Commit Graph

6598 Commits

Author SHA1 Message Date
Evan Mezeske
edece8f3dc Fix a bug in the OpenGL backend that causes win32 errors not to be logged #8214 (#8216)
* Capture the last win32 error immediately after failing win32 API functions are called in order to log it correctly. Prior to this change, intervening win32 API calls could clear the error code and it would not be logged.

* Oops fix bad whitespace in previous commit
2024-10-21 16:35:54 -07:00
Sungun Park
2456299337 Add a warning for FRenderableManager (#8210)
In some cases, users set materials first without providing render primitives, which has incurred the attribute mismatching warning. This isn't helpful because users don't know what action they should take to remove the warning.

Emit the warning only when the primitive handle is initialized so the AttributeBitset is properly populated.

BUGS=[372755205]
2024-10-20 15:08:13 +00:00
Ben Doherty
6e9afff7ba Fix potential crash when a descriptor set is destroyed but not unbound (#8215) 2024-10-18 16:42:14 -04:00
Mathias Agopian
4425338559 avoid setting the scissor rect when possible
RenderPass is now tracking the scissor state locally so it can avoid
re-setting the scissor when it doesn't change.

We also consolidate the scissor override and the scissor-viewport in
RenderPass::Execute.
2024-10-18 10:05:02 -07:00
Ben Doherty
a494f9ff6a Metal: avoid redundant scissor rect state changes (#8207) 2024-10-18 11:07:11 -04:00
Mathias Agopian
ba680cf11a Revert "avoid setting the scissor rect when possible"
This reverts commit fc095413b3.

clipping is wrong when post-processing is disabled
2024-10-17 16:00:48 -07:00
Mathias Agopian
fc095413b3 avoid setting the scissor rect when possible
RenderPass is now tracking the scissor state locally so it can avoid
re-setting the scissor when it doesn't change.

We also consolidate the scissor override and the scissor-viewport in
RenderPass::Execute.
2024-10-17 14:16:36 -07:00
Mathias Agopian
d80526528c Cleanup PostPorcessManager rendering
- the main goal of this change was to move some state changes outside
  of loops, usually with mip generation.

- for instance bindPostProcessDesciptorSet() must now be issued
  manually (and can be done outside the loop)

- we also don't set the scissor for each pass

- we also move prepareMaterial() outside of getPipelineState(), it's
  now done in PostProcessMaterial::getMaterial().

- We use PostProcessVariant instead of uint8_t everywhere

In the end we have three drawing helpers:

- commitAndRenderFullScreenQuad() which updates a material instance,
  binds the corresponding material and draws a full screen quad.
- renderFullScreenQuad() which just renders a full screen quad.
- renderFullScreenQuadWithScissor() which does the same but scisorred

Additionally, we have the following helpers for getting materials and
instances:

- PostProcessMaterial::getMaterial(): which returns the FMaterial
- PostProcessMaterial::getMaterialInstance(): which is now a helper
  returning a material instance from a PostProcessMaterial or FMaterial

Most of the change is pluming through these API changes.
2024-10-17 14:16:05 -07:00
Guilhem Saurel
38e59fbd6b add missing includes 2024-10-17 14:15:40 -07:00
show50726
a5e6df1ad3 Address the comments 2024-10-17 10:19:02 -07:00
show50726
23d1329f37 Disable transparent pickable by default 2024-10-17 10:19:02 -07:00
show50726
25b37d36ad First push
Fix the texture format

Decide texture format based on feature level
2024-10-17 10:19:02 -07:00
Mathias Agopian
68265ae793 no need to copy the PostProcessMaterial mConstants field
It always references static data. Additionally, we don't need
to use a vector to store the specialization constants, because
it's also all static data.

And finally, we don't need a boolean to know the state of the
PostProcessMaterial, the mSize field can encode the same
information.
2024-10-16 17:25:38 -07:00
Ben Doherty
e8f3fc5a46 Implement setThreadPriority for Apple devices (#8200) 2024-10-16 12:55:25 -04:00
Evan Mezeske
22db1be939 Add support for compiling under c++20 on clang-based compilers. The warnings that this change ignores are tricky to fix in the code in a way that is backwards compatible with c++17, but it is possible to do and it would allow these warnings to be reinstated. (#8199) 2024-10-15 16:45:32 -04:00
Powei Feng
a3290d7656 vk: remove history from DescriptorSetManager (#8193)
"history" is a map from a DescriptorSet pointer to a set of
bookkeeping values (we delay "binding" until "commit" so need to
keep values until then). Instead of using a map, we can store
these values in the DescriptorSet itself so that we save on a
map look-up.
2024-10-14 19:46:27 +00:00
Powei Feng
4ee33cd591 Release Filament 1.55.0 2024-10-14 06:07:34 +00:00
Evan Mezeske
fd2f9555f1 Fix tiny typo in VulkanPlatformSwapChainImpl.cpp logging (#8196) 2024-10-11 23:09:32 +00:00
Mathias Agopian
ccdb58e93c don't set ANGLE features in filament (#8192)
ANGLE features should be set by apps, the system or developers but it's
not a good idea to set them in a library as it might conflict with other
libs etc.

