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Author SHA1 Message Date
Powei Feng 5a2b46e134 [WIP] Trying to fix issue 2025-08-14 23:48:03 -07:00
1213 changed files with 27778 additions and 187937 deletions
+1 -3
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@@ -65,6 +65,4 @@ SpacesInParentheses: false
SpacesInSquareBrackets: false SpacesInSquareBrackets: false
TabWidth: 4 TabWidth: 4
UseTab: Never UseTab: Never
PackConstructorInitializers: Never PackConstructorInitializers: Never
ConstructorInitializerIndentWidth: 8
IndentWrappedFunctionNames: true
+11 -21
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@@ -1,53 +1,43 @@
# This action retrieves the latest commit message from a push or pull_request event
# and makes it available as an output variable named 'msg'.
name: 'Get commit message' name: 'Get commit message'
outputs: outputs:
msg: msg:
value: ${{ steps.action_output.outputs.msg }} value: ${{ steps.action_output.outputs.msg }}
hash:
value: ${{ steps.action_output.outputs.hash }}
runs: runs:
using: "composite" using: "composite"
steps: steps:
- name: Find commit message (on push) - name: Find commit message (on push)
if: github.event_name == 'push' if: github.event_name == 'push'
shell: bash shell: bash
env:
COMMIT_MESSAGE: ${{ github.event.head_commit.message }}
run: | run: |
AUTHOR_NAME="${{ github.event.head_commit.author.name }}" AUTHOR_NAME="${{ github.event.head_commit.author.name }}"
AUTHOR_EMAIL="${{ github.event.head_commit.author.email }}" AUTHOR_EMAIL="${{ github.event.head_commit.author.email }}"
TSTAMP="${{ github.event.head_commit.timestamp }}" TSTAMP="${{ github.event.head_commit.timestamp }}"
HASH="${{ github.event.head_commit.id }}" echo "commit ${{ github.event.head_commit.id }}" >> /tmp/commit_msg.txt
echo "commit $HASH" >> /tmp/commit_msg.txt
echo "Author: ${AUTHOR_NAME}<${AUTHOR_EMAIL}>" >> /tmp/commit_msg.txt echo "Author: ${AUTHOR_NAME}<${AUTHOR_EMAIL}>" >> /tmp/commit_msg.txt
echo "Date: ${TSTAMP}" >> /tmp/commit_msg.txt echo "Date: ${TSTAMP}" >> /tmp/commit_msg.txt
echo "" >> /tmp/commit_msg.txt echo "" >> /tmp/commit_msg.txt
echo "$COMMIT_MESSAGE" >> /tmp/commit_msg.txt echo "${{ github.event.head_commit.message }}" >> /tmp/commit_msg.txt
echo "$HASH" > /tmp/commit_hash.txt
- name: Find commit message (PR) - name: Find commit message (PR)
shell: bash shell: bash
id: checkout_code id: checkout_code
if: github.event_name == 'pull_request' if: github.event_name == 'pull_request'
run: | run: |
BEFORE_HASH=$(git rev-parse HEAD) echo "+++++ head commit message +++++"
echo "hash=$BEFORE_HASH" >> "$GITHUB_OUTPUT" echo "$(git log -1 --no-merges)"
# Next we will checkout the actual head (not the merge commits) of the PR echo "+++++++++++++++++++++++++++++++"
AFTER_HASH="${{ github.event.pull_request.head.sha }}" echo "hash=$(git rev-parse HEAD)" >> "$GITHUB_OUTPUT"
git checkout $AFTER_HASH git checkout ${{ github.event.pull_request.head.sha }}
COMMIT_MESSAGE=$(git log -1 --no-merges) echo "$(git log -1 --no-merges)" >> /tmp/commit_msg.txt
echo "$COMMIT_MESSAGE" > /tmp/commit_msg.txt
echo "$AFTER_HASH" > /tmp/commit_hash.txt
- shell: bash - shell: bash
id: action_output id: action_output
run: | run: |
# Get the commit message
DELIMITER="EOF_FILE_CONTENT_$(date +%s)" # Using timestamp to make it more unique DELIMITER="EOF_FILE_CONTENT_$(date +%s)" # Using timestamp to make it more unique
echo "msg<<$DELIMITER" >> "$GITHUB_OUTPUT" echo "msg<<$DELIMITER" >> "$GITHUB_OUTPUT"
cat /tmp/commit_msg.txt >> "$GITHUB_OUTPUT" cat /tmp/commit_msg.txt >> "$GITHUB_OUTPUT"
echo "$DELIMITER" >> "$GITHUB_OUTPUT" echo "$DELIMITER" >> "$GITHUB_OUTPUT"
# Get the commit hash echo "----- got commit message ---"
echo "hash=$(cat /tmp/commit_hash.txt)" >> "$GITHUB_OUTPUT" cat /tmp/commit_msg.txt
echo "----------------------------"
- name: Cleanup Find commit message (PR) - name: Cleanup Find commit message (PR)
shell: bash shell: bash
if: github.event_name == 'pull_request' if: github.event_name == 'pull_request'
@@ -1,23 +0,0 @@
name: 'Get and cache glTF Assets'
description: 'Downloads and caches glTF assets by calling the get-gltf-sample-assets.sh script.'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Hash models file
id: hash-models
shell: bash
run: echo "hash=$(cat test/renderdiff/tests/gltf_models.txt | md5sum | sed 's/ -//g')" >> $GITHUB_OUTPUT
- name: Cache glTF assets
id: cache-gltf
uses: actions/cache@v4
with:
path: gltf
key: gltf-assets-${{ env.GITHUB_GLTF_SAMPLE_ASSETS_COMMIT }}-${{ steps.hash-models.outputs.hash }}
- name: Download assets via script if cache not found
if: steps.cache-gltf.outputs.cache-hit != 'true'
shell: bash
run: |
echo "Cache miss for commit ${{ env.GITHUB_GLTF_SAMPLE_ASSETS_COMMIT }}. Running download script..."
xargs bash build/common/get-gltf-sample-assets.sh < test/renderdiff/tests/gltf_models.txt
+2 -3
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@@ -1,6 +1,5 @@
name: 'Get and cache Mesa' name: 'Get Mesa'
description: 'Get and cache Mesa' description: 'Caches and installs Mesa'
runs: runs:
using: "composite" using: "composite"
steps: steps:
+2 -9
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@@ -8,8 +8,8 @@ runs:
uses: actions/cache@v3 uses: actions/cache@v3
id: cache-vulkan-sdk id: cache-vulkan-sdk
with: with:
path: ~/VulkanSDK path: vulkansdk
key: vulkansdk-${{ env.GITHUB_VULKANSDK_VERSION }}-2-${{ runner.os }} key: vulkansdk-${{ env.GITHUB_VULKANSDK_VERSION }}-${{ runner.os }}
- name: Download Vulkan SDK - name: Download Vulkan SDK
if: steps.cache-vulkan-sdk.outputs.cache-hit != 'true' if: steps.cache-vulkan-sdk.outputs.cache-hit != 'true'
run: | run: |
@@ -21,11 +21,4 @@ runs:
run: | run: |
source ${{ github.workspace }}/build/common/get-vulkan-sdk.sh source ${{ github.workspace }}/build/common/get-vulkan-sdk.sh
unpack_vulkan_installer unpack_vulkan_installer
shell: bash
- name: Run Vulkan SDK setup
run: |
pushd .
cd ~/VulkanSDK/${GITHUB_VULKANSDK_VERSION}
sudo ./install_vulkan.py
popd
shell: bash shell: bash
+1 -3
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@@ -14,12 +14,10 @@ runs:
id: brew-cache id: brew-cache
uses: actions/cache@v4 # Use a specific version uses: actions/cache@v4 # Use a specific version
with: with:
path: ~/Library/Caches/Homebrew path: $HOME/Library/Caches/Homebrew
key: ${{ runner.os }}-brew-20250424 key: ${{ runner.os }}-brew-20250424
- name: Install Mac Prerequisites - name: Install Mac Prerequisites
shell: bash shell: bash
run: | run: |
# Install brew prereqs
brew install coreutils
# Install ninja # Install ninja
source ./build/common/get-ninja.sh source ./build/common/get-ninja.sh
+1 -1
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@@ -12,7 +12,7 @@ jobs:
name: build-android name: build-android
# We intentially use a larger runner here to enable larger disk space # We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time). # (standard linux runner will fail on disk space and faster build time).
runs-on: 'ubuntu-24.04-16core' runs-on: 'ubuntu-24.04-32core'
steps: steps:
- uses: actions/checkout@v4.1.6 - uses: actions/checkout@v4.1.6
+2 -2
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@@ -23,7 +23,7 @@ jobs:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }} GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
run: | run: |
GOLDEN_BRANCH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | python3 test/renderdiff/src/commit_msg.py) GOLDEN_BRANCH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | python3 test/renderdiff/src/commit_msg.py)
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}" COMMIT_HASH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | head -n 1 | sed "s/commit //g")
if [[ "${GOLDEN_BRANCH}" != "main" ]]; then if [[ "${GOLDEN_BRANCH}" != "main" ]]; then
git config --global user.email "filament.bot@gmail.com" git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot" git config --global user.name "Filament Bot"
@@ -51,7 +51,7 @@ jobs:
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }} GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
run: | run: |
bash docs_src/build/install_mdbook.sh && source ~/.bashrc bash docs_src/build/install_mdbook.sh && source ~/.bashrc
COMMIT_HASH="${{ steps.get_commit_msg.outputs.hash }}" COMMIT_HASH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | head -n 1 | sed "s/commit //g")
git config --global user.email "filament.bot@gmail.com" git config --global user.email "filament.bot@gmail.com"
git config --global user.name "Filament Bot" git config --global user.name "Filament Bot"
git config --global credential.helper cache git config --global credential.helper cache
+179 -193
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@@ -9,36 +9,6 @@ on:
- main - main
jobs: jobs:
build-desktop-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
build-desktop-linux:
name: build-linux
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
build-windows: build-windows:
name: build-windows name: build-windows
runs-on: windows-2022-32core runs-on: windows-2022-32core
@@ -48,178 +18,194 @@ jobs:
fetch-depth: 0 fetch-depth: 0
- name: Run build script - name: Run build script
run: | run: |
build\windows\build-github.bat presubmit build\windows\build-github.bat continuous
shell: cmd shell: cmd
build-android: # build-desktop-mac:
name: build-android # name: build-mac
runs-on: 'ubuntu-24.04-16core' # runs-on: macos-14-xlarge
steps: # steps:
- uses: actions/checkout@v4.1.6 # - uses: actions/checkout@v4.1.6
with: # with:
fetch-depth: 0 # fetch-depth: 0
- uses: ./.github/actions/linux-prereq # - uses: ./.github/actions/mac-prereq
- uses: actions/setup-java@v3 # - name: Run build script
with: # run: |
distribution: 'temurin' # cd build/mac && printf "y" | ./build.sh presubmit
java-version: '17' # - name: Test material parser
- name: Run build script # run: |
# Only build 1 64 bit target during presubmit to cut down build times during presubmit # out/cmake-release/filament/test/test_material_parser
# Continuous builds will build everything
run: |
cd build/android && printf "y" | ./build.sh presubmit arm64-v8a
build-ios: # build-desktop-linux:
name: build-iOS # name: build-linux
runs-on: macos-14-xlarge # runs-on: ubuntu-22.04-16core
steps: # steps:
- uses: actions/checkout@v4.1.6 # - uses: actions/checkout@v4.1.6
with: # with:
fetch-depth: 0 # fetch-depth: 0
- uses: ./.github/actions/mac-prereq # - uses: ./.github/actions/linux-prereq
- name: Run build script # - name: Run build script
run: | # run: |
cd build/ios && printf "y" | ./build.sh presubmit # cd build/linux && printf "y" | ./build.sh presubmit
- name: Build iOS samples # - name: Test material parser
run: | # run: |
cd build/ios && ./build-samples.sh presubmit # out/cmake-release/filament/test/test_material_parser
build-web: # build-windows:
name: build-web # name: build-windows
runs-on: 'ubuntu-24.04-16core' # runs-on: windows-2022-32core
steps: # steps:
- uses: actions/checkout@v4.1.6 # - uses: actions/checkout@v4.1.6
with: # with:
fetch-depth: 0 # fetch-depth: 0
- uses: ./.github/actions/linux-prereq # - name: Run build script
- uses: ./.github/actions/web-prereq # run: |
- name: Run build script # build\windows\build-github.bat presubmit
run: | # shell: cmd
cd build/web && printf "y" | ./build.sh presubmit
validate-docs: # build-android:
name: validate-docs # name: build-android
runs-on: 'ubuntu-24.04-4core' # runs-on: 'ubuntu-24.04-16core'
steps: # steps:
- uses: actions/checkout@v4.1.6 # - uses: actions/checkout@v4.1.6
with: # with:
fetch-depth: 0 # fetch-depth: 0
- id: get_commit_msg # - uses: ./.github/actions/linux-prereq
uses: ./.github/actions/get-commit-msg # - uses: actions/setup-java@v3
- name: Check for manual edits to /docs # with:
run: | # distribution: 'temurin'
bash docs_src/build/presubmit_check.sh ${{ steps.get_commit_msg.outputs.hash }} # java-version: '17'
# - name: Run build script
# # Only build 1 64 bit target during presubmit to cut down build times during presubmit
# # Continuous builds will build everything
# run: |
# cd build/android && printf "y" | ./build.sh presubmit arm64-v8a
test-renderdiff: # build-ios:
name: test-renderdiff # name: build-iOS
runs-on: macos-14-xlarge # runs-on: macos-14-xlarge
steps: # steps:
- uses: actions/checkout@v4.1.6 # - uses: actions/checkout@v4.1.6
with: # with:
fetch-depth: 0 # fetch-depth: 0
- uses: ./.github/actions/mac-prereq # - uses: ./.github/actions/mac-prereq
- uses: ./.github/actions/get-gltf-assets # - name: Run build script
- uses: ./.github/actions/get-mesa # run: |
- uses: ./.github/actions/get-vulkan-sdk # cd build/ios && printf "y" | ./build.sh presubmit
- id: get_commit_msg # - name: Build iOS samples
uses: ./.github/actions/get-commit-msg # run: |
- name: Prerequisites # cd build/ios && ./build-samples.sh presubmit
run: |
pip install tifffile numpy
# Must have at least clang-16 for a webgpu/dawn build.
sudo xcode-select -s /Applications/Xcode_16.2.app/Contents/Developer
shell: bash
- name: Render and compare
id: render_compare
env:
COMMIT_MESSAGE: ${{ steps.get_commit_msg.outputs.msg }}
run: |
ls ./gltf/Models
TEST_DIR=test/renderdiff
source ${TEST_DIR}/src/preamble.sh
start_
GOLDEN_BRANCH=$(echo "${COMMIT_MESSAGE}" | python3 ${TEST_DIR}/src/commit_msg.py)
bash ${TEST_DIR}/generate.sh && \
python3 ${TEST_DIR}/src/golden_manager.py \
--branch=${GOLDEN_BRANCH} \
--output=${GOLDEN_OUTPUT_DIR}
# Note that we need to upload the output even if comparison fails, so we undo `set -ex` # build-web:
end_ # name: build-web
# runs-on: 'ubuntu-24.04-16core'
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/linux-prereq
# - uses: ./.github/actions/web-prereq
# - name: Run build script
# run: |
# cd build/web && printf "y" | ./build.sh presubmit
python3 ${TEST_DIR}/src/compare.py \ # validate-docs:
--src=${GOLDEN_OUTPUT_DIR} \ # name: validate-docs
--dest=${RENDER_OUTPUT_DIR} \ # runs-on: 'ubuntu-24.04-4core'
--out=${DIFF_OUTPUT_DIR} 2>&1 | tee compare_output.txt # steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - id: get_commit_msg
# uses: ./.github/actions/get-commit-msg
# - name: Check for manual edits to /docs
# run: |
# COMMIT_ID=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | head -n 1 | sed "s/commit //g")
# bash docs_src/build/presubmit_check.sh ${COMMIT_ID}
if grep "Failed" compare_output.txt > /dev/null; then # test-renderdiff:
DELIMITER="EOF_FILE_CONTENT_$(date +%s)" # Using timestamp to make it more unique # name: test-renderdiff
echo "err<<$DELIMITER" >> "$GITHUB_OUTPUT" # runs-on: macos-14-xlarge
cat compare_output.txt >> "$GITHUB_OUTPUT" # steps:
echo "$DELIMITER" >> "$GITHUB_OUTPUT" # - uses: actions/checkout@v4.1.6
fi # with:
- uses: actions/upload-artifact@v4 # fetch-depth: 0
with: # - id: get_commit_msg
name: presubmit-renderdiff-result # uses: ./.github/actions/get-commit-msg
path: ./out/renderdiff # - uses: ./.github/actions/mac-prereq
- name: Compare result # - uses: ./.github/actions/get-mesa
run: | # - name: Prerequisites
ERROR_STR="${{ steps.render_compare.outputs.err }}" # run: |
if [ -n "${ERROR_STR}" ]; then # pip install tifffile numpy
echo "${ERROR_STR}" # shell: bash
exit 1 # - name: Render and compare
fi # id: render_compare
# run: |
# TEST_DIR=test/renderdiff
# source ${TEST_DIR}/src/preamble.sh
# start_
# GOLDEN_BRANCH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | python3 ${TEST_DIR}/src/commit_msg.py)
# bash ${TEST_DIR}/generate.sh && \
# python3 ${TEST_DIR}/src/golden_manager.py \
# --branch=${GOLDEN_BRANCH} \
# --output=${GOLDEN_OUTPUT_DIR}
validate-wgsl-webgpu: # # Note that we need to upload the output even if comparison fails, so we undo `set -ex`
name: validate-wgsl-webgpu # end_
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: ./build.sh -W debug test_filamat filament gltf_viewer
- name: Run test
run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
test-code-correctness: # python3 ${TEST_DIR}/src/compare.py \
name: test-code-correctness # --src=${GOLDEN_OUTPUT_DIR} \
runs-on: 'macos-14-xlarge' # --dest=${RENDER_OUTPUT_DIR} \
steps: # --out=${DIFF_OUTPUT_DIR} 2>&1 | tee compare_output.txt
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Install clang-tidy and deps
run: |
pip install pyyaml
brew install llvm@${GITHUB_LLVM_VERSION}
sudo ln -s "$(brew --prefix llvm)@${GITHUB_LLVM_VERSION}/bin/clang-tidy" "/usr/local/bin/clang-tidy"
- name: Run build script
# We need to build before clang-tidy can run analysis
run: |
# This will build for all three desktop backends on mac
./build.sh -p desktop debug gltf_viewer
- name: Run test
run: bash test/code-correctness/test.sh
test-backend: # if grep "Failed" compare_output.txt > /dev/null; then
name: test-backend # DELIMITER="EOF_FILE_CONTENT_$(date +%s)" # Using timestamp to make it more unique
runs-on: macos-14-xlarge # echo "err<<$DELIMITER" >> "$GITHUB_OUTPUT"
steps: # cat compare_output.txt >> "$GITHUB_OUTPUT"
- uses: actions/checkout@v4.1.6 # echo "$DELIMITER" >> "$GITHUB_OUTPUT"
with: # fi
fetch-depth: 0 # - uses: actions/upload-artifact@v4
- uses: ./.github/actions/mac-prereq # with:
- uses: ./.github/actions/get-mesa # name: presubmit-renderdiff-result
- uses: ./.github/actions/get-vulkan-sdk # path: ./out/renderdiff
- name: Prerequisites # - name: Compare result
run: | # run: |
# Must have at least clang-16 for a webgpu/dawn build. # ERROR_STR="${{ steps.render_compare.outputs.err }}"
sudo xcode-select -s /Applications/Xcode_16.2.app/Contents/Developer # if [ -n "${ERROR_STR}" ]; then
shell: bash # echo "${ERROR_STR}"
- name: Run backend tests # exit 1
shell: bash # fi
run: |
bash test/backend/test.sh # validate-wgsl-webgpu:
# name: validate-wgsl-webgpu
# runs-on: 'ubuntu-24.04-8core'
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/linux-prereq
# - name: Run build script
# run: ./build.sh -W debug test_filamat filament
# - name: Run test
# run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
# test-code-correctness:
# name: test-code-correctness
# runs-on: 'macos-14-xlarge'
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/mac-prereq
# - name: Install clang-tidy and deps
# run: |
# pip install pyyaml
# brew install llvm@${GITHUB_LLVM_VERSION}
# sudo ln -s "$(brew --prefix llvm)@${GITHUB_LLVM_VERSION}/bin/clang-tidy" "/usr/local/bin/clang-tidy"
# - name: Run build script
# # We need to build before clang-tidy can run analysis
# run: |
# # This will build for all three desktop backends on mac
# ./build.sh -p desktop debug gltf_viewer
# - name: Run test
# run: bash test/code-correctness/test.sh
+1 -1
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@@ -31,7 +31,7 @@ on:
jobs: jobs:
build-linux: build-linux:
name: build-linux name: build-linux
runs-on: 'ubuntu-24.04-16core' runs-on: ubuntu-22.04-32core
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop' if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
steps: steps:
-6
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@@ -18,9 +18,3 @@ test*.json
results results
/compile_commands.json /compile_commands.json
/.cache /.cache
# For /test/renderdiff dependencies
/mesa
/gltf
/filament-assets
/venv
+1 -6
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@@ -62,11 +62,6 @@ force a clean build by adding the `-c` flag in that case.
To install the libraries and executables in `out/debug/` and `out/release/`, add the `-i` flag. To install the libraries and executables in `out/debug/` and `out/release/`, add the `-i` flag.
The script offers more features described by executing `build.sh -h`. The script offers more features described by executing `build.sh -h`.
For more specialized options, please also consider the following pages:
- `-d`: [`matdbg`](https://google.github.io/filament/dup/matdbg.html)
- `-t`: [`fgviewer`](https://google.github.io/filament/dup/fgviewer.html)
- `-b` and `-y`: [ASAN/UBSAN builds](https://google.github.io/filament/notes/asan_ubsan.html)
### Filament-specific CMake Options ### Filament-specific CMake Options
The following CMake options are boolean options specific to Filament: The following CMake options are boolean options specific to Filament:
@@ -396,7 +391,7 @@ Alternatively, if you have node installed you can use the
[live-server](https://www.npmjs.com/package/live-server) package, which automatically refreshes the [live-server](https://www.npmjs.com/package/live-server) package, which automatically refreshes the
web page when it detects a change. web page when it detects a change.
Each sample app has its own handwritten html file. Additionally, the server folder contains assets Each sample app has its own handwritten html file. Additionally the server folder contains assets
such as meshes, textures, and materials. such as meshes, textures, and materials.
## Running the native samples ## Running the native samples
+22 -92
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@@ -56,10 +56,6 @@ option(FILAMENT_ENABLE_FGVIEWER "Enable the frame graph viewer" OFF)
option(FILAMENT_USE_ABSEIL_LOGGING "Use Abseil to log, may increase binary size" OFF) option(FILAMENT_USE_ABSEIL_LOGGING "Use Abseil to log, may increase binary size" OFF)
option(FILAMENT_ENABLE_EXPERIMENTAL_GCC_SUPPORT "Enable GCC support (unsupported)" OFF)
option(FILAMENT_SUPPORTS_WEBP_TEXTURES "Enable webp texture support for Filament (builds libwebp when ON)" OFF)
# This is to disable GTAO for the short-term while we investigate a way to better manage size increases. # This is to disable GTAO for the short-term while we investigate a way to better manage size increases.
# On the regular filament build (where size is of less concern), we enable GTAO by default. # On the regular filament build (where size is of less concern), we enable GTAO by default.
option(FILAMENT_DISABLE_GTAO "Disable GTAO" OFF) option(FILAMENT_DISABLE_GTAO "Disable GTAO" OFF)
@@ -299,10 +295,15 @@ set(TOOLS ${CMAKE_CURRENT_SOURCE_DIR}/tools)
# ================================================================================================== # ==================================================================================================
set(MIN_CLANG_VERSION "6.0") set(MIN_CLANG_VERSION "6.0")
set(FILAMENT_USING_GCC OFF) if (CMAKE_C_COMPILER_ID MATCHES "Clang")
if (CMAKE_C_COMPILER_ID MATCHES "GNU" AND FILAMENT_ENABLE_EXPERIMENTAL_GCC_SUPPORT) if (CMAKE_C_COMPILER_VERSION VERSION_LESS MIN_CLANG_VERSION)
set(FILAMENT_USING_GCC ON) message(FATAL_ERROR "Detected C compiler Clang ${CMAKE_C_COMPILER_VERSION} < ${MIN_CLANG_VERSION}")
elseif (CMAKE_C_COMPILER_ID MATCHES "Clang") endif()
elseif (NOT MSVC)
message(FATAL_ERROR "Detected C compiler ${CMAKE_C_COMPILER_ID} is unsupported")
endif()
if (CMAKE_CXX_COMPILER_ID MATCHES "Clang")
if (CMAKE_CXX_COMPILER_VERSION VERSION_LESS MIN_CLANG_VERSION) if (CMAKE_CXX_COMPILER_VERSION VERSION_LESS MIN_CLANG_VERSION)
message(FATAL_ERROR "Detected CXX compiler Clang ${CMAKE_CXX_COMPILER_VERSION} < ${MIN_CLANG_VERSION}") message(FATAL_ERROR "Detected CXX compiler Clang ${CMAKE_CXX_COMPILER_VERSION} < ${MIN_CLANG_VERSION}")
endif() endif()
@@ -343,18 +344,14 @@ if (MSVC)
set(CXX_STANDARD "/std:c++latest") set(CXX_STANDARD "/std:c++latest")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} /W0 /Zc:__cplusplus") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} /W0 /Zc:__cplusplus")
else() else()
if(FILAMENT_USING_GCC) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} -fstrict-aliasing -Wno-unknown-pragmas -Wno-unused-function -Wno-deprecated-declarations")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} -Wno-changes-meaning -Wno-return-type -Wno-attributes -Wno-unknown-pragmas -Wno-class-memaccess -Wno-multichar -Wno-deprecated-declarations -Wno-subobject-linkage -Wno-invalid-constexpr")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} -fstrict-aliasing -Wno-unknown-pragmas -Wno-unused-function -Wno-deprecated-declarations")
endif()
if (APPLE) if (APPLE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-nullability-extension") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-nullability-extension")
endif() endif()
endif() endif()
if (FILAMENT_USE_EXTERNAL_GLES3) if (FILAMENT_USE_EXTERNAL_GLES3)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DFILAMENT_USE_EXTERNAL_GLES3") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DUSE_EXTERNAL_GLES3")
endif() endif()
if (FILAMENT_SUPPORTS_EGL_ON_LINUX) if (FILAMENT_SUPPORTS_EGL_ON_LINUX)
@@ -368,14 +365,10 @@ endif()
if (LINUX) if (LINUX)
option(USE_STATIC_LIBCXX "Link against the static runtime libraries." ON) option(USE_STATIC_LIBCXX "Link against the static runtime libraries." ON)
if (${USE_STATIC_LIBCXX}) if (${USE_STATIC_LIBCXX})
if (FILAMENT_USING_GCC) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
link_libraries("-static-libgcc -static-libstdc++") link_libraries("-static-libgcc -static-libstdc++")
else () link_libraries(libc++.a)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++") link_libraries(libc++abi.a)
link_libraries("-static-libgcc -static-libstdc++")
link_libraries(libc++.a)
link_libraries(libc++abi.a)
endif()
endif() endif()
# Only linux, clang doesn't want to use a shared library that is not PIC. # Only linux, clang doesn't want to use a shared library that is not PIC.
