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4930227743 |
@@ -39,8 +39,8 @@ jobs:
|
||||
run: |
|
||||
REF=${RELEASE_TAG:-${GITHUB_REF}}
|
||||
TAG=${REF##*/}
|
||||
echo ::set-output name=ref::${REF}
|
||||
echo ::set-output name=tag::${TAG}
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
- uses: actions/checkout@v2.0.0
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
@@ -69,8 +69,8 @@ jobs:
|
||||
run: |
|
||||
REF=${RELEASE_TAG:-${GITHUB_REF}}
|
||||
TAG=${REF##*/}
|
||||
echo ::set-output name=ref::${REF}
|
||||
echo ::set-output name=tag::${TAG}
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
- uses: actions/checkout@v2.0.0
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
@@ -97,8 +97,8 @@ jobs:
|
||||
run: |
|
||||
REF=${RELEASE_TAG:-${GITHUB_REF}}
|
||||
TAG=${REF##*/}
|
||||
echo ::set-output name=ref::${REF}
|
||||
echo ::set-output name=tag::${TAG}
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
- uses: actions/checkout@v2.0.0
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
@@ -143,8 +143,8 @@ jobs:
|
||||
run: |
|
||||
REF=${RELEASE_TAG:-${GITHUB_REF}}
|
||||
TAG=${REF##*/}
|
||||
echo ::set-output name=ref::${REF}
|
||||
echo ::set-output name=tag::${TAG}
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
- uses: actions/checkout@v2.0.0
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
@@ -171,8 +171,8 @@ jobs:
|
||||
run: |
|
||||
REF=${RELEASE_TAG:-${GITHUB_REF}}
|
||||
TAG=${REF##*/}
|
||||
echo ::set-output name=ref::${REF}
|
||||
echo ::set-output name=tag::${TAG}
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
shell: bash
|
||||
- uses: actions/checkout@v2.0.0
|
||||
with:
|
||||
|
||||
+10
-6
@@ -337,19 +337,23 @@ endif()
|
||||
# ==================================================================================================
|
||||
# Release compiler flags
|
||||
# ==================================================================================================
|
||||
if (NOT MSVC)
|
||||
if (NOT MSVC AND NOT IOS)
|
||||
# Omitting stack frame pointers prevents the generation of readable stack traces in crash reports on iOS
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -fomit-frame-pointer")
|
||||
|
||||
# These aren't compatible with -fembed-bitcode (and seem to have no effect on Apple platforms anyway)
|
||||
if (NOT IOS)
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -ffunction-sections -fdata-sections")
|
||||
endif()
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -ffunction-sections -fdata-sections")
|
||||
endif()
|
||||
|
||||
# On Android RELEASE builds, we disable exceptions and RTTI to save some space (about 75 KiB
|
||||
# saved by -fno-exception and 10 KiB saved by -fno-rtti).
|
||||
if (ANDROID OR IOS OR WEBGL)
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -fno-exceptions -fno-unwind-tables -fno-asynchronous-unwind-tables -fno-rtti")
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -fno-exceptions -fno-rtti")
|
||||
|
||||
if (ANDROID OR WEBGL)
|
||||
# Omitting unwind info prevents the generation of readable stack traces in crash reports on iOS
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -fno-unwind-tables -fno-asynchronous-unwind-tables")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# With WebGL, we disable RTTI even for debug builds because we pass emscripten::val back and forth
|
||||
@@ -666,7 +670,7 @@ add_subdirectory(${EXTERNAL}/imgui/tnt)
|
||||
add_subdirectory(${EXTERNAL}/robin-map/tnt)
|
||||
add_subdirectory(${EXTERNAL}/smol-v/tnt)
|
||||
add_subdirectory(${EXTERNAL}/benchmark/tnt)
|
||||
add_subdirectory(${EXTERNAL}/meshoptimizer)
|
||||
add_subdirectory(${EXTERNAL}/meshoptimizer/tnt)
|
||||
add_subdirectory(${EXTERNAL}/cgltf/tnt)
|
||||
add_subdirectory(${EXTERNAL}/draco/tnt)
|
||||
add_subdirectory(${EXTERNAL}/jsmn/tnt)
|
||||
|
||||
@@ -31,7 +31,7 @@ repositories {
|
||||
}
|
||||
|
||||
dependencies {
|
||||
implementation 'com.google.android.filament:filament-android:1.27.2'
|
||||
implementation 'com.google.android.filament:filament-android:1.28.2'
|
||||
}
|
||||
```
|
||||
|
||||
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
|
||||
iOS projects can use CocoaPods to install the latest release:
|
||||
|
||||
```
|
||||
pod 'Filament', '~> 1.27.2'
|
||||
pod 'Filament', '~> 1.28.2'
|
||||
```
|
||||
|
||||
### Snapshots
|
||||
@@ -179,6 +179,7 @@ steps:
|
||||
- [x] KHR_mesh_quantization
|
||||
- [x] KHR_texture_basisu
|
||||
- [x] KHR_texture_transform
|
||||
- [x] EXT_meshopt_compression
|
||||
|
||||
|
||||
## Rendering with Filament
|
||||
|
||||
@@ -5,6 +5,30 @@ A new header is inserted each time a *tag* is created.
|
||||
|
||||
## main branch
|
||||
|
||||
- backend: add support for GGP platform
|
||||
- gltfio: calculate primitive's AABB correctly.
|
||||
- gltfio: fix glTF breaking issue
|
||||
- gltfio: recompute bounding boxes with morph targets
|
||||
- engine: primitives with `CullingMode::FRONT_AND_BACK` are now skipped.
