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Author SHA1 Message Date
Powei Feng 6474cb0bcd vk: fixing renderstandalone 2024-10-09 16:27:50 -07:00
Mathias Agopian 6653c6c08b fix a typo in RenderPassBuilder::renderFlags() 2024-08-28 21:51:03 -07:00
Maximilien Dagois 777f664b1b Refactored the handling of usage flags in the VulkanTexture constructor 2024-08-28 12:58:31 -07:00
Powei Feng 283d240409 Re-enable DebugRegistry::setProperty for release build (#8086)
`DebugRegistry::setProperty` is no longer just applicable to debug
builds.

This change was previously added in 6c0bd36 but then reverted
in a7317e7. We re-enable it and separate it from the shadow
changes in this commit.
2024-08-28 06:17:26 +00:00
Sungun Park 0e0f3a5518 Release Filament 1.54.1 2024-08-27 23:30:26 +00:00
Powei Feng ba5413622f Decouple subpass from buffer padding (#8085)
Coupling subpass on/off with buffer padding has unintended
consequences when we need to turn subpass off for tests. We
uncouple them in this change.
2024-08-27 22:33:31 +00:00
Ben Doherty ba8d429fcb Metal: annotate memory allocation failures with buffer tag (#8082) 2024-08-27 10:49:35 -07:00
Mathias Agopian f11e5cb081 remove uses of the blackboard
the framegraph blackboard tends to create a lot of problems hard to 
debug, so we are now more explicit. here we remove usages of the
blackboard in RenderUtils.cpp.
2024-08-27 09:55:00 -07:00
Mathias Agopian c84f5d2a7f fix screen-space reflection when sub-pass colorgrading is used
the problem was that in that case, SSR was using the colorgraded
color buffer as history.
2024-08-27 09:55:00 -07:00
Sungun Park a7317e7a99 Revert two depth relevant changes (#8083)
This reverts commits
- b70aa43727 "depth clamp cannot work with VSM"
- 6c0bd360b3 "Add support for depth clamp and use it for shadows"
2024-08-26 23:30:15 +00:00
Mathias Agopian be4391950d fix gltfio ubershaders
default parameters were not initialized which could cause them to
be incorrectly evaluated in the shader. this is actually a pretty
crazy bug that has been around since forever and which we were
"lucky" to not run into sooner.

this was exposed with the specular extension that was added recently.
2024-08-26 10:24:42 -07:00
Ben Doherty 6f20cf4b02 Support tagging driver handles with a name (#8038) 2024-08-24 09:17:05 -07:00
Mathias Agopian 9674a5ae3c add support for subresources in "blit"
This is needed for debugging, but is a pretty low-hanging fruit.
2024-08-23 22:37:01 -07:00
Balaji MandPowei Feng 485c05789b return statement moved to separate line
Co-authored-by: Powei Feng <powei@google.com>
2024-08-23 11:02:19 -07:00
Balaji M b058794dd1 decoding meshoptimized gltf just once 2024-08-23 11:02:19 -07:00
Powei Feng be22e9305d matc: initialize CustomVariable (#8076)
The default values were not provided via default construction.
Caused matc to crash on Linux.
2024-08-23 16:09:56 +00:00
Sungun Park 4ae7aa6a1b Fix compatibility warning for multiview (#8075)
Verify the compatibility between a compiled material and the engine's
setting only when the engine is set up for stereo.

Default materials are always compiled with either 'instanced' or
'multiview. Therefore Filament will emit warnings unintentionally if the
engine is set up for stereo. This commit fixes it.
2024-08-22 20:39:04 +00:00
73 changed files with 1040 additions and 398 deletions
+2 -2
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@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.54.0'
implementation 'com.google.android.filament:filament-android:1.54.1'
}
```
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.54.0'
pod 'Filament', '~> 1.54.1'
```
### Snapshots
+4
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@@ -7,6 +7,10 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.54.2
- Add a `name` API to Filament objects for debugging handle use-after-free assertions
## v1.54.1
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.54.0
VERSION_NAME=1.54.1
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
+1
View File
@@ -61,6 +61,7 @@ set(SRCS
src/Engine.cpp
src/Exposure.cpp
src/Fence.cpp
src/FilamentBuilder.cpp
src/FrameInfo.cpp
src/FrameSkipper.cpp
src/Froxelizer.cpp
@@ -1058,7 +1058,7 @@ struct RasterState {
bool inverseFrontFaces : 1; // 31
//! padding, must be 0
bool depthClamp : 1; // 32
uint8_t padding : 1; // 32
};
uint32_t u = 0;
};
@@ -162,6 +162,10 @@ DECL_DRIVER_API_0(finish)
// reset state tracking, if the driver does any state tracking (e.g. GL)
DECL_DRIVER_API_0(resetState)
DECL_DRIVER_API_N(setDebugTag,
backend::HandleBase::HandleId, handleId,
utils::CString, tag)
/*
* Creating driver objects
* -----------------------
@@ -305,7 +309,6 @@ DECL_DRIVER_API_SYNCHRONOUS_0(bool, isParallelShaderCompileSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthStencilResolveSupported)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isDepthStencilBlitSupported, backend::TextureFormat, format)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isProtectedTexturesSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthClampSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(uint8_t, getMaxDrawBuffers)
DECL_DRIVER_API_SYNCHRONOUS_0(size_t, getMaxUniformBufferSize)
DECL_DRIVER_API_SYNCHRONOUS_0(math::float2, getClipSpaceParams)
@@ -20,11 +20,12 @@
#include <backend/Handle.h>
#include <utils/Allocator.h>
#include <utils/CString.h>
#include <utils/Log.h>
#include <utils/Panic.h>
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/ostream.h>
#include <utils/Panic.h>
#include <tsl/robin_map.h>
@@ -173,8 +174,10 @@ public:
uint8_t const age = (tag & HANDLE_AGE_MASK) >> HANDLE_AGE_SHIFT;
auto const pNode = static_cast<typename Allocator::Node*>(p);
uint8_t const expectedAge = pNode[-1].age;
FILAMENT_CHECK_POSTCONDITION(expectedAge == age) <<
"use-after-free of Handle with id=" << handle.getId();
// getHandleTag() is only called if the check fails.
FILAMENT_CHECK_POSTCONDITION(expectedAge == age)
<< "use-after-free of Handle with id=" << handle.getId()
<< ", tag=" << getHandleTag(handle.getId()).c_str_safe();
}
}
@@ -201,6 +204,34 @@ public:
return handle_cast<Dp>(const_cast<Handle<B>&>(handle));
}
void associateTagToHandle(HandleBase::HandleId id, utils::CString&& tag) noexcept {
// TODO: for now, only pool handles check for use-after-free, so we only keep tags for
// those
if (isPoolHandle(id)) {
// Truncate the tag's age to N bits.
constexpr uint8_t N = 2; // support a history of 4 tags
constexpr uint8_t mask = (1 << N) - 1;
uint8_t const age = (id & HANDLE_AGE_MASK) >> HANDLE_AGE_SHIFT;
uint8_t const newAge = age & mask;
uint32_t const key = (id & ~HANDLE_AGE_MASK) | (newAge << HANDLE_AGE_SHIFT);
// This line is the costly part. In the future, we could potentially use a custom
// allocator.
mDebugTags[key] = std::move(tag);
}
}
utils::CString getHandleTag(HandleBase::HandleId id) const noexcept {
if (!isPoolHandle(id)) {
return "(no tag)";
}
if (auto pos = mDebugTags.find(id); pos != mDebugTags.end()) {
return pos->second;
}
return "(no tag)";
}
private:
template<typename D>
@@ -363,6 +394,7 @@ private:
// Below is only used when running out of space in the HandleArena
mutable utils::Mutex mLock;
tsl::robin_map<HandleBase::HandleId, void*> mOverflowMap;
tsl::robin_map<HandleBase::HandleId, utils::CString> mDebugTags;
HandleBase::HandleId mId = 0;
bool mUseAfterFreeCheckDisabled = false;
};
+3
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@@ -80,6 +80,9 @@ HandleAllocator<P0, P1, P2>::HandleAllocator(const char* name, size_t size,
bool disableUseAfterFreeCheck) noexcept
: mHandleArena(name, size, disableUseAfterFreeCheck),
mUseAfterFreeCheckDisabled(disableUseAfterFreeCheck) {
// Reserve initial space for debug tags. This prevents excessive calls to malloc when the first
// few tags are set.
mDebugTags.reserve(512);
}
template <size_t P0, size_t P1, size_t P2>
+2
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@@ -160,6 +160,8 @@ public:
size_t size, bool forceGpuBuffer = false);
~MetalBuffer();
[[nodiscard]] bool wasAllocationSuccessful() const noexcept { return mBuffer || mCpuBuffer; }
MetalBuffer(const MetalBuffer& rhs) = delete;
MetalBuffer& operator=(const MetalBuffer& rhs) = delete;
+2 -2
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@@ -53,8 +53,8 @@ MetalBuffer::MetalBuffer(MetalContext& context, BufferObjectBinding bindingType,
mBuffer = { [context.device newBufferWithLength:size options:MTLResourceStorageModePrivate],
TrackedMetalBuffer::Type::GENERIC };
}
FILAMENT_CHECK_POSTCONDITION(mBuffer)
<< "Could not allocate Metal buffer of size " << size << ".";
// mBuffer might fail to be allocated. Clients can check for this by calling
// wasAllocationSuccessful().
}
MetalBuffer::~MetalBuffer() {
@@ -112,7 +112,6 @@ struct MetalContext {
std::array<BufferState, MAX_SSBO_COUNT> ssboState;
CullModeStateTracker cullModeState;
WindingStateTracker windingState;
DepthClampStateTracker depthClampState;
Handle<HwRenderPrimitive> currentRenderPrimitive;
// State caches.
+3 -2
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@@ -57,7 +57,6 @@ class MetalDriver final : public DriverBase {
public:
static Driver* create(MetalPlatform* platform, const Platform::DriverConfig& driverConfig);
void runAtNextTick(const std::function<void()>& fn) noexcept;
private:
@@ -73,10 +72,12 @@ private:
/*
* Tasks run regularly on the driver thread.
* Not thread-safe; tasks are run from the driver thead and must be enqueued from the driver
* thread.
*/
void runAtNextTick(const std::function<void()>& fn) noexcept;
void executeTickOps() noexcept;
std::vector<std::function<void()>> mTickOps;
std::mutex mTickOpsLock;
/*
* Driver interface
+30 -17
View File
@@ -320,17 +320,40 @@ void MetalDriver::createVertexBufferR(Handle<HwVertexBuffer> vbh,
uint32_t vertexCount, Handle<HwVertexBufferInfo> vbih) {
MetalVertexBufferInfo const* const vbi = handle_cast<const MetalVertexBufferInfo>(vbih);
construct_handle<MetalVertexBuffer>(vbh, *mContext, vertexCount, vbi->bufferCount, vbih);
// No actual GPU memory is allocated here, so no need to check for allocation success.