@@ -400,8 +393,8 @@ if (MSVC)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -D_CRT_SECURE_NO_WARNINGS -D_CRT_NONSTDC_NO_DEPRECATE") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -D_CRT_SECURE_NO_WARNINGS -D_CRT_NONSTDC_NO_DEPRECATE")
endif() endif()
# Add colors to ninja builds (when not using gcc) # Add colors to ninja builds
if (UNIX AND CMAKE_GENERATOR STREQUAL "Ninja" AND NOT FILAMENT_USING_GCC) if (UNIX AND CMAKE_GENERATOR STREQUAL "Ninja")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fcolor-diagnostics") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fcolor-diagnostics")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fcolor-diagnostics") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fcolor-diagnostics")
endif() endif()
@@ -539,15 +532,6 @@ if (FILAMENT_SUPPORTS_OPENGL)
add_definitions(-DFILAMENT_SUPPORTS_OPENGL) add_definitions(-DFILAMENT_SUPPORTS_OPENGL)
endif() endif()
if (CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel")
option(FILAMENT_ENABLE_PERFETTO "Enable perfetto SDK on Android" OFF)
else()
option(FILAMENT_ENABLE_PERFETTO "Enable perfetto SDK on Android" ON)
endif()
if (FILAMENT_ENABLE_PERFETTO)
add_definitions(-DFILAMENT_ENABLE_PERFETTO)
endif()
# By default, build with Vulkan support on desktop platforms, although clients must request to use # By default, build with Vulkan support on desktop platforms, although clients must request to use
# it at run time. # it at run time.
if (WIN32 OR WEBGL OR IOS) if (WIN32 OR WEBGL OR IOS)
@@ -560,6 +544,7 @@ if (FILAMENT_SUPPORTS_VULKAN)
endif() endif()
if (FILAMENT_SUPPORTS_WEBGPU) if (FILAMENT_SUPPORTS_WEBGPU)
message(AUTHOR_WARNING "WebGPU is in development stage and broken at this stage. Its support is very limited.")
add_definitions(-DFILAMENT_SUPPORTS_WEBGPU) add_definitions(-DFILAMENT_SUPPORTS_WEBGPU)
endif() endif()
@@ -649,7 +634,7 @@ endif()
# With WebGPU, Tint does not support ClipDistance which is used in Stereo. Mentioned in comment # With WebGPU, Tint does not support ClipDistance which is used in Stereo. Mentioned in comment
# https://github.com/google/dawn/blob/855d17b08abdf02f9142bf5a8f14d0ea088810a4/src/tint/lang/spirv/reader/ast_parser/function.cc#L4434 # https://github.com/google/dawn/blob/855d17b08abdf02f9142bf5a8f14d0ea088810a4/src/tint/lang/spirv/reader/ast_parser/function.cc#L4434
if (FILAMENT_SUPPORTS_WEBGPU) if (FILAMENT_SUPPORTS_WEBGPU)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -a webgpu --variant-filter=stereo) set(MATC_API_FLAGS ${MATC_API_FLAGS} -a webgpu --variant-filter=skinning,stereo)
endif() endif()
# Disable ESSL 1.0 code generation. # Disable ESSL 1.0 code generation.
@@ -755,61 +740,12 @@ function(combine_static_libs TARGET OUTPUT DEPS)
endfunction() endfunction()
# ================================================================================================== # ==================================================================================================
# Configuration importing/exporting prebuilt "/tools" executables # Configuration for CMAKE_CROSSCOMPILING.
# ================================================================================================== # ==================================================================================================
# In certain cases, we want the ability to separate the build type/flags (release, debug) of tools
# (matc, resgen, etc...) from filament. Cross compilation is one such case (e.g. building material
# with matc running on host while building filament for Android) [1]. Another example is when client
# wants to enable ASAN for filament but not the tool [2].
#
# Here are the varibles that are used to determine behavior is such flows:
# - CMAKE_CROSSCOMPILING : Set by cmake to indicate the build's target platform is different
# from the host platform.
# - IMPORT_EXECUTABLES_DIR : This is the directory containing the /ImportExecutables-type.cmake
# which are then included in other CMakeLists.txt to enable finding targets that have been
# prebuilt. This is set by the client in their `cmake` invocation.
# - IMPORT_EXECUTABLES : Path to a file to for 1) exporting the prebuilt targets or 2)
# importing a previously exported targets. (Used internally and should not be set by client).
# - FILAMENT_EXPORT_PREBUILT_EXECUTABLES_DIR : A path set by the client to indicate that
# they wish to export the tools as prebuilts, and the corresponding targets will be recorded
# in a cmake file (i.e IMPORT_EXECUTABLES). IMPORT_EXECUTABLES will be set relative to the the
# given path. This will set FILAMENT_EXPORT_PREBUILT_EXECUTABLES=ON.
# - FILAMENT_IMPORT_PREBUILT_EXECUTABLES_DIR : A path set by the client to indicate that they wish
# to import the tools as prebuilts from a .cmake file. The location (IMPORT_EXECUTABLES) of the
# file is relative to the path given. This will set FILAMENT_IMPORT_PREBUILT_EXECUTABLES=ON.
# - IMPORT_PREBUILT_EXECUTABLES and EXPORT_PREBUILT_EXECUTABLES are internal booleans set to
# ON based on the prescence of FILAMENT_IMPORT_PREBUILT_EXECUTABLES_DIR and
# FILAMENT_EXPORT_PREBUILT_EXECUTABLES_DIR.
#
# In conclusion, for cases
# - [1] (crosscompiling), the client must set IMPORT_EXECUTABLES_DIR for both when they are building
# the tools and when they are building the target-platform filament.
# - [2] (all other instances), the client must set FILAMENT_EXPORT_PREBUILT_EXECUTABLES_DIR in
# the prebuilt exporting step, and set FILAMENT_IMPORT_PREBUILT_EXECUTABLES_DIR in the importing
# step.
# TODO: Fold the cross compilation case into the more general FILAMENT_IMPORT/EXPORT variables.
if (FILAMENT_EXPORT_PREBUILT_EXECUTABLES_DIR)
set(FILAMENT_EXPORT_PREBUILT_EXECUTABLES ON)
set(IMPORT_EXECUTABLES_DIR ${FILAMENT_EXPORT_PREBUILT_EXECUTABLES_DIR})
endif()
if (FILAMENT_IMPORT_PREBUILT_EXECUTABLES_DIR)
set(FILAMENT_IMPORT_PREBUILT_EXECUTABLES ON)
set(IMPORT_EXECUTABLES_DIR ${FILAMENT_IMPORT_PREBUILT_EXECUTABLES_DIR})
endif()
if (WEBGL) if (WEBGL)
set(IMPORT_EXECUTABLES ${FILAMENT}/${IMPORT_EXECUTABLES_DIR}/ImportExecutables-Release.cmake) set(IMPORT_EXECUTABLES ${FILAMENT}/${IMPORT_EXECUTABLES_DIR}/ImportExecutables-Release.cmake)
else() else()
if (FILAMENT_EXPORT_PREBUILT_EXECUTABLES OR FILAMENT_IMPORT_PREBUILT_EXECUTABLES) set(IMPORT_EXECUTABLES ${FILAMENT}/${IMPORT_EXECUTABLES_DIR}/ImportExecutables-${CMAKE_BUILD_TYPE}.cmake)
set(IMPORT_EXECUTABLES_BUILD_TYPE Prebuilt)
else()
set(IMPORT_EXECUTABLES_BUILD_TYPE ${CMAKE_BUILD_TYPE})
endif()
set(IMPORT_EXECUTABLES ${FILAMENT}/${IMPORT_EXECUTABLES_DIR}/ImportExecutables-${IMPORT_EXECUTABLES_BUILD_TYPE}.cmake)
endif() endif()
# ================================================================================================== # ==================================================================================================
@@ -888,7 +824,6 @@ add_subdirectory(${EXTERNAL}/getopt)
add_subdirectory(${EXTERNAL}/perfetto/tnt) add_subdirectory(${EXTERNAL}/perfetto/tnt)
add_subdirectory(${EXTERNAL}/zstd/tnt) add_subdirectory(${EXTERNAL}/zstd/tnt)
# Note that this has to be placed after mikktspace in order for combine_static_libs to work. # Note that this has to be placed after mikktspace in order for combine_static_libs to work.
add_subdirectory(${LIBRARIES}/geometry) add_subdirectory(${LIBRARIES}/geometry)
@@ -911,11 +846,6 @@ if (FILAMENT_ENABLE_FGVIEWER)
add_subdirectory(${LIBRARIES}/fgviewer) add_subdirectory(${LIBRARIES}/fgviewer)
endif() endif()
if (FILAMENT_SUPPORTS_WEBP_TEXTURES)
add_subdirectory(${EXTERNAL}/libwebp/tnt)
add_definitions(-DFILAMENT_SUPPORTS_WEBP_TEXTURES)
endif()
if (FILAMENT_SUPPORTS_VULKAN) if (FILAMENT_SUPPORTS_VULKAN)
add_subdirectory(${LIBRARIES}/bluevk) add_subdirectory(${LIBRARIES}/bluevk)
add_subdirectory(${EXTERNAL}/vkmemalloc/tnt) add_subdirectory(${EXTERNAL}/vkmemalloc/tnt)
@@ -974,6 +904,6 @@ if (IS_HOST_PLATFORM)
endif() endif()
# Generate exported executables for cross-compiled builds (Android, WebGL, and iOS) # Generate exported executables for cross-compiled builds (Android, WebGL, and iOS)
if ((NOT CMAKE_CROSSCOMPILING AND NOT FILAMENT_IMPORT_PREBUILT_EXECUTABLES) OR FILAMENT_EXPORT_PREBUILT_EXECUTABLES) if (NOT CMAKE_CROSSCOMPILING)
export(TARGETS matc cmgen filamesh mipgen resgen uberz glslminifier FILE ${IMPORT_EXECUTABLES}) export(TARGETS matc cmgen filamesh mipgen resgen uberz glslminifier FILE ${IMPORT_EXECUTABLES})
endif() endif()
+6 -18
View File
@@ -20,7 +20,7 @@ The guiding principles of the filament code style and code formatting can be res
- class access modifiers are not indented - class access modifiers are not indented
- last line of `.cpp` or `.h` file must be an empty line - last line of `.cpp` or `.h` file must be an empty line
```c++ ```
for (int i = 0; i < max; i++) { for (int i = 0; i < max; i++) {
} }
@@ -73,24 +73,12 @@ src/data.inc
- `public` class attributes *are not* prefixed - `public` class attributes *are not* prefixed
- class attributes and methods are lower camelcase - class attributes and methods are lower camelcase
```c++ ```
extern int gGlobalWarming; extern int gGlobalWarming;
class FooBar { class FooBar {
public: public:
FooBar(int attributeName, int sizeInBytes) void methodName();
: mAttributeName(attributeName),
sizeInBytes(sizeInBytes) {}
void reallyLongMethodNameWithLotsOfArguments(bool argument1,
int someSecondArgument, int bestArgument) {
std::pair<bool, int> pair = {
argument1,
argument2,
};
// etc
}
int sizeInBytes; int sizeInBytes;
private: private:
int mAttributeName; int mAttributeName;
@@ -109,7 +97,7 @@ private:
- always include the copyright notice at the top of every file - always include the copyright notice at the top of every file
- make sure the date is correct - make sure the date is correct
```c++ ```
/* /*
* Copyright (C) 2018 The Android Open Source Project * Copyright (C) 2018 The Android Open Source Project
* *
@@ -151,7 +139,7 @@ conversely containers and algorithms are not allowed. There are exceptions such
*Sorting the headers is important to help catching missing `#include` directives.* *Sorting the headers is important to help catching missing `#include` directives.*
```c++ ```
/* /*
* Copyright (C) 2018 The Android Open Source Project * Copyright (C) 2018 The Android Open Source Project
* *
@@ -195,7 +183,7 @@ conversely containers and algorithms are not allowed. There are exceptions such
### Misc ### Misc
- Use `auto` only when the type appears on the same line or with iterators and lambdas. - Use `auto` only when the type appears on the same line or with iterators and lambdas.
```c++ ```
auto foo = new Foo(); auto foo = new Foo();
for (auto& i : collection) { } for (auto& i : collection) { }
``` ```
+4
View File
@@ -1,8 +1,12 @@
# Filament Release Notes log # Filament Release Notes log
**If you are merging a PR into main**: please add the release note below, under the *Release notes **If you are merging a PR into main**: please add the release note below, under the *Release notes
We are chaning the way Vulkan buffers are handled. We need to switch over to a managed (or view-based) model where the data stored inside the object is a proxy to a Vulkan object that can dynamically be swapped around.
**If you are cherry-picking a commit into an rc/ branch**: add the release note under the **If you are cherry-picking a commit into an rc/ branch**: add the release note under the
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md). appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut ## Release notes for next branch cut
- Update CMake minimum version to 3.22.1
- material: Add a material parameter to control shadow far attenuation (b/436680157)
+6 -6
View File
@@ -18,7 +18,7 @@ Filament release archives contains host-side tools that are required to generate
Make sure you always use tools from the same release as the runtime library. This is particularly Make sure you always use tools from the same release as the runtime library. This is particularly
important for `matc` (material compiler). important for `matc` (material compiler).
If you'd rather build Filament yourself, please refer to our [build manual](/BUILDING.md). If you'd rather build Filament yourself, please refer to our [build manual](BUILDING.md).
### Android ### Android
@@ -31,7 +31,7 @@ repositories {
} }
dependencies { dependencies {
implementation 'com.google.android.filament:filament-android:1.67.1' implementation 'com.google.android.filament:filament-android:1.63.1'
} }
``` ```
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release: iOS projects can use CocoaPods to install the latest release:
```shell ```shell
pod 'Filament', '~> 1.67.1' pod 'Filament', '~> 1.63.1'
``` ```
## Documentation ## Documentation
@@ -222,7 +222,7 @@ MaterialInstance* materialInstance = material->createInstance();
``` ```
To learn more about materials and `matc`, please refer to the To learn more about materials and `matc`, please refer to the
[materials documentation](https://google.github.io/filament/Materials.html). [materials documentation](./docs/Materials.md.html).
To render, simply pass the `View` to the `Renderer`: To render, simply pass the `View` to the `Renderer`:
@@ -240,7 +240,7 @@ in the `samples/` directory. These samples are all based on `libs/filamentapp/`
code that creates a native window with SDL2 and initializes the Filament engine, renderer and views. code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.
For more information on how to prepare environment maps for image-based lighting please refer to For more information on how to prepare environment maps for image-based lighting please refer to
[BUILDING.md](/BUILDING.md#running-the-native-samples). [BUILDING.md](https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples).
### Android ### Android
@@ -272,7 +272,7 @@ To get started you can use the textures and environment maps found respectively
refer to their respective `URL.txt` files to know more about the original authors. refer to their respective `URL.txt` files to know more about the original authors.
Environments must be pre-processed using Environments must be pre-processed using
[`cmgen`](/BUILDING.md#running-the-native-samples) or [`cmgen`](https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples) or
using the `libiblprefilter` library. using the `libiblprefilter` library.
## How to make contributions ## How to make contributions
-57
View File
@@ -7,63 +7,6 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md). [NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.68.0
- engine: add `View::getLastDynamicResolutionScale()` (b/457753622)
- Metal: report GPU errors to the platform via `debugUpdateStat` (b/431665753).
- materials: Make Material Instances' UBO descriptor use dynamic offsets. [⚠️ **Recompile Materials**]
## v1.67.1
- Metal: Add support for the `SwapChain::CONFIG_MSAA_4_SAMPLES` flag.
- third_party: Optionally add libwebp to build
- controlled by cmake flag FILAMENT_SUPPORTS_WEBP_TEXTURES, defaults to OFF
- actual webp texture support for libs/gltfio coming in subsequent change
## v1.67.0
- materials: Add a new API getParameterTransformName that will return the value of the transformName field of a sampler
parameter. [⚠️ **Recompile Materials**]
## v1.66.2
## v1.66.1
- filamat: Removed a dependency on Glslang's deprecated SPIR-V remapper.
The functionality is already implemented by calling the CanonicalizeIds pass
in the SPIRV-Tools, and should be a non-functional change.
## v1.66.0
- materials: include default values of spec constants in material metadata [⚠️ **Recompile Materials**]
## v1.65.4
## v1.65.3
## v1.65.2
## v1.65.1
- `setFrameScheduledCallback` now works on all backends (frame presentation scheduling is still only
available on Metal). Non-Metal backends can use the callback to be notified when Filament has
finished processing a frame on the CPU.
- materials: added `getEyeFromViewMatrix()` for vertex shader [⚠️ **Recompile Materials**]
- matc: make `--workarounds=none` the default [**Recompile Materials to take effect**]
## v1.65.0
lighting: the intermediate froxel record buffer is now dynamically sized [⚠️ **New Material Version**]
## v1.64.1
- Update CMake minimum version to 3.22.1
- material: Add a material parameter to control shadow far attenuation (b/436680157)
## v1.64.0 ## v1.64.0
- engine: add a `linearFog` material parameter. [⚠️ **New Material Version**] - engine: add a `linearFog` material parameter. [⚠️ **New Material Version**]
-2
View File
@@ -178,8 +178,6 @@ nexusPublishing {
repositories { repositories {
sonatype { sonatype {
stagingProfileId = '9a75a224a4f17b' stagingProfileId = '9a75a224a4f17b'
nexusUrl.set(uri("https://ossrh-staging-api.central.sonatype.com/service/local/"))
snapshotRepositoryUrl.set(uri("https://central.sonatype.com/repository/maven-snapshots/"))
} }
} }
} }
@@ -146,7 +146,7 @@ abstract class MaterialCompiler extends TaskWithBinary {
.gradleProperty("com.google.android.filament.include-webgpu") .gradleProperty("com.google.android.filament.include-webgpu")
.forUseAtConfigurationTime().present .forUseAtConfigurationTime().present
if (include_webgpu) { if (include_webgpu) {
matcArgs += ['-a', 'webgpu', '--variant-filter=stereo'] matcArgs += ['-a', 'webgpu', '--variant-filter=skinning,stereo']
} }
def mat_no_opt = providers def mat_no_opt = providers
-2
View File
@@ -1,8 +1,6 @@
cmake_minimum_required(VERSION 3.19) cmake_minimum_required(VERSION 3.19)
project(filamat-android) project(filamat-android)
set(CMAKE_CXX_STANDARD 20)
option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF) option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR}) set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
+21 -18
View File
@@ -7,8 +7,6 @@ option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
option(FILAMENT_DISABLE_MATOPT "Disables material optimizations" OFF) option(FILAMENT_DISABLE_MATOPT "Disables material optimizations" OFF)
option(FILAMENT_SUPPORTS_WEBGPU "Enables WebGPU on Android" OFF) option(FILAMENT_SUPPORTS_WEBGPU "Enables WebGPU on Android" OFF)
set(CMAKE_CXX_STANDARD 20)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR}) set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
add_library(filament STATIC IMPORTED) add_library(filament STATIC IMPORTED)
@@ -51,6 +49,10 @@ add_library(bluevk STATIC IMPORTED)
set_target_properties(bluevk PROPERTIES IMPORTED_LOCATION set_target_properties(bluevk PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libbluevk.a) ${FILAMENT_DIR}/lib/${ANDROID_ABI}/libbluevk.a)
add_library(vkshaders STATIC IMPORTED)
set_target_properties(vkshaders PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libvkshaders.a)
if (FILAMENT_SUPPORTS_WEBGPU) if (FILAMENT_SUPPORTS_WEBGPU)
add_library(webgpu_dawn STATIC IMPORTED) add_library(webgpu_dawn STATIC IMPORTED)
set_target_properties(webgpu_dawn PROPERTIES IMPORTED_LOCATION set_target_properties(webgpu_dawn PROPERTIES IMPORTED_LOCATION
@@ -128,14 +130,6 @@ add_library(filament-jni SHARED
../common/NioUtils.cpp ../common/NioUtils.cpp
) )
target_include_directories(filament-jni PRIVATE
..
${FILAMENT_DIR}/include
../../filament/backend/include
../../third_party/robin-map
../../third_party/perfetto
../../libs/utils/include)
# Ordering is significant in the following list. The PRIVATE qualifier prevents transitive deps. # Ordering is significant in the following list. The PRIVATE qualifier prevents transitive deps.
target_link_libraries(filament-jni target_link_libraries(filament-jni
PRIVATE filament-generatePrefilterMipmap PRIVATE filament-generatePrefilterMipmap
@@ -150,20 +144,29 @@ target_link_libraries(filament-jni
PRIVATE android PRIVATE android
PRIVATE jnigraphics PRIVATE jnigraphics
PRIVATE utils PRIVATE utils
PRIVATE perfetto # needed only when FILAMENT_ENABLE_PERFETTO is defined PRIVATE perfetto
PRIVATE abseil # needed only when FILAMENT_USE_ABSEIL_LOGGING is defined PRIVATE abseil
PRIVATE zstd PRIVATE zstd
# libgeometry is PUBLIC because gltfio uses it. # libgeometry is PUBLIC because gltfio uses it.
PUBLIC geometry PUBLIC geometry
PRIVATE $<$<STREQUAL:${FILAMENT_ENABLE_FGVIEWER},ON>:fgviewer> $<$<STREQUAL:${FILAMENT_ENABLE_FGVIEWER},ON>:fgviewer>
PRIVATE $<$<STREQUAL:${FILAMENT_ENABLE_MATDBG},ON>:matdbg> $<$<STREQUAL:${FILAMENT_ENABLE_MATDBG},ON>:matdbg>
PRIVATE $<$<STREQUAL:${FILAMENT_ENABLE_MATDBG},ON>:filamat> $<$<STREQUAL:${FILAMENT_ENABLE_MATDBG},ON>:filamat>
PRIVATE $<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:bluevk> $<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:bluevk>
PRIVATE $<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:smol-v> $<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:vkshaders>
PRIVATE $<$<STREQUAL:${FILAMENT_SUPPORTS_WEBGPU},ON>:webgpu_dawn> $<$<STREQUAL:${FILAMENT_SUPPORTS_WEBGPU},ON>:webgpu_dawn>
$<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:smol-v>
) )
target_include_directories(filament-jni PRIVATE
..
${FILAMENT_DIR}/include
../../filament/backend/include
../../third_party/robin-map
../../third_party/perfetto
../../libs/utils/include)
# Force a relink when the version script is changed: # Force a relink when the version script is changed:
set_target_properties(filament-jni PROPERTIES LINK_DEPENDS ${VERSION_SCRIPT}) set_target_properties(filament-jni PROPERTIES LINK_DEPENDS ${VERSION_SCRIPT})
@@ -557,8 +557,7 @@ extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBu
jboolean disableHandleUseAfterFreeCheck, jboolean disableHandleUseAfterFreeCheck,
jint preferredShaderLanguage, jint preferredShaderLanguage,
jboolean forceGLES2Context, jboolean assertNativeWindowIsValid, jboolean forceGLES2Context, jboolean assertNativeWindowIsValid,
jint gpuContextPriority, jint gpuContextPriority) {
jlong sharedUboInitialSizeInBytes) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder; Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
Engine::Config config = { Engine::Config config = {
.commandBufferSizeMB = (uint32_t) commandBufferSizeMB, .commandBufferSizeMB = (uint32_t) commandBufferSizeMB,
@@ -577,7 +576,6 @@ extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBu
.forceGLES2Context = (bool) forceGLES2Context, .forceGLES2Context = (bool) forceGLES2Context,
.assertNativeWindowIsValid = (bool) assertNativeWindowIsValid, .assertNativeWindowIsValid = (bool) assertNativeWindowIsValid,
.gpuContextPriority = (Engine::GpuContextPriority) gpuContextPriority, .gpuContextPriority = (Engine::GpuContextPriority) gpuContextPriority,
.sharedUboInitialSizeInBytes = (uint32_t) sharedUboInitialSizeInBytes,
}; };
builder->config(&config); builder->config(&config);
} }
@@ -279,17 +279,6 @@ Java_com_google_android_filament_Material_nHasParameter(JNIEnv* env, jclass,
return (jboolean) hasParameter; return (jboolean) hasParameter;
} }
extern "C" JNIEXPORT jstring JNICALL
Java_com_google_android_filament_Material_nGetParameterTransformName(JNIEnv* env, jclass,
jlong nativeMaterial, jstring samplerName_) {
Material* material = (Material*) nativeMaterial;
const char* samplerName = env->GetStringUTFChars(samplerName_, 0);
const char* transformName = material->getParameterTransformName(samplerName);
jstring transformName_ = env->NewStringUTF(transformName ? transformName : "");
env->ReleaseStringUTFChars(samplerName_, samplerName);
return transformName_;
}
extern "C" extern "C"
JNIEXPORT void JNICALL JNIEXPORT void JNICALL
Java_com_google_android_filament_Material_nCompile(JNIEnv *env, jclass clazz, Java_com_google_android_filament_Material_nCompile(JNIEnv *env, jclass clazz,
@@ -450,13 +450,6 @@ Java_com_google_android_filament_RenderableManager_nGetPrimitiveCount(JNIEnv*, j
return (jint) rm->getPrimitiveCount((RenderableManager::Instance) i); return (jint) rm->getPrimitiveCount((RenderableManager::Instance) i);
} }
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_RenderableManager_nGetInstanceCount(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jint) rm->getInstanceCount((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT void JNICALL extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetMaterialInstanceAt(JNIEnv*, jclass, Java_com_google_android_filament_RenderableManager_nSetMaterialInstanceAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex, jlong nativeMaterialInstance) { jlong nativeRenderableManager, jint i, jint primitiveIndex, jlong nativeMaterialInstance) {
@@ -208,19 +208,3 @@ Java_com_google_android_filament_Renderer_nSetVsyncTime(JNIEnv *, jclass,
Renderer *renderer = (Renderer *) nativeRenderer; Renderer *renderer = (Renderer *) nativeRenderer;
renderer->setVsyncTime(steadyClockTimeNano); renderer->setVsyncTime(steadyClockTimeNano);
} }
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_Renderer_nSkipNextFrames(JNIEnv *, jclass ,
jlong nativeRenderer, jint frameCount) {
Renderer *renderer = (Renderer *) nativeRenderer;
renderer->skipNextFrames(frameCount);
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_Renderer_nGetFrameToSkipCount(JNIEnv *, jclass ,
jlong nativeRenderer) {
Renderer *renderer = (Renderer *) nativeRenderer;
return renderer->getFrameToSkipCount();
}
@@ -28,8 +28,9 @@ Java_com_google_android_filament_SwapChain_nSetFrameCompletedCallback(JNIEnv* en
jlong nativeSwapChain, jobject handler, jobject runnable) { jlong nativeSwapChain, jobject handler, jobject runnable) {
SwapChain* swapChain = (SwapChain*) nativeSwapChain; SwapChain* swapChain = (SwapChain*) nativeSwapChain;
auto* callback = JniCallback::make(env, handler, runnable); auto* callback = JniCallback::make(env, handler, runnable);
swapChain->setFrameCompletedCallback(callback->getHandler(), swapChain->setFrameCompletedCallback(nullptr, [callback](SwapChain* swapChain) {
[callback](SwapChain* swapChain) { JniCallback::postToJavaAndDestroy(callback); }); JniCallback::postToJavaAndDestroy(callback);
});
} }
extern "C" JNIEXPORT jboolean JNICALL extern "C" JNIEXPORT jboolean JNICALL
@@ -39,35 +40,9 @@ Java_com_google_android_filament_SwapChain_nIsSRGBSwapChainSupported(
return (jboolean)SwapChain::isSRGBSwapChainSupported(*engine); return (jboolean)SwapChain::isSRGBSwapChainSupported(*engine);
} }
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsMSAASwapChainSupported(
JNIEnv *, jclass, jlong nativeEngine, jint samples) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean)SwapChain::isMSAASwapChainSupported(*engine, samples);
}
extern "C" JNIEXPORT jboolean JNICALL extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsProtectedContentSupported( Java_com_google_android_filament_SwapChain_nIsProtectedContentSupported(
JNIEnv *, jclass, jlong nativeEngine) { JNIEnv *, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine; Engine* engine = (Engine*) nativeEngine;
return (jboolean)SwapChain::isProtectedContentSupported(*engine); return (jboolean)SwapChain::isProtectedContentSupported(*engine);
} }
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_SwapChain_nSetFrameScheduledCallback(JNIEnv* env, jclass,
jlong nativeSwapChain, jobject handler, jobject runnable) {
SwapChain* swapChain = (SwapChain*) nativeSwapChain;
auto* callback = JniCallback::make(env, handler, runnable);
swapChain->setFrameScheduledCallback(callback->getHandler(),
[callback](backend::PresentCallable) {
// Ignore PresentCallable, which is only meaningful with the Metal backend.
