Commit Graph

4322 Commits

Author SHA1 Message Date
Benjamin Doherty
fb0ee97588 Update RELEASE_NOTES for 1.12.10 2021-10-25 11:00:06 -07:00
Ben Doherty
56ef48c9c3 Fix, call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (#4749) 2021-10-25 10:39:24 -07:00
Benjamin Doherty
47c3dd3dd1 Revert "refactor colorgrading materials"
This reverts commit fb86a77cf8.
2021-10-25 10:37:52 -07:00
Benjamin Doherty
c181648bfa Bump version to 1.12.10 2021-10-20 12:15:51 -07:00
Benjamin Doherty
1dcf347b87 Release Filament 1.12.9 2021-10-20 12:11:46 -07:00
Ben Doherty
47714007f7 Fix VirtualMachineEnv.cpp with older JNI versions (#4752) 2021-10-20 11:18:03 -07:00
Mathias Agopian
54277572d2 code health: cleanup FrameInfo and FrameSkipper a bit
in particular add a terminate() method to FrameSkipper instead of
destroying driver objects in the destructor -- this matches all other
objects.

also remove dependency on FEngine which wasn't needed.
2021-10-18 18:41:59 -07:00
Mathias Agopian
52f2c0e107 don't use static initialization when not needed
static init/destruction is always dangerous
2021-10-18 15:36:17 -07:00
Mathias Agopian
59abc8cc20 use NEAREST filtering for the final blit
the final blit, when used, is never upscaling, so always use the 
NEAREST filter.
2021-10-18 12:18:57 -07:00
Mathias Agopian
e15796b348 Rewrite controller for dynamic resolution scaling
- move the control code out of FrameInfo and into
  View itself. FrameInfo now just gathers information about the 
  frames instead of also doing part of the control.

- the control code has been refactored into a more formal PIDController.

- a few bugs were fixed in the control loop and default parameters
  tuned. 


The control loop itself now outputs a relative scale factor instead
of an absolute one. The relative scale factor seems easier to
control and is less jittery, and doesn't have to rely on the "integral"
term of the PID.

It's possible that more tuning is needed, but the scaling is now 
more stable.
2021-10-18 10:06:44 -07:00
Mathias Agopian
1711eaa4d6 Minor improvements to DebugRegistry
- remove getProperties() we'll put it back if we need it some day

- use unordered_map because it generates less code than robin_map and
  here performance is not critical
2021-10-18 10:06:44 -07:00
Mathias Agopian
acbd6a5ca8 Improve dynamic resolution scaling
- defaults to 31 history points instead of 3, this gives a much better 
  estimate of the frame rate.

- make sure the calculations work for any definition of our internal
  duration<> (it's useful to use milliseconds when dealing with
  refresh periods).

- don't round to 8 pixels if the scale factor is exactly 1

- fix a few comments and warnings
2021-10-18 10:06:44 -07:00
Romain Guy
775090fdda Re-fix tests 2021-10-15 17:30:06 -07:00
Romain Guy
0915b86927 Fix tests 2021-10-15 16:23:45 -07:00
BStringhamVRSK
c10f7b01f4 Fixes normal map issues in mipgen and exposes a couple of SurfaceOrientation functions for Web
* mipgen: Linearized PNG bitmaps (such as normal maps) no longer perform gamma transform on read.

