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573 Commits

Author SHA1 Message Date
Powei Feng
fe2bb3d9a4 Merge branch 'rc/1.42.0' into release 2023-08-28 13:26:35 -07:00
Mathias Agopian
cd7973bdcf Revert "workaround another PowerVR compiler bug "
This reverts commit 58f96be2c4.

This caused material files to increase in size significantly. It turns
out that glslang has to generate a copy for each parameter that is
passed to a function as a non-const parameter.


This revert will break IMG devices again, but that should be the case
only on debug builds. Release builds lose the const qualifier by 
virtue of going through spirv. We'll try to address this some other 
way later.
2023-08-28 10:43:26 -07:00
Powei Feng
e63dc17f54 Fix missing createFence (#7076)
Continuing from #7072
2023-08-21 10:59:42 -07:00
Powei Feng
af338cf2ec Update MaterialEnums.h (#7098) 2023-08-21 10:52:25 -07:00
Benjamin Doherty
f1d8a04337 Bump version to 1.42.0 2023-08-15 17:13:50 -07:00
Benjamin Doherty
b13497e2a0 Merge branch 'rc/1.41.0' into release 2023-08-15 17:12:01 -07:00
Powei Feng
175c9f9966 Bump version to 1.41.0 2023-08-09 10:43:02 -07:00
Powei Feng
1a50420b46 Merge branch 'rc/1.40.5' into release 2023-08-09 10:32:50 -07:00
Powei Feng
bbad75a012 vulkan: fix fence initialization (#7038)
Previously, we have a VulkanSync with a default constructor that
allows us to have sync objects that returns error when
actual fences are not yet present.  We need to replicate that
with VulkanFence since sync objects have been removed from the
API.

Fixes #7034
2023-08-07 10:17:15 -07:00
Powei Feng
25c08f19e3 vulkan: fix TSAN in readpixels (#7023) (#7028) 2023-08-02 11:00:48 -07:00
Benjamin Doherty
59063fb7b4 Bump version to 1.40.5 2023-08-01 15:39:35 -07:00
Benjamin Doherty
71f60de0ad Merge branch 'rc/1.40.4' into release 2023-08-01 15:38:37 -07:00
Powei Feng
743661109d vulkan: fix TSAN in readpixels 2023-08-01 15:35:06 -07:00
Benjamin Doherty
5014cbb023 Bump version to 1.40.4 2023-07-26 12:53:47 -07:00
Benjamin Doherty
4142e7a1cf Merge branch 'rc/1.40.3' into release 2023-07-26 12:52:12 -07:00
Benjamin Doherty
a721e648b7 Bump version to 1.40.3 2023-07-17 15:50:20 -06:00
Benjamin Doherty
358e89ef08 Merge branch 'rc/1.40.2' into release 2023-07-17 15:49:29 -06:00
Benjamin Doherty
e023e90e7a Bump version to 1.40.2 2023-07-12 13:44:52 -07:00
Benjamin Doherty
a5b5b0c3a7 Merge branch 'rc/1.40.1' into release 2023-07-12 13:43:33 -07:00
Powei Feng
b7b4d3c295 Update Material version to match 1.40.1 2023-07-10 14:27:51 -07:00
Benjamin Doherty
a445c4e156 Merge branch 'rc/1.40.0' into release 2023-06-26 13:29:06 +08:00
Benjamin Doherty
1432c59499 Add missing atomic header 2023-06-26 13:23:38 +08:00
Benjamin Doherty
4c7c10fad0 Bump version to 1.40.1 2023-06-26 13:17:45 +08:00
Benjamin Doherty
7c8a0d1967 Bump MATERIAL_VERSION to 40 2023-06-26 10:33:02 +08:00
Powei Feng
11fbacea20 Update MaterialEnums.h to v39 2023-06-20 11:57:42 -07:00
Powei Feng
8cd70454c3 Update MaterialEnums.h to v39 2023-06-20 11:56:40 -07:00
Benjamin Doherty
1d988182fc Bump version to 1.40.0 2023-06-20 23:55:00 +08:00
Benjamin Doherty
dba49f00df Merge branch 'rc/1.39.0' into release 2023-06-20 23:45:04 +08:00
Ben Doherty
89c0b44da9 Re-enable Metal half conversion, only register SimplificationPasses for Metal (#6883) 2023-06-20 14:27:44 +08:00
Ben Doherty
4f450fd5c4 Temporarily disable Metal relaxed to half pass due to spirv-cross bug (#6880) 2023-06-20 14:27:37 +08:00
Mathias Agopian
f0943cfca2 align uniform buffer to 16 bytes
this is needed on armv7 because we use alignas to get strcture-alignment,
but that also implies (to the compiler) that the structure itself
is aligned properly.
2023-06-20 14:23:47 +08:00
Mathias Agopian
9aa52b79d4 helpers to fix jank when resizing a TextureView (#6889)
There was two related issues:
- we need to "latch" the new TextureView size when its resized. That
  can only be done by recreating the EGLSurface (i.e. recreating the
  SwapChain). UiHelper now calls onNativeWindowChanged in the case of
  the TextureView resize, so clients can recreate their SwapChain.
- we also needed to make sure that all current filament frames have
  finished to render (i.e. the last eglSwapBuffers has been called) so
  that they don't pick-up a new size (this happens after
  eglSwapBuffers) that doesn't match the viewport.

Fixes b/282220665
2023-06-12 23:13:48 -07:00
Powei Feng
a82125dbbd vulkan: minor fixes (#6874)
- flush() and wait() before destroying a swapchain
 - Make sure the debug marker extension is enabled under correct
   circumstances.
 - Change shared_ptrs to unique_ptrs and raw pointers.
 - Rename most teardown methods to terminate()
2023-06-07 11:45:09 -07:00
Benjamin Doherty
24fcb299b5 Bump version to 1.39.0 2023-06-07 11:32:33 -05:00
Benjamin Doherty
753aa9ca61 Merge branch 'rc/1.38.0' into release 2023-06-07 11:31:21 -05:00
Benjamin Doherty
a33eada7ec Bump version to 1.38.0 2023-06-07 11:29:02 -05:00
Benjamin Doherty
676a2be874 Correct MATERIAL_VERSION to 37 2023-06-05 17:20:18 -05:00
Powei Feng
c95d466cdd Fix missing include (#6858) 2023-06-01 16:28:05 -07:00
Powei Feng
3d8ac384ad Update MATERIAL_VERSION to 38 (#6852) (#6854) 2023-05-31 15:00:34 -07:00
Powei Feng
57424cc7e9 Merge branch 'rc/1.37.0' into release 2023-05-30 16:22:31 -07:00
Powei Feng
78fe4ba547 vulkan: allow for headless linux builds (#6836) 2023-05-24 17:19:42 -07:00
Benjamin Doherty
a3d25cd22b Bump version to 1.37.0 2023-05-15 16:57:27 -07:00
Benjamin Doherty
56bf841bac Merge branch 'rc/1.36.0' into release 2023-05-15 16:55:48 -07:00
Ben Doherty
dfdf0db794 Fix incorrect target passed to glBindFramebuffer (#6807) 2023-05-15 15:28:44 -07:00
Benjamin Doherty
bf6bd4eca8 Fix Android CI release build 2023-05-09 13:22:47 -04:00
Benjamin Doherty
36c69dda9c Fix Android CI release build 2023-05-09 13:22:20 -04:00
Benjamin Doherty
f14fdc11f5 Bump MATERIAL_VERSION to 36 2023-05-08 18:07:13 -04:00
Benjamin Doherty
0157487b1f Bump version to 1.36.0 2023-05-08 18:06:59 -04:00
Benjamin Doherty
1716c856c3 Merge branch 'rc/1.35.0' into release 2023-05-08 18:05:07 -04:00
Benjamin Doherty
31521c70c2 Fix Android CI release build 2023-05-01 18:45:34 -04:00
Benjamin Doherty
8cac90d81e Bump MATERIAL_VERSION to 35 2023-05-01 13:37:24 -04:00
Benjamin Doherty
388b4f5efb Bump version to 1.35.0 2023-05-01 13:36:40 -04:00
Benjamin Doherty
f9b5a7f301 Merge branch 'rc/1.34.0' into release 2023-05-01 13:35:16 -04:00
Benjamin Doherty
00c78cc225 Bump MATERIAL_VERSION to 34 2023-05-01 12:20:50 -04:00
Powei Feng
2bdb8b560c vulkan: fix RenderPass size (#6775) (#6776) 2023-04-27 14:09:46 -07:00
Benjamin Doherty
a974fddd4c Bump version to 1.34.0 2023-04-25 13:10:24 -04:00
Benjamin Doherty
83a3e243da Merge branch 'rc/1.33.0' into release 2023-04-25 13:09:13 -04:00
Benjamin Doherty
f286e308bf Bump version to 1.33.0 2023-04-19 14:11:43 -04:00
Benjamin Doherty
29af3be2e3 Merge branch 'rc/1.32.4' into release 2023-04-19 14:10:10 -04:00
Mathias Agopian
6623dcbebf fix specification constant injection in glsl
- boolean where handled as int
- always cast float to float()
2023-04-17 10:29:02 -04:00
Powei Feng
89dc43f361 vulkan: fix spec constant bool size 2023-04-17 10:28:44 -04:00
Ben Doherty
b77aac43ea Fix float spec constant formatting (#6731) 2023-04-17 10:28:24 -04:00
Benjamin Doherty
0d63fa02ee Fix build when exceptions disabled 2023-04-17 10:28:00 -04:00
Benjamin Doherty
e187bc442d Bump version to 1.32.4 2023-04-11 11:19:53 -07:00
Benjamin Doherty
d62268fbfb Merge branch 'rc/1.32.3' into release 2023-04-11 11:17:47 -07:00
Benjamin Doherty
3b73e3de60 Bump version to 1.32.3 2023-04-05 12:56:23 -07:00
Benjamin Doherty
7685736d6c Merge branch 'rc/1.32.2' into release 2023-04-05 12:55:12 -07:00
Benjamin Doherty
b8a3a7f221 Bump version to 1.32.2 2023-04-05 12:53:18 -07:00
Benjamin Doherty
732628acf5 Merge branch 'rc/1.32.1' into release 2023-03-21 15:48:49 -07:00
Powei Feng
7bd00d2b30 Revert "vulkan: async readPixels (#6605)" (#6644)
This reverts commit 6f25e8ae5a.

Reason for revert: breaks clients that were expecting synchronous readPixels for vulkan
2023-03-16 13:05:48 -07:00
Benjamin Doherty
0759797e61 Include atomic in VulkanCommands.h 2023-03-15 11:15:24 -07:00
Benjamin Doherty
fddc5160c7 Bump version to 1.32.1 2023-03-14 10:48:50 -07:00
Benjamin Doherty
2a579c460f Merge branch 'rc/1.32.0' into release 2023-03-14 10:46:27 -07:00
Ben Doherty
efdc801cff Vulkan: fix stack use-after-free (#6639) 2023-03-14 10:24:18 -07:00
Benjamin Doherty
dd654c575a Bump MATERIAL_VERSION to 32 2023-03-13 14:04:13 -07:00
Benjamin Doherty
0c2599b6ca Bump version to 1.32.0 2023-03-09 10:40:39 -08:00
Benjamin Doherty
979d6742e0 Merge branch 'rc/1.31.7' into release 2023-03-09 10:39:41 -08:00
Mathias Agopian
4a7a033d04 Fix timer query breakage on webgl 2023-03-08 12:33:11 -08:00
Ben Doherty
5c2bbcb4a1 Remove compute shader assertion in GLProgram 2023-03-08 10:56:24 -08:00
Benjamin Doherty
dec903a0ee Bump version to 1.31.7 2023-03-01 11:26:50 -08:00
Benjamin Doherty
e9475b322b Merge branch 'rc/1.31.6' into release 2023-03-01 11:24:13 -08:00
Benjamin Doherty
d9aead8aac Linux CI: use clang 14 2023-02-21 16:06:48 -08:00
Powei Feng
ce148ebeb1 Update linux clang to version 10 (#6556) 2023-02-21 16:00:07 -08:00
Powei Feng
e1315fbaa7 Update CI Ubuntu version 2023-02-21 15:57:00 -08:00
Benjamin Doherty
1690549392 Bump version to 1.31.6 2023-02-21 13:18:22 -08:00
Benjamin Doherty
c73710e343 Merge branch 'rc/1.31.5' into release 2023-02-21 13:16:47 -08:00
Benjamin Doherty
092a0489da Bump version to 1.31.5 2023-02-13 11:53:24 -08:00
Benjamin Doherty
1c6279366f Merge branch 'rc/1.31.4' into release 2023-02-13 11:51:37 -08:00
Benjamin Doherty
2ac85049a9 Bump version to 1.31.4 2023-02-01 11:55:09 -08:00
Benjamin Doherty
ea428a27d1 Merge branch 'rc/1.31.3' into release 2023-02-01 11:54:04 -08:00
Benjamin Doherty
3bef718238 Bump version to 1.31.3 2023-01-24 14:28:21 -08:00
Benjamin Doherty
e9daaa0503 Merge branch 'rc/1.31.2' into release 2023-01-24 14:27:02 -08:00
Benjamin Doherty
6d3ea21993 Bump version to 1.31.2 2023-01-18 14:25:45 -08:00
Benjamin Doherty
f39127605d Merge branch 'rc/1.31.1' into release 2023-01-18 14:23:59 -08:00
Ben Doherty
db476f00f7 Vulkan: fix stack-use-after-scope ASAN error in VulkanContext.cpp (#6463) 2023-01-18 11:59:10 -08:00
Powei Feng
e54d8ec0a4 [vulkan] enumerate: Returning size = 0 is ok (#6450) 2023-01-17 10:14:45 -08:00
Benjamin Doherty
b95ac854b4 Bump version to 1.31.1 2023-01-10 12:52:49 -05:00
Benjamin Doherty
96443f6dac Merge branch 'rc/1.31.0' into release 2023-01-10 12:50:52 -05:00
Benjamin Doherty
e5e3dff9fa Fix Windows CI build 2022-12-20 11:01:49 -07:00
Benjamin Doherty
31d9da38fd Fix CI build 2022-12-20 09:40:07 -07:00
Benjamin Doherty
c5a59bb6b1 Bump version to 1.31.0 2022-12-19 11:14:41 -08:00
Benjamin Doherty
e6854148d7 Merge branch 'rc/1.30.0' into release 2022-12-19 11:12:54 -08:00
Ben Doherty
001daf0350 Fix memory leak in Scene (#6387) 2022-12-16 14:38:38 -08:00
Mathias Agopian
d26c48110d Fix Android continuous and presubmit builds
Since cmake 3.25 LINUX is automatically set based on CMAKE_SYSTEM_NAME, 
which the android cmake files are setting to "Linux". This created an
inconsistant state in our build system.
2022-12-15 11:54:33 -08:00
Mathias Agopian
15a070f0c9 Fix unused variables in release builds 2022-12-12 11:17:42 -08:00
Mathias Agopian
93230b06cf Fix Android continuous and presubmit builds
Since cmake 3.25 LINUX is automatically set based on CMAKE_SYSTEM_NAME, 
which the android cmake files are setting to "Linux". This created an
inconsistant state in our build system.
2022-12-12 10:44:49 -08:00
Mathias Agopian
4c55fc3c48 fix TransformManager high precision mode
The residual would be corrupted when using transactions.
2022-12-12 10:06:18 -08:00
Mathias Agopian
a4797a631e Fix a WebGL program link failure
WebGL complained about:

Precisions of uniform block 'ShadowUniforms' member
'ShadowUniforms.shadows.texelSizeAtOneMeter' differ between VERTEX and
FRAGMENT shaders.


this field didn't have a precision qualifier, this might be specific to
WebGL or a Chrome bug, unsure. Either we fix it by specifying all
qualifiers.
2022-11-29 23:32:21 -08:00
Mathias Agopian
5868e857aa Fix a WebGL program link failure
WebGL complained about:

Precisions of uniform block 'ShadowUniforms' member 
'ShadowUniforms.shadows.texelSizeAtOneMeter' differ between VERTEX and 
FRAGMENT shaders.


this field didn't have a precision qualifier, this might be specific to
WebGL or a Chrome bug, unsure. Either we fix it by specifying all
qualifiers.
2022-11-29 23:31:03 -08:00
Benjamin Doherty
32ba063bd7 Fix CI build 2022-11-21 16:58:37 -08:00
Benjamin Doherty
02f0839f9b Bump version to 1.30.0 2022-11-21 15:45:27 -08:00
Benjamin Doherty
e50f3c4c91 Merge branch 'rc/1.29.0' into release 2022-11-21 15:44:36 -08:00
Ben Doherty
7ca15bfc16 Use GitHub script for release asset upload (#6308) 2022-11-21 15:39:55 -08:00
Benjamin Doherty
b7b7afb62a Bump version to 1.29.0 2022-11-09 16:43:08 -08:00
Benjamin Doherty
b8ff6a9ad9 Merge branch 'rc/1.28.3' into release 2022-11-09 16:38:02 -08:00
Ben Doherty
a1dcb4f259 Skip rendering renderables with missing geometry (#6281) 2022-11-09 16:35:31 -08:00
Benjamin Doherty
c3501393fd Fix RELEASE_NOTES 2022-11-09 16:34:42 -08:00
Benjamin Doherty
a03de75a4e Update Python requirements.txt to fix CI 2022-11-04 11:35:21 -07:00
Benjamin Doherty
0c3d59aba3 Update Python requirements.txt to fix CI 2022-11-03 16:15:29 -07:00
Benjamin Doherty
ce1987f291 Fix iOS build 2022-11-01 15:10:57 -04:00
Benjamin Doherty
7eae926ed7 Bump version to 1.28.3 2022-11-01 13:03:19 -04:00
Benjamin Doherty
606af52eda Merge branch 'rc/1.28.2' into release 2022-11-01 13:02:05 -04:00
Benjamin Doherty
8ea30aea80 Update RELEASE_NOTES for 1.28.2 2022-11-01 13:00:04 -04:00
Ben Doherty
72dea695ba Fix G3 reported ubsan warning (#6257) 2022-11-01 12:52:10 -04:00
daemyung jang
1c0cf56ed0 Fix glTF breaking issue (#6239) 2022-10-28 13:08:50 -04:00
Benjamin Doherty
bcb4eb35cd Bump version to 1.28.2 2022-10-25 13:09:21 -04:00
Benjamin Doherty
bce2676335 Merge branch 'rc/1.28.1' into release 2022-10-25 13:08:12 -04:00
Benjamin Doherty
510097d722 Force spirv-cross to keep Metal argument buffer equal sized 2022-10-25 12:10:54 -04:00
Ben Doherty
5784118a12 Fix, don't use encoder.device (#6212) 2022-10-20 13:08:04 -04:00
Ben Doherty
b5de0f2d23 Metal: fix simulator regression due to arg buffers (#6181) 2022-10-18 16:29:18 -04:00
Ben Doherty
04df3f4dad Metal: fix use-after-free ASAN error (#6203) 2022-10-18 16:29:12 -04:00
Benjamin Doherty
093ca4d623 Revert Android API_LEVEL change
glDispatchCompute requires Android API level 21, however bumping our
required minimum from 19 to 21 caused some clients' builds to fail.
Commenting-out that line for now to proceed with the 1.28.0 upgrade.
2022-10-18 16:28:58 -04:00
Mathias Agopian
a3ed1558d3 fix a directional light shadowing issue
the shadow frustum could be be smaller than expected.
2022-10-14 15:42:03 -07:00
Benjamin Doherty
fe379070ae Bump version to 1.28.1 2022-10-13 12:38:40 -04:00
Benjamin Doherty
ead0a2f597 Merge branch 'rc/1.28.0' into release 2022-10-13 12:37:07 -04:00
Benjamin Doherty
5dbc593f90 Fix assertion in ShadowMap due to vertexCount 2022-10-12 18:16:53 -04:00
Ben Doherty
d47dc12bf0 G3 fixes for 1.28.0 (#6174) 2022-10-12 14:48:37 -04:00
Philip Rideout
4392f63e57 Vulkan: fix black screen regression
The VulkanProgram constructor was bailing out early and emitting a
warning because it saw that one of the stages wasn't fulfilled.
However it's okay for a pipeline to be missing a compute program.

Fixes regression that started with fabba73b1.
2022-10-12 14:48:25 -04:00
Ben Doherty
f64b7aca79 Fix Metal argument buffer encoding (#6150) 2022-10-10 10:07:41 -07:00
Ben Doherty
3762ec5750 Fix Android release build (#6133) 2022-09-30 11:48:13 -07:00
Ben Doherty
4591fdd9c0 Fix Android release build (#6133) 2022-09-30 11:47:41 -07:00
Benjamin Doherty
d3068d2a0e Bump version to 1.28.0 2022-09-29 13:13:18 -07:00
Benjamin Doherty
ca0a4bc23a Merge branch 'rc/1.27.2' into release 2022-09-29 13:12:20 -07:00
Ben Doherty
433c163c61 Fixes for 1.27.2 release (#6125) 2022-09-29 13:08:39 -07:00
Mathias Agopian
c867fda883 don't attempt to use more texture units than present
to emulate the bindless API in the gl backend we always used the highest
texture unit available. However at feature level 3, we support up to 62
textures, so the that max was bumped to 62 -- however, where we're not
on a feature level 2 device, that texture unit doesn't exist.