we did it because it improved performance, but that should be fixed at
the angle level instead.
2024-10-11 13:52:54 -07:00
Ben Doherty
1eb1df2cf2 Check for use-after-free for heap handles (#8182) 2024-10-11 20:28:18 +00:00
Mathias Agopian
d784ce311f gles: add a flag to enable the validation of the nativewindow
We are seeing a cluster of crashes that could be due to using an
EGLSurface whose ANativeWindow has become invalid. This could happen if
we continued to use (i.e. draw with) an EGLSurface after 
SurfaceHolder::onSurfaceDestroyed() has returned.

This new flag enables an assertion that the native window is valid at
the time of makeCurrent(), which happens early in the frame.

BUG=[330392256]
2024-10-10 13:38:35 -07:00
Powei Feng
875b295967 vk: refactor texture default layout (#8183)
Previously, default layout is based on usage, but this actually
has two paths (Filament's TextureUsage and the computed
VkTextureUsage) that do not always agree.  We simplify so that
default layout is stored in the texture itself.

Also remove some unnecessary code that is no longer necessary.
In particular, we shouldn't be doing a flush and wait for the
transition to complete before updating a sampler descriptor.
We just need to make sure the layout before it is accessed is
correctly given in the update struct.
2024-10-10 19:31:20 +00:00
Powei Feng
b1b2d7072d Revert "Release Filament 1.55.0" (#8191)
This reverts commit 4f5369cefa.

Reason: Initial attempt to release 1.55.0 failed due to a few
   small bugs.
2024-10-10 12:16:00 -07:00
Sungun Park
014e6bcbde Update hardware Handle (#8187)
In certain compilers, the assignment operators defined as default
doesn't automatically make a call to the parent's method if it's
user-defined.

Make this behavior explicit to avoid this edge case.

BUGS=[371980551]
2024-10-10 17:12:22 +00:00
Powei Feng
614dbb44d5 Make sure color attachment textures have copy-able usage set (#8184)
To ensure the source of readPixels() is properly copy-able, we
want the backing textures to be created with the right BLIT_SRC usage.
However, this was not documented in the API. We workaround the issue
to tag all color attachment textures as BLIT_SRC.

This workaround will be removed in the future. For now, violations of
this condition will elicit a warning being printed out.
2024-10-10 16:02:11 +00:00
Ben Doherty
40c0d59464 Metal: enhance assertions for buffer uploads (#8188) 2024-10-09 16:54:14 -07:00
mdagois
1b0ff3aadb vk: Transient attachment support (#8021) 2024-10-08 23:20:35 +00:00
Haneul Kim
164a25cac4 Update FreeFlightManipulator.h 2024-10-08 10:38:00 -07:00
Mathias Agopian
2bbcb6de4c fix potential shadow rendering bug
the problem stems from a mismatch between the shader code
and the cpu code. if the shader is configured to read the shadow
map, then the cpu must generate it, otherwise we can get stale data.

Wether the shader reads the shadow map depends on the shadow type.
For directional shadows, the shader needs the SRE variant + a
"shadow enabled" bit per cascade in the main UBO.
For punctual shadows, the shader only needs the SRE variant.

Because of all that, if the conditions are met on the CPU side for
the shader to access the shadow map, we must make sure to generate it,
but in the case the shadow map would be empty (e.g. no shadow receivers),
we need to initialize it (and we can skip some work in the case of VSM).

