Commit Graph
111 Commits
Author SHA1 Message Date
Mathias Agopian 167a91efaa Optimize Shader LineDictionary (#9814)
* Optimize Shader LineDictionary with Variable-Length 3-Streams

This commit completely reorganizes the string dictionary compression
pipeline used by compiled Material Text Chunks and improves matinfo
dictionary output.

1. Multi-Base Variable-Length Scaling:
We replaced the static 16-bit indices overhead with a
bounded payload. Now, indices scale dynamically:
- 0 to 239 evaluate in 1 byte.
- 240 to 3584 leverage 0xF0-0xFD escapes evaluating in 2 bytes.
- 3584+ are locked behind a 0xFF marker to 3 bytes.
This natively eradicated the massive monolithic lengths and zero-padding
issues previously dominating shader packages.

2. Variable-Length 3-Stream Decoding:
To solve the Zstandard/Zlib entropy fragmentation that conventionally
plagues interleaved variable byte lengths (which previously inflated
our `filament.aar` boundary constraint by +2KB), we segregated the encoded
payloads.

By grouping high-entropy string boundaries into a `Base Stream`
and isolating offset digits inside an `Extension Stream`,
predictive LZ77 ZIP sliding-windows perfectly map
over both arrays independently without disruption.

3. Optimize Numeric Stream using LEB128
Prior to this change, numerical suffixes split from shader
variables (e.g., `param_1024` -> `param_` + `1024`) were fed back
into the localized String Dictionary. Because high-frequency numbers were
assigned disjointed localized IDs per shader variant, LZ77
failed to cross-reference their repetitive structures across
shipped `.aar` archives, fracturing compression sequences.

This patch implements a unified 3-Stream topology. It
extracts numerical primitives (< 32768) away from the baseline
String Dictionary, writing them into an isolated, contiguous
LEB128 array.

By using a dedicated `[254]` Escape Token within the primary stream, numerical
variables maintain exact 1-byte (`< 128`) or 2-byte (`>= 128`)
geometric layouts across all permutations.

The resulting deterministic alignment guarantees that Zlib sliding windows
can deduplicate highly repetitive variables across the
entire application binary block.

4. We use the ShaderStage information to create distinct index ranges, which
further help use 1-byte indices.

Verification Metrics:
 `filament-android.aar`: -7,938 B
 `gltfio-android.aar`: -290,939 B
 `libfilament.a`: -18,464 B

* Optimize shader dictionary by decoding '_' for numeric literals

Most numbers extracted from the shader text are preceded by an 
underscore (e.g., from `_`, `hp_copy_`), which previously caused 
standalone `_` strings to heavily pollute the LineDictionary.

This change removes the standalone `_` from the dictionary index:
- `MaterialChunk` rehydrates the `_` prefix when decoding these numeric
literals.

This frees up dictionary indices, yielding massive byte savings across 
uncompressed binaries (e.g., -28.4 KB for volume_masked.filamat).

* Optimize ShaderMinifier to strip explicit spacing

Spirv-cross outputs GLSL with explicit spacing around generic
operators (e.g., ` = `, `, `, ` ) * `). This padding consumes a 
significant amount of uncompressed bytes across large ubershaders. 

By applying targeted string replacements at the end of the `ShaderMinifier` 
pass, we strip this extraneous padding down to its raw tokens 
(e.g., `a=b`, `a,b`, `a*b`). 

This optimization preserves isolating spaces where valuable, ensuring 
line-dictionary tokens (such as raw `=` or `,`)  remain deduplicated 
instead of fusing into unpredictable variables. 