Instead we now always use binding 31, which is guaranteed to exist by 
EGL's minspec.
2022-09-29 12:36:28 -07:00
Ben Doherty
566540ae6d Fix generic/Mutex.h not installed on Linux (#6117) 2022-09-28 16:49:03 -07:00
Benjamin Doherty
759f490dae Bump version to 1.27.2 2022-09-20 11:06:02 -07:00
Benjamin Doherty
867d4d44f5 Merge branch 'rc/1.27.1' into release 2022-09-20 11:04:58 -07:00
Ben Doherty
65747d5877 Update glslang to c0cf8ad87 (master) (#6076) 2022-09-19 12:38:05 -07:00
Benjamin Doherty
bd357f6076 Bump version to 1.27.1 2022-09-13 10:15:12 -07:00
Benjamin Doherty
9e960b7d45 Merge branch 'rc/1.27.0' into release 2022-09-13 10:14:24 -07:00
Ben Doherty
0c54d4a6a1 Add return case to fix G3 compiler error (#6062) 2022-09-12 12:34:56 -07:00
Philip Rideout
526e846a81 gltfio: fix crash when material is unspecified 2022-09-06 22:13:19 -04:00
Philip Rideout
8bcfa373d4 gltfio: do not clear out the texture slots too early.
This broke asyncGetLoadProgress() and caused WebGL to crash reliably
because ResourceLoader got destroyed too soon.

Bug was introduced with de7dfc2ea6.

I intend to cherry pick this to rc/1.27.0, which is where it was
introduced, so there's no need to update the release notes.
2022-09-06 22:09:25 -04:00
Ben Doherty
db9a0f2c1f Fix uberarchive not included in PodSpec (#6024) 2022-09-01 12:18:20 -04:00
Benjamin Doherty
646b1e2193 Bump version to 1.27.0 2022-08-31 12:04:55 -04:00
Benjamin Doherty
41bd30f81d Merge branch 'rc/1.26.0' into release 2022-08-31 12:04:08 -04:00
Mathias Agopian
bd626aea27 material instanced property must be false by default.
this fix auto-instancing.
2022-08-26 18:28:56 -04:00
Benjamin Doherty
8a03f75485 Bump version to 1.26.0 2022-08-23 12:07:33 -04:00
Benjamin Doherty
dc9594fbdf Merge branch 'rc/1.25.6' into release 2022-08-23 12:05:44 -04:00
Benjamin Doherty
fad0b533c0 Update RELEASE_NOTES for 1.25.6 2022-08-23 12:03:28 -04:00
Benjamin Doherty
4d773e9453 Bump version to 1.25.6 2022-08-16 11:03:07 -07:00
Benjamin Doherty
e0c610b013 Merge branch 'rc/1.25.5' into release 2022-08-16 11:01:04 -07:00
Benjamin Doherty
0da4f36c33 Bump version to 1.25.5 2022-08-16 10:54:00 -07:00
Ben Doherty
11d17e1db3 Fix SamplerGroup update issue (#5928) 2022-08-16 10:47:18 -07:00
Philip Rideout
b8c318d923 WASM: Allow clients to enable pthreads.
Filament does not yet fully support threads with WASM, but this is a
baby step in that direction.

To enable experimental pthreads support, enable the WEBGL_PTHREADS CMake
option. This will enable pthreads support in `gltfio` and `utils`, which
is known to work, but not when served with GitHub Pages.

The web server must emit COOP, COEP and CORP headers, so our build
instructions now recommend the use of `emrun` for local testing.

This also changes our demos so that they do not use unpkg, which
does not work when using `emrun`, due to cross-origin restrictions.
2022-08-12 15:43:28 -07:00
Philip Rideout
e563cc6f5e gltfio: add 'detach' methods to allow ownership transfer
These new methods allow gltfio to be integrated into internal Google
libraries.
2022-08-09 14:37:44 -07:00
Benjamin Doherty
cb8914ab96 Merge branch 'rc/1.25.4' into release 2022-08-02 11:47:52 -07:00
Alan Eneev
2fecda7bdc Headless EGL: Fallback to a 24-bit depth buffer 2022-07-29 10:10:46 -07:00
Alan Eneev
543d8efb25 Fix PlatformEGLHeadless build and add a build.sh option to build EGL
I have disabled building SDL with headless EGL, because
SDL_config_minimal.h doesn't work with EGL, and I don't know how to
implement a an SDL config that would work with EGL.

I have verified that this works in a separate project, and that it
compiles in this project.

```
$ ./build.sh -e release
$ find ./out/ -name "*EGL*"
./out/cmake-release/filament/backend/CMakeFiles/backend.dir/src/opengl/platforms/PlatformEGL.cpp.o
./out/cmake-release/filament/backend/CMakeFiles/backend.dir/src/opengl/platforms/PlatformEGLHeadless.cpp.o
./out/cmake-release/libs/bluegl/CMakeFiles/bluegl.dir/src/BlueGLLinuxEGL.cpp.o
```
2022-07-29 10:10:40 -07:00
Benjamin Doherty
396b1079a7 Bump version to 1.25.4 2022-07-26 09:57:34 -07:00
Benjamin Doherty
eedcd9f8cb Merge branch 'rc/1.25.3' into release 2022-07-26 09:56:22 -07:00
Ben Doherty
ab252b210c Fix config object related build failures (#5814) 2022-07-26 09:51:55 -07:00
Benjamin Doherty
1071b8ea90 Bump version to 1.25.3 2022-07-18 15:15:03 -07:00
Benjamin Doherty
a9c5bbf185 Merge branch 'rc/1.25.2' into release 2022-07-18 15:14:02 -07:00
Philip Rideout
8dd4bff7a7 gltfio: minor fixups to prep for g3 integration. 2022-07-18 15:11:36 -07:00
Philip Rideout
77c54446af gltfio: use openLocalTransformTransaction API. 2022-07-18 15:11:30 -07:00
Benjamin Doherty
4a0bc0af57 Bump version to 1.25.2 2022-07-11 15:51:55 -07:00
Benjamin Doherty
a171e75e70 Merge branch 'rc/1.25.1' into release 2022-07-11 15:50:10 -07:00
Benjamin Doherty
f5ffa092fe Bump version to 1.25.1 2022-07-06 19:09:34 -07:00
Benjamin Doherty
8de5fdd551 Merge branch 'rc/1.25.0' into release 2022-07-06 19:07:42 -07:00
Benjamin Doherty
ecca3abe98 Bump version to 1.25.0 2022-07-01 12:09:29 -07:00
Benjamin Doherty
8570e35224 Merge branch 'rc/1.24.0' into release 2022-07-01 12:08:48 -07:00
Benjamin Doherty
84df9f9a03 Update version to 1.24.0 2022-07-01 12:03:38 -07:00
Benjamin Doherty
5f93fb9613 Update RELEASE_NOTES for 1.24.0 2022-06-30 16:37:03 -07:00
Benjamin Doherty
75f77fdbdd Metal: Allow Filament to disregard MTLTexture pixelFormat when importing 2022-06-30 16:04:28 -07:00
Ben Doherty
7825d582c2 CocoaPods: include uberz library (#5752) 2022-06-30 14:07:55 -07:00
Ben Doherty
5deb0ba933 CocoaPods: include uberz library (#5752) 2022-06-30 14:04:02 -07:00
Philip Rideout
18e917aaf2 ImGuiHelper: add support for Y flip. (#5748)
Reflects a change from Betty and should be cherry picked to v1.23.3

Users could customize the ImGuiHelper camera, but they had no control
over the scissor coordinates. This allows them to use vertically flipped
coordinates, which, unfortunately, is required for MediaPipe
integration.
2022-06-30 12:05:53 -07:00
Benjamin Doherty
a165f3890a Vulkan: Support VMA_DYNAMIC_VULKAN_FUNCTIONS off 2022-06-21 15:09:26 -07:00
Philip Rideout
f88b6d9c97 Do not trigger UB with string_view. 2022-06-20 21:11:52 -07:00
Mathias Agopian
db8ecd9952 configure render primitive pool so it works with msvc
a 64 bytes pool seems to work with both clang and msvc, unfortunately,
c++ doesn't let us know the allocator object size at compile time
for map containers, so we have to guess.
2022-06-16 13:13:33 -07:00
Benjamin Doherty
b5ec06c2d2 Fix build breakage 2022-06-15 17:05:53 -07:00
Benjamin Doherty
dfbac8385e Merge branch 'rc/1.23.2' into release 2022-06-15 11:49:06 -07:00
Ben Doherty
eaab737b2c NoopDriver: return unique handles (#5697) 2022-06-15 11:28:08 -07:00
Benjamin Doherty
45991cda0a Update RELEASE_NOTES for 1.23.2 2022-06-13 15:27:03 -07:00
Philip Rideout
09a016bb6f Remove an 'API Change' warning from one item. 2022-06-09 14:33:49 -07:00
Benjamin Doherty
31607d355d Bump version to 1.23.2 2022-06-06 15:18:57 -07:00
Benjamin Doherty
a67d50b9e2 Merge branch 'rc/1.23.1' into release 2022-06-06 15:16:53 -07:00
Benjamin Doherty
8d42f53c80 Update RELEASE_NOTES for 1.23.1 2022-06-06 15:14:59 -07:00
Benjamin Doherty
5e21a55bce Revert "iOS: implement headleass swapchain (#5486)"
This reverts commit 0e5ba60cb6.

This causes issues in G3, still need to investigate the root cause.
2022-06-06 13:17:04 -07:00
Benjamin Doherty
85930ea2e8 Bump version to 1.23.1 2022-06-01 14:58:29 -07:00
Benjamin Doherty
4b3cde8b39 Merge branch 'rc/1.23.0' into release 2022-06-01 14:55:20 -07:00
Benjamin Doherty
eedfa85355 Update RELEASE_NOTES for 1.23.0 2022-06-01 14:54:50 -07:00
Benjamin Doherty
bb54c6c807 Release Filament 1.23.0 2022-06-01 14:53:48 -07:00
Benjamin Doherty
c23f905858 Update RELEASE_NOTES for 1.23.0 2022-06-01 14:53:23 -07:00
Benjamin Doherty
8c7be0a1d0 Revert "iOS: implement headleass swapchain (#5486)"
This reverts commit 0e5ba60cb6.

This causes issues in G3, still need to investigate the root cause.
2022-05-31 11:29:38 -07:00
Benjamin Doherty
878497b3d5 Bump version to 1.23.0 2022-05-24 15:19:51 -07:00
Benjamin Doherty
a155561769 Merge branch 'rc/1.22.2' into release 2022-05-24 15:17:55 -07:00
Benjamin Doherty
8b86a0ed2e Revert "iOS: implement headleass swapchain (#5486)"
This reverts commit 0e5ba60cb6.

This causes issues in G3, still need to investigate the root cause.
2022-05-24 20:13:10 +00:00
Benjamin Doherty
26f9a9b122 Update RELEASE_NOTES for 1.22.2 2022-05-23 12:40:47 -07:00
Ben Doherty
6e5f6978fb Add ktxreader and viewer libs to CocoaPods (#5573) 2022-05-18 16:24:51 -07:00
Ben Doherty
0d31d7b2de Add ktxreader and viewer libs to CocoaPods (#5573) 2022-05-18 16:13:26 -07:00
Benjamin Doherty
dd862b7e0a Bump version to 1.22.2 2022-05-17 18:03:38 -07:00
Benjamin Doherty
52065f2cbd Merge branch 'rc/1.22.1' into release 2022-05-17 18:01:37 -07:00
Benjamin Doherty
77c02d5831 Update RELEASE_NOTES for 1.22.1 2022-05-17 17:51:37 -07:00
Ben Doherty
f7e4c8d16d Add package name back to AndroidManifest.xml to fix G3 (#5569) 2022-05-17 17:51:21 -07:00
Philip Rideout
b7410474ff Workaround: partially revert "don't issue a flush..."
This is a temporary workaround for a memory corruption issue observed on
some devices from a specific vendor. We will try to make this workaround
more targeted in a subequent change.

Partial revert for b2cdf9f2b4.
2022-05-16 10:39:55 -07:00
Benjamin Doherty
384cc4ebf6 Bump version to 1.22.1 2022-05-09 13:09:39 -07:00
Benjamin Doherty
7c0643f122 Merge branch 'rc/1.22.0' into release 2022-05-09 13:07:07 -07:00
Benjamin Doherty
58abae3067 Release Filament 1.22.0 2022-05-09 13:07:02 -07:00
Benjamin Doherty
4742693869 Update RELEASE_NOTES for 1.22.0 2022-05-09 13:04:55 -07:00
Benjamin Doherty
6c39e474ea Bump version to 1.22.0 2022-05-02 13:19:43 -04:00
Benjamin Doherty
5c8977c906 Merge branch 'rc/1.21.3' into release 2022-05-02 13:18:06 -04:00
Benjamin Doherty
6b3cc2e2f3 Update RELEASE_NOTES for 1.21.3 2022-05-02 13:12:51 -04:00
Ben Doherty
76b2edd6ea Move toCompressedFilamentEnum to Ktx1Reader header (#5493) 2022-04-29 14:50:24 -04:00
Benjamin Doherty
8ebb37d011 Bump version to 1.21.3 2022-04-25 16:58:19 -04:00
Benjamin Doherty
3366db83ef Merge branch 'rc/1.21.2' into release 2022-04-25 16:57:25 -04:00
Benjamin Doherty
5415254aac Update RELEASE_NOTES for 1.21.2 2022-04-25 16:50:53 -04:00
Benjamin Doherty
caacc61602 Bump version to 1.21.2 2022-04-13 10:21:09 -06:00
Benjamin Doherty
e902df19b2 Merge branch 'rc/1.21.1' into release 2022-04-13 10:15:50 -06:00
Benjamin Doherty
40b372dda7 Update RELEASE_NOTES for 1.21.1 2022-04-12 14:36:26 -06:00
Ben Doherty
fd330a98aa Releases: specify Python dependencies in requirements.txt file (#5402) 2022-04-08 14:35:51 -07:00
Ben Doherty
90c23a7d5d Correctly prepare color grading as subpass programs (#5384) 2022-04-04 13:24:01 -07:00
Benjamin Doherty
5710304114 Bump version to 1.21.1 2022-04-04 13:03:39 -07:00
Benjamin Doherty
0f684820bc Merge branch 'rc/1.21.0' into release 2022-04-04 13:01:35 -07:00
Benjamin Doherty
e1d2d6ade6 Update RELEASE_NOTES for 1.21.0 2022-04-04 12:58:54 -07:00
Mathias Agopian
e0b6f2ca71 Change version number to 1.21.0 2022-04-04 12:41:38 -07:00
Benjamin Doherty
2a35ee279b Bump version to 1.20.6 2022-03-28 18:47:38 -07:00
Benjamin Doherty
5abf780360 Merge branch 'rc/1.20.5' into release 2022-03-28 18:45:34 -07:00
Benjamin Doherty
181f158ea9 Update RELEASE_NOTES for 1.20.5 2022-03-28 18:42:41 -07:00
Benjamin Doherty
f4087fc81d Bump version to 1.20.5 2022-03-21 14:45:34 -07:00
Benjamin Doherty
82793f9b82 Merge branch 'rc/1.20.4' into release 2022-03-21 14:43:15 -07:00
Benjamin Doherty
537576e84a Update RELEASE_NOTES for 1.20.4 2022-03-21 14:42:35 -07:00
Benjamin Doherty
375d1f55e3 Release Filament 1.20.4 2022-03-21 14:38:14 -07:00
Benjamin Doherty
597218963f Update RELEASE_NOTES for 1.20.4 2022-03-21 14:37:17 -07:00
Philip Rideout
0d29b3ddc8 WebGL endFrame: restore additional default state. 2022-03-21 09:43:45 -07:00
Philip Rideout
e0e3b42623 WebGL: reset VAO and texture bindings when frame ends. 2022-03-21 09:43:33 -07:00
Benjamin Doherty
0995ca6614 Bump version to 1.20.4 2022-03-14 14:19:36 -07:00
Benjamin Doherty
3d741fc8d4 Merge branch 'rc/1.20.3' into release 2022-03-14 14:17:54 -07:00
Benjamin Doherty
c20772b458 Update RELEASE_NOTES for 1.20.3 2022-03-10 12:56:56 -08:00
Benjamin Doherty
4a6b659098 Bump version to 1.20.3 2022-03-07 14:12:28 -08:00
Benjamin Doherty
2b93f08ca5 Merge branch 'rc/1.20.2' into release 2022-03-07 14:10:07 -08:00
Benjamin Doherty
fca62b8fff Update RELEASE_NOTES for 1.20.2 2022-03-07 14:08:41 -08:00
Benjamin Doherty
dee6d9de2c Bump version to 1.20.2 2022-03-02 15:51:38 -08:00
Benjamin Doherty
574e3e7521 Merge branch 'rc/1.20.1' into release 2022-03-02 15:47:21 -08:00
Ben Doherty
29fdf82ac5 Make VulkanContext compatible with vk_mem_alloc dev 2022-03-02 12:10:20 -08:00
Benjamin Doherty
c8cf2a54e8 Update RELEASE_NOTES for 1.20.1 2022-03-02 11:47:51 -08:00
Ben Doherty
bfd32e67d4 Apply some clang-tidy fixes (#5281) 2022-03-02 11:43:51 -08:00
Benjamin Doherty
95915367fa Bump version to 1.20.1 2022-02-24 13:59:17 -08:00
Benjamin Doherty
b769cfda62 Merge branch 'rc/1.20.0' into release 2022-02-24 13:57:10 -08:00
Benjamin Doherty
40ac88dfed Bump MATERIAL_VERSION to 20 2022-02-24 13:53:43 -08:00
Benjamin Doherty
6d96082f07 Bump version to 1.20.0 2022-02-24 13:53:43 -08:00
Benjamin Doherty
21f913db1c Update RELEASE_NOTES for 1.20.0 2022-02-24 13:53:42 -08:00
Ben Doherty
699a578966 Add SSR variant filter to matc (#5256) 2022-02-24 10:36:06 -08:00
Philip Rideout
babbfa1394 Vulkan: remove layout checks from SwapChain.
These asserts will come back in the next Filament release, which has
much cleaner layout tracking.
2022-02-23 13:48:13 -08:00
Philip Rideout
73f0d58e10 Vulkan: fix backend tests (especially ReadPixels Y flip). 2022-02-23 11:18:29 -08:00
Philip Rideout
9cb4b74bbd Fix web apps that have multiple Filament viewers.
This fixes the emscripten binding errors that we've been seeing
with the <filament-viewer> test page, which prevented us from
including web in the last few Filament releases.

The binding errors were caused by double-initializing the emscripten
module.

I fixed this by allowing clients (e.g. FilamentViewer) to call
Filament.init() more than once. We now accumulate a list of "on ready"
callbacks that get triggered after the emscripten module becomes ready.

As far as I can tell, multiple canvases were actually always broken, and
the viewer test page worked in the past only because we got lucky.
2022-02-22 16:12:13 -08:00
Ben Doherty
f2c8456971 Attempt to fix Windows CI builds (#5205) 2022-02-15 11:12:19 -08:00
Benjamin Doherty
e571600c30 Bump version to 1.19.1 2022-02-14 13:48:59 -08:00
Benjamin Doherty
e84c94d3eb Merge branch 'rc/1.19.0' into release 2022-02-14 13:46:45 -08:00
Benjamin Doherty
e791d4818f Update RELEASE_NOTES for 1.19.0 2022-02-14 13:45:28 -08:00
Philip Rideout
cdadb43e50 WebGL: another fix for BufferDescriptor bindings.
The previous code would convert each element of the source data
into 8 bit-per-element, but we wnat to preserve the original format
that the user provides.

The new solution is to use `slice()` which is a robust way to clone
all the data in a typed array.

This fixes the new regression with Triangle that Ben caught.
2022-02-09 15:44:26 -08:00
Philip Rideout
edaff60fbf WebGL: remove buffer sharing optimization.
If emscripten grows the heap inside one of our BufferDescriptor binding
functions, then the old heap becomes "detached" and an error can
occur.

This fixes the issue seen with the Parquet demo that Ben caught.
2022-02-09 12:51:06 -08:00
Benjamin Doherty
3f64e46557 Bump version to 1.19.0 2022-02-08 09:27:14 -08:00
Benjamin Doherty
32dab23bc6 Update RELEASE_NOTES for 1.18.0 2022-02-08 09:25:41 -08:00
Benjamin Doherty
362de7dd31 Merge branch 'rc/1.18.0' into release 2022-02-08 09:22:21 -08:00
Benjamin Doherty
6b01fbb903 Correct version to 1.18.0 2022-02-08 09:08:49 -08:00
Philip Rideout
4934d9f7bc Vulkan: fix leak when apps do not draw anything. 2022-02-07 14:27:06 -08:00
Ben Doherty
ed73955b00 Initialize useLegacyMorphing to fix MSAN warning (#5164) 2022-02-07 11:28:03 -08:00
Ben Doherty
3f1f2726c4 Add a MAX_LEGACY_MORPH_TARGETS definition (#5163) 2022-02-07 11:27:45 -08:00
Philip Rideout
1a7bd7ea8d Rewrite VulkanPipelineCache (without changing its API).
All three types of caches (descriptor sets, pipelines, and pipeline
layouts) are now managed in exactly the same way. They all use an LRU
eviction scheme that is based on a count of command buffer flush
events.

Vulkan objects can only be destroyed if there are no in-flight command
buffers that reference them, so an easy way to know when it is safe to
evict a given entry is to wait for "N" flushes after its last use, where
"N" is the number of command buffers in the command buffer ring.

Another big simplification is that there are no more dirty flags,
instead we store two sets of state vectors for each type of cache: the
"currently bound" state, and the "current requirements" state.
2022-02-03 17:37:40 -08:00
Ben Doherty
946ea43436 Fix sampler overflow check in SamplerBindingMap (#5143) 2022-02-02 11:04:48 -08:00
Philip Rideout
7f42385f5f VulkanPipelineCache: fix spurious SEGV.
Fixes #5142 by replacing unsafe pointers with map keys.