|
||||
- engine: add missing getters on `MaterialInstance`
|
||||
|
||||
## v1.28.2
|
||||
|
||||
- gltfio: support EXT_meshopt_compression
|
||||
- release packaging: fixed location of default IBL file
|
||||
|
||||
## v1.28.1
|
||||
|
||||
- gltfio: fix reloading crash in ubershader mode
|
||||
- Vulkan: improve performance in the readPixels path
|
||||
- engine: raise the spot shadows limit to 64, from 14.
|
||||
- engine: add experimental support for point light shadows.
|
||||
- gltfio: fix ubershader issues with assignment of dummy textures
|
||||
- gltfio: material instances and variants are now accessed via `FilamentInstance` [⚠️ **API Change**]
|
||||
- gltfio: the animator can now only be accessed via `FilamentInstance` [⚠️ **API Change**]
|
||||
- engine: fix "stable" shadows and make the default cascade splits logarithmic.
|
||||
- engine: Add new quality options to EVSM shadows + rendering fixes
|
||||
|
||||
## v1.28.0
|
||||
|
||||
- engine: LiSPSM is now a user settable option
|
||||
@@ -13,6 +37,7 @@ A new header is inserted each time a *tag* is created.
|
||||
- Metal: newer devices are no longer limited to 16 samplers per Material.
|
||||
- gltfio: fix interpretation of occlusion strength
|
||||
- engine: minsdk is now 21 instead of 19. This allows the use of OpenGL ES 3.1
|
||||
- Vulkan: fix black screen regression
|
||||
|
||||
## v1.27.2
|
||||
|
||||
@@ -22,6 +47,7 @@ A new header is inserted each time a *tag* is created.
|
||||
- gltfio: fix regression with meshes that have no material
|
||||
- gltfio: fix regression with recomputeBoundingBoxes()
|
||||
- filamesh / matinfo: fix minor ASAN issues
|
||||
- engine: Added `Engine::resetBackendState()`, available only in WebGL builds
|
||||
|
||||
## v1.27.1
|
||||
|
||||
|
||||
@@ -72,7 +72,7 @@ buildscript {
|
||||
}
|
||||
|
||||
ext.versions = [
|
||||
'minSdk': 21,
|
||||
'minSdk': 19,
|
||||
'targetSdk': 33,
|
||||
'compileSdk': 33,
|
||||
'kotlin': '1.7.10',
|
||||
|
||||
@@ -79,7 +79,7 @@ Java_com_google_android_filament_LightManager_nBuilderShadowOptions(JNIEnv* env,
|
||||
jfloat shadowFarHint, jboolean stable, jboolean lispsm,
|
||||
jfloat polygonOffsetConstant, jfloat polygonOffsetSlope,
|
||||
jboolean screenSpaceContactShadows, jint stepCount,
|
||||
jfloat maxShadowDistance, jint vsmMsaaSamples, jfloat blurWidth, jfloat shadowBulbRadius) {
|
||||
jfloat maxShadowDistance, jint vsmMsaaSamples, jboolean elvsm, jfloat blurWidth, jfloat shadowBulbRadius) {
|
||||
LightManager::Builder *builder = (LightManager::Builder *) nativeBuilder;
|
||||
LightManager::ShadowOptions shadowOptions {
|
||||
.mapSize = (uint32_t)mapSize,
|
||||
@@ -98,6 +98,7 @@ Java_com_google_android_filament_LightManager_nBuilderShadowOptions(JNIEnv* env,
|
||||
.maxShadowDistance = maxShadowDistance,
|
||||
.vsm = {
|
||||
.msaaSamples = (uint8_t) vsmMsaaSamples,
|
||||
.elvsm = (bool)elvsm,
|
||||
.blurWidth = blurWidth
|
||||
},
|
||||
.shadowBulbRadius = shadowBulbRadius
|
||||
|
||||
@@ -452,3 +452,84 @@ Java_com_google_android_filament_MaterialInstance_nDuplicate(JNIEnv* env, jclass
|
||||
}
|
||||
return (jlong)mi;
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetMaskThreshold(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nGetMaskThreshold()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->getMaskThreshold();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetSpecularAntiAliasingVariance(JNIEnv* env,
|
||||
jclass clazz, jlong nativeMaterialInstance) {
|
||||
// TODO: implement nGetSpecularAntiAliasingVariance()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->getSpecularAntiAliasingVariance();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetSpecularAntiAliasingThreshold(JNIEnv* env,
|
||||
jclass clazz, jlong nativeMaterialInstance) {
|
||||
// TODO: implement nGetSpecularAntiAliasingThreshold()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->getSpecularAntiAliasingThreshold();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsDoubleSided(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsDoubleSided()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isDoubleSided();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetCullingMode(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nGetCullingMode()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return (jint)instance->getCullingMode();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsColorWriteEnabled(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsColorWriteEnabled()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isColorWriteEnabled();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsDepthWriteEnabled(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsDepthWriteEnabled()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isDepthWriteEnabled();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsStencilWriteEnabled(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsStencilWriteEnabled()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isStencilWriteEnabled();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsDepthCullingEnabled(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsDepthCullingEnabled()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isDepthCullingEnabled();
|
||||
}
|
||||
|
||||
@@ -149,12 +149,13 @@ Java_com_google_android_filament_View_nSetShadowType(JNIEnv*, jclass, jlong nati
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_View_nSetVsmShadowOptions(JNIEnv*, jclass, jlong nativeView,
|
||||
jint anisotropy, jboolean mipmapping, jfloat minVarianceScale,
|
||||
jint anisotropy, jboolean mipmapping, jboolean highPrecision, jfloat minVarianceScale,
|
||||
jfloat lightBleedReduction) {
|
||||
View* view = (View*) nativeView;
|
||||
View::VsmShadowOptions options;
|
||||
options.anisotropy = (uint8_t)anisotropy;
|
||||
options.mipmapping = (bool)mipmapping;
|
||||
options.highPrecision = (bool)highPrecision;
|
||||
options.minVarianceScale = minVarianceScale;
|
||||
options.lightBleedReduction = lightBleedReduction;
|
||||
view->setVsmShadowOptions(options);
|
||||
|
||||
+12
-8
@@ -240,7 +240,7 @@ public class LightManager {
|
||||
*/
|
||||
@NonNull
|
||||
@Size(min = 3)
|
||||
public float[] cascadeSplitPositions = { 0.25f, 0.50f, 0.75f };
|
||||
public float[] cascadeSplitPositions = { 0.125f, 0.25f, 0.50f };
|
||||
|
||||
/** Constant bias in world units (e.g. meters) by which shadows are moved away from the
|
||||
* light. 1mm by default.