}
void MetalDriver::createIndexBufferR(Handle<HwIndexBuffer> ibh, ElementType elementType,
uint32_t indexCount, BufferUsage usage) {
auto elementSize = (uint8_t) getElementTypeSize(elementType);
construct_handle<MetalIndexBuffer>(ibh, *mContext, usage, elementSize, indexCount);
auto elementSize = (uint8_t)getElementTypeSize(elementType);
auto* indexBuffer =
construct_handle<MetalIndexBuffer>(ibh, *mContext, usage, elementSize, indexCount);
auto& buffer = indexBuffer->buffer;
// If the allocation was not successful, postpone the error message until the next tick, to give
// Filament a chance to call setDebugTag on the handle; this way we get a nicer error message.
if (UTILS_UNLIKELY(!buffer.wasAllocationSuccessful())) {
const size_t byteCount = buffer.getSize();
runAtNextTick([byteCount, this, ibh]() {
FILAMENT_CHECK_POSTCONDITION(false)
<< "Could not allocate Metal index buffer of size " << byteCount
<< ", tag=" << mHandleAllocator.getHandleTag(ibh.getId()).c_str_safe();
});
}
}
void MetalDriver::createBufferObjectR(Handle<HwBufferObject> boh, uint32_t byteCount,
BufferObjectBinding bindingType, BufferUsage usage) {
construct_handle<MetalBufferObject>(boh, *mContext, bindingType, usage, byteCount);
auto* bufferObject =
construct_handle<MetalBufferObject>(boh, *mContext, bindingType, usage, byteCount);
// If the allocation was not successful, postpone the error message until the next tick, to give
// Filament a chance to call setDebugTag on the handle; this way we get a nicer error message.
if (UTILS_UNLIKELY(!bufferObject->getBuffer()->wasAllocationSuccessful())) {
runAtNextTick([byteCount, this, boh]() {
FILAMENT_CHECK_POSTCONDITION(false)
<< "Could not allocate Metal buffer of size " << byteCount
<< ", tag=" << mHandleAllocator.getHandleTag(boh.getId()).c_str_safe();
});
}
}
void MetalDriver::createTextureR(Handle<HwTexture> th, SamplerType target, uint8_t levels,
@@ -834,10 +857,6 @@ bool MetalDriver::isProtectedTexturesSupported() {
return false;
}
bool MetalDriver::isDepthClampSupported() {
return true;
}
bool MetalDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU:
@@ -1755,13 +1774,6 @@ void MetalDriver::bindPipeline(PipelineState const& ps) {
[mContext->currentRenderPassEncoder setFrontFacingWinding:winding];
}
// depth clip mode
MTLDepthClipMode depthClipMode = rs.depthClamp ? MTLDepthClipModeClamp : MTLDepthClipModeClip;
mContext->depthClampState.updateState(depthClipMode);
if (mContext->depthClampState.stateChanged()) {
[mContext->currentRenderPassEncoder setDepthClipMode:depthClipMode];
}
// Set the depth-stencil state, if a state change is needed.
DepthStencilState depthState;
if (depthAttachment) {
@@ -2072,16 +2084,17 @@ void MetalDriver::enumerateBoundBuffers(BufferObjectBinding bindingType,
void MetalDriver::resetState(int) {
}
void MetalDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
mHandleAllocator.associateTagToHandle(handleId, std::move(tag));
}
void MetalDriver::runAtNextTick(const std::function<void()>& fn) noexcept {
std::lock_guard<std::mutex> const lock(mTickOpsLock);
mTickOps.push_back(fn);
}
void MetalDriver::executeTickOps() noexcept {
std::vector<std::function<void()>> ops;
mTickOpsLock.lock();
std::swap(ops, mTickOps);
mTickOpsLock.unlock();
for (const auto& f : ops) {
f();
}
@@ -257,10 +257,6 @@ void MetalSwapChain::present() {
}
}
#ifndef FILAMENT_RELEASE_PRESENT_DRAWABLE_MAIN_THREAD
#define FILAMENT_RELEASE_PRESENT_DRAWABLE_MAIN_THREAD 1
#endif
class PresentDrawableData {
public:
PresentDrawableData() = delete;
@@ -279,14 +275,10 @@ public:
[that->mDrawable present];
}
#if FILAMENT_RELEASE_PRESENT_DRAWABLE_MAIN_THREAD == 1
// mDrawable is acquired on the driver thread. Typically, we would release this object on
// the same thread, but after receiving consistent crash reports from within
// [CAMetalDrawable dealloc], we suspect this object requires releasing on the main thread.
dispatch_async(dispatch_get_main_queue(), ^{ cleanupAndDestroy(that); });
#else
that->mDriver->runAtNextTick([that]() { cleanupAndDestroy(that); });
#endif
}
private:
-1
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@@ -382,7 +382,6 @@ using SamplerStateCache = StateCache<SamplerState, id<MTLSamplerState>, SamplerS
using CullModeStateTracker = StateTracker<MTLCullMode>;
using WindingStateTracker = StateTracker<MTLWinding>;
using DepthClampStateTracker = StateTracker<MTLDepthClipMode>;
// Argument encoder
+3 -4
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@@ -202,10 +202,6 @@ bool NoopDriver::isProtectedTexturesSupported() {
return true;
}
bool NoopDriver::isDepthClampSupported() {
return false;
}
bool NoopDriver::isWorkaroundNeeded(Workaround) {
return false;
}
@@ -392,4 +388,7 @@ void NoopDriver::endTimerQuery(Handle<HwTimerQuery> tqh) {
void NoopDriver::resetState(int) {
}
void NoopDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
}
} // namespace filament
@@ -676,7 +676,6 @@ void OpenGLContext::initExtensionsGLES(Extensions* ext, GLint major, GLint minor
#ifndef __EMSCRIPTEN__
ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
#endif
ext->EXT_depth_clamp = exts.has("GL_EXT_depth_clamp"sv);
ext->EXT_discard_framebuffer = exts.has("GL_EXT_discard_framebuffer"sv);
#ifndef __EMSCRIPTEN__
ext->EXT_disjoint_timer_query = exts.has("GL_EXT_disjoint_timer_query"sv);
@@ -747,7 +746,6 @@ void OpenGLContext::initExtensionsGL(Extensions* ext, GLint major, GLint minor)
ext->EXT_color_buffer_half_float = true; // Assumes core profile.
ext->EXT_clip_cull_distance = true;
ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
ext->EXT_depth_clamp = true;
ext->EXT_discard_framebuffer = false;
ext->EXT_disjoint_timer_query = true;
ext->EXT_multisampled_render_to_texture = false;
+3 -5
View File
@@ -220,9 +220,8 @@ public:
bool EXT_color_buffer_float;
bool EXT_color_buffer_half_float;
bool EXT_debug_marker;
bool EXT_depth_clamp;
bool EXT_discard_framebuffer;
bool EXT_disjoint_timer_query;
bool EXT_discard_framebuffer;
bool EXT_multisampled_render_to_texture2;
bool EXT_multisampled_render_to_texture;
bool EXT_protected_textures;
@@ -240,10 +239,10 @@ public:
bool KHR_parallel_shader_compile;
bool KHR_texture_compression_astc_hdr;
bool KHR_texture_compression_astc_ldr;
bool OES_EGL_image_external_essl3;
bool OES_depth24;
bool OES_depth_texture;
bool OES_depth24;
bool OES_packed_depth_stencil;
bool OES_EGL_image_external_essl3;
bool OES_rgb8_rgba8;
bool OES_standard_derivatives;
bool OES_texture_npot;
@@ -628,7 +627,6 @@ constexpr size_t OpenGLContext::getIndexForCap(GLenum cap) noexcept { //NOLINT
#ifdef BACKEND_OPENGL_VERSION_GL
case GL_PROGRAM_POINT_SIZE: index = 10; break;
#endif
case GL_DEPTH_CLAMP: index = 11; break;
default: break;
}
assert_invariant(index < state.enables.caps.size());
+4 -12
View File
@@ -451,14 +451,6 @@ void OpenGLDriver::setRasterState(RasterState rs) noexcept {
} else {
gl.disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
if (gl.ext.EXT_depth_clamp) {
if (rs.depthClamp) {
gl.enable(GL_DEPTH_CLAMP);
} else {
gl.disable(GL_DEPTH_CLAMP);
}
}
}
void OpenGLDriver::setStencilState(StencilState ss) noexcept {
@@ -2127,10 +2119,6 @@ bool OpenGLDriver::isProtectedTexturesSupported() {
return getContext().ext.EXT_protected_textures;
}
bool OpenGLDriver::isDepthClampSupported() {
return getContext().ext.EXT_depth_clamp;
}
bool OpenGLDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU:
@@ -2222,6 +2210,10 @@ void OpenGLDriver::makeCurrent(Handle<HwSwapChain> schDraw, Handle<HwSwapChain>
// Updating driver objects
// ------------------------------------------------------------------------------------------------
void OpenGLDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
mHandleAllocator.associateTagToHandle(handleId, std::move(tag));
}
void OpenGLDriver::setVertexBufferObject(Handle<HwVertexBuffer> vbh,
uint32_t index, Handle<HwBufferObject> boh) {
DEBUG_MARKER()
-6
View File
@@ -201,12 +201,6 @@ using namespace glext;
# define GL_CLIP_DISTANCE1 0x3001
#endif
#if defined(GL_EXT_depth_clamp)
# define GL_DEPTH_CLAMP GL_DEPTH_CLAMP_EXT
#else
# define GL_DEPTH_CLAMP 0x864F
#endif
#if defined(GL_KHR_debug)
# define GL_DEBUG_OUTPUT GL_DEBUG_OUTPUT_KHR
# define GL_DEBUG_OUTPUT_SYNCHRONOUS GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR
@@ -165,14 +165,14 @@ constexpr static const int FVK_REQUIRED_VERSION_MINOR = 1;
// buffers that have been submitted but have not yet finished rendering. Note that Filament can
// issue multiple commit calls in a single frame, and that we use a triple buffered swap chain on
// some platforms.
constexpr static const int FVK_MAX_COMMAND_BUFFERS = 10;
constexpr static const int FVK_MAX_COMMAND_BUFFERS = 3;
// Number of command buffer submissions that should occur before an unused pipeline is removed
// from the cache.
//
// If this number is low, VkPipeline construction will occur frequently, which can
// be extremely slow. If this number is high, the memory footprint will be large.
constexpr static const int FVK_MAX_PIPELINE_AGE = 10;
constexpr static const int FVK_MAX_PIPELINE_AGE = 3;
// VulkanPipelineCache does not track which command buffers contain references to which pipelines,
// instead it simply waits for at least FVK_MAX_COMMAND_BUFFERS submissions to occur before
@@ -125,10 +125,6 @@ public:
return mPhysicalDeviceFeatures.imageCubeArray == VK_TRUE;
}
inline bool isDepthClampSupported() const noexcept {
return mPhysicalDeviceFeatures.depthClamp == VK_TRUE;
}
inline bool isDebugMarkersSupported() const noexcept {
return mDebugMarkersSupported;
}
+6 -6
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@@ -530,6 +530,8 @@ void VulkanDriver::createTextureR(Handle<HwTexture> th, SamplerType target, uint
auto vktexture = mResourceAllocator.construct<VulkanTexture>(th, mPlatform->getDevice(),
mPlatform->getPhysicalDevice(), mContext, mAllocator, &mCommands, target, levels,
format, samples, w, h, depth, usage, mStagePool);
// FVK_LOGE <<"created texture: " << vktexture->getVkImage() << " dim=" <<
// vktexture->width << "x" << vktexture->height << utils::io::endl;
mResourceManager.acquire(vktexture);
}
@@ -944,10 +946,6 @@ bool VulkanDriver::isProtectedTexturesSupported() {
return false;
}
bool VulkanDriver::isDepthClampSupported() {
return mContext.isDepthClampSupported();
}
bool VulkanDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU: {
@@ -1820,8 +1818,6 @@ void VulkanDriver::bindPipeline(PipelineState const& pipelineState) {
.dstAlphaBlendFactor = getBlendFactor(rasterState.blendFunctionDstAlpha),
.colorWriteMask = (VkColorComponentFlags) (rasterState.colorWrite ? 0xf : 0x0),
.rasterizationSamples = rt->getSamples(),
.depthClamp = rasterState.depthClamp,
.reserved = 0,
.colorTargetCount = rt->getColorTargetCount(mCurrentRenderPass),
.colorBlendOp = rasterState.blendEquationRGB,
.alphaBlendOp = rasterState.blendEquationAlpha,
@@ -2038,6 +2034,10 @@ void VulkanDriver::debugCommandBegin(CommandStream* cmds, bool synchronous, cons
void VulkanDriver::resetState(int) {
}
void VulkanDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
mResourceAllocator.associateHandle(handleId, std::move(tag));
}
// explicit instantiation of the Dispatcher
template class ConcreteDispatcher<VulkanDriver>;
@@ -16,7 +16,6 @@
#include "VulkanHandles.h"
#include "VulkanDriver.h"
#include "VulkanConstants.h"
#include "VulkanDriver.h"
#include "VulkanMemory.h"
@@ -184,7 +184,6 @@ VulkanPipelineCache::PipelineCacheEntry* VulkanPipelineCache::createPipeline() n
vkRaster.polygonMode = VK_POLYGON_MODE_FILL;
vkRaster.cullMode = raster.cullMode;
vkRaster.frontFace = raster.frontFace;
vkRaster.depthClampEnable = raster.depthClamp;
vkRaster.depthBiasEnable = raster.depthBiasEnable;
vkRaster.depthBiasConstantFactor = raster.depthBiasConstantFactor;
vkRaster.depthBiasClamp = 0.0f;
@@ -90,9 +90,7 @@ public:
VkBlendFactor srcAlphaBlendFactor : 5;
VkBlendFactor dstAlphaBlendFactor : 5;
VkColorComponentFlags colorWriteMask : 4;
uint8_t rasterizationSamples : 4;// offset = 4 bytes
uint8_t depthClamp : 1;
uint8_t reserved : 3;
uint8_t rasterizationSamples; // offset = 4 bytes
uint8_t colorTargetCount; // offset = 5 bytes
BlendEquation colorBlendOp : 4; // offset = 6 bytes
BlendEquation alphaBlendOp : 4;
@@ -105,6 +105,10 @@ public:
mHandleAllocatorImpl.deallocate(handle, obj);
}
inline void associateHandle(HandleBase::HandleId id, utils::CString&& tag) noexcept {
mHandleAllocatorImpl.associateTagToHandle(id, std::move(tag));
}
private:
AllocatorImpl mHandleAllocatorImpl;
+7 -10
View File
@@ -97,13 +97,11 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
imageInfo.extent.depth = 1;
}
// Filament expects blit() to work with any texture, so we almost always set these usage flags.