Impact:
This saves roughly ~9.1 KB in `libfilament.a` and ~3.2 KB in 
`volume_masked.filamat` uncompressed, with proportional gains across 
the downstream LZ4 compressed archives.
2026-03-26 22:41:36 -07:00
Anish Goyal d8720cd858 Rename DescriptorSetLayoutBinding to DescriptorSetLayoutDescriptor (#9576)
Since the struct refers to descriptors as opposed to specifically
bindings (although they do contain binding information as well), this
name is more appropriate.
2026-01-07 16:52:50 +00:00
Doris Wu 7547aa3807 buffer update opt: Integrate UboManager into the engine (#9397) 2025-11-13 02:19:48 +00:00
David Neto ad6f6cf149 filamat: remove call to Glslang's SPIR-V remapper (#9310)
The Glslang SPIR-V remapper was removed, and replaced by the CanonicalizeIds
pass in spirv-opt.  See https://github.com/KhronosGroup/SPIRV-Tools/pull/6174

Filament's GLSL post-optimization algorithm already runs CanonicalizeIds.

Bug: b:450891564
2025-10-13 09:46:07 -07:00
Mathias Agopian 2deafc6b81 fix matc -E (preprocessor) option (#9292)
this option was ignored and treated as -O0.
2025-10-03 20:15:05 -07:00
Mathias Agopian c4f083cfba matc and MaterialBuilder workaround options NONE by default
The workaround option is now set to none by default. Use

```
matc -Wall
```

if you want to restore the previous behavior.

Current material workarounds:
- remove MergeReturnPass (except on Metal)
- remove SimplificationPass (except on Metal)

There are reason to believe these workarounds are no longer needed,
due to changes in spirv-opt.

It's possible that older devices might still need them.

These workaround affect *all* devices, this is why it is important
to disable them if not needed.
2025-09-07 23:52:14 -07:00
Mathias Agopian 96b26b85cc add a --workarounds option to matc
Currently the only values possible are 'none' and 'all'. 'all' is the
default. This option will be used to control code generation
workarounds individually. Currently 'all' disable the
MergeReturn and Simplification passes, which have causes issues in
the past on some older Android devices.
2025-08-19 22:10:46 -07:00
Juan Caldas 687577b0a7 Update webgpu with new Dawn changes 2025-08-13 18:08:41 -05:00
Powei Feng f91ba0867e filamat: remove webgpu workaround for opt passes 2025-08-11 15:47:59 -07:00
Mathias Agopian f85955f77b canonicalize id pass must always run last 2025-08-11 15:45:23 -07:00
Mathias Agopian f2a1051df9 add CanonicalizePass optimization
this makes all spirv IDs much more stable which greatly improve the
utilization of the line dictionary.
2025-08-07 01:32:31 -07:00
bridgewaterrobbie 656b50b304 Manually remove Tint annotations that Dawn complains about when consuming.
Dawn complains when consuming these lines with
WebGPU device error: ErrorType::Validation Error while parsing WGSL: :24:4 error: expected attribute
Did you mean 'size'?
Possible values: 'align', 'binding', 'blend_src', 'builtin', 'color', 'compute', 'diagnostic', 'fragment', 'group', 'id', 'input_attachment_index', 'interpolate', 'invariant', 'location', 'must_use', 'size', 'vertex', 'workgroup_size'
  @stride(16) @internal(disable_validation__ignore_stride)

And we don't see a better workaround at this time.
2025-05-29 17:59:12 -04:00
Mathias Agopian 0a67ef4d80 Add multisampled descriptor types 2025-05-16 13:06:04 -07:00
Mathias Agopian e7a8f471a1 add sampler type in DescriptorSetLayout (#8705)
* add sampler type in DescriptorSetLayout

[**New Material Version**]

* select the proper descriptor set layout in the rendering loop

Now that the per-view layout can be different based on the type of
shadow, we need to make sure we set the proper layout in the pipeline
and use the corresponding descriptor set.

There are now 16 "per-view" layouts and their corresponding descriptor
set. There are two sets of 8, the current set is determined by the
shadow type on the view.

Then during rendering, when we set the pipeline we need to select the
corresponding layout; each material now offers both versions of the
layout and we just pick the right one.

DescriptorSet::setBuffer and setSampler now need the layout in order
to do some validation that the correct type of descriptor is used.
This will help catch problems earlier.

