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Author SHA1 Message Date
Powei Feng f2fd8a57c8 Testing stencilling 3 2024-10-09 16:29:01 -07:00
22 changed files with 200 additions and 231 deletions
+2 -11
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@@ -1308,12 +1308,7 @@ Description
declare a variable called `eyeDirection` you can access it in the fragment shader using
`variable_eyeDirection`. In the vertex shader, the interpolant name is simply a member of
the `MaterialVertexInputs` structure (`material.eyeDirection` in your example). Each
interpolant is of type `float4` (`vec4`) in the shaders. By default the precision of the
interpolant is `highp` in *both* the vertex and fragment shaders.
An alternate syntax can be used to specify both the name and precision of the interpolant.
In this case the specified precision is used as-is in both fragment and vertex stages, in
particular if `default` is specified the default precision is used is the fragment shader
(`mediump`) and in the vertex shader (`highp`).
interpolant is of type `float4` (`vec4`) in the shaders.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
@@ -1325,11 +1320,7 @@ material {
}
],
variables : [
eyeDirection,
{
name : eyeColor,
precision : medium
}
eyeDirection
],
vertexDomain : device,
depthWrite : false,
@@ -541,6 +541,9 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
bugs->delay_fbo_destruction = true;
// PowerVR seems to have no problem with this (which is good for us)
bugs->allow_read_only_ancillary_feedback_loop = true;
// PowerVR doesn't respect lengths passed to glShaderSource, so concatenate them into a
// single string.
bugs->concatenate_shader_strings = true;
} else if (strstr(renderer, "Apple")) {
// Apple GPU
} else if (strstr(renderer, "Tegra") ||
@@ -316,6 +316,12 @@ public:
// bugs or performance issues.
bool force_feature_level0;
// Some drivers don't respect the length argument of glShaderSource() and (apparently)
// require each shader source string to be null-terminated. This works around the issue by
// concatenating the strings into a single null-terminated string before passing it to
// glShaderSource().
bool concatenate_shader_strings;
} bugs = {};
// state getters -- as needed.
@@ -562,6 +568,9 @@ private:
{ bugs.force_feature_level0,
"force_feature_level0",
""},
{ bugs.concatenate_shader_strings,
"concatenate_shader_strings",
""},
}};
// this is chosen to minimize code size
@@ -597,30 +597,40 @@ void ShaderCompilerService::compileShaders(OpenGLContext& context,
version = "#version 310 es\n";
}
std::array<std::string_view, 5> sources = {
version,
prolog,
specializationConstantString,
packingFunctions,
{ body.data(), body.size() - 1 } // null-terminated
const std::array<const char*, 5> sources = {
version.data(),
prolog.data(),
specializationConstantString.c_str(),
packingFunctions.data(),
body.data()
};
// Some of the sources may be zero-length. Remove them as to avoid passing lengths of
// zero to glShaderSource(). glShaderSource should work with lengths of zero, but some
// drivers instead interpret zero as a sentinel for a null-terminated string.