JniCallback::postToJavaAndDestroy(callback);
});
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsFrameScheduledCallbackSet(
JNIEnv *, jclass, jlong nativeSwapChain) {
SwapChain* swapChain = (SwapChain*) nativeSwapChain;
return (jboolean)swapChain->isFrameScheduledCallbackSet();
}
@@ -147,15 +147,6 @@ Java_com_google_android_filament_View_nSetDynamicResolutionOptions(JNIEnv*, jcla
view->setDynamicResolutionOptions(options); view->setDynamicResolutionOptions(options);
} }
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nGetLastDynamicResolutionScale(JNIEnv *env, jclass, jlong nativeView, jfloatArray out_) {
jfloat* out = env->GetFloatArrayElements(out_, nullptr);
View *view = (View *) nativeView;
math::float2 result = view->getLastDynamicResolutionScale();
std::copy_n(result.v, 2, out);
env->ReleaseFloatArrayElements(out_, out, 0);
}
extern "C" JNIEXPORT void JNICALL extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetShadowType(JNIEnv*, jclass, jlong nativeView, jint type) { Java_com_google_android_filament_View_nSetShadowType(JNIEnv*, jclass, jlong nativeView, jint type) {
View* view = (View*) nativeView; View* view = (View*) nativeView;
@@ -365,7 +356,6 @@ Java_com_google_android_filament_View_nSetFogOptions(JNIEnv *, jclass , jlong na
view->setFogOptions(options); view->setFogOptions(options);
} }
extern "C" JNIEXPORT void JNICALL extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetBlendMode(JNIEnv *, jclass , jlong nativeView, jint blendMode) { Java_com_google_android_filament_View_nSetBlendMode(JNIEnv *, jclass , jlong nativeView, jint blendMode) {
View* view = (View*) nativeView; View* view = (View*) nativeView;
@@ -564,20 +554,3 @@ Java_com_google_android_filament_View_nClearFrameHistory(JNIEnv *env, jclass cla
Engine *engine = (Engine *) nativeEngine; Engine *engine = (Engine *) nativeEngine;
view->clearFrameHistory(*engine); view->clearFrameHistory(*engine);
} }
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetChannelDepthClearEnabled(JNIEnv *, jclass ,
jlong nativeView, jint channel, jboolean enabled) {
View* view = (View*) nativeView;
view->setChannelDepthClearEnabled((uint8_t) channel, (bool) enabled);
}
extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_View_nIsChannelDepthClearEnabled(JNIEnv *env, jclass clazz,
jlong nativeView, jint channel) {
// TODO: implement nIsChannelDepthClearEnabled()
View* view = (View*) nativeView;
return (jboolean)view->isChannelDepthClearEnabled((uint8_t) channel);
}
@@ -99,15 +99,6 @@ final class Asserts {
} }
} }
@NonNull @Size(min = 2)
static float[] assertFloat2(@Nullable float[] out) {
if (out == null) out = new float[2];
else if (out.length < 2) {
throw new ArrayIndexOutOfBoundsException("Array length must be at least 2");
}
return out;
}
@NonNull @Size(min = 4) @NonNull @Size(min = 4)
static float[] assertFloat4(@Nullable float[] out) { static float[] assertFloat4(@Nullable float[] out) {
if (out == null) out = new float[4]; if (out == null) out = new float[4];
@@ -264,8 +264,7 @@ public class Engine {
config.disableHandleUseAfterFreeCheck, config.disableHandleUseAfterFreeCheck,
config.preferredShaderLanguage.ordinal(), config.preferredShaderLanguage.ordinal(),
config.forceGLES2Context, config.assertNativeWindowIsValid, config.forceGLES2Context, config.assertNativeWindowIsValid,
config.gpuContextPriority.ordinal(), config.gpuContextPriority.ordinal());
config.sharedUboInitialSizeInBytes);
return this; return this;
} }
@@ -526,16 +525,6 @@ public class Engine {
* GPU context priority level. Controls GPU work scheduling and preemption. * GPU context priority level. Controls GPU work scheduling and preemption.
*/ */
public GpuContextPriority gpuContextPriority = GpuContextPriority.DEFAULT; public GpuContextPriority gpuContextPriority = GpuContextPriority.DEFAULT;
/**
* The initial size in bytes of the shared uniform buffer used for material instance batching.
*
* If the buffer runs out of space during a frame, it will be automatically reallocated
* with a larger capacity. Setting an appropriate initial size can help avoid runtime
* reallocations, which can cause a minor performance stutter, at the cost of higher
* initial memory usage.
*/
public long sharedUboInitialSizeInBytes = 256 * 64;
} }
private Engine(long nativeEngine, Config config) { private Engine(long nativeEngine, Config config) {
@@ -1540,8 +1529,7 @@ public class Engine {
boolean disableHandleUseAfterFreeCheck, boolean disableHandleUseAfterFreeCheck,
int preferredShaderLanguage, int preferredShaderLanguage,
boolean forceGLES2Context, boolean assertNativeWindowIsValid, boolean forceGLES2Context, boolean assertNativeWindowIsValid,
int gpuContextPriority, int gpuContextPriority);
long sharedUboInitialSizeInBytes);
private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal); private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext); private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
private static native void nSetBuilderPaused(long nativeBuilder, boolean paused); private static native void nSetBuilderPaused(long nativeBuilder, boolean paused);
@@ -787,21 +787,6 @@ public class Material {
return nHasParameter(getNativeObject(), name); return nHasParameter(getNativeObject(), name);
} }
/**
*
* Returns the name of the transform parameter associated with the given sampler parameter.
* In the case the parameter doesn't have a transform name field, it will return an empty string.
*
* @param samplerName the name of the sampler parameter to query.
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/general:parameters">
* General: parameters</a>
*/
public String getParameterTransformName(@NonNull String samplerName) {
return nGetParameterTransformName(getNativeObject(), samplerName);
}
/** /**
* Sets the value of a bool parameter on this material's default instance. * Sets the value of a bool parameter on this material's default instance.
* *
@@ -1126,5 +1111,4 @@ public class Material {
private static native int nGetRequiredAttributes(long nativeMaterial); private static native int nGetRequiredAttributes(long nativeMaterial);
private static native boolean nHasParameter(long nativeMaterial, @NonNull String name); private static native boolean nHasParameter(long nativeMaterial, @NonNull String name);
private static native String nGetParameterTransformName(long nativeMaterial, @NonNull String samplerName);
} }
@@ -332,7 +332,7 @@ public class RenderableManager {
} }
/** /**
* Set the channel this renderable is associated to. There can be 8 channels. * Set the channel this renderable is associated to. There can be 4 channels.
* *
* <p>All renderables in a given channel are rendered together, regardless of anything else. * <p>All renderables in a given channel are rendered together, regardless of anything else.
* They are sorted as usual within a channel.</p> * They are sorted as usual within a channel.</p>
@@ -342,7 +342,7 @@ public class RenderableManager {
* <p>Channels 0 and 1 may not have render primitives using a material with `refractionType` * <p>Channels 0 and 1 may not have render primitives using a material with `refractionType`
* set to `screenspace`.</p> * set to `screenspace`.</p>
* *
* @param channel clamped to the range [0..7], defaults to 2. * @param channel clamped to the range [0..3], defaults to 2.
* *
* @return Builder reference for chaining calls. * @return Builder reference for chaining calls.
* *
@@ -351,7 +351,7 @@ public class RenderableManager {
* @see RenderableManager::setBlendOrderAt() * @see RenderableManager::setBlendOrderAt()
*/ */
@NonNull @NonNull
public Builder channel(@IntRange(from = 0, to = 7) int channel) { public Builder channel(@IntRange(from = 0, to = 3) int channel) {
nBuilderChannel(mNativeBuilder, channel); nBuilderChannel(mNativeBuilder, channel);
return this; return this;
} }
@@ -730,7 +730,7 @@ public class RenderableManager {
* *
* @see Builder#channel * @see Builder#channel
*/ */
public void setChannel(@EntityInstance int i, @IntRange(from = 0, to = 7) int channel) { public void setChannel(@EntityInstance int i, @IntRange(from = 0, to = 3) int channel) {
nSetChannel(mNativeObject, i, channel); nSetChannel(mNativeObject, i, channel);
} }
@@ -851,14 +851,6 @@ public class RenderableManager {
return nGetPrimitiveCount(mNativeObject, i); return nGetPrimitiveCount(mNativeObject, i);
} }
/**
* Gets the immutable number of instances in the given renderable.
*/
@IntRange(from = 0)
public int getInstanceCount(@EntityInstance int i) {
return nGetInstanceCount(mNativeObject, i);
}
/** /**
* Changes the material instance binding for the given primitive. * Changes the material instance binding for the given primitive.
* *
@@ -1026,7 +1018,6 @@ public class RenderableManager {
private static native boolean nIsShadowReceiver(long nativeRenderableManager, int i); private static native boolean nIsShadowReceiver(long nativeRenderableManager, int i);
private static native void nGetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float[] center, float[] halfExtent); private static native void nGetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float[] center, float[] halfExtent);
private static native int nGetPrimitiveCount(long nativeRenderableManager, int i); private static native int nGetPrimitiveCount(long nativeRenderableManager, int i);
private static native int nGetInstanceCount(long nativeRenderableManager, int i);
private static native void nSetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex, long nativeMaterialInstance); private static native void nSetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex, long nativeMaterialInstance);
private static native void nClearMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex); private static native void nClearMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex);
private static native long nGetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex); private static native long nGetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex);
@@ -732,22 +732,6 @@ public class Renderer {
nResetUserTime(getNativeObject()); nResetUserTime(getNativeObject());
} }
/**
* Requests the next frameCount frames to be skipped. For Debugging.
* @param frameCount number of frames to skip.
*/
public void skipNextFrames(int frameCount) {
nSkipNextFrames(getNativeObject(), frameCount);
}
/**
* Remainder count of frame to be skipped
* @return remaining frames to be skipped
*/
public int getFrameToSkipCount() {
return nGetFrameToSkipCount(getNativeObject());
}
public long getNativeObject() { public long getNativeObject() {
if (mNativeObject == 0) { if (mNativeObject == 0) {
throw new IllegalStateException("Calling method on destroyed Renderer"); throw new IllegalStateException("Calling method on destroyed Renderer");
@@ -789,7 +773,4 @@ public class Renderer {
float interval, float headRoomRatio, float scaleRate, int history); float interval, float headRoomRatio, float scaleRate, int history);
private static native void nSetClearOptions(long nativeRenderer, private static native void nSetClearOptions(long nativeRenderer,
float r, float g, float b, float a, boolean clear, boolean discard); float r, float g, float b, float a, boolean clear, boolean discard);
private static native void nSkipNextFrames(long nativeObject, int frameCount);
private static native int nGetFrameToSkipCount(long nativeObject);
} }
@@ -97,19 +97,6 @@ public class SwapChain {
return nIsSRGBSwapChainSupported(engine.getNativeObject()); return nIsSRGBSwapChainSupported(engine.getNativeObject());
} }
/**
* Return whether createSwapChain supports the CONFIG_MSAA_*_SAMPLES flag.
* The default implementation returns false.
*
* @param engine A reference to the filament Engine
* @param samples The number of samples
* @return true if CONFIG_MSAA_*_SAMPLES is supported, false otherwise.
* @see SwapChainFlags#CONFIG_MSAA_*_SAMPLES
*/
public static boolean isMSAASwapChainSupported(@NonNull Engine engine, int samples) {
return nIsMSAASwapChainSupported(engine.getNativeObject(), samples);
}
/** /**
* @return the native <code>Object</code> this <code>SwapChain</code> was created from or null * @return the native <code>Object</code> this <code>SwapChain</code> was created from or null
* for a headless SwapChain. * for a headless SwapChain.
@@ -139,78 +126,6 @@ public class SwapChain {
nSetFrameCompletedCallback(getNativeObject(), handler, callback); nSetFrameCompletedCallback(getNativeObject(), handler, callback);
} }
/**
* FrameScheduledCallback is a callback function that notifies an application about the status
* of a frame after Filament has finished its processing.
*
* <p>
* The exact timing and semantics of this callback differ depending on the graphics backend in
* use.
* </p>
*
* <h3>Metal Backend</h3>
* <p>
* With the Metal backend, this callback signifies that Filament has completed all CPU-side
* processing for a frame and the frame is ready to be scheduled for presentation.
* </p>
*
* <p>
* Typically, Filament is responsible for scheduling the frame's presentation to the SwapChain.
* If a FrameScheduledCallback is set, however, the application bears the responsibility of
* scheduling the frame for presentation by calling the PresentCallable passed to the callback
* function. In this mode, Filament will not automatically schedule the frame for presentation.
* </p>
*
* <p>
* When using the Metal backend, if your application delays the call to the PresentCallable
* (e.g., by invoking it on a separate thread), you must ensure all PresentCallables have been
* called before shutting down the Filament Engine. You can guarantee this by calling
* Engine.flushAndWait() before Engine.shutdown(). This is necessary to ensure the Engine has
* a chance to clean up all memory related to frame presentation.
* </p>
*
* <h3>Other Backends (OpenGL, Vulkan, WebGPU)</h3>
* <p>
* On other backends, this callback serves as a notification that Filament has completed all
* CPU-side processing for a frame. Filament proceeds with its normal presentation logic
* automatically, and the PresentCallable passed to the callback is a no-op that can be safely
* ignored.
* </p>
*
* <h3>General Behavior</h3>
* <p>
* A FrameScheduledCallback can be set on an individual SwapChain through
* setFrameScheduledCallback. Each SwapChain can have only one callback set per frame. If
* setFrameScheduledCallback is called multiple times on the same SwapChain before
* Renderer.endFrame(), the most recent call effectively overwrites any previously set callback.
* </p>
*
* <p>
* The callback set by setFrameScheduledCallback is "latched" when Renderer.endFrame() is
* executed. At this point, the callback is fixed for the frame that was just encoded.
* Subsequent calls to setFrameScheduledCallback after endFrame() will apply to the next frame.
* </p>
*
* <p>
* Use setFrameScheduledCallback() (with default arguments) to unset the callback.
* </p>
*
* @param handler A {@link java.util.concurrent.Executor Executor}.
* @param callback The Runnable callback to invoke when frame processing is complete.
*/
public void setFrameScheduledCallback(@NonNull Object handler, @NonNull Runnable callback) {
nSetFrameScheduledCallback(getNativeObject(), handler, callback);
}
/**
* Returns whether this SwapChain currently has a FrameScheduledCallback set.
*
* @return true, if the last call to setFrameScheduledCallback set a callback
*/
public boolean isFrameScheduledCallbackSet() {
return nIsFrameScheduledCallbackSet(getNativeObject());
}
public long getNativeObject() { public long getNativeObject() {
if (mNativeObject == 0) { if (mNativeObject == 0) {
throw new IllegalStateException("Calling method on destroyed SwapChain"); throw new IllegalStateException("Calling method on destroyed SwapChain");
@@ -223,9 +138,6 @@ public class SwapChain {
} }
private static native void nSetFrameCompletedCallback(long nativeSwapChain, Object handler, Runnable callback); private static native void nSetFrameCompletedCallback(long nativeSwapChain, Object handler, Runnable callback);
private static native void nSetFrameScheduledCallback(long nativeSwapChain, Object handler, Runnable callback);
private static native boolean nIsFrameScheduledCallbackSet(long nativeSwapChain);
private static native boolean nIsSRGBSwapChainSupported(long nativeEngine); private static native boolean nIsSRGBSwapChainSupported(long nativeEngine);
private static native boolean nIsMSAASwapChainSupported(long nativeEngine, int samples);
private static native boolean nIsProtectedContentSupported(long nativeEngine); private static native boolean nIsProtectedContentSupported(long nativeEngine);
} }
@@ -92,15 +92,6 @@ public final class SwapChainFlags {
* The SwapChain contains protected content. Only supported when isProtectedContentSupported() * The SwapChain contains protected content. Only supported when isProtectedContentSupported()
* is true. * is true.
*/ */
public static final long CONFIG_PROTECTED_CONTENT = 0x40; public static final long CONFIG_PROTECTED_CONTENT = 0x40;
/**
* Indicates that the SwapChain is configured to use Multi-Sample Anti-Aliasing (MSAA) with the
* given sample points within each pixel. Only supported when isMSAASwapChainSupported(4) is
* true.
*
* This is only supported by EGL(Android). Other GL platforms (GLX, WGL, etc) don't support it
* because the swapchain MSAA settings must be configured before window creation.
*/
public static final long CONFIG_MSAA_4_SAMPLES = 0x80;
} }
@@ -294,8 +294,8 @@ public class TextureSampler {
/** /**
* This controls anisotropic filtering. * This controls anisotropic filtering.
* *
* @param anisotropy Amount of anisotropy, should be a power-of-two. The default is 1. * @param anisotropy Amount of anisotropy, should be a power-of-two. The default is 0.
* The maximum permissible value is 128. * The maximum permissible value is 7.
*/ */
public void setAnisotropy(float anisotropy) { public void setAnisotropy(float anisotropy) {
mSampler = nSetAnisotropy(mSampler, anisotropy); mSampler = nSetAnisotropy(mSampler, anisotropy);
@@ -25,6 +25,7 @@ import java.util.EnumSet;
import static com.google.android.filament.Asserts.assertFloat3In; import static com.google.android.filament.Asserts.assertFloat3In;
import static com.google.android.filament.Asserts.assertFloat4In; import static com.google.android.filament.Asserts.assertFloat4In;
import static com.google.android.filament.Colors.LinearColor;
import com.google.android.filament.proguard.UsedByNative; import com.google.android.filament.proguard.UsedByNative;
@@ -230,7 +231,7 @@ public class View {
* *
* <p> * <p>
* The View does not take ownership of the Scene pointer. Before destroying a Camera, be sure * The View does not take ownership of the Scene pointer. Before destroying a Camera, be sure
* to remove it from all associated Views. If the camera isn't set, Renderer::render() will result in a no-op. * to remove it from all assoicated Views.
* </p> * </p>
* *
* @see #getCamera * @see #getCamera
@@ -290,25 +291,6 @@ public class View {
return mViewport; return mViewport;
} }
/**
* Sets whether a channel must clear the depth buffer before all primitives are rendered.
* Channel depth clear is off by default for all channels.
* This is orthogonal to Renderer::setClearOptions().
* @param channel between 0 and 7
* @param enabled true to enable clear, false to disable
*/
void setChannelDepthClearEnabled(@IntRange(from = 0, to = 7) int channel, boolean enabled) {
nSetChannelDepthClearEnabled(getNativeObject(), channel, enabled);
}
/**
* @param channel between 0 and 7
* @return true if this channel has depth clear enabled.
*/
boolean isChannelDepthClearEnabled(@IntRange(from = 0, to = 7) int channel) {
return nIsChannelDepthClearEnabled(getNativeObject(), channel);
}
/** /**
* Sets the blending mode used to draw the view into the SwapChain. * Sets the blending mode used to draw the view into the SwapChain.
* *
@@ -673,21 +655,6 @@ public class View {
return mDynamicResolution; return mDynamicResolution;
} }
/**
* Returns the last dynamic resolution scale factor used by this view. This value is updated
* when Renderer::render(View*) is called
* @param out A 2-float array where the value will be stored, or null in which case the array is
* allocated.
* @return A 2-float array containing the horizontal and the vertical scale factors
* @see Renderer#render(View)
*/
@NonNull @Size(min = 2)
public float[] getLastDynamicResolutionScale(@Nullable @Size(min = 2) float[] out) {
out = Asserts.assertFloat2(out);
nGetLastDynamicResolutionScale(getNativeObject(), out);
return out;
}
/** /**
* Sets the rendering quality for this view (e.g. color precision). * Sets the rendering quality for this view (e.g. color precision).
* *
@@ -1331,7 +1298,6 @@ public class View {
private static native void nSetDithering(long nativeView, int dithering); private static native void nSetDithering(long nativeView, int dithering);
private static native int nGetDithering(long nativeView); private static native int nGetDithering(long nativeView);
private static native void nSetDynamicResolutionOptions(long nativeView, boolean enabled, boolean homogeneousScaling, float minScale, float maxScale, float sharpness, int quality); private static native void nSetDynamicResolutionOptions(long nativeView, boolean enabled, boolean homogeneousScaling, float minScale, float maxScale, float sharpness, int quality);
private static native void nGetLastDynamicResolutionScale(long nativeView, float[] out);
private static native void nSetRenderQuality(long nativeView, int hdrColorBufferQuality); private static native void nSetRenderQuality(long nativeView, int hdrColorBufferQuality);
private static native void nSetDynamicLightingOptions(long nativeView, float zLightNear, float zLightFar); private static native void nSetDynamicLightingOptions(long nativeView, float zLightNear, float zLightFar);
private static native void nSetShadowType(long nativeView, int type); private static native void nSetShadowType(long nativeView, int type);
@@ -1352,8 +1318,6 @@ public class View {
boolean lensFlare, boolean starburst, float chromaticAberration, int ghostCount, float ghostSpacing, float ghostThreshold, float haloThickness, float haloRadius, float haloThreshold); boolean lensFlare, boolean starburst, float chromaticAberration, int ghostCount, float ghostSpacing, float ghostThreshold, float haloThickness, float haloRadius, float haloThreshold);
private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float cutOffDistance, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, long skyColorNativeObject, boolean enabled); private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float cutOffDistance, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, long skyColorNativeObject, boolean enabled);
private static native void nSetStereoscopicOptions(long nativeView, boolean enabled); private static native void nSetStereoscopicOptions(long nativeView, boolean enabled);
private static native void nSetChannelDepthClearEnabled(long nativeView, int channel, boolean enabled);
private static native boolean nIsChannelDepthClearEnabled(long nativeView, int channel);
private static native void nSetBlendMode(long nativeView, int blendMode); private static native void nSetBlendMode(long nativeView, int blendMode);
private static native void nSetDepthOfFieldOptions(long nativeView, float cocScale, float maxApertureDiameter, boolean enabled, int filter, private static native void nSetDepthOfFieldOptions(long nativeView, float cocScale, float maxApertureDiameter, boolean enabled, int filter,
boolean nativeResolution, int foregroundRingCount, int backgroundRingCount, int fastGatherRingCount, int maxForegroundCOC, int maxBackgroundCOC); boolean nativeResolution, int foregroundRingCount, int backgroundRingCount, int fastGatherRingCount, int maxForegroundCOC, int maxBackgroundCOC);
@@ -1651,7 +1615,7 @@ public class View {
* *
* This value is used as a tint instead, when fogColorFromIbl is enabled. * This value is used as a tint instead, when fogColorFromIbl is enabled.
* *
* @see #fogColorFromIbl * @see fogColorFromIbl
*/ */
@NonNull @Size(min = 3) @NonNull @Size(min = 3)
public float[] color = {1.0f, 1.0f, 1.0f}; public float[] color = {1.0f, 1.0f, 1.0f};
@@ -1692,7 +1656,7 @@ public class View {
* *
* `fogColorFromIbl` is ignored when skyTexture is specified. * `fogColorFromIbl` is ignored when skyTexture is specified.
* *
* @see #skyColor * @see skyColor
*/ */
public boolean fogColorFromIbl = false; public boolean fogColorFromIbl = false;
/** /**
@@ -1710,7 +1674,7 @@ public class View {
* In `linearFog` mode mipmap level 0 is always used. * In `linearFog` mode mipmap level 0 is always used.
* *
* @see Texture * @see Texture
* @see #fogColorFromIbl * @see fogColorFromIbl
*/ */
@Nullable @Nullable
public Texture skyColor = null; public Texture skyColor = null;
@@ -1832,8 +1796,7 @@ public class View {
/** /**
* Structure used to set the precision of the color buffer and related quality settings. * Structure used to set the precision of the color buffer and related quality settings.
* *
* @see #setRenderQuality * @see setRenderQuality, getRenderQuality
* @see #getRenderQuality
*/ */
public static class RenderQuality { public static class RenderQuality {
/** /**
@@ -1851,7 +1814,7 @@ public class View {
/** /**
* Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT) * Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT)
* @see #setAmbientOcclusionOptions * @see setAmbientOcclusionOptions()
*/ */
public static class AmbientOcclusionOptions { public static class AmbientOcclusionOptions {
public enum AmbientOcclusionType { public enum AmbientOcclusionType {
@@ -1986,24 +1949,12 @@ public class View {
* Ground Truth-base Ambient Occlusion (GTAO) options * Ground Truth-base Ambient Occlusion (GTAO) options
*/ */
public float gtaoThicknessHeuristic = 0.004f; public float gtaoThicknessHeuristic = 0.004f;
/**
* Ground Truth-base Ambient Occlusion (GTAO) options
*/
public boolean gtaoUseVisibilityBitmasks = false;
/**
* Ground Truth-base Ambient Occlusion (GTAO) options
*/
public float gtaoConstThickness = 0.5f;
/**
* Ground Truth-base Ambient Occlusion (GTAO) options
*/
public boolean gtaoLinearThickness = false;
} }
/** /**
* Options for Multi-Sample Anti-aliasing (MSAA) * Options for Multi-Sample Anti-aliasing (MSAA)
* @see #setMultiSampleAntiAliasingOptions * @see setMultiSampleAntiAliasingOptions()
*/ */
public static class MultiSampleAntiAliasingOptions { public static class MultiSampleAntiAliasingOptions {
/** /**
@@ -2033,7 +1984,7 @@ public class View {
* `feedback` of 0.1 effectively accumulates a maximum of 19 samples in steady state. * `feedback` of 0.1 effectively accumulates a maximum of 19 samples in steady state.
* see "A Survey of Temporal Antialiasing Techniques" by Lei Yang and all for more information. * see "A Survey of Temporal Antialiasing Techniques" by Lei Yang and all for more information.
* *
* @see #setTemporalAntiAliasingOptions * @see setTemporalAntiAliasingOptions()
*/ */
public static class TemporalAntiAliasingOptions { public static class TemporalAntiAliasingOptions {
public enum BoxType { public enum BoxType {
@@ -2135,7 +2086,7 @@ public class View {
/** /**
* Options for Screen-space Reflections. * Options for Screen-space Reflections.
* @see #setScreenSpaceReflectionsOptions * @see setScreenSpaceReflectionsOptions()
*/ */
public static class ScreenSpaceReflectionsOptions { public static class ScreenSpaceReflectionsOptions {
/** /**
@@ -2169,9 +2120,7 @@ public class View {
/** /**
* List of available post-processing anti-aliasing techniques. * List of available post-processing anti-aliasing techniques.
* @see #setAntiAliasing * @see setAntiAliasing, getAntiAliasing, setSampleCount
* @see #getAntiAliasing
* @see #setSampleCount
*/ */
public enum AntiAliasing { public enum AntiAliasing {
/** /**
@@ -2200,7 +2149,7 @@ public class View {
/** /**
* List of available shadow mapping techniques. * List of available shadow mapping techniques.