* DescriptorType now includes the "dimension" of the texture

DescriptorType now also encodes wether the descriptor expects a 2D, 3D,
Cubemap and/or Array.

This is needed by both Metal and WebGPU.

[**New Material Version**]

* Fix typos.

* fix fog sampler descriptor type
2025-05-14 17:02:17 -07:00
David Neto 56e0e9a424 Move calls to SPV remapper to another .cpp file (#8729) 2025-05-13 20:33:49 +00:00
Ben Doherty 7847220aba Materials: allow specifying the shader stages for samplers (#8720) 2025-05-12 14:20:11 -07:00
Mathias Agopian 3e1ea7cdfd clean-up our handling of descriptor-sets a bit more
the main aim of this PR is to consolidate how we access the
"per view" descriptor set to a single place.

some validation code is moved into DescriptorSets.cpp, so we get a
more centralized idea of what we do with the descriptors.

also factorize in one place the filtering of sampler list by layouts.
2025-05-06 11:10:06 -07:00
Andy Hovingh c3e4894d49 fix Mac OS 15.4 compile errors: minor changes to reflect webgpu and tint API changes 2025-04-03 20:22:28 -04:00
bridgewaterrobbie 3c7a871e7e Avoid running the inline pass without merge return on WebGPU 2025-04-02 17:52:27 -04:00
bridgewaterrobbieandPowei Feng bc799c78f6 Update libs/filamat/src/GLSLPostProcessor.cpp per suggestion
Co-authored-by: Powei Feng <powei@google.com>
2025-03-31 19:39:05 -04:00
bridgewaterrobbieandPowei Feng 86e688a2a3 Update libs/filamat/src/GLSLPostProcessor.cpp per suggestion
Co-authored-by: Powei Feng <powei@google.com>
2025-03-31 19:39:05 -04:00
bridgewaterrobbie 3dead231d4 Output failing processed spir-v on failure to read with tint
Also add a build option to ignore such issues if needed during bringup
2025-03-31 19:39:05 -04:00
bridgewaterrobbie fd382ce219 Split and rebind combined image samplers for WebGPU API target 2025-03-31 19:39:05 -04:00
bridgewaterrobbie 46358572b7 Allow non uniform derivitives 2025-03-31 19:39:05 -04:00
bridgewaterrobbie 84cce8cfdf Run dead code elimination for WGSL even if all other optimizations are disabled 2025-03-17 15:16:19 -04:00
Juan David Caldas 9c69cb8484 Enable WebGPU option for matc and add WGSL options for shader generation 2025-03-11 17:40:21 -04:00
bridgewaterrobbie 74b09c708a Enable TINT_BUILD_SPV_READER on host platform webgpu builds 2025-03-06 17:12:03 -05:00
bridgewaterrobbie 80e0dbaa8a When preprocess fails, return false from process 2025-03-06 17:12:03 -05:00
bridgewaterrobbie 31e966f63f Add initial Tint support for shader transpile
Early version that will allow errors to be ignored currently, outputting what we can into filamat results.
2025-03-06 17:12:03 -05:00
Powei Feng 6dc79a319e filamat: fix spirv remap intialization (#8384)
FIXES=390398814
2025-01-24 09:52:03 -08:00
Mathias Agopian 1cc87aa9af descriptor layouts distinguish samplers and external samplers
BUGS=[376089915]
2024-10-30 11:17:38 -07:00
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
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 8999b21187 Revert "reenable the SimplificationPass in spirv-opt"
This reverts commit 30387af61c.

Causes breakage on Pixel 8pro for 1P apps.
2024-09-09 10:21:53 -07:00
Mathias Agopian 30387af61c reenable the SimplificationPass in spirv-opt
Issues with it were fixed (https://github.com/KhronosGroup/SPIRV-Cross/pull/2163),
so it should be safe to reenable. The invalid glsl code seems to be resolved.
2024-08-22 13:08:23 -07:00
Ben Doherty 5b80407f6c Implement push constants for Metal (#7858) 2024-05-16 13:20:12 -07:00
Powei FengandMathias Agopian a9f3971989 Refactor stereo build flags and configs (#7857)
- Add option to build.sh to build for paritcular stereo
   techniques (default to NONE). Only applies to samples.
 - Consoldiate viewer checkbox for debugging stereo rendering
 - Add DriverConfig flag for stereoscopic type so that it can
   be used to determine availability of the feature and
   (to be completed) enable corresponding GPU features.