auto partitionPoint = std::stable_partition(
sources.begin(), sources.end(), [](std::string_view s) { return !s.empty(); });
size_t count = std::distance(sources.begin(), partitionPoint);
std::array<const char*, 5> shaderStrings;
std::array<GLint, 5> lengths;
for (size_t i = 0; i < count; i++) {
shaderStrings[i] = sources[i].data();
lengths[i] = sources[i].size();
}
const std::array<GLint, 5> lengths = {
(GLint)version.length(),
(GLint)prolog.length(),
(GLint)specializationConstantString.length(),
(GLint)packingFunctions.length(),
(GLint)body.length() - 1 // null terminated
};
GLuint const shaderId = glCreateShader(glShaderType);
glShaderSource(shaderId, count, shaderStrings.data(), lengths.data());
if (UTILS_UNLIKELY(context.bugs.concatenate_shader_strings)) {
size_t totalSize = 0;
for (size_t i = 0; i < sources.size(); i++) {
totalSize += lengths[i];
}
std::string concatenatedShaderSource;
concatenatedShaderSource.reserve(totalSize);
for (size_t i = 0; i < sources.size(); i++) {
concatenatedShaderSource.append(sources[i], lengths[i]);
}
const GLchar* ptr = concatenatedShaderSource.c_str();
GLint length = concatenatedShaderSource.length();
glShaderSource(shaderId, 1, &ptr, &length);
} else {
glShaderSource(shaderId, sources.size(), sources.data(), lengths.data());
}
glCompileShader(shaderId);
+3 -14
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@@ -606,7 +606,7 @@ void VulkanDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
}
}
VulkanAttachment depthStencil[2] = {};
VulkanAttachment depthStencil;
if (depth.handle) {
depthStencil[0] = {
.texture = mResourceAllocator.handle_cast<VulkanTexture*>(depth.handle),
@@ -621,19 +621,8 @@ void VulkanDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
attachmentCount++;
}
if (stencil.handle) {
depthStencil[1] = {
.texture = mResourceAllocator.handle_cast<VulkanTexture*>(stencil.handle),
.level = stencil.level,
.baseViewIndex = stencil.baseViewIndex,
.layerCount = layerCount,
.layer = stencil.layer,
};
UTILS_UNUSED_IN_RELEASE VkExtent2D extent = depthStencil[1].getExtent2D();
tmin = { std::min(tmin.x, extent.width), std::min(tmin.y, extent.height) };
tmax = { std::max(tmax.x, extent.width), std::max(tmax.y, extent.height) };
attachmentCount++;
}
// The stencil buffer is always assumed to be part of the depth-stencil buffer.
assert_invariant(!stencil.handle || stencil.handle == depth.handle);
// All attachments must have the same dimensions, which must be greater than or equal to the
// render target dimensions.
@@ -314,7 +314,7 @@ void VulkanRenderTarget::bindToSwapChain(VulkanSwapChain& swapChain) {
assert_invariant(!mOffscreen);
VkExtent2D const extent = swapChain.getExtent();
mColor[0] = { .texture = swapChain.getCurrentColor() };
mDepth = { .texture = swapChain.getDepth() };
mDepthStencil = { .texture = swapChain.getDepth() };
width = extent.width;
height = extent.height;
}
@@ -323,7 +323,7 @@ VulkanRenderTarget::VulkanRenderTarget(VkDevice device, VkPhysicalDevice physica
VulkanContext const& context, VmaAllocator allocator, VulkanCommands* commands,
uint32_t width, uint32_t height, uint8_t samples,
VulkanAttachment color[MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT],
VulkanAttachment depthStencil[2], VulkanStagePool& stagePool, uint8_t layerCount)
VulkanAttachment depthStencil, VulkanStagePool& stagePool, uint8_t layerCount)
: HwRenderTarget(width, height),
VulkanResource(VulkanResourceType::RENDER_TARGET),
mOffscreen(true),
@@ -332,8 +332,8 @@ VulkanRenderTarget::VulkanRenderTarget(VkDevice device, VkPhysicalDevice physica
for (int index = 0; index < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT; index++) {
mColor[index] = color[index];
}
mDepth = depthStencil[0];
VulkanTexture* depthTexture = (VulkanTexture*) mDepth.texture;
mDepthStencil = depthStencil[0];
VulkanTexture* depthTexture = (VulkanTexture*) mDepthStencil.texture;
if (samples == 1) {
return;
@@ -372,7 +372,7 @@ VulkanRenderTarget::VulkanRenderTarget(VkDevice device, VkPhysicalDevice physica
// There is no need for sidecar depth if the depth texture is already MSAA.