* mipgen: Using "-k normals" argument now works for all file types, not just KTX

* Web: Exposed SurfaceOrientation functions getQuatsHalf4() and getQuatsFloat()
2021-10-15 14:23:41 -07:00
Mathias Agopian
84142ac506 move platform related files into a platforms directory
this is just to improve source code readability.
2021-10-14 22:48:16 -07:00
Mathias Agopian
ff190847a1 ExternalStreamManagerAndroid actually depends on GLES
Since ExternalStreamManagerAndroid depends on GLES, move it to the 
opengl directory.
2021-10-14 22:48:16 -07:00
Mathias Agopian
3ceec28189 added a way to check for adreno driver version
not used yet, but good too have.
2021-10-14 19:35:17 -07:00
Romain Guy
481038152f Cleanup of Android projects (#4730) 2021-10-13 18:17:12 -07:00
Rupert Rawnsley
60bd72730d ASTC texture enum missing in JNI interface 2021-10-13 10:18:54 -07:00
Benjamin Doherty
eabfd08473 Release Filament 1.12.8 2021-10-11 11:02:30 -07:00
Mathias Agopian
a66af0ac58 Minor settings cleanup
- set sensical default for gltf-viewer
- fix some warnings in ToneMapper
- fix some warnings in Settings.cpp
- minor refactor in Settings.h
2021-10-08 18:10:05 -07:00
Mathias Agopian
15187e9d99 Workaround for incorrect glInvalidateFramebuffer on Adreno
Unfortunately this bug appeared in recent drivers on some devices, it's
virtually impossible to know which device/drivers have this issue, so
the workaround is active for all Adreno GPUs.

glInvalidateFramebuffer is too aggressive and prevents loading of the
GMEM even if it's only called at the end of the render pass.
2021-10-07 20:58:34 -07:00
Mathias Agopian
681e8f8b59 Add VERBOSE log level
It is accessible through slog.v. On android it goes to the VERBOSE
log, on desktop, it's suppressed in release.
2021-10-07 20:58:34 -07:00
Mathias Agopian
fbb406ca7d fix dynamic scaling internal debugging 2021-10-07 19:51:55 -07:00
Ben Doherty
aacaf5055e Fix typo in View.java 2021-10-07 10:55:41 -07:00
Romain Guy
a5dbddfd12 Fix release distribution (#4713)
Statically link SDL2 to make our samples (glTF Viewer, etc.) completely
standalone, and include missing resources (fonts and default environment
map for the IBL).
2021-10-07 10:11:27 -07:00
Mathias Agopian
764a0df669 Add DynamicResolution to Settings
update remote ui
2021-10-06 21:25:17 -07:00
BStringhamVRSK
f04864c216 Expose ColorGrading$Builder, View.setPostProcessingEnabled()/View.setAntiAliasing() JS bindings
Co-authored-by: Romain Guy <romainguy@curious-creature.com>
2021-10-06 14:21:18 -07:00
Mathias Agopian
11a1b31a4c HDR aware MSAA resolve
When supported and enabled, resolve MSAA using an HDR aware filter,
which improves anti-aliasing quality.

This is only supported with backends that support multi-sampled
framebuffer-fetch. Currently, only Metal on iOS and GLES.

Update remote ui.
2021-10-06 14:15:09 -07:00
Mathias Agopian
fb86a77cf8 refactor colorgrading materials 2021-10-06 14:15:09 -07:00
Mathias Agopian
d512357928 update remote ui 2021-10-06 12:45:41 -07:00
Mathias Agopian
b850bc827e Fix MSAA settings ostream operator 2021-10-06 08:54:04 -07:00
Mathias Agopian
0229077293 added some missing javascript APIs 2021-10-06 08:08:18 -07:00
Mathias Agopian
23f2679bbe MoltenVk actually does support subpasses on M1
The actual problem is with the basic "blit" functionality which
is broken, and is sometimes triggered when subpasses are used.
2021-10-06 08:07:32 -07:00
Mathias Agopian
e6243b3df3 better API for MSAA options 2021-10-05 22:58:16 -07:00
Mathias Agopian
375b46d866 fix an issue where we'd use the FSR scaling instead of a dumb blit
The DSR options were carried all the way to the final blit that is 
sometimes needed to impedence-match our rendering features with the
swapchain. This blit is never a scaling blit, but we were using the
FSR option, which would sometimes trigger the FSR scaling code.
2021-10-05 20:07:13 -07:00
Mathias Agopian
4577c8d57f don't use quotes with #error 2021-10-04 23:35:35 -07:00
Mathias Agopian
24d1e9c3d2 dont use ES 3.1+ APIs
FSR assumes modern OpenGL. The functions that pose problem are in fact
never used in filament, so it doesn't matter how they're implemented.
We use the HLSL version instead.
2021-10-04 23:35:35 -07:00
Mathias Agopian
f7a630d614 Use a dedicated thread for dispatching callbacks
This isolates our backend thread from user code and the java VM.
2021-10-04 10:56:43 -07:00
Mathias Agopian
1c1cb11cf5 Use the new CallbackHandler in the java bindings
Java callbacks are now directly dispatched to their handler, instead
of first going through filament's opportunistic dispatch, reducing
callback latency.
2021-10-04 10:56:43 -07:00
Mathias Agopian
3ac8a6a21c Improvement to callbacks throughout filament
All APIs that take a callback as argument now also takes a 
CallbackHandler* which is a new interface used to dispatch the
callback.