// TODO: investigate performance implications of setting these flags.
constexpr VkImageUsageFlags blittable = VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
if (any(usage & (TextureUsage::BLIT_DST | TextureUsage::BLIT_SRC))) {
imageInfo.usage |= blittable;
if (any(usage & TextureUsage::BLIT_SRC)) {
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
if (any(usage & TextureUsage::BLIT_DST)) {
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
}
if (any(usage & TextureUsage::SAMPLEABLE)) {
@@ -121,7 +119,7 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
imageInfo.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
}
if (any(usage & TextureUsage::COLOR_ATTACHMENT)) {
imageInfo.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | blittable;
imageInfo.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
if (any(usage & TextureUsage::SUBPASS_INPUT)) {
imageInfo.usage |= VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT;
}
@@ -130,10 +128,9 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
imageInfo.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
}
if (any(usage & TextureUsage::UPLOADABLE)) {
imageInfo.usage |= blittable;
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
}
if (any(usage & TextureUsage::DEPTH_ATTACHMENT)) {
imageInfo.usage |= blittable;
imageInfo.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
// Depth resolves uses a custom shader and therefore needs to be sampleable.
@@ -325,7 +325,6 @@ VkDevice createLogicalDevice(VkPhysicalDevice physicalDevice,
// We could simply enable all supported features, but since that may have performance
// consequences let's just enable the features we need.
VkPhysicalDeviceFeatures enabledFeatures{
.depthClamp = features.depthClamp,
.samplerAnisotropy = features.samplerAnisotropy,
.textureCompressionETC2 = features.textureCompressionETC2,
.textureCompressionBC = features.textureCompressionBC,
+16 -1
View File
@@ -54,7 +54,7 @@ public:
using BufferDescriptor = backend::BufferDescriptor;
using BindingType = backend::BufferObjectBinding;
class Builder : public BuilderBase<BuilderDetails> {
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -78,6 +78,21 @@ public:
*/
Builder& bindingType(BindingType bindingType) noexcept;
/**
* Associate an optional name with this BufferObject for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this BufferObject
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the BufferObject and returns a pointer to it. After creation, the buffer
* object is uninitialized. Use BufferObject::setBuffer() to initialize it.
+17
View File
@@ -19,6 +19,7 @@
#include <utils/compiler.h>
#include <utils/PrivateImplementation.h>
#include <utils/CString.h>
#include <stddef.h>
@@ -54,6 +55,22 @@ public:
template<typename T>
using BuilderBase = utils::PrivateImplementation<T>;
void builderMakeName(utils::CString& outName, const char* name, size_t len) noexcept;
template <typename Builder>
class UTILS_PUBLIC BuilderNameMixin {
public:
Builder& name(const char* name, size_t len) noexcept {
builderMakeName(mName, name, len);
return static_cast<Builder&>(*this);
}
utils::CString const& getName() const noexcept { return mName; }
private:
utils::CString mName;
};
} // namespace filament
#endif // TNT_FILAMENT_FILAMENTAPI_H
+16 -1
View File
@@ -59,7 +59,7 @@ public:
UINT = uint8_t(backend::ElementType::UINT), //!< 32-bit indices
};
class Builder : public BuilderBase<BuilderDetails> {
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -83,6 +83,21 @@ public:
*/
Builder& bufferType(IndexType indexType) noexcept;
/**
* Associate an optional name with this IndexBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this IndexBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the IndexBuffer object and returns a pointer to it. After creation, the index
* buffer is uninitialized. Use IndexBuffer::setBuffer() to initialize the IndexBuffer.
+16 -1
View File
@@ -38,7 +38,7 @@ class UTILS_PUBLIC InstanceBuffer : public FilamentAPI {
struct BuilderDetails;
public:
class Builder : public BuilderBase<BuilderDetails> {
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
friend struct BuilderDetails;
public:
@@ -70,6 +70,21 @@ public:
*/
Builder& localTransforms(math::mat4f const* UTILS_NULLABLE localTransforms) noexcept;
/**
* Associate an optional name with this InstanceBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this InstanceBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the InstanceBuffer object and returns a pointer to it.
*/
+16 -1
View File
@@ -39,7 +39,7 @@ class UTILS_PUBLIC MorphTargetBuffer : public FilamentAPI {
struct BuilderDetails;
public:
class Builder : public BuilderBase<BuilderDetails> {
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -63,6 +63,21 @@ public:
*/
Builder& count(size_t count) noexcept;
/**
* Associate an optional name with this MorphTargetBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this MorphTargetBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the MorphTargetBuffer object and returns a pointer to it.
*
+16 -1
View File
@@ -39,7 +39,7 @@ class UTILS_PUBLIC SkinningBuffer : public FilamentAPI {
struct BuilderDetails;
public:
class Builder : public BuilderBase<BuilderDetails> {
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -69,6 +69,21 @@ public:
*/
Builder& initialize(bool initialize = true) noexcept;
/**
* Associate an optional name with this SkinningBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this SkinningBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the SkinningBuffer object and returns a pointer to it.
*
+16 -1
View File
@@ -94,7 +94,7 @@ public:
*
* To create a NATIVE stream, call the <pre>stream</pre> method on the builder.
*/
class Builder : public BuilderBase<BuilderDetails> {
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -136,6 +136,21 @@ public:
*/
Builder& height(uint32_t height) noexcept;
/**
* Associate an optional name with this Stream for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this Stream
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the Stream object and returns a pointer to it.
*
+16 -1
View File
@@ -112,7 +112,7 @@ public:
//! Use Builder to construct a Texture object instance
class Builder : public BuilderBase<BuilderDetails> {
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -202,6 +202,21 @@ public:
*/
Builder& swizzle(Swizzle r, Swizzle g, Swizzle b, Swizzle a) noexcept;
/**
* Associate an optional name with this Texture for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this Texture
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the Texture object and returns a pointer to it.
*
+16 -1
View File
@@ -61,7 +61,7 @@ public:
using AttributeType = backend::ElementType;
using BufferDescriptor = backend::BufferDescriptor;
class Builder : public BuilderBase<BuilderDetails> {
class Builder : public BuilderBase<BuilderDetails>, public BuilderNameMixin<Builder> {
friend struct BuilderDetails;
public:
Builder() noexcept;
@@ -158,6 +158,21 @@ public:
*/
Builder& advancedSkinning(bool enabled) noexcept;
/**
* Associate an optional name with this VertexBuffer for debugging purposes.
*
* name will show in error messages and should be kept as short as possible. The name is
* truncated to a maximum of 128 characters.
*
* The name string is copied during this method so clients may free its memory after
* the function returns.
*
* @param name A string to identify this VertexBuffer
* @param len Length of name, should be less than or equal to 128
* @return This Builder, for chaining calls.
*/
// Builder& name(const char* UTILS_NONNULL name, size_t len) noexcept; // inherited
/**
* Creates the VertexBuffer object and returns a pointer to it.
*
+31
View File
@@ -0,0 +1,31 @@
/*
* Copyright (C) 2024 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <filament/FilamentAPI.h>
#include <algorithm>
namespace filament {
void builderMakeName(utils::CString& outName, const char* name, size_t len) noexcept {
if (!name) {
return;
}
size_t const length = std::min(len, size_t { 128u });
outName = utils::CString(name, length);
}
} // namespace filament
+13 -4
View File
@@ -2945,6 +2945,10 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::upscale(FrameGraph& fg, bool
1.0f / outputDesc.height});
}
if (blitterNames[index] == "blitLow") {
mi->setParameter("levelOfDetail", 0.0f);
}
mi->setParameter("viewport", float4{
(float)vp.left / inputDesc.width,
(float)vp.bottom / inputDesc.height,
@@ -3003,9 +3007,8 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::blit(FrameGraph& fg, bool tr
SamplerMagFilter filterMag,
SamplerMinFilter filterMin) noexcept {
// TODO: add support for sub-resources
assert_invariant(fg.getSubResourceDescriptor(input).layer == 0);
assert_invariant(fg.getSubResourceDescriptor(input).level == 0);
uint32_t const layer = fg.getSubResourceDescriptor(input).layer;
float const levelOfDetail = fg.getSubResourceDescriptor(input).level;
struct QuadBlitData {
FrameGraphId<FrameGraphTexture> input;
@@ -3031,7 +3034,8 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::blit(FrameGraph& fg, bool tr
// --------------------------------------------------------------------------------
// set uniforms
PostProcessMaterial const& material = getPostProcessMaterial("blitLow");
PostProcessMaterial const& material =
getPostProcessMaterial(layer ? "blitArray" : "blitLow");
auto* mi = material.getMaterialInstance(mEngine);
mi->setParameter("color", color, {
.filterMag = filterMag,
@@ -3043,6 +3047,10 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::blit(FrameGraph& fg, bool tr
float(vp.width) / inputDesc.width,
float(vp.height) / inputDesc.height
});
mi->setParameter("levelOfDetail", levelOfDetail);
if (layer) {
mi->setParameter("layerIndex", layer);
}
mi->commit(driver);
mi->use(driver);
@@ -3185,6 +3193,7 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::resolve(FrameGraph& fg,
assert_invariant(dst);
assert_invariant(srcDesc.format == dstDesc.format);
assert_invariant(srcDesc.width == dstDesc.width && srcDesc.height == dstDesc.height);
assert_invariant(srcDesc.samples > 1 && dstDesc.samples <= 1);
driver.resolve(
dst, dstSubDesc.level, dstSubDesc.layer,
src, srcSubDesc.level, srcSubDesc.layer);
+2 -9
View File
@@ -419,8 +419,7 @@ RenderPass::Command* RenderPass::instanceify(FEngine& engine,
UTILS_ALWAYS_INLINE // This function exists only to make the code more readable. we want it inlined.