if (depthTexture->samples > 1) {
mMsaaDepthAttachment = mDepth;
mMsaaDepthAttachment = mDepthStencil;
return;
}
@@ -392,7 +392,7 @@ VulkanRenderTarget::VulkanRenderTarget(VkDevice device, VkPhysicalDevice physica
mMsaaDepthAttachment = {
.texture = msTexture,
.level = msLevel,
.layer = mDepth.layer,
.layer = mDepthStencil.layer,
};
}
@@ -418,8 +418,8 @@ VulkanAttachment& VulkanRenderTarget::getMsaaColor(int target) {
return mMsaaAttachments[target];
}
VulkanAttachment& VulkanRenderTarget::getDepth() {
return mDepth;
VulkanAttachment& VulkanRenderTarget::getDepthStencil() {
return mDepthStencil;
}
VulkanAttachment& VulkanRenderTarget::getMsaaDepth() {
+2 -2
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@@ -304,7 +304,7 @@ struct VulkanRenderTarget : private HwRenderTarget, VulkanResource {
VulkanContext const& context, VmaAllocator allocator,
VulkanCommands* commands, uint32_t width, uint32_t height,
uint8_t samples, VulkanAttachment color[MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT],
VulkanAttachment depthStencil[2], VulkanStagePool& stagePool, uint8_t layerCount);
VulkanAttachment depthStencil, VulkanStagePool& stagePool, uint8_t layerCount);
// Creates a special "default" render target (i.e. associated with the swap chain)
explicit VulkanRenderTarget();
@@ -326,7 +326,7 @@ struct VulkanRenderTarget : private HwRenderTarget, VulkanResource {
private:
VulkanAttachment mColor[MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT] = {};
VulkanAttachment mDepth = {};
VulkanAttachment mDepthStencil = {};
VulkanAttachment mMsaaAttachments[MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT] = {};
VulkanAttachment mMsaaDepthAttachment = {};
const bool mOffscreen : 1;
+18 -25
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@@ -16,22 +16,16 @@
#include "FrameSkipper.h"
#include <backend/DriverEnums.h>
#include <utils/compiler.h>
#include <utils/Log.h>
#include <utils/debug.h>
#include <algorithm>
#include <stddef.h>
namespace filament {
using namespace utils;
using namespace backend;
FrameSkipper::FrameSkipper(size_t latency) noexcept
: mLast(std::max(latency, MAX_FRAME_LATENCY) - 1) {
: mLast(latency - 1) {
assert_invariant(latency <= MAX_FRAME_LATENCY);
}
@@ -47,32 +41,31 @@ void FrameSkipper::terminate(DriverApi& driver) noexcept {
bool FrameSkipper::beginFrame(DriverApi& driver) noexcept {
auto& fences = mDelayedFences;
if (fences.front()) {
// Do we have a latency old fence?
auto status = driver.getFenceStatus(fences.front());
if (UTILS_UNLIKELY(status == FenceStatus::TIMEOUT_EXPIRED)) {
// The fence hasn't signaled yet, skip this frame
auto fence = fences.front();
if (fence) {
auto status = driver.getFenceStatus(fence);
if (status == FenceStatus::TIMEOUT_EXPIRED) {
// Sync not ready, skip frame
return false;
}
assert_invariant(status == FenceStatus::CONDITION_SATISFIED);
driver.destroyFence(fence);
}
// shift all fences down by 1
std::move(fences.begin() + 1, fences.end(), fences.begin());
fences.back() = {};
return true;
}
void FrameSkipper::endFrame(DriverApi& driver) noexcept {
auto& fences = mDelayedFences;
size_t const last = mLast;
// pop the oldest fence and advance the other ones
if (fences.front()) {
driver.destroyFence(fences.front());
// If the user produced a new frame despite the fact that the previous one wasn't finished
// (i.e. FrameSkipper::beginFrame() returned false), we need to make sure to replace
// a fence that might be here already)