CallbackHandler* can always be nullptr in which case the behavior is
unchanged. 

When CallbackHandler* is specified however, it is used to dispatch the
callback: its post() method is called from a service thread as soon
as possible (this will NEVER be the main thread), CallbackHandler::post
is then responsible for scheduling the callback onto the thread the
user desires. This is intended to make callbacks interoperate with
the platform/OS's own messaging system.
2021-10-04 10:56:43 -07:00
Mathias Agopian
c524c39867 Fix JNI bindings for depth of field options 2021-10-04 10:56:43 -07:00
Benjamin Doherty
e203edc12a Release Filament 1.12.7 2021-10-04 10:21:10 -07:00
Mathias Agopian
5447baab00 rework Vulkan image layout transitions
The main issue that gets fixed here are:

- VK_IMAGE_LAYOUT_UNDEFINED cannot be used if the image content is to 
be preserved after the transition. Unfortunately, there is more than a 
few places in the VK backend where we use VK_IMAGE_LAYOUT_UNDEFINED on
images that are later used as sources.

- accessing an image memory from the host is only supported if the the 
layout is PREINITIALIZED or GENERAL. However, images in the staging
pool were transitioned to other layouts and put back into the pool,
later they would be mapped/memcpy'ed into. Instead we now always use
the GENERAL layout and never change it.

- images that where in the pool where transitioned using the miplevel
of the texture we were copying into, however this didn't make sense
because images from the pool don't have mip levels.


As part of these fixes, we also refactor imageLayoutTranstion(),
because there was two copies of this function, one specific to texture
and another one more generic. We now always use the more generic one,
with a new helper for textures.


Note: didn't fix "readPixels" which has at least problem (1), because
it's a tricky implementation, and it requires more toughts.
2021-10-01 13:20:21 -07:00
Mathias Agopian
904989f7f4 improve user callbacks latency
A new Engine::pumpMessageQueues() method can be used to trigger all
pending user callbacks right away. This can help reducing latency
of certain callbacks such as picking queries.
This is typically called once before calculating the next frame's
parameters (e.g. object positions or appearance that may depend on a 
callback result).

Fix some comments and documentation.
2021-09-30 16:55:17 -07:00
Romain Guy
4846ccd86d Use the more common EOTF/OETF acronyms (#4691)
Nothing wrong with EOCF/OECF but the "T" version is more common and readers will
therefore be more likely to be more familiar with it.
2021-09-30 14:44:46 -07:00
Ben Doherty
0fd1c3182e Add script to check that public headers can compile independently (#4675) 2021-09-29 13:47:47 -07:00
Mathias Agopian
7d80052dae Implement picking functionality
This is a pixel accurate implementation of picking. Picking queries
can be created on view, and upon completion a user provided callback
is called with the Entity of the renderable at the queried coordinates
in the viewport.

Picking queries typically have 1 or 2 frame of latency and may impact
performance on some drivers.

It is mostly intended for use by editors, or when latency is not a major
concern. This api should not be used for dragging/moving objects, it is
intended for initial picking only.

Picking is implemented in the structure pass.

The depth buffer value is retrieved and the fragment coordinate is
reconstructed and passed to PickingQueryResult. This can be used in
turn to calculate the view and/or world space position.
2021-09-29 13:02:05 -07:00
Mathias Agopian
b71ee48477 vulkan: add some format to data reshaper
This is just a minimal change to get the R_INTEGER format to work.

- if src/dst types are identical, just copy (this avoids a mul and a div)
- add R,RG and INTEGER types
2021-09-29 13:02:05 -07:00