- reduce the number of calls to notify_one() and notify_all().
notify_one() is not only called when running a new job, and
notify_all() only when a job finishes.
- don't hold the condition lock while calling notify_*(), as it is not
strictly needed, and because notify_*() can be very slow, there can
be a lot of contention on this lock as a result; blocking the whole
jobsystem thread pool.
- add a new version of run() that takes an opaque thread id that can
be retrieved from a job's execute function; this is especially
intended to be used by parallel_for(); it's just a more efficient
version of run() that avoids a hashmap lookup.
Overall these change yield a significant performance boost:
- running + waiting a job: +200%
- running many jobs: +150%
- running many jobs in parallel: +50%
* Add new parameter -P for matc
This new matc parameter `-P` or `--material-parameter` allows users to
set material properties to the specified value.
Values passed through this matc parameters have the highest priorities.
I.e., they overwrite material properties specified in the material file.
* Add a new material param, stereoscopicType
This new parameter allows us to specify which implementation of
stereoscopic rendering Filament uses for the material.
This change just includes material parameter addition and shader code
changes, so it doesn't affect the current rendering behavior.
These changes will follow as separate commits.
- render pipeline changes
- material parameter override via matc parameter
- material document update
When parsing a lexeme, we use one less byte than it's intended to be for
comparing the current string.
This results in a success in cases like:
- true and truX
- false and falsX
- null and nulX
where X means an arbitrary character.
Fix this by the full intended length.
This change in glslang removes the include of "intermediate.h" from
GlslangToSpv.h:
62de186c33
As a result, the definition of "class TIntermediate" is removed, and
will fail compilation of MaterialCompiler.cpp when glslang is updated to
a version including the aforementioned change. We fix this by adding an
explicit include to this header in MaterialCompiler.cpp.
Co-authored-by: Powei Feng <powei@google.com>
the math needs to be maintained in highp, including during the blur
pass.
we add the ability to specify a "precision" qualifier to the "output"
of a post-process material.
we also remove the mediump clamping we used to do on mobile, it shouldn't
be done automatically behind the scenes, it's up to the shaders to do
it if it makes sense.
This CL contains two parts:
- changes to matc/filamat
- changes to filament itself
Filamat can now generate ES2 compatible shaders. Only the unlit variant
is supported. Fog and picking are supported as well.
post-processing, skinning, instancing, all lighting and shadowing are not supported.
Filament is updated to not issue commands that are not supported in ES2.
Addtionnally, the hello-triangle sample is updated to work on an ES2 device.
- refactor the code so that all defines are generated in the same place
- generate common_type after all defines are generated
- protect (with defines) structures and UBOs that are not needed, based
on the variant
The feature-level option sets the maximum feature level allowed for
the material. matc will fail if the specified material has a higher
feature level than the value set with the feature-level option. The
default is 3 (max).
This can be used to ensure that materials don't use features above
a specified level.
* Add new alphaToCoverage material property
The alphaToCoverage property lets you enable or disable alpha to coverage
in a material. More importantly it lets you overrides the behavior of
blending: masked which automatically enables alphaToCoverage.
* Update release notes
* minimal backend support for compute
- added api to dispatch a compute shader
- added api to create and bind a ssbo
- added api to read back a buffer
Only implemented in the gl backend
* Add a backend compute test suite
* basic support for compute shaders in matc
this is still very much work-in-progress.
We're not supporting images nor ssbo for now.
* rename UniformInterfaceBlock to BufferInterfaceBlock
* augment BufferInterfaceBlock to support ssbo features
- add support for std430
- add support for ssbo
- add support for variable-size array
- add support for memory qualifiers
* reformat MaterialBuilder
* material format: move subpasses outside of parameters
subpasses now are their own json property instead of being a
"parameter".
* refactor parameter() methods to match Buffer/SamplerInterfaceBlock
We're just shuffling the arguments.
* add support for buffers in .mat files
* filamat now generates buffer blocks (ssbo)
* take feature level into consideration when optimizing shaders
* don't store the 'uniform binding' chunk for level 2 materials
this includes some refactoring/cleanups of MaterialParser
* matinfo: fixes for compute
- separate subpasses from parameters
- don't attempt to print material properties
This is because most android devices only support 16 texture in the
shaders (94.4%), so we can't realistically have feature level 2 demand
that.
Instead feature level 2 enables compute/ES3.1 features.