auto& fence = mDelayedFences[mLast];
if (fence) {
driver.destroyFence(fence);
}
std::move(fences.begin() + 1, fences.end(), fences.begin());
// add a new fence to the end
assert_invariant(!fences[last]);
fences[last] = driver.createFence();
fence = driver.createFence();
}
} // namespace filament
+1 -4
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@@ -22,9 +22,6 @@
#include <array>
#include <stddef.h>
#include <stdint.h>
namespace filament {
/*
@@ -63,7 +60,7 @@ public:
private:
using Container = std::array<backend::Handle<backend::HwFence>, MAX_FRAME_LATENCY>;
mutable Container mDelayedFences{};
uint8_t const mLast;
size_t mLast;
};
} // namespace filament
+5 -1
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@@ -75,6 +75,7 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
TargetBufferFlags const clearColorFlags = config.clearFlags & TargetBufferFlags::COLOR;
TargetBufferFlags clearDepthFlags = config.clearFlags & TargetBufferFlags::DEPTH;
TargetBufferFlags clearStencilFlags = config.clearFlags & TargetBufferFlags::STENCIL;
uint8_t layerCount = 1;
data.shadows = blackboard.get<FrameGraphTexture>("shadows");
data.ssao = blackboard.get<FrameGraphTexture>("ssao");
@@ -171,6 +172,9 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
data.color = builder.write(data.color, FrameGraphTexture::Usage::COLOR_ATTACHMENT);
data.depth = builder.write(data.depth, FrameGraphTexture::Usage::DEPTH_ATTACHMENT);
if (view.hasStereo() && engine.getConfig().stereoscopicType == StereoscopicType::MULTIVIEW) {
layerCount = engine.getConfig().stereoscopicEyeCount;
}
/*
* There is a bit of magic happening here regarding the viewport used.
@@ -192,7 +196,7 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
.stencil = data.stencil },
.clearColor = config.clearColor,
.samples = config.msaa,
.layerCount = static_cast<uint8_t>(colorBufferDesc.depth),
.layerCount = layerCount,
.clearFlags = clearColorFlags | clearDepthFlags | clearStencilFlags});
blackboard["depth"] = data.depth;
},
+2 -13
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@@ -371,13 +371,7 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
if (view.isFrontFaceWindingInverted()) {
renderPassFlags |= RenderPass::HAS_INVERSE_FRONT_FACES;
}
bool const canUseDepthClamp =
!view.hasVSM() &&
mIsDepthClampSupported &&
engine.debug.shadowmap.depth_clamp;
if (canUseDepthClamp) {
if (mIsDepthClampSupported && engine.debug.shadowmap.depth_clamp) {
renderPassFlags |= RenderPass::HAS_DEPTH_CLAMP;
}
@@ -656,14 +650,9 @@ 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);
mIsDepthClampSupported && engine.debug.shadowmap.depth_clamp);
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();
+3 -3
View File
@@ -190,10 +190,10 @@ void RenderPassNode::resolve() noexcept {
minHeight = std::min(minHeight, h);
maxHeight = std::max(maxHeight, h);
}
// additionally, clear implies discardStart
rt.backend.params.flags.discardStart |= (
rt.descriptor.clearFlags & rt.targetBufferFlags);
}
// additionally, clear implies discardStart
rt.backend.params.flags.discardStart |= (
rt.descriptor.clearFlags & rt.targetBufferFlags);
assert_invariant(minWidth == maxWidth);
assert_invariant(minHeight == maxHeight);
+1 -10
View File
@@ -323,9 +323,6 @@ public:
//! Custom variables (all float4).
MaterialBuilder& variable(Variable v, const char* name) noexcept;
MaterialBuilder& variable(Variable v, const char* name,
ParameterPrecision precision) noexcept;
/**
* Require a specified attribute.