inline // and we don't need it in the compilation unit
void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
FMaterialInstance const* const UTILS_RESTRICT mi,
bool inverseFrontFaces, bool hasDepthClamp) noexcept {
FMaterialInstance const* const UTILS_RESTRICT mi, bool inverseFrontFaces) noexcept {
FMaterial const * const UTILS_RESTRICT ma = mi->getMaterial();
variant = Variant::filterVariant(variant, ma->isVariantLit());
@@ -461,7 +460,6 @@ void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
cmdDraw.info.rasterState.colorWrite = mi->isColorWriteEnabled();
cmdDraw.info.rasterState.depthWrite = mi->isDepthWriteEnabled();
cmdDraw.info.rasterState.depthFunc = mi->getDepthFunc();
cmdDraw.info.rasterState.depthClamp = hasDepthClamp;
cmdDraw.info.materialVariant = variant;
// we keep "RasterState::colorWrite" to the value set by material (could be disabled)
}
@@ -560,9 +558,6 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
bool const hasInstancedStereo =
renderFlags & IS_INSTANCED_STEREOSCOPIC;
bool const hasDepthClamp =
renderFlags & HAS_DEPTH_CLAMP;
float const cameraPositionDotCameraForward = dot(cameraPosition, cameraForward);
auto const* const UTILS_RESTRICT soaWorldAABBCenter = soa.data<FScene::WORLD_AABB_CENTER>();
@@ -582,7 +577,6 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
cmd.info.rasterState.depthWrite = true;
cmd.info.rasterState.depthFunc = RasterState::DepthFunc::GE;
cmd.info.rasterState.alphaToCoverage = false;
cmd.info.rasterState.depthClamp = hasDepthClamp;
}
for (uint32_t i = range.first; i < range.last; ++i) {
@@ -697,8 +691,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
cmd.info.morphingOffset = primitive.getMorphingBufferOffset();
if constexpr (isColorPass) {
RenderPass::setupColorCommand(cmd, renderableVariant, mi,
inverseFrontFaces, hasDepthClamp);
RenderPass::setupColorCommand(cmd, renderableVariant, mi, inverseFrontFaces);
const bool blendPass = Pass(cmd.key & PASS_MASK) == Pass::BLENDED;
if (blendPass) {
// TODO: at least for transparent objects, AABB should be per primitive
+4 -3
View File
@@ -284,7 +284,6 @@ public:
static constexpr RenderFlags HAS_SHADOWING = 0x01;
static constexpr RenderFlags HAS_INVERSE_FRONT_FACES = 0x02;
static constexpr RenderFlags IS_INSTANCED_STEREOSCOPIC = 0x04;
static constexpr RenderFlags HAS_DEPTH_CLAMP = 0x08;
// Arena used for commands
using Arena = utils::Arena<
@@ -445,7 +444,7 @@ private:
uint8_t instancedStereoEyeCount) noexcept;
static void setupColorCommand(Command& cmdDraw, Variant variant,
FMaterialInstance const* mi, bool inverseFrontFaces, bool hasDepthClamp) noexcept;
FMaterialInstance const* mi, bool inverseFrontFaces) noexcept;
static void updateSummedPrimitiveCounts(
FScene::RenderableSoa& renderableData, utils::Range<uint32_t> vr) noexcept;
@@ -529,7 +528,9 @@ public:
// like above but allows to set specific flags
RenderPassBuilder& renderFlags(
RenderPass::RenderFlags mask, RenderPass::RenderFlags value) noexcept {
mFlags = (mFlags & mask) | (value & mask);
value &= mask;
mFlags &= ~mask;
mFlags |= value;
return *this;
}
+42 -40
View File
@@ -40,6 +40,7 @@
#include <utils/Panic.h>
#include <algorithm>
#include <optional>
#include <utility>
#include <stddef.h>
@@ -50,8 +51,9 @@ namespace filament {
using namespace backend;
using namespace math;
FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
RendererUtils::ColorPassOutput RendererUtils::colorPass(
FrameGraph& fg, const char* name, FEngine& engine, FView const& view,
ColorPassInput const& colorPassInput,
FrameGraphTexture::Descriptor const& colorBufferDesc,
ColorPassConfig const& config, PostProcessManager::ColorGradingConfig colorGradingConfig,
RenderPass::Executor passExecutor) noexcept {
@@ -67,8 +69,6 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
FrameGraphId<FrameGraphTexture> structure;
};
Blackboard& blackboard = fg.getBlackboard();
auto& colorPass = fg.addPass<ColorPassData>(name,
[&](FrameGraph::Builder& builder, ColorPassData& data) {
@@ -76,21 +76,21 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
TargetBufferFlags clearDepthFlags = config.clearFlags & TargetBufferFlags::DEPTH;
TargetBufferFlags clearStencilFlags = config.clearFlags & TargetBufferFlags::STENCIL;
data.shadows = blackboard.get<FrameGraphTexture>("shadows");
data.ssao = blackboard.get<FrameGraphTexture>("ssao");
data.color = blackboard.get<FrameGraphTexture>("color");
data.depth = blackboard.get<FrameGraphTexture>("depth");
data.color = colorPassInput.linearColor;
data.depth = colorPassInput.depth;
data.shadows = colorPassInput.shadows;
data.ssao = colorPassInput.ssao;
// Screen-space reflection or refractions
if (config.hasScreenSpaceReflectionsOrRefractions) {
data.ssr = blackboard.get<FrameGraphTexture>("ssr");
data.ssr = colorPassInput.ssr;
if (data.ssr) {
data.ssr = builder.sample(data.ssr);
}
}
if (config.hasContactShadows) {
data.structure = blackboard.get<FrameGraphTexture>("structure");
data.structure = colorPassInput.structure;
assert_invariant(data.structure);
data.structure = builder.sample(data.structure);
}
@@ -153,6 +153,8 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
}
if (colorGradingConfig.asSubpass) {
assert_invariant(config.msaa <= 1);
assert_invariant(colorBufferDesc.samples <= 1);
data.output = builder.createTexture("Tonemapped Buffer", {
.width = colorBufferDesc.width,
.height = colorBufferDesc.height,
@@ -194,7 +196,6 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
.samples = config.msaa,
.layerCount = static_cast<uint8_t>(colorBufferDesc.depth),
.clearFlags = clearColorFlags | clearDepthFlags | clearStencilFlags});
blackboard["depth"] = data.depth;
},
[=, passExecutor = std::move(passExecutor), &view, &engine](FrameGraphResources const& resources,
ColorPassData const& data, DriverApi& driver) {
@@ -260,24 +261,21 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
}
);
// when color grading is done as a subpass, the output of the color-pass is the ldr buffer
auto output = colorGradingConfig.asSubpass ? colorPass->output : colorPass->color;
blackboard["color"] = output;
return output;
return {
.linearColor = colorPass->color,
.tonemappedColor = colorPass->output, // can be null
.depth = colorPass->depth
};
}
std::pair<FrameGraphId<FrameGraphTexture>, bool> RendererUtils::refractionPass(
std::optional<RendererUtils::ColorPassOutput> RendererUtils::refractionPass(
FrameGraph& fg, FEngine& engine, FView const& view,
ColorPassInput colorPassInput,
ColorPassConfig config,
PostProcessManager::ScreenSpaceRefConfig const& ssrConfig,
PostProcessManager::ColorGradingConfig colorGradingConfig,
RenderPass const& pass) noexcept {
auto& blackboard = fg.getBlackboard();
auto input = blackboard.get<FrameGraphTexture>("color");
FrameGraphId<FrameGraphTexture> output;
// find the first refractive object in channel 2
RenderPass::Command const* const refraction = std::partition_point(pass.begin(), pass.end(),
[](auto const& command) {
@@ -292,34 +290,35 @@ std::pair<FrameGraphId<FrameGraphTexture>, bool> RendererUtils::refractionPass(
// if there wasn't any refractive object, just skip everything below.
if (UTILS_UNLIKELY(hasScreenSpaceRefraction)) {
PostProcessManager& ppm = engine.getPostProcessManager();
// clear the color/depth buffers, which will orphan (and cull) the color pass
input.clear();
blackboard.remove("color");
blackboard.remove("depth");
assert_invariant(!colorPassInput.linearColor);
assert_invariant(!colorPassInput.depth);
config.hasScreenSpaceReflectionsOrRefractions = true;
input = RendererUtils::colorPass(fg, "Color Pass (opaque)", engine, view, {
PostProcessManager& ppm = engine.getPostProcessManager();
auto const opaquePassOutput = RendererUtils::colorPass(fg,
"Color Pass (opaque)", engine, view, colorPassInput, {
// When rendering the opaques, we need to conserve the sample buffer,
// so create a config that specifies the sample count.
.width = config.physicalViewport.width,
.height = config.physicalViewport.height,
.samples = config.msaa,
.format = config.hdrFormat
}, config, { .asSubpass = false },
},
config, { .asSubpass = false, .customResolve = false },
pass.getExecutor(pass.begin(), refraction));
// generate the mipmap chain
PostProcessManager::generateMipmapSSR(ppm, fg,
input, ssrConfig.refraction, true, ssrConfig);
opaquePassOutput.linearColor,
ssrConfig.refraction,
true, ssrConfig);
// Now we're doing the refraction pass proper.
// This uses the same framebuffer (color and depth) used by the opaque pass. This happens
// automatically because these are set in the Blackboard (they were set by the opaque
// pass). For this reason, `desc` below is only used in colorPass() for the width and
// height.
// This uses the same framebuffer (color and depth) used by the opaque pass.
// For this reason, the `colorBufferDesc` parameter of colorPass() below is only used for
// the width and height.
colorPassInput.linearColor = opaquePassOutput.linearColor;
colorPassInput.depth = opaquePassOutput.depth;
// Since we're reusing the existing target we don't want to clear any of its buffer.
// Important: if this target ended up being an imported target, then the clearFlags
@@ -327,22 +326,25 @@ std::pair<FrameGraphId<FrameGraphTexture>, bool> RendererUtils::refractionPass(
// and we'd end up clearing the opaque pass. This scenario never happens because it is
// prevented in Renderer.cpp's final blit.
config.clearFlags = TargetBufferFlags::NONE;
output = RendererUtils::colorPass(fg, "Color Pass (transparent)", engine, view, {
auto transparentPassOutput = RendererUtils::colorPass(fg, "Color Pass (transparent)",
engine, view, colorPassInput, {
.width = config.physicalViewport.width,
.height = config.physicalViewport.height },
config, colorGradingConfig, pass.getExecutor(refraction, pass.end()));
config, colorGradingConfig,
pass.getExecutor(refraction, pass.end()));
if (config.msaa > 1 && !colorGradingConfig.asSubpass) {
// We need to do a resolve here because later passes (such as color grading or DoF) will
// need to sample from 'output'. However, because we have MSAA, we know we're not
// sampleable. And this is because in the SSR case, we had to use a renderbuffer to
// conserve the multi-sample buffer.