* Begin Sorting SubProjects into Folders
* Add more subprojects to folders
* Add even more subprojects to folders
* Add further subprojects to folders
* Move the last two projects
* Move Resources to a Resources subfolder
* Remove spaces to be stylistically coherent
* Revert Improper CMake Modifications
* Revert erroneous line removals
* Only specify sdl2's folder on WIN32
* Add the shader subprojects to a Generated folder
* Move shaders to Filament/Shaders
* new feature level API for backends
backend can now return a "feature level", each level corresponds to a
"bundle" of features.
Level1: ES3.0 capabilities
Level2: ES3.1 capabilities + 31 textures + cubemap arrays
Currently metal always returns level 1, GL and Vulkan return level 2
if 31 textures or more are supported.
* Add public APIs for feature levels
* Add infrastructure to check feature levels in materials
* validate material feature level on use
The validation is done when creating a renderable. If the engine doesn't
support the material's feature level, an exception is thrown (or assert
if exceptions are not enabled).
* material documentation
* activate ESSL 3.10 for feature level 2
also generate #defines to identify available feature levels
* support for cubemap arrays in the public API
if feature level 2 is supported, cubemap arrays can be used from the
public API.
* add release notes
With VERTEX_DOMAIN_DEVICE the vertex shader doesn't apply the
projection (since the vertices are already in clip space), however,
both TAA and guard bands need to jitter/offset the clip space, and
it is done at the projection level.
We now store the clip space offset separately so that it can be applied
to VERTEX_DOMAIN_DEVICE vertices.
We also introduce a new material parameter, vertexDomainDeviceJittered,
a boolean that controls whether clip space offset (above) is applied.
This is because a VERTEX_DOMAIN_DEVICE material that uses the built-in
projection matrices generally ends-up with the jitter already applied,
this is the case with the Skybox for instance.
Fixes#5917
This boolean parameter is used with materials that need to access
`getInstanceIndex()` (filament's equivalent to `gl_InstanceIndex`).
It is false by default, and getInstanceIndex() is not accessible.
This is intended to be used in concert with
`RenderableManager::Builder::instances()`.
This works by first generating a reflection buffer which gets blurred,
then the color pass samples from this buffer according to the roughness
of the surface being rendered.
A lot of the changes here involve utilizing "reserved" variants for
the new "SSR" pass and all the fallout from that.
Variants are no longer just a bit mask, but rather a combination of
some bits, depending on the variant. Because of that the variant filer
must be updated.
Basically we now make a distinction between the "variants" as a public
material API and the actual `Variant` data type.
This change does the impedance match between the two.
Support legacy morphing (morphing with targets supplied via VertexAttributes) for older clients. This gives clients more time to transition over to the new MorphTargetBuffer API.
* Use locale-independent string->float conversion
strtof and friends are locale aware and won't parse decimal numbers
with a period ("12.6" for instance) in locales that use another
character for the decimal period ("," in French for instance).
This change introduces a new function called strtof_c that forces
the use of a specific locale (called "C") to make sure we always
parse floats in the desired "C" format ("12.6").
With C++17 we should be able to use std::from_chars but this API
is not implemented in clang for floats at the moment.
* Fix Linux
* API CHANGE: honor user-defined precision, rename SamplerPrecision.
matc now honors 'precision' on non-samplers in mat files, and
the filamat API now allows clients to specify precision for
non-samplers.
This involved flattening a union that is internal to filamat.
* MaterialBuilder: Add Java bindings for precision.
* Add support for transparent shadows
This solution uses an 8x8 Bayer matrix. We could find a better
noise. We also need better filtering of the shadow maps. A PCF
is barely enough and VSM fails without blurring.
* Use a fixed Bayer matrix, fix pre-caching of depth shaders
* Use gradient noise instead of fixed bayer pattern
* Update docs
* Materials can now provide custom lighting/shading
When a material uses the "lit" shading model, customSurfaceShading can
be enabled to replace Filament's lighting implementation. When this
feature is enabled, the material *must* provide the following function
in the fragment shader block:
vec3 surfaceShading(
const MaterialInputs materialInputs,
const ShadingData shadingData,
const LightData lightData
) {
return vec3(1.0); // custom lighting here
}
Please refer to the docs in Materials.html for more information about
this feature and the different values provided by the data structures
passed to the function.
* Update docs
* Update docs/Materials.md.html
Co-authored-by: Philip Rideout <philiprideout@gmail.com>
Co-authored-by: Philip Rideout <philiprideout@gmail.com>