*
@@ -711,17 +708,11 @@ public:
ShaderStage stage;
};
struct CustomVariable {
utils::CString name;
Precision precision = Precision::DEFAULT;
bool hasPrecision = false;
};
static constexpr size_t MATERIAL_PROPERTIES_COUNT = filament::MATERIAL_PROPERTIES_COUNT;
using Property = filament::Property;
using PropertyList = bool[MATERIAL_PROPERTIES_COUNT];
using VariableList = CustomVariable[MATERIAL_VARIABLES_COUNT];
using VariableList = utils::CString[MATERIAL_VARIABLES_COUNT];
using OutputList = std::vector<Output>;
static constexpr size_t MAX_COLOR_OUTPUT = filament::backend::MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT;
+7 -9
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@@ -671,15 +671,13 @@ void GLSLPostProcessor::fixupClipDistance(
// - triggers a crash on some Adreno drivers (b/291140208, b/289401984, b/289393290)
// However Metal requires this pass in order to correctly generate half-precision MSL
//
// Note: CreateSimplificationPass() used to creates a lot of problems:
// CreateSimplificationPass() creates a lot of problems:
// - Adreno GPU show artifacts after running simplification passes (Vulkan)
// - spirv-cross fails generating working glsl
// (https://github.com/KhronosGroup/SPIRV-Cross/issues/2162)
//
// However this problem was addressed in spirv-cross here:
// https://github.com/KhronosGroup/SPIRV-Cross/pull/2163
//
// The simplification passes below are necessary when targeting Metal, otherwise the
// - generally it makes the code more complicated, e.g.: replacing for loops with
// while-if-break, unclear if it helps for anything.
// However, the simplification passes below are necessary when targeting Metal, otherwise the
// result is mismatched half / float assignments in MSL.
@@ -712,11 +710,11 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
RegisterPass(CreateAggressiveDCEPass());
RegisterPass(CreateRedundancyEliminationPass());
RegisterPass(CreateCombineAccessChainsPass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
RegisterPass(CreateVectorDCEPass());
RegisterPass(CreateDeadInsertElimPass());
RegisterPass(CreateDeadBranchElimPass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
RegisterPass(CreateIfConversionPass());
RegisterPass(CreateCopyPropagateArraysPass());
RegisterPass(CreateReduceLoadSizePass());
@@ -725,7 +723,7 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
RegisterPass(CreateRedundancyEliminationPass());
RegisterPass(CreateDeadBranchElimPass());
RegisterPass(CreateBlockMergePass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
}
void GLSLPostProcessor::registerSizePasses(Optimizer& optimizer, Config const& config) {
+2 -16
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@@ -234,21 +234,7 @@ MaterialBuilder& MaterialBuilder::variable(Variable v, const char* name) noexcep
case Variable::CUSTOM2:
case Variable::CUSTOM3:
assert(size_t(v) < MATERIAL_VARIABLES_COUNT);
mVariables[size_t(v)] = { CString(name), Precision::DEFAULT, false };
break;
}
return *this;
}
MaterialBuilder& MaterialBuilder::variable(Variable v,
const char* name, ParameterPrecision precision) noexcept {
switch (v) {
case Variable::CUSTOM0:
case Variable::CUSTOM1:
case Variable::CUSTOM2:
case Variable::CUSTOM3:
assert(size_t(v) < MATERIAL_VARIABLES_COUNT);
mVariables[size_t(v)] = { CString(name), precision, true };
mVariables[size_t(v)] = CString(name);
break;
}
return *this;
@@ -1397,7 +1383,7 @@ bool MaterialBuilder::checkMaterialLevelFeatures(MaterialInfo const& info) const
bool MaterialBuilder::hasCustomVaryings() const noexcept {
for (const auto& variable : mVariables) {
if (!variable.name.empty()) {
if (!variable.empty()) {
return true;
}
}
+4 -9
View File
@@ -451,20 +451,15 @@ io::sstream& CodeGenerator::generatePostProcessMain(io::sstream& out, ShaderStag
