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5 Commits
bjd/comman
...
rc/1.69.4
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551add7519 | ||
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b118ded3fa | ||
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b3d0416a65 | ||
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1d5f6cd6a9 | ||
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5e4c24a7f6 |
@@ -6,3 +6,5 @@
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appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
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## Release notes for next branch cut
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- engine: fix crash when using variance shadow maps
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@@ -31,7 +31,7 @@ repositories {
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}
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dependencies {
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implementation 'com.google.android.filament:filament-android:1.69.3'
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implementation 'com.google.android.filament:filament-android:1.69.4'
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}
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```
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@@ -50,7 +50,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
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iOS projects can use CocoaPods to install the latest release:
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```shell
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pod 'Filament', '~> 1.69.3'
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pod 'Filament', '~> 1.69.4'
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```
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## Documentation
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@@ -1,5 +1,5 @@
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GROUP=com.google.android.filament
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VERSION_NAME=1.69.3
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VERSION_NAME=1.69.4
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POM_DESCRIPTION=Real-time physically based rendering engine for Android.
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@@ -3623,6 +3623,8 @@ void OpenGLDriver::detachStream(GLTexture* t) noexcept {
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case StreamType::NATIVE:
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mPlatform.detach(t->hwStream->stream);
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// ^ this deletes the texture id
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// We still need to call unbind to update the bookkeeping.
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gl.unbindTexture(t->gl.target, t->gl.id);
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break;
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case StreamType::ACQUIRED:
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gl.unbindTexture(t->gl.target, t->gl.id);
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@@ -798,6 +798,12 @@ void FEngine::submitFrame() {
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void FEngine::flush() {
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// flush the command buffer
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flushCommandBuffer(mCommandBufferQueue);
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// In single-threaded mode, we have to call execute() to drain the command
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// buffer to really free up space
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if constexpr (!UTILS_HAS_THREADING) {
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execute();
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}
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}
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void FEngine::flushAndWait() {
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@@ -378,8 +378,14 @@ private:
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Variant variant = {}) const noexcept;
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bool isSharedVariant(Variant const variant) const {
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return (mDefinition.materialDomain == MaterialDomain::SURFACE) && !mIsDefaultMaterial &&
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!mDefinition.hasCustomDepthShader && Variant::isValidDepthVariant(variant);
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// HACK: The default material "should" have VSM | DEP, but then we'd have to compile it as a
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// lit material, which would increase binary size. Perhaps we could specially compile it
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// with this variant, but with the shader program cache in active development, the days of
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// the default material are numbered anyway.
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constexpr Variant::type_t vsmAndDep = Variant::VSM | Variant::DEP;
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return mDefinition.materialDomain == MaterialDomain::SURFACE && !mIsDefaultMaterial &&
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!mDefinition.hasCustomDepthShader && Variant::isValidDepthVariant(variant) &&
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(variant.key & vsmAndDep) != vsmAndDep;
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}
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mutable utils::FixedCapacityVector<backend::Handle<backend::HwProgram>> mCachedPrograms;
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@@ -1,12 +1,12 @@
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Pod::Spec.new do |spec|
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spec.name = "Filament"
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spec.version = "1.69.3"
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spec.version = "1.69.4"
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spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
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spec.homepage = "https://google.github.io/filament"
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spec.authors = "Google LLC."
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spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
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spec.platform = :ios, "11.0"
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spec.source = { :http => "https://github.com/google/filament/releases/download/v1.69.3/filament-v1.69.3-ios.tgz" }
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spec.source = { :http => "https://github.com/google/filament/releases/download/v1.69.4/filament-v1.69.4-ios.tgz" }
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spec.libraries = 'c++'
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@@ -94,7 +94,7 @@ public:
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} backend;
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struct {
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bool check_crc32_after_loading = false;
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bool enable_material_instance_uniform_batching = true;
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bool enable_material_instance_uniform_batching = false;
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bool enable_fog_as_postprocess = false;
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} material;
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} features;
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@@ -1,6 +1,6 @@
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{
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"name": "filament",
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"version": "1.69.3",
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"version": "1.69.4",
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"description": "Real-time physically based rendering engine",
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"main": "filament.js",
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"module": "filament.js",
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