output = ppm.resolve(fg, "Resolved Color Buffer", output, { .levels = 1 });
transparentPassOutput.linearColor = ppm.resolve(fg, "Resolved Color Buffer",
transparentPassOutput.linearColor, { .levels = 1 });
}
} else {
output = input;
return transparentPassOutput;
}
return { output, hasScreenSpaceRefraction };
return std::nullopt;
}
UTILS_NOINLINE
+24 -2
View File
@@ -21,14 +21,19 @@
#include "RenderPass.h"
#include "fg/FrameGraphId.h"
#include "fg/FrameGraphTexture.h"
#include <filament/Viewport.h>
#include <backend/DriverEnums.h>
#include <backend/PixelBufferDescriptor.h>
#include <math/vec2.h>
#include <math/vec4.h>
#include <stdint.h>
#include <optional>
#include <utility>
namespace filament {
@@ -71,15 +76,32 @@ public:
bool screenSpaceReflectionHistoryNotReady;
};
static FrameGraphId<FrameGraphTexture> colorPass(
struct ColorPassInput {
FrameGraphId<FrameGraphTexture> linearColor;
FrameGraphId<FrameGraphTexture> tonemappedColor;
FrameGraphId<FrameGraphTexture> depth;
FrameGraphId<FrameGraphTexture> shadows;
FrameGraphId<FrameGraphTexture> ssao;
FrameGraphId<FrameGraphTexture> ssr;
FrameGraphId<FrameGraphTexture> structure;
};
struct ColorPassOutput {
FrameGraphId<FrameGraphTexture> linearColor;
FrameGraphId<FrameGraphTexture> tonemappedColor;
FrameGraphId<FrameGraphTexture> depth;
};
static ColorPassOutput colorPass(
FrameGraph& fg, const char* name, FEngine& engine, FView const& view,
ColorPassInput const& colorPassInput,
FrameGraphTexture::Descriptor const& colorBufferDesc,
ColorPassConfig const& config,
PostProcessManager::ColorGradingConfig colorGradingConfig,
RenderPass::Executor passExecutor) noexcept;
static std::pair<FrameGraphId<FrameGraphTexture>, bool> refractionPass(
static std::optional<RendererUtils::ColorPassOutput> refractionPass(
FrameGraph& fg, FEngine& engine, FView const& view,
ColorPassInput colorPassInput,
ColorPassConfig config,
PostProcessManager::ScreenSpaceRefConfig const& ssrConfig,
PostProcessManager::ColorGradingConfig colorGradingConfig,
+6 -6
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@@ -829,13 +829,13 @@ ShadowMap::Corners ShadowMap::computeFrustumCorners(
Corners const csViewFrustumCorners = {
.vertices = {
{ -1, -1, far },
{ 1, -1, far },
{ -1, 1, far },
{ 1, 1, far },
{ 1, -1, far },
{ -1, 1, far },
{ 1, 1, far },
{ -1, -1, near },
{ 1, -1, near },
{ -1, 1, near },
{ 1, 1, near },
{ 1, -1, near },
{ -1, 1, near },
{ 1, 1, near },
}
};
+5 -26
View File
@@ -66,15 +66,15 @@ namespace filament {
using namespace backend;
using namespace math;
ShadowMapManager::ShadowMapManager(FEngine& engine)
: mIsDepthClampSupported(engine.getDriverApi().isDepthClampSupported()) {
// do this only if depth-clamp is available
static constexpr bool USE_DEPTH_CLAMP = false;
ShadowMapManager::ShadowMapManager(FEngine& engine) {
FDebugRegistry& debugRegistry = engine.getDebugRegistry();
debugRegistry.registerProperty("d.shadowmap.visualize_cascades",
&engine.debug.shadowmap.visualize_cascades);
debugRegistry.registerProperty("d.shadowmap.disable_light_frustum_align",
&engine.debug.shadowmap.disable_light_frustum_align);
debugRegistry.registerProperty("d.shadowmap.depth_clamp",
&engine.debug.shadowmap.depth_clamp);
}
ShadowMapManager::~ShadowMapManager() {
@@ -367,22 +367,7 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
// generate and sort the commands for rendering the shadow map
RenderPass::RenderFlags renderPassFlags{};
if (view.isFrontFaceWindingInverted()) {
renderPassFlags |= RenderPass::HAS_INVERSE_FRONT_FACES;
}
bool const canUseDepthClamp =
!view.hasVSM() &&
mIsDepthClampSupported &&
engine.debug.shadowmap.depth_clamp;
if (canUseDepthClamp) {
renderPassFlags |= RenderPass::HAS_DEPTH_CLAMP;
}
RenderPass const pass = passBuilder
.renderFlags(renderPassFlags)
.camera(cameraInfo)
.visibilityMask(entry.visibilityMask)
.geometry(scene->getRenderableData(),
@@ -656,14 +641,8 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
cameraInfo.zf = -nearFarPlanes[i + 1];
updateNearFarPlanes(&cameraInfo.cullingProjection, cameraInfo.zn, cameraInfo.zf);
bool const canUseDepthClamp =
!view.hasVSM() &&
mIsDepthClampSupported &&
engine.debug.shadowmap.depth_clamp;
auto shaderParameters = shadowMap.updateDirectional(engine,
lightData, 0, cameraInfo, shadowMapInfo, sceneInfo,
canUseDepthClamp);
lightData, 0, cameraInfo, shadowMapInfo, sceneInfo, USE_DEPTH_CLAMP);
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();
-1
View File
@@ -232,7 +232,6 @@ private:
ShadowMapCacheContainer mShadowMapCache;
uint32_t mDirectionalShadowMapCount = 0;
uint32_t mSpotShadowMapCount = 0;
bool const mIsDepthClampSupported;
bool mInitialized = false;
ShadowMap& getShadowMap(size_t index) noexcept {
@@ -588,6 +588,9 @@ void FRenderableManager::create(
// full size of the UBO.
instances.handle = driver.createBufferObject(sizeof(PerRenderableUib),
BufferObjectBinding::UNIFORM, backend::BufferUsage::DYNAMIC);
if (auto name = instances.buffer->getName(); !name.empty()) {
driver.setDebugTag(instances.handle.getId(), std::move(name));
}
}
const uint32_t boneCount = builder->mSkinningBoneCount;
+5
View File
@@ -20,6 +20,8 @@
#include "FilamentAPI-impl.h"
#include <utils/CString.h>
namespace filament {
struct BufferObject::BuilderDetails {
@@ -56,6 +58,9 @@ FBufferObject::FBufferObject(FEngine& engine, const BufferObject::Builder& build
FEngine::DriverApi& driver = engine.getDriverApi();
mHandle = driver.createBufferObject(builder->mByteCount, builder->mBindingType,
backend::BufferUsage::STATIC);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), std::move(name));
}
}
void FBufferObject::terminate(FEngine& engine) {
-1
View File
@@ -600,7 +600,6 @@ public:
bool focus_shadowcasters = true;
bool visualize_cascades = false;
bool disable_light_frustum_align = false;
bool depth_clamp = true;
float dzn = -1.0f;
float dzf = 1.0f;
float display_shadow_texture_scale = 0.25f;
+5
View File
@@ -20,6 +20,8 @@
#include "FilamentAPI-impl.h"
#include <utils/CString.h>
namespace filament {
struct IndexBuffer::BuilderDetails {
@@ -58,6 +60,9 @@ FIndexBuffer::FIndexBuffer(FEngine& engine, const IndexBuffer::Builder& builder)
(backend::ElementType)builder->mIndexType,
uint32_t(builder->mIndexCount),
backend::BufferUsage::STATIC);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), std::move(name));
}
}
void FIndexBuffer::terminate(FEngine& engine) {
+2 -1
View File
@@ -61,7 +61,8 @@ InstanceBuffer* InstanceBuffer::Builder::build(Engine& engine) {
// ------------------------------------------------------------------------------------------------
FInstanceBuffer::FInstanceBuffer(FEngine& engine, const Builder& builder) {
FInstanceBuffer::FInstanceBuffer(FEngine& engine, const Builder& builder)
: mName(builder.getName()) {
mInstanceCount = builder->mInstanceCount;
mLocalTransforms.reserve(mInstanceCount);
+4
View File
@@ -25,6 +25,7 @@
#include <math/mat4.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
namespace filament {
@@ -46,10 +47,13 @@ public:
void prepare(FEngine& engine, math::mat4f rootTransform, const PerRenderableData& ubo,
backend::Handle<backend::HwBufferObject> handle);
utils::CString const& getName() const noexcept { return mName; }
private:
friend class RenderableManager;
utils::FixedCapacityVector<math::mat4f> mLocalTransforms;
utils::CString mName;
size_t mInstanceCount;
};
+19 -10
View File
@@ -192,19 +192,27 @@ Material* Material::Builder::build(Engine& engine) {
return nullptr;
}
// Print a warning if the material's stereo type doesn't align with the engine's setting.
MaterialDomain materialDomain;
UserVariantFilterMask variantFilterMask;
materialParser->getMaterialDomain(&materialDomain);
if (materialDomain == MaterialDomain::SURFACE) {
materialParser->getMaterialVariantFilterMask(&variantFilterMask);
bool const hasStereoVariants = !(variantFilterMask & UserVariantFilterMask(UserVariantFilterBit::STE));
if (materialDomain == MaterialDomain::SURFACE && hasStereoVariants) {
StereoscopicType const engineStereoscopicType = engine.getConfig().stereoscopicType;
StereoscopicType materialStereoscopicType = StereoscopicType::NONE;
materialParser->getStereoscopicType(&materialStereoscopicType);
if (materialStereoscopicType != engineStereoscopicType) {
CString name;
materialParser->getName(&name);
slog.w << "The stereoscopic type in the compiled material '" << name.c_str_safe()
<< "' is " << (int)materialStereoscopicType
<< ", which is not compatiable with the engine's setting "
<< (int)engineStereoscopicType << "." << io::endl;
// Default materials are always compiled with either 'instanced' or 'multiview'.
// So, we only verify compatibility if the engine is set up for stereo.
if (engineStereoscopicType != StereoscopicType::NONE) {
StereoscopicType materialStereoscopicType = StereoscopicType::NONE;
materialParser->getStereoscopicType(&materialStereoscopicType);
if (materialStereoscopicType != engineStereoscopicType) {
CString name;
materialParser->getName(&name);
slog.w << "The stereoscopic type in the compiled material '" << name.c_str_safe()
<< "' is " << (int)materialStereoscopicType
<< ", which is not compatiable with the engine's setting "
<< (int)engineStereoscopicType << "." << io::endl;
}
}
}
@@ -610,6 +618,7 @@ Program FMaterial::getProgramWithVariants(
void FMaterial::createAndCacheProgram(Program&& p, Variant variant) const noexcept {
auto program = mEngine.getDriverApi().createProgram(std::move(p));
mEngine.getDriverApi().setDebugTag(program.getId(), mName);
assert_invariant(program);
mCachedPrograms[variant.key] = program;
}
@@ -51,6 +51,7 @@ FMaterialInstance::FMaterialInstance(FEngine& engine, FMaterial const* material)
mUniforms = UniformBuffer(material->getUniformInterfaceBlock().getSize());
mUbHandle = driver.createBufferObject(mUniforms.getSize(),
BufferObjectBinding::UNIFORM, backend::BufferUsage::STATIC);
driver.setDebugTag(mUbHandle.getId(), material->getName());
}
if (!material->getSamplerInterfaceBlock().isEmpty()) {
@@ -116,6 +117,7 @@ FMaterialInstance::FMaterialInstance(FEngine& engine,
mUniforms.setUniforms(other->getUniformBuffer());
mUbHandle = driver.createBufferObject(mUniforms.getSize(),
BufferObjectBinding::UNIFORM, backend::BufferUsage::DYNAMIC);
driver.setDebugTag(mUbHandle.getId(), material->getName());
}
if (!material->getSamplerInterfaceBlock().isEmpty()) {
@@ -25,6 +25,8 @@
#include <math/mat4.h>
#include <math/norm.h>
#include <utils/CString.h>
namespace filament {
using namespace backend;
@@ -124,6 +126,11 @@ FMorphTargetBuffer::FMorphTargetBuffer(FEngine& engine, const Builder& builder)
mCount,
TextureUsage::DEFAULT);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mPbHandle.getId(), name);
driver.setDebugTag(mTbHandle.getId(), std::move(name));
}
// create and update sampler group
mSbHandle = driver.createSamplerGroup(PerRenderPrimitiveMorphingSib::SAMPLER_COUNT,
utils::FixedSizeString<32>("Morph target samplers"));
+1 -1
View File
@@ -34,7 +34,7 @@ struct RenderTarget::BuilderDetails {
uint32_t mWidth{};
uint32_t mHeight{};
uint8_t mSamples = 1; // currently not settable in the public facing API
uint8_t mLayerCount = 0;// currently not settable in the public facing API
uint8_t mLayerCount = 1;// currently not settable in the public facing API
};
using BuilderType = RenderTarget;
+48 -25
View File
@@ -655,16 +655,16 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
// on qualcomm hardware -- we might need a backend dependent toggle at some point
const PostProcessManager::ColorGradingConfig colorGradingConfig{
.asSubpass =
hasColorGrading &&
msaaSampleCount <= 1 &&
!bloomOptions.enabled && !dofOptions.enabled && !taaOptions.enabled &&
driver.isFrameBufferFetchSupported() &&
hasColorGrading &&
!bloomOptions.enabled && !dofOptions.enabled && !taaOptions.enabled &&
!engine.debug.renderer.disable_subpasses,
.customResolve =
msaaOptions.customResolve &&
msaaSampleCount > 1 &&
hasColorGrading &&
driver.isFrameBufferFetchMultiSampleSupported() &&
msaaOptions.customResolve &&
hasColorGrading &&
!engine.debug.renderer.disable_subpasses,
.translucent = needsAlphaChannel,
.fxaa = hasFXAA,
@@ -673,6 +673,9 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
TextureFormat::RGBA8 : getLdrFormat(needsAlphaChannel)
};
// by construction (msaaSampleCount) both asSubpass and customResolve can't be true
assert_invariant(colorGradingConfig.asSubpass + colorGradingConfig.customResolve < 2);
// whether we're scaled at all
bool scaled = any(notEqual(scale, float2(1.0f)));
@@ -695,13 +698,12 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
CameraInfo cameraInfo = view.computeCameraInfo(engine);
// when colorgrading-as-subpass is active, we know that many other effects are disabled
// such as dof, bloom. Moreover, if fxaa and scaling are not enabled, we're essentially in
// a very fast rendering path -- in this case, we would need an extra blit to "resolve" the
// buffer padding (because there are no other pass that can do it as a side effect).