|
||||
@@ -362,6 +362,15 @@ public class LightManager {
|
||||
@IntRange(from = 1)
|
||||
public int vsmMsaaSamples = 1;
|
||||
|
||||
|
||||
/**
|
||||
* When elvsm is set to true, "Exponential Layered VSM without Layers" are used. It is
|
||||
* an improvement to the default EVSM which suffers important light leaks. Enabling
|
||||
* ELVSM for a single shadowmap doubles the memory usage of all shadow maps.
|
||||
* ELVSM is mostly useful when large blurs are used.
|
||||
*/
|
||||
public boolean elvsm = false;
|
||||
|
||||
/**
|
||||
* Blur width for the VSM blur. Zero do disable.
|
||||
* The maximum value is 125.
|
||||
@@ -486,11 +495,6 @@ public class LightManager {
|
||||
/**
|
||||
* Whether this Light casts shadows (disabled by default)
|
||||
*
|
||||
* <p>
|
||||
* <b>warning:</b>
|
||||
* {@link Type#POINT} lights cannot cast shadows.
|
||||
* </p>
|
||||
*
|
||||
* @param enable Enables or disables casting shadows from this Light.
|
||||
*
|
||||
* @return This Builder, for chaining calls.
|
||||
@@ -516,7 +520,7 @@ public class LightManager {
|
||||
options.polygonOffsetConstant, options.polygonOffsetSlope,
|
||||
options.screenSpaceContactShadows,
|
||||
options.stepCount, options.maxShadowDistance, options.vsmMsaaSamples,
|
||||
options.blurWidth, options.shadowBulbRadius);
|
||||
options.elvsm, options.blurWidth, options.shadowBulbRadius);
|
||||
return this;
|
||||
}
|
||||
|
||||
@@ -1181,7 +1185,7 @@ public class LightManager {
|
||||
boolean stable, boolean lispsm,
|
||||
float polygonOffsetConstant, float polygonOffsetSlope,
|
||||
boolean screenSpaceContactShadows, int stepCount, float maxShadowDistance,
|
||||
int vsmMsaaSamples, float blurWidth, float shadowBulbRadius);
|
||||
int vsmMsaaSamples, boolean elvsm, float blurWidth, float shadowBulbRadius);
|
||||
private static native void nBuilderCastLight(long nativeBuilder, boolean enabled);
|
||||
private static native void nBuilderPosition(long nativeBuilder, float x, float y, float z);
|
||||
private static native void nBuilderDirection(long nativeBuilder, float x, float y, float z);
|
||||
|
||||
+84
-1
@@ -24,6 +24,7 @@ import com.google.android.filament.proguard.UsedByNative;
|
||||
|
||||
@UsedByNative("AssetLoader.cpp")
|
||||
public class MaterialInstance {
|
||||
private static final Material.CullingMode[] sCullingModeValues = Material.CullingMode.values();
|
||||
private Material mMaterial;
|
||||
private String mName;
|
||||
private long mNativeObject;
|
||||
@@ -473,6 +474,14 @@ public class MaterialInstance {
|
||||
nSetMaskThreshold(getNativeObject(), threshold);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the minimum alpha value a fragment must have to not be discarded when the blend
|
||||
* mode is MASKED
|
||||
*/
|
||||
public float getMaskThreshold() {
|
||||
return nGetMaskThreshold(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the screen space variance of the filter kernel used when applying specular
|
||||
* anti-aliasing. The default value is set to 0.15. The specified value should be between
|
||||
@@ -486,6 +495,14 @@ public class MaterialInstance {
|
||||
nSetSpecularAntiAliasingVariance(getNativeObject(), variance);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the screen space variance of the filter kernel used when applying specular
|
||||
* anti-aliasing.
|
||||
*/
|
||||
public float getSpecularAntiAliasingVariance() {
|
||||
return nGetSpecularAntiAliasingVariance(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the clamping threshold used to suppress estimation errors when applying specular
|
||||
* anti-aliasing. The default value is set to 0.2. The specified value should be between 0
|
||||
@@ -499,6 +516,14 @@ public class MaterialInstance {
|
||||
nSetSpecularAntiAliasingThreshold(getNativeObject(), threshold);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the clamping threshold used to suppress estimation errors when applying specular
|
||||
* anti-aliasing.
|
||||
*/
|
||||
public float getSpecularAntiAliasingThreshold() {
|
||||
return nGetSpecularAntiAliasingThreshold(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Enables or disables double-sided lighting if the parent Material has double-sided capability,
|
||||
* otherwise prints a warning. If double-sided lighting is enabled, backface culling is
|
||||
@@ -512,6 +537,14 @@ public class MaterialInstance {
|
||||
nSetDoubleSided(getNativeObject(), doubleSided);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether double-sided lighting is enabled when the parent Material has double-sided
|
||||
* capability.
|
||||
*/
|
||||
public boolean isDoubleSided() {
|
||||
return nIsDoubleSided(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Overrides the default triangle culling state that was set on the material.
|
||||
*
|
||||
@@ -519,10 +552,18 @@ public class MaterialInstance {
|
||||
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/rasterization:culling">
|
||||
* Rasterization: culling</a>
|
||||
*/
|
||||
public void setCullingMode(Material.CullingMode mode) {
|
||||
public void setCullingMode(@NonNull Material.CullingMode mode) {
|
||||
nSetCullingMode(getNativeObject(), mode.ordinal());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the face culling mode.