One of the differences between robin_map and unordered_map is the
following:

    pointers to keys or values in the map are invalidated in the same
    way as iterators to these keys-values

Therefore it is unsafe to track the pointer to a value that is stored
in a robin_map.
2022-02-01 16:34:34 -08:00
Philip Rideout
8845ac2b75 VulkanPipelineCache: code cleanup and minor fixes.
This is mostly just code cleanup. One actual bug was the fact that the
dummy sampler was re-created every time a new pipeline layout was
created.

It also felt strange to use `auto&` to refer to a C-style array. I
changed this into a `std::array` which is more consistent with other
fixed size arrays in this class.
2022-02-01 16:34:27 -08:00
Ben Doherty
da85001d4d Support legacy morphing (#5129)
Support legacy morphing (morphing with targets supplied via VertexAttributes) for older clients. This gives clients more time to transition over to the new MorphTargetBuffer API.
2022-01-27 16:08:46 -08:00
Mathias Agopian
8d15079937 update material version to 18 2022-01-26 14:32:46 -08:00
daemyung jang
adc542b5cd Bind samplers to specified shader stages (#5036)
Co-authored-by: Ben Doherty <bendoherty@google.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
2022-01-26 14:31:30 -08:00
Philip Rideout
72feb044a3 Vulkan now supports offsets when uploading texture data.
This allows `MorphStressTest` to work on Vulkan.

However, `Horse` is still broken because it provides positions but not
tangents.  Separate fix for that is coming.

Partial fix for #5109.
2022-01-26 14:31:00 -08:00
Philip Rideout
c0ba260ddf Vulkan: clean up image layout management.
This fixes validation errors and makes a first pass at simplification.
VulkanTexture now tracks image layout using RangeMap, which paves the
way for further simplification.
2022-01-26 14:30:45 -08:00
Philip Rideout
2da215e8e7 RangeMap: improve naming convention, etc. 2022-01-26 14:30:23 -08:00
Philip Rideout
4d0368b5f1 RangeMap: improve the auto-merge functionality. 2022-01-26 14:30:09 -08:00
Philip Rideout
d11c78857d utils: introduce RangeMap container and unit test.
This will allow the Vulkan backend to efficiently track the subresource
image layouts for each texture.

This is a sparse container for a series of ordered non-overlapping
integer intervals, where each interval maps to a concrete value.
2022-01-26 14:29:45 -08:00
Mathias Agopian
e829d90c4a A morphing buffer must be bound when skinning is active
This is because we're using the same program variant for skinning
and morphing, in the skinning-only case, the buffer won't be accessed
in the shader, but it must be present.

fixes #5085
2022-01-26 14:20:25 -08:00
Mathias Agopian
a8006acd33 [GL backend] fix sampler binding bug
When a program had an unused SamplerInterfaceBlock, other samplers
could be bound to the wrong TMU

Fixes #5088
2022-01-26 14:20:12 -08:00
Benjamin Doherty
86ec502040 Bump version to 1.17.1 2022-01-24 12:52:22 -08:00
Benjamin Doherty
b19a73cc50 Merge branch 'rc/1.17.0' into release 2022-01-24 12:50:22 -08:00
Benjamin Doherty
a99c695932 Update RELEASE_NOTES for 1.17.0 2022-01-24 12:45:05 -08:00
Benjamin Doherty
8cd720b53a Bump version to 1.17.0 2022-01-18 13:54:40 -08:00
Benjamin Doherty
04df79e58f Merge branch 'rc/1.16.1' into release 2022-01-18 13:53:02 -08:00
Benjamin Doherty
a4b3717762 Update RELEASE_NOTES for 1.16.1 2022-01-18 13:48:36 -08:00
Benjamin Doherty
1035e442ee Bump version to 1.16.1 2022-01-10 10:47:46 -08:00
Benjamin Doherty
60d3638f15 Merge branch 'rc/1.16.0' into release 2022-01-10 10:44:36 -08:00
Benjamin Doherty
3e7d3c9035 Update RELEASE_NOTES for 1.16.0 2022-01-10 10:41:14 -08:00
jeanlemotan
eb360be2ad Fixed cubemap update 2022-01-10 10:34:49 -08:00
Benjamin Doherty
485ac8704d Bump version to 1.16.0 2022-01-04 11:55:19 -08:00
Benjamin Doherty
dc74540423 Merge branch 'rc/1.15.2' into release 2022-01-04 11:53:02 -08:00
Benjamin Doherty
96219c22db Update RELEASE_NOTES for 1.15.2 2022-01-04 11:49:50 -08:00
Romain Guy
f3b7048775 Add missing JNI impl (#4959) 2022-01-04 11:43:19 -08:00
Romain Guy
aaed6fb376 Fix rounding math 2022-01-04 11:43:13 -08:00
Romain Guy
35a5d3310f Fix preprocessor test 2021-12-13 13:53:20 -07:00
Benjamin Doherty
9da79a1d2d Bump version to 1.15.2 2021-12-13 11:08:28 -07:00
Benjamin Doherty
595b355d1b Merge branch 'rc/1.15.1' into release 2021-12-13 11:06:45 -07:00
Benjamin Doherty
3a67d769f4 Update RELEASE_NOTES for 1.15.1 2021-12-06 16:54:28 -08:00
Benjamin Doherty
6fb536a937 Bump version to 1.15.1 2021-12-06 11:17:37 -08:00
Benjamin Doherty
bb460d78d8 Merge branch 'rc/1.15.0' into release 2021-12-06 11:14:00 -08:00
Benjamin Doherty
838835a715 Update RELEASE_NOTES for 1.15.0 2021-12-02 11:52:04 -08:00
Romain Guy
63acd53e23 Use __ANDROID__ instead of ANDROID 2021-11-30 11:15:49 -08:00
Romain Guy
fcd2d0457b Workaround for a build system issue 2021-11-30 11:15:42 -08:00
Benjamin Doherty
58fc26461b Bump version to 1.15.0 2021-11-29 14:08:28 -08:00
Benjamin Doherty
fd82f6b04e Merge branch 'rc/1.14.2' into release 2021-11-29 14:07:03 -08:00
Benjamin Doherty
cef3200533 Add additional RELEASE_NOTES for 1.14.2 2021-11-29 10:21:56 -08:00
Ben Doherty
634500c398 Fix, avoid divide-by-zero inside makeBone (#4889) 2021-11-24 16:29:33 -08:00
Ben Doherty
b3e294ac54 Fix Metal depth comparison initialization (#4886) 2021-11-23 12:09:43 -08:00
Benjamin Doherty
2bf7535ad0 Update RELEASE_NOTES for 1.14.2 2021-11-22 10:16:00 -08:00
Benjamin Doherty
3315f75de9 Bump version to 1.14.2 2021-11-22 10:12:44 -08:00
Benjamin Doherty
bbe7dbfa92 Merge branch 'rc/1.14.1' into release 2021-11-22 10:11:06 -08:00
Benjamin Doherty
5697922a65 Update RELEASE_NOTES for 1.14.1 2021-11-17 12:04:26 -08:00
Ben Doherty
4da83df2b9 Fix material compilation error with device vertex domain (#4865)
A recent refactor was causing the following error when the vertex domain
was set to `device`:
```
ERROR: main.vs:23: 'material' : undeclared identifier
ERROR: main.vs:23: 'materialVertex' : no matching overloaded function found
```
2021-11-17 12:03:55 -08:00
Ben Doherty
8f156d6588 Android: re-enable VSM cascade fix (#4863) 2021-11-17 10:19:09 -08:00
Benjamin Doherty
cec0871c11 Bump version to 1.14.1 2021-11-15 10:09:45 -08:00
Benjamin Doherty
41a809368b Merge branch 'rc/1.14.0' into release 2021-11-15 10:07:56 -08:00
Romain Guy
ea53eb9290 Skip task incompatible with configuration caching (#4831) 2021-11-09 15:56:00 -08:00
Benjamin Doherty
05875057c9 Update RELEASE_NOTES for 1.14.0 2021-11-09 15:51:13 -08:00
Benjamin Doherty
44125926d1 Disable configuration-cache 2021-11-08 17:05:34 -08:00
Benjamin Doherty
60734349de Bump version to 1.14.0 2021-11-08 11:52:50 -08:00
Benjamin Doherty
fbfd5ec0ec Merge branch 'rc/1.13.0' into release 2021-11-08 11:50:19 -08:00
Ben Doherty
a74a95cc65 Call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (better fix) (#4779) 2021-11-04 13:28:17 -07:00
Benjamin Doherty
bc0ea16ff0 Update RELEASE_NOTES for 1.13.0 2021-11-02 13:15:53 -07:00
Mathias Agopian
b2dc8aa84c Fix typo that broke the directional shadowmap 2021-11-02 13:11:44 -07:00
Benjamin Doherty
9987e8b6ab Bump version to 1.13.0 2021-11-01 14:59:11 -07:00
Benjamin Doherty
0d9bdcc008 Merge branch 'rc/1.12.11' into release 2021-11-01 14:55:58 -07:00
Benjamin Doherty
b5c634045e Update RELEASE_NOTES for 1.12.11 2021-10-28 16:13:50 -07:00
Ben Doherty
1f05531d53 Call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (better fix) (#4779) 2021-10-28 16:02:23 -07:00
Benjamin Doherty
88f382f0e3 Revert "refactor colorgrading materials"
This reverts commit fb86a77cf8.
2021-10-28 15:56:50 -07:00
Benjamin Doherty
3e59925900 Remove problematic configuration-cache setting for release build 2021-10-28 15:56:26 -07:00
Benjamin Doherty
ea404f8d4f Remove problematic configuration-cache setting for release build 2021-10-26 10:09:51 -07:00
Benjamin Doherty
602a550d93 Bump version to 1.12.11 2021-10-25 12:30:37 -07:00
Benjamin Doherty
12abbe2d23 Merge branch 'rc/1.12.10' into release 2021-10-25 11:06:18 -07:00
Benjamin Doherty
fb0ee97588 Update RELEASE_NOTES for 1.12.10 2021-10-25 11:00:06 -07:00
Ben Doherty
56ef48c9c3 Fix, call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (#4749) 2021-10-25 10:39:24 -07:00
Benjamin Doherty
47c3dd3dd1 Revert "refactor colorgrading materials"
This reverts commit fb86a77cf8.
2021-10-25 10:37:52 -07:00
Benjamin Doherty
c181648bfa Bump version to 1.12.10 2021-10-20 12:15:51 -07:00
Benjamin Doherty
0cf78b3abe Merge branch 'rc/1.12.9' into release 2021-10-20 12:12:33 -07:00
Ben Doherty
22889a7ad9 Fix VirtualMachineEnv.cpp with older JNI versions (#4752) 2021-10-20 11:16:55 -07:00
Ben Doherty
a14451d0ac Fix, call VirtualMachineEnv::JNI_OnLoad for non-Android Java builds (#4749) 2021-10-20 10:41:34 -07:00
Benjamin Doherty
5dfdab10b7 Revert "refactor colorgrading materials"
This reverts commit fb86a77cf8.
2021-10-19 16:13:21 -07:00
Benjamin Doherty
d6f2e3b8e9 Update RELEASE_NOTES for 1.12.9 2021-10-14 18:22:20 -07:00
Benjamin Doherty
df30517743 Bump version to 1.12.9 2021-10-11 11:06:43 -07:00
Benjamin Doherty
8f80643c1a Merge branch 'rc/1.12.8' into release 2021-10-11 11:02:56 -07:00
Benjamin Doherty
5aea9be2fb Update RELEASE_NOTES for 1.12.8 2021-10-07 11:03:45 -07:00
Benjamin Doherty
ad02e483d0 Bump version to 1.12.8 2021-10-04 10:26:57 -07:00
Benjamin Doherty
f463d53036 Merge branch 'rc/1.12.7' into release 2021-10-04 10:21:42 -07:00
Benjamin Doherty
b8d4408524 Update RELEASE_NOTES for 1.12.7 2021-10-04 10:18:56 -07:00
Benjamin Doherty
fef70be848 Bump version to 1.12.7 2021-09-27 11:15:58 -07:00
Benjamin Doherty
bdb12d9b24 Merge branch 'rc/1.12.6' into release 2021-09-27 11:12:42 -07:00
Ben Doherty
43ad283a83 Fix, missing call to setTransparencyMode (#4674) 2021-09-24 13:32:49 -07:00
Benjamin Doherty
2e4936afc4 Revert "fix a race in jobsystem"
This reverts commit 2feb0ad325.
2021-09-24 11:24:44 -07:00
Benjamin Doherty
891ffabd11 Update RELEASE_NOTES for 1.12.6 2021-09-23 17:25:25 -07:00
Ben Doherty
e2c19498b4 Metal: don't call createTextureViewWithsSwizzle directly (#4662) 2021-09-23 11:28:04 -07:00
Ben Doherty
c32630b265 Fix MetalBlitter crash when shader contains warnings (#4663) 2021-09-23 11:27:56 -07:00
Alexey Pelykh
bf21e78d02 Podspec: include headers in nested directories (#4658) 2021-09-22 16:48:12 -07:00
Benjamin Doherty
525d4e08a3 Bump version to 1.12.6 2021-09-20 10:17:18 -07:00
Benjamin Doherty
2e9bf6d694 Merge branch 'rc/1.12.5' into release 2021-09-20 10:14:37 -07:00
Benjamin Doherty
e845f01d85 Update RELEASE_NOTES for 1.12.5 2021-09-20 10:10:56 -07:00
Benjamin Doherty
bef48be7b4 Bump version to 1.12.5 2021-09-13 10:47:09 -07:00
Benjamin Doherty
b54fdc9e6e Merge branch 'rc/1.12.4' into release 2021-09-13 10:43:06 -07:00
Benjamin Doherty
cedbf2e30b Update RELEASE_NOTES for 1.12.4 2021-09-13 10:40:55 -07:00
Benjamin Doherty
592f8d1b0d Bump version to 1.12.4 2021-09-08 11:05:44 -07:00
Benjamin Doherty
29612a684e Merge branch 'rc/1.12.3' into release 2021-09-08 11:03:53 -07:00
Benjamin Doherty
e6d5807399 Bump version to 1.12.3 2021-08-30 11:46:51 -07:00
Benjamin Doherty
fa2553251f Merge branch 'rc/1.12.2' into release 2021-08-30 11:44:00 -07:00
Benjamin Doherty
7387718852 Update RELEASE_NOTES for 1.12.2 2021-08-30 11:41:52 -07:00
Ben Doherty
a503a6209a Fix regression with clipSpaceTransform (#4552) 2021-08-26 14:14:58 -07:00
Ben Doherty
ce3e5f74e8 Fix Metal STREAM buffers (#4543) 2021-08-25 09:48:34 -07:00
Ben Doherty
f37112358e Fix missing bookkeeping in bindUniformBufferRange (#4538) 2021-08-24 09:51:40 -07:00
Benjamin Doherty
f368b14621 Bump version to 1.12.2 2021-08-23 12:41:33 -07:00
Benjamin Doherty
6960b1148a Merge branch 'rc/1.12.1' into release 2021-08-23 12:39:38 -07:00
Benjamin Doherty
3cc23aac25 Update RELEASE_NOTES for 1.12.1 2021-08-23 10:45:59 -07:00
Benjamin Doherty
11dc8740f2 Fix stack-use-after-scope error 2021-08-20 15:40:06 -07:00
Ben Doherty
4b797cff88 Windows: fix incorrect CRT flags with Visual Studio generators (#4516) 2021-08-20 10:56:41 -07:00
Ben Doherty
fe1c1736cd Fix, potential null dereferences in MetalBlitter (#4481) 2021-08-10 16:30:11 -07:00
Benjamin Doherty
4058ef5f09 Bump version to 1.12.1 2021-08-09 12:06:47 -07:00
Benjamin Doherty
d25ca01624 Merge branch 'rc/1.12.0' into release 2021-08-09 12:03:33 -07:00
Benjamin Doherty
d96f87dbbf Update RELEASE_NOTES for 1.12.0 2021-08-09 12:01:46 -07:00
Ben Doherty
8a2e31023f Attempt to fix TSAN failure in ColorGrading.cpp (#4447) 2021-08-05 11:54:07 -07:00
Benjamin Doherty
1ea8e171d9 Bump version to 1.12.0 2021-08-03 11:18:56 -07:00
Benjamin Doherty
e2be3dd0ac Merge branch 'rc/1.11.2' into release 2021-08-03 11:15:19 -07:00
Romain Guy
1c51164e7b Fix inverse tone mapping issues (#4437)
Bring color grading back into the Rec.709 color space to match
previous behaviors. This change also implements an exact inverse
tone map function for the "Filmic" operator.
2021-08-02 20:54:44 -07:00
Benjamin Doherty
f190f03530 Update RELEASE_NOTES for 1.11.2 2021-08-02 11:17:42 -07:00
Ben Doherty
055fc7cbc1 Attempt to fix Windows CI by turning off concurrent builds (#4395) 2021-07-30 14:09:07 -07:00
Ben Doherty
9073fc3dc3 Attempt to fix Windows CI by turning off concurrent builds (#4395) 2021-07-28 10:49:37 -07:00
Ben Doherty
2409dc9bc4 Expose Engine::flush (#4385) 2021-07-26 15:09:14 -07:00
Benjamin Doherty
6586c8d70b Bump version to 1.11.2 2021-07-26 12:50:29 -07:00
Benjamin Doherty
ac0c94da69 Merge branch 'rc/1.11.1' into release 2021-07-26 12:48:36 -07:00
Ben Doherty
d19d6a72b0 Expose Engine::flush (#4385) 2021-07-26 12:10:19 -07:00
Benjamin Doherty
c81b5d98ef Update RELEASE_NOTES for 1.11.1 2021-07-26 10:05:41 -07:00
Mathias Agopian
756866675f fix an issue where a sampler could fail to be updated
SamplerGroup was comparing texture handles to decide if a texture needed
to be updated, however, texture handles are (quickly) recycled and
therefore can't be used for that purpose. e.g. if a texture is destroyed,
its handle could be reused quickly by another texture, if that texture 
is now set on the SamplerGroup, it will ignore it, thinking it's not
different.
2021-07-21 14:46:44 -07:00
Benjamin Doherty
ebcd4925f7 Bump version to 1.11.1 2021-07-19 10:24:01 -07:00
Benjamin Doherty
13bed4fdf9 Merge branch 'rc/1.11.0' into release 2021-07-19 10:20:29 -07:00
Benjamin Doherty
1dae5c6b6c Update RELEASE_NOTES for 1.11.0 2021-07-19 10:18:07 -07:00
Benjamin Doherty
8e6663e4b0 Bump version to 1.11.0 2021-07-12 10:49:43 -07:00
Benjamin Doherty
ba804444b8 Merge branch 'rc/1.10.7' into release 2021-07-12 10:47:12 -07:00
Benjamin Doherty
58cfb85004 Update RELEASE_NOTES for 1.10.7 2021-07-12 10:45:24 -07:00
Mathias Agopian
ab46481b45 Fix colorgrading as subpass
We were inserting the colorgrading subpass command between the
refracted and blended objects, instead of after all of them.

Another bad side effect of this was to trigger the refraction pass for
no reason.
2021-07-12 10:35:01 -07:00
Mathias Agopian
4296782399 don't crash when refraction pass is empty 2021-07-12 09:53:37 -07:00
Benjamin Doherty
ef375a7103 Bump version to 1.10.7 2021-07-07 11:02:30 -07:00
Benjamin Doherty
fd258b7765 Merge branch 'rc/1.10.6' into release 2021-07-07 10:59:12 -07:00
Benjamin Doherty
147de8d372 Update RELEASE_NOTES for 1.10.6 2021-07-07 10:57:25 -07:00
Philip Rideout
eb2a1928b6 ShadowMapManager: fix MSAN use-of-uninitialized-value.
The operator!= in std::array compares SPLIT_COUNT elements, which
is potentially greater than cascadeCount, which was the number of
initialized elements in splitPercentages.
2021-07-07 10:51:18 -07:00
Benjamin Doherty
35b033102f Bump version to 1.10.6 2021-06-28 12:07:58 -07:00
Benjamin Doherty
7bc65421a9 Merge branch 'rc/1.10.5' into release 2021-06-28 12:04:31 -07:00
Benjamin Doherty
736514cf37 Update RELEASE_NOTES for 1.10.5 2021-06-28 12:04:27 -07:00
Mathias Agopian
db0158dae8 fix webgl build
we need to select opengl on webgl.
2021-06-28 08:27:46 -07:00
Benjamin Doherty
e706695ed1 Bump version to 1.10.5 2021-06-21 11:18:26 -07:00
Benjamin Doherty
e8877ffe2d Merge branch 'rc/1.10.4' into release 2021-06-21 11:16:10 -07:00
Benjamin Doherty
1fd5d9dae6 Update RELEASE_NOTES for 1.10.4 2021-06-21 11:14:35 -07:00
Ben Doherty
cd48089318 filament-utils-android: fix string literal conversions (#4137) 2021-06-15 16:19:32 -06:00
Benjamin Doherty
6379ab22c9 Bump version to 1.10.4 2021-06-14 11:06:42 -06:00
Benjamin Doherty
0bf02b75d5 Merge branch 'rc/1.10.3' into release 2021-06-14 11:04:25 -06:00
Benjamin Doherty
c4259b5598 Update RELEASE_NOTES for 1.10.3 2021-06-14 11:02:45 -06:00
Ben Doherty
6b3c1179bc Include sample-gltf-viewer with Android releases (#4099) 2021-06-08 10:41:48 -07:00
Philip Rideout
c1a0e61e8e Fix FixedCapacityVector destructor.
std::allocator::deallocate() expects the same value that was given
during allocate().