BUGS=[369908659]
2024-10-08 10:22:50 -07:00
Mathias Agopian
58aa74b4ae cleanup code so it's easier to understand
this should make it clearer how we set the per primitive variant
when SSR and shadowin is involved
2024-10-08 10:22:50 -07:00
Mathias Agopian
26b42a7685 fix typo when generating the SSR pass
this caused the HAS_SHADOWS flag to not be disabled, this didn't
actually cause a problem because shadowing and SSR share the same
SRE variant bit. But both should never be active together.
2024-10-08 10:22:50 -07:00
Mathias Agopian
99b55cb888 minor renaming to be more consistant 2024-10-08 10:22:50 -07:00
Powei Feng
4375ffb3e8 vk: remove unnecessary hiding of impl for DescriptorSetManager (#8170)
We remove one layer of indirection for clarity and very small bit
performance saving.
2024-10-07 19:06:38 +00:00
Mathias Agopian
e9aeb9312b fix shadow multiplier mode
when shadow multiplier was used, the material used the wrong
variant (unlit).
2024-10-04 15:18:23 -07:00
Benjamin Doherty
4be172050d Fix Android build 2024-10-04 13:45:22 -07:00
Ben Doherty
3b9fc8f751 Remove textureUseAfterFreePoolSize (#8163) 2024-10-04 10:33:09 -07:00
Mathias Agopian
3bd4c45d6e workaround Mesa glDeleteBuffers() bug
Mesa always clears the generic binding if the buffer deleted
is bound to an indexed binding, even if it's not bound to the
generic binding.

BUGS=[371324321]
2024-10-04 10:17:19 -07:00
Ben Doherty
1809aa7b11 Fix OpenGL ES 2.0 descriptor set crash (#8176) 2024-10-03 17:23:20 -07:00
Powei Feng
739d4007e2 Fix imported texture path (#8175)
We need to also account for external image textures that are
imported in texture creation.
2024-10-03 15:16:56 -07:00
Powei Feng
3ed9e8f2c0 Initialize bool in DescriptorSet.h (#8173)
This class has a ( = default) constructor and hence should have
explicit initialization in its definition.
2024-10-02 13:45:05 -07:00
Powei Feng
e77ae6ec2c Work around client descriptor set issues (#8171)
- We change GLDescriptorSet::Buffer default constructor to
  workaround a client's compiler set up issue.
- We removed the assert_invariant that checks that ubo/samplers
  are not changed after committed in DescriptorSet. This caused
  an existing client's build to crash.
2024-10-02 06:24:41 -07:00
Powei Feng
4f5369cefa Release Filament 1.55.0 2024-10-01 17:09:03 +00:00
Powei Feng
93d28bc16a Change std::memcpy to memcpy in SkinningBuffer (#8169) 2024-10-01 09:53:14 -07:00
Sungun Park
e85c22c6f5 Fix incomplete use of MI for debugCombineArrayTexture (#8168)
`commit` call is required before `use`, which became a new norm for the
new descriptor set design.
2024-09-30 10:54:10 -07:00
Powei Feng
2cade209b5 Add Descriptor Sets to Filament (#8165)
We add the concept of the descriptor set as a way to describe
shader resources into Filament. This is a comprehensive change
across Filament.

Info on descriptor sets is available here:
https://docs.vulkan.org/spec/latest/chapters/descriptorsets.html

Co-authored-by: Benjamin Doherty <bendoherty@google.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
Co-authored-by: Sungun Park <sungunpark@google.com>
2024-09-27 23:20:20 -07:00
Powei Feng
3d4fc7852b github: add software rasterizer job for GL to presubmit (#8158)
We use Mesa's gallium swrast to render as the driver with
Filament's backend set to GL. We provide a few scripts to parse
the tests (as jsons) and run gltf_viewer to produce the rendering.
2024-09-26 16:06:40 -07:00
Powei Feng
7dc17980a3 addressed comment 2024-09-25 21:05:42 -07:00
Powei Feng
7da09a7f45 gl: add PlatformOSMesa as an offscreen context
For GL+Linux, PlatformGLX will try to open an X11 window
regardless of whether we are doing headless/offscreen rendering
or not.

Here we add an OSMesa platform, which will allow us to avoid
opening any window on Linux. This is particularly useful for
situation where a display is not available, like for CI.

One important detail is that even though we are displaying through
a window, we keep the SDL2 dependency in tact for gltf_viewer.
This is due to the fact that gltf_viewer is built upon
FilamentApp, which is heavily integrated with SDL2. This is mostly
ok since we won't be hitting any path for opening a window due to
gltf_viewer's existing support for headless mode.
2024-09-25 21:05:42 -07:00
Ben Doherty
b97221b8de Improve setFrameScheduled threading (#8139) 2024-09-25 10:43:19 -07:00
Benjamin Doherty
3f37efe4c9 Release Filament 1.54.5 2024-09-24 12:34:25 -07:00