|
||||
*/
|
||||
@NonNull
|
||||
public Material.CullingMode getCullingMode() {
|
||||
return sCullingModeValues[nGetCullingMode(getNativeObject())];
|
||||
}
|
||||
|
||||
/**
|
||||
* Overrides the default color-buffer write state that was set on the material.
|
||||
*
|
||||
@@ -534,6 +575,13 @@ public class MaterialInstance {
|
||||
nSetColorWrite(getNativeObject(), enable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether color write is enabled.
|
||||
*/
|
||||
public boolean isColorWriteEnabled() {
|
||||
return nIsColorWriteEnabled(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Overrides the default depth-buffer write state that was set on the material.
|
||||
*
|
||||
@@ -545,10 +593,27 @@ public class MaterialInstance {
|
||||
nSetDepthWrite(getNativeObject(), enable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether depth write is enabled.
|
||||
*/
|
||||
public boolean isDepthWriteEnabled() {
|
||||
return nIsDepthWriteEnabled(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Enables or Disable stencil writes
|
||||
*/
|
||||
public void setStencilWrite(boolean enable) {
|
||||
nSetStencilWrite(getNativeObject(), enable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether stencil write is enabled.
|
||||
*/
|
||||
public boolean isStencilWriteEnabled() {
|
||||
return nIsStencilWriteEnabled(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Overrides the default depth testing state that was set on the material.
|
||||
*
|
||||
@@ -560,6 +625,13 @@ public class MaterialInstance {
|
||||
nSetDepthCulling(getNativeObject(), enable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether depth culling is enabled.
|
||||
*/
|
||||
public boolean isDepthCullingEnabled() {
|
||||
return nIsDepthCullingEnabled(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the stencil comparison function (default is {@link TextureSampler.CompareFunction#ALWAYS}).
|
||||
*
|
||||
@@ -856,4 +928,15 @@ public class MaterialInstance {
|
||||
private static native long nGetMaterial(long nativeMaterialInstance);
|
||||
|
||||
private static native long nDuplicate(long otherNativeMaterialInstance, String name);
|
||||
|
||||
|
||||
private static native float nGetMaskThreshold(long nativeMaterialInstance);
|
||||
private static native float nGetSpecularAntiAliasingVariance(long nativeMaterialInstance);
|
||||
private static native float nGetSpecularAntiAliasingThreshold(long nativeMaterialInstance);
|
||||
private static native boolean nIsDoubleSided(long nativeMaterialInstance);
|
||||
private static native int nGetCullingMode(long nativeMaterialInstance);
|
||||
private static native boolean nIsColorWriteEnabled(long nativeMaterialInstance);
|
||||
private static native boolean nIsDepthWriteEnabled(long nativeMaterialInstance);
|
||||
private static native boolean nIsStencilWriteEnabled(long nativeMaterialInstance);
|
||||
private static native boolean nIsDepthCullingEnabled(long nativeMaterialInstance);
|
||||
}
|
||||
|
||||
@@ -793,7 +793,7 @@ public class View {
|
||||
public void setVsmShadowOptions(@NonNull VsmShadowOptions options) {
|
||||
mVsmShadowOptions = options;
|
||||
nSetVsmShadowOptions(getNativeObject(), options.anisotropy, options.mipmapping,
|
||||
options.minVarianceScale, options.lightBleedReduction);
|
||||
options.highPrecision, options.minVarianceScale, options.lightBleedReduction);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1144,7 +1144,7 @@ public class View {
|
||||
private static native void nSetRenderQuality(long nativeView, int hdrColorBufferQuality);
|
||||
private static native void nSetDynamicLightingOptions(long nativeView, float zLightNear, float zLightFar);
|
||||
private static native void nSetShadowType(long nativeView, int type);
|
||||
private static native void nSetVsmShadowOptions(long nativeView, int anisotropy, boolean mipmapping, float minVarianceScale, float lightBleedReduction);
|
||||
private static native void nSetVsmShadowOptions(long nativeView, int anisotropy, boolean mipmapping, boolean highPrecision, float minVarianceScale, float lightBleedReduction);
|
||||
private static native void nSetSoftShadowOptions(long nativeView, float penumbraScale, float penumbraRatioScale);
|
||||
private static native void nSetColorGrading(long nativeView, long nativeColorGrading);
|
||||
private static native void nSetPostProcessingEnabled(long nativeView, boolean enabled);
|
||||
@@ -1817,6 +1817,13 @@ public class View {
|
||||
* Whether to generate mipmaps for all VSM shadow maps.
|
||||
*/
|
||||
public boolean mipmapping = false;
|
||||
/**
|
||||
* Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits
|
||||
* precision is rarely needed, but it does reduces light leaks as well as "fading"
|
||||
* of the shadows in some situations. Setting highPrecision to true for a single
|
||||
* shadow map will double the memory usage of all shadow maps.
|
||||
*/
|
||||
public boolean highPrecision = false;
|
||||
/**
|
||||
* VSM minimum variance scale, must be positive.