* @see #setShadowType * @see setShadowType
*/ */
public enum ShadowType { public enum ShadowType {
/** /**
@@ -2224,7 +2173,7 @@ public class View {
/** /**
* View-level options for VSM Shadowing. * View-level options for VSM Shadowing.
* @see #setVsmShadowOptions * @see setVsmShadowOptions()
* @warning This API is still experimental and subject to change. * @warning This API is still experimental and subject to change.
*/ */
public static class VsmShadowOptions { public static class VsmShadowOptions {
@@ -2265,7 +2214,7 @@ public class View {
/** /**
* View-level options for DPCF and PCSS Shadowing. * View-level options for DPCF and PCSS Shadowing.
* @see #setSoftShadowOptions * @see setSoftShadowOptions()
* @warning This API is still experimental and subject to change. * @warning This API is still experimental and subject to change.
*/ */
public static class SoftShadowOptions { public static class SoftShadowOptions {
+11 -31
View File
@@ -1,14 +1,6 @@
cmake_minimum_required(VERSION 3.19) cmake_minimum_required(VERSION 3.19)
project(filament-utils-android) project(filament-utils-android)
option(FILAMENT_SUPPORTS_VULKAN "Enables Vulkan on Android" OFF)
option(FILAMENT_ENABLE_FGVIEWER "Enables Frame Graph Viewer" OFF)
option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
option(FILAMENT_DISABLE_MATOPT "Disables material optimizations" OFF)
option(FILAMENT_SUPPORTS_WEBGPU "Enables WebGPU on Android" OFF)
set(CMAKE_CXX_STANDARD 20)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR}) set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
set(IMAGEIO_DIR ../../libs/imageio) set(IMAGEIO_DIR ../../libs/imageio)
@@ -38,16 +30,7 @@ add_library(iblprefilter STATIC IMPORTED)
set_target_properties(iblprefilter PROPERTIES IMPORTED_LOCATION set_target_properties(iblprefilter PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilament-iblprefilter.a) ${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilament-iblprefilter.a)
add_library(utils STATIC IMPORTED) set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/libfilament-utils-jni.map")
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(perfetto STATIC IMPORTED)
set_target_properties(perfetto PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libperfetto.a)
set(VERSION_SCRIPT "${CMAKE_CURRENT_SOURCE_DIR}/libfilament-utils-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${VERSION_SCRIPT}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384") set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384")
add_library(filament-utils-jni SHARED add_library(filament-utils-jni SHARED
@@ -70,25 +53,22 @@ add_library(filament-utils-jni SHARED
target_compile_definitions(filament-utils-jni PUBLIC IMAGEIO_LITE=1) target_compile_definitions(filament-utils-jni PUBLIC IMAGEIO_LITE=1)
target_include_directories(filament-utils-jni PRIVATE target_include_directories(filament-utils-jni PRIVATE
..
${FILAMENT_DIR}/include ${FILAMENT_DIR}/include
..
../../filament/backend/include ../../filament/backend/include
${IMAGEIO_DIR}/include ${IMAGEIO_DIR}/include
../../libs/utils/include) ../../libs/utils/include)
set_target_properties(filament-utils-jni PROPERTIES LINK_DEPENDS ${VERSION_SCRIPT}) set_target_properties(filament-utils-jni PROPERTIES LINK_DEPENDS
${CMAKE_CURRENT_SOURCE_DIR}/libfilament-utils-jni.symbols)
# The ordering in the following list is important because CMake does not have dependency information. # The ordering in the following list is important because CMake does not have dependency information.
target_link_libraries(filament-utils-jni target_link_libraries(filament-utils-jni
PRIVATE gltfio-jni gltfio-jni
PRIVATE civetweb civetweb
PRIVATE camutils camutils
PRIVATE iblprefilter iblprefilter
PRIVATE image image
PRIVATE filament-jni ktxreader
PRIVATE ktxreader viewer
PRIVATE viewer
PRIVATE log
PRIVATE utils
PRIVATE perfetto # needed only when FILAMENT_ENABLE_PERFETTO is defined
) )
@@ -40,21 +40,7 @@ fun loadTexture(engine: Engine, resources: Resources, resourceId: Int, type: Tex
options.inPremultiplied = type == TextureType.COLOR options.inPremultiplied = type == TextureType.COLOR
val bitmap = BitmapFactory.decodeResource(resources, resourceId, options) val bitmap = BitmapFactory.decodeResource(resources, resourceId, options)
return buildTexture(engine, bitmap, type)
}
fun loadTexture(engine: Engine, bytes: ByteArray, type: TextureType, offset: Int = 0, length: Int = bytes.size): Texture {
val options = BitmapFactory.Options()
// Color is the only type of texture we want to pre-multiply with the alpha channel
// Pre-multiplication is the default behavior, so we need to turn it off here
options.inPremultiplied = type == TextureType.COLOR
val bitmap = BitmapFactory.decodeByteArray(bytes, offset, length, options)
return buildTexture(engine, bitmap, type)
}
private fun buildTexture(engine: Engine, bitmap: Bitmap, type: TextureType): Texture {
val texture = Texture.Builder() val texture = Texture.Builder()
.width(bitmap.width) .width(bitmap.width)
.height(bitmap.height) .height(bitmap.height)
@@ -22,7 +22,6 @@ object Utils {
/** /**
* Initializes the utils JNI layer. Must be called before using any utils functionality. * Initializes the utils JNI layer. Must be called before using any utils functionality.
*/ */
@JvmStatic
fun init() { fun init() {
// Load Filament first to ensure that the NioUtils Java class is available in the JNIEnv. // Load Filament first to ensure that the NioUtils Java class is available in the JNIEnv.
Filament.init() Filament.init()
+69 -37
View File
@@ -1,27 +1,20 @@
cmake_minimum_required(VERSION 3.19) cmake_minimum_required(VERSION 3.19)
project(gltfio-android) project(gltfio-android)
option(FILAMENT_SUPPORTS_VULKAN "Enables Vulkan on Android" OFF)
option(FILAMENT_ENABLE_FGVIEWER "Enables Frame Graph Viewer" OFF)
option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
option(FILAMENT_DISABLE_MATOPT "Disables material optimizations" OFF)
option(FILAMENT_SUPPORTS_WEBGPU "Enables WebGPU on Android" OFF)
set(CMAKE_CXX_STANDARD 20)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR}) set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
set(GLTFIO_DIR ../../libs/gltfio)
set(DRACO_DIR ../../third_party/draco) set(DRACO_DIR ../../third_party/draco)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../filament-android ${CMAKE_CURRENT_BINARY_DIR}/filament-android) add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../filament-android ${CMAKE_CURRENT_BINARY_DIR}/filament-android)
add_library(gltfio_core STATIC IMPORTED)
set_target_properties(gltfio_core PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libgltfio_core.a)
add_library(dracodec STATIC IMPORTED) add_library(dracodec STATIC IMPORTED)
set_target_properties(dracodec PROPERTIES IMPORTED_LOCATION set_target_properties(dracodec PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libdracodec.a) ${FILAMENT_DIR}/lib/${ANDROID_ABI}/libdracodec.a)
add_library(meshoptimizer STATIC IMPORTED)
set_target_properties(meshoptimizer PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libmeshoptimizer.a)
add_library(ktxreader STATIC IMPORTED) add_library(ktxreader STATIC IMPORTED)
set_target_properties(ktxreader PROPERTIES IMPORTED_LOCATION set_target_properties(ktxreader PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libktxreader.a) ${FILAMENT_DIR}/lib/${ANDROID_ABI}/libktxreader.a)
@@ -34,6 +27,10 @@ add_library(basis_transcoder STATIC IMPORTED)
set_target_properties(basis_transcoder PROPERTIES IMPORTED_LOCATION set_target_properties(basis_transcoder PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libbasis_transcoder.a) ${FILAMENT_DIR}/lib/${ANDROID_ABI}/libbasis_transcoder.a)
add_library(zstd STATIC IMPORTED)
set_target_properties(zstd PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libzstd.a)
add_library(utils STATIC IMPORTED) add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a) ${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
@@ -50,11 +47,60 @@ add_library(uberarchive STATIC IMPORTED)
set_target_properties(uberarchive PROPERTIES IMPORTED_LOCATION set_target_properties(uberarchive PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libuberarchive.a) ${FILAMENT_DIR}/lib/${ANDROID_ABI}/libuberarchive.a)
set(VERSION_SCRIPT "${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map") set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${VERSION_SCRIPT}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384") set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384")
set(GLTFIO_SRCS set(GLTFIO_SRCS
${GLTFIO_DIR}/include/gltfio/Animator.h
${GLTFIO_DIR}/include/gltfio/AssetLoader.h
${GLTFIO_DIR}/include/gltfio/FilamentAsset.h
${GLTFIO_DIR}/include/gltfio/FilamentInstance.h
${GLTFIO_DIR}/include/gltfio/MaterialProvider.h
${GLTFIO_DIR}/include/gltfio/NodeManager.h
${GLTFIO_DIR}/include/gltfio/TrsTransformManager.h
${GLTFIO_DIR}/include/gltfio/ResourceLoader.h
${GLTFIO_DIR}/include/gltfio/TextureProvider.h
${GLTFIO_DIR}/include/gltfio/math.h
${GLTFIO_DIR}/src/ArchiveCache.cpp
${GLTFIO_DIR}/src/ArchiveCache.h
${GLTFIO_DIR}/src/Animator.cpp
${GLTFIO_DIR}/src/AssetLoader.cpp
${GLTFIO_DIR}/src/DependencyGraph.cpp
${GLTFIO_DIR}/src/DependencyGraph.h
${GLTFIO_DIR}/src/DracoCache.cpp
${GLTFIO_DIR}/src/DracoCache.h
${GLTFIO_DIR}/src/FFilamentAsset.h
${GLTFIO_DIR}/src/FFilamentInstance.h
${GLTFIO_DIR}/src/FilamentAsset.cpp
${GLTFIO_DIR}/src/FilamentInstance.cpp
${GLTFIO_DIR}/src/FNodeManager.h
${GLTFIO_DIR}/src/FTrsTransformManager.h
${GLTFIO_DIR}/src/GltfEnums.h
${GLTFIO_DIR}/src/Ktx2Provider.cpp
${GLTFIO_DIR}/src/MaterialProvider.cpp
${GLTFIO_DIR}/src/NodeManager.cpp
${GLTFIO_DIR}/src/TrsTransformManager.cpp
${GLTFIO_DIR}/src/ResourceLoader.cpp
${GLTFIO_DIR}/src/StbProvider.cpp
${GLTFIO_DIR}/src/TangentsJob.cpp
${GLTFIO_DIR}/src/TangentsJob.h
${GLTFIO_DIR}/src/UbershaderProvider.cpp
${GLTFIO_DIR}/src/Utility.cpp
${GLTFIO_DIR}/src/Utility.h
${GLTFIO_DIR}/src/Wireframe.cpp
${GLTFIO_DIR}/src/Wireframe.h
${GLTFIO_DIR}/src/downcast.h
${GLTFIO_DIR}/src/extended/AssetLoaderExtended.cpp
${GLTFIO_DIR}/src/extended/AssetLoaderExtended.h
${GLTFIO_DIR}/src/extended/ResourceLoaderExtended.cpp
${GLTFIO_DIR}/src/extended/ResourceLoaderExtended.h
${GLTFIO_DIR}/src/extended/TangentsJobExtended.cpp
${GLTFIO_DIR}/src/extended/TangentsJobExtended.h
${GLTFIO_DIR}/src/extended/TangentSpaceMeshWrapper.cpp
${GLTFIO_DIR}/src/extended/TangentSpaceMeshWrapper.h
src/main/cpp/Animator.cpp src/main/cpp/Animator.cpp
src/main/cpp/AssetLoader.cpp src/main/cpp/AssetLoader.cpp
src/main/cpp/FilamentAsset.cpp src/main/cpp/FilamentAsset.cpp
@@ -72,38 +118,24 @@ set(GLTFIO_SRCS
set(GLTFIO_INCLUDE_DIRS set(GLTFIO_INCLUDE_DIRS
.. ..
${FILAMENT_DIR}/include ${FILAMENT_DIR}/include
${FILAMENT_DIR}/backend/include ../../filament/backend/include
../../libs/gltfio/include ../../libs/gltfio/include
../../third_party/zstd/lib
../../third_party/cgltf ../../third_party/cgltf
../../third_party/meshoptimizer/src
../../third_party/robin-map ../../third_party/robin-map
../../third_party/stb ../../third_party/stb
../../third_party/perfetto
../../libs/utils/include ../../libs/utils/include
../../libs/ktxreader/include ../../libs/ktxreader/include
) )
add_library(gltfio-jni SHARED ${GLTFIO_SRCS}) add_library(gltfio-jni SHARED ${GLTFIO_SRCS})
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
target_include_directories(gltfio-jni PRIVATE ${GLTFIO_INCLUDE_DIRS}) target_include_directories(gltfio-jni PRIVATE ${GLTFIO_INCLUDE_DIRS})
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.symbols)
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map)
target_link_libraries(gltfio-jni filament-jni utils perfetto uberzlib log stb ktxreader basis_transcoder zstd uberarchive)
target_link_libraries(gltfio-jni dracodec meshoptimizer)
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/src) target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/src)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/tnt) target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/tnt)
# Force a relink when the version script is changed:
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS
"${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.symbols;${VERSION_SCRIPT}")
# The ordering in the following list is important because CMake does not have dependency information.
target_link_libraries(gltfio-jni
PRIVATE gltfio_core
PRIVATE ktxreader
PUBLIC filament-jni
PRIVATE stb
PRIVATE basis_transcoder
PRIVATE uberarchive
PRIVATE dracodec
PRIVATE utils
PRIVATE uberzlib
PRIVATE perfetto # needed only when FILAMENT_ENABLE_PERFETTO is defined
PRIVATE log # needed only when perfetto above is used
)
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament GROUP=com.google.android.filament
VERSION_NAME=1.67.1 VERSION_NAME=1.63.1
POM_DESCRIPTION=Real-time physically based rendering engine for Android. POM_DESCRIPTION=Real-time physically based rendering engine for Android.
@@ -17,20 +17,12 @@ filamentTools {
} }
// don't forget to update MainACtivity.kt when/if changing this. // don't forget to update MainACtivity.kt when/if changing this.
tasks.register('copyDamagedHelmetGltf', Copy) { tasks.register('copyMesh', Copy) {
from file("../../../third_party/models/DamagedHelmet/DamagedHelmet.glb")
into file("src/main/assets/models")
rename {String fileName -> "helmet.glb"}
}
// don't forget to update MainACtivity.kt when/if changing this.
tasks.register('copyBusterGltf', Copy) {
from "../../../third_party/models/BusterDrone" from "../../../third_party/models/BusterDrone"
into "src/main/assets/models" into "src/main/assets/models"
} }
preBuild.dependsOn copyDamagedHelmetGltf preBuild.dependsOn copyMesh
preBuild.dependsOn copyBusterGltf
clean.doFirst { clean.doFirst {
delete "src/main/assets" delete "src/main/assets"
@@ -24,7 +24,7 @@ android {
compileSdkVersion versions.compileSdk compileSdkVersion versions.compileSdk
defaultConfig { defaultConfig {
applicationId "com.google.android.filament.hellocam" applicationId "com.google.android.filament.hellocamera"
minSdkVersion 23 minSdkVersion 23
targetSdkVersion versions.targetSdk targetSdkVersion versions.targetSdk
} }
@@ -1,12 +0,0 @@
*.iml
.gradle
/local.properties
/.idea/workspace.xml
/.idea/libraries
/.idea/caches
/.idea/gradle.xml
.DS_Store
/build
/captures
/src/main/assets
.externalNativeBuild
@@ -1,52 +0,0 @@
plugins {
id 'com.android.application'
id 'kotlin-android'
id 'filament-tools-plugin'
}
project.ext.isSample = true
kotlin {
jvmToolchain(versions.jdk)
}
filamentTools {
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
}
clean.doFirst {
delete "src/main/assets"
}
android {
namespace 'com.google.android.filament.materialinstancestress'
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.materialinstancestress"
minSdkVersion versions.minSdk
targetSdkVersion versions.targetSdk
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
// is not configuration-cache friendly yet; this is only useful for Play publication
dependenciesInfo {
includeInApk = false
}
// We use the .filamat extension for materials compiled with matc
// Telling aapt to not compress them allows to load them efficiently
aaptOptions {
noCompress 'filamat', 'ktx'
}
compileOptions {
sourceCompatibility versions.jdk
targetCompatibility versions.jdk
}
}
dependencies {
implementation deps.kotlin
implementation project(':filament-android')
}
@@ -1,22 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:roundIcon="@mipmap/ic_launcher_round"
android:supportsRtl="true"
android:theme="@style/AppTheme">
<activity
android:exported="true"
android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>
@@ -1,532 +0,0 @@
/*
* Copyright (C) 2025 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament.materialinstancestress
import android.animation.ValueAnimator
import android.app.Activity
import android.opengl.Matrix
import android.os.Bundle
import android.view.Choreographer
import android.view.Surface
import android.view.SurfaceView
import android.view.animation.LinearInterpolator
import com.google.android.filament.*
import com.google.android.filament.RenderableManager.*
import com.google.android.filament.VertexBuffer.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.FilamentHelper
import com.google.android.filament.android.UiHelper
import java.nio.ByteBuffer
import java.nio.ByteOrder
import java.nio.channels.Channels
import kotlin.math.cos
import kotlin.math.sin
class MainActivity : Activity() {
// Make sure to initialize Filament first
// This loads the JNI library needed by most API calls
companion object {
init {
Filament.init()
}
private const val NUM_CUBES = 1000
private const val GRID_SIZE = 10
private const val SPACING = 2.5f
}
// The View we want to render into
private lateinit var surfaceView: SurfaceView
// UiHelper is provided by Filament to manage SurfaceView and SurfaceTexture
private lateinit var uiHelper: UiHelper
// DisplayHelper is provided by Filament to manage the display
private lateinit var displayHelper: DisplayHelper
// Choreographer is used to schedule new frames
private lateinit var choreographer: Choreographer
// Engine creates and destroys Filament resources
// Each engine must be accessed from a single thread of your choosing
// Resources cannot be shared across engines
private lateinit var engine: Engine
// A renderer instance is tied to a single surface (SurfaceView, TextureView, etc.)
private lateinit var renderer: Renderer
// A scene holds all the renderable, lights, etc. to be drawn
private lateinit var scene: Scene
// A view defines a viewport, a scene and a camera for rendering
private lateinit var view: View
// Should be pretty obvious :)
private lateinit var camera: Camera
private lateinit var material: Material
private lateinit var vertexBuffer: VertexBuffer
private lateinit var indexBuffer: IndexBuffer
// Filament entity representing a renderable object
@Entity private val renderables = IntArray(NUM_CUBES)
private val materialInstances = arrayOfNulls<MaterialInstance>(NUM_CUBES)
private val translationMatrices = Array(NUM_CUBES) { FloatArray(16) }
@Entity private var light = 0
// A swap chain is Filament's representation of a surface
private var swapChain: SwapChain? = null
private var cameraRadius = 42.7f // Initial distance (calculated from original 15Y, 40Z)
private var cameraTheta = 0.0f // Azimuth (horizontal) in radians
private var cameraPhi = 0.358f // Elevation (vertical) in radians (from original 15Y, 40Z)
private var mLastX = 0.0f
private var mLastY = 0.0f
private val DRAG_SPEED = 0.005f
// Performs the rendering and schedules new frames
private val frameScheduler = FrameCallback()
private val animator = ValueAnimator.ofFloat(0.0f, 360.0f)
private val animatorListener = object : ValueAnimator.AnimatorUpdateListener {
// Pre-allocate matrix to avoid GC churn
private val transformMatrix = FloatArray(16)
override fun onAnimationUpdate(a: ValueAnimator) {
val tcm = engine.transformManager
val time = a.animatedFraction // 0.0 to 1.0
// Calculate the sine wave scale factor.
// sin(time * 2 * PI) oscillates between -1.0 and 1.0.
// We multiply by 0.5f (so it's -0.5 to 0.5) and add 1.0f.
// This makes the final 'scale' oscillate between 0.5 and 1.5.
val scale = 1.0f + sin(time * 2.0 * Math.PI).toFloat() * 0.5f
val localScale = (scale - 0.5f) * 0.5f + 0.5f
for (i in 0 until NUM_CUBES) {
val inst = tcm.getInstance(renderables[i])
val materialInst = materialInstances[i] ?: continue
// Get the cube's base position from its stored matrix
// The translation is in elements 12 (x), 13 (y), and 14 (z)
val baseX = translationMatrices[i][12]
val baseY = translationMatrices[i][13]
val baseZ = translationMatrices[i][14]
// Set the transformMatrix to a new translation matrix,
// scaled from the center (0,0,0)
Matrix.setIdentityM(transformMatrix, 0)
Matrix.translateM(transformMatrix, 0,
baseX * scale,
baseY * scale,
baseZ * scale)
Matrix.scaleM(transformMatrix, 0, localScale, localScale, localScale)
tcm.setTransform(inst, transformMatrix)
// Vary roughness
val roughness = 0.5f + 0.5f * sin(time * 2.0 * Math.PI + i * 0.1).toFloat()
materialInst.setParameter("roughness", roughness)
// Vary color (using linear RGB)
val r = 0.5f + 0.5f * cos(time * 2.0 * Math.PI + i * 0.5).toFloat()
val g = 0.5f + 0.5f * sin(time * 2.0 * Math.PI + i * 0.3).toFloat()
val b = 0.5f + 0.5f * cos(time * 2.0 * Math.PI + i * 0.1).toFloat()
materialInst.setParameter("baseColor", Colors.RgbType.LINEAR, r, g, b)
}
}
}
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
surfaceView = SurfaceView(this)
setContentView(surfaceView)
surfaceView.setOnTouchListener(touchListener)
choreographer = Choreographer.getInstance()
displayHelper = DisplayHelper(this)
setupSurfaceView()
setupFilament()
setupView()
setupScene()
}
private fun setupSurfaceView() {
uiHelper = UiHelper(UiHelper.ContextErrorPolicy.DONT_CHECK)
uiHelper.renderCallback = SurfaceCallback()
uiHelper.attachTo(surfaceView)
}
private fun setupFilament() {
engine = Engine.create()
renderer = engine.createRenderer()
scene = engine.createScene()
view = engine.createView()
camera = engine.createCamera(engine.entityManager.create())
}
private fun setupView() {
scene.skybox = Skybox.Builder().color(0.035f, 0.035f, 0.035f, 1.0f).build(engine)
view.camera = camera
view.scene = scene
}
private fun setupScene() {
loadMaterial()
createMesh()
val tcm = engine.transformManager
val center = (GRID_SIZE - 1) * 0.5f
for (i in 0 until NUM_CUBES) {
// Calculate grid position
val x = (i % GRID_SIZE) - center
val y = ((i / GRID_SIZE) % GRID_SIZE) - center
val z = (i / (GRID_SIZE * GRID_SIZE)) - center
val posX = x * SPACING
val posY = y * SPACING
val posZ = z * SPACING
// Create material instance for this cube
materialInstances[i] = material.createInstance()
// Set initial parameters (will be overwritten by animator, but good practice)
materialInstances[i]?.setParameter("baseColor", Colors.RgbType.SRGB, 1.0f, 0.85f, 0.57f)
materialInstances[i]?.setParameter("metallic", 0.0f)
materialInstances[i]?.setParameter("roughness", 0.3f)
// Create the renderable entity
renderables[i] = EntityManager.get().create()
// Create the renderable component
RenderableManager.Builder(1)
.boundingBox(Box(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f))
.geometry(0, PrimitiveType.TRIANGLES, vertexBuffer, indexBuffer, 0, 6 * 6)
.material(0, materialInstances[i]!!)