// In this case, it is better to skip the padding, which won't be helping much.
const bool noBufferPadding = (colorGradingConfig.asSubpass && !hasFXAA && !scaled)
|| engine.debug.renderer.disable_buffer_padding;
// If fxaa and scaling are not enabled, we're essentially in a very fast rendering path -- in
// this case, we would need an extra blit to "resolve" the buffer padding (because there are no
// other pass that can do it as a side effect). In this case, it is better to skip the padding,
// which won't be helping much.
const bool noBufferPadding
= (!hasFXAA && !scaled) || engine.debug.renderer.disable_buffer_padding;
// guardBand must be a multiple of 16 to guarantee the same exact rendering up to 4 mip levels.
float const guardBand = guardBandOptions.enabled ? 16.0f : 0.0f;
@@ -952,7 +954,6 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
.scale = aoOptions.resolution,
.picking = view.hasPicking()
});
blackboard["structure"] = structure;
const auto picking = picking_;
@@ -1000,7 +1001,6 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
ssReflectionsOptions.enabled ? TextureFormat::RGBA16F : TextureFormat::R11F_G11F_B10F,
view.getCameraUser().getFieldOfView(Camera::Fov::VERTICAL), config.scale);
config.ssrLodOffset = ssrConfig.lodOffset;
blackboard["ssr"] = ssrConfig.ssr;
// --------------------------------------------------------------------------------------------
// screen-space reflections pass
@@ -1104,24 +1104,39 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
);
// the color pass itself + color-grading as subpass if needed
auto colorPassOutput = RendererUtils::colorPass(fg, "Color Pass", mEngine, view,
auto colorPassOutput = RendererUtils::colorPass(fg, "Color Pass", mEngine, view, {
.shadows = blackboard.get<FrameGraphTexture>("shadows"),
.ssao = blackboard.get<FrameGraphTexture>("ssao"),
.ssr = ssrConfig.ssr,
.structure = structure
},
colorBufferDesc, config, colorGradingConfigForColor, pass.getExecutor());
if (view.isScreenSpaceRefractionEnabled() && !pass.empty()) {
// this cancels the colorPass() call above if refraction is active.
// the color pass + refraction + color-grading as subpass if needed
const auto [output, enabled] = RendererUtils::refractionPass(fg, mEngine, view,
// This cancels the colorPass() call above if refraction is active.
// The color pass + refraction + color-grading as subpass if needed
auto const output = RendererUtils::refractionPass(fg, mEngine, view, {
.shadows = blackboard.get<FrameGraphTexture>("shadows"),
.ssao = blackboard.get<FrameGraphTexture>("ssao"),
.ssr = ssrConfig.ssr,
.structure = structure
},
config, ssrConfig, colorGradingConfigForColor, pass);
colorPassOutput = output;
hasScreenSpaceRefraction = enabled;
hasScreenSpaceRefraction = output.has_value();
if (hasScreenSpaceRefraction) {
colorPassOutput = output.value();
}
}
if (colorGradingConfig.customResolve) {
assert_invariant(fg.getDescriptor(colorPassOutput.linearColor).samples <= 1);
// TODO: we have to "uncompress" (i.e. detonemap) the color buffer here because it's used
// by many other passes (Bloom, TAA, DoF, etc...). We could make this more
// efficient by using ARM_shader_framebuffer_fetch. We use a load/store (i.e.
// subpass) here because it's more convenient.
colorPassOutput = ppm.customResolveUncompressPass(fg, colorPassOutput);
colorPassOutput.linearColor =
ppm.customResolveUncompressPass(fg, colorPassOutput.linearColor);
}
// export the color buffer if screen-space reflections are enabled
@@ -1137,7 +1152,9 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
// The "output" of this pass is going to be used during the next frame as
// an "import".
builder.sideEffect();
data.history = builder.sample(colorPassOutput); // FIXME: an access must be declared for detach(), why?
// we can't use colorPassOutput here because it could be tonemapped
data.history = builder.sample(colorPassOutput.linearColor); // FIXME: an access must be declared for detach(), why?
}, [&view, projection](FrameGraphResources const& resources, auto const& data,
backend::DriverApi&) {
auto& history = view.getFrameHistory();
@@ -1147,7 +1164,14 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
});
}
FrameGraphId<FrameGraphTexture> input = colorPassOutput;
// this is the output of the color pass / input to post processing,
// this is only used later for comparing it with the output after post-processing
FrameGraphId<FrameGraphTexture> const postProcessInput = colorGradingConfig.asSubpass ?
colorPassOutput.tonemappedColor :
colorPassOutput.linearColor;
// input can change below
FrameGraphId<FrameGraphTexture> input = postProcessInput;
fg.addTrivialSideEffectPass("Finish Color Passes", [&view](DriverApi& driver) {
// Unbind SSAO sampler, b/c the FrameGraph will delete the texture at the end of the pass.
view.cleanupRenderPasses();
@@ -1158,8 +1182,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
// if the depth is not used below or if the depth is not MS (e.g. it could have been
// auto-resolved).
// In practice, this is used on Vulkan and older Metal devices.
auto depth = blackboard.get<FrameGraphTexture>("depth");
depth = ppm.resolve(fg, "Resolved Depth Buffer", depth, { .levels = 1 });
auto depth = ppm.resolve(fg, "Resolved Depth Buffer", colorPassOutput.depth, { .levels = 1 });
// Debug: CSM visualisation
if (UTILS_UNLIKELY(engine.debug.shadowmap.visualize_cascades &&
@@ -1275,7 +1298,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
// The intermediate buffer is accomplished with a "fake" opaqueBlit (i.e. blit) operation.
const bool outputIsSwapChain =
(input == colorPassOutput) && (viewRenderTarget == mRenderTargetHandle);
(input == postProcessInput) && (viewRenderTarget == mRenderTargetHandle);
if (mightNeedFinalBlit) {
if (blendModeTranslucent ||
xvp != svp ||
+7
View File
@@ -27,6 +27,8 @@
#include <math/half.h>
#include <math/mat4.h>
#include <utils/CString.h>
#include <cstring>
namespace filament {
@@ -80,6 +82,11 @@ FSkinningBuffer::FSkinningBuffer(FEngine& engine, const Builder& builder)
BufferObjectBinding::UNIFORM,
BufferUsage::DYNAMIC);
if (auto name = builder.getName(); !name.empty()) {
// TODO: We should also tag the texture created inside createIndicesAndWeightsHandle.
driver.setDebugTag(mHandle.getId(), std::move(name));
}
if (builder->mInitialize) {
// initialize the bones to identity (before rounding up)
auto* out = driver.allocatePod<PerRenderableBoneUib::BoneData>(mBoneCount);
+5 -1
View File
@@ -23,10 +23,10 @@
#include <backend/PixelBufferDescriptor.h>
#include <utils/CString.h>
#include <utils/Panic.h>
#include <filament/Stream.h>
namespace filament {
using namespace backend;
@@ -80,6 +80,10 @@ FStream::FStream(FEngine& engine, const Builder& builder) noexcept
} else {
mStreamHandle = engine.getDriverApi().createStreamAcquired();
}
if (auto name = builder.getName(); !name.empty()) {
engine.getDriverApi().setDebugTag(mStreamHandle.getId(), std::move(name));
}
}
void FStream::terminate(FEngine& engine) noexcept {
+3
View File
@@ -243,6 +243,9 @@ FTexture::FTexture(FEngine& engine, const Builder& builder) {
mHandle = driver.importTexture(builder->mImportedId,
mTarget, mLevelCount, mFormat, mSampleCount, mWidth, mHeight, mDepth, mUsage);
}
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), std::move(name));
}
}
// frees driver resources, object becomes invalid
+10 -1
View File
@@ -29,6 +29,7 @@
#include <utils/bitset.h>
#include <utils/compiler.h>
#include <utils/CString.h>
#include <utils/debug.h>
#include <utils/Log.h>
#include <utils/ostream.h>
@@ -259,7 +260,9 @@ FVertexBuffer::FVertexBuffer(FEngine& engine, const VertexBuffer::Builder& build
mBufferCount, mDeclaredAttributes.count(), mAttributes);
mHandle = driver.createVertexBuffer(mVertexCount, mVertexBufferInfoHandle);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), name);
}
// calculate buffer sizes
size_t bufferSizes[MAX_VERTEX_BUFFER_COUNT] = {};
@@ -287,6 +290,9 @@ FVertexBuffer::FVertexBuffer(FEngine& engine, const VertexBuffer::Builder& build
if (!mBufferObjects[i]) {
BufferObjectHandle bo = driver.createBufferObject(bufferSizes[i],
backend::BufferObjectBinding::VERTEX, backend::BufferUsage::STATIC);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(bo.getId(), name);
}
driver.setVertexBufferObject(mHandle, i, bo);
mBufferObjects[i] = bo;
}
@@ -303,6 +309,9 @@ FVertexBuffer::FVertexBuffer(FEngine& engine, const VertexBuffer::Builder& build
if (!mBufferObjects[i]) {
BufferObjectHandle const bo = driver.createBufferObject(bufferSizes[i],
backend::BufferObjectBinding::VERTEX, backend::BufferUsage::STATIC);
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(bo.getId(), name);
}
driver.setVertexBufferObject(mHandle, i, bo);
mBufferObjects[i] = bo;
}
+5 -1
View File
@@ -10,6 +10,10 @@ material {
type : int,
name : layerIndex
},
{
type : float,
name : levelOfDetail,
},
{
type : float4,
name : viewport,
@@ -33,6 +37,6 @@ vertex {
fragment {
void postProcess(inout PostProcessInputs postProcess) {
postProcess.color = textureLod(materialParams_color, vec3(variable_vertex.xy, materialParams.layerIndex), 0.0);
postProcess.color = textureLod(materialParams_color, vec3(variable_vertex.xy, materialParams.layerIndex), materialParams.levelOfDetail);
}
}
+5 -1
View File
@@ -10,6 +10,10 @@ material {
type : float4,
name : viewport,
precision: high
},
{
type : float,
name : levelOfDetail,
}
],
variables : [
@@ -33,7 +37,7 @@ fragment {
#if FILAMENT_EFFECTIVE_VERSION == 100
postProcess.color = texture2D(materialParams_color, variable_vertex.xy);
#else
postProcess.color = textureLod(materialParams_color, variable_vertex.xy, 0.0);
postProcess.color = textureLod(materialParams_color, variable_vertex.xy, materialParams.levelOfDetail);
#endif
}
}
+2 -2
View File
@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.54.0"
spec.version = "1.54.1"
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/v1.54.0/filament-v1.54.0-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.54.1/filament-v1.54.1-ios.tgz" }
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
spec.pod_target_xcconfig = {
+7 -1
View File
@@ -56,7 +56,13 @@ bool operator==(const MaterialKey& k1, const MaterialKey& k2) {
(k1.volumeThicknessUV == k2.volumeThicknessUV) &&
(k1.hasSheen == k2.hasSheen) &&
(k1.hasIOR == k2.hasIOR) &&
(k1.hasVolume == k2.hasVolume);
(k1.hasVolume == k2.hasVolume) &&
(k1.hasSpecular == k2.hasSpecular) &&
(k1.hasSpecularTexture == k2.hasSpecularTexture) &&
