This is mostly about moving constant from EngineEnums.h to
the backend, either in Program.h or DriverEnums.h
The goal is that libbackend doesn't depend on EngineEnums.h
This fixes#935
SamplerBindingMap was always adding the post-process samplers to the
map -- but matc doesn't generate those. This led the vulkan backend
to believe there was a post-process sampler bound, when there wasn't.
This is also technically a bug in the Vulkan backend because it should
have used the SamplerInterfaceBlock to determine which shaders are
actually used instead of blindly going through the whole list and
trusting SamplerBindingMap.
The fix is kind of a hack, but the whole SamplerBindingMap is kind of a
hack anyways.
- EngineEnums.h is not a private headers as it contained mostly private
stuff
- MaterialEnums.h is still public, but now only contains public stuff.
Private parts were moved to MaterialEnums.h or MaterialBuilder.h
- And finally SamplerBinderMap is moved under private/ as well, since
it's certainly not a public API.
With this change, the public headers of filabridge become more reasonable
and limited.
We now check for sampler overflow during material compilation rather
than waiting for run-time checks. This allows for Kokoro-based
validation of sample materials, and allows developers to catch this
issue in their asset pipeline.
We should also probably raise the upper limit (Qualcomm allows up to 16
samplers in their Vulkan implementation) but that can be a separate PR.
Fixes#507
- move UBO declarations in UibGenerator, i.e. next
to their Uniform Interface Block definition.
This should help forgetting to update one but
not the other.
- move UniformInterfaceBlock.h and SamplerInferfaceBlock.h under
private/filament/.
- do the same things for samplers