Interestingly, this bug did not manifest any issues (even with ASAN) on
some platforms.
2021-06-07 15:56:33 -07:00
Benjamin Doherty
fc06298ed4 Bump version to 1.10.3 2021-06-07 11:22:04 -07:00
Benjamin Doherty
4ca87b188c Merge branch 'rc/1.10.2' into release 2021-06-07 11:19:51 -07:00
Benjamin Doherty
f1f60c3e0d Turn off warnings as errors for spirv-tools 2021-06-07 11:18:56 -07:00
Benjamin Doherty
76d21b56af Update RELEASE_NOTES for 1.10.2 2021-06-07 11:18:09 -07:00
Benjamin Doherty
0ab0e50a4f Turn off warnings as errors for spirv-tools 2021-06-02 11:16:42 -07:00
Benjamin Doherty
34f4c06a5c Bump version to 1.10.2 2021-06-01 11:17:32 -07:00
Benjamin Doherty
6de36f1e53 Merge branch 'rc/1.10.1' into release 2021-06-01 11:15:49 -07:00
Benjamin Doherty
2a9a3b1ac2 Update RELEASE_NOTES for 1.10.1 2021-06-01 11:13:04 -07:00
Benjamin Doherty
84b73a3770 Bump version to 1.10.1 2021-05-24 10:52:02 -07:00
Benjamin Doherty
662a10e273 Merge branch 'rc/1.10.0' into release 2021-05-24 10:49:10 -07:00
Benjamin Doherty
ecce02502e Update RELEASE_NOTES for 1.10.0 2021-05-24 10:47:39 -07:00
Philip Rideout
d17875aea1 ImGuiHelper: fix support for custom images.
The texture binding in the material instance needs to be restored to the
glyph atlas when a custom image is not in use.
2021-05-21 12:49:37 -07:00
Philip Rideout
b8897a68f9 matc: detect missing end brace.
matc was failing to report certain kinds of syntax errors and would
read out-of-bounds memory.

This change casuses the flare material to fail.
2021-05-21 09:20:33 -07:00
Ben Doherty
84efd4871e API CHANGE: remove some Camera, Engine, and View deprecated APIs (#3965) 2021-05-19 12:02:13 -07:00
Benjamin Doherty
85ea5a6b70 Bump version to 1.10.0 2021-05-17 11:00:42 -07:00
Benjamin Doherty
77891acb92 Merge branch 'rc/1.9.25' into release 2021-05-17 10:57:30 -07:00
Benjamin Doherty
74fe102035 Update RELEASE_NOTES for 1.9.25 2021-05-17 10:54:38 -07:00
Philip Rideout
25cc554925 WASM: fix "Missing field" error for lensFlare. 2021-05-17 10:06:56 -07:00
Ben Doherty
d787a521b5 Fix DIST_DIR setting for Windows builds (#3945) 2021-05-12 11:16:30 -07:00
Ben Doherty
46e52c71e1 Fix DIST_DIR setting for Windows builds (#3945) 2021-05-12 11:15:49 -07:00
Philip Rideout
1dad27a172 Repair WebGL and fix potential INVALID_OPERATION.
We should take care not to call glVertexAttribPointer when there is
no bound ARRAY_BUFFER (i.e. when its binding is zero).

This fixes the black screen seen with some WebGL samples after
the recent memory leak fix related to the new BufferObject API.
2021-05-10 13:38:56 -07:00
Benjamin Doherty
60d230b380 Bump version to 1.9.25 2021-05-07 21:42:48 -07:00
Benjamin Doherty
d7cb38e706 Merge branch 'rc/1.9.24' into release 2021-05-07 21:39:17 -07:00
Benjamin Doherty
ce00cca6ee Update RELEASE_NOTES for 1.9.24 2021-05-07 21:36:49 -07:00
Philip Rideout
d627d57bad Second memory leak fix. (#3906)
Fixes #3888.
2021-05-06 14:25:46 -07:00
Philip Rideout
8ffc776f1c Fix horrible memory leak in the GL driver. (#3894)
This leak was introduced in the following PR on April 7.
https://github.com/google/filament/pull/3775

The guilty party has been contacted and properly admonished for his
transgression.

This was tested by adding the following code after applyAnimation in
gltf_viewer.cpp

        static int nframes = 0;
        if (!gpath.empty() && nframes++ > 100) {
            static int count = 0;
            printf("reloading %d\n", count++);
            nframes = 0;
            app.resourceLoader->asyncCancelLoad();
            app.resourceLoader->evictResourceData();
            app.viewer->removeAsset();
            app.assetLoader->destroyAsset(app.asset);
            loadAsset(gpath, app);
            loadResources(gpath, app);
        }
2021-05-04 18:22:08 -07:00
Benjamin Doherty
be032b52c1 Bump version to 1.9.24 2021-05-03 10:42:19 -07:00
Benjamin Doherty
4388e81e5f Merge branch 'rc/1.9.23' into release 2021-05-03 10:40:49 -07:00
Benjamin Doherty
71a185d139 Update RELEASE_NOTES for 1.9.23 2021-05-03 10:38:59 -07:00
Benjamin Doherty
d2cf5985ac Bump version to 1.9.23 2021-04-26 10:55:10 -07:00
Benjamin Doherty
debcbb8e5c Merge branch 'rc/1.9.22' into release 2021-04-26 10:52:43 -07:00
Benjamin Doherty
b9dd62c7d3 Update RELEASE_NOTES for 1.9.22 2021-04-26 10:47:11 -07:00
Benjamin Doherty
dc2b430f34 Bump version to 1.9.22 2021-04-26 10:39:16 -07:00
Benjamin Doherty
e5ef4e8868 Update RELEASE_NOTES for 1.9.21 2021-04-19 11:36:37 -07:00
Benjamin Doherty
c0d6cd3ac3 Merge branch 'rc/1.9.21' into release 2021-04-19 11:34:23 -07:00
Benjamin Doherty
b63ab2dc19 Update RELEASE_NOTES for 1.9.21 2021-04-19 11:32:31 -07:00
Benjamin Doherty
5d8dad561c Bump version to 1.9.21 2021-04-12 11:38:27 -07:00
Benjamin Doherty
8933be1ae2 Merge branch 'rc/1.9.20' into release 2021-04-12 11:36:17 -07:00
Benjamin Doherty
6b66b48b1d Update RELEASE_NOTES for 1.9.20 2021-04-12 11:35:45 -07:00
Benjamin Doherty
9c23eb6e33 Release Filament 1.9.20 2021-04-12 11:34:39 -07:00
Benjamin Doherty
baea54a3fc Update RELEASE_NOTES for 1.9.20 2021-04-12 09:20:31 -07:00
Benjamin Doherty
d9f800454c Bump version to 1.9.20 2021-04-05 11:14:17 -07:00
Benjamin Doherty
f9ee0de07a Merge branch 'rc/1.9.19' into release 2021-04-05 11:11:13 -07:00
Benjamin Doherty
2786d0a9f7 Update RELEASE_NOTES for 1.9.19 2021-04-05 11:10:50 -07:00
Benjamin Doherty
491e8032e6 Release Filament 1.9.19 2021-04-05 11:10:20 -07:00
Benjamin Doherty
ef3f13f5d3 Update RELEASE_NOTES for 1.9.19 2021-04-05 11:09:38 -07:00
Benjamin Doherty
bcb5b2d790 Implement Metal BufferObjects 2021-04-05 11:01:36 -07:00
Ben Doherty
02de3f2e2a Fix, regression with Metal buffers (#3715) 2021-03-29 14:21:34 -07:00
Benjamin Doherty
0e7bb53c07 Bump version to 1.9.19 2021-03-29 11:09:32 -07:00
Benjamin Doherty
759109d478 Merge branch 'rc/1.9.18' into release 2021-03-29 11:06:55 -07:00
Benjamin Doherty
54d5af6edf Update RELEASE_NOTES for 1.9.18 2021-03-29 11:04:57 -07:00
Philip Rideout
38fbe47ced RenderTarget: fix NPE when depth is not present.
This fixes a recent regression that would occur when a RenderTarget
does not have a depth attachment.
2021-03-29 10:32:22 -07:00
Benjamin Doherty
f066c925ba Bump version to 1.9.18 2021-03-22 10:16:34 -07:00
Benjamin Doherty
994fdf4e1d Merge branch 'rc/1.9.17' into release 2021-03-22 10:12:20 -07:00
Benjamin Doherty
50b50d65e3 Update RELEASE_NOTES for 1.9.17 2021-03-22 10:11:02 -07:00
Mathias Agopian
0aaa985649 Fix a hang in JobSystem
The hang was caused by a subtle race. When a job is completed, its 
thread must signal all the threads that might be waiting on this job.
The signaling code was attempting to signal only the minimum number
of threads -- this was important especially in the case where no threads
were waiting, then the call to notify() could be avoided.

Unfortunately, for performance reasons we're not calling notify() with
the condition lock held, this meant that between the time the number of 
waiting threads was latched and the time of the notify() call, more
threads could enter their condition variable wait(), and it would
then be possible for these threads to wake up, instead of the thread
we were trying to wake up (the one waiting on the job).

It would then get stuck forever.

This bug was introduced in 2df639133b


Also add some debugging code for this kind of failure (disabled)
2021-03-18 09:57:25 -07:00
Benjamin Doherty
29564f8eae Bump version to 1.9.17 2021-03-15 10:15:25 -07:00
Benjamin Doherty
c15db68a5b Merge branch 'rc/1.9.16' into release 2021-03-15 10:12:56 -07:00
Benjamin Doherty
3452fb3e56 Update RELEASE_NOTES for 1.9.16 2021-03-15 10:10:40 -07:00
Mathias Agopian
35eb8e7be1 Revert GL backend handle tracking
This wasn't very useful in the first place because we're recycling
handles very quickly. Additionally there was a race condition
which cause false positives.

This reverts commit bc6acd5c5a.
This reverts commit 3a15756c78.
2021-03-12 13:02:55 -08:00
Mathias Agopian
834b774128 Fixes some issues with imported rendertargets
We were not declaring the attachments it was using.

Fixes #3628
2021-03-12 08:26:16 -08:00
Benjamin Doherty
5aa0eb9f9d Bump version to 1.9.16 2021-03-08 10:09:14 -08:00
Benjamin Doherty
d9a6e2e649 Merge branch 'rc/1.9.15' into release 2021-03-08 10:07:00 -08:00
Benjamin Doherty
cb823b16a1 Update RELEASE_NOTES for 1.9.15 2021-03-08 10:05:19 -08:00
Ben Doherty
0bd41e877e Downgrade Linux GitHub Actions environment to fix error (#3588) 2021-03-01 11:21:11 -08:00
Benjamin Doherty
ecc3e73967 Bump version to 1.9.15 2021-03-01 11:13:44 -08:00
Benjamin Doherty
464b4c24f9 Merge branch 'rc/1.9.14' into release 2021-03-01 11:11:53 -08:00
Benjamin Doherty
32367516e8 Update RELEASE_NOTES for 1.9.14 2021-03-01 11:10:06 -08:00
Philip Rideout
1709a55606 filamat: Fix data race with SPIRV error registrations. 2021-02-26 10:34:36 -08:00
Benjamin Doherty
58b4455979 Bump version to 1.9.14 2021-02-22 10:32:56 -08:00
Benjamin Doherty
ea1dede19c Merge branch 'rc/1.9.13' into release 2021-02-22 10:29:57 -08:00
Benjamin Doherty
20ea3381fa Update RELEASE_NOTES for 1.9.13 2021-02-22 10:28:21 -08:00
Philip Rideout
7aa6fccd7c Modernize Python print syntax to appease external codebase. 2021-02-19 11:38:18 -08:00
Philip Rideout
adbd54f4f8 Change abs() to std::abs to appease external codebase. 2021-02-19 11:38:18 -08:00
Philip Rideout
9d54261f18 Move vk_mem_alloc to its own cpp.
This will improve parity between the GitHub repo and its sister codebase
within Google.
2021-02-19 11:38:18 -08:00
Philip Rideout
a97757c9ae Avoid uninitialized reads in computeVisibilityMasks.
I verified that this code is not enabled in our GitHub builds, and I
verified that the MSAN error goes away.
2021-02-19 11:38:18 -08:00
Philip Rideout
7c79d9f89d Remove some Windows line endings.
These line endings cause annoying diffs when comparing Filament's GitHub
source with its twin sister within Google.
2021-02-19 11:38:18 -08:00
Benjamin Doherty
bf0914f813 Bump version to 1.9.13 2021-02-16 10:48:24 -08:00
Benjamin Doherty
b96bc30fbd Merge branch 'rc/1.9.12' into release 2021-02-16 10:44:13 -08:00
Benjamin Doherty
62b50eb8ba Update RELEASE_NOTES for 1.9.12 2021-02-16 10:42:41 -08:00
Ben Doherty
b4932e384a matc: Use consistent params for semantic code analysis (#3524)
When running semantic analysis on a material, we were arbitrarily choosing the first code gen permutation to analyze. So, running matc with arguments --api metal versus --api all would run analysis on slightly different shader code. This causes bugs when flags passed to glslang differ during semantic analysis. This change updates all semantic analysis to always use the same shader code.
2021-02-08 14:06:47 -08:00
Benjamin Doherty
5e68dc5f8d Bump version to 1.9.12 2021-02-08 09:58:15 -08:00
Benjamin Doherty
f222f1b925 Merge branch 'rc/1.9.11' into release 2021-02-08 09:51:08 -08:00
Ben Doherty
22e4a54782 Update RELEASE_NOTES for 1.9.11 2021-02-08 09:50:23 -08:00
Benjamin Doherty
1289922c5f Release Filament 1.9.11 2021-02-08 09:48:50 -08:00
Ben Doherty
2839c352b8 Update RELEASE_NOTES for 1.9.11 2021-02-08 09:47:18 -08:00
Ben Doherty
6a01cbc312 Draft: fix TSAN issue by using lock in ColorGrading constructor (#3510)
This is a second attempt to fix Google3 TSAN failures seen inside of the ColorGrading constructor.

Related first attempt: #3462
2021-02-05 14:06:40 -08:00
Benjamin Doherty
6193156556 Bump version to 1.9.11 2021-02-01 11:49:12 -08:00
Benjamin Doherty
fe23aa917d Merge branch 'rc/1.9.10' into release 2021-02-01 11:45:47 -08:00
Benjamin Doherty
eb8a29a332 Update RELEASE_NOTES for 1.9.10 2021-02-01 11:45:17 -08:00
Ben Doherty
0626902530 Fix sporatic data race warning seen in Google3 (#3462) 2021-01-27 16:40:16 -08:00
Philip Rideout
042bfe2597 Partial fix for MSVC build. 2020-12-14 12:15:06 -08:00
Ben Doherty
97133f3591 Fix Windows iterator issue in Zip2Iterator and StructureOfArrays (#3322) 2020-12-14 12:14:53 -08:00
Philip Rideout
d06cc4390e filamat: minify struct fields.
This shrinks the arm64 so file by 24 KiB.
2020-12-14 11:19:43 -08:00
Philip Rideout
6047d3235f Remove VSM variant from Skybox material. 2020-12-14 11:19:31 -08:00
Philip Rideout
2cda6e35bd math: reduce template bloat for matrices
This does not change our API, it merely reduces the number of
non-inlined function instantiations appearing in non-optimized binaries.
2020-12-14 11:19:22 -08:00
Philip Rideout
8f8d51e17b Code review fixups for libibl_lite. 2020-12-14 11:19:16 -08:00
Philip Rideout
6919e3b274 libibl: use C callback for progress 2020-12-14 11:19:09 -08:00
Philip Rideout
10bf944410 Add libibl_lite. 2020-12-14 11:19:03 -08:00
Philip Rideout
9a2f6fdb53 Vulkan: change vkWaitForFences usage for SwiftShader.
When passing only 1 fence to vkWaitForFences, the `waitAll` argument
should not have any effect, but SwiftShader seems to skip the wait
when this argument is set to VK_FALSE.

More specifically, the failure to wait in `acquireWorkCommandBuffer`
causes the subsequent destruction of an in-use fence, which causes
a TSAN failure with Google's internal tests.

I am consulting with the SwiftShader team on a real fix, meanwhile
we can commit this easy workaround.

We have 5 usages of vkWaitForFences, one of which uses multiple fences
and should have used VK_TRUE anyway.
2020-11-20 09:37:54 -08:00
Philip Rideout
761977d385 Filament should always bind an IBL texture.
This prevents a SwiftShader crash and/or a slew of "no texture bound"
warnings that would appear when the client provides an IBL without
providing reflections texture, which should be a valid thing to do.

Note that it is okay to declare a sampler in GLSL that never gets bound,
as long as it is never sampled from. Since we always sample from the
IBL specular texture, we should always bind something to it.
2020-11-19 13:28:19 -08:00
Ben Doherty
21248f15b5 Fix, matc crash when building mobile materials (#3296) 2020-11-16 14:37:55 -08:00
Benjamin Doherty
4f32817f6d Bump version to 1.9.10 2020-11-16 12:37:49 -08:00
Benjamin Doherty
cc9e05e711 Merge branch 'rc/1.9.9' into release 2020-11-16 12:34:13 -08:00
Benjamin Doherty
419d68d4db Update RELEASE_NOTES for 1.9.9 2020-11-16 12:17:02 -08:00
Philip Rideout
8450232448 Improve the "unbound texture" warnings.
With Vulkan, this warning would sometimes be a false positive. It could
trigger for internal samplers like `ssao` and `structure`, even though
they were not declared in SPIR-V.

With OpenGL, this warning would never be a false positive because it has
the luxury of calling `glGetUniformLocation`.

This adds a private attribute to our samplers called `strict` that
indicates whether or not a sampler should always have a bound texture.
For now the only strict samplers are the custom ones declared in the
user's material.

At some point I think we should consider adding `spirv-reflect` to our
tree to help with problems like this.
2020-11-12 16:21:13 -08:00
Philip Rideout
cc51726590 Vulkan: improve robustness by providing 1x1 fallback. 2020-11-12 10:36:13 -08:00
Philip Rideout
318e22af51 Fix clear behavior with RenderTarget API.
This fixes a bug seen with client applications that use ClearOptions
instead of Skybox, and one or more offscreen RenderTarget objects.
These apps would see junk pixels because Filament would only clear the
first render target in the frame.

The fix is to factor some the flag-setting logic in `beginFrame()` into
a private method, and call this method from `render()` each time
the user-level RenderTarget has been changed.

I wrote a simple C++ demo to reproduce the issue and to verify that
this fix works.
2020-11-11 09:25:36 -08:00
Philip Rideout
68ac87dc24 NOOP backend should not care about GLSL vs SPIRV.
This fixes errors that would occur when using the NOOP backend with
materials that were built without OpenGL support.
2020-11-10 15:44:01 -08:00
Benjamin Doherty
acb8f00075 Bump version to 1.9.9 2020-11-09 09:32:55 -08:00
Benjamin Doherty
06d9183aaa Merge branch 'rc/1.9.8' into release 2020-11-09 09:28:58 -08:00
Benjamin Doherty
75af25419d Update RELEASE_NOTES for 1.9.8 2020-11-09 09:26:27 -08:00
Benjamin Doherty
f6b90d2a31 Bump version to 1.9.8 2020-11-09 09:21:36 -08:00
Philip Rideout
a3822f4af0 Fix FENCE_WAIT_FOR_EVER in Linux.
The number of infinite nanoseconds was negative because we asked
chrono for a signed integer, so "wait forever" really meant "do not
wait at all".
2020-11-02 16:12:53 -08:00
Benjamin Doherty
bcdad769ff Merge branch 'rc/1.9.7' into release 2020-11-02 11:03:57 -07:00
Benjamin Doherty
be4fb4fdbb Update RELEASE_NOTES for 1.9.7 2020-11-02 10:59:19 -07:00
Benjamin Doherty
65394f6301 Bump version to 1.9.7 2020-10-26 11:34:20 -06:00
Benjamin Doherty
b0beee03bc Merge branch 'rc/1.9.6' into release 2020-10-26 11:29:45 -06:00
Benjamin Doherty
fe1de41b8e Update RELEASE_NOTES for 1.9.6 2020-10-26 11:25:31 -06:00
Benjamin Doherty
a37b431e87 Bump version to 1.9.6 2020-10-19 11:55:13 -06:00
Benjamin Doherty
98107016b9 Merge branch 'rc/1.9.5' into release 2020-10-19 11:51:30 -06:00
Benjamin Doherty
8bccfc2863 Update RELEASE_NOTES for 1.9.5 2020-10-19 11:49:05 -06:00
Benjamin Doherty
f54a0a3452 Fix CocoaPod version 2020-10-13 15:15:02 -06:00
Benjamin Doherty
6778ab0624 Fix CocoaPod version 2020-10-13 15:09:59 -06:00
Benjamin Doherty
269d636785 Bump version to 1.9.5 2020-10-12 12:03:29 -06:00
Benjamin Doherty
39862c91ce Merge branch 'rc/1.9.4' into release 2020-10-12 11:56:24 -06:00
Benjamin Doherty
523f4026b4 Update RELEASE_NOTES for 1.9.4 2020-10-12 11:52:01 -06:00
Benjamin Doherty
a6bf162431 Bump version to 1.9.4 2020-10-07 16:06:23 -06:00
Benjamin Doherty
826e8d181c Merge branch 'rc/1.9.3' into release 2020-10-05 11:36:16 -06:00
Benjamin Doherty
16dfadbba0 Update RELEASE_NOTES for 1.9.3 2020-10-05 11:29:36 -06:00
Benjamin Doherty
5cbb97551f Bump version to 1.9.3 2020-09-28 11:40:31 -06:00
Benjamin Doherty
defee767c3 Merge branch 'rc/1.9.2' into release 2020-09-28 11:27:47 -06:00
Benjamin Doherty
9560318521 Update RELEASE_NOTES for 1.9.2 2020-09-28 11:26:21 -06:00
Benjamin Doherty
ef09feb048 Bump version to 1.9.2 2020-09-21 11:16:53 -06:00
Benjamin Doherty
39f323fe09 Merge branch 'rc/1.9.1' into release 2020-09-21 11:00:07 -06:00
Benjamin Doherty
11b95304ea Merge branch 'release' into rc/1.9.1 2020-09-21 10:59:52 -06:00
Benjamin Doherty
b7c30a7916 Update RELEASE_NOTES for 1.9.1 2020-09-21 10:59:06 -06:00
Benjamin Doherty
4cae48fc77 Bump version to 1.9.1 2020-09-14 11:51:36 -07:00
Benjamin Doherty
d1a93f0557 Update release notes for 1.9.0 2020-09-14 10:54:28 -07:00
Benjamin Doherty
b93059fad7 Bump version to 1.9.0 2020-09-08 10:47:23 -07:00
54 changed files with 288 additions and 276 deletions