Co-authored-by: Mathias Agopian <mathias@google.com>
2024-05-16 17:37:27 +00:00
Ben Doherty 883507a26f Remove spirv-opt size optimizations for MSL (#7495) 2024-04-29 16:47:05 -07:00
Sungun Park 6d7eaf31d3 Add multiview filamat for default materials (#7644)
Add prebuilt materials for the engine default materials. They'll be
selected for multiview stereoscopic implementation.
2024-03-12 02:50:54 +00:00
Sungun Park 21d2847a6b Update code generator for multiview (#7616)
It generates shader code for multiview based on parameters.
2024-03-05 13:40:31 -08:00
Mathias Agopian 5e3c51822d add basic support for multisampled samplers
we don't document this feature yet because it's still WIP and 
intended to be used internally only at this point
2023-12-21 21:32:22 -08:00
Eliza Velasquez 2bd48f58ff Enable optimizations for ESSL 1.0 code
The CL introducing the ESSL 1.0 chunk in materials inadvertently disabled
optimizations for said code. This commit reintroduces those optimizations and
fixes associated bugs which manifested. In particular, spirv-cross was
generating uints for bools; this has been fixed with a hack. Additionally,
spirv-cross is now compiled with exceptions enabled so that matc can gracefully
fail and show the code which failed to compile rather than abruptly aborting.
2023-11-16 14:59:01 -08:00
Eliza Velasquez 7797f5af38 Incorporate feedback 2023-11-16 12:47:46 -08:00
Eliza Velasquez caae42fdf6 Enable preprocessor optimization of ESSL 1.0
Since #7358 is blocked by an upstream spirv-cross issue, we can at least do a
bit of preprocessor optimization for ESSL 1.0 code in the meantime and introduce
the FILAMENT_EFFECTIVE_VERSION preprocessor definitions.
2023-11-16 12:47:46 -08:00
Ben Doherty 06e8b1d689 Support up to 4 side-by-side stereoscopic eyes (#7328) 2023-11-09 15:34:50 -08:00
Ben Doherty d92bdce852 Remove problematic GlslangToSpv option: emitNonSemanticShaderDebugInfo (#7260) 2023-10-11 15:13:41 -07:00
Ben Doherty 6279613b79 Metal: support float16 operations in --optimize-size mode (#7249) 2023-10-09 14:15:07 -07:00
Mathias Agopian f0b0505207 fix materials that write to the depth or use discard
these materials would not generate proper structure or shadow buffer,
because they used a special variant that in most case removed the
user code.

now when the user code writes the depth or calls discard, the user
shader is kept.
2023-09-28 16:19:17 -07:00
Mathias Agopian 6c05029a9f workaround a crash with some adreno drivers
The crashes are triggered by spirv-opt's MergeReturnPass, so we 
just disable it. This pass also caused issues with AMD drivers on macOS.


fixes b/291140208
2023-07-31 15:48:44 -07:00
Ben Doherty dc9510fe25 Support EXT_clip_cull_distance for future use (#6965)
This PR sets up the ability for shaders to use `gl_ClipDistance`, which will be needed in the future. Desktop GL supports this natively. OpenGL ES requires the EXT_clip_cull_distance extension.

Unfortunately glslang does not support this extension, so we have to employ a workaround for mobile when going through glslang. We instead write to `filament_gl_ClipDistance`, and then modify the SPIR-V to decorate this as `gl_ClipDistance`. See the comment in SpirvFixup.h.

Note this PR does not actually use `gl_ClipDistance` yet, so there should be no change to shaders.
2023-07-26 10:01:28 -07:00