.build(engine, renderables[i])
// Add to scene
scene.addEntity(renderables[i])
// Set its initial transform
// Store the base translation matrix
Matrix.setIdentityM(translationMatrices[i], 0)
Matrix.translateM(translationMatrices[i], 0, posX, posY, posZ)
// Get the transform component instance
val inst = tcm.getInstance(renderables[i])
tcm.setTransform(inst, translationMatrices[i])
}
// We now need a light, let's create a directional light
light = EntityManager.get().create()
val (r, g, b) = Colors.cct(5_500.0f)
LightManager.Builder(LightManager.Type.DIRECTIONAL)
.color(r, g, b)
.intensity(110_000.0f)
.direction(0.0f, -0.5f, -1.0f)
.castShadows(true)
.build(engine, light)
scene.addEntity(light)
camera.setExposure(16.0f, 1.0f / 125.0f, 100.0f)
updateCamera()
startAnimation()
}
private fun loadMaterial() {
readUncompressedAsset("materials/lit.filamat").let {
material = Material.Builder().payload(it, it.remaining()).build(engine)
}
}
private fun createMesh() {
val floatSize = 4
val shortSize = 2
val vertexSize = 3 * floatSize + 4 * floatSize
// A vertex is a position + a tangent frame:
// 3 floats for XYZ position, 4 floats for normal+tangents (quaternion)
@Suppress("ArrayInDataClass")
data class Vertex(val x: Float, val y: Float, val z: Float, val tangents: FloatArray)
fun ByteBuffer.put(v: Vertex): ByteBuffer {
putFloat(v.x)
putFloat(v.y)
putFloat(v.z)
v.tangents.forEach { putFloat(it) }
return this
}
// 6 faces, 4 vertices per face
val vertexCount = 6 * 4
// Create tangent frames, one per face
val tfPX = FloatArray(4)
val tfNX = FloatArray(4)
val tfPY = FloatArray(4)
val tfNY = FloatArray(4)
val tfPZ = FloatArray(4)
val tfNZ = FloatArray(4)
MathUtils.packTangentFrame( 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, tfPX)
MathUtils.packTangentFrame( 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, tfNX)
MathUtils.packTangentFrame(-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, tfPY)
MathUtils.packTangentFrame(-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, tfNY)
MathUtils.packTangentFrame( 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, tfPZ)
MathUtils.packTangentFrame( 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, tfNZ)
val vertexData = ByteBuffer.allocate(vertexCount * vertexSize)
// It is important to respect the native byte order
.order(ByteOrder.nativeOrder())
// Face -Z
.put(Vertex(-1.0f, -1.0f, -1.0f, tfNZ))
.put(Vertex(-1.0f, 1.0f, -1.0f, tfNZ))
.put(Vertex( 1.0f, 1.0f, -1.0f, tfNZ))
.put(Vertex( 1.0f, -1.0f, -1.0f, tfNZ))
// Face +X
.put(Vertex( 1.0f, -1.0f, -1.0f, tfPX))
.put(Vertex( 1.0f, 1.0f, -1.0f, tfPX))
.put(Vertex( 1.0f, 1.0f, 1.0f, tfPX))
.put(Vertex( 1.0f, -1.0f, 1.0f, tfPX))
// Face +Z
.put(Vertex(-1.0f, -1.0f, 1.0f, tfPZ))
.put(Vertex( 1.0f, -1.0f, 1.0f, tfPZ))
.put(Vertex( 1.0f, 1.0f, 1.0f, tfPZ))
.put(Vertex(-1.0f, 1.0f, 1.0f, tfPZ))
// Face -X
.put(Vertex(-1.0f, -1.0f, 1.0f, tfNX))
.put(Vertex(-1.0f, 1.0f, 1.0f, tfNX))
.put(Vertex(-1.0f, 1.0f, -1.0f, tfNX))
.put(Vertex(-1.0f, -1.0f, -1.0f, tfNX))
// Face -Y
.put(Vertex(-1.0f, -1.0f, 1.0f, tfNY))
.put(Vertex(-1.0f, -1.0f, -1.0f, tfNY))
.put(Vertex( 1.0f, -1.0f, -1.0f, tfNY))
.put(Vertex( 1.0f, -1.0f, 1.0f, tfNY))
// Face +Y
.put(Vertex(-1.0f, 1.0f, -1.0f, tfPY))
.put(Vertex(-1.0f, 1.0f, 1.0f, tfPY))
.put(Vertex( 1.0f, 1.0f, 1.0f, tfPY))
.put(Vertex( 1.0f, 1.0f, -1.0f, tfPY))
// Make sure the cursor is pointing in the right place in the byte buffer
.flip()
// Declare the layout of our mesh
vertexBuffer = VertexBuffer.Builder()
.bufferCount(1)
.vertexCount(vertexCount)
// Because we interleave position and color data we must specify offset and stride
// We could use de-interleaved data by declaring two buffers and giving each
// attribute a different buffer index
.attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT3, 0, vertexSize)
.attribute(VertexAttribute.TANGENTS, 0, AttributeType.FLOAT4, 3 * floatSize, vertexSize)
.build(engine)
// Feed the vertex data to the mesh
// We only set 1 buffer because the data is interleaved
vertexBuffer.setBufferAt(engine, 0, vertexData)
// Create the indices
val indexData = ByteBuffer.allocate(6 * 2 * 3 * shortSize)
.order(ByteOrder.nativeOrder())
repeat(6) {
val i = (it * 4).toShort()
indexData
.putShort(i).putShort((i + 1).toShort()).putShort((i + 2).toShort())
.putShort(i).putShort((i + 2).toShort()).putShort((i + 3).toShort())
}
indexData.flip()
// 6 faces, 2 triangles per face,
indexBuffer = IndexBuffer.Builder()
.indexCount(vertexCount * 2)
.bufferType(IndexBuffer.Builder.IndexType.USHORT)
.build(engine)
indexBuffer.setBuffer(engine, indexData)
}
private fun updateCamera() {
// Calculate eye position from spherical coordinates
val eyeY = cameraRadius * sin(cameraPhi)
val horizontalRadius = cameraRadius * cos(cameraPhi)
val eyeX = horizontalRadius * sin(cameraTheta)
val eyeZ = horizontalRadius * cos(cameraTheta)
// Point the camera at the center (0,0,0)
camera.lookAt(eyeX.toDouble(), eyeY.toDouble(), eyeZ.toDouble(), // eye
0.0, 0.0, 0.0, // center
0.0, 1.0, 0.0) // up
}
private val touchListener = object : android.view.View.OnTouchListener {
override fun onTouch(v: android.view.View?, event: android.view.MotionEvent?): Boolean {
if (event == null) return false
when (event.action) {
android.view.MotionEvent.ACTION_DOWN -> {
mLastX = event.x
mLastY = event.y
return true
}
android.view.MotionEvent.ACTION_MOVE -> {
val dx = event.x - mLastX
val dy = event.y - mLastY
cameraTheta -= dx * DRAG_SPEED
cameraPhi += dy * DRAG_SPEED
// Clamp vertical angle to avoid flipping over
cameraPhi = cameraPhi.coerceIn(-1.5f, 1.5f)
updateCamera()
mLastX = event.x
mLastY = event.y
return true
}
}
return v?.onTouchEvent(event) ?: false
}
}
private fun startAnimation() {
animator.interpolator = LinearInterpolator()
animator.duration = 6000
animator.repeatMode = ValueAnimator.RESTART
animator.repeatCount = ValueAnimator.INFINITE
animator.addUpdateListener(animatorListener)
animator.start()
}
override fun onResume() {
super.onResume()
choreographer.postFrameCallback(frameScheduler)
animator.start()
}
override fun onPause() {
super.onPause()
choreographer.removeFrameCallback(frameScheduler)
animator.cancel()
}
override fun onDestroy() {
super.onDestroy()
// Stop the animation and any pending frame
choreographer.removeFrameCallback(frameScheduler)
animator.cancel();
// Always detach the surface before destroying the engine
uiHelper.detach()
// Cleanup all resources
engine.destroyEntity(light)
// Destroy all 1000 entities and material instances
for (i in 0 until NUM_CUBES) {
engine.destroyEntity(renderables[i])
materialInstances[i]?.let { engine.destroyMaterialInstance(it) }
}
engine.destroyRenderer(renderer)
engine.destroyVertexBuffer(vertexBuffer)
engine.destroyIndexBuffer(indexBuffer)
engine.destroyMaterial(material)
engine.destroyView(view)
engine.destroyScene(scene)
engine.destroyCameraComponent(camera.entity)
// Engine.destroyEntity() destroys Filament related resources only
// (components), not the entity itself
val entityManager = EntityManager.get()
entityManager.destroy(light)
for (entity in renderables) {
entityManager.destroy(entity)
}
entityManager.destroy(camera.entity)
// Destroying the engine will free up any resource you may have forgotten
// to destroy, but it's recommended to do the cleanup properly
engine.destroy()
}
inner class FrameCallback : Choreographer.FrameCallback {
override fun doFrame(frameTimeNanos: Long) {
// Schedule the next frame
choreographer.postFrameCallback(this)
// This check guarantees that we have a swap chain
if (uiHelper.isReadyToRender) {
// If beginFrame() returns false you should skip the frame
// This means you are sending frames too quickly to the GPU
if (renderer.beginFrame(swapChain!!, frameTimeNanos)) {
renderer.render(view)
renderer.endFrame()
}
}
}
}
inner class SurfaceCallback : UiHelper.RendererCallback {
override fun onNativeWindowChanged(surface: Surface) {
swapChain?.let { engine.destroySwapChain(it) }
swapChain = engine.createSwapChain(surface)
displayHelper.attach(renderer, surfaceView.display)
}
override fun onDetachedFromSurface() {
displayHelper.detach()
swapChain?.let {
engine.destroySwapChain(it)
// Required to ensure we don't return before Filament is done executing the
// destroySwapChain command, otherwise Android might destroy the Surface
// too early
engine.flushAndWait()
swapChain = null
}
}
override fun onResized(width: Int, height: Int) {
val aspect = width.toDouble() / height.toDouble()
camera.setProjection(45.0, aspect, 0.1, 100.0, Camera.Fov.VERTICAL)
view.viewport = Viewport(0, 0, width, height)
FilamentHelper.synchronizePendingFrames(engine)
}
}
private fun readUncompressedAsset(assetName: String): ByteBuffer {
assets.openFd(assetName).use { fd ->
val input = fd.createInputStream()
val dst = ByteBuffer.allocate(fd.length.toInt())
val src = Channels.newChannel(input)
src.read(dst)
src.close()
return dst.apply { rewind() }
}
}
}
@@ -1,53 +0,0 @@
// Simple lit material that defines 3 parameters:
// - baseColor
// - roughness
// - metallic
//
// These parameters can be used by the application to change the appearance of the material.
//
// This source material must be compiled to a binary material using the matc tool.
// The command used to compile this material is:
// matc -p mobile -a opengl -o app/src/main/assets/lit.filamat app/src/materials/lit.mat
//
// See build.gradle for an example of how to compile materials automatically
// Please refer to the documentation for more information about matc and the materials system.
material {
name : lit,
// Dynamic lighting is enabled on this material
shadingModel : lit,
// We don't need to declare a "requires" array, lit materials
// always requires the "tangents" vertex attribute (the normal
// is required for lighting, tangent/bitangent for normal mapping
// and anisotropy)
// List of parameters exposed by this material
parameters : [
// The color must be passed in linear space, not sRGB
{
type : float3,
name : baseColor
},
{
type : float,
name : roughness
},
{
type : float,
name : metallic
}
],
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
// Nothing fancy here, we simply copy the parameters
material.baseColor.rgb = materialParams.baseColor;
material.roughness = materialParams.roughness;
material.metallic = materialParams.metallic;
}
}
@@ -1,34 +0,0 @@
<vector xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:aapt="http://schemas.android.com/aapt"
android:width="108dp"
android:height="108dp"
android:viewportHeight="108"
android:viewportWidth="108">
<path
android:fillType="evenOdd"
android:pathData="M32,64C32,64 38.39,52.99 44.13,50.95C51.37,48.37 70.14,49.57 70.14,49.57L108.26,87.69L108,109.01L75.97,107.97L32,64Z"
android:strokeColor="#00000000"
android:strokeWidth="1">
<aapt:attr name="android:fillColor">
<gradient
android:endX="78.5885"
android:endY="90.9159"
android:startX="48.7653"
android:startY="61.0927"
android:type="linear">
<item
android:color="#44000000"
android:offset="0.0"/>
<item
android:color="#00000000"
android:offset="1.0"/>
</gradient>
</aapt:attr>
</path>
<path
android:fillColor="#FFFFFF"
android:fillType="nonZero"
android:pathData="M66.94,46.02L66.94,46.02C72.44,50.07 76,56.61 76,64L32,64C32,56.61 35.56,50.11 40.98,46.06L36.18,41.19C35.45,40.45 35.45,39.3 36.18,38.56C36.91,37.81 38.05,37.81 38.78,38.56L44.25,44.05C47.18,42.57 50.48,41.71 54,41.71C57.48,41.71 60.78,42.57 63.68,44.05L69.11,38.56C69.84,37.81 70.98,37.81 71.71,38.56C72.44,39.3 72.44,40.45 71.71,41.19L66.94,46.02ZM62.94,56.92C64.08,56.92 65,56.01 65,54.88C65,53.76 64.08,52.85 62.94,52.85C61.8,52.85 60.88,53.76 60.88,54.88C60.88,56.01 61.8,56.92 62.94,56.92ZM45.06,56.92C46.2,56.92 47.13,56.01 47.13,54.88C47.13,53.76 46.2,52.85 45.06,52.85C43.92,52.85 43,53.76 43,54.88C43,56.01 43.92,56.92 45.06,56.92Z"
android:strokeColor="#00000000"
android:strokeWidth="1"/>
</vector>
@@ -1,171 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<vector
xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportHeight="108"
android:viewportWidth="108">
<path
android:fillColor="#26A69A"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00000000"
android:pathData="M9,0L9,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,0L19,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M29,0L29,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M39,0L39,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M49,0L49,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M59,0L59,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M69,0L69,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M79,0L79,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M89,0L89,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M99,0L99,108"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,9L108,9"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,19L108,19"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,29L108,29"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,39L108,39"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,49L108,49"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,59L108,59"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,69L108,69"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,79L108,79"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,89L108,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M0,99L108,99"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,29L89,29"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,39L89,39"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,49L89,49"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,59L89,59"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,69L89,69"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M19,79L89,79"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M29,19L29,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M39,19L39,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M49,19L49,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M59,19L59,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M69,19L69,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
<path
android:fillColor="#00000000"
android:pathData="M79,19L79,89"
android:strokeColor="#33FFFFFF"
android:strokeWidth="0.8"/>
</vector>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@drawable/ic_launcher_background"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@drawable/ic_launcher_background"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>
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@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="colorPrimary">#3F51B5</color>
<color name="colorPrimaryDark">#303F9F</color>
<color name="colorAccent">#FF4081</color>
</resources>
@@ -1,3 +0,0 @@
<resources>
<string name="app_name">Material Instance Stress</string>
</resources>
@@ -1,8 +0,0 @@
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="android:Theme.Material.Light.DarkActionBar">
<!-- Customize your theme here. -->
</style>
</resources>
-1
View File
@@ -12,7 +12,6 @@ include ':samples:sample-image-based-lighting'
include ':samples:sample-lit-cube' include ':samples:sample-lit-cube'
include ':samples:sample-live-wallpaper' include ':samples:sample-live-wallpaper'
include ':samples:sample-material-builder' include ':samples:sample-material-builder'
include ':samples:sample-material-instance-stress'
include ':samples:sample-multi-view' include ':samples:sample-multi-view'
include ':samples:sample-page-curl' include ':samples:sample-page-curl'
include ':samples:sample-stream-test' include ':samples:sample-stream-test'
+5 -73
View File
@@ -75,12 +75,6 @@ function print_help {
echo " -S type" echo " -S type"
echo " Enable stereoscopic rendering where type is one of [instanced|multiview]. This is only" echo " Enable stereoscopic rendering where type is one of [instanced|multiview]. This is only"
echo " meant for building the samples." echo " meant for building the samples."
echo " -P"
echo " Enable perfetto traces on Android. Disabled by default on the Release build, enabled otherwise."
echo " -y build_type"
echo " Build the filament dependent tools (matc, resgen) separately from the project. This will set"
echo " the tools as prebuilts that filament target will then use to build. The built_type option"
echo " (debug|release) is meant to indicate the type of build of the resulting prebuilts."
echo "" echo ""
echo "Build types:" echo "Build types:"
echo " release" echo " release"
@@ -210,7 +204,6 @@ MATOPT_GRADLE_OPTION=""
ASAN_UBSAN_OPTION="" ASAN_UBSAN_OPTION=""
COVERAGE_OPTION="" COVERAGE_OPTION=""
ENABLE_PERFETTO=""
BACKEND_DEBUG_FLAG_OPTION="" BACKEND_DEBUG_FLAG_OPTION=""
@@ -221,11 +214,6 @@ OSMESA_OPTION=""
IOS_BUILD_SIMULATOR=false IOS_BUILD_SIMULATOR=false
BUILD_UNIVERSAL_LIBRARIES=false BUILD_UNIVERSAL_LIBRARIES=false
ISSUE_SPLIT_BUILD=false
SPLIT_BUILD_TYPE=""
PREBUILT_TOOLS_DIR=""
IMPORT_EXECUTABLES_DIR_OPTION="-DIMPORT_EXECUTABLES_DIR=out"
BUILD_GENERATOR=Ninja BUILD_GENERATOR=Ninja
BUILD_COMMAND=ninja BUILD_COMMAND=ninja
BUILD_CUSTOM_TARGETS= BUILD_CUSTOM_TARGETS=
@@ -251,37 +239,6 @@ function build_clean_aggressive {
git clean -qfX android git clean -qfX android
} }
function build_tools_for_split_build {
local build_type_arg=$1
local lc_build_type=$(echo "${build_type_arg}" | tr '[:upper:]' '[:lower:]')
PREBUILT_TOOLS_DIR="out/prebuilt-tools-${lc_build_type}"
echo "Building tools for split build (${lc_build_type}) in ${PREBUILT_TOOLS_DIR}..."
mkdir -p "${PREBUILT_TOOLS_DIR}"
pushd "${PREBUILT_TOOLS_DIR}" > /dev/null
local lc_name=$(echo "${UNAME}" | tr '[:upper:]' '[:lower:]')
local architectures=""
if [[ "${lc_name}" == "darwin" ]]; then
if [[ "${BUILD_UNIVERSAL_LIBRARIES}" == "true" ]]; then
architectures="-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64"
fi
fi
cmake \
-G "${BUILD_GENERATOR}" \
-DFILAMENT_EXPORT_PREBUILT_EXECUTABLES_DIR=${PREBUILT_TOOLS_DIR} \
-DCMAKE_BUILD_TYPE="${build_type_arg}" \
${WEBGPU_OPTION} \
${architectures} \
../..
${BUILD_COMMAND} ${WEB_HOST_TOOLS}
popd > /dev/null
}
function build_desktop_target { function build_desktop_target {
local lc_target=$(echo "$1" | tr '[:upper:]' '[:lower:]') local lc_target=$(echo "$1" | tr '[:upper:]' '[:lower:]')
local build_targets=$2 local build_targets=$2
@@ -305,7 +262,7 @@ function build_desktop_target {
if [[ ! -d "CMakeFiles" ]] || [[ "${ISSUE_CMAKE_ALWAYS}" == "true" ]]; then if [[ ! -d "CMakeFiles" ]] || [[ "${ISSUE_CMAKE_ALWAYS}" == "true" ]]; then
cmake \ cmake \
-G "${BUILD_GENERATOR}" \ -G "${BUILD_GENERATOR}" \
${IMPORT_EXECUTABLES_DIR_OPTION} \ -DIMPORT_EXECUTABLES_DIR=out \
-DCMAKE_BUILD_TYPE="$1" \ -DCMAKE_BUILD_TYPE="$1" \
-DCMAKE_INSTALL_PREFIX="../${lc_target}/filament" \ -DCMAKE_INSTALL_PREFIX="../${lc_target}/filament" \
${EGL_ON_LINUX_OPTION} \ ${EGL_ON_LINUX_OPTION} \
@@ -371,7 +328,7 @@ function build_webgl_with_target {
source "${EMSDK}/emsdk_env.sh" source "${EMSDK}/emsdk_env.sh"
cmake \ cmake \
-G "${BUILD_GENERATOR}" \ -G "${BUILD_GENERATOR}" \
${IMPORT_EXECUTABLES_DIR_OPTION} \ -DIMPORT_EXECUTABLES_DIR=out \
-DCMAKE_TOOLCHAIN_FILE="${EMSDK}/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake" \ -DCMAKE_TOOLCHAIN_FILE="${EMSDK}/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake" \
-DCMAKE_BUILD_TYPE="$1" \ -DCMAKE_BUILD_TYPE="$1" \
-DCMAKE_INSTALL_PREFIX="../webgl-${lc_target}/filament" \ -DCMAKE_INSTALL_PREFIX="../webgl-${lc_target}/filament" \
@@ -444,7 +401,7 @@ function build_android_target {
if [[ ! -d "CMakeFiles" ]] || [[ "${ISSUE_CMAKE_ALWAYS}" == "true" ]]; then if [[ ! -d "CMakeFiles" ]] || [[ "${ISSUE_CMAKE_ALWAYS}" == "true" ]]; then
cmake \ cmake \
-G "${BUILD_GENERATOR}" \ -G "${BUILD_GENERATOR}" \
${IMPORT_EXECUTABLES_DIR_OPTION} \ -DIMPORT_EXECUTABLES_DIR=out \
-DCMAKE_BUILD_TYPE="$1" \ -DCMAKE_BUILD_TYPE="$1" \
-DFILAMENT_NDK_VERSION="${FILAMENT_NDK_VERSION}" \ -DFILAMENT_NDK_VERSION="${FILAMENT_NDK_VERSION}" \
-DCMAKE_INSTALL_PREFIX="../android-${lc_target}/filament" \ -DCMAKE_INSTALL_PREFIX="../android-${lc_target}/filament" \
@@ -456,7 +413,6 @@ function build_android_target {
${WEBGPU_OPTION} \ ${WEBGPU_OPTION} \
${BACKEND_DEBUG_FLAG_OPTION} \ ${BACKEND_DEBUG_FLAG_OPTION} \
${STEREOSCOPIC_OPTION} \ ${STEREOSCOPIC_OPTION} \
${ENABLE_PERFETTO} \
../.. ../..
ln -sf "out/cmake-android-${lc_target}-${arch}/compile_commands.json" \ ln -sf "out/cmake-android-${lc_target}-${arch}/compile_commands.json" \
../../compile_commands.json ../../compile_commands.json
@@ -678,7 +634,7 @@ function build_ios_target {
if [[ ! -d "CMakeFiles" ]] || [[ "${ISSUE_CMAKE_ALWAYS}" == "true" ]]; then if [[ ! -d "CMakeFiles" ]] || [[ "${ISSUE_CMAKE_ALWAYS}" == "true" ]]; then
cmake \ cmake \
-G "${BUILD_GENERATOR}" \ -G "${BUILD_GENERATOR}" \
${IMPORT_EXECUTABLES_DIR_OPTION} \ -DIMPORT_EXECUTABLES_DIR=out \
-DCMAKE_BUILD_TYPE="$1" \ -DCMAKE_BUILD_TYPE="$1" \
-DCMAKE_INSTALL_PREFIX="../ios-${lc_target}/filament" \ -DCMAKE_INSTALL_PREFIX="../ios-${lc_target}/filament" \
-DIOS_ARCH="${arch}" \ -DIOS_ARCH="${arch}" \
@@ -850,7 +806,7 @@ function check_debug_release_build {
pushd "$(dirname "$0")" > /dev/null pushd "$(dirname "$0")" > /dev/null
while getopts ":hacCfgimp:q:uvWslwedtk:bVx:S:X:Py:" opt; do while getopts ":hacCfgimp:q:uvWslwedtk:bVx:S:X:" opt; do
case ${opt} in case ${opt} in
h) h)
print_help print_help
@@ -998,9 +954,6 @@ while getopts ":hacCfgimp:q:uvWslwedtk:bVx:S:X:Py:" opt; do
V) COVERAGE_OPTION="-DFILAMENT_ENABLE_COVERAGE=ON" V) COVERAGE_OPTION="-DFILAMENT_ENABLE_COVERAGE=ON"
echo "Enabled coverage" echo "Enabled coverage"
;; ;;
P) ENABLE_PERFETTO="-DFILAMENT_ENABLE_PERFETTO=ON"
echo "Enabled perfetto"
;;
x) BACKEND_DEBUG_FLAG_OPTION="-DFILAMENT_BACKEND_DEBUG_FLAG=${OPTARG}" x) BACKEND_DEBUG_FLAG_OPTION="-DFILAMENT_BACKEND_DEBUG_FLAG=${OPTARG}"
;; ;;
S) case $(echo "${OPTARG}" | tr '[:upper:]' '[:lower:]') in S) case $(echo "${OPTARG}" | tr '[:upper:]' '[:lower:]') in
@@ -1019,20 +972,6 @@ while getopts ":hacCfgimp:q:uvWslwedtk:bVx:S:X:Py:" opt; do
;; ;;
X) OSMESA_OPTION="-DFILAMENT_OSMESA_PATH=${OPTARG}" X) OSMESA_OPTION="-DFILAMENT_OSMESA_PATH=${OPTARG}"
;; ;;
y)
ISSUE_SPLIT_BUILD=true
SPLIT_BUILD_TYPE=${OPTARG}
case $(echo "${SPLIT_BUILD_TYPE}" | tr '[:upper:]' '[:lower:]') in
debug|release)
;;
*)
echo "Unknown build type for -y: ${SPLIT_BUILD_TYPE}"
echo "Build type must be one of [debug|release]"
echo ""
exit 1
;;
esac
;;
\?) \?)
echo "Invalid option: -${OPTARG}" >&2 echo "Invalid option: -${OPTARG}" >&2
echo "" echo ""
@@ -1067,13 +1006,6 @@ done
validate_build_command validate_build_command
if [[ "${ISSUE_SPLIT_BUILD}" == "true" ]]; then
# Capitalize first letter of SPLIT_BUILD_TYPE
SPLIT_BUILD_TYPE_CAPITALIZED="$(echo ${SPLIT_BUILD_TYPE:0:1} | tr '[:lower:]' '[:upper:]')${SPLIT_BUILD_TYPE:1}"
build_tools_for_split_build "${SPLIT_BUILD_TYPE_CAPITALIZED}"
IMPORT_EXECUTABLES_DIR_OPTION="-DFILAMENT_IMPORT_PREBUILT_EXECUTABLES_DIR=${PREBUILT_TOOLS_DIR}"
fi
if [[ "${ISSUE_CLEAN}" == "true" ]]; then if [[ "${ISSUE_CLEAN}" == "true" ]]; then
build_clean build_clean
fi fi
@@ -1,349 +0,0 @@
#!/usr/bin/env python3
# Copyright (C) 2025 The Android Open Source Project
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""
This script automates the process of closing a Sonatype OSSRH staging repository.
To run the script:
python3 ./close-sonatype-staging-repository.py
To run the embedded unit tests:
python3 ./close-sonatype-staging-repository.py test
"""
import sys
import os
import base64
import json
import pathlib
import unittest
import io
from unittest import mock
import urllib.request
import urllib.error
PROPERTIES_PATH = pathlib.Path.home() / ".gradle" / "gradle.properties"
API_BASE_URL = "https://ossrh-staging-api.central.sonatype.com/manual"
def get_gradle_credentials(file_path: pathlib.Path) -> (str, str):
"""
Reads sonatypeUsername and sonatypePassword from the properties file.
"""
if not file_path.exists():
print(f"Error: Properties file not found at {file_path}", file=sys.stderr)
sys.exit(1)
username = None
password = None
try:
with open(file_path, 'r') as f:
for line in f:
line = line.strip()
# Ignore blank lines and comments
if not line or line.startswith("#"):
continue
if line.startswith("sonatypeUsername="):
username = line.split("=", 1)[1].strip()
elif line.startswith("sonatypePassword="):
password = line.split("=", 1)[1].strip()
if not username or not password:
print(f"Error: 'sonatypeUsername' or 'sonatypePassword' not found in {file_path}", file=sys.stderr)
sys.exit(1)
return username, password
except Exception as e:
print(f"Error reading properties file: {e}", file=sys.stderr)
sys.exit(1)
def generate_auth_token(username: str, password: str) -> str:
"""
Generates a Base64 encoded auth token from username and password.
"""
auth_string = f"{username}:{password}"
auth_bytes = auth_string.encode('utf-8')
token_bytes = base64.b64encode(auth_bytes)
return token_bytes.decode('utf-8')
def find_staging_repository(token: str) -> str:
"""
Finds the 'open' staging repository key from the Sonatype API.
"""
print("Searching for staging repository...")
url = f"{API_BASE_URL}/search/repositories"
headers = {
"Authorization": f"Bearer {token}",
"Accept": "application/json"
}
req = urllib.request.Request(url, headers=headers, method="GET")
try:
with urllib.request.urlopen(req) as response:
response_body = response.read().decode('utf-8')
data = json.loads(response_body)
repositories = data.get("repositories", [])
open_repositories = list(filter(lambda repo: repo.get("state") == "open", repositories))
if len(open_repositories) == 0:
print("Error: No 'open' staging repositories found.", file=sys.stderr)
sys.exit(1)
if len(open_repositories) > 1:
print(f"Error: Expected 1 'open' repository, but found {len(repositories)}.", file=sys.stderr)
sys.exit(1)
repo_key = open_repositories[0].get("key")
if not repo_key:
print("Error: Repository found, but it has no 'key'.", file=sys.stderr)
sys.exit(1)
return repo_key
except urllib.error.HTTPError as e:
# Handle HTTP errors (e.g., 401 Unauthorized, 404 Not Found, 500 Server Error)
print(f"Error during repository search: HTTP {e.code} {e.reason}", file=sys.stderr)
try:
# Try to read the error response body for more context
error_body = e.read().decode('utf-8')
print(f"Response body: {error_body}", file=sys.stderr)
except Exception:
pass # Ignore if we can't read the body
sys.exit(1)
except urllib.error.URLError as e:
# Handle network errors (e.g., connection refused)
print(f"Error during repository search: {e.reason}", file=sys.stderr)
sys.exit(1)
except json.JSONDecodeError:
print("Error: Failed to decode JSON response from server.", file=sys.stderr)
sys.exit(1)
def close_staging_repository(token: str, repo_key: str):
"""
Closes (promotes) the staging repository with the given key.
"""
print(f"Attempting to close staging repository: {repo_key}")
url = f"{API_BASE_URL}/upload/repository/{repo_key}"
headers = {"Authorization": f"Bearer {token}"}
req = urllib.request.Request(url, headers=headers, method="POST")
try:
with urllib.request.urlopen(req) as response:
print(f"Successfully submitted request. Server responded with: {response.status} {response.reason}")
print("It may take a few moments to process.")
except urllib.error.HTTPError as e:
print(f"Error closing repository: HTTP {e.code} {e.reason}", file=sys.stderr)
try:
error_body = e.read().decode('utf-8')
print(f"Response body: {error_body}", file=sys.stderr)
except Exception:
pass
sys.exit(1)
except urllib.error.URLError as e:
print(f"Error closing repository: {e.reason}", file=sys.stderr)
sys.exit(1)
def main():
username, password = get_gradle_credentials(PROPERTIES_PATH)
token = generate_auth_token(username, password)
print("Successfully generated auth token.")
repo_key = find_staging_repository(token)
print(f"Found staging repository: {repo_key}")
close_staging_repository(token, repo_key)
print("\nScript completed successfully.")