|
||||
*/
|
||||
|
||||
+3
-3
@@ -179,7 +179,7 @@ class ModelViewer(
|
||||
asset = assetLoader.createAsset(buffer)
|
||||
asset?.let { asset ->
|
||||
resourceLoader.asyncBeginLoad(asset)
|
||||
animator = asset.animator
|
||||
animator = asset.getInstance().animator
|
||||
asset.releaseSourceData()
|
||||
}
|
||||
}
|
||||
@@ -202,7 +202,7 @@ class ModelViewer(
|
||||
resourceLoader.addResourceData(uri, resourceBuffer)
|
||||
}
|
||||
resourceLoader.asyncBeginLoad(asset)
|
||||
animator = asset.animator
|
||||
animator = asset.getInstance().animator
|
||||
asset.releaseSourceData()
|
||||
}
|
||||
}
|
||||
@@ -359,7 +359,7 @@ class ModelViewer(
|
||||
resourceLoader.addResourceData(uri, buffer)
|
||||
}
|
||||
resourceLoader.asyncBeginLoad(asset)
|
||||
animator = asset.animator
|
||||
animator = asset.getInstance().animator
|
||||
asset.releaseSourceData()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,6 +11,10 @@ add_library(dracodec STATIC IMPORTED)
|
||||
set_target_properties(dracodec PROPERTIES IMPORTED_LOCATION
|
||||
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libdracodec.a)
|
||||
|
||||
add_library(meshoptimizer STATIC IMPORTED)
|
||||
set_target_properties(meshoptimizer PROPERTIES IMPORTED_LOCATION
|
||||
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libmeshoptimizer.a)
|
||||
|
||||
add_library(ktxreader STATIC IMPORTED)
|
||||
set_target_properties(ktxreader PROPERTIES IMPORTED_LOCATION
|
||||
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libktxreader.a)
|
||||
@@ -76,7 +80,7 @@ set(GLTFIO_SRCS
|
||||
${GLTFIO_DIR}/src/UbershaderProvider.cpp
|
||||
${GLTFIO_DIR}/src/Wireframe.cpp
|
||||
${GLTFIO_DIR}/src/Wireframe.h
|
||||
${GLTFIO_DIR}/src/upcast.h
|
||||
${GLTFIO_DIR}/src/downcast.h
|
||||
|
||||
src/main/cpp/Animator.cpp
|
||||
src/main/cpp/AssetLoader.cpp
|
||||
@@ -99,6 +103,7 @@ set(GLTFIO_INCLUDE_DIRS
|
||||
../../libs/gltfio/include
|
||||
../../third_party/basisu/zstd
|
||||
../../third_party/cgltf
|
||||
../../third_party/meshoptimizer/src
|
||||
../../third_party/robin-map
|
||||
../../third_party/hat-trie
|
||||
../../third_party/stb
|
||||
@@ -111,7 +116,7 @@ target_include_directories(gltfio-jni PRIVATE ${GLTFIO_INCLUDE_DIRS})
|
||||
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.symbols)
|
||||
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map)
|
||||
target_link_libraries(gltfio-jni filament-jni utils uberzlib log stb ktxreader basis_transcoder zstd uberarchive)
|
||||
target_link_libraries(gltfio-jni dracodec)
|
||||
target_link_libraries(gltfio-jni dracodec meshoptimizer)
|
||||
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
|
||||
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/src)
|
||||
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/tnt)
|
||||
|
||||
@@ -172,27 +172,6 @@ Java_com_google_android_filament_gltfio_FilamentAsset_nGetCameraEntityCount(JNIE
|
||||
return asset->getCameraEntityCount();
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nGetMaterialInstanceCount(JNIEnv*, jclass,
|
||||
jlong nativeAsset) {
|
||||
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
|
||||
return asset->getMaterialInstanceCount();
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nGetMaterialInstances(JNIEnv* env, jclass,
|
||||
jlong nativeAsset, jlongArray result) {
|
||||
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
|
||||
jsize available = env->GetArrayLength(result);
|
||||
jsize count = std::min(available, (jsize) asset->getMaterialInstanceCount());
|
||||
jlong* dst = env->GetLongArrayElements(result, nullptr);
|
||||
const MaterialInstance * const* src = asset->getMaterialInstances();
|
||||
for (jsize i = 0; i < count; i++) {
|
||||
dst[i] = (jlong) src[i];
|
||||
}
|
||||
env->ReleaseLongArrayElements(result, dst, 0);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nGetBoundingBox(JNIEnv* env, jclass,
|
||||
jlong nativeAsset, jfloatArray result) {
|
||||
@@ -229,10 +208,10 @@ Java_com_google_android_filament_gltfio_FilamentAsset_nGetExtras(JNIEnv* env, jc
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nGetAnimator(JNIEnv* , jclass,
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nGetInstance(JNIEnv* , jclass,
|
||||
jlong nativeAsset) {
|
||||
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
|
||||
return (jlong) asset->getAnimator();
|
||||
return (jlong) asset->getInstance();
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
@@ -272,30 +251,6 @@ Java_com_google_android_filament_gltfio_FilamentAsset_nGetMorphTargetNames(JNIEn
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nGetMaterialVariantCount(JNIEnv*, jclass,
|
||||
jlong nativeAsset) {
|
||||
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
|
||||
return (jint) asset->getMaterialVariantCount();
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nGetMaterialVariantNames(JNIEnv* env, jclass,
|
||||
jlong nativeAsset, jobjectArray result) {
|
||||
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
|
||||
for (int i = 0; i < asset->getMaterialVariantCount(); ++i) {
|
||||
const char* name = asset->getMaterialVariantName(i);
|
||||
env->SetObjectArrayElement(result, (jsize) i, env->NewStringUTF(name));
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nApplyMaterialVariant(JNIEnv* env, jclass,
|
||||
jlong nativeAsset, jint variantIndex) {
|
||||
FilamentAsset* asset = (FilamentAsset*) nativeAsset;
|
||||
asset->applyMaterialVariant(variantIndex);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentAsset_nReleaseSourceData(JNIEnv* env, jclass,
|
||||
jlong nativeAsset) {
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace filament;