}
io::sstream& CodeGenerator::generateVariable(io::sstream& out, ShaderStage stage,
const MaterialBuilder::CustomVariable& variable, size_t index) {
auto const& name = variable.name;
const char* precisionString = getPrecisionQualifier(variable.precision);
const CString& name, size_t index) {
if (!name.empty()) {
if (stage == ShaderStage::VERTEX) {
out << "\n#define VARIABLE_CUSTOM" << index << " " << name.c_str() << "\n";
out << "\n#define VARIABLE_CUSTOM_AT" << index << " variable_" << name.c_str() << "\n";
out << "LAYOUT_LOCATION(" << index << ") VARYING " << precisionString << " vec4 variable_" << name.c_str() << ";\n";
out << "LAYOUT_LOCATION(" << index << ") VARYING vec4 variable_" << name.c_str() << ";\n";
} else if (stage == ShaderStage::FRAGMENT) {
if (!variable.hasPrecision && variable.precision == Precision::DEFAULT) {
// for backward compatibility
precisionString = "highp";
}
out << "\nLAYOUT_LOCATION(" << index << ") VARYING " << precisionString << " vec4 variable_" << name.c_str() << ";\n";
out << "\nLAYOUT_LOCATION(" << index << ") VARYING highp vec4 variable_" << name.c_str() << ";\n";
}
}
return out;
+1 -1
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@@ -103,7 +103,7 @@ public:
// generate declarations for custom interpolants
static utils::io::sstream& generateVariable(utils::io::sstream& out, ShaderStage stage,
const MaterialBuilder::CustomVariable& variable, size_t index);
const utils::CString& name, size_t index);
// generate declarations for non-custom "in" variables
utils::io::sstream& generateShaderInputs(utils::io::sstream& out, ShaderStage type,
@@ -224,9 +224,6 @@ public:
*/
static void exportSettings(const Settings& settings, const char* filename);
static void exportScreenshot(View* view, Renderer* renderer, std::string filename,
bool autoclose, AutomationEngine* automationEngine);
Options getOptions() const { return mOptions; }
bool isRunning() const { return mIsRunning; }
size_t currentTest() const { return mCurrentTest; }
+2 -3
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@@ -56,7 +56,7 @@ static void convertRGBAtoRGB(void* buffer, uint32_t width, uint32_t height) {
}
}
void AutomationEngine::exportScreenshot(View* view, Renderer* renderer, std::string filename,
static void exportScreenshot(View* view, Renderer* renderer, std::string filename,
bool autoclose, AutomationEngine* automationEngine) {
const Viewport& vp = view->getViewport();
const size_t byteCount = vp.width * vp.height * 4;
@@ -244,8 +244,7 @@ void AutomationEngine::tick(Engine* engine, const ViewerContent& content, float
}
if (mOptions.exportScreenshots) {
AutomationEngine::exportScreenshot(
content.view, content.renderer, prefix + ".ppm", isLastTest, this);
exportScreenshot(content.view, content.renderer, prefix + ".ppm", isLastTest, this);
}
if (isLastTest) {
+4 -21
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@@ -61,10 +61,8 @@
#include <algorithm>
#include <array>
#include <fstream>
#include <iomanip>
#include <iostream>
#include <set>
#include <sstream>
#include <string>
#include "generated/resources/gltf_demo.h"
@@ -139,8 +137,6 @@ struct App {
AutomationSpec* automationSpec = nullptr;
AutomationEngine* automationEngine = nullptr;
bool screenshot = false;
uint8_t screenshotSeq = 0;
};
static const char* DEFAULT_IBL = "assets/ibl/lightroom_14b";
@@ -881,15 +877,10 @@ int main(int argc, char** argv) {
if (ImGui::CollapsingHeader("Debug")) {
auto& debug = engine->getDebugRegistry();
if (engine->getBackend() == Engine::Backend::METAL) {
if (ImGui::Button("Capture frame")) {
bool* captureFrame =
debug.getPropertyAddress<bool>("d.renderer.doFrameCapture");
*captureFrame = true;
}
}