# --- Unit Tests ---
class TestSonatypeScript(unittest.TestCase):
@mock.patch('pathlib.Path.exists', return_value=True)
@mock.patch('builtins.open', new_callable=mock.mock_open,
read_data="# This is a comment\nsonatypeUsername=testuser\n\nsonatypePassword=testpass\nother=data")
def test_get_gradle_credentials_success(self, mock_file, mock_exists):
"""Tests successful credential parsing, ignoring comments."""
user, pw = get_gradle_credentials(pathlib.Path("/fake/path"))
self.assertEqual(user, "testuser")
self.assertEqual(pw, "testpass")
@mock.patch('pathlib.Path.exists', return_value=False)
def test_get_gradle_credentials_no_file(self, mock_exists):
"""Tests error exit when file is missing."""
with self.assertRaises(SystemExit) as cm:
get_gradle_credentials(pathlib.Path("/fake/path"))
@mock.patch('pathlib.Path.exists', return_value=True)
@mock.patch('builtins.open', new_callable=mock.mock_open, read_data="# Only comments\nsonatypeUsername=testuser")
def test_get_gradle_credentials_missing_key(self, mock_file, mock_exists):
"""Tests error exit when a key is missing."""
with self.assertRaises(SystemExit) as cm:
get_gradle_credentials(pathlib.Path("/fake/path"))
def test_generate_auth_token(self):
"""Tests the Base64 token encoding."""
token = generate_auth_token("foobar", "abc123")
# echo -n "foobar:abc123" | base64
self.assertEqual(token, "Zm9vYmFyOmFiYzEyMw==")
@mock.patch('urllib.request.urlopen')
def test_find_repository_success(self, mock_urlopen):
"""Tests finding exactly one open repository."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.reason = "OK"
mock_response.read.return_value = json.dumps({
"repositories": [{"key": "test-repo-key-123", "state": "open"}]
}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
key = find_staging_repository("fake-token")
self.assertEqual(key, "test-repo-key-123")
@mock.patch('urllib.request.urlopen')
def test_find_repository_success(self, mock_urlopen):
"""Tests finding exactly one open repository."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.reason = "OK"
mock_response.read.return_value = json.dumps({
"repositories": [{"key": "test-repo-key-123", "state": "open"}, {"key": "test-repo-key-456", "state": "closed"}]
}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
key = find_staging_repository("fake-token")
self.assertEqual(key, "test-repo-key-123")
@mock.patch('urllib.request.urlopen')
def test_find_repository_success(self, mock_urlopen):
"""Tests error exit when only a closed repository is found."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.reason = "OK"
mock_response.read.return_value = json.dumps({
"repositories": [{"key": "test-repo-key-123", "state": "closed"}]
}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
with self.assertRaises(SystemExit) as cm:
key = find_staging_repository("fake-token")
@mock.patch('urllib.request.urlopen')
def test_find_repository_not_found(self, mock_urlopen):
"""Tests error exit when zero repositories are found."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.read.return_value = json.dumps({"repositories": []}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
with self.assertRaises(SystemExit) as cm:
find_staging_repository("fake-token")
@mock.patch('urllib.request.urlopen')
def test_find_repository_too_many(self, mock_urlopen):
"""Tests error exit when multiple open repositories are found."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.read.return_value = json.dumps({
"repositories": [{"key": "key1", "state": "open"}, {"key": "key2", "state": "open"}]
}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
with self.assertRaises(SystemExit) as cm:
find_staging_repository("fake-token")
@mock.patch('urllib.request.urlopen')
def test_find_repository_http_error(self, mock_urlopen):
"""Tests error exit on a network HTTP error."""
# Mock an HTTPError
mock_urlopen.side_effect = urllib.error.HTTPError(
url='http://fake.com',
code=401,
msg="Unauthorized",
hdrs={},
fp=io.BytesIO(b'{"error":"bad token"}')
)
with self.assertRaises(SystemExit) as cm:
find_staging_repository("fake-token")
@mock.patch('urllib.request.urlopen')
def test_close_repository_success(self, mock_urlopen):
"""Tests successful repository close."""
mock_response = mock.Mock()
mock_response.status = 202 # 202 Accepted is a common response for POST
mock_response.reason = "Accepted"
mock_urlopen.return_value.__enter__.return_value = mock_response
close_staging_repository("fake-token", "test-repo-key")
# Check that the request object was created correctly
called_request = mock_urlopen.call_args[0][0]
self.assertEqual(called_request.full_url, f"{API_BASE_URL}/upload/repository/test-repo-key")
self.assertEqual(called_request.method, "POST")
self.assertEqual(called_request.headers["Authorization"], "Bearer fake-token")
@mock.patch('urllib.request.urlopen')
def test_close_repository_http_error(self, mock_urlopen):
"""Tests error exit on close network failure."""
mock_urlopen.side_effect = urllib.error.HTTPError(
url='http://fake.com',
code=500,
msg="Server Error",
hdrs={},
fp=io.BytesIO(b'{"error":"failed to close"}')
)
with self.assertRaises(SystemExit) as cm:
close_staging_repository("fake-token", "test-repo-key")
def run_unit_tests():
"""
Configures and runs the unit tests.
"""
print("Running unit tests...")
# We replace sys.argv to prevent unittest.main from
# trying to parse the 'test' argument.
original_argv = sys.argv
sys.argv = [original_argv[0]] # Keep only the script name
unittest.main()
sys.argv = original_argv # Restore original args
if __name__ == '__main__':
# Check if the user wants to run tests
if len(sys.argv) > 1 and sys.argv[1].lower() == 'test':
run_unit_tests()
else:
# Run the main script logic
main()
-60
View File
@@ -1,60 +0,0 @@
# Copyright (C) 2025 The Android Open Source Project
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#!/usr/bin/bash
set -e
GLTF_SAMPLE_ASSETS_COMMIT=${GITHUB_GLTF_SAMPLE_ASSETS_COMMIT:-d441dfdb87413ff412c620849a649d61789a470f}
COMMIT_HASH="${GLTF_SAMPLE_ASSETS_COMMIT}"
REPO_URL="https://github.com/KhronosGroup/glTF-Sample-Assets.git"
TARGET_DIR="gltf"
# The default directories to check out if none are specified
DEFAULT_SPARSE_PATHS=(
"Models/Box/"
"Models/Triangle/"
"Models/AnimatedCube/"
)
# Check if command-line arguments are provided
if [ "$#" -gt 0 ]; then
# If arguments are provided, use them as the paths
SPARSE_PATHS=()
for model_name in "$@"; do
SPARSE_PATHS+=("Models/${model_name}/")
done
echo "Downloading specified models: $@"
else
# Otherwise, use the default list
SPARSE_PATHS=("${DEFAULT_SPARSE_PATHS[@]}")
echo "No models specified, downloading default set."
fi
echo "Removing old directory..."
rm -rf "${TARGET_DIR}"
# Clone the repository using a "treeless" clone, which is highly efficient.
# --filter=tree:0: Clones only the repository structure without file content (no historical directory listings), making the initial clone very small.
# --no-checkout: Prevents automatically checking out the main branch. We will check out a specific commit later.
# --sparse: Initializes the repository for sparse checkout, allowing us to fetch only specific directories.
git clone --filter=tree:0 --no-checkout --sparse "${REPO_URL}" "${TARGET_DIR}"
cd "${TARGET_DIR}"
git sparse-checkout set "${SPARSE_PATHS[@]}"
echo "Checking out commit ${COMMIT_HASH}..."
git checkout "${COMMIT_HASH}"
echo "Successfully checked out the specified models into the '${TARGET_DIR}' directory."
-3
View File
@@ -137,9 +137,6 @@ if [[ "$OS_NAME" == "Darwin" ]]; then
# This is necessary to be able to build vk (lavapipe) on macOS. Doesn't seem like a real dependency. # This is necessary to be able to build vk (lavapipe) on macOS. Doesn't seem like a real dependency.
sed -I '' "s/error('Vulkan drivers require dri3 for X11 support')//g" meson.build sed -I '' "s/error('Vulkan drivers require dri3 for X11 support')//g" meson.build
# This is to properly link lib-xcb-present on the mac build (though we won't be drawing to any
# real hardware surface).
sed -I '' "s/dep_xcb_present = null_dep/dep_xcb_present = dependency('xcb-present')/g" meson.build
fi fi
# -Dosmesa=true => builds OSMesa, which is an offscreen GL context # -Dosmesa=true => builds OSMesa, which is an offscreen GL context
+6 -1
View File
@@ -109,8 +109,13 @@ function install_mac() {
unzip -t vulkan_sdk.zip unzip -t vulkan_sdk.zip
fi fi
echo "recognized zip layout 'vulkan_sdk.zip' ${InstallVulkan}.app/Contents" >&2 echo "recognized zip layout 'vulkan_sdk.zip' ${InstallVulkan}.app/Contents" >&2
${InstallVulkan}.app/Contents/MacOS/${InstallVulkan} --accept-licenses --default-answer --confirm-command install local sdk_temp=${VULKAN_SDK_DIR}.tmp
sudo ${InstallVulkan}.app/Contents/MacOS/${InstallVulkan} --root "$sdk_temp" --accept-licenses --default-answer --confirm-command install
du -hs $sdk_temp
test -d $sdk_temp/macOS || { echo "unrecognized dmg folder layout: $sdk_temp" ; ls -l $sdk_temp ; }
cp -r $sdk_temp/macOS/* $VULKAN_SDK_DIR/
if [[ -d ${InstallVulkan}.app/Contents ]] ; then if [[ -d ${InstallVulkan}.app/Contents ]] ; then
sudo rm -rf "$sdk_temp"
rm -rf ${InstallVulkan}.app rm -rf ${InstallVulkan}.app
fi fi
} }
+1 -2
View File
@@ -5,5 +5,4 @@ GITHUB_MESA_VERSION=24.2.1
GITHUB_LLVM_VERSION=16 GITHUB_LLVM_VERSION=16
GITHUB_NDK_VERSION=27.0.11718014 GITHUB_NDK_VERSION=27.0.11718014
GITHUB_EMSDK_VERSION=3.1.60 GITHUB_EMSDK_VERSION=3.1.60
GITHUB_VULKANSDK_VERSION=1.4.321.0 GITHUB_VULKANSDK_VERSION=1.4.321.0
GITHUB_GLTF_SAMPLE_ASSETS_COMMIT=d441dfdb87413ff412c620849a649d61789a470f
+3 -1
View File
@@ -135,7 +135,9 @@ set build_flags=-j %NUMBER_OF_PROCESSORS%
:: cmake --build . --target sample-resources --config %config% %build_flags% || exit /b :: cmake --build . --target sample-resources --config %config% %build_flags% || exit /b
:: cmake --build . --target suzanne-resources --config %config% %build_flags% || exit /b :: cmake --build . --target suzanne-resources --config %config% %build_flags% || exit /b
cmake --build . %INSTALL% --config %config% %build_flags% -- /m || exit /b cmake --build . --target sample-resources --config %config% %build_flags% -- /m || exit /b
:: cmake --build . %INSTALL% --config %config% %build_flags% -- /m || exit /b
@echo off @echo off
echo Disk info after building variant: %variant% echo Disk info after building variant: %variant%
+22 -25
View File
@@ -212,7 +212,7 @@ when using textures.
This property can dramatically change the appearance of a surface. Non-metallic surfaces have This property can dramatically change the appearance of a surface. Non-metallic surfaces have
chromatic diffuse reflection and achromatic specular reflection (reflected light does not change chromatic diffuse reflection and achromatic specular reflection (reflected light does not change
color). Metallic surfaces do not have any diffuse reflection and chromatic specular reflection color). Metallic surfaces do not have any diffuse reflection and chromatic specular reflection
(reflected light takes on the color of the surfaced as defined by `baseColor`). (reflected light takes on the color of the surfaced as defined by `baseColor`).
The effect of `metallic` is shown in figure [metallicProperty] (click on the image to see a The effect of `metallic` is shown in figure [metallicProperty] (click on the image to see a
larger version). larger version).
@@ -248,7 +248,7 @@ The effect of `roughness` on metallic surfaces is shown in figure [roughnessCond
When refraction through an object is enabled (using a `refractonType` of `thin` or `solid`), the When refraction through an object is enabled (using a `refractonType` of `thin` or `solid`), the
`roughness` property will also affect the refractions, as shown in figure `roughness` property will also affect the refractions, as shown in figure
[roughnessRefractionProperty] (click on the image to see a larger version). [roughnessRefractionProperty] (click on the image to see a larger version).
![Figure [roughnessRefractionProperty]: Refractive sphere with `roughness` varying from 0.0 ![Figure [roughnessRefractionProperty]: Refractive sphere with `roughness` varying from 0.0
(left) to 1.0 (right)](images/materials/refraction_roughness.png) (left) to 1.0 (right)](images/materials/refraction_roughness.png)
@@ -307,7 +307,7 @@ The sheen color controls the color appearance and strength of an optional sheen
base layer described by the properties above. The sheen layer always sits below the clear coat layer base layer described by the properties above. The sheen layer always sits below the clear coat layer
if such a layer is present. if such a layer is present.
The sheen layer can be used to represent cloth and fabric materials. Please refer to The sheen layer can be used to represent cloth and fabric materials. Please refer to
section [Cloth model] for more information about cloth and fabric materials. section [Cloth model] for more information about cloth and fabric materials.
The effect of `sheenColor` is shown in figure [materialSheenColor] The effect of `sheenColor` is shown in figure [materialSheenColor]
@@ -520,14 +520,14 @@ light to bend further away from the initial path.
Table [commonMatIOR] describes acceptable refractive indices for various types of materials. Table [commonMatIOR] describes acceptable refractive indices for various types of materials.
Material | IOR Material | IOR
--------------------------:|:----------------- --------------------------:|:-----------------
Air | 1.0 Air | 1.0
Water | 1.33 Water | 1.33
Common liquids | 1.33 to 1.5 Common liquids | 1.33 to 1.5
Common gemstones | 1.58 to 2.33 Common gemstones | 1.58 to 2.33
Plastics, glass | 1.5 to 1.58 Plastics, glass | 1.5 to 1.58
Other dielectric materials | 1.33 to 1.58 Other dielectric materials | 1.33 to 1.58
[Table [commonMatIOR]: Index of refraction of common materials] [Table [commonMatIOR]: Index of refraction of common materials]
The appearance of a refractive material will greatly depend on the `refractionType` and The appearance of a refractive material will greatly depend on the `refractionType` and
@@ -995,10 +995,10 @@ Value
name must be a valid GLSL identifier. Entries have an optional `precision`, which can be name must be a valid GLSL identifier. Entries have an optional `precision`, which can be
one of `default` (best precision for the platform, typically `high` on desktop, `medium` on one of `default` (best precision for the platform, typically `high` on desktop, `medium` on
mobile), `low`, `medium`, `high`. The type must be one of the types described in mobile), `low`, `medium`, `high`. The type must be one of the types described in
table [materialParamsTypes]. For Android external textures, entries also have an optional table [materialParamsTypes]. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be transformName parameter to specify the name of the material parameter that will be
used to expose the transform matrix associated with the external sampler. In iOS and Vulkan, used to expose the transform matrix associated with the external sampler. In iOS and Vulkan,
this will always be identity. this will always be identity.
Type | Description Type | Description
:----------------------|:--------------------------------- :----------------------|:---------------------------------
@@ -2476,17 +2476,14 @@ type aliases:
### Matrices ### Matrices
Name | Type | Description Name | Type | Description
:-----------------------------------------|:--------:|:------------------------------------ :-----------------------------------|:--------:|:------------------------------------
**getViewFromWorldMatrix()** | float4x4 | Matrix that converts from world space to view/eye space **getViewFromWorldMatrix()** | float4x4 | Matrix that converts from world space to view/eye space
**getWorldFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to world space **getWorldFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to world space
**getClipFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to clip (NDC) space **getClipFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to clip (NDC) space
**getViewFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to view/eye space **getViewFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to view/eye space
**getEyeFromViewMatrix()** | float4x4 | Matrix that converts from view space to eye space **getClipFromWorldMatrix()** | float4x4 | Matrix that converts from world to clip (NDC) space
**getEyeFromViewMatrix(int eyeIndex)** | float4x4 | Matrix that converts from view space to eye space for the eye referred to by eyeIndex **getWorldFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to world space
**getClipFromWorldMatrix()** | float4x4 | Matrix that converts from world to clip (NDC) space
**getClipFromWorldMatrix(int eyeIndex)** | float4x4 | Matrix that converts from world to clip (NDC) space for the eye referred to by eyeIndex
**getWorldFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to world space
### Frame constants ### Frame constants
@@ -2642,7 +2639,7 @@ standard skybox material. It produces a list of 2 parameters, named `showSun` an
respectively a boolean and a cubemap texture. respectively a boolean and a cubemap texture.
```text ```text
$ matc --reflect parameters filament/src/materials/skybox.mat $ matc --reflect parameters filament/src/materials/skybox.mat
{ {
"parameters": [ "parameters": [
{ {
@@ -2658,7 +2655,7 @@ $ matc --reflect parameters filament/src/materials/skybox.mat
} }
] ]
} }
``` ```
### --variant-filter ### --variant-filter
-267
View File
@@ -1,267 +0,0 @@
<!DOCTYPE HTML>
<html lang="en" class="light sidebar-visible" dir="ltr">
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<main>
<h1 id="maven-release"><a class="header" href="#maven-release">Maven Release</a></h1>
<h2 id="register-for-a-sonatype-account"><a class="header" href="#register-for-a-sonatype-account">Register for a Sonatype Account</a></h2>
<p>First, you'll need to register for a Sonatype account at the <a href="https://central.sonatype.org/register/central-portal/">Central
Portal</a>.</p>
<p>To publish under the <code>com.google.android</code> namespace, you'll also need to email
<code>central-support@sonatype.com</code> with your account information to request access.</p>
<p>Then, generate a user token through the Sonatype website. Navigate to
<a href="https://central.sonatype.com/usertoken">https://central.sonatype.com/usertoken</a>
and select <strong>Generate User Token</strong>.</p>
<p>Finally, add the generated token credentials to <code>~/.gradle/gradle.properties</code>. (Note: these are
different from the credentials used to log into your Sonatype account):</p>
<pre><code class="language-gradle"># Generated Sonatype token
sonatypeUsername=&lt;username&gt;
sonatypePassword=&lt;password&gt;
</code></pre>
<hr />
<h2 id="signing-key"><a class="header" href="#signing-key">Signing Key</a></h2>
<p>All release artifacts must be signed. You'll need to create an OpenPGP key pair. See Gradle's
documentation on <a href="https://docs.gradle.org/current/userguide/signing_plugin.html#sec:signatory_credentials">Signatory
credentials</a>
for instructions.</p>
<p>Update <code>~/.gradle/gradle.properties</code> with your new key's credentials:</p>
<pre><code class="language-gradle">signing.keyId=&lt;key id&gt;
signing.password=&lt;key password&gt;
signing.secretKeyRingFile=&lt;secret key ring file&gt;
</code></pre>
<hr />
<h2 id="build-the-android-release"><a class="header" href="#build-the-android-release">Build the Android Release</a></h2>
<p>Make sure <code>JAVA_HOME</code> is set correctly. For example:</p>
<pre><code class="language-bash">export JAVA_HOME=/Library/Java/JavaVirtualMachines/zulu-17.jdk/Contents/Home
./build.sh -C -i -p android release
</code></pre>
<hr />
<h2 id="publish-to-sonatype"><a class="header" href="#publish-to-sonatype">Publish to Sonatype</a></h2>
<h3 id="a-note-on-the-legacy-staging-service"><a class="header" href="#a-note-on-the-legacy-staging-service">A Note on the Legacy Staging Service</a></h3>
<p>Previously, Filament was published to Maven via OSSRH (Open Source Software Repository Hosting). In
2025, this service was <a href="https://central.sonatype.org/pages/ossrh-eol/">sunsetted</a>. Now, we use
Sonatype's <a href="https://central.sonatype.org/">Central Publisher Portal</a>.</p>
<p>The new Central Publisher Portal does not officially support Gradle. However, Sonatype provides a
staging API compatibility service, which works with Filament's Gradle setup.</p>
<hr />
<h3 id="1-upload-to-the-staging-api-compatibility-service"><a class="header" href="#1-upload-to-the-staging-api-compatibility-service">1. Upload to the Staging API Compatibility Service</a></h3>
<pre><code class="language-bash">cd android
./gradlew publishToSonatype
</code></pre>
<h3 id="2-move-the-repository-to-the-central-publisher-portal"><a class="header" href="#2-move-the-repository-to-the-central-publisher-portal">2. Move the Repository to the Central Publisher Portal</a></h3>
<p>We have a script to automate this. It reads the <code>sonatypeUsername</code> and <code>sonatypePassword</code> from your
<code>~/.gradle/gradle.properties</code> file.</p>
<pre><code class="language-bash">python3 build/common/close-sonatype-staging-repository.py
</code></pre>
<h3 id="3-publish-the-release-on-sonatype"><a class="header" href="#3-publish-the-release-on-sonatype">3. Publish the Release on Sonatype</a></h3>
<p>Navigate to <a href="https://central.sonatype.com/publishing/deployments">Maven Central Repository Deployments</a>.</p>
<p>Here, you should see a new deployment with a <strong>Validated</strong> status and all your artifacts listed. Click
the <strong>Publish</strong> button to publish the artifacts. It typically takes around 5 minutes after clicking
<strong>Publish</strong> for the artifacts to go live.</p>
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+2 -2
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@@ -273,7 +273,7 @@ copy filament-android\build\outputs\aar\filament-android-release.aar ..\..\out\
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@@ -287,7 +287,7 @@ copy filament-android\build\outputs\aar\filament-android-release.aar ..\..\out\
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+2 -2
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@@ -180,7 +180,7 @@ rm -r Vulkan-Headers-1.3.232 v1.3.232.zip
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@@ -194,7 +194,7 @@ rm -r Vulkan-Headers-1.3.232 v1.3.232.zip
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+1 -7
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@@ -200,12 +200,6 @@ inside the Filament source tree.</p>
force a clean build by adding the <code>-c</code> flag in that case.</p> force a clean build by adding the <code>-c</code> flag in that case.</p>
<p>To install the libraries and executables in <code>out/debug/</code> and <code>out/release/</code>, add the <code>-i</code> flag. <p>To install the libraries and executables in <code>out/debug/</code> and <code>out/release/</code>, add the <code>-i</code> flag.
The script offers more features described by executing <code>build.sh -h</code>.</p> The script offers more features described by executing <code>build.sh -h</code>.</p>
<p>For more specialized options, please also consider the following pages:</p>
<ul>
<li><code>-d</code>: <a href="https://google.github.io/filament/dup/matdbg.html"><code>matdbg</code></a></li>
<li><code>-t</code>: <a href="https://google.github.io/filament/dup/fgviewer.html"><code>fgviewer</code></a></li>
<li><code>-b</code> and <code>-y</code>: <a href="https://google.github.io/filament/notes/asan_ubsan.html">ASAN/UBSAN builds</a></li>
</ul>
<h3 id="filament-specific-cmake-options"><a class="header" href="#filament-specific-cmake-options">Filament-specific CMake Options</a></h3> <h3 id="filament-specific-cmake-options"><a class="header" href="#filament-specific-cmake-options">Filament-specific CMake Options</a></h3>
<p>The following CMake options are boolean options specific to Filament:</p> <p>The following CMake options are boolean options specific to Filament:</p>
<ul> <ul>
@@ -440,7 +434,7 @@ to create a quick localhost server:</p>
<p>Alternatively, if you have node installed you can use the <p>Alternatively, if you have node installed you can use the
<a href="https://www.npmjs.com/package/live-server">live-server</a> package, which automatically refreshes the <a href="https://www.npmjs.com/package/live-server">live-server</a> package, which automatically refreshes the
web page when it detects a change.</p> web page when it detects a change.</p>
<p>Each sample app has its own handwritten html file. Additionally, the server folder contains assets <p>Each sample app has its own handwritten html file. Additionally the server folder contains assets
such as meshes, textures, and materials.</p> such as meshes, textures, and materials.</p>
<h2 id="running-the-native-samples"><a class="header" href="#running-the-native-samples">Running the native samples</a></h2> <h2 id="running-the-native-samples"><a class="header" href="#running-the-native-samples">Running the native samples</a></h2>
<p>The <code>samples/</code> directory contains several examples of how to use Filament with SDL2.</p> <p>The <code>samples/</code> directory contains several examples of how to use Filament with SDL2.</p>
+6 -18
View File
@@ -179,7 +179,7 @@ Google code style and is derived from the Java code style, but not quite.</p>
<li>class access modifiers are not indented</li> <li>class access modifiers are not indented</li>
<li>last line of <code>.cpp</code> or <code>.h</code> file must be an empty line</li> <li>last line of <code>.cpp</code> or <code>.h</code> file must be an empty line</li>
</ul> </ul>
<pre><code class="language-c++">for (int i = 0; i &lt; max; i++) { <pre><code>for (int i = 0; i &lt; max; i++) {
} }
class Foo { class Foo {
@@ -227,23 +227,11 @@ src/data.inc
<li><code>public</code> class attributes <em>are not</em> prefixed</li> <li><code>public</code> class attributes <em>are not</em> prefixed</li>
<li>class attributes and methods are lower camelcase</li> <li>class attributes and methods are lower camelcase</li>
</ul> </ul>
<pre><code class="language-c++">extern int gGlobalWarming; <pre><code>extern int gGlobalWarming;
class FooBar { class FooBar {
public: public:
FooBar(int attributeName, int sizeInBytes) void methodName();
: mAttributeName(attributeName),
sizeInBytes(sizeInBytes) {}
void reallyLongMethodNameWithLotsOfArguments(bool argument1,
int someSecondArgument, int bestArgument) {
std::pair&lt;bool, int&gt; pair = {
argument1,
argument2,
};
// etc
}
int sizeInBytes; int sizeInBytes;
private: private:
int mAttributeName; int mAttributeName;
@@ -260,7 +248,7 @@ private:
<li>always include the copyright notice at the top of every file</li> <li>always include the copyright notice at the top of every file</li>
<li>make sure the date is correct</li> <li>make sure the date is correct</li>
</ul> </ul>
<pre><code class="language-c++">/* <pre><code>/*
* Copyright (C) 2018 The Android Open Source Project * Copyright (C) 2018 The Android Open Source Project
* *
* Licensed under the Apache License, Version 2.0 (the "License"); * Licensed under the Apache License, Version 2.0 (the "License");
@@ -305,7 +293,7 @@ conversely containers and algorithms are not allowed. There are exceptions such
</li> </li>
</ul> </ul>
<p><em>Sorting the headers is important to help catching missing <code>#include</code> directives.</em></p> <p><em>Sorting the headers is important to help catching missing <code>#include</code> directives.</em></p>
<pre><code class="language-c++">/* <pre><code>/*
* Copyright (C) 2018 The Android Open Source Project * Copyright (C) 2018 The Android Open Source Project
* *
* Licensed under the Apache License, Version 2.0 (the "License"); * Licensed under the Apache License, Version 2.0 (the "License");
@@ -348,7 +336,7 @@ from other string types.</li>
<ul> <ul>
<li>Use <code>auto</code> only when the type appears on the same line or with iterators and lambdas.</li> <li>Use <code>auto</code> only when the type appears on the same line or with iterators and lambdas.</li>
</ul> </ul>
<pre><code class="language-c++">auto foo = new Foo(); <pre><code>auto foo = new Foo();
for (auto&amp; i : collection) { } for (auto&amp; i : collection) { }
</code></pre> </code></pre>
+2 -2
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@@ -209,7 +209,7 @@ as possible. The current external dependencies of the runtime library include:</
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@@ -223,7 +223,7 @@ as possible. The current external dependencies of the runtime library include:</
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+2 -4
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@@ -221,8 +221,6 @@ export is an html with the output captured in a <code>&lt;pre&gt;</code> tag).</
<li>Replace css styling in the exported output as needed (so they don't interfere with the book's css.</li> <li>Replace css styling in the exported output as needed (so they don't interfere with the book's css.</li>
<li>Replace resource urls to refer to locations relative to the mdbook structure.</li> <li>Replace resource urls to refer to locations relative to the mdbook structure.</li>
</ul> </ul>
<p>Any <code>markdeep</code> doc can be placed in <code>docs_src/src_markdeep/</code> and they will be parsed to html and included
in the book as above.</p>
<h3 id="readmes"><a class="header" href="#readmes">READMEs</a></h3> <h3 id="readmes"><a class="header" href="#readmes">READMEs</a></h3>
<p>Filament depends on a number of libraries, which reside in the directory <code>libs</code>. These individual <p>Filament depends on a number of libraries, which reside in the directory <code>libs</code>. These individual
libaries often have README.md in their root to describe itself. We collect these descriptions into our libaries often have README.md in their root to describe itself. We collect these descriptions into our
@@ -231,7 +229,7 @@ located in <code>tools</code>. Some of tools also have README.md as description.