|
||||
using namespace filament::gltfio;
|
||||
using namespace utils;
|
||||
|
||||
@@ -62,6 +63,44 @@ Java_com_google_android_filament_gltfio_FilamentInstance_nApplyMaterialVariant(J
|
||||
instance->applyMaterialVariant(variantIndex);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentInstance_nGetMaterialVariantCount(JNIEnv*, jclass,
|
||||
jlong nativeInstance) {
|
||||
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
|
||||
return (jint) instance->getMaterialVariantCount();
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentInstance_nGetMaterialVariantNames(JNIEnv* env, jclass,
|
||||
jlong nativeInstance, jobjectArray result) {
|
||||
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
|
||||
for (int i = 0; i < instance->getMaterialVariantCount(); ++i) {
|
||||
const char* name = instance->getMaterialVariantName(i);
|
||||
env->SetObjectArrayElement(result, (jsize) i, env->NewStringUTF(name));
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentInstance_nGetMaterialInstanceCount(JNIEnv*, jclass,
|
||||
jlong nativeInstance) {
|
||||
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
|
||||
return instance->getMaterialInstanceCount();
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentInstance_nGetMaterialInstances(JNIEnv* env, jclass,
|
||||
jlong nativeInstance, jlongArray result) {
|
||||
FilamentInstance* instance = (FilamentInstance*) nativeInstance;
|
||||
jsize available = env->GetArrayLength(result);
|
||||
jsize count = std::min(available, (jsize) instance->getMaterialInstanceCount());
|
||||
jlong* dst = env->GetLongArrayElements(result, nullptr);
|
||||
const MaterialInstance * const* src = instance->getMaterialInstances();
|
||||
for (jsize i = 0; i < count; i++) {
|
||||
dst[i] = (jlong) src[i];
|
||||
}
|
||||
env->ReleaseLongArrayElements(result, dst, 0);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_gltfio_FilamentInstance_nAttachSkin(JNIEnv* env, jclass,
|
||||
jlong nativeInstance, jint skinIndex, jint targetEntity) {
|
||||
|
||||
+19
-70
@@ -23,7 +23,6 @@ import androidx.annotation.Nullable;
|
||||
import com.google.android.filament.Box;
|
||||
import com.google.android.filament.Engine;
|
||||
import com.google.android.filament.Entity;
|
||||
import com.google.android.filament.MaterialInstance;
|
||||
|
||||
/**
|
||||
* Owns a bundle of Filament objects that have been created by <code>AssetLoader</code>.
|
||||
@@ -35,25 +34,32 @@ import com.google.android.filament.MaterialInstance;
|
||||
* <code>NameComponentManager</code>, <code>RenderableManager</code>, and others.</p>
|
||||
*
|
||||
* <p>In addition to the aforementioned entities, an asset has strong ownership over a list of
|
||||
* <code>VertexBuffer</code>, <code>IndexBuffer</code>, <code>MaterialInstance</code>, and
|
||||
* <code>Texture</code>.</p>
|
||||
* <code>VertexBuffer</code>, <code>IndexBuffer</code>, and <code>Texture</code>.</p>
|
||||
*
|
||||
* <p>Clients can use {@link ResourceLoader} to create textures, compute tangent quaternions, and
|
||||
* upload data into vertex buffers and index buffers.</p>
|
||||
*
|
||||
* @see ResourceLoader
|
||||
* @see Animator
|
||||
* @see FilamentInstance
|
||||
* @see AssetLoader
|
||||
*/
|
||||
public class FilamentAsset {
|
||||
private long mNativeObject;
|
||||
private Animator mAnimator;
|
||||
private FilamentInstance mPrimaryInstance;
|
||||
private Engine mEngine;
|
||||
|
||||
FilamentAsset(Engine engine, long nativeObject) {
|
||||
mEngine = engine;
|
||||
mNativeObject = nativeObject;
|
||||
mAnimator = null;
|
||||
}
|
||||
|
||||
public FilamentInstance getInstance() {
|
||||
if (mPrimaryInstance != null) {
|
||||
return mPrimaryInstance;
|
||||
}
|
||||
long nativeInstance = nGetInstance(getNativeObject());
|
||||
mPrimaryInstance = new FilamentInstance(this, nativeInstance);
|
||||
return mPrimaryInstance;
|
||||
}
|
||||
|
||||
long getNativeObject() {
|
||||
@@ -169,17 +175,6 @@ public class FilamentAsset {
|
||||
return result;
|
||||
}
|
||||
|
||||
public @NonNull MaterialInstance[] getMaterialInstances() {
|
||||
final int count = nGetMaterialInstanceCount(mNativeObject);
|
||||
MaterialInstance[] result = new MaterialInstance[count];
|
||||
long[] natives = new long[count];
|
||||
nGetMaterialInstances(mNativeObject, natives);
|
||||
for (int i = 0; i < count; i++) {
|
||||
result[i] = new MaterialInstance(mEngine, natives[i]);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the bounding box computed from the supplied min / max values in glTF accessors.
|
||||
*
|
||||
@@ -209,25 +204,6 @@ public class FilamentAsset {
|
||||
return nGetExtras(mNativeObject, entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the <code>Animator</code> interface for this asset.
|
||||
*
|
||||
* <p>When calling this for the first time, this must be called after
|
||||
* {@link ResourceLoader#loadResources} or {@link ResourceLoader#asyncBeginLoad}. When the asset
|
||||
* is destroyed, its animator becomes invalid.</p>
|
||||
*/
|
||||
public @NonNull Animator getAnimator() {
|
||||
if (mAnimator != null) {
|
||||
return mAnimator;
|
||||
}
|
||||
long nativeAnimator = nGetAnimator(getNativeObject());
|
||||
if (nativeAnimator == 0) {
|
||||
throw new IllegalStateException("Unable to create animator");
|
||||
}
|
||||
mAnimator = new Animator(nativeAnimator);
|
||||
return mAnimator;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the names of all morph targets in the given entity.
|
||||
*/
|
||||
@@ -246,31 +222,6 @@ public class FilamentAsset {
|
||||
return uris;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the names of all material variants.