if (ImGui::Button("Screenshot")) {
app.screenshot = true;
if (ImGui::Button("Capture frame")) {
bool* captureFrame =
debug.getPropertyAddress<bool>("d.renderer.doFrameCapture");
*captureFrame = true;
}
ImGui::Checkbox("Disable buffer padding",
debug.getPropertyAddress<bool>("d.renderer.disable_buffer_padding"));
@@ -1147,14 +1138,6 @@ int main(int argc, char** argv) {
};
auto postRender = [&app](Engine* engine, View* view, Scene*, Renderer* renderer) {
if (app.screenshot) {
std::ostringstream stringStream;
stringStream << "screenshot" << std::setfill('0') << std::setw(2) << +app.screenshotSeq;
AutomationEngine::exportScreenshot(
view, renderer, stringStream.str() + ".ppm", false, app.automationEngine);
++app.screenshotSeq;
app.screenshot = false;
}
if (app.automationEngine->shouldClose()) {
FilamentApp::get().close();
return;
+90 -18
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@@ -20,6 +20,7 @@
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Skybox.h>
#include <filament/TransformManager.h>
@@ -46,23 +47,33 @@ using utils::EntityManager;
struct App {
Config config;
VertexBuffer* vb;
VertexBuffer* vb2;
IndexBuffer* ib;
Material* mat;
Camera* cam;
Entity camera;
Skybox* skybox;
Entity renderable;
Entity r2;
};
struct Vertex {
filament::math::float2 position;
filament::math::float3 position;
uint32_t color;
};
float const z = 5;
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},
{{1, 0, z}, 0xffff0000u},
{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3), z}, 0xff00ff00u},
{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3), z}, 0xff0000ffu},
};
static Vertex T2[3] = {
TRIANGLE_VERTICES[0],
TRIANGLE_VERTICES[1],
TRIANGLE_VERTICES[2],
};
static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 };
@@ -120,25 +131,36 @@ static int handleCommandLineArguments(int argc, char* argv[], App* app) {
}
int main(int argc, char** argv) {
T2[0].position.z = z - 10;
T2[1].position.z = z - 10;
T2[2].position.z = z - 10;
T2[0].color = 0xFF0000FF;
T2[1].color = 0xFF0000FF;
T2[2].color = 0xFF0000FF;
App app{};
app.config.title = "hellotriangle";
app.config.featureLevel = backend::FeatureLevel::FEATURE_LEVEL_0;
handleCommandLineArguments(argc, argv, &app);
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()
view->setStencilBufferEnabled(true);
static_assert(sizeof(Vertex) == 16, "Strange vertex size.");
auto builder = 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);
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3, 0, 16)
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 12, 16)
.normalized(VertexAttribute::COLOR);
app.vb = builder.build(*engine);
app.vb2 = builder.build(*engine);
app.vb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 48, nullptr));
app.vb2->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(T2, 48, nullptr));
app.ib = IndexBuffer::Builder()
.indexCount(3)
.bufferType(IndexBuffer::IndexType::USHORT)
@@ -149,22 +171,67 @@ int main(int argc, char** argv) {
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
.build(*engine);
app.renderable = EntityManager::get().create();
app.r2 = EntityManager::get().create();
auto inst1 = app.mat->createInstance();
inst1->setDepthWrite(false);
inst1->setDepthFunc(MaterialInstance::DepthFunc::A);
inst1->setDepthCulling(false);
inst1->setStencilWrite(true);
inst1->setStencilCompareFunction(MaterialInstance::StencilCompareFunc::E);
inst1->setStencilOpDepthStencilPass(MaterialInstance::StencilOperation::REPLACE);
inst1->setStencilReferenceValue(6);
auto inst2 = app.mat->createInstance();
inst2->setDepthWrite(false);
inst2->setDepthFunc(MaterialInstance::DepthFunc::A);
inst2->setDepthCulling(false);
inst2->setStencilWrite(true);
inst2->setStencilCompareFunction(MaterialInstance::StencilCompareFunc::L);