(k1.hasSpecularColorTexture == k2.hasSpecularColorTexture) &&
(k1.specularTextureUV == k2.specularTextureUV) &&
(k1.specularColorTextureUV == k2.specularColorTextureUV)
;
}
// Filament supports up to 2 UV sets. glTF has arbitrary texcoord set indices, but it allows
+28 -2
View File
@@ -259,6 +259,24 @@ MaterialInstance* UbershaderProvider::createMaterialInstance(MaterialKey* config
mi->setParameter("occlusionUvMatrix", identity);
mi->setParameter("emissiveUvMatrix", identity);
// set to -1 all possibly optional parameters
for (auto const* param : {
"clearCoatIndex",
"clearCoatRoughnessIndex",
"clearCoatNormalIndex",
"sheenColorIndex",
"sheenRoughnessIndex",
"volumeThicknessUvMatrix",
"volumeThicknessIndex",
"transmissionIndex",
"specularIndex",
"specularColorIndex",
}) {
if (material->hasParameter(param)) {
mi->setParameter(param, -1);
}
}
if (config->hasClearCoat) {
mi->setParameter("clearCoatIndex",
getUvIndex(config->clearCoatUV, config->hasClearCoatTexture));
@@ -340,10 +358,10 @@ MaterialInstance* UbershaderProvider::createMaterialInstance(MaterialKey* config
mi->setParameter("sheenRoughnessMap", mDummyTexture, sampler);
}
if (mi->getMaterial()->hasParameter("ior")) {
if (material->hasParameter("ior")) {
mi->setParameter("ior", 1.5f);
}
if (mi->getMaterial()->hasParameter("reflectance")) {
if (material->hasParameter("reflectance")) {
mi->setParameter("reflectance", 0.5f);
}
@@ -355,6 +373,14 @@ MaterialInstance* UbershaderProvider::createMaterialInstance(MaterialKey* config
mi->setParameter("specularColorMap", mDummyTexture, sampler);
}
if (material->hasParameter("specularColorFactor")) {
mi->setParameter("specularColorFactor", float3(1.0f));
}
if (material->hasParameter("specularStrength")) {
mi->setParameter("specularStrength", 1.0f);
}
return mi;
}
@@ -527,11 +527,13 @@ bool AssetLoaderExtended::createPrimitive(Input* input, Output* out,
if (!mCgltfBuffersLoaded) {
mCgltfBuffersLoaded = utility::loadCgltfBuffers(gltf, mGltfPath.c_str(), mUriDataCache);
if (!mCgltfBuffersLoaded) return false;
if (!mCgltfBuffersLoaded) {
return false;
}
utility::decodeMeshoptCompression(gltf);
}
utility::decodeDracoMeshes(gltf, prim, input->dracoCache);
utility::decodeMeshoptCompression(gltf);
auto slots = computeGeometries(prim, jobType, attributesMap, morphTargets, out->uvmap, mEngine);
+2
View File
@@ -39,6 +39,7 @@ set(MATERIAL_SRCS
materials/sandboxSubsurface.mat
materials/sandboxUnlit.mat
materials/texturedLit.mat
materials/iconTest.mat
)
if (CMAKE_CROSSCOMPILING)
@@ -270,6 +271,7 @@ if (NOT ANDROID)
add_demo(viewtest)
# Sample app specific
target_link_libraries(hellotriangle PRIVATE gltf-demo-resources uberarchive gltfio)
target_link_libraries(frame_generator PRIVATE imageio)
target_link_libraries(gltf_viewer PRIVATE gltf-demo-resources uberarchive gltfio viewer)
target_link_libraries(gltf_instances PRIVATE gltf-demo-resources uberarchive gltfio viewer)
-2
View File
@@ -905,8 +905,6 @@ int main(int argc, char** argv) {
debug.getPropertyAddress<bool>("d.shadowmap.focus_shadowcasters"));
ImGui::Checkbox("Disable light frustum alignment",
debug.getPropertyAddress<bool>("d.shadowmap.disable_light_frustum_align"));
ImGui::Checkbox("Depth clamp",
debug.getPropertyAddress<bool>("d.shadowmap.depth_clamp"));
bool debugDirectionalShadowmap;
if (debug.getProperty("d.shadowmap.debug_directional_shadowmap",
+449 -151
View File
@@ -1,192 +1,490 @@
/*
* Copyright (C) 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <fstream>
#include <iostream>
#include <filament/Camera.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/LightManager.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Skybox.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <filament/View.h>
#include <filament/Viewport.h>
#include <filament/SwapChain.h>
#include <filament/Texture.h>
#include <filament/TransformManager.h>
#include <filament/RenderTarget.h>
#include <filamat/MaterialBuilder.h>
#include <utils/EntityManager.h>
#include <utils/Log.h>
#include <filamentapp/Config.h>
#include <filamentapp/FilamentApp.h>
#include <math/norm.h>
#include <getopt/getopt.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/ResourceLoader.h>
#include <cmath>
#include <iostream>
#include <SDL.h>
#include <SDL_syswm.h>
#include <SDL_video.h>
#include <filamentapp/NativeWindowHelper.h>
#include "generated/resources/resources.h"
#include "materials/uberarchive.h"
#include <vector>
using namespace filament;
using utils::Entity;
using utils::EntityManager;
using namespace math;
using namespace utils;
struct App {
Config config;
VertexBuffer* vb;
IndexBuffer* ib;
Material* mat;
Camera* cam;
Entity camera;
Skybox* skybox;
Entity renderable;
namespace {
const static uint32_t gIndices[] = {0, 1, 2, 2, 3, 0};
float const QUAD_WIDTH = .5;
const static math::float3 gVertices[] = {
float3 {0, 0, 0} * QUAD_WIDTH,
float3 {0, 1, 0} * QUAD_WIDTH,
float3 {1, 1, 0} * QUAD_WIDTH,
float3 {1, 0, 0} * QUAD_WIDTH,
};
struct Vertex {
filament::math::float2 position;
uint32_t color;
const static math::float2 gUVs[] = {
{0, 0},
{0, 1},
{1, 1},
{1, 0},
};
static const Vertex TRIANGLE_VERTICES[3] = {
{{1, 0}, 0xffff0000u},
{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u},
{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu},
};
const static short4 tbn = math::packSnorm16(mat3f::packTangentFrame(
math::mat3f{float3{1.0f, 0.0f, 0.0f}, float3{0.0f, 0.0f, 1.0f},
float3{0.0f, 1.0f, 0.0f}}).xyzw);
static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 };
const static math::short4 gNormals[]{tbn, tbn, tbn, tbn};
static void printUsage(char* name) {
std::string exec_name(utils::Path(name).getName());
std::string usage(
"HELLOTRIANGLE renders a spinning colored triangle\n"
"Usage:\n"
" HELLOTRIANGLE [options]\n"
"Options:\n"
" --help, -h\n"
" Prints this message\n\n"
" --api, -a\n"
" Specify the backend API: opengl, vulkan, or metal\n"
);
const std::string from("HELLOTRIANGLE");
for (size_t pos = usage.find(from); pos != std::string::npos; pos = usage.find(from, pos)) {
usage.replace(pos, from.length(), exec_name);
struct TestPrimitive {
TestPrimitive(Engine* engine) {
vertexBuffer =
VertexBuffer::Builder()
.vertexCount(4)
.bufferCount(3)
.attribute(VertexAttribute::POSITION, 0,
VertexBuffer::AttributeType::FLOAT3)
.attribute(VertexAttribute::UV0, 1, VertexBuffer::AttributeType::FLOAT2)
.attribute(VertexAttribute::TANGENTS, 2, VertexBuffer::AttributeType::FLOAT4)
.build(*engine);
vertexBuffer->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(gVertices,
vertexBuffer->getVertexCount() * sizeof(gVertices[0])));
vertexBuffer->setBufferAt(*engine, 1,
VertexBuffer::BufferDescriptor(gUVs,
vertexBuffer->getVertexCount() * sizeof(gUVs[0])));
vertexBuffer->setBufferAt(*engine, 2,
VertexBuffer::BufferDescriptor(gNormals,
vertexBuffer->getVertexCount() * sizeof(gNormals[0])));
indexBuffer = IndexBuffer::Builder().indexCount(6).build(*engine);
indexBuffer->setBuffer(*engine, IndexBuffer::BufferDescriptor(gIndices,
indexBuffer->getIndexCount() * sizeof(uint32_t)));
}
std::cout << usage;
VertexBuffer* verts() const { return vertexBuffer; }
IndexBuffer* inds() const { return indexBuffer; }
private:
VertexBuffer* vertexBuffer;
IndexBuffer* indexBuffer;
};
struct TestMaterial {
TestMaterial(Engine* engine) {
material = Material::Builder()
.package(RESOURCES_ICONTEST_DATA, RESOURCES_ICONTEST_SIZE)
.build(*engine);
}
MaterialInstance* instance() {
auto inst = material->createInstance();
instances.push_back(inst);
return inst;
}
private:
Material* material;
std::vector<MaterialInstance*> instances;
};
struct TestTexture {
TestTexture(Engine* engine, size_t width, size_t height, bool attachment=false) {
auto usage = Texture::Usage::DEFAULT;
if (attachment) {
usage = usage | Texture::Usage::COLOR_ATTACHMENT;
}
texture = Texture::Builder()
.width(width).height(height).levels(1)
.usage(usage)
.format(Texture::InternalFormat::RGBA8).build(*engine);
uint8_t* data = (uint8_t*) malloc(width * height * 4);
std::memset(data, 0xFF, width * height * 4);
Texture::PixelBufferDescriptor buffer(data, size_t(width * height * 4),
Texture::Format::RGBA, Texture::Type::UBYTE,
[](void* buf, size_t size, void* user) {
free(buf);
});
texture->setImage(*engine, 0, 0, 0, 0, width, height, 1, std::move(buffer));
}
Texture* get() const { return texture; }
private:
Texture* texture;
};
std::pair<SDL_Window*, void*> createSDLwindow() {
const uint32_t windowFlags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
SDL_Window* win = SDL_CreateWindow("Hello World!", 0, 100, 800, 800, windowFlags);
if (win == nullptr) {
std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
SDL_Quit();
return {NULL, NULL};
}
void* nativeWindow = getNativeWindow(win);
#if defined(__APPLE__)
prepareNativeWindow(win);
setUpMetalLayer(nativeWindow);
#endif
return {win, nativeWindow};
}
static int handleCommandLineArguments(int argc, char* argv[], App* app) {
static constexpr const char* OPTSTR = "ha:";
static const struct option OPTIONS[] = {
{ "help", no_argument, nullptr, 'h' },
{ "api", required_argument, nullptr, 'a' },
{ nullptr, 0, nullptr, 0 }
struct IconScene {
struct Option {
float border=1.4;
bool postProcessing=true;
bool useSkybox=false;
};
int opt;
int option_index = 0;
while ((opt = getopt_long(argc, argv, OPTSTR, OPTIONS, &option_index)) >= 0) {
std::string arg(optarg ? optarg : "");
switch (opt) {
default:
case 'h':
printUsage(argv[0]);
exit(0);
case 'a':
if (arg == "opengl") {
app->config.backend = Engine::Backend::OPENGL;
} else if (arg == "vulkan") {
app->config.backend = Engine::Backend::VULKAN;
} else if (arg == "metal") {
app->config.backend = Engine::Backend::METAL;
} else {
std::cerr << "Unrecognized backend. Must be 'opengl'|'vulkan'|'metal'.\n";
exit(1);
}
break;
IconScene(Engine* engine, Renderer* renderer, uint32_t w, uint32_t h, Option option)
: engine(engine),
renderer(renderer),
material(engine),
primitives(engine) {
cameraEntity = EntityManager::get().create();
camera = engine->createCamera(cameraEntity);
camera->lookAt(float3(0, 0, -10.f), float3(0, 0, 0), float3(0, 1.0f, 0));
float halfWidth = (QUAD_WIDTH / 2) * option.border;
camera->setProjection(Camera::Projection::ORTHO,
-halfWidth , halfWidth, -halfWidth, halfWidth, -50, 50);
scene = engine->createScene();
view = engine->createView();
view->setViewport({0, 0, w, h});
view->setScene(scene);
view->setCamera(camera);
view->setPostProcessingEnabled(false);
Entity renderable = EntityManager::get().create();