|
||||
*/
|
||||
public @NonNull String[] getMaterialVariantNames() {
|
||||
String[] names = new String[nGetMaterialVariantCount(mNativeObject)];
|
||||
nGetMaterialVariantNames(mNativeObject, names);
|
||||
return names;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies the given material variant to all primitives that it affects.
|
||||
*
|
||||
* This is efficient because it merely swaps around persistent MaterialInstances. If you change
|
||||
* a material parameter while a certain variant is active, the updated value will be remembered
|
||||
* after you re-apply that variant.
|
||||
*
|
||||
* If the asset is instanced, this affects all instances in the same way.
|
||||
* To set the variant on an individual instance, use FilamentInstance#applyMaterialVariant.
|
||||
*
|
||||
* Ignored if variantIndex is out of bounds.
|
||||
*/
|
||||
public void applyMaterialVariant(@IntRange(from = 0) int variantIndex) {
|
||||
nApplyMaterialVariant(getNativeObject(), variantIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* Reclaims CPU-side memory for URI strings, binding lists, and raw animation data.
|
||||
*
|
||||
@@ -282,8 +233,10 @@ public class FilamentAsset {
|
||||
nReleaseSourceData(mNativeObject);
|
||||
}
|
||||
|
||||
public Engine getEngine() { return mEngine; }
|
||||
|
||||
void clearNativeObject() {
|
||||
if (mAnimator != null) mAnimator.clearNativeObject();
|
||||
mPrimaryInstance = null;
|
||||
mNativeObject = 0;
|
||||
}
|
||||
|
||||
@@ -307,21 +260,17 @@ public class FilamentAsset {
|
||||
private static native int nGetCameraEntityCount(long nativeAsset);
|
||||
private static native void nGetCameraEntities(long nativeAsset, int[] result);
|
||||
|
||||
private static native int nGetMaterialInstanceCount(long nativeAsset);
|
||||
private static native void nGetMaterialInstances(long nativeAsset, long[] nativeResults);
|
||||
|
||||
private static native int nGetMaterialVariantCount(long nativeAsset);
|
||||
private static native void nGetMaterialVariantNames(long nativeAsset, String[] result);
|
||||
|
||||
private static native int nGetMorphTargetCount(long nativeAsset, int entity);
|
||||
private static native void nGetMorphTargetNames(long nativeAsset, int entity, String[] result);
|
||||
|
||||
private static native void nGetBoundingBox(long nativeAsset, float[] box);
|
||||
private static native String nGetName(long nativeAsset, int entity);
|
||||
private static native String nGetExtras(long nativeAsset, int entity);
|
||||
private static native long nGetAnimator(long nativeAsset);
|
||||
private static native void nApplyMaterialVariant(long nativeAsset, int variantIndex);
|
||||
|
||||
private static native long nGetInstance(long nativeAsset);
|
||||
|
||||
private static native int nGetResourceUriCount(long nativeAsset);
|
||||
private static native void nGetResourceUris(long nativeAsset, String[] result);
|
||||
|
||||
private static native void nReleaseSourceData(long nativeAsset);
|
||||
}
|
||||
|
||||
+30
@@ -19,7 +19,9 @@ package com.google.android.filament.gltfio;
|
||||
import androidx.annotation.IntRange;
|
||||
import androidx.annotation.NonNull;
|
||||
|
||||
import com.google.android.filament.Engine;
|
||||
import com.google.android.filament.Entity;
|
||||
import com.google.android.filament.MaterialInstance;
|
||||
|
||||
/**
|
||||
* Provides access to a hierarchy of entities that have been instanced from a glTF asset.
|
||||
@@ -146,11 +148,39 @@ public class FilamentInstance {
|
||||
nApplyMaterialVariant(mNativeObject, variantIndex);
|
||||
}
|
||||
|
||||
public @NonNull MaterialInstance[] getMaterialInstances() {
|
||||
final int count = nGetMaterialInstanceCount(mNativeObject);
|
||||
MaterialInstance[] result = new MaterialInstance[count];
|
||||
long[] natives = new long[count];
|
||||
nGetMaterialInstances(mNativeObject, natives);
|
||||
Engine engine = mAsset.getEngine();
|
||||
for (int i = 0; i < count; i++) {
|
||||
result[i] = new MaterialInstance(engine, natives[i]);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the names of all material variants.
|
||||
*/
|
||||
public @NonNull String[] getMaterialVariantNames() {
|
||||
String[] names = new String[nGetMaterialVariantCount(mNativeObject)];
|
||||
nGetMaterialVariantNames(mNativeObject, names);
|
||||
return names;
|
||||
}
|
||||
|
||||
private static native int nGetRoot(long nativeInstance);
|
||||
private static native int nGetEntityCount(long nativeInstance);
|
||||
private static native void nGetEntities(long nativeInstance, int[] result);
|
||||
private static native long nGetAnimator(long nativeInstance);
|
||||
|
||||
private static native int nGetMaterialInstanceCount(long nativeAsset);
|
||||
private static native void nGetMaterialInstances(long nativeAsset, long[] nativeResults);
|
||||
|
||||
private static native void nApplyMaterialVariant(long nativeInstance, int variantIndex);
|
||||
private static native int nGetMaterialVariantCount(long nativeAsset);
|
||||
private static native void nGetMaterialVariantNames(long nativeAsset, String[] result);
|
||||
|
||||
private static native void nGetJointsAt(long nativeInstance, int skinIndex, int[] result);
|
||||
private static native int nGetSkinCount(long nativeInstance);
|
||||
private static native void nGetSkinNames(long nativeInstance, String[] result);
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
GROUP=com.google.android.filament
|
||||
VERSION_NAME=1.27.2
|
||||
VERSION_NAME=1.28.2
|
||||
|
||||
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
|
||||
|
||||
|
||||
@@ -112,9 +112,9 @@ the Android SDK.