View File

@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.41.0'
implementation 'com.google.android.filament:filament-android:1.42.0'
}
```
@@ -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:
```
pod 'Filament', '~> 1.41.0'
pod 'Filament', '~> 1.42.0'
```
### Snapshots

View File

@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.41.0
VERSION_NAME=1.42.0
POM_DESCRIPTION=Real-time physically based rendering engine for Android.

View File

@@ -536,7 +536,7 @@ void FEngine::flushAndWait() {
// then create a fence that will trigger when we're past the finish() above
size_t tryCount = 8;
FFence* fence = FEngine::createFence(FFence::Type::SOFT);
FFence* fence = FEngine::createFence();
UTILS_NOUNROLL
do {
FenceStatus status = fence->wait(FFence::Mode::FLUSH,250000000u);

View File

@@ -20,7 +20,7 @@
// This substitute for the built-in "mix" function exists to work around #732,
// seen with Vulkan on the Pixel 3 + Android P.
vec4 lerp(vec4 x, vec4 y, float a) {
vec4 lerp(const vec4 x, const vec4 y, float a) {
return x * (1.0 - a) + y * a;
}

View File

@@ -95,7 +95,7 @@ fragment {
#define PREVENT_FLICKERING 0 // FIXME: thin lines disapear
float luma(vec3 color) {
float luma(const vec3 color) {
#if USE_YCoCg
return color.x;
#else
@@ -103,14 +103,14 @@ float luma(vec3 color) {
#endif
}
vec3 RGB_YCoCg(vec3 c) {
vec3 RGB_YCoCg(const vec3 c) {
float Y = dot(c.rgb, vec3( 1, 2, 1) * 0.25);
float Co = dot(c.rgb, vec3( 2, 0, -2) * 0.25);
float Cg = dot(c.rgb, vec3(-1, 2, -1) * 0.25);
return vec3(Y, Co, Cg);
}
vec3 YCoCg_RGB(vec3 c) {
vec3 YCoCg_RGB(const vec3 c) {
float Y = c.x;
float Co = c.y;
float Cg = c.z;
@@ -121,8 +121,8 @@ vec3 YCoCg_RGB(vec3 c) {
}
// clip the (c, h) segment to a box
vec4 clipToBox(int quality,
vec3 boxmin, vec3 boxmax, vec4 c, vec4 h) {
vec4 clipToBox(const int quality,
const vec3 boxmin, const vec3 boxmax, const vec4 c, const vec4 h) {
const float epsilon = 0.0001;
if (quality == BOX_CLIPPING_ACCURATE) {
@@ -144,7 +144,7 @@ vec4 clipToBox(int quality,
// http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
// Optimized to 5 taps by removing the corner samples
// And modified for mediump support
vec4 sampleTextureCatmullRom(sampler2D tex, highp vec2 uv, highp vec2 texSize) {
vec4 sampleTextureCatmullRom(const sampler2D tex, const highp vec2 uv, const highp vec2 texSize) {
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.

View File

@@ -1,4 +1,4 @@
vec3 colorGrade(mediump sampler3D lut, vec3 x) {
vec3 colorGrade(mediump sampler3D lut, const vec3 x) {
// Alexa LogC EI 1000
const float a = 5.555556;
const float b = 0.047996;

View File

@@ -89,7 +89,7 @@ fragment {
void dummy(){}
float starburst(vec2 uv) {
float starburst(const vec2 uv) {
// get an offset that continuously moves with the camera
vec3 forward = getViewFromWorldMatrix()[2].xyz;
float offset = forward.x + forward.y + forward.z;
@@ -104,7 +104,7 @@ float starburst(vec2 uv) {
return saturate(mask + (1.0 - smoothstep(0.0, 0.3, d)));
}
vec3 bloom(highp vec2 uv, vec3 color) {
vec3 bloom(highp vec2 uv, const vec3 color) {
vec3 result = vec3(0.0);
if (materialParams.bloom.x > 0.0) {
@@ -128,7 +128,7 @@ vec3 bloom(highp vec2 uv, vec3 color) {
return result;
}
vec4 resolveFragment(highp vec2 uv) {
vec4 resolveFragment(const highp vec2 uv) {
#if POST_PROCESS_OPAQUE
return vec4(textureLod(materialParams_colorBuffer, uv, 0.0).rgb, 1.0);
#else

View File

@@ -108,16 +108,16 @@ float ringCountFast() {
return materialParams.ringCounts[2];
}
float sampleCount(float ringCount) {
float sampleCount(const float ringCount) {
float s = (ringCount * 2.0 - 1.0);
return s * s;
}
float computeNeededRings(float kernelSizeInPixel) {
float computeNeededRings(const float kernelSizeInPixel) {
return ceil(kernelSizeInPixel + 0.5);
}
float getMipLevel(float ringCount, float kernelSizeInPixels) {
float getMipLevel(const float ringCount, const float kernelSizeInPixels) {
#if KERNEL_USE_MIPMAP
// note: the 0.5 is to convert from highres to our downslampled texture
float ringDistanceInTexels = kernelSizeInPixels * rcp(ringCount - 0.5);
@@ -140,7 +140,7 @@ float getMipLevel(float ringCount, float kernelSizeInPixels) {
#endif
}
float sampleWeight(float coc, float mip) {
float sampleWeight(const float coc, const float mip) {
// The contribution of sample is inversely proportional to *its* area
// (the larger area, the fainter it is).
// In theory this factor should be 1 / pi * radius^2, however 1/pi is a constant, and
@@ -159,7 +159,7 @@ float sampleWeight(float coc, float mip) {
return (MAX_COC_RADIUS * MAX_COC_RADIUS) / (max(coc * coc, pixelRadiusSquared));
}
float intersection(float border, float absCoc, float mip) {
float intersection(const float border, const float absCoc, const float mip) {
// there is very little visible difference, so use the cheaper version on mobile
#if FILAMENT_QUALITY < FILAMENT_QUALITY_HIGH
return saturate((absCoc - border) + 0.5);
@@ -168,7 +168,7 @@ float intersection(float border, float absCoc, float mip) {
#endif
}
highp vec2 diaphragm(highp vec2 center, vec2 offset) {
highp vec2 diaphragm(const highp vec2 center, const vec2 offset) {
#if DOF_DIAPHRAGM == DOF_DIAPHRAGM_CIRCLE
return center + offset;
#elif DOF_DIAPHRAGM == DOF_DIAPHRAGM_STRAIGHT_BLADES
@@ -217,7 +217,7 @@ void initBucket(out Bucket ring) {
ring.coc = 0.0;
}
void initRing(float i, float ringCount, float kernelSize, vec2 noise,
void initRing(const float i, const float ringCount, const float kernelSize, const vec2 noise,
out float offset, out float count, out mat2 r, out vec2 p) {
float radius = (kernelSize / (ringCount - 0.5)) * i;
@@ -240,7 +240,7 @@ void initRing(float i, float ringCount, float kernelSize, vec2 noise,
offset = length(p + noise);
}
void mergeRings(inout Bucket curr, inout Bucket prev, float count) {
void mergeRings(inout Bucket curr, inout Bucket prev, const float count) {
if (curr.cw >= MEDIUMP_FLT_MIN) {
// "Life of a Bokeh", SIGGRAPH 2018 -- slide 32
// How much the current ring is occluding the previous ring -- we estimate this based
@@ -265,8 +265,8 @@ void mergeRings(inout Bucket curr, inout Bucket prev, float count) {
}
}
void accumulate(inout Bucket curr, inout Bucket prev, Sample tap,
float radius, float border, float mip, bool first) {
void accumulate(inout Bucket curr, inout Bucket prev, const Sample tap,
const float radius, const float border, const float mip, const bool first) {
float inLayer = tap.inLayer;
float coc = abs(tap.coc);
float w = inLayer * intersection(radius, coc, mip) * sampleWeight(coc, mip);
@@ -299,8 +299,8 @@ void accumulate(inout Bucket curr, inout Bucket prev, Sample tap,
}
}
void accumulateBackground(inout Bucket curr, inout Bucket prev, highp vec2 pos,
float radius, float border, float mip, bool first) {
void accumulateBackground(inout Bucket curr, inout Bucket prev, const highp vec2 pos,
const float radius, const float border, const float mip, const bool first) {
Sample tap;
tap.s = textureLod(materialParams_color, pos, mip);
tap.coc = textureLod(materialParams_coc, pos, mip).r;
@@ -309,15 +309,15 @@ void accumulateBackground(inout Bucket curr, inout Bucket prev, highp vec2 pos,
}
void accumulateBackgroundMirror(inout Bucket curr, inout Bucket prev,
highp vec2 center, vec2 offset,
float radius, float border, float mip, bool first) {
const highp vec2 center, const vec2 offset,
const float radius, const float border, const float mip, const bool first) {
accumulateBackground(curr, prev, diaphragm(center, offset), radius, border, mip, first);
accumulateBackground(curr, prev, diaphragm(center, -offset), radius, border, mip, first);
}
void accumulateBackgroundCenter(inout Bucket prev,
highp vec2 pos, float ringCount,
float kernelSize, float noiseRadius, float mip) {
const highp vec2 pos, const float ringCount,
const float kernelSize, const float noiseRadius, const float mip) {
Bucket curr;
initBucket(curr);
float border = (kernelSize / (ringCount - 0.5)) * 0.5;
@@ -327,9 +327,9 @@ void accumulateBackgroundCenter(inout Bucket prev,
mergeRings(curr, prev, 1.0);
}
void accumulateRing(inout Bucket prev, float index, float ringCount,
float kernelSize, vec2 noise, highp vec2 uvCenter,
highp vec2 cocToTexelScale, float mip, bool first) {
void accumulateRing(inout Bucket prev, const float index, const float ringCount,
const float kernelSize, const vec2 noise, const highp vec2 uvCenter,
const highp vec2 cocToTexelScale, const float mip, const bool first) {
// we accumulate the larger rings first
float i = (ringCount - 1.0) - index;
@@ -378,12 +378,12 @@ float computeLayer(float coc, vec2 tiles) {
return saturate((coc - tiles.r - frontLayerCocSize) * invTransitionSize);
}
float foregroundFadding(float coc) {
float foregroundFadding(const float coc) {
return saturate(abs(coc) - (MAX_IN_FOCUS_COC - 1.0));
}
void accumulateForeground(inout Layer layer[2], vec2 tiles,
highp vec2 pos, float border, float mip) {
void accumulateForeground(inout Layer layer[2], const vec2 tiles,
const highp vec2 pos, const float border, const float mip) {
float coc = textureLod(materialParams_coc, pos, mip).r;
vec4 s = textureLod(materialParams_color, pos, mip);
@@ -399,13 +399,13 @@ void accumulateForeground(inout Layer layer[2], vec2 tiles,
layer[1].weight += inBackWeight;
}
void accumulateForegroundCenter(inout Layer layer[2], vec2 tiles,
highp vec2 pos, float border, float mip) {
void accumulateForegroundCenter(inout Layer layer[2], const vec2 tiles,
const highp vec2 pos, const float border, const float mip) {
accumulateForeground(layer, tiles, pos, border, mip);
}
void accumulateForegroundMirror(inout Layer layer[2], vec2 tiles,
highp vec2 center, vec2 offset, float border, float mip) {
void accumulateForegroundMirror(inout Layer layer[2], const vec2 tiles,
const highp vec2 center, const vec2 offset, const float border, const float mip) {
// The code below is equivalent to:
// accumulateForeground(layer, tiles, diaphragm(center, offset), border, mip);
// accumulateForeground(layer, tiles, diaphragm(center, -offset), border, mip);
@@ -440,7 +440,7 @@ void accumulateForegroundMirror(inout Layer layer[2], vec2 tiles,
*/
void fastTile(inout vec4 color, inout float alpha,
highp vec2 uv, vec2 tiles, NoiseState noiseState) {
const highp vec2 uv, const vec2 tiles, const NoiseState noiseState) {
highp vec2 cocToTexelScale = materialParams.cocToTexelScale;
float cocToPixelScale = materialParams.cocToPixelScale;
@@ -481,7 +481,7 @@ void fastTile(inout vec4 color, inout float alpha,
}
void foregroundTile(inout vec4 foreground, inout float fgOpacity,
highp vec2 uv, vec2 tiles, NoiseState noiseState) {
const highp vec2 uv, const vec2 tiles, const NoiseState noiseState) {
highp vec2 cocToTexelScale = materialParams.cocToTexelScale;
float cocToPixelScale = materialParams.cocToPixelScale;
@@ -536,7 +536,7 @@ void foregroundTile(inout vec4 foreground, inout float fgOpacity,
}
void backgroundTile(inout vec4 background, inout float bgOpacity,
highp vec2 uv, vec2 tiles, NoiseState noiseState) {
const highp vec2 uv, const vec2 tiles, const NoiseState noiseState) {
highp vec2 cocToTexelScale = materialParams.cocToTexelScale;
float cocToPixelScale = materialParams.cocToPixelScale;

View File

@@ -30,11 +30,11 @@ void dummy(){}
// Size of a tile in full-resolution pixels -- must match tileSize in PostProcessManager.cpp
#define TILE_SIZE 16.0
vec2 tap(vec2 uv, vec2 offset) {
vec2 tap(const vec2 uv, const vec2 offset) {
return textureLod(materialParams_tiles, uv + offset, 0.0).rg;
}
vec2 dilate(inout vec2 center, vec2 tap) {
vec2 dilate(inout vec2 center, const vec2 tap) {
// Tiles that can affect us need to transfer their CoC to us (for the foreground it's
// min(ourCoc, theirCoc) because CoC are negative (the min is the larger radius).
center.r = min(center.r, tap.r);

View File

@@ -32,12 +32,12 @@ fragment {
void dummy(){}
float max4(vec4 f) {
float max4(const vec4 f) {
vec2 t = max(f.xy, f.zw);
return max(t.x, t.y);
}
float min4(vec4 f) {
float min4(const vec4 f) {
vec2 t = min(f.xy, f.zw);
return min(t.x, t.y);
}

View File

@@ -32,12 +32,12 @@ fragment {
void dummy(){}
float max4(vec4 f) {
float max4(const vec4 f) {
vec2 t = max(f.xy, f.zw);
return max(t.x, t.y);
}
float min4(vec4 f) {
float min4(const vec4 f) {
vec2 t = min(f.xy, f.zw);
return min(t.x, t.y);
}

View File

@@ -17,68 +17,68 @@
// Currently our dilate pass is set-up for 32 max.
#define MAX_COC_RADIUS 32.0
float min2(vec2 v) {
float min2(const vec2 v) {
return min(v.x, v.y);
}
float max2(vec2 v) {
float max2(const vec2 v) {
return max(v.x, v.y);
}
float max4(vec4 v) {
float max4(const vec4 v) {
return max2(max(v.xy, v.zw));
}
float min4(vec4 v) {
float min4(const vec4 v) {
return min2(min(v.xy, v.zw));
}
float rcp(float x) {
float rcp(const float x) {
return 1.0 / x;
}
float rcpOrZero(float x) {
float rcpOrZero(const float x) {
return x > MEDIUMP_FLT_MIN ? (1.0 / x) : 0.0;
}
highp float rcpOrZeroHighp(highp float x) {
highp float rcpOrZeroHighp(const highp float x) {
return x > MEDIUMP_FLT_MIN ? (1.0 / x) : 0.0;
}
float cocToAlpha(float coc) {
float cocToAlpha(const float coc) {
// CoC is positive for background field.
// CoC is negative for the foreground field.
return saturate(abs(coc) - MAX_IN_FOCUS_COC);
}
// returns circle-of-confusion diameter in pixels
float getCOC(float depth, vec2 cocParams) {
float getCOC(const float depth, const vec2 cocParams) {
return depth * cocParams.x + cocParams.y;
}
vec4 getCOC(vec4 depth, vec2 cocParams) {
vec4 getCOC(const vec4 depth, const vec2 cocParams) {
return depth * cocParams.x + cocParams.y;
}
float isForeground(float coc) {
float isForeground(const float coc) {
return coc < 0.0 ? 1.0 : 0.0;
}
float isBackground(float coc) {
float isBackground(const float coc) {
return coc > 0.0 ? 1.0 : 0.0;
}
bool isForegroundTile(vec2 tiles) {
bool isForegroundTile(const vec2 tiles) {
// A foreground tile is one where the smallest CoC is negative
return tiles.r < 0.0;
}
bool isBackgroundTile(vec2 tiles) {
bool isBackgroundTile(const vec2 tiles) {
// A background tile is one where the largest CoC is positive
return tiles.g > 0.0;
}
bool isFastTile(vec2 tiles) {
bool isFastTile(const vec2 tiles) {
// We use the distance between the min and max CoC and if the relative error is less than
// 5% we assume the tile contains a constant CoC.
// We could cannot use the absolute value of the min/mac CoC -- which would categorize more
@@ -87,19 +87,19 @@ bool isFastTile(vec2 tiles) {
return (tiles.g - tiles.r) <= abs(tiles.g) * 0.05;
}
bool isTrivialTile(vec2 tiles) {
bool isTrivialTile(const vec2 tiles) {
float maxCocRadius = max(abs(tiles.r), abs(tiles.g));
return maxCocRadius < MAX_IN_FOCUS_COC;
}
float downsampleCoC(vec4 c) {
float downsampleCoC(const vec4 c) {
// We need to compute a suitable CoC to represent the 4 pixels that are downsampled.
// We pick the min because this always selects the most foreground sample if there is one,
// because the foreground can leak on the background, but not the reverse.
return min4(c);
}
vec4 downsampleCocWeights(vec4 c, float outCoc, float scale) {
vec4 downsampleCocWeights(const vec4 c, const float outCoc, const float scale) {
// The bilateral weight is normally computed as saturate(1 - |outCoc - c|) which selects
// the sample with the outCoc weight (and does a little bit of cross-fade if other samples
// are close). However, this can also cause some aliasing with dithered objects, so by

View File

@@ -78,15 +78,15 @@ fragment {
void dummy(){ }
float smoothstep01(float t) {
float smoothstep01(const float t) {
return t * t * (3.0 - 2.0 * t);
}
float ring(float x, float c, float r) {
float ring(float x, const float c, const float r) {
return 1.0 - smoothstep01(min(abs(x - c) / r, 1.0));
}
vec3 sampleColor(vec2 uv) {
vec3 sampleColor(const vec2 uv) {
// because we work on reduced resolution, we assume mediump uv is enough.
float level = materialParams.level;
float chromaticAberration = materialParams.chromaticAberration;
@@ -99,7 +99,7 @@ vec3 sampleColor(vec2 uv) {
);
}
vec3 ghosts(vec2 vertex_uv) {
vec3 ghosts(const vec2 vertex_uv) {
// because we work on reduced resolution, we assume mediump uv is enough.
float ghostSpacing = materialParams.ghostSpacing;
float ghostCount = materialParams.ghostCount;
@@ -116,7 +116,7 @@ vec3 ghosts(vec2 vertex_uv) {
return color;
}
vec3 halo(vec2 uv) {
vec3 halo(const vec2 uv) {
float haloRadius = materialParams.haloRadius;
float haloThickness = materialParams.haloThickness;
float threshold = materialParams.threshold.y;

View File

@@ -72,7 +72,7 @@ fragment {
#if defined(FILAMENT_HAS_FEATURE_TEXTURE_GATHER)
#define gather textureGather
#else
vec4 gather(mediump sampler2D color, highp vec2 p, int comp) {
vec4 gather(const mediump sampler2D color, highp vec2 p, const int comp) {
highp ivec2 i = ivec2(p * materialParams.textureSize - 0.5);
vec4 d;
d[0] = texelFetchOffset(color, i, 0, ivec2(0, 1))[comp];

View File

@@ -75,7 +75,7 @@ fragment {
#if defined(FILAMENT_HAS_FEATURE_TEXTURE_GATHER)
#define gather textureGather
#else
vec4 gather(mediump sampler2D color, highp vec2 p, int comp) {
vec4 gather(const mediump sampler2D color, highp vec2 p, const int comp) {
highp ivec2 i = ivec2(p * materialParams.textureSize - 0.5);
vec4 d;
d[0] = texelFetchOffset(color, i, 0, ivec2(0, 1))[comp];

View File

@@ -76,7 +76,7 @@ fragment {
#if defined(FILAMENT_HAS_FEATURE_TEXTURE_GATHER)
#define gather textureGather
#else
vec4 gather(mediump sampler2D color, highp vec2 p, int comp) {
vec4 gather(const mediump sampler2D color, highp vec2 p, const int comp) {
highp ivec2 i = ivec2(p * materialParams.textureSize - 0.5);
vec4 d;
d[0] = texelFetchOffset(color, i, 0, ivec2(0, 1))[comp];

View File

@@ -1,8 +1,8 @@
float vmax(float v) {
float vmax(const float v) {
return v;
}
highp vec4 sourceTexLod(highp vec2 p, float m, float l) {
highp vec4 sourceTexLod(const highp vec2 p, float m, float l) {
// This condition is optimized away at compile-time.
if (materialConstants_arraySampler) {
return textureLod(materialParams_sourceArray, vec3(p, l), m);
@@ -11,12 +11,12 @@ highp vec4 sourceTexLod(highp vec2 p, float m, float l) {
}
}
void tap(inout highp vec4 sum, float weight, highp vec2 position) {
void tap(inout highp vec4 sum, const float weight, const highp vec2 position) {
highp vec4 s = sourceTexLod(position, materialParams.level, materialParams.layer);
sum += s * weight;
