideout
8dc6fde588 gltfio API change: assets are now always 'instanced' etc
This change was motivated by some internal work at Google and has the
benefit of simplifying the gltfio API and implementation. There are 2
major API changes:

(1) Consolidate separate loader entry points for GLB and GLTF.

The distinction between GLB and GLTF can be made from the file content
alone, because GLB has a 4-byte magic string in its header. There is no
need for separate entry points.  Clients do not (and should not) need
to check the file name extension.

(2) Remove the distinction between "instanced" and "non-instanced"
glTF assets.

In the new scheme, all assets have at least 1 instance.

Broadly speaking, in gltfio an "asset" is a collection of Filament
objects like textures and vertex buffers, while an "instance" is a
collection of entities and components (e.g. the transform hierarchy).

This API change makes life easier for clients because they no longer
need to decide a priori if they will ever need to add instances.

This change also moves some public-facing methods from FilamentAsset to
FilamentInstance:

    - getSkinCount, getSkinNameAt
    - getJointCountAt, getJointsAt
    - attachSkin, detachSkin
2022-08-18 08:58:24 -07:00
Johnathon Selstad
1e3ddd612e Organize Subprojects into Folders in the IDE (#5934)
* Begin Sorting SubProjects into Folders

* Add more subprojects to folders

* Add even more subprojects to folders

* Add further subprojects to folders

* Move the last two projects

* Move Resources to a Resources subfolder

* Remove spaces to be stylistically coherent

* Revert Improper CMake Modifications

* Revert erroneous line removals

* Only specify sdl2's folder on WIN32

* Add the shader subprojects to a Generated folder

* Move shaders to Filament/Shaders
2022-08-17 12:42:21 -07:00
Mathias Agopian
bb5d82fce9 fix MaterialBuilder tests 2022-08-17 11:19:39 -07:00
Mathias Agopian
b2ec57776d new feature level API for backends (#5784)
* new feature level API for backends

backend can now return a "feature level", each level corresponds to a
"bundle" of features.
Level1: ES3.0 capabilities
Level2: ES3.1 capabilities + 31 textures + cubemap arrays

Currently metal always returns level 1, GL and Vulkan return level 2
if 31 textures or more are supported.

* Add public APIs for feature levels

* Add infrastructure to check feature levels in materials

* validate material feature level on use

The validation is done when creating a renderable. If the engine doesn't
support the material's feature level, an exception is thrown (or assert
if exceptions are not enabled).

* material documentation

* activate ESSL 3.10 for feature level 2

also generate #defines to identify available feature levels

* support for cubemap arrays in the public API


if feature level 2 is supported, cubemap arrays can be used from the
public API.

* add release notes
2022-08-17 10:14:26 -07:00
Mathias Agopian
7c092a8714 both fragment and vertex shaders need material defines
Fixes #5917
2022-08-17 10:13:28 -07:00
Mathias Agopian
c6502054e9 Fix guard bands and TAA with VERTEX_DOMAIN_DEVICE
With VERTEX_DOMAIN_DEVICE the vertex shader doesn't apply the 
projection (since the vertices are already in clip space), however,
both TAA and guard bands need to jitter/offset the clip space, and
it is done at the projection level.

We now store the clip space offset separately so that it can be applied
to VERTEX_DOMAIN_DEVICE vertices.

We also introduce a new material parameter, vertexDomainDeviceJittered,
a boolean that controls whether clip space offset (above) is applied.
This is because a VERTEX_DOMAIN_DEVICE material that uses the built-in
projection matrices generally ends-up with the jitter already applied,
this is the case with the Skybox for instance.

Fixes #5917
2022-08-16 15:32:33 -07:00
Mathias Agopian
35204faa6b use our custom mutex/condition only on ANDROID
For other linux distributions we use the generic C++ ones. I think this
is probably safer and more friendly to non-linux unixes.


Fixes #2861
2022-08-16 14:55:46 -07:00
Philip Rideout
e0c11cfeed Add CONFIG_MINSPEC_UBO_SIZE and fix comment.
Fixed a comment that said "We store 64 bytes per bone.".  The actual
number is 32.