<p>The process for copying and processing these READMEs is outlined in <a href="#introductory-doc">Introductory docs</a>.</p> <p>The process for copying and processing these READMEs is outlined in <a href="#introductory-doc">Introductory docs</a>.</p>
<h3 id="other-technical-notes"><a class="header" href="#other-technical-notes">Other technical notes</a></h3> <h3 id="other-technical-notes"><a class="header" href="#other-technical-notes">Other technical notes</a></h3>
<p>These are technical documents that do not fit into a library, tool, or directory of the <p>These are technical documents that do not fit into a library, tool, or directory of the
Filament source tree. We collect them into the <code>docs_src/src_mdbook/src/notes</code> directory. No additional Filament source tree. We collect them into the <code>docs_src/src/notes</code> directory. No additional
processing is needed for these documents.</p> processing is needed for these documents.</p>
<h3 id="raw-source-files"><a class="header" href="#raw-source-files">Raw source files</a></h3> <h3 id="raw-source-files"><a class="header" href="#raw-source-files">Raw source files</a></h3>
<p>These are files that are not part of the <code>mdbook</code> generation, but should be included output in <code>/docs</code> <p>These are files that are not part of the <code>mdbook</code> generation, but should be included output in <code>/docs</code>
@@ -244,7 +242,7 @@ add a link in <code>SUMMARY.md</code>, and perform the steps outlined in
<a href="#how-to-create">how-to create section</a>.</p> <a href="#how-to-create">how-to create section</a>.</p>
<p>For example, if you are adding a general technical note, then you would</p> <p>For example, if you are adding a general technical note, then you would</p>
<ul> <ul>
<li>Place the document (file with extension <code>.md</code>) in <code>docs_src/src_mdbook/src/notes</code></li> <li>Place the document (file with extension <code>.md</code>) in <code>docs_src/src/notes</code></li>
<li>Add a link in <a href="https://github.com/google/filament/blob/main/docs_src/src_mdbook/src/SUMMARY.md"><code>docs_src/src_mdbook/src/SUMMARY.md</code></a></li> <li>Add a link in <a href="https://github.com/google/filament/blob/main/docs_src/src_mdbook/src/SUMMARY.md"><code>docs_src/src_mdbook/src/SUMMARY.md</code></a></li>
<li>Run the commands in the <a href="#how-to-generate">Generate</a> section</li> <li>Run the commands in the <a href="#how-to-generate">Generate</a> section</li>
</ul> </ul>
-345
View File
@@ -1,345 +0,0 @@
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<link rel="stylesheet" href="../tomorrow-night.css">
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var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? "light" : "light";
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</head>
<body>
<div id="body-container">
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<script>
try {
var theme = localStorage.getItem('mdbook-theme');
var sidebar = localStorage.getItem('mdbook-sidebar');
if (theme.startsWith('"') && theme.endsWith('"')) {
localStorage.setItem('mdbook-theme', theme.slice(1, theme.length - 1));
}
if (sidebar.startsWith('"') && sidebar.endsWith('"')) {
localStorage.setItem('mdbook-sidebar', sidebar.slice(1, sidebar.length - 1));
}
} catch (e) { }
</script>
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<script>
var theme;
try { theme = localStorage.getItem('mdbook-theme'); } catch(e) { }
if (theme === null || theme === undefined) { theme = default_theme; }
const html = document.documentElement;
html.classList.remove('light')
html.classList.add(theme);
html.classList.add("js");
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var sidebar = null;
var sidebar_toggle = document.getElementById("sidebar-toggle-anchor");
if (document.body.clientWidth >= 1080) {
try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { }
sidebar = sidebar || 'visible';
} else {
sidebar = 'hidden';
}
sidebar_toggle.checked = sidebar === 'visible';
html.classList.remove('sidebar-visible');
html.classList.add("sidebar-" + sidebar);
</script>
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<div style="display:flex;align-items:center;justify-content:center">
<img class="flogo" src="../images/filament_logo_small.png"></img>
</div>
<!-- populated by js -->
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<noscript>
<iframe class="sidebar-iframe-outer" src="../toc.html"></iframe>
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<input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header">
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document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible');
document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible');
Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) {
link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1);
});
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<div id="content" class="content">
<main>
<h1 id="fgviewer"><a class="header" href="#fgviewer">fgviewer</a></h1>
<ol>
<li><a href="#capabilities">Capabilities</a></li>
<li><a href="#setup-for-desktop">Setup for Desktop</a></li>
<li><a href="#setup-for-android">Setup for Android</a></li>
<li><a href="#debugger-usage">Debugger Usage</a></li>
<li><a href="#architecture-overview">Architecture Overview</a></li>
<li><a href="#c-server">C++ Server</a></li>
<li><a href="#javascript-client">JavaScript Client</a></li>
<li><a href="#http-requests">HTTP Requests</a></li>
<li><a href="#wish-list">Wish List</a></li>
</ol>
<h2 id="capabilities"><a class="header" href="#capabilities">Capabilities</a></h2>
<p>fgviewer is a library and web application for real-time visualization of the frame graph in Filament.
It displays active passes and resource usage, providing insights into the rendering pipeline.</p>
<h2 id="setup-for-desktop"><a class="header" href="#setup-for-desktop">Setup for Desktop</a></h2>
<p>When using the easy build script, include the <code>-t</code> argument. For example:</p>
<pre><code>./build.sh -ft debug gltf_viewer
</code></pre>
<p>The <code>t</code> enables a CMake option called <code>FILAMENT_ENABLE_FGVIEWER</code> and the <code>f</code> ensures that CMake gets
re-run so that the option is honored.</p>
<p>Next, set an environment variable as follows. In Windows, use <code>set</code> instead of <code>export</code>.</p>
<pre><code>export FILAMENT_FGVIEWER_PORT=8050
</code></pre>
<p>Next, launch any app that links against a debug build of a Filament and point your web browser to
http://localhost:8050. Skip ahead to <strong>Debugger Usage</strong>.</p>
<h2 id="setup-for-android"><a class="header" href="#setup-for-android">Setup for Android</a></h2>
<p>Rebuild Filament for Android after enabling a CMake option called <code>FILAMENT_ENABLE_FGVIEWER</code>. Note that
CMake is invoked from several places for Android (both gradle and our easy build script), so one
pragmatic and reliable way of doing this is to simply hack <code>CMakeLists.txt</code> and
<code>filament-android/CMakeLists.txt</code> by unconditionally setting <code>FILAMENT_ENABLE_FGVIEWER</code> to <code>ON</code>.</p>
<p>After rebuilding Filament with the option enabled, ensure that internet permissions are enabled in
your app by adding the following into your manifest as a child of the <code>&lt;manifest&gt;</code> element.</p>
<pre><code>&lt;uses-permission android:name="android.permission.INTERNET" /&gt;
</code></pre>
<p>Now launch your app as usual. The Filament Engine sets up a server that is hardcoded to listen to
port <code>8085</code>. Next, you will need to forward your device's TCP port <code>8085</code> to your host port of choice.
For example, to forward the fgviewer server on your device to port <code>8085</code> on your host machine, do the
following:</p>
<pre><code>adb forward tcp:8085 tcp:8085
</code></pre>
<p>This lets you go to http://localhost:8085 in Chrome on your host machine.</p>
<h2 id="debugger-usage"><a class="header" href="#debugger-usage">Debugger Usage</a></h2>
<p>After opening the fgviewer page in your browser, you can see the active views are on the left panel.
Then you can select any of them to see the active passes and resources for that view.</p>
<p align="center">
<img width="600px" src=https://github.com/user-attachments/assets/2d31767f-fc25-4f17-8c14-528fe5c6b698>
</p>
<h2 id="architecture-overview"><a class="header" href="#architecture-overview">Architecture Overview</a></h2>
<p align="center">
<img width="450" src=https://github.com/user-attachments/assets/537ebb89-6ad0-4b93-bbeb-207d4fe9ec5a>
</p>
<p>The fgviewer library has two parts: a C++ server and a JavaScript client. The C++ server is
responsible for instancing a <a href="https://github.com/civetweb/civetweb">civetweb</a> context that handles HTTP requests. The
JavaScript client is a small web app that contains a view into an in-browser database of framegraphs.</p>
<p>When a new connection is established, the client asks the server for a list of framegraphs
in order to populate its in-browser database. If the connection is lost (e.g. if the app crashes),
then the database stays intact and the web app is still functional.</p>
<h2 id="c-server"><a class="header" href="#c-server">C++ Server</a></h2>
<p>The civetweb server is wrapped by our <code>DebugServer</code> class, which provides a public interface consisting of
a few methods invoked by the Filament engine.</p>
<p>Since each view corresponds to a frame graph, the engine should notify <code>DebugServer</code> of any changes to the views
on the engine side.</p>
<ul>
<li><strong>createView</strong> Notifies the debugger that a new view has been created.</li>
<li><strong>updateView</strong> Notifies the debugger of updates to an existing view.</li>
<li><strong>destroyView</strong> Notifies the debugger that a view is being removed.</li>
</ul>
<h2 id="javascript-client"><a class="header" href="#javascript-client">JavaScript Client</a></h2>
<p>The web app is built using LitElement, a lightweight library for creating Web Components. Our goal is to keep the code simple and modern, avoiding frameworks like React or Angular.</p>
<p>The app presents a view over a pseudo-database, which is essentially a global variable holding a dictionary that maps frame graph ids to objects following the JSON structure described below.</p>
<h2 id="http-requests"><a class="header" href="#http-requests">HTTP requests</a></h2>
<p>The server responds to the following GET requests by returning a JSON blob. The <code>{id}</code> in these
requests is a concept specific to fgviewer (not Filament) which is an 8-digit hex string for identifying frame graphs.</p>
<hr />
<p><code>/api/framegraphs</code></p>
<p>Returns an array containing all framegraphs in an app. Example:</p>
<pre><code class="language-json">[{
"fgid": "00000000",
"viewName": "Main View",
"passes": [{
"name": "shadow pass",
"reads": [],
"writes": ["0"]
}],
"resources": [{
"id": "0",
"name": "shadowmap",
"properties": [{"resolution": "256x256"}, {"is_subresource": "false"}]
}]
},
{
"fgid": "00000001",
"viewName": "UI view",
...
}]
</code></pre>
<hr />
<p><code>/api/framegraph?fg={id}</code></p>
<p>Returns a specific framegraph info. Example:</p>
<pre><code class="language-json">{
"fgid": "00000000",
"viewName": "Main View",
"passes": [{
"name": "shadow pass",
"reads": [],
"writes": ["0"]
}],
"resources": [{
"id": "0",
"name": "shadowmap",
"properties": [{"resolution": "256x256"}, {"is_subresource": "false"}]
}]
}
</code></pre>
<hr />
<p><code>/api/status</code></p>
<p>Returns one of the below:</p>
<ul>
<li><code>0</code>: first time connected</li>
<li><code>1</code>: no-op</li>
<li><code>{fgid}</code>: the corresponding frame graph has an update
<ul>
<li>Then the web view can request for the actual info using the previous api</li>
</ul>
</li>
</ul>
<p>If the request gets timeout, the web page show disconnected to the user.</p>
<hr />
<h2 id="wish-list"><a class="header" href="#wish-list">Wish List</a></h2>
<ul>
<li>Display the texture contents on the webview</li>
</ul>
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+2 -2
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@@ -336,7 +336,7 @@ void material(inout MaterialInputs material) {
<nav class="nav-wrapper" aria-label="Page navigation"> <nav class="nav-wrapper" aria-label="Page navigation">
<!-- Mobile navigation buttons --> <!-- Mobile navigation buttons -->
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<i class="fa fa-angle-left"></i> <i class="fa fa-angle-left"></i>
</a> </a>
@@ -350,7 +350,7 @@ void material(inout MaterialInputs material) {
</div> </div>
<nav class="nav-wide-wrapper" aria-label="Page navigation"> <nav class="nav-wide-wrapper" aria-label="Page navigation">
<a rel="prev" href="../dup/fgviewer.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> <a rel="prev" href="../dup/bluevk.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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</a> </a>
+9 -9
View File
@@ -181,7 +181,7 @@ important for <code>matc</code> (material compiler).</p>
} }
dependencies { dependencies {
implementation 'com.google.android.filament:filament-android:1.67.1' implementation 'com.google.android.filament:filament-android:1.63.1'
} }
</code></pre> </code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p> <p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
@@ -196,18 +196,18 @@ dependencies {
</div> </div>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3> <h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<p>iOS projects can use CocoaPods to install the latest release:</p> <p>iOS projects can use CocoaPods to install the latest release:</p>
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.67.1' <pre><code class="language-shell">pod 'Filament', '~&gt; 1.63.1'
</code></pre> </code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2> <h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul> <ul>
<li><a href="../main/filament.html">Filament</a>, an in-depth explanation of <li><a href="https://google.github.io/filament/Filament.html">Filament</a>, an in-depth explanation of
real-time physically based rendering, the graphics capabilities and implementation of Filament. real-time physically based rendering, the graphics capabilities and implementation of Filament.
This document explains the math and reasoning behind most of our decisions. This document is a This document explains the math and reasoning behind most of our decisions. This document is a
good introduction to PBR for graphics programmers.</li> good introduction to PBR for graphics programmers.</li>
<li><a href="../main/materials.html">Materials</a>, the full reference <li><a href="https://google.github.io/filament/Materials.html">Materials</a>, the full reference
documentation for our material system. This document explains our different material models, how documentation for our material system. This document explains our different material models, how
to use the material compiler <code>matc</code> and how to write custom materials.</li> to use the material compiler <code>matc</code> and how to write custom materials.</li>
<li><a href="../notes/material_properties.html">Material Properties</a>, a reference <li><a href="https://google.github.io/filament/notes/material_properties.html">Material Properties</a>, a reference
sheet for the standard material model.</li> sheet for the standard material model.</li>
</ul> </ul>
<h2 id="examples"><a class="header" href="#examples">Examples</a></h2> <h2 id="examples"><a class="header" href="#examples">Examples</a></h2>
@@ -395,7 +395,7 @@ by <code>matc</code>:</p>
MaterialInstance* materialInstance = material-&gt;createInstance(); MaterialInstance* materialInstance = material-&gt;createInstance();
</code></pre> </code></pre>
<p>To learn more about materials and <code>matc</code>, please refer to the <p>To learn more about materials and <code>matc</code>, please refer to the
<a href="../main/materials.html">materials documentation</a>.</p> <a href="./docs/Materials.html">materials documentation</a>.</p>
<p>To render, simply pass the <code>View</code> to the <code>Renderer</code>:</p> <p>To render, simply pass the <code>View</code> to the <code>Renderer</code>:</p>
<pre><code class="language-c++">// beginFrame() returns false if we need to skip a frame <pre><code class="language-c++">// beginFrame() returns false if we need to skip a frame
if (renderer-&gt;beginFrame(swapChain)) { if (renderer-&gt;beginFrame(swapChain)) {
@@ -408,7 +408,7 @@ if (renderer-&gt;beginFrame(swapChain)) {
in the <code>samples/</code> directory. These samples are all based on <code>libs/filamentapp/</code> which contains the in the <code>samples/</code> directory. These samples are all based on <code>libs/filamentapp/</code> which contains the
code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.</p> code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.</p>
<p>For more information on how to prepare environment maps for image-based lighting please refer to <p>For more information on how to prepare environment maps for image-based lighting please refer to
<a href="building.html#running-the-native-samples">BUILDING.md</a>.</p> <a href="https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples">BUILDING.md</a>.</p>
<h3 id="android-1"><a class="header" href="#android-1">Android</a></h3> <h3 id="android-1"><a class="header" href="#android-1">Android</a></h3>
<p>See <code>android/samples</code> for examples of how to use Filament on Android.</p> <p>See <code>android/samples</code> for examples of how to use Filament on Android.</p>
<p>You must always first initialize Filament by calling <code>Filament.init()</code>.</p> <p>You must always first initialize Filament by calling <code>Filament.init()</code>.</p>
@@ -430,7 +430,7 @@ OpenGL ES.</p>
<code>third_party/textures</code> and <code>third_party/environments</code>. These assets are under CC0 license. Please <code>third_party/textures</code> and <code>third_party/environments</code>. These assets are under CC0 license. Please
refer to their respective <code>URL.txt</code> files to know more about the original authors.</p> refer to their respective <code>URL.txt</code> files to know more about the original authors.</p>
<p>Environments must be pre-processed using <p>Environments must be pre-processed using
<a href="building.html#running-the-native-samples"><code>cmgen</code></a> or <a href="https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples"><code>cmgen</code></a> or
using the <code>libiblprefilter</code> library.</p> using the <code>libiblprefilter</code> library.</p>
<h2 id="how-to-make-contributions"><a class="header" href="#how-to-make-contributions">How to make contributions</a></h2> <h2 id="how-to-make-contributions"><a class="header" href="#how-to-make-contributions">How to make contributions</a></h2>
<p>Please read and follow the steps in <a href="contributing.html">CONTRIBUTING.md</a>. Make sure you are <p>Please read and follow the steps in <a href="contributing.html">CONTRIBUTING.md</a>. Make sure you are
@@ -513,7 +513,7 @@ and tools.</p>
<li><code>web</code>: JavaScript bindings, documentation, and samples</li> <li><code>web</code>: JavaScript bindings, documentation, and samples</li>
</ul> </ul>
<h2 id="license"><a class="header" href="#license">License</a></h2> <h2 id="license"><a class="header" href="#license">License</a></h2>
<p>Please see <a href="https://github.com/google/filament/blob/main/LICENSE">LICENSE</a>.</p> <p>Please see <a href="/LICENSE">LICENSE</a>.</p>
<h2 id="disclaimer"><a class="header" href="#disclaimer">Disclaimer</a></h2> <h2 id="disclaimer"><a class="header" href="#disclaimer">Disclaimer</a></h2>
<p>This is not an officially supported Google product.</p> <p>This is not an officially supported Google product.</p>
-341
View File
@@ -1,341 +0,0 @@
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<h1 id="rendering-difference-test"><a class="header" href="#rendering-difference-test">Rendering Difference Test</a></h1>
<p>This tool is a collections of scripts to run <code>gltf_viewer</code> and produce headless renderings.</p>
<p>This is mainly useful for continuous integration where GPUs are generally not available on cloud
machines. To perform software rasterization, these scripts are centered around <a href="https://docs.mesa3d.org">Mesa</a>'s
software rasterizers, but nothing bars us from using another rasterizer like <a href="https://github.com/google/swiftshader">SwiftShader</a>.
Additionally, we should be able to use GPUs where available (though this is more of a future
work).</p>
<p>The script <code>render.py</code> contains the core logic for taking input parameters (such as the test
description file) and then running <code>gltf_viewer</code> to produce the renderings.</p>
<p>In the <code>test</code> directory is a list of test descriptions that are specified in json. Please see
<code>sample.json</code> to glean the structure.</p>
<h2 id="setting-up-python"><a class="header" href="#setting-up-python">Setting up python</a></h2>
<p>The <code>renderdiff</code> project uses <code>python</code> extensively. To install the dependencies for producing
renderings, do the following step</p>
<ul>
<li>Set up a virtual environment (from the root directory)
<pre><code>python3 -m venv venv
. ./venv/bin/activate
</code></pre>
</li>
<li>Install the rendering dependencies
<pre><code>pip install -r test/renderdiff/src/rendering_requirements.txt
</code></pre>
</li>
<li>Install the viewer depdencies
<pre><code>pip install -r test/renderdiff/src/viewer_requirements.txt
</code></pre>
</li>
<li>For the commands in the following section, do not exit the virtual environment. Once you've
completed all your work, you can exit with
<pre><code>deactivate
</code></pre>
</li>
</ul>
<h2 id="running-the-test-locally"><a class="header" href="#running-the-test-locally">Running the test locally</a></h2>
<ul>
<li>To run the same presbumit as <a href="presubmit-renderdiff"><code>test-renderdiff</code></a>, you can do
<pre><code>bash test/renderdiff/local_test.sh
</code></pre>
</li>
<li>This script will generate the renderings based on the current state of your repo.
Additionally, it will also compare the generated images with corresponding images in the
golden repo.</li>
<li>To just render without running the test, you could use the following script
<pre><code>bash test/renderdiff/generate.sh
</code></pre>
</li>
</ul>
<h2 id="command-line-options"><a class="header" href="#command-line-options">Command-line Options</a></h2>
<p>You can control the behavior of the test scripts with the following flags passed to <code>local_test.sh</code>:</p>
<ul>
<li><code>--test_filter=&lt;filter&gt;</code>: Run a subset of tests. The filter supports wildcards (<code>*</code>) to match test names.</li>
<li><code>--no_rebuild</code>: Skip rebuilding the <code>gltf_viewer</code> executable.</li>
<li><code>--num_threads=&lt;number&gt;</code>: Set the number of threads for rendering. If not set, the system's default is used.</li>
</ul>
<p>For example, to run all <code>MSAA</code> tests without rebuilding and using 8 threads:</p>
<pre><code>bash test/renderdiff/local_test.sh --test_filter='MSAA.*.*' --no_rebuild --num_threads=8
</code></pre>
<h2 id="update-the-golden-images"><a class="header" href="#update-the-golden-images">Update the golden images</a></h2>
<p>The golden images are stored in a github repository:
https://github.com/google/filament-assets. Filament team members should have access to write
to the repository. A typical flow for updating the goldens is to upload your changed images
into <strong>branch</strong> of <code>filament-assets</code>. This branch is paired with a PR or commit on the
<code>filament</code> repo.</p>
<p>As an example, imagine I am working on a PR, and I've uploaded my change, which is in a
branch called <code>my-pr-branch</code>, to <code>filament</code>. This PR requires updating the golden. We would do
it in the following fashion</p>
<h3 id="using-a-script-to-update-the-golden-repo"><a class="header" href="#using-a-script-to-update-the-golden-repo">Using a script to update the golden repo</a></h3>
<ul>
<li>Run interactive mode in the <code>update_golden.py</code> script.
<pre><code>python3 test/renderdiff/src/update_golden.py
</code></pre>
</li>
<li>This will guide you through a series of steps to push the changes to a remote branch on
<code>filament-assets</code>.</li>
</ul>
<h3 id="manually-updating-the-golden-repo"><a class="header" href="#manually-updating-the-golden-repo">Manually updating the golden repo</a></h3>
<ul>
<li>Check out the golden repo
<pre><code>git clone git@github.com:google/filament-assets.git
</code></pre>
</li>
<li>Create a branch on the golden repo
<pre><code>cd filament-assets
git switch -c my-pr-branch-golden
</code></pre>
</li>
<li>Copy the new images to their appropriate place in <code>filament-assets</code></li>
<li>Push the <code>filament-assets</code> working branch to remote
<pre><code>git push origin my-pr-branch-golden
</code></pre>
</li>
<li>In the commit message of your working branch on <code>filament</code>, add the following line
<pre><code>RDIFF_BBRANCH=my-pr-branch-golden
</code></pre>
</li>
</ul>
<p>Doing the above has multiple effects:</p>
<ul>
<li>The presubmit test <a href="https://github.com/google/filament/blob/e85dfe75c86106a05019e13ccdbef67e030af675/.github/workflows/presubmit.yml#L118"><code>test-renderdiff</code></a> will test against the provided
branch of the golden repo (i.e. <code>my-pr-branch-golden</code>).</li>
<li>If the PR is merged, then there is another workflow that will merge <code>my-pr-branch-golden</code>
to the <code>main</code> branch of the golden repo.</li>
</ul>
<h2 id="viewing-test-results"><a class="header" href="#viewing-test-results">Viewing test results</a></h2>
<p>We provide a viewer for looking at the result of a test run. The viewer is a webapp that can
be used by pointing your browser to a localhost port. If you input the viewer with a PR or a
directory, it will parse the test result and show the results and the rendered and/or golden
images.</p>
<p><img src="../images/renderdiff_example.png" alt="Viewer" /></p>
<p>To run the viewer of a test output directory that has been generated locally, you would run
the following</p>
<pre><code>python3 test/renderdiff/src/viewer.py --diff=[test output]
</code></pre>
<p>where <code>[test output]</code> is a directory containing the <code>compare_results.json</code> of the test run.
For example, it could be <code>out/renderdiff/diffs/presubmit</code> for the standard path to the
<code>presubmit</code> test output.</p>
<p>To see the results of a Pull Request initiated test run, you would do the following</p>
<pre><code>python3 test/renderdiff/src/viewer.py --pr_number=[PR #] --github_token=[github token]
</code></pre>
<p>where <code>[PR #]</code> is the numeric ID of your pull request, and the <code>[github token]</code> is an acess
token that you (as a github user) needs to generate (<a href="https://docs.github.com/en/authentication/keeping-your-account-and-data-secure/managing-your-personal-access-tokens">reference</a>).</p>
<p>To see the results of a specific run, you would do the following</p>
<pre><code>python3 test/renderdiff/src/viewer.py --run_number=[RUN #] --github_token=[github token]
</code></pre>
<p>where <code>[RUN #]</code> is the numeric ID of the run. You can find the run number in the URL of the
GitHub Actions page. For example, in the URL
<code>https://github.com/google/filament/actions/runs/18023632663/job/51286323708?pr=9264</code>,
the run number is <code>18023632663</code>.</p>
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<p>This tool makes it easy to analyze the composition of Android applications that use Filament.</p> <p>This tool makes it easy to analyze the composition of Android applications that use Filament.</p>
<ul> <ul>
<li>Filament materials are shown in the treemap if <code>resgen --json</code> was used in the build.</li> <li>Filament materials are shown in the treemap if <code>resgen --json</code> was used in the build.</li>
<li>The input path can be a <code>.so</code> or <code>.a</code> file, a folder, or a zip archive (apk or aar).</li> <li>The input path can be a so file, folder, or zip archive (apk or aar).</li>
<li>If the path is a zip or folder, interactively finds the file to analyze.</li> <li>If the path is a zip or folder, interactively finds the file to analyze.</li>
<li>The generated web report is a self-contained HTML file.</li> <li>The generated web report is a self-contained HTML file.</li>
<li>Reports the gzipped size of all Filament materials.</li> <li>Reports the gzipped size of all Filament materials.</li>
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<h1 id="filament"><a class="header" href="#filament">Filament</a></h1>
<p><a href="https://github.com/google/filament/actions?query=workflow%3AAndroid"><img src="https://github.com/google/filament/workflows/Android/badge.svg" alt="Android Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3AiOS"><img src="https://github.com/google/filament/workflows/iOS/badge.svg" alt="iOS Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3ALinux"><img src="https://github.com/google/filament/workflows/Linux/badge.svg" alt="Linux Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3AmacOS"><img src="https://github.com/google/filament/workflows/macOS/badge.svg" alt="macOS Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3AWindows"><img src="https://github.com/google/filament/workflows/Windows/badge.svg" alt="Windows Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3AWeb"><img src="https://github.com/google/filament/workflows/Web/badge.svg" alt="Web Build Status" /></a></p>
<p>Filament is a real-time physically based rendering engine for Android, iOS, Linux, macOS, Windows,
and WebGL. It is designed to be as small as possible and as efficient as possible on Android.</p>
<h2 id="download"><a class="header" href="#download">Download</a></h2>
<p><a href="https://github.com/google/filament/releases">Download Filament releases</a> to access stable builds.