}
void tapReinhard(inout highp vec4 sum, inout float totalWeight, float weight, highp vec2 position) {
void tapReinhard(inout highp vec4 sum, inout float totalWeight, const float weight, const highp vec2 position) {
highp vec4 s = sourceTexLod(position, materialParams.level, materialParams.layer);
float w = weight / (1.0 + vmax(s));
totalWeight += w;

View File

@@ -48,7 +48,7 @@ fragment {
return max(0.0, 1.0 - diff * diff);
}
void tap(highp sampler2DArray saoTexture,
void tap(const highp sampler2DArray saoTexture,
inout float sum, inout float totalWeight, float weight, float depth, vec2 position) {
// ambient occlusion sample
vec3 data = textureLod(saoTexture, vec3(position, 0.0), 0.0).rgb;

View File

@@ -60,14 +60,14 @@ fragment {
return max(0.0, 1.0 - diff * diff);
}
void tapAO(highp sampler2DArray saoTexture, highp vec2 uv,
void tapAO(const highp sampler2DArray saoTexture, highp vec2 uv,
out float ao, out highp float sampleDepth) {
vec3 data = textureLod(saoTexture, vec3(uv, 0.0), 0.0).rgb;
ao = data.r;
sampleDepth = unpack(data.gb);
}
void tapBN(highp sampler2DArray saoTexture, highp vec2 uv,
void tapBN(const highp sampler2DArray saoTexture, highp vec2 uv,
out vec3 bentNormal) {
vec3 data = textureLod(saoTexture, vec3(uv, 1.0), 0.0).xyz;
bentNormal = unpackBentNormal(data);

View File

@@ -34,14 +34,14 @@ const float kLog2LodRate = 3.0;
// "The Alchemy Screen-Space Ambient Obscurance Algorithm" by Morgan McGuire
// "Scalable Ambient Obscurance" by Morgan McGuire, Michael Mara and David Luebke
vec3 tapLocation(float i, float noise) {
vec3 tapLocation(float i, const float noise) {
float offset = ((2.0 * PI) * 2.4) * noise;
float angle = ((i * materialParams.sampleCount.y) * materialParams.spiralTurns) * (2.0 * PI) + offset;
float radius = (i + noise + 0.5) * materialParams.sampleCount.y;
return vec3(cos(angle), sin(angle), radius * radius);
}
highp vec2 startPosition(float noise) {
highp vec2 startPosition(const float noise) {
float angle = ((2.0 * PI) * 2.4) * noise;
return vec2(cos(angle), sin(angle));
}
@@ -51,15 +51,15 @@ highp mat2 tapAngleStep() {
return mat2(t.x, t.y, -t.y, t.x);
}
vec3 tapLocationFast(float i, vec2 p, float noise) {
vec3 tapLocationFast(float i, vec2 p, const float noise) {
float radius = (i + noise + 0.5) * materialParams.sampleCount.y;
return vec3(p, radius * radius);
}
void computeAmbientOcclusionSAO(inout float occlusion, inout vec3 bentNormal,
float i, float ssDiskRadius,
highp vec2 uv, highp vec3 origin, vec3 normal,
vec2 tapPosition, float noise) {
const highp vec2 uv, const highp vec3 origin, const vec3 normal,
const vec2 tapPosition, const float noise) {
vec3 tap = tapLocationFast(i, tapPosition, noise);

View File

@@ -52,7 +52,7 @@ struct ConeTraceSetup {
uint sampleCount;
};
highp float getWFromProjectionMatrix(highp mat4 p, vec3 v) {
highp float getWFromProjectionMatrix(const highp mat4 p, const vec3 v) {
// this essentially returns (p * vec4(v, 1.0)).w, but we make some assumptions
// this assumes a perspective projection
return -v.z;
@@ -60,14 +60,14 @@ highp float getWFromProjectionMatrix(highp mat4 p, vec3 v) {
//return p[2][3] * v.z + p[3][3];
}
highp float getViewSpaceZFromW(highp mat4 p, float w) {
highp float getViewSpaceZFromW(const highp mat4 p, const float w) {
// this assumes a perspective projection
return -w;
// this assumes a perspective or ortho projection
//return (w - p[3][3]) / p[2][3];
}
float coneTraceOcclusion(in ConeTraceSetup setup, highp sampler2D depthTexture) {
float coneTraceOcclusion(in ConeTraceSetup setup, const highp sampler2D depthTexture) {
// skip fragments that are back-facing trace direction
// (avoid overshadowing of translucent surfaces)
float NoL = dot(setup.vsNormal, setup.vsConeDirection);
@@ -138,7 +138,7 @@ float coneTraceOcclusion(in ConeTraceSetup setup, highp sampler2D depthTexture)
}
float ssctDominantLightShadowing(highp vec2 uv, highp vec3 origin, vec3 normal,
highp sampler2D depthTexture, highp vec2 fragCoord,
const highp sampler2D depthTexture, const highp vec2 fragCoord,
vec2 rayCount, ConeTraceSetup cone) {
float occlusion = 0.0;

View File

@@ -28,12 +28,12 @@ highp float linearizeDepth(highp float depth) {
return (depth * p[2].z + p[3].z) / max(depth * p[2].w + p[3].w, preventDiv0);
}
highp float sampleDepth(highp sampler2D depthTexture, highp vec2 uv, float lod) {
highp float sampleDepth(const highp sampler2D depthTexture, const highp vec2 uv, float lod) {
return textureLod(depthTexture, uvToRenderTargetUV(uv), lod).r;
}
highp float sampleDepthLinear(highp sampler2D depthTexture,
highp vec2 uv, float lod) {
highp float sampleDepthLinear(const highp sampler2D depthTexture,
const highp vec2 uv, float lod) {
return linearizeDepth(sampleDepth(depthTexture, uv, lod));
}

View File

@@ -36,7 +36,7 @@ highp vec3 faceNormal(highp vec3 dpdx, highp vec3 dpdy) {
// this creates arifacts around geometry edges.
// Note: when using the spirv optimizer, this results in much slower execution time because
// this whole expression is inlined in the AO loop below.
highp vec3 computeViewSpaceNormalLowQ(highp vec3 position) {
highp vec3 computeViewSpaceNormalLowQ(const highp vec3 position) {
return faceNormal(dFdx(position), dFdy(position));
}
@@ -52,8 +52,8 @@ highp vec3 computeViewSpaceNormalLowQ(highp vec3 position) {
// positionParams : invProjection[0][0] * 2, invProjection[1][1] * 2
//
highp vec3 computeViewSpaceNormalMediumQ(
highp sampler2D depthTexture, highp vec2 uv,
highp vec3 position,
const highp sampler2D depthTexture, const highp vec2 uv,
const highp vec3 position,
highp vec2 texel, highp vec2 positionParams) {
precision highp float;
@@ -81,8 +81,8 @@ highp vec3 computeViewSpaceNormalMediumQ(
// positionParams : invProjection[0][0] * 2, invProjection[1][1] * 2
//
highp vec3 computeViewSpaceNormalHighQ(
highp sampler2D depthTexture, highp vec2 uv,
highp float depth, highp vec3 position,
const highp sampler2D depthTexture, const highp vec2 uv,
const highp float depth, const highp vec3 position,
highp vec2 texel, highp vec2 positionParams) {
precision highp float;
@@ -125,8 +125,8 @@ highp vec3 computeViewSpaceNormalHighQ(
// positionParams : invProjection[0][0] * 2, invProjection[1][1] * 2
//
highp vec3 computeViewSpaceNormal(
highp sampler2D depthTexture, highp vec2 uv,
highp float depth, highp vec3 position,
const highp sampler2D depthTexture, const highp vec2 uv,
const highp float depth, const highp vec3 position,
highp vec2 texel, highp vec2 positionParams) {
// todo: maybe make this a quality parameter
#if FILAMENT_QUALITY == FILAMENT_QUALITY_HIGH

View File

@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.41.0"
spec.version = "1.42.0"
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
spec.homepage = "https://google.github.io/filament"
spec.authors = "Google LLC."
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
spec.platform = :ios, "11.0"
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.41.0/filament-v1.41.0-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.42.0/filament-v1.42.0-ios.tgz" }
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
spec.pod_target_xcconfig = {

View File

@@ -28,7 +28,7 @@
namespace filament {
// update this when a new version of filament wouldn't work with older materials
static constexpr size_t MATERIAL_VERSION = 41;
static constexpr size_t MATERIAL_VERSION = 42;
/**
* Supported shading models

View File

@@ -139,7 +139,7 @@ vec3 unpackBentNormal(vec3 bn) {
return bn * 2.0 - 1.0;
}
float specularAO(float NoV, float visibility, float roughness, SSAOInterpolationCache cache) {
float specularAO(float NoV, float visibility, float roughness, const in SSAOInterpolationCache cache) {
float specularAO = 1.0;
// SSAO is not applied when blending is enabled
@@ -200,7 +200,7 @@ float specularAO(float NoV, float visibility, float roughness, SSAOInterpolation
* The albedo term is meant to be the diffuse color or f0 for the diffuse and
* specular terms respectively.
*/
vec3 gtaoMultiBounce(float visibility, vec3 albedo) {
vec3 gtaoMultiBounce(float visibility, const vec3 albedo) {
// Jimenez et al. 2016, "Practical Realtime Strategies for Accurate Indirect Occlusion"
vec3 a = 2.0404 * albedo - 0.3324;
vec3 b = -4.7951 * albedo + 0.6417;
@@ -210,13 +210,13 @@ vec3 gtaoMultiBounce(float visibility, vec3 albedo) {
}
#endif
void multiBounceAO(float visibility, vec3 albedo, inout vec3 color) {
void multiBounceAO(float visibility, const vec3 albedo, inout vec3 color) {
#if MULTI_BOUNCE_AMBIENT_OCCLUSION == 1
color *= gtaoMultiBounce(visibility, albedo);
#endif
}
void multiBounceSpecularAO(float visibility, vec3 albedo, inout vec3 color) {
void multiBounceSpecularAO(float visibility, const vec3 albedo, inout vec3 color) {
#if MULTI_BOUNCE_AMBIENT_OCCLUSION == 1 && SPECULAR_AMBIENT_OCCLUSION != SPECULAR_AO_OFF
color *= gtaoMultiBounce(visibility, albedo);
#endif

View File

@@ -51,7 +51,7 @@
// Specular BRDF implementations
//------------------------------------------------------------------------------
float D_GGX(float roughness, float NoH, vec3 h) {
float D_GGX(float roughness, float NoH, const vec3 h) {
// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
// In mediump, there are two problems computing 1.0 - NoH^2
@@ -138,12 +138,12 @@ float V_Neubelt(float NoV, float NoL) {
return saturateMediump(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));
}
vec3 F_Schlick(vec3 f0, float f90, float VoH) {
vec3 F_Schlick(const vec3 f0, float f90, float VoH) {
// Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"
return f0 + (f90 - f0) * pow5(1.0 - VoH);
}
vec3 F_Schlick(vec3 f0, float VoH) {
vec3 F_Schlick(const vec3 f0, float VoH) {
float f = pow(1.0 - VoH, 5.0);
return f + f0 * (1.0 - f);
}
@@ -156,7 +156,7 @@ float F_Schlick(float f0, float f90, float VoH) {
// Specular BRDF dispatch
//------------------------------------------------------------------------------
float distribution(float roughness, float NoH, vec3 h) {
float distribution(float roughness, float NoH, const vec3 h) {
#if BRDF_SPECULAR_D == SPECULAR_D_GGX
return D_GGX(roughness, NoH, h);
#endif
@@ -170,7 +170,7 @@ float visibility(float roughness, float NoV, float NoL) {
#endif
}
vec3 fresnel(vec3 f0, float LoH) {
vec3 fresnel(const vec3 f0, float LoH) {
#if BRDF_SPECULAR_F == SPECULAR_F_SCHLICK
#if FILAMENT_QUALITY == FILAMENT_QUALITY_LOW
return F_Schlick(f0, LoH); // f90 = 1.0
@@ -196,7 +196,7 @@ float visibilityAnisotropic(float roughness, float at, float ab,
#endif
}
float distributionClearCoat(float roughness, float NoH, vec3 h) {
float distributionClearCoat(float roughness, float NoH, const vec3 h) {
#if BRDF_CLEAR_COAT_D == SPECULAR_D_GGX
return D_GGX(roughness, NoH, h);
#endif

View File

@@ -22,3 +22,13 @@
#define float3x3 mat3
#define float4x4 mat4
// To workaround an adreno crash (#5294), we need ensure that a method with
// parameter 'const mat4' does not call another method also with a 'const mat4'
// parameter (i.e. mulMat4x4Float3). So we remove the const modifier for
// materials compiled for vulkan+mobile.
#if defined(TARGET_VULKAN_ENVIRONMENT) && defined(TARGET_MOBILE)
#define highp_mat4 highp mat4
#else
#define highp_mat4 const highp mat4
#endif

View File

@@ -70,7 +70,7 @@ highp float getUserTimeMod(float m) {
*
* @public-api
*/
highp vec2 uvToRenderTargetUV(highp vec2 uv) {
highp vec2 uvToRenderTargetUV(const highp vec2 uv) {
#if defined(TARGET_METAL_ENVIRONMENT) || defined(TARGET_VULKAN_ENVIRONMENT)
return vec2(uv.x, 1.0 - uv.y);
#else

View File

@@ -8,7 +8,7 @@
*
* @public-api
*/
float luminance(vec3 linear) {
float luminance(const vec3 linear) {
return dot(linear, vec3(0.2126, 0.7152, 0.0722));
}
@@ -16,7 +16,7 @@ float luminance(vec3 linear) {
* Computes the pre-exposed intensity using the specified intensity and exposure.
* This function exists to force highp precision on the two parameters
*/
float computePreExposedIntensity(highp float intensity, highp float exposure) {
float computePreExposedIntensity(const highp float intensity, const highp float exposure) {
return intensity * exposure;
}
@@ -47,7 +47,7 @@ vec3 ycbcrToRgb(float luminance, vec2 cbcr) {
/*
* The input must be in the [0, 1] range.
*/
vec3 Inverse_Tonemap_Filmic(vec3 x) {
vec3 Inverse_Tonemap_Filmic(const vec3 x) {
return (0.03 - 0.59 * x - sqrt(0.0009 + 1.3702 * x - 1.0127 * x * x)) / (-5.02 + 4.86 * x);
}
@@ -94,7 +94,7 @@ vec3 decodeRGBM(vec4 c) {
// returns the frag coord in the GL convention with (0, 0) at the bottom-left
// resolution : width, height
highp vec2 getFragCoord(highp vec2 resolution) {
highp vec2 getFragCoord(const highp vec2 resolution) {
#if defined(TARGET_METAL_ENVIRONMENT) || defined(TARGET_VULKAN_ENVIRONMENT)
return vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y);
#else

View File

@@ -82,7 +82,7 @@ float computeMicroShadowing(float NoL, float visibility) {
* direction to match reference renderings when the roughness increases
*/
vec3 getReflectedVector(PixelParams pixel, vec3 v, vec3 n) {
vec3 getReflectedVector(const PixelParams pixel, const vec3 v, const vec3 n) {
#if defined(MATERIAL_HAS_ANISOTROPY)
vec3 anisotropyDirection = pixel.anisotropy >= 0.0 ? pixel.anisotropicB : pixel.anisotropicT;
vec3 anisotropicTangent = cross(anisotropyDirection, v);
@@ -97,7 +97,7 @@ vec3 getReflectedVector(PixelParams pixel, vec3 v, vec3 n) {
return r;
}
void getAnisotropyPixelParams(MaterialInputs material, inout PixelParams pixel) {
void getAnisotropyPixelParams(const MaterialInputs material, inout PixelParams pixel) {
#if defined(MATERIAL_HAS_ANISOTROPY)
vec3 direction = material.anisotropyDirection;
pixel.anisotropy = material.anisotropy;

View File

@@ -14,11 +14,11 @@ float clampNoV(float NoV) {
return max(NoV, MIN_N_DOT_V);
}
vec3 computeDiffuseColor(vec4 baseColor, float metallic) {
vec3 computeDiffuseColor(const vec4 baseColor, float metallic) {
return baseColor.rgb * (1.0 - metallic);
}
vec3 computeF0(vec4 baseColor, float metallic, float reflectance) {
vec3 computeF0(const vec4 baseColor, float metallic, float reflectance) {
return baseColor.rgb * metallic + (reflectance * (1.0 - metallic));
}
@@ -26,7 +26,7 @@ float computeDielectricF0(float reflectance) {
return 0.16 * reflectance * reflectance;
}
float computeMetallicFromSpecularColor(vec3 specularColor) {
float computeMetallicFromSpecularColor(const vec3 specularColor) {
return max3(specularColor);
}
@@ -51,7 +51,7 @@ float f0ToIor(float f0) {
return (1.0 + r) / (1.0 - r);
}
vec3 f0ClearCoatToSurface(vec3 f0) {
vec3 f0ClearCoatToSurface(const vec3 f0) {
// Approximation of iorTof0(f0ToIor(f0), 1.5)
// This assumes that the clear coat layer has an IOR of 1.5
#if FILAMENT_QUALITY == FILAMENT_QUALITY_LOW

View File

@@ -53,19 +53,19 @@ float sq(float x) {
*
* @public-api
*/
float max3(vec3 v) {
float max3(const vec3 v) {
return max(v.x, max(v.y, v.z));
}
float vmax(vec2 v) {
float vmax(const vec2 v) {
return max(v.x, v.y);
}
float vmax(vec3 v) {
float vmax(const vec3 v) {
return max(v.x, max(v.y, v.z));
}
float vmax(vec4 v) {
float vmax(const vec4 v) {
return max(max(v.x, v.y), max(v.y, v.z));
}
@@ -74,19 +74,19 @@ float vmax(vec4 v) {
*
* @public-api
*/
float min3(vec3 v) {
float min3(const vec3 v) {
return min(v.x, min(v.y, v.z));
}
float vmin(vec2 v) {
float vmin(const vec2 v) {
return min(v.x, v.y);
}
float vmin(vec3 v) {
float vmin(const vec3 v) {
return min(v.x, min(v.y, v.z));
}
float vmin(vec4 v) {
float vmin(const vec4 v) {
return min(min(v.x, v.y), min(v.y, v.z));
}
@@ -126,7 +126,7 @@ float acosFastPositive(float x) {
*
* @public-api
*/
highp vec4 mulMat4x4Float3(highp mat4 m, highp vec3 v) {
highp vec4 mulMat4x4Float3(const highp mat4 m, const highp vec3 v) {
return v.x * m[0] + (v.y * m[1] + (v.z * m[2] + m[3]));
}
@@ -136,14 +136,14 @@ highp vec4 mulMat4x4Float3(highp mat4 m, highp vec3 v) {
*
* @public-api
*/
highp vec3 mulMat3x3Float3(highp mat4 m, highp vec3 v) {
highp vec3 mulMat3x3Float3(const highp mat4 m, const highp vec3 v) {
return v.x * m[0].xyz + (v.y * m[1].xyz + (v.z * m[2].xyz));
}
/**
* Extracts the normal vector of the tangent frame encoded in the specified quaternion.
*/
void toTangentFrame(highp vec4 q, out highp vec3 n) {
void toTangentFrame(const highp vec4 q, out highp vec3 n) {
n = vec3( 0.0, 0.0, 1.0) +
vec3( 2.0, -2.0, -2.0) * q.x * q.zwx +
vec3( 2.0, 2.0, -2.0) * q.y * q.wzy;
@@ -153,14 +153,14 @@ void toTangentFrame(highp vec4 q, out highp vec3 n) {
* Extracts the normal and tangent vectors of the tangent frame encoded in the
* specified quaternion.
*/
void toTangentFrame(highp vec4 q, out highp vec3 n, out highp vec3 t) {
void toTangentFrame(const highp vec4 q, out highp vec3 n, out highp vec3 t) {
toTangentFrame(q, n);
t = vec3( 1.0, 0.0, 0.0) +
vec3(-2.0, 2.0, -2.0) * q.y * q.yxw +
vec3(-2.0, 2.0, 2.0) * q.z * q.zwx;
}
highp mat3 cofactor(highp mat3 m) {
highp mat3 cofactor(const highp mat3 m) {
highp float a = m[0][0];
highp float b = m[1][0];
highp float c = m[2][0];

View File

@@ -11,8 +11,8 @@
* Normal bias is not used for VSM.
*/
highp vec4 computeLightSpacePosition(highp vec3 p, highp vec3 n,
highp vec3 dir, float b, highp mat4 lightFromWorldMatrix) {
highp vec4 computeLightSpacePosition(highp vec3 p, const highp vec3 n,
const highp vec3 dir, const float b, highp_mat4 lightFromWorldMatrix) {
#if !defined(VARIANT_HAS_VSM)
highp float cosTheta = saturate(dot(n, dir));

View File

@@ -20,7 +20,7 @@ layout(location = 0) out highp vec2 outPicking;
// note: VARIANT_HAS_VSM and VARIANT_HAS_PICKING are mutually exclusive
//------------------------------------------------------------------------------
highp vec2 computeDepthMomentsVSM(highp float depth);
highp vec2 computeDepthMomentsVSM(const highp float depth);
void main() {
filament_lodBias = frameUniforms.lodBias;
@@ -74,7 +74,7 @@ void main() {
#endif
}
highp vec2 computeDepthMomentsVSM(highp float depth) {
highp vec2 computeDepthMomentsVSM(const highp float depth) {
// computes the moments
// See GPU Gems 3
// https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-8-summed-area-variance-shadow-maps

View File

@@ -30,7 +30,7 @@ float triangleNoise(highp vec2 n) {
// Dithering
//------------------------------------------------------------------------------
vec4 Dither_InterleavedGradientNoise(vec4 rgba, highp float temporalNoise01) {
vec4 Dither_InterleavedGradientNoise(vec4 rgba, const highp float temporalNoise01) {