inst2->setStencilOpDepthStencilPass(MaterialInstance::StencilOperation::REPLACE);
inst2->setStencilReferenceValue(6);
auto& renderableMan = engine->getRenderableManager();
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.material(0, inst1)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.renderable);
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, inst2)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb2, app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.r2);
scene->addEntity(app.renderable);
auto r1inst = renderableMan.getInstance(app.renderable);
renderableMan.setPriority(r1inst, 7);
scene->addEntity(app.r2);
auto r2inst = renderableMan.getInstance(app.r2);
renderableMan.setPriority(r2inst, 6);
app.camera = utils::EntityManager::get().create();
app.cam = engine->createCamera(app.camera);
view->setCamera(app.cam);
};
auto cleanup = [&app](Engine* engine, View*, Scene*) {
engine->destroy(app.skybox);
// engine->destroy(app.skybox);
engine->destroy(app.renderable);
engine->destroy(app.mat);
engine->destroy(app.vb);
@@ -174,19 +241,24 @@ int main(int argc, char** argv) {
};
FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
constexpr float ZOOM = 1.5f;
constexpr float ZOOM = 1.5;
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);
-ZOOM, ZOOM, -100, 100);
auto& tcm = engine->getTransformManager();
tcm.setTransform(tcm.getInstance(app.renderable),
filament::math::mat4f::rotation(now, filament::math::float3{ 0, 0, 1 }));
});
FilamentApp::get().run(app.config, setup, cleanup);
auto preRender = [](Engine*, View* view, Scene*, Renderer* renderer) {
renderer->setClearOptions({ .clearStencil = 0u, .clear = true });
};
FilamentApp::get().run(app.config, setup, cleanup, {}, preRender);
return 0;
}
+3 -40
View File
@@ -615,51 +615,14 @@ static bool processVariables(MaterialBuilder& builder, const JsonishValue& value
}
for (size_t i = 0; i < elements.size(); i++) {
ParameterPrecision precision = ParameterPrecision::DEFAULT;
MaterialBuilder::Variable v = intToVariable(i);
std::string nameString;
auto elementValue = elements[i];
if (elementValue->getType() == JsonishValue::Type::OBJECT) {
JsonishObject const& jsonObject = *elementValue->toJsonObject();
const JsonishValue* nameValue = jsonObject.getValue("name");
if (!nameValue) {
std::cerr << "variables: entry without 'name' key." << std::endl;
return false;
}
if (nameValue->getType() != JsonishValue::STRING) {
std::cerr << "variables: name value must be STRING." << std::endl;
return false;
}
const JsonishValue* precisionValue = jsonObject.getValue("precision");
if (precisionValue) {
if (precisionValue->getType() != JsonishValue::STRING) {
std::cerr << "variables: precision must be a STRING." << std::endl;
return false;
}
auto precisionString = precisionValue->toJsonString();
if (!Enums::isValid<ParameterPrecision>(precisionString->getString())){
return logEnumIssue("variables", *precisionString, Enums::map<ParameterPrecision>());
}
}
nameString = nameValue->toJsonString()->getString();
if (precisionValue) {
precision = Enums::toEnum<ParameterPrecision>(
precisionValue->toJsonString()->getString());
}
builder.variable(v, nameString.c_str(), precision);
} else if (elementValue->getType() == JsonishValue::Type::STRING) {
nameString = elementValue->toJsonString()->getString();
builder.variable(v, nameString.c_str());
} else {
MaterialBuilder::Variable v = intToVariable(i);
if (elementValue->getType() != JsonishValue::Type::STRING) {
std::cerr << "variables: array index " << i << " is not a STRING. found:" <<
JsonishValue::typeToString(elementValue->getType()) << std::endl;
return false;
}
builder.variable(v, elementValue->toJsonString()->getString().c_str());
}
return true;