matInstance = material.instance();
RenderableManager::Builder(1)
.boundingBox({{-10, -10, -10}, {10, 10, 10}})
.material(0, matInstance)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
primitives.verts(), primitives.inds(), 0, 6)
.culling(false)
.build(*engine, renderable);
scene->addEntity(renderable);
auto& tcm = engine->getTransformManager();
tcm.create(renderable);
auto inst = tcm.getInstance(renderable);
mat4f xlate = mat4f::translation(float3(QUAD_WIDTH / -2.0, QUAD_WIDTH / -2.0, 0));
tcm.setTransform(inst, xlate);
}
void render(Texture* texture, Texture* renderTargetTexture, float3 const& multiplier) {
TextureSampler sampler{TextureSampler::MinFilter::NEAREST,
TextureSampler::MagFilter::NEAREST};
matInstance->setParameter("tex", texture, sampler);
matInstance->setParameter("multiplier", multiplier);
RenderTarget* target;
if (auto itr = targets.find(renderTargetTexture); itr != targets.end()) {
target = itr->second;
} else {
target = RenderTarget::Builder()
.texture(RenderTarget::AttachmentPoint::COLOR, renderTargetTexture)
.build(*engine);
targets[renderTargetTexture] = target;
}
view->setRenderTarget(target);
renderer->renderStandaloneView(view);
}
void renderToSwapChain(SwapChain* swapChain, Texture* texture) {
TextureSampler sampler{TextureSampler::MinFilter::NEAREST,
TextureSampler::MagFilter::NEAREST};
matInstance->setParameter("tex", texture, sampler);
matInstance->setParameter("multiplier", float3 {1});
if (renderer->beginFrame(swapChain)) {
// for each View
renderer->render(view);
renderer->endFrame();
}
}
return optind;
private:
Engine* engine;
Renderer* renderer;
View* view;
Scene* scene;
Camera* camera;
TestMaterial material;
TestPrimitive primitives;
Entity cameraEntity;
Skybox* skybox;
MaterialInstance* matInstance;
std::unordered_map<Texture*, RenderTarget*> targets;
};
struct MainScene {
using TextureMatrix = std::vector<std::vector<Texture*>>;
MainScene(Engine* engine, Renderer* renderer, uint32_t w, uint32_t h, uint32_t nrows,
uint32_t ncols)
: renderer(renderer),
primitives{engine},
material(engine),
engine(engine) {
cameraEntity = EntityManager::get().create();
camera = engine->createCamera(cameraEntity);
camera->lookAt(float3(0, 0, -10.f), float3(0, 0, 0), float3(0, 1.0f, 0));
camera->setProjection(45.0, double(w) / h, 0.1, 50, Camera::Fov::VERTICAL);
scene = engine->createScene();
// skybox = Skybox::Builder().color({0.2, 0.2, 0.2, 1.0}).build(*engine);
// scene->setSkybox(skybox);
view = engine->createView();
view->setViewport({0, 0, w, h});
view->setScene(scene);
view->setCamera(camera);
view->setPostProcessingEnabled(false);
root = EntityManager::get().create();
auto& tcm = engine->getTransformManager();
tcm.create(root);
auto rootInst = tcm.getInstance(root);
mat4f xlate = mat4f::translation(float3(-QUAD_WIDTH / 2 * nrows , -QUAD_WIDTH / 2 * ncols, 0));
tcm.setTransform(rootInst, xlate);
matInst = material.instance();
renderable = EntityManager::get().create();
scene->addEntity(renderable);
RenderableManager::Builder(1)
.boundingBox({{-10, -10, -10}, {10, 10, 10}})
.material(0, matInst)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES,
primitives.verts(), primitives.inds(), 0, 6)
.culling(false)
.build(*engine, renderable);
auto transformInst = tcm.getInstance(renderable);
tcm.setParent(transformInst, rootInst);
}
void render(Texture* texture, RenderTarget* target, uint32_t r, uint32_t c) {
auto& tcm = engine->getTransformManager();
TextureSampler sampler{TextureSampler::MinFilter::NEAREST,
TextureSampler::MagFilter::NEAREST};
matInst->setParameter("tex", texture, sampler);
matInst->setParameter("multiplier", float3 {1});
auto transformInst = tcm.getInstance(renderable);
mat4f xlate = mat4f::translation(float3(QUAD_WIDTH * r, QUAD_WIDTH * c, 0));
tcm.setTransform(transformInst, xlate);
view->setRenderTarget(target);
renderer->renderStandaloneView(view);
}
void renderToSwapChain(SwapChain* swapChain, Texture* texture, uint32_t r, uint32_t c){
auto& tcm = engine->getTransformManager();
TextureSampler sampler{TextureSampler::MinFilter::NEAREST,
TextureSampler::MagFilter::NEAREST};
matInst->setParameter("tex", texture, sampler);
matInst->setParameter("multiplier", float3 {1});
auto transformInst = tcm.getInstance(renderable);
mat4f xlate = mat4f::translation(float3(QUAD_WIDTH * r, QUAD_WIDTH * c, 0));
tcm.setTransform(transformInst, xlate);
if (renderer->beginFrame(swapChain)) {
// for each View
renderer->render(view);
renderer->endFrame();
}
}
Scene* get() const { return scene; }
Camera* getCamera() const { return camera; }
View* getView() const { return view; }
private:
Renderer* renderer;
TestMaterial material;
MaterialInstance* matInst;
TestPrimitive primitives;
TextureMatrix textures;
Scene* scene;
Entity light;
Entity root;
Entity renderable;
Camera* camera;
Entity cameraEntity;
Skybox* skybox;
View* view;
std::vector<Entity> renderables;
Engine* engine;
};
}
int main(int argc, char** argv) {
App app{};
app.config.title = "hellotriangle";
app.config.featureLevel = backend::FeatureLevel::FEATURE_LEVEL_0;
handleCommandLineArguments(argc, argv, &app);
int main() {
SDL_Init(SDL_INIT_EVERYTHING);
auto const [window, nativeWindow] = createSDLwindow();
auto setup = [&app](Engine* engine, View* view, Scene* scene) {
app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine);
scene->setSkybox(app.skybox);
view->setPostProcessingEnabled(false);
static_assert(sizeof(Vertex) == 12, "Strange vertex size.");
app.vb = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.build(*engine);
app.vb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
app.ib = IndexBuffer::Builder()
.indexCount(3)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib->setBuffer(*engine,
IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, nullptr));
app.mat = Material::Builder()
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
.build(*engine);
app.renderable = EntityManager::get().create();
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.renderable);
scene->addEntity(app.renderable);
app.camera = utils::EntityManager::get().create();
app.cam = engine->createCamera(app.camera);
view->setCamera(app.cam);
Engine* engine = Engine::create(filament::backend::Backend::VULKAN);
SwapChain* swapChain =
engine->createSwapChain(nativeWindow, filament::SwapChain::CONFIG_HAS_STENCIL_BUFFER);
Renderer* renderer = engine->createRenderer();
// Determine the current size of the window in physical pixels.
uint32_t w, h;
SDL_GL_GetDrawableSize(window, (int*) &w, (int*) &h);
filamat::MaterialBuilder::init();
TestTexture matTexture {engine, 27, 27};
size_t const nrow = 10, ncol = 10;
uint32_t const iconWidth = 50;
uint32_t const iconHeight = 50;
IconScene iconScene {engine, renderer, iconWidth, iconHeight, {.useSkybox=false} };
auto buildTargets = [nrow, ncol, engine]() {
std::vector<std::vector<Texture*>> targets;
for (size_t r = 0; r < nrow; r++) {
std::vector<Texture*> row;
for (size_t c = 0; c < ncol; c++) {
TestTexture ttex {engine, iconWidth, iconHeight, true };
row.push_back(ttex.get());
}
targets.push_back(row);
}
return targets;
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
engine->destroy(app.skybox);
engine->destroy(app.renderable);
engine->destroy(app.mat);
engine->destroy(app.vb);
engine->destroy(app.ib);
engine->destroyCameraComponent(app.camera);
utils::EntityManager::get().destroy(app.camera);
};
std::vector<std::vector<Texture*>> targets0 = buildTargets();
std::vector<std::vector<Texture*>> targets1 = buildTargets();
std::vector<std::vector<Texture*>> targets2 = buildTargets();
FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
constexpr float ZOOM = 1.5f;
const uint32_t w = view->getViewport().width;
const uint32_t h = view->getViewport().height;
const float aspect = (float) w / h;
app.cam->setProjection(Camera::Projection::ORTHO,
-aspect * ZOOM, aspect * ZOOM,
-ZOOM, ZOOM, 0, 1);
auto& tcm = engine->getTransformManager();
tcm.setTransform(tcm.getInstance(app.renderable),
filament::math::mat4f::rotation(now, filament::math::float3{ 0, 0, 1 }));
});
MainScene scene(engine, renderer, w, h, nrow, ncol);
FilamentApp::get().run(app.config, setup, cleanup);
renderer->setClearOptions({.clear = false});
float3 const a {.7, .3, .3};
float3 const b {.3, .7, .3};
std::vector<std::pair<size_t, size_t>> coords;
for (size_t r = 0; r < nrow; r++) {
for (size_t c = 0; c < ncol; c++) {
coords.push_back({r, c});
}
}
IconScene swapChainScene{engine, renderer, w, h, {
.border = 1.0f, .postProcessing = false}};
TestTexture mainTex{engine, w, h, true};
auto mainRT = RenderTarget::Builder()
.texture(RenderTarget::AttachmentPoint::COLOR, mainTex.get())
.build(*engine);
bool closeWindow = false;
size_t count = 0;
while (!closeWindow && ++count) {
constexpr int kMaxEvents = 16;
SDL_Event events[kMaxEvents];
int nevents = 0;
while (nevents < kMaxEvents && SDL_PollEvent(&events[nevents]) != 0) {
nevents++;
}
// Now, loop over the events a second time for app-side processing.
for (int i = 0; i < nevents; i++) {
const SDL_Event& event = events[i];
switch (event.type) {
case SDL_QUIT:
closeWindow = true;
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_RESIZED:
break;
default:
break;
}
break;
default:
break;
}
}
auto [r, c] = coords[count % coords.size()];
float3 color0 = (r + c) % 2 == 0 ? a : b;
float3 color1 = (r + c) % 2 == 0 ? b : a;
auto rt0 = targets0[r][c];
auto rt1 = targets1[r][c];
auto rt2 = targets2[r][c];
iconScene.render(matTexture.get(), rt0, color0);
iconScene.render(rt0, rt1, color1);
iconScene.render(rt1, rt2, float3 {.8});
// engine->flushAndWait();
scene.render(rt2, mainRT, r, c);
// engine->flushAndWait();
// engine->flush();
// scene.renderToSwapChain(swapChain, rt1, r, c);
if (count % 27 == 0) {
swapChainScene.renderToSwapChain(swapChain, mainTex.get());
}
SDL_Delay(16);
// if (renderer->beginFrame(swapChain)) {
// // for each View
// renderer->render(scene.getView());
// renderer->endFrame();
// }
// SDL_Delay(16);
}
return 0;
}
+26
View File
@@ -0,0 +1,26 @@
material {
name : Icon,
shadingModel : unlit,
requires : [
uv0
],
parameters : [
{
type : sampler2d,
name : tex
},
{
type : float3,
name : multiplier
}
],
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
vec3 m = materialParams.multiplier;
vec3 rgb = texture(materialParams_tex, getUV0()).rgb * m;
material.baseColor = vec4(rgb, 1.0);
}
}
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.54.0",
"version": "1.54.1",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",