// Jimenez 2014, "Next Generation Post-Processing in Call of Duty"
highp vec2 uv = gl_FragCoord.xy + temporalNoise01;
@@ -43,7 +43,7 @@ vec4 Dither_InterleavedGradientNoise(vec4 rgba, highp float temporalNoise01) {
return rgba + vec4(noise / 255.0);
}
vec4 Dither_TriangleNoise(vec4 rgba, highp float temporalNoise01) {
vec4 Dither_TriangleNoise(vec4 rgba, const highp float temporalNoise01) {
// Gjøl 2016, "Banding in Games: A Noisy Rant"
highp vec2 fragCoord = gl_FragCoord.xy;
// FIXME: resolution.zw is the viewport dimension but we should be using the buffer's
@@ -58,7 +58,7 @@ vec4 Dither_TriangleNoise(vec4 rgba, highp float temporalNoise01) {
return rgba + vec4(noise / 255.0);
}
vec4 Dither_Vlachos(vec4 rgba, highp float temporalNoise01) {
vec4 Dither_Vlachos(vec4 rgba, const highp float temporalNoise01) {
// Vlachos 2016, "Advanced VR Rendering"
highp vec2 fragCoord = gl_FragCoord.xy;
float noise = dot(vec2(171.0, 231.0), fragCoord + temporalNoise01);
@@ -70,7 +70,7 @@ vec4 Dither_Vlachos(vec4 rgba, highp float temporalNoise01) {
return vec4(rgba.rgb + (noiseRGB / 255.0), rgba.a);
}
vec4 Dither_TriangleNoiseRGB(vec4 rgba, highp float temporalNoise01) {
vec4 Dither_TriangleNoiseRGB(vec4 rgba, const highp float temporalNoise01) {
// Gjøl 2016, "Banding in Games: A Noisy Rant"
highp vec2 fragCoord = gl_FragCoord.xy;
// FIXME: resolution.zw is the viewport dimension but we should be using the buffer's
@@ -97,7 +97,7 @@ vec4 Dither_TriangleNoiseRGB(vec4 rgba, highp float temporalNoise01) {
* This dithering function assumes we are dithering to an 8-bit target.
* This function dithers the alpha channel assuming premultiplied output
*/
vec4 dither(vec4 rgba, highp float temporalNoise01) {
vec4 dither(vec4 rgba, const highp float temporalNoise01) {
#if DITHERING_OPERATOR == DITHERING_NONE
return rgba;
#elif DITHERING_OPERATOR == DITHERING_INTERLEAVED_NOISE

View File

@@ -62,14 +62,14 @@ vec3 mulBoneVertex(vec3 v, uint i) {
return v.x * m[0].xyz + (v.y * m[1].xyz + (v.z * m[2].xyz + m[3].xyz));
}
void skinNormal(inout vec3 n, uvec4 ids, vec4 weights) {
void skinNormal(inout vec3 n, const uvec4 ids, const vec4 weights) {
n = mulBoneNormal(n, ids.x) * weights.x
+ mulBoneNormal(n, ids.y) * weights.y
+ mulBoneNormal(n, ids.z) * weights.z
+ mulBoneNormal(n, ids.w) * weights.w;
}
void skinPosition(inout vec3 p, uvec4 ids, vec4 weights) {
void skinPosition(inout vec3 p, const uvec4 ids, const vec4 weights) {
p = mulBoneVertex(p, ids.x) * weights.x
+ mulBoneVertex(p, ids.y) * weights.y
+ mulBoneVertex(p, ids.z) * weights.z

View File

@@ -6,7 +6,7 @@
#define SUN_AS_AREA_LIGHT
#endif
vec3 sampleSunAreaLight(vec3 lightDirection) {
vec3 sampleSunAreaLight(const vec3 lightDirection) {
#if defined(SUN_AS_AREA_LIGHT)
if (frameUniforms.sun.w >= 0.0) {
// simulate sun as disc area light
@@ -31,8 +31,8 @@ Light getDirectionalLight() {
return light;
}
void evaluateDirectionalLight(MaterialInputs material,
PixelParams pixel, inout vec3 color) {
void evaluateDirectionalLight(const MaterialInputs material,
const PixelParams pixel, inout vec3 color) {
Light light = getDirectionalLight();

View File

@@ -17,7 +17,7 @@
// IBL utilities
//------------------------------------------------------------------------------
vec3 decodeDataForIBL(vec4 data) {
vec3 decodeDataForIBL(const vec4 data) {
return data.rgb;
}
@@ -43,7 +43,7 @@ vec3 prefilteredDFG(float perceptualRoughness, float NoV) {
// IBL irradiance implementations
//------------------------------------------------------------------------------
vec3 Irradiance_SphericalHarmonics(vec3 n) {
vec3 Irradiance_SphericalHarmonics(const vec3 n) {
return max(
frameUniforms.iblSH[0]
#if SPHERICAL_HARMONICS_BANDS >= 2
@@ -61,7 +61,7 @@ vec3 Irradiance_SphericalHarmonics(vec3 n) {
, 0.0);
}
vec3 Irradiance_RoughnessOne(vec3 n) {
vec3 Irradiance_RoughnessOne(const vec3 n) {
// note: lod used is always integer, hopefully the hardware skips tri-linear filtering
return decodeDataForIBL(textureLod(light_iblSpecular, n, frameUniforms.iblRoughnessOneLevel));
}
@@ -70,7 +70,7 @@ vec3 Irradiance_RoughnessOne(vec3 n) {
// IBL irradiance dispatch
//------------------------------------------------------------------------------
vec3 diffuseIrradiance(vec3 n) {
vec3 diffuseIrradiance(const vec3 n) {
// On Metal devices with an A8X chipset, this light_iblSpecular texture sample must be pulled
// outside the frameUniforms.iblSH check. This is to avoid a Metal pipeline compilation error
// with the message: "Could not statically determine the target of a texture".
@@ -118,21 +118,21 @@ float perceptualRoughnessToLod(float perceptualRoughness) {
return frameUniforms.iblRoughnessOneLevel * perceptualRoughness * (2.0 - perceptualRoughness);
}
vec3 prefilteredRadiance(vec3 r, float perceptualRoughness) {
vec3 prefilteredRadiance(const vec3 r, float perceptualRoughness) {
float lod = perceptualRoughnessToLod(perceptualRoughness);
return decodeDataForIBL(textureLod(light_iblSpecular, r, lod));
}
vec3 prefilteredRadiance(vec3 r, float roughness, float offset) {
vec3 prefilteredRadiance(const vec3 r, float roughness, float offset) {
float lod = frameUniforms.iblRoughnessOneLevel * roughness;
return decodeDataForIBL(textureLod(light_iblSpecular, r, lod + offset));
}
vec3 getSpecularDominantDirection(vec3 n, vec3 r, float roughness) {
vec3 getSpecularDominantDirection(const vec3 n, const vec3 r, float roughness) {
return mix(r, n, roughness * roughness);
}
vec3 specularDFG(PixelParams pixel) {
vec3 specularDFG(const PixelParams pixel) {
#if defined(SHADING_MODEL_CLOTH)
return pixel.f0 * pixel.dfg.z;
#else
@@ -140,7 +140,7 @@ vec3 specularDFG(PixelParams pixel) {
#endif
}
vec3 getReflectedVector(PixelParams pixel, vec3 n) {
vec3 getReflectedVector(const PixelParams pixel, const vec3 n) {
#if defined(MATERIAL_HAS_ANISOTROPY)
vec3 r = getReflectedVector(pixel, shading_view, n);
#else
@@ -223,7 +223,7 @@ float prefilteredImportanceSampling(float ipdf, float omegaP) {
return mipLevel;
}
vec3 isEvaluateSpecularIBL(PixelParams pixel, vec3 n, vec3 v, float NoV) {
vec3 isEvaluateSpecularIBL(const PixelParams pixel, const vec3 n, const vec3 v, const float NoV) {
const int numSamples = IBL_INTEGRATION_IMPORTANCE_SAMPLING_COUNT;
const float invNumSamples = 1.0 / float(numSamples);
const vec3 up = vec3(0.0, 0.0, 1.0);
@@ -282,7 +282,7 @@ vec3 isEvaluateSpecularIBL(PixelParams pixel, vec3 n, vec3 v, float NoV) {
return indirectSpecular;
}
vec3 isEvaluateDiffuseIBL(PixelParams pixel, vec3 n, vec3 v) {
vec3 isEvaluateDiffuseIBL(const PixelParams pixel, vec3 n, vec3 v) {
const int numSamples = IBL_INTEGRATION_IMPORTANCE_SAMPLING_COUNT;
const float invNumSamples = 1.0 / float(numSamples);
const vec3 up = vec3(0.0, 0.0, 1.0);
@@ -332,7 +332,7 @@ vec3 isEvaluateDiffuseIBL(PixelParams pixel, vec3 n, vec3 v) {
return indirectDiffuse * invNumSamples; // we bake 1/PI here, which cancels out
}
void isEvaluateClearCoatIBL(PixelParams pixel, float specularAO, inout vec3 Fd, inout vec3 Fr) {
void isEvaluateClearCoatIBL(const PixelParams pixel, float specularAO, inout vec3 Fd, inout vec3 Fr) {
#if defined(MATERIAL_HAS_CLEAR_COAT)
#if defined(MATERIAL_HAS_NORMAL) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
// We want to use the geometric normal for the clear coat layer
@@ -366,7 +366,7 @@ void isEvaluateClearCoatIBL(PixelParams pixel, float specularAO, inout vec3 Fd,
// IBL evaluation
//------------------------------------------------------------------------------
void evaluateClothIndirectDiffuseBRDF(PixelParams pixel, inout float diffuse) {
void evaluateClothIndirectDiffuseBRDF(const PixelParams pixel, inout float diffuse) {
#if defined(SHADING_MODEL_CLOTH)
#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
// Simulate subsurface scattering with a wrap diffuse term
@@ -375,8 +375,8 @@ void evaluateClothIndirectDiffuseBRDF(PixelParams pixel, inout float diffuse) {
#endif
}
void evaluateSheenIBL(PixelParams pixel, float diffuseAO,
SSAOInterpolationCache cache, inout vec3 Fd, inout vec3 Fr) {
void evaluateSheenIBL(const PixelParams pixel, float diffuseAO,
const in SSAOInterpolationCache cache, inout vec3 Fd, inout vec3 Fr) {
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE)
#if defined(MATERIAL_HAS_SHEEN_COLOR)
// Albedo scaling of the base layer before we layer sheen on top
@@ -391,8 +391,8 @@ void evaluateSheenIBL(PixelParams pixel, float diffuseAO,
#endif
}
void evaluateClearCoatIBL(PixelParams pixel, float diffuseAO,
SSAOInterpolationCache cache, inout vec3 Fd, inout vec3 Fr) {
void evaluateClearCoatIBL(const PixelParams pixel, float diffuseAO,
const in SSAOInterpolationCache cache, inout vec3 Fd, inout vec3 Fr) {
#if IBL_INTEGRATION == IBL_INTEGRATION_IMPORTANCE_SAMPLING
float specularAO = specularAO(shading_NoV, diffuseAO, pixel.clearCoatRoughness, cache);
isEvaluateClearCoatIBL(pixel, specularAO, Fd, Fr);
@@ -422,7 +422,7 @@ void evaluateClearCoatIBL(PixelParams pixel, float diffuseAO,
#endif
}
void evaluateSubsurfaceIBL(PixelParams pixel, vec3 diffuseIrradiance,
void evaluateSubsurfaceIBL(const PixelParams pixel, const vec3 diffuseIrradiance,
inout vec3 Fd, inout vec3 Fr) {
#if defined(SHADING_MODEL_SUBSURFACE)
vec3 viewIndependent = diffuseIrradiance;
@@ -442,8 +442,8 @@ struct Refraction {
float d;
};
void refractionSolidSphere(PixelParams pixel,
vec3 n, vec3 r, out Refraction ray) {
void refractionSolidSphere(const PixelParams pixel,
const vec3 n, vec3 r, out Refraction ray) {
r = refract(r, n, pixel.etaIR);
float NoR = dot(n, r);
float d = pixel.thickness * -NoR;
@@ -453,8 +453,8 @@ void refractionSolidSphere(PixelParams pixel,
ray.direction = refract(r, n1, pixel.etaRI);
}
void refractionSolidBox(PixelParams pixel,
vec3 n, vec3 r, out Refraction ray) {
void refractionSolidBox(const PixelParams pixel,
const vec3 n, vec3 r, out Refraction ray) {
vec3 rr = refract(r, n, pixel.etaIR);
float NoR = dot(n, rr);
float d = pixel.thickness / max(-NoR, 0.001);
@@ -468,8 +468,8 @@ void refractionSolidBox(PixelParams pixel,
#endif
}
void refractionThinSphere(PixelParams pixel,
vec3 n, vec3 r, out Refraction ray) {
void refractionThinSphere(const PixelParams pixel,
const vec3 n, vec3 r, out Refraction ray) {
float d = 0.0;
#if defined(MATERIAL_HAS_MICRO_THICKNESS)
// note: we need the refracted ray to calculate the distance traveled
@@ -485,7 +485,9 @@ void refractionThinSphere(PixelParams pixel,
ray.d = d;
}
vec3 evaluateRefraction(PixelParams pixel, vec3 n0, vec3 E) {
vec3 evaluateRefraction(
const PixelParams pixel,
const vec3 n0, vec3 E) {
Refraction ray;
@@ -554,7 +556,7 @@ vec3 evaluateRefraction(PixelParams pixel, vec3 n0, vec3 E) {
}
#endif
void evaluateIBL(MaterialInputs material, PixelParams pixel, inout vec3 color) {
void evaluateIBL(const MaterialInputs material, const PixelParams pixel, inout vec3 color) {
// specular layer
vec3 Fr = vec3(0.0);

View File

@@ -20,7 +20,7 @@ struct FroxelParams {
* Returns the coordinates of the froxel at the specified fragment coordinates.
* The coordinates are a 3D position in the froxel grid.
*/
uvec3 getFroxelCoords(highp vec3 fragCoords) {
uvec3 getFroxelCoords(const highp vec3 fragCoords) {
uvec3 froxelCoord;
froxelCoord.xy = uvec2(fragCoords.xy * frameUniforms.froxelCountXY);
@@ -48,7 +48,7 @@ uvec3 getFroxelCoords(highp vec3 fragCoords) {
* The froxel index is computed from the 3D coordinates of the froxel in the
* froxel grid and later used to fetch from the froxel buffer.
*/
uint getFroxelIndex(highp vec3 fragCoords) {
uint getFroxelIndex(const highp vec3 fragCoords) {
uvec3 froxelCoord = getFroxelCoords(fragCoords);
return froxelCoord.x * frameUniforms.fParams.x +
froxelCoord.y * frameUniforms.fParams.y +
@@ -66,7 +66,7 @@ ivec2 getFroxelTexCoord(uint froxelIndex) {
* Returns the froxel data for the given froxel index. The data is fetched
* from FroxelsUniforms UBO.
*/
FroxelParams getFroxelParams(uint froxelIndex) {
FroxelParams getFroxelParams(const uint froxelIndex) {
uint w = froxelIndex >> 2u;
uint c = froxelIndex & 0x3u;
highp uvec4 d = froxelsUniforms.records[w];
@@ -81,7 +81,7 @@ FroxelParams getFroxelParams(uint froxelIndex) {
* Return the light index from the record index
* A light record is a single uint index into the lights data buffer (lightsUniforms UBO).
*/
uint getLightIndex(uint index) {
uint getLightIndex(const uint index) {
uint v = index >> 4u;
uint c = (index >> 2u) & 0x3u;
uint s = (index & 0x3u) * 8u;
@@ -98,7 +98,7 @@ float getSquareFalloffAttenuation(float distanceSquare, float falloff) {
return smoothFactor * smoothFactor;
}
float getDistanceAttenuation(highp vec3 posToLight, float falloff) {
float getDistanceAttenuation(const highp vec3 posToLight, float falloff) {
float distanceSquare = dot(posToLight, posToLight);
float attenuation = getSquareFalloffAttenuation(distanceSquare, falloff);
// light far attenuation
@@ -109,7 +109,7 @@ float getDistanceAttenuation(highp vec3 posToLight, float falloff) {
return attenuation / max(distanceSquare, 1e-4);
}
float getAngleAttenuation(highp vec3 lightDir, highp vec3 l, highp vec2 scaleOffset) {
float getAngleAttenuation(const highp vec3 lightDir, const highp vec3 l, const highp vec2 scaleOffset) {
float cd = dot(lightDir, l);
float attenuation = saturate(cd * scaleOffset.x + scaleOffset.y);
return attenuation * attenuation;
@@ -124,7 +124,7 @@ float getAngleAttenuation(highp vec3 lightDir, highp vec3 l, highp vec2 scaleOff
* lightsUniforms uniform buffer.
*/
Light getLight(uint lightIndex) {
Light getLight(const uint lightIndex) {
// retrieve the light data from the UBO
highp mat4 data = lightsUniforms.lights[lightIndex];
@@ -176,8 +176,8 @@ Light getLight(uint lightIndex) {
* The result of the lighting computations is accumulated in the color
* parameter, as linear HDR RGB.
*/
void evaluatePunctualLights(MaterialInputs material,
PixelParams pixel, inout vec3 color) {
void evaluatePunctualLights(const MaterialInputs material,
const PixelParams pixel, inout vec3 color) {
// Fetch the light information stored in the froxel that contains the
// current fragment

View File

@@ -57,10 +57,10 @@ highp float distanceSquared(highp vec2 a, highp vec2 b) {
// Note: McGuire and Mara use the "cs" prefix to stand for "camera space", equivalent to Filament's
// "view space". "cs" has been replaced with "vs" to avoid confusion.
bool traceScreenSpaceRay(highp vec3 vsOrigin, highp vec3 vsDirection,
highp mat4 uvFromViewMatrix, highp sampler2D vsZBuffer,
float vsZThickness, highp float nearPlaneZ, float stride,
float jitterFraction, highp float maxSteps, float maxRayTraceDistance,
bool traceScreenSpaceRay(const highp vec3 vsOrigin, const highp vec3 vsDirection,
highp_mat4 uvFromViewMatrix, const highp sampler2D vsZBuffer,
const float vsZThickness, const highp float nearPlaneZ, const float stride,
const float jitterFraction, const highp float maxSteps, const float maxRayTraceDistance,
out highp vec2 hitPixel, out highp vec3 vsHitPoint) {
// Clip ray to a near plane in 3D (doesn't have to be *the* near plane, although that would be a
// good idea)
@@ -181,7 +181,7 @@ bool traceScreenSpaceRay(highp vec3 vsOrigin, highp vec3 vsDirection,
// -- end "BSD 2-clause license" -------------------------------------------------------------------
highp mat4 scaleMatrix(highp float x, highp float y) {
highp mat4 scaleMatrix(const highp float x, const highp float y) {
mat4 m = mat4(1.0);
m[0].x = x;
m[1].y = y;
@@ -200,7 +200,7 @@ highp mat4 scaleMatrix(highp float x, highp float y) {
*
* If there is no hit, the return value is vec4(0).
*/
vec4 evaluateScreenSpaceReflections(highp vec3 wsRayDirection) {
vec4 evaluateScreenSpaceReflections(const highp vec3 wsRayDirection) {
vec4 Fr = vec4(0.0);
highp vec3 wsRayStart = shading_position + frameUniforms.ssrBias * wsRayDirection;

View File

@@ -5,7 +5,7 @@ layout(location = 0) out vec4 fragColor;
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
void blendPostLightingColor(MaterialInputs material, inout vec4 color) {
void blendPostLightingColor(const MaterialInputs material, inout vec4 color) {
#if defined(POST_LIGHTING_BLEND_MODE_OPAQUE)
color = material.postLightingColor;
#elif defined(POST_LIGHTING_BLEND_MODE_TRANSPARENT)

View File

@@ -33,13 +33,13 @@ struct MaterialVertexInputs {
// Workaround for a driver bug on ARM Bifrost GPUs. Assigning a structure member
// (directly or inside an expression) to an invariant causes a driver crash.
vec4 getWorldPosition(MaterialVertexInputs material) {
vec4 getWorldPosition(const MaterialVertexInputs material) {
return material.worldPosition;
}
#ifdef VERTEX_DOMAIN_DEVICE
#ifdef MATERIAL_HAS_CLIP_SPACE_TRANSFORM
mat4 getMaterialClipSpaceTransform(MaterialVertexInputs material) {
mat4 getMaterialClipSpaceTransform(const MaterialVertexInputs material) {
return material.clipSpaceTransform;
}
#endif // MATERIAL_HAS_CLIP_SPACE_TRANSFORM

View File

@@ -38,7 +38,7 @@ void applyAlphaMask(inout vec4 baseColor) {}
#endif
#if defined(GEOMETRIC_SPECULAR_AA)
float normalFiltering(float perceptualRoughness, vec3 worldNormal) {
float normalFiltering(float perceptualRoughness, const vec3 worldNormal) {
// Kaplanyan 2016, "Stable specular highlights"
// Tokuyoshi 2017, "Error Reduction and Simplification for Shading Anti-Aliasing"
// Tokuyoshi and Kaplanyan 2019, "Improved Geometric Specular Antialiasing"
@@ -63,7 +63,7 @@ float normalFiltering(float perceptualRoughness, vec3 worldNormal) {
}
#endif
void getCommonPixelParams(MaterialInputs material, inout PixelParams pixel) {
void getCommonPixelParams(const MaterialInputs material, inout PixelParams pixel) {
vec4 baseColor = material.baseColor;
applyAlphaMask(baseColor);
@@ -137,7 +137,7 @@ void getCommonPixelParams(MaterialInputs material, inout PixelParams pixel) {
#endif
}
void getSheenPixelParams(MaterialInputs material, inout PixelParams pixel) {
void getSheenPixelParams(const MaterialInputs material, inout PixelParams pixel) {
#if defined(MATERIAL_HAS_SHEEN_COLOR) && !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE)
pixel.sheenColor = material.sheenColor;
@@ -154,7 +154,7 @@ void getSheenPixelParams(MaterialInputs material, inout PixelParams pixel) {
#endif
}
void getClearCoatPixelParams(MaterialInputs material, inout PixelParams pixel) {
void getClearCoatPixelParams(const MaterialInputs material, inout PixelParams pixel) {
