Some buffers (like animation data) do not contain any vertex data
but web-based clients still need to know about this.
This interface is much simpler than the bindings lists, and in fact
we might remove the binding lists in the future to simplify the API.
Fixes#1593.
This performs surgical modification of the IFF chunks rather than
invoking filamat from within matdbg. Low-level direct manipulation
(bypassing optimization passes etc) allows us to diagnose issues with
the shading pipeline.
This CL also adds keystroke bindings to the Monaco editor. You can
press Cmd+S to rebuild the current materials, or use Ctrl+Arrow to
navigate between shader variants and materials.
In a subsequent CL I will add a README that describes how this works in
detail, it will include a list of limitations and a feature wishlist.
This can be enabled by using the Tracking::Debug policy,
currently this just fills allocation on alloc() and free(),
which is useful to help detect access to uninitialized memory
and use after free.
Now enabled by default in libfilament allocators on debug builds.
This caught uninitialized access in the froxelizer.
I tested this with the problem model and a couple other models.
This bug is inherited from cgltf_node_transform_local, so I will
upstream the fix. There are two ways to see that the new math is
correct:
1) Look at decomposeMatrix and note that scales belong to rows,
not columns.
2) Look at the Brandon Jones implementation:
http://glmatrix.net/docs/mat4.js.html#line1079Fixes#1519.
* Improve materials under white furnace test
Two major changes:
- Mobile target now implements a cheaper variant of the off specular
peak bias (which moves the reflected vector towards the normal).
This greatly helps with rough surfaces that may otherwise point
toward a bright part of the IBL.
- The indirect diffuse love is now properly attenuated to avoid adding
the energy reflected by the specular layer. This allows dielectrics
to be correctly energy conserving under a white furnace.
- Tweak the (hacky) clear coat layer attenuation to behave properly
under a white furnace.
* Use the same reflected vector modification everywhere
* Add #include preprocessing to filamat and matc
* Update RELEASE_NOTES
* Fix RELEASE_NOTES
* Use final instead of virtual / override
* Clarify comments
* Use pure virtual for includer functions
* Use a callback instead of an interface
* Rename Includer.h to IncludeCallback.h
* Update comment
matdbg is now linked into the Filament Engine in debug config (allowing
live inspection of GLSL / SPIRV) and into the matinfo tool (to support
the --web-server option).
In both cases, the library spins up a small web server that listens to
http://localhost:8080. You can run any Filament app and attach to it.
The web client caches all material information. This allows the user to
close an atttached Filament app, and the web app will continue to
function properly (useful for crash diagnosis). Moreover the user can
launch a second Filament app and the web client will add its materials
to the existing list (useful when comparing two Filament apps).
For now this only supports inspection, not editing. Some of the material
info such as required attributes is not yet displayed but this will be
easy to flesh out in a subsequent PR.
This enhances the exisiting matc option "--debug" so that it includes
debug information in the resulting SPIR-V.
Previously we tied this to the build configuration which isn't very
flexible. Moreover this needs to be orthogonal to shader opts, because
we often need to debug problems that arise from optimization.
This CL also gives meaningful names to the ubershader materials and
fixes up the new matinfo analysis so that it prints the entire SPIRV
chunk that corresponds to each potentially problematic GLSL codeline.
Motivated by #1516.
* Update Froxelizer.h
Fix this error when building with msvc from vs2019
error C2926: 'filament::details::Froxelizer::FroxelEntry::<unnamed-tag>::offset': a default member initializer is not allowed for a member of an anonymous struct within a union
* Fix some compilation issues with vs2019/msvc
Program.cpp:
1>C:\greg\github\filament\filament\backend\src\Program.cpp(28,42): error C2610: 'filament::backend::Program::Program(void) noexcept': is not a special member function or comparison operator which can be defaulted
1>C:\greg\github\filament\filament\backend\src\Program.cpp(28,42): message : exception specification does not match the implicitly declared specification.
GLUtils.h: __PRETTY_FUNCTION__ macro is clang specific. Use MSVC equivalent
Color.h: fix warning
* #1493 - inline constructor in definition as requested by @romainguy
* #1493 "move this #define inside the #else below" as requested
* #1493 revert last change which causes compilation failures on other platforms.
provide empty implementation of Program::Program() in Program.cpp
* More fixes for building with vs2019/msvc
* #1500 use consistent macro definition syntax (@bejado)
* #1500 simplify DEBUG_COMMAND macro as requested by @pixelflinger
* #1500 use `{ 0 }` which is accepted by Visual Studio (` = 0 ` is not accepted)
* #1500 remove incorrect UTILS_RESTRICT alltogether
We're only caching textures (not render targets yet), and we're
evicting cache entries older than 30 allocations.
This should cut down on texture allocation / gl calls.
The cache should get in a stable state very quickly (less than half
second).
We should not use the address of a stdlib function for BufferDescriptor
callbacks. With emcc this compiles without warnings or errors, but
produces incorrect code that causes intermittent out-of-memory errors at
run time.