Developers who know their users have powerful devices may wish to exceed
ES3.0 minspec constraints to allow more bones and / or morph targets.

Fixes #5785.
2022-08-16 10:38:33 -07:00
Philip Rideout
b9efd4fbf0 gltfio Android: Fix double free error.
The custom release callback that I provided was in the wrong place; it
was only being used for a path string, not the actual buffer content.
The cgltf API is a bit awkward in this area.

No need to update RELEASE_NOTES because this will be cherry picked to
the RC branch, which is where the bug introduced.

Fixes #5918.
2022-08-15 16:02:31 -07:00
Philip Rideout
bfe8a8aa18 WASM: Allow clients to enable pthreads.
Filament does not yet fully support threads with WASM, but this is a
baby step in that direction.

To enable experimental pthreads support, enable the WEBGL_PTHREADS CMake
option. This will enable pthreads support in `gltfio` and `utils`, which
is known to work, but not when served with GitHub Pages.

The web server must emit COOP, COEP and CORP headers, so our build
instructions now recommend the use of `emrun` for local testing.

This also changes our demos so that they do not use unpkg, which
does not work when using `emrun`, due to cross-origin restrictions.
2022-08-12 15:43:00 -07:00
Philip Rideout
430f060db2 gltfio: concurrent texture downloading and decoding.
This feature can improve load time when textures are downloaded from the
web on non-filesystem platforms like Android.

More specifically, this allows downloaded texture assets to arrive after
the user calls asyncBeginLoad(), which means that decoding and
downloading can occur concurrently.

Prior to this PR, we already used JobSystem for decoding, but we did not
kick off any jobs until after all assets were downloaded.

Still TBD: add this feature for external vertex data.

Partial fix for #5909.
2022-08-11 15:45:29 -07:00
Philip Rideout
62cffc51bb gltfio: remove a memcpy via custom cgltf_file_options.
Earlier versions of cgltf did not support file reader customization.
This was fixed back in Dec 2019 but at the time I did not notice, so
we never bothered cleaning up our usage.

In the future we would like WebGL + Android builds to permit texture
downloads to occur concurrently with the texture decoder jobs. This PR
is basically a preparatory refactoring, but with the nice side effect of
removing a memcpy.
2022-08-11 11:18:12 -07:00
Philip Rideout
75004e9d3e gltfio: add 'detach' methods to allow ownership transfer
These new methods allow gltfio to be integrated into internal Google
libraries.
2022-08-09 14:28:15 -07:00
Mathias Agopian
7e21db1de1 Fix StructureOfArray alignments
StructureOfArray always aligned each array to the same alignment as
malloc (usually 8 bytes), but that was not enough if one of its type 
has stricter alignment requirements. 

StructureOfArray now always honors at least the alignment requirement
of each array.

Also removed dependency on EntityInstance.h

Fixes #5727
2022-08-03 14:40:27 -07:00
Philip Rideout
f75e37cf83 gltfio: fix warning in release build. 2022-08-02 14:32:27 -07:00
Mathias Agopian
5b71274fa5 get rid of utils::StaticString
In most places this is simply replaced by `std::string_view`.

We also change a few internal/private headers so they accept 
`std::string_view` instead of `utils::CString`.
2022-08-02 09:51:13 -07:00
Mathias Agopian
841ea86cea MaterialInstance public API friendly to std::string_view
Internally we use std::string_view and the public API is augmented
with APIs that take a length for strings, which makes them useable
with string_view parameters.

Also fix exception specification for all setParameter methods, which
can throw if exceptions are enabled (or exit the program otherwise).
2022-08-01 14:17:29 -07:00
Mathias Agopian
6f9d69e410 skip clear coat if material.clearCoat is null
This allows a material to have clear coat turned on/off dynamically
without paying too much of a price.
2022-08-01 10:22:03 -07:00
Mathias Agopian
e0eaaf4fb9 skip SSAO texture read if SSAO is disabled 2022-08-01 09:49:47 -07:00