#if defined(MATERIAL_HAS_CLEAR_COAT)
pixel.clearCoat = material.clearCoat;
@@ -181,7 +181,7 @@ void getClearCoatPixelParams(MaterialInputs material, inout PixelParams pixel) {
#endif
}
void getRoughnessPixelParams(MaterialInputs material, inout PixelParams pixel) {
void getRoughnessPixelParams(const MaterialInputs material, inout PixelParams pixel) {
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
float perceptualRoughness = computeRoughnessFromGlossiness(material.glossiness);
#else
@@ -209,7 +209,7 @@ void getRoughnessPixelParams(MaterialInputs material, inout PixelParams pixel) {
pixel.roughness = perceptualRoughnessToRoughness(pixel.perceptualRoughness);
}
void getSubsurfacePixelParams(MaterialInputs material, inout PixelParams pixel) {
void getSubsurfacePixelParams(const MaterialInputs material, inout PixelParams pixel) {
#if defined(SHADING_MODEL_SUBSURFACE)
pixel.subsurfacePower = material.subsurfacePower;
pixel.subsurfaceColor = material.subsurfaceColor;
@@ -245,7 +245,7 @@ void getEnergyCompensationPixelParams(inout PixelParams pixel) {
* This function is also responsible for discarding the fragment when alpha
* testing fails.
*/
void getPixelParams(MaterialInputs material, out PixelParams pixel) {
void getPixelParams(const MaterialInputs material, out PixelParams pixel) {
getCommonPixelParams(material, pixel);
getSheenPixelParams(material, pixel);
getClearCoatPixelParams(material, pixel);
@@ -265,7 +265,7 @@ void getPixelParams(MaterialInputs material, out PixelParams pixel) {
*
* Returns a pre-exposed HDR RGBA color in linear space.
*/
vec4 evaluateLights(MaterialInputs material) {
vec4 evaluateLights(const MaterialInputs material) {
PixelParams pixel;
getPixelParams(material, pixel);
@@ -295,7 +295,7 @@ vec4 evaluateLights(MaterialInputs material) {
return vec4(color, computeDiffuseAlpha(material.baseColor.a));
}
void addEmissive(MaterialInputs material, inout vec4 color) {
void addEmissive(const MaterialInputs material, inout vec4 color) {
#if defined(MATERIAL_HAS_EMISSIVE)
highp vec4 emissive = material.emissive;
highp float attenuation = mix(1.0, getExposure(), emissive.w);
@@ -309,7 +309,7 @@ void addEmissive(MaterialInputs material, inout vec4 color) {
*
* Returns a pre-exposed HDR RGBA color in linear space.
*/
vec4 evaluateMaterial(MaterialInputs material) {
vec4 evaluateMaterial(const MaterialInputs material) {
vec4 color = evaluateLights(material);
addEmissive(material, color);
return color;

View File

@@ -1,5 +1,5 @@
vec3 customSurfaceShading(MaterialInputs materialInputs,
PixelParams pixel, Light light, float visibility) {
vec3 customSurfaceShading(const MaterialInputs materialInputs,
const PixelParams pixel, const Light light, float visibility) {
LightData lightData;
lightData.colorIntensity = light.colorIntensity;

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@@ -9,7 +9,7 @@
* computation of these events is not physically based but can add necessary
* details to a material.
*/
vec3 surfaceShading(PixelParams pixel, Light light, float occlusion) {
vec3 surfaceShading(const PixelParams pixel, const Light light, float occlusion) {
vec3 h = normalize(shading_view + light.l);
float NoL = light.NoL;
float NoH = saturate(dot(shading_normal, h));

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@@ -1,5 +1,5 @@
#if defined(MATERIAL_HAS_SHEEN_COLOR)
vec3 sheenLobe(PixelParams pixel, float NoV, float NoL, float NoH) {
vec3 sheenLobe(const PixelParams pixel, float NoV, float NoL, float NoH) {
float D = distributionCloth(pixel.sheenRoughness, NoH);
float V = visibilityCloth(NoV, NoL);
@@ -8,7 +8,7 @@ vec3 sheenLobe(PixelParams pixel, float NoV, float NoL, float NoH) {
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT)
float clearCoatLobe(PixelParams pixel, vec3 h, float NoH, float LoH, out float Fcc) {
float clearCoatLobe(const PixelParams pixel, const vec3 h, float NoH, float LoH, out float Fcc) {
#if defined(MATERIAL_HAS_NORMAL) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
// If the material has a normal map, we want to use the geometric normal
// instead to avoid applying the normal map details to the clear coat layer
@@ -28,7 +28,7 @@ float clearCoatLobe(PixelParams pixel, vec3 h, float NoH, float LoH, out float F
#endif
#if defined(MATERIAL_HAS_ANISOTROPY)
vec3 anisotropicLobe(PixelParams pixel, Light light, vec3 h,
vec3 anisotropicLobe(const PixelParams pixel, const Light light, const vec3 h,
float NoV, float NoL, float NoH, float LoH) {
vec3 l = light.l;
@@ -58,7 +58,7 @@ vec3 anisotropicLobe(PixelParams pixel, Light light, vec3 h,
}
#endif
vec3 isotropicLobe(PixelParams pixel, Light light, vec3 h,
vec3 isotropicLobe(const PixelParams pixel, const Light light, const vec3 h,
float NoV, float NoL, float NoH, float LoH) {
float D = distribution(pixel.roughness, NoH, h);
@@ -68,7 +68,7 @@ vec3 isotropicLobe(PixelParams pixel, Light light, vec3 h,
return (D * V) * F;
}
vec3 specularLobe(PixelParams pixel, Light light, vec3 h,
vec3 specularLobe(const PixelParams pixel, const Light light, const vec3 h,
float NoV, float NoL, float NoH, float LoH) {
#if defined(MATERIAL_HAS_ANISOTROPY)
return anisotropicLobe(pixel, light, h, NoV, NoL, NoH, LoH);
@@ -77,7 +77,7 @@ vec3 specularLobe(PixelParams pixel, Light light, vec3 h,
#endif
}
vec3 diffuseLobe(PixelParams pixel, float NoV, float NoL, float LoH) {
vec3 diffuseLobe(const PixelParams pixel, float NoV, float NoL, float LoH) {
return pixel.diffuseColor * diffuse(pixel.roughness, NoV, NoL, LoH);
}
@@ -98,7 +98,7 @@ vec3 diffuseLobe(PixelParams pixel, float NoV, float NoL, float LoH) {
* on the Cook-Torrance microfacet model, it uses cheaper terms than the surface
* BRDF's specular lobe (see brdf.fs).
*/
vec3 surfaceShading(PixelParams pixel, Light light, float occlusion) {
vec3 surfaceShading(const PixelParams pixel, const Light light, float occlusion) {
vec3 h = normalize(shading_view + light.l);
float NoV = shading_NoV;

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@@ -5,7 +5,7 @@
* scattering. The BTDF itself is not physically based and does not represent a
* correct interpretation of transmission events.
*/
vec3 surfaceShading(PixelParams pixel, Light light, float occlusion) {
vec3 surfaceShading(const PixelParams pixel, const Light light, float occlusion) {
vec3 h = normalize(shading_view + light.l);
float NoL = light.NoL;

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@@ -56,7 +56,7 @@ void computeShadingParams() {
* This function must be invoked by the user's material code (guaranteed by
* the material compiler) after setting a value for MaterialInputs.normal.
*/
void prepareMaterial(MaterialInputs material) {
void prepareMaterial(const MaterialInputs material) {
#if defined(HAS_ATTRIBUTE_TANGENTS)
#if defined(MATERIAL_HAS_NORMAL)
shading_normal = normalize(shading_tangentToWorld * material.normal);

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@@ -1,7 +1,7 @@
/*
* screen-space reflection shading
*/
vec4 evaluateMaterial(MaterialInputs material) {
vec4 evaluateMaterial(const MaterialInputs material) {
#if defined(MATERIAL_HAS_REFLECTIONS)
PixelParams pixel;

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@@ -1,4 +1,4 @@
void addEmissive(MaterialInputs material, inout vec4 color) {
void addEmissive(const MaterialInputs material, inout vec4 color) {
#if defined(MATERIAL_HAS_EMISSIVE)
highp vec4 emissive = material.emissive;
highp float attenuation = mix(1.0, getExposure(), emissive.w);
@@ -27,7 +27,7 @@ float computeMaskedAlpha(float a) {
* This is mostly useful in AR to cast shadows on unlit transparent shadow
* receiving planes.
*/
vec4 evaluateMaterial(MaterialInputs material) {
vec4 evaluateMaterial(const MaterialInputs material) {
vec4 color = material.baseColor;
#if defined(BLEND_MODE_MASKED)

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@@ -17,9 +17,9 @@
// PCF Shadow Sampling
//------------------------------------------------------------------------------
float sampleDepth(mediump sampler2DArrayShadow map,
highp vec4 scissorNormalized,
uint layer, highp vec2 uv, float depth) {
float sampleDepth(const mediump sampler2DArrayShadow map,
const highp vec4 scissorNormalized,
const uint layer, highp vec2 uv, float depth) {
// clamp needed for directional lights and/or large kernels
uv = clamp(uv, scissorNormalized.xy, scissorNormalized.zw);
@@ -31,9 +31,9 @@ float sampleDepth(mediump sampler2DArrayShadow map,
#if SHADOW_SAMPLING_METHOD == SHADOW_SAMPLING_PCF_HARD
// use hardware assisted PCF
float ShadowSample_PCF_Hard(mediump sampler2DArrayShadow map,
highp vec4 scissorNormalized,
uint layer, highp vec4 shadowPosition) {
float ShadowSample_PCF_Hard(const mediump sampler2DArrayShadow map,
const highp vec4 scissorNormalized,
const uint layer, const highp vec4 shadowPosition) {
highp vec3 position = shadowPosition.xyz * (1.0 / shadowPosition.w);
// note: shadowPosition.z is in the [1, 0] range (reversed Z)
return sampleDepth(map, scissorNormalized, layer, position.xy, position.z);
@@ -42,9 +42,9 @@ float ShadowSample_PCF_Hard(mediump sampler2DArrayShadow map,
#if SHADOW_SAMPLING_METHOD == SHADOW_SAMPLING_PCF_LOW
// use hardware assisted PCF + 3x3 gaussian filter
float ShadowSample_PCF_Low(mediump sampler2DArrayShadow map,
highp vec4 scissorNormalized,
uint layer, highp vec4 shadowPosition) {
float ShadowSample_PCF_Low(const mediump sampler2DArrayShadow map,
const highp vec4 scissorNormalized,
const uint layer, const highp vec4 shadowPosition) {
highp vec3 position = shadowPosition.xyz * (1.0 / shadowPosition.w);
// note: shadowPosition.z is in the [1, 0] range (reversed Z)
highp vec2 size = vec2(textureSize(map, 0));
@@ -80,9 +80,9 @@ float ShadowSample_PCF_Low(mediump sampler2DArrayShadow map,
#endif
// use manual PCF
float ShadowSample_PCF(mediump sampler2DArray map,
highp vec4 scissorNormalized,
uint layer, highp vec4 shadowPosition) {
float ShadowSample_PCF(const mediump sampler2DArray map,
const highp vec4 scissorNormalized,
const uint layer, const highp vec4 shadowPosition) {
highp vec3 position = shadowPosition.xyz * (1.0 / shadowPosition.w);
// note: shadowPosition.z is in the [1, 0] range (reversed Z)
highp vec2 size = vec2(textureSize(map, 0));
@@ -147,7 +147,7 @@ float hardenedKernel(float x) {
return 0.5 * x + 0.5;
}
highp vec2 computeReceiverPlaneDepthBias(highp vec3 position) {
highp vec2 computeReceiverPlaneDepthBias(const highp vec3 position) {
// see: GDC '06: Shadow Mapping: GPU-based Tips and Techniques
// Chain rule to compute dz/du and dz/dv
// |dz/du| |du/dx du/dy|^-T |dz/dx|
@@ -167,7 +167,7 @@ mat2 getRandomRotationMatrix(highp vec2 fragCoord) {
return R;
}
float getPenumbraLs(bool DIRECTIONAL, int index, highp float zLight) {
float getPenumbraLs(const bool DIRECTIONAL, const int index, const highp float zLight) {
float penumbra;
// This conditional is resolved at compile time
if (DIRECTIONAL) {
@@ -179,7 +179,7 @@ float getPenumbraLs(bool DIRECTIONAL, int index, highp float zLight) {
return penumbra;
}
float getPenumbraRatio(bool DIRECTIONAL, int index,
float getPenumbraRatio(const bool DIRECTIONAL, const int index,
float z_receiver, float z_blocker) {
// z_receiver/z_blocker are not linear depths (i.e. they're not distances)
// Penumbra ratio for PCSS is given by: pr = (d_receiver - d_blocker) / d_blocker
@@ -202,10 +202,10 @@ float getPenumbraRatio(bool DIRECTIONAL, int index,
}
void blockerSearchAndFilter(out float occludedCount, out float z_occSum,
mediump sampler2DArray map, highp vec4 scissorNormalized, highp vec2 uv,
float z_rec, uint layer,
highp vec2 filterRadii, mat2 R, highp vec2 dz_duv,
uint tapCount) {
const mediump sampler2DArray map, const highp vec4 scissorNormalized, const highp vec2 uv,
const float z_rec, const uint layer,
const highp vec2 filterRadii, const mat2 R, const highp vec2 dz_duv,
const uint tapCount) {
occludedCount = 0.0;
z_occSum = 0.0;
for (uint i = 0u; i < tapCount; i++) {
@@ -230,12 +230,12 @@ void blockerSearchAndFilter(out float occludedCount, out float z_occSum,
}
}
float filterPCSS(mediump sampler2DArray map,
highp vec4 scissorNormalized,
highp vec2 size,
highp vec2 uv, float z_rec, uint layer,
highp vec2 filterRadii, mat2 R, highp vec2 dz_duv,
uint tapCount) {
float filterPCSS(const mediump sampler2DArray map,
const highp vec4 scissorNormalized,
const highp vec2 size,
const highp vec2 uv, const float z_rec, const uint layer,
const highp vec2 filterRadii, const mat2 R, const highp vec2 dz_duv,
const uint tapCount) {
float occludedCount = 0.0; // must be highp to workaround a spirv-tools issue
for (uint i = 0u; i < tapCount; i++) {
@@ -270,11 +270,11 @@ float filterPCSS(mediump sampler2DArray map,
* DPCF, PCF with contact hardenning simulation.
* see "Shadow of Cold War", A scalable approach to shadowing -- by Kevin Myers
*/
float ShadowSample_DPCF(bool DIRECTIONAL,
mediump sampler2DArray map,
highp vec4 scissorNormalized,
uint layer, int index,
highp vec4 shadowPosition, highp float zLight) {
float ShadowSample_DPCF(const bool DIRECTIONAL,
const mediump sampler2DArray map,
const highp vec4 scissorNormalized,
const uint layer, const int index,
const highp vec4 shadowPosition, const highp float zLight) {
highp vec3 position = shadowPosition.xyz * (1.0 / shadowPosition.w);
highp vec2 texelSize = vec2(1.0) / vec2(textureSize(map, 0));
@@ -317,11 +317,11 @@ float ShadowSample_DPCF(bool DIRECTIONAL,
return 1.0 - percentageOccluded;
}
float ShadowSample_PCSS(bool DIRECTIONAL,
mediump sampler2DArray map,
highp vec4 scissorNormalized,
uint layer, int index,
highp vec4 shadowPosition, highp float zLight) {
float ShadowSample_PCSS(const bool DIRECTIONAL,
const mediump sampler2DArray map,
const highp vec4 scissorNormalized,
const uint layer, const int index,
const highp vec4 shadowPosition, const highp float zLight) {
highp vec2 size = vec2(textureSize(map, 0));
highp vec2 texelSize = vec2(1.0) / size;
highp vec3 position = shadowPosition.xyz * (1.0 / shadowPosition.w);
@@ -435,18 +435,18 @@ float screenSpaceContactShadow(vec3 lightDirection) {
// VSM
//------------------------------------------------------------------------------
float linstep(float min, float max, float v) {
float linstep(const float min, const float max, const float v) {
// we could use smoothstep() too
return clamp((v - min) / (max - min), 0.0, 1.0);
}
float reduceLightBleed(float pMax, float amount) {
float reduceLightBleed(const float pMax, const float amount) {
// Remove the [0, amount] tail and linearly rescale (amount, 1].
return linstep(amount, 1.0, pMax);
}
float chebyshevUpperBound(highp vec2 moments, highp float mean,
highp float minVariance, float lightBleedReduction) {
float chebyshevUpperBound(const highp vec2 moments, const highp float mean,
const highp float minVariance, const float lightBleedReduction) {
// Donnelly and Lauritzen 2006, "Variance Shadow Maps"
highp float variance = moments.y - (moments.x * moments.x);
@@ -460,15 +460,15 @@ float chebyshevUpperBound(highp vec2 moments, highp float mean,
return mean <= moments.x ? 1.0 : pMax;
}
float evaluateShadowVSM(highp vec2 moments, highp float depth) {
float evaluateShadowVSM(const highp vec2 moments, const highp float depth) {
highp float depthScale = frameUniforms.vsmDepthScale * depth;
highp float minVariance = depthScale * depthScale;
return chebyshevUpperBound(moments, depth, minVariance, frameUniforms.vsmLightBleedReduction);
}
float ShadowSample_VSM(bool ELVSM, highp sampler2DArray shadowMap,
in highp vec4 scissorNormalized,
in uint layer, highp vec4 shadowPosition) {
float ShadowSample_VSM(const bool ELVSM, const highp sampler2DArray shadowMap,
const highp vec4 scissorNormalized,
const uint layer, const highp vec4 shadowPosition) {
// note: shadowPosition.z is in linear light-space normalized to [0, 1]
// see: ShadowMap::computeVsmLightSpaceMatrix() in ShadowMap.cpp
@@ -507,18 +507,18 @@ float ShadowSample_VSM(bool ELVSM, highp sampler2DArray shadowMap,
// get texture coordinate for directional and spot shadow maps
#if defined(VARIANT_HAS_DIRECTIONAL_LIGHTING)
highp vec4 getShadowPosition(int cascade) {
highp vec4 getShadowPosition(const int cascade) {
return getCascadeLightSpacePosition(cascade);
}
#endif
#if defined(VARIANT_HAS_DYNAMIC_LIGHTING)
highp vec4 getShadowPosition(int index, highp vec3 dir, highp float zLight) {
highp vec4 getShadowPosition(const int index, const highp vec3 dir, const highp float zLight) {
return getSpotLightSpacePosition(index, dir, zLight);
}
#endif
int getPointLightFace(highp vec3 r) {
int getPointLightFace(const highp vec3 r) {
highp vec4 tc;
highp float rx = abs(r.x);
highp float ry = abs(r.y);
@@ -534,9 +534,9 @@ int getPointLightFace(highp vec3 r) {
}
// PCF sampling
float shadow(bool DIRECTIONAL,
in mediump sampler2DArrayShadow shadowMap,
in int index, highp vec4 shadowPosition, highp float zLight) {
float shadow(const bool DIRECTIONAL,
const mediump sampler2DArrayShadow shadowMap,
const int index, highp vec4 shadowPosition, highp float zLight) {
highp vec4 scissorNormalized = shadowUniforms.shadows[index].scissorNormalized;
uint layer = shadowUniforms.shadows[index].layer;
#if SHADOW_SAMPLING_METHOD == SHADOW_SAMPLING_PCF_HARD
@@ -547,9 +547,9 @@ float shadow(bool DIRECTIONAL,
}
// Shadow requiring a sampler2D sampler (VSM, DPCF and PCSS)
float shadow(bool DIRECTIONAL,
in highp sampler2DArray shadowMap,
in int index, highp vec4 shadowPosition, highp float zLight) {
float shadow(const bool DIRECTIONAL,
const highp sampler2DArray shadowMap,
const int index, highp vec4 shadowPosition, highp float zLight) {
highp vec4 scissorNormalized = shadowUniforms.shadows[index].scissorNormalized;
uint layer = shadowUniforms.shadows[index].layer;
// This conditional is resolved at compile time

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@@ -7,7 +7,7 @@
// uv: viewport coordinates
// vignette: pre-computed parameters midPoint, radius, aspect and feather
// vignetteColor: color of the vignette effect
vec3 vignette(vec3 color, highp vec2 uv, vec4 vignette, vec4 vignetteColor) {
vec3 vignette(const vec3 color, const highp vec2 uv, const vec4 vignette, const vec4 vignetteColor) {
float midPoint = vignette.x;
float radius = vignette.y;
float aspect = vignette.z;

View File

@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.41.0",
"version": "1.42.0",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",