Filament release archives contains host-side tools that are required to generate assets.</p>
<p>Make sure you always use tools from the same release as the runtime library. This is particularly
important for <code>matc</code> (material compiler).</p>
<p>If you'd rather build Filament yourself, please refer to our <a href="building.html">build manual</a>.</p>
<h3 id="android"><a class="header" href="#android">Android</a></h3>
<p>Android projects can simply declare Filament libraries as Maven dependencies:</p>
<pre><code class="language-gradle">repositories {
// ...
mavenCentral()
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.63.1'
}
</code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
<div class="table-wrapper"><table><thead><tr><th>Artifact</th><th>Description</th></tr></thead><tbody>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android/badge.svg?subject=filament-android" alt="filament-android" /></a></td><td>The Filament rendering engine itself.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug/badge.svg?subject=filament-android-debug" alt="filament-android-debug" /></a></td><td>Debug version of <code>filament-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android/badge.svg?subject=gltfio-android" alt="gltfio-android" /></a></td><td>A glTF 2.0 loader for Filament, depends on <code>filament-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android/badge.svg?subject=filament-utils-android" alt="filament-utils-android" /></a></td><td>KTX loading, Kotlin math, and camera utilities, depends on <code>gltfio-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android/badge.svg?subject=filamat-android" alt="filamat-android" /></a></td><td>A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite/badge.svg?subject=filamat-android-lite" alt="filamat-android-lite" /></a></td><td>A much smaller alternative to <code>filamat-android</code> that can only generate OpenGL shaders. It does not provide validation or optimizations.</td></tr>
</tbody></table>
</div>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<p>iOS projects can use CocoaPods to install the latest release:</p>
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.63.1'
</code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul>
<li><a href="https://google.github.io/filament/Filament.html">Filament</a>, an in-depth explanation of
real-time physically based rendering, the graphics capabilities and implementation of Filament.
This document explains the math and reasoning behind most of our decisions. This document is a
good introduction to PBR for graphics programmers.</li>
<li><a href="https://google.github.io/filament/Materials.html">Materials</a>, the full reference
documentation for our material system. This document explains our different material models, how
to use the material compiler <code>matc</code> and how to write custom materials.</li>
<li><a href="https://google.github.io/filament/notes/material_properties.html">Material Properties</a>, a reference
sheet for the standard material model.</li>
</ul>
<h2 id="examples"><a class="header" href="#examples">Examples</a></h2>
<p><img src="../images/samples/example_bistro1.jpg" alt="Night scene" />
<img src="../images/samples/example_bistro2.jpg" alt="Night scene" />
<img src="../images/samples/example_materials1.jpg" alt="Materials" />
<img src="../images/samples/example_materials2.jpg" alt="Materials" />
<img src="../images/samples/example_helmet.jpg" alt="Helmet" />
<img src="../images/samples/example_ssr.jpg" alt="Screen-space refraction" /></p>
<h2 id="features"><a class="header" href="#features">Features</a></h2>
<h3 id="apis"><a class="header" href="#apis">APIs</a></h3>
<ul>
<li>Native C++ API for Android, iOS, Linux, macOS and Windows</li>
<li>Java/JNI API for Android</li>
<li>JavaScript API</li>
</ul>
<h3 id="backends"><a class="header" href="#backends">Backends</a></h3>
<ul>
<li>OpenGL 4.1+ for Linux, macOS and Windows</li>
<li>OpenGL ES 3.0+ for Android and iOS</li>
<li>Metal for macOS and iOS</li>
<li>Vulkan 1.0 for Android, Linux, macOS, and Windows</li>
<li>WebGL 2.0 for all platforms</li>
</ul>
<h3 id="rendering"><a class="header" href="#rendering">Rendering</a></h3>
<ul>
<li>Clustered forward renderer</li>
<li>Cook-Torrance microfacet specular BRDF</li>
<li>Lambertian diffuse BRDF</li>
<li>Custom lighting/surface shading</li>
<li>HDR/linear lighting</li>
<li>Metallic workflow</li>
<li>Clear coat</li>
<li>Anisotropic lighting</li>
<li>Approximated translucent (subsurface) materials</li>
<li>Cloth/fabric/sheen shading</li>
<li>Normal mapping &amp; ambient occlusion mapping</li>
<li>Image-based lighting</li>
<li>Physically-based camera (shutter speed, sensitivity and aperture)</li>
<li>Physical light units</li>
<li>Point lights, spot lights, and directional light</li>
<li>Specular anti-aliasing</li>
<li>Point, spot, and directional light shadows</li>
<li>Cascaded shadows</li>
<li>EVSM, PCSS, DPCF, or PCF shadows</li>
<li>Transparent shadows</li>
<li>Contact shadows</li>
<li>Screen-space ambient occlusion</li>
<li>Screen-space reflections</li>
<li>Screen-space refraction</li>
<li>Global fog</li>
<li>Dynamic resolution (with support for AMD FidelityFX FSR)</li>
</ul>
<h3 id="post-processing"><a class="header" href="#post-processing">Post processing</a></h3>
<ul>
<li>HDR bloom</li>
<li>Depth of field bokeh</li>
<li>Multiple tone mappers: generic (customizable), ACES, filmic, etc.</li>
<li>Color and tone management: luminance scaling, gamut mapping</li>
<li>Color grading: exposure, night adaptation, white balance, channel mixer,
shadows/mid-tones/highlights, ASC CDL, contrast, saturation, etc.</li>
<li>TAA, FXAA, MSAA</li>
<li>Screen-space lens flares</li>
</ul>
<h3 id="gltf-20"><a class="header" href="#gltf-20">glTF 2.0</a></h3>
<ul>
<li>
<p>Encodings</p>
<ul>
<li><input disabled="" type="checkbox" checked=""/>
Embeded</li>
<li><input disabled="" type="checkbox" checked=""/>
Binary</li>
</ul>
</li>
<li>
<p>Primitive Types</p>
<ul>
<li><input disabled="" type="checkbox" checked=""/>
Points</li>
<li><input disabled="" type="checkbox" checked=""/>
Lines</li>
<li><input disabled="" type="checkbox"/>
Line Loop</li>
<li><input disabled="" type="checkbox" checked=""/>
Line Strip</li>
<li><input disabled="" type="checkbox" checked=""/>
Triangles</li>
<li><input disabled="" type="checkbox" checked=""/>
Triangle Strip</li>
<li><input disabled="" type="checkbox"/>
Triangle Fan</li>
</ul>
</li>
<li>
<p>Animation</p>
<ul>
<li><input disabled="" type="checkbox" checked=""/>
Transform animation</li>
<li><input disabled="" type="checkbox" checked=""/>
Linear interpolation</li>
<li><input disabled="" type="checkbox" checked=""/>
Morph animation
<ul>
<li><input disabled="" type="checkbox" checked=""/>
Sparse accessor</li>
</ul>
</li>
<li><input disabled="" type="checkbox" checked=""/>
Skin animation</li>
<li><input disabled="" type="checkbox" checked=""/>
Joint animation</li>
</ul>
</li>
<li>
<p>Extensions</p>
<ul>
<li><input disabled="" type="checkbox" checked=""/>
KHR_draco_mesh_compression</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_lights_punctual</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_clearcoat</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_emissive_strength</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_ior</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_pbrSpecularGlossiness</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_sheen</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_transmission</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_unlit</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_variants</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_volume</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_specular</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_mesh_quantization</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_texture_basisu</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_texture_transform</li>
<li><input disabled="" type="checkbox" checked=""/>
EXT_meshopt_compression</li>
</ul>
</li>
</ul>
<h2 id="rendering-with-filament"><a class="header" href="#rendering-with-filament">Rendering with Filament</a></h2>
<h3 id="native-linux-macos-and-windows"><a class="header" href="#native-linux-macos-and-windows">Native Linux, macOS and Windows</a></h3>
<p>You must create an <code>Engine</code>, a <code>Renderer</code> and a <code>SwapChain</code>. The <code>SwapChain</code> is created from a
native window pointer (an <code>NSView</code> on macOS or a <code>HWND</code> on Windows for instance):</p>
<pre><code class="language-c++">Engine* engine = Engine::create();
SwapChain* swapChain = engine-&gt;createSwapChain(nativeWindow);
Renderer* renderer = engine-&gt;createRenderer();
</code></pre>
<p>To render a frame you must then create a <code>View</code>, a <code>Scene</code> and a <code>Camera</code>:</p>
<pre><code class="language-c++">Camera* camera = engine-&gt;createCamera(EntityManager::get().create());
View* view = engine-&gt;createView();
Scene* scene = engine-&gt;createScene();
view-&gt;setCamera(camera);
view-&gt;setScene(scene);
</code></pre>
<p>Renderables are added to the scene:</p>
<pre><code class="language-c++">Entity renderable = EntityManager::get().create();
// build a quad
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, materialInstance)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vertexBuffer, indexBuffer, 0, 6)
.culling(false)
.build(*engine, renderable);
scene-&gt;addEntity(renderable);
</code></pre>
<p>The material instance is obtained from a material, itself loaded from a binary blob generated
by <code>matc</code>:</p>
<pre><code class="language-c++">Material* material = Material::Builder()
.package((void*) BAKED_MATERIAL_PACKAGE, sizeof(BAKED_MATERIAL_PACKAGE))
.build(*engine);
MaterialInstance* materialInstance = material-&gt;createInstance();
</code></pre>
<p>To learn more about materials and <code>matc</code>, please refer to the
<a href="./docs/Materials.html">materials documentation</a>.</p>
<p>To render, simply pass the <code>View</code> to the <code>Renderer</code>:</p>
<pre><code class="language-c++">// beginFrame() returns false if we need to skip a frame
if (renderer-&gt;beginFrame(swapChain)) {
// for each View
renderer-&gt;render(view);
renderer-&gt;endFrame();
}
</code></pre>
<p>For complete examples of Linux, macOS and Windows Filament applications, look at the source files
in the <code>samples/</code> directory. These samples are all based on <code>libs/filamentapp/</code> which contains the
code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.</p>
<p>For more information on how to prepare environment maps for image-based lighting please refer to
<a href="https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples">BUILDING.md</a>.</p>
<h3 id="android-1"><a class="header" href="#android-1">Android</a></h3>
<p>See <code>android/samples</code> for examples of how to use Filament on Android.</p>
<p>You must always first initialize Filament by calling <code>Filament.init()</code>.</p>
<p>Rendering with Filament on Android is similar to rendering from native code (the APIs are largely
the same across languages). You can render into a <code>Surface</code> by passing a <code>Surface</code> to the
<code>createSwapChain</code> method. This allows you to render to a <code>SurfaceTexture</code>, a <code>TextureView</code> or
a <code>SurfaceView</code>. To make things easier we provide an Android specific API called <code>UiHelper</code> in the
package <code>com.google.android.filament.android</code>. All you need to do is set a render callback on the
helper and attach your <code>SurfaceView</code> or <code>TextureView</code> to it. You are still responsible for
creating the swap chain in the <code>onNativeWindowChanged()</code> callback.</p>
<h3 id="ios-1"><a class="header" href="#ios-1">iOS</a></h3>
<p>Filament is supported on iOS 11.0 and above. See <code>ios/samples</code> for examples of using Filament on
iOS.</p>
<p>Filament on iOS is largely the same as native rendering with C++. A <code>CAEAGLLayer</code> or <code>CAMetalLayer</code>
is passed to the <code>createSwapChain</code> method. Filament for iOS supports both Metal (preferred) and
OpenGL ES.</p>
<h2 id="assets"><a class="header" href="#assets">Assets</a></h2>
<p>To get started you can use the textures and environment maps found respectively in
<code>third_party/textures</code> and <code>third_party/environments</code>. These assets are under CC0 license. Please
refer to their respective <code>URL.txt</code> files to know more about the original authors.</p>
<p>Environments must be pre-processed using
<a href="https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples"><code>cmgen</code></a> or
using the <code>libiblprefilter</code> library.</p>
<h2 id="how-to-make-contributions"><a class="header" href="#how-to-make-contributions">How to make contributions</a></h2>
<p>Please read and follow the steps in <a href="contributing.html">CONTRIBUTING.md</a>. Make sure you are
familiar with the <a href="code_style.html">code style</a>.</p>
<h2 id="directory-structure"><a class="header" href="#directory-structure">Directory structure</a></h2>
<p>This repository not only contains the core Filament engine, but also its supporting libraries
and tools.</p>
<ul>
<li><code>android</code>: Android libraries and projects
<ul>
<li><code>filamat-android</code>: Filament material generation library (AAR) for Android</li>
<li><code>filament-android</code>: Filament library (AAR) for Android</li>
<li><code>filament-utils-android</code>: Extra utilities (KTX loader, math types, etc.)</li>
<li><code>gltfio-android</code>: Filament glTF loading library (AAR) for Android</li>
<li><code>samples</code>: Android-specific Filament samples</li>
</ul>
</li>
<li><code>art</code>: Source for various artworks (logos, PDF manuals, etc.)</li>
<li><code>assets</code>: 3D assets to use with sample applications</li>
<li><code>build</code>: CMake build scripts</li>
<li><code>docs</code>: Documentation
<ul>
<li><code>math</code>: Mathematica notebooks used to explore BRDFs, equations, etc.</li>
</ul>
</li>
<li><code>filament</code>: Filament rendering engine (minimal dependencies)
<ul>
<li><code>backend</code>: Rendering backends/drivers (Vulkan, Metal, OpenGL/ES)</li>
</ul>
</li>
<li><code>ide</code>: Configuration files for IDEs (CLion, etc.)</li>
<li><code>ios</code>: Sample projects for iOS</li>
<li><code>libs</code>: Libraries
<ul>
<li><code>bluegl</code>: OpenGL bindings for macOS, Linux and Windows</li>
<li><code>bluevk</code>: Vulkan bindings for macOS, Linux, Windows and Android</li>
<li><code>camutils</code>: Camera manipulation utilities</li>
<li><code>filabridge</code>: Library shared by the Filament engine and host tools</li>
<li><code>filaflat</code>: Serialization/deserialization library used for materials</li>
<li><code>filagui</code>: Helper library for <a href="https://github.com/ocornut/imgui">Dear ImGui</a></li>
<li><code>filamat</code>: Material generation library</li>
<li><code>filamentapp</code>: SDL2 skeleton to build sample apps</li>
<li><code>filameshio</code>: Tiny filamesh parsing library (see also <code>tools/filamesh</code>)</li>
<li><code>geometry</code>: Mesh-related utilities</li>
<li><code>gltfio</code>: Loader for glTF 2.0</li>
<li><code>ibl</code>: IBL generation tools</li>
<li><code>image</code>: Image filtering and simple transforms</li>
<li><code>imageio</code>: Image file reading / writing, only intended for internal use</li>
<li><code>matdbg</code>: DebugServer for inspecting shaders at run-time (debug builds only)</li>
<li><code>math</code>: Math library</li>
<li><code>mathio</code>: Math types support for output streams</li>
<li><code>utils</code>: Utility library (threads, memory, data structures, etc.)</li>
<li><code>viewer</code>: glTF viewer library (requires gltfio)</li>
</ul>
</li>
<li><code>samples</code>: Sample desktop applications</li>
<li><code>shaders</code>: Shaders used by <code>filamat</code> and <code>matc</code></li>
<li><code>third_party</code>: External libraries and assets
<ul>
<li><code>environments</code>: Environment maps under CC0 license that can be used with <code>cmgen</code></li>
<li><code>models</code>: Models under permissive licenses</li>
<li><code>textures</code>: Textures under CC0 license</li>
</ul>
</li>
<li><code>tools</code>: Host tools
<ul>
<li><code>cmgen</code>: Image-based lighting asset generator</li>
<li><code>filamesh</code>: Mesh converter</li>
<li><code>glslminifier</code>: Minifies GLSL source code</li>
<li><code>matc</code>: Material compiler</li>
<li><code>filament-matp</code>: Material parser</li>
<li><code>matinfo</code> Displays information about materials compiled with <code>matc</code></li>
<li><code>mipgen</code> Generates a series of miplevels from a source image</li>
<li><code>normal-blending</code>: Tool to blend normal maps</li>
<li><code>resgen</code> Aggregates binary blobs into embeddable resources</li>
<li><code>roughness-prefilter</code>: Pre-filters a roughness map from a normal map to reduce aliasing</li>
<li><code>specular-color</code>: Computes the specular color of conductors based on spectral data</li>
</ul>
</li>
<li><code>web</code>: JavaScript bindings, documentation, and samples</li>
</ul>
<h2 id="license"><a class="header" href="#license">License</a></h2>
<p>Please see <a href="/LICENSE">LICENSE</a>.</p>
<h2 id="disclaimer"><a class="header" href="#disclaimer">Disclaimer</a></h2>
<p>This is not an officially supported Google product.</p>
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<main> <main>
<h1 id="core-concepts"><a class="header" href="#core-concepts">Core Concepts</a></h1> <h1 id="core-concepts"><a class="header" href="#core-concepts">Core Concepts</a></h1>
<ul> <ul>
<li><a href="filament.html">Filament</a> - High-level designs; Filament's PBR/math assumptions; implementation details.</li> <li><a href="main/filament.html">Filament</a> - High-level designs; Filament's PBR/math assumptions; implementation details.</li>
<li><a href="materials.html">Materials</a> - A guide to Filament's material definition.</li> <li><a href="main/materials.html">Materials</a> - A guide to Filament's material definition.</li>
</ul> </ul>
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<main> <main>
<h1 id="running-with-asanubsan"><a class="header" href="#running-with-asanubsan">Running with ASAN/UBSAN</a></h1> <h1 id="running-with-asanubsan"><a class="header" href="#running-with-asanubsan">Running with ASAN/UBSAN</a></h1>
<h2 id="enabling"><a class="header" href="#enabling">Enabling</a></h2> <h2 id="enabling"><a class="header" href="#enabling">Enabling</a></h2>
<p>When building though <code>build.sh</code>, pass the <code>-b</code> flag. This sets the cmake variable <p>When building though build.sh, pass the <code>-b</code> flag. This sets the cmake variable
<code>FILAMENT_ENABLE_ASAN_UBSAN=ON</code> which eventually passes <code>"-fsanitize=address -fsanitize=undefined"</code> <code>FILAMENT_ENABLE_ASAN_UBSAN=ON</code> which eventually passes <code>"-fsanitize=address -fsanitize=undefined"</code>
to all compile and link operations.</p> to all compile and link operations.</p>
<p>It might be desirable to pair the <code>-b</code> with <code>-y release</code>. The <code>-y</code> flag indicates that targets <p>If building through CMake directly, or an IDE like CLion that doesn't use build.sh, instead pass
in <code>/tools</code> will be built separately from the filament target, and the filament build depends on
the <code>/tools</code> targets as prebuilt binaries. This separation reduces ASAN/UBSAN build time
considerably. This option assumes that the user is trying to catch sanitization issues for
filament and not the tools that are used to build filament.</p>
<p>If building through CMake directly, or an IDE like CLion that doesn't use <code>build.sh</code>, instead pass
<code>-DFILAMENT_ENABLE_ASAN_UBSAN=ON</code> to cmake in order to get the same result.</p> <code>-DFILAMENT_ENABLE_ASAN_UBSAN=ON</code> to cmake in order to get the same result.</p>
<h2 id="getting-memory-leak-detection-on-mac"><a class="header" href="#getting-memory-leak-detection-on-mac">Getting memory leak detection on Mac</a></h2> <h2 id="getting-memory-leak-detection-on-mac"><a class="header" href="#getting-memory-leak-detection-on-mac">Getting memory leak detection on Mac</a></h2>
<p>Memory leak detection isn't enabled by default on MacOS. There are two issues to address, first is <p>Memory leak detection isn't enabled by default on MacOS. There are two issues to address, first is
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<h1 id="performance-analysis"><a class="header" href="#performance-analysis">Performance Analysis</a></h1>
<h2 id="android"><a class="header" href="#android">Android</a></h2>
<h3 id="prerequisites"><a class="header" href="#prerequisites">Prerequisites</a></h3>
<ul>
<li>Download and install Android GPU Inspector (AGI). See https://developer.android.com/agi.</li>
</ul>
<hr />
<h4 id="profiling"><a class="header" href="#profiling">Profiling</a></h4>
<ol>
<li>
<p>Before profiling the application or analyzing the performance in a consistent way, ideally
the <strong>GPU frequency on the target hardware should get locked</strong>. In order to do this, you need to do the following:</p>
<ol>
<li>Ensure your device is OEM unlocked. If your phone is carrier-locked, you may need
to wait a period, such as 60 or 90 days after activation to be eligible for unlocking.
Some phones don't support this at all. You will need to enable developer options
(e.g. Settings &gt; About Phone and tap the Build number 7 times). You need to go to
Settings &gt; System &gt; Developer options and toggle on "OEM unlocking".</li>
<li>Next, you need to unlock the phone. You will need to install Android SDK Platform
Tools on you computer, enable "USB debugging" in your phone's Settings &gt; System &gt; Developer options.</li>
<li>Connect the phone to the computer via a USB cable and run from the command line:
<pre><code class="language-shell">adb reboot bootloader
# once the phone is in bootloader mode, run the following to begin the unlocking
# process:
fastboot flashing unlock
</code></pre>
A warning will appear on your phone's screen. Use the volume buttons to navigate and
the power button to select the "Unlock the bootloader" option. The phone will perform
a factory data reset and reboot with an unlocked bootloader.</li>
<li>You would need to flash an image to the phone with root permissions, such as a *-userdebug or *-eng
build. One way to do this is with the <a href="https://flash.android.com/">Android Flash Tool</a>. Connect the
tool to your device and find a build to flash ending in <code>-userdebug</code> or <code>-eng</code>. Once you have that
selected run <code>Install build</code>.</li>
<li>Shell into your device as root and configure the gpu frequency to be locked, e.g.:
<pre><code class="language-shell">adb shell
su
# navigate to the system GPU directory. this varies on different phones. One phone might have
# it at /sys/class/kgsl/kgsl-3d0 and another might be in something similar, maybe with "mali" instead
# of "kgsl". At the time of writing this for the device at hand it was /sys/devices/platform/1f000000.mali
cd /sys/devices/platform/1f000000.mali
# get the current available GPU governors and frequencies.
# note that some systems may have these at gpu_available_governors and gpu_available_frequencies, but
# the system at the time of writing this had available_governors and available_frequences
cat available_governors
cat available_frequencies
# depending on the governors, you may want to set it prioritize performance over other things like
# battery. Some systems allow you to do this with something like (although, for the device used at the
# time of writing this did not have an equivalent option):
echo performance &gt; gpu_governor
# finally, lock your frequency in, usually to something high like 897 MHz. Some systems may have you
# pipe the value to gpu_min_freq and gpu_max_freq, but the system used at the time of writing this had:
echo 940000 &gt; hint_min_freq
echo 940000 &gt; hint_max_freq
# you can typically verify the GPU is running at that frequency consistently by running something like
# the following a few times over time, which should show the frequency you want to lock the device to:
cat cur_freq
</code></pre>
</li>
<li>You may need to re-apply the <code>hint_min_freq</code> just before starting the profiling trace and check before and after
that the frequency remained at the value expected. Some systems may adjust the frequency on you, but you
may want to ensure the frequency remains the same through the analysis.</li>
<li>The GPU frequency settings should be undone after restarting the device, but after you have done your app profiling,
you can revert the state of the device, such as the OS build image, back to the way you had it
initially, as needed.</li>
</ol>
</li>
<li>
<p>Build a release build of Filament with the applicable backend(s) enabled
<em>(+ any special flags for enabling sys strace. Nothing special is needed for Vulkan or WebGPU aside from
building a release build with no flags)</em> <em>(debug builds for this are useless)</em></p>
<pre><code class="language-shell"># the following command assumes you are in the root filament directory
# and ANDROID_HOME is exported (and possibly also CC and CXX on linux as needed)
#
# NOTE: to build with WebGPU support you need to explicitly include the -W flag
# (it doesn't get compiled in by default), e.g.:
# ./build.sh -W -p android,desktop -i release
#
# Note that you can speed this up a bit (and reduce disk space usage) by limiting the target to just
# the ABI you plan on testing with the -q flag, e.g. -q arm64-v8a. If you do this, you
# will need to update the android/gradle.properties file to specify the ABI(s) you are targeting
# with the com.google.android.filament.abis property.
# Thus, a build command that would target BOTH Vulkan AND WebGPU AND only target the ARM64 ABI would look something
# like:
# ./build.sh -W -q arm64-v8a -p android,desktop -i release
./build.sh -p android,desktop -i release
</code></pre>
</li>
<li>
<p>Connect your Android device to your computer via a USB cord with USB debugging enabled and configure
the system property to default to the desired backend, e.g.
<em>(to determine how these numbers map to the backends, see the <code>enum class Backend</code>
definition in <a href="../../../../filament/backend/include/backend/DriverEnums.h">filament/filament/backend/include/backend/DriverEnums.h</a>)</em>:</p>
<pre><code class="language-shell"># to set the backend to Vulkan:
adb shell setprop debug.filament.backend 2
# to set the backend to WebGPU:
adb shell setprop debug.filament.backend 4
# to view the current property:
adb shell getprop debug.filament.backend
</code></pre>
</li>
<li>
<p>Build and run a sample, e.g. sample-gltf-viewer, on your Android device
<em>(<a href="https://developer.android.com/studio">Android Studio</a> recommended)</em>.</p>
</li>
<li>
<p>Run <a href="https://developer.android.com/agi">AGI</a> and follow instructions to profile the app/system
with trace capture(s). See https://developer.android.com/agi/start for more details to
get started.</p>
<ul>
<li>We typically only run "Capture System Profiler trace" <em>(not necessarily "Capture Frame Profiler trace")</em></li>
<li>When configuring the trace:
<ul>
<li>For both the WebGPU and Vulkan backends configure the profiler for the Vulkan API
<em>(since WebGPU should be using Vulkan under the hood as well)</em></li>
<li>Running for ~1 seconds should suffice</li>
<li>Hit the "Configure" button in Trace objects, select "Switch to advanced mode" and add:
<pre><code>data_sources {
config {
name: "track_event"
track_event_config {
disabled_categories: "*"
enabled_categories: "filament/filament"
enabled_categories: "filament/jobsystem"
enabled_categories: "filament/gltfio"
}
}
}
</code></pre>
</li>
</ul>
</li>
<li>One you open the trace, zoom into a series of frames to get a sense of generally how long they typically take
<em>(use <code>W</code>, <code>S</code>, <code>A</code> and <code>D</code> keys and mouse wheel for navigation)</em> and find a representative one.
We are most interested in the performance of the
<code>FEngine::loop</code> thread, how long it takes, overlap in activities/processes/commands, reduction in queue submissions,
etc. Similarly, we can view GPU timeline as it relates to that. We want to see overlapping
shader invocations and non-interrupted fragment shader runs.</li>
</ul>
</li>
</ol>
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<h1 id="tests"><a class="header" href="#tests">Tests</a></h1>
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