* don't rely on FMaterialInstance having a default ctor
FMaterialInstance needed a default ctor because it is a field of
FMaterial but cannot be initialized before FMaterial itself is
initialized. So we had a defautl ctor and we'd finish the initialization
later. Conceptually the default material instance should have been
new'ed and a pointer to it stored instead.
That's basically what we do now, but to avoid the extra allocation,
we in-place new and delete the default material instance into an
aligned_storage inside FMaterial.
* Update filament/src/details/Material.h
Co-authored-by: Ben Doherty <bendoherty@google.com>
---------
Co-authored-by: Ben Doherty <bendoherty@google.com>
the gl backend did some of its cleanup in the its destructor,
including calling into OpenGL, however, the destructor is called from
the main thread, not the GL thread, so these calls would be no-ops at
best, and crashes in the worst case.
* don't crash if we don't have a Camera set on View
- also add a method to query if a camera was set
* Update android/filament-android/src/main/java/com/google/android/filament/View.java
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
using thread affinity naively on big.little architectures is very flaky,
for now it's better to simplify and not use it at all, let the kernel
figure things out.
BUGS=[333582569]
* gltfio: add Asset/Resource extended implementations
- Add gltfio/src/extended to implement an alternate loader for
primitives. This is largely based on the implementation in
AssetLoader/ResourceLoader
- Able to correctly produce flat shading from gltf that only have
vertex positions and indices.
- This is not hooked into current code and should have no
practical effect on gltfio.
Originally we did this because we wanted to run on a big core on
android. However setting the thread affinity in this way is fragile,
we are not guaranteed to be on a big core, and we don't even know
if some thread is pinned to that core already; which was the case
with some GL drivers. This can also cause scheduling problems with
other threads.
We just remove this logic entirely for now, and we'll figure out
something better later to run on a big core.
Fixes#7748
BUGS=[333949404]
This change introduces a new chunk type to material files for precompiled Metal libraries. Previously, SPIR-V was the only binary type, so there's also a couple of refactor commits present here. Nothing is changed in Filament or matc yet.
BUGS=[333547148]
- Use new descriptor set and layout caching
- Remove descriptor set related code in VulkanPipelineCache
- fix leaks for descriptor sets/layouts
FIXES=248594812,325157400
A MaterialParser could be leaked if several edits happened before they
were latched -- this was because the MaterialParser was stored as
a raw pointer instead of a unique_ptr<>, this was done as an attempt
to avoid to use a lock around accessing mPendingEdits.
Added
- Cache for layouts
- Pools for descriptor sets
- Cache for descriptor set updates
- Cache for pipeline layouts
Does not have effect on implementation.
- Move VulkanDescriptorSet to VulkanHandles.h
- Add VulkanDescriptorSetLayout to VulkanHandles.h
- Add "input" descriptor set types to VulkanUtility.h. These are
structs that will be defined in the backend API (shared across
all backends) and eventually passed from the front-end to the
vk backend.
- Logic to parse descriptor set layout from the spirv-v shaders.
- Move UsageFlags type to VulkanUtility.h
- Just prep work. No effect to current implementations.
We were calculating the shadow visibility of spot/point lights. The
visibility was calculated during the "execute" phase of the FrameGraph
but it was used/needed during the setup phase. The result was that
the visibility was always delayed by one frame (really it was stale
data from the previous calculation).
We are now computing the shadow visibility earlier, during the
setup phase. This is also better because we can now skip culling
of these shadow maps entirely if we know they're not visible.
Fixes#7715
going forward we want to be able to throw exceptions from the backend
at the very least, we need to be consistant, currently we are
potentially throwing exceptions from `noexcept` places.
this changes makes it possible to throw exceptions from the backend,
during handle construction and conversion to pointers, which wasn't
allowed before.
We still can't throw from dtors because it's generally a bad idea,
better abort in that case.
Replace the num_views for OpenGL multiviwe only when
- The engine is initialized with multiview stereo
- The variant for the material contains STE flag
- The program is for surface
- It's vertex shader (this is already in)