|
||||
|
||||
## Android Studio
|
||||
|
||||
You must use Android Studio 3.6 RC 1 or higher. To open the project, point Studio to the `android`
|
||||
folder. After opening the project and syncing to gradle, select the sample of your choice using the
|
||||
drop-down widget in the toolbar.
|
||||
You must use the latest stable release of Android Studio. To open the project, point Studio to the
|
||||
`android` folder. After opening the project and syncing to gradle, select the sample of your choice
|
||||
using the drop-down widget in the toolbar.
|
||||
|
||||
## Compiling
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ android {
|
||||
compileSdkVersion versions.compileSdk
|
||||
defaultConfig {
|
||||
applicationId "com.google.android.filament.gltf"
|
||||
minSdkVersion 21
|
||||
minSdkVersion 19
|
||||
targetSdkVersion versions.targetSdk
|
||||
missingDimensionStrategy 'functionality', 'full'
|
||||
}
|
||||
|
||||
+1
-1
@@ -417,7 +417,7 @@ class MainActivity : Activity() {
|
||||
|
||||
// Just for testing purposes, this releases the current model and reloads the default model.
|
||||
inner class DoubleTapListener : GestureDetector.SimpleOnGestureListener() {
|
||||
override fun onDoubleTap(e: MotionEvent?): Boolean {
|
||||
override fun onDoubleTap(e: MotionEvent): Boolean {
|
||||
modelViewer.destroyModel()
|
||||
createDefaultRenderables()
|
||||
return super.onDoubleTap(e)
|
||||
|
||||
Executable
+99
@@ -0,0 +1,99 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
set -e
|
||||
|
||||
function print_help {
|
||||
local self_name=$(basename "$0")
|
||||
echo "This tool verifies that every Metal shader in the given Filament material file(s) successfully compiles."
|
||||
echo "Requires the matinfo tool and xcrun to be on the system PATH."
|
||||
echo ""
|
||||
echo "Usage:"
|
||||
echo " $self_name [options] [<material> ...]"
|
||||
echo ""
|
||||
echo "Options:"
|
||||
echo " -h"
|
||||
echo " Print this help message."
|
||||
echo " -w"
|
||||
echo " Pass the -w flag to the Metal compiler, to disable warnings."
|
||||
echo ""
|
||||
}
|
||||
|
||||
COMP_FLAGS=""
|
||||
while getopts ":hw" opt; do
|
||||
case ${opt} in
|
||||
h)
|
||||
print_help
|
||||
exit 1
|
||||
;;
|
||||
w)
|
||||
COMP_FLAGS="${COMP_FLAGS} -w"
|
||||
;;
|
||||
esac
|
||||
done
|
||||
|
||||
shift $((OPTIND - 1))
|
||||
|
||||
if [[ "$#" == "0" ]]; then
|
||||
print_help
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Make sure matinfo and xcrun are available.
|
||||
if [[ ! $(command -v matinfo) ]]; then
|
||||
echo "Error: matinfo not on PATH."
|
||||
exit 1
|
||||
fi
|
||||
if [[ ! $(command -v xcrun) ]]; then
|
||||
echo "Error: xcrun not on PATH."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
function check_material {
|
||||
local material="$1"
|
||||
|
||||
tmpdir="$(mktemp -d /tmp/check_metal_shaders.XXXXX)"
|
||||
|
||||
# First check that the material is valid.
|
||||
if [[ ! $(matinfo "${material}") ]]; then
|
||||
echo "Invalid material file: ${material}"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
echo "Checking that Metal shaders compile: ${material}"
|
||||
|
||||
set +e
|
||||
local i=0
|
||||
while true; do
|
||||
# The file must have a .metal extension.
|
||||
metalFile="${tmpdir}/${i}.metal"
|
||||
|
||||
# Extract shader i. matinfo will return a non-zero exit code if the shader doesn't exist,
|
||||
# which means we're finished with this material.
|
||||
matinfo --print-metal=${i} "${material}" > "${metalFile}" 2> /dev/null
|
||||
|
||||
if [[ "$?" -ne 0 ]]; then
|
||||
break
|
||||
fi
|
||||
|
||||
echo "Testing Metal shader ${i}"
|
||||
|
||||
# Attempt to compile the Metal shader.
|
||||
xcrun -sdk macosx metal ${COMP_FLAGS} -c "${metalFile}" -o /dev/null
|
||||
|
||||
if [[ "$?" -ne 0 ]]; then
|
||||
echo "Error compiling Metal shader: ${metalFile}"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
((i++))
|
||||
done
|
||||
set -e
|
||||
|
||||
rm -r "${tmpdir}"
|
||||
}
|
||||
|
||||
for material in "$@"
|
||||
do
|
||||
check_material "${material}"
|
||||
done
|
||||
|
||||
@@ -21,7 +21,7 @@ set(CMAKE_SYSTEM_NAME Linux)
|
||||
set(CMAKE_SYSTEM_VERSION 1)
|
||||
|
||||
# android
|
||||
set(API_LEVEL 21)
|
||||
set(API_LEVEL 19)
|
||||
|
||||
# architecture
|
||||
set(ARCH armv7a-linux-androideabi)
|
||||
|
||||
@@ -21,7 +21,7 @@ set(CMAKE_SYSTEM_NAME Linux)
|
||||
set(CMAKE_SYSTEM_VERSION 1)
|
||||
|
||||
# android
|
||||
set(API_LEVEL 21)
|
||||
set(API_LEVEL 19)
|
||||
|
||||
# architecture
|
||||
set(ARCH i686-linux-android)
|
||||
|
||||
+1
-1
File diff suppressed because one or more lines are too long
+11
-12
@@ -1432,12 +1432,13 @@ non-shader data.
|
||||
|
||||
</p><dl><table><tbody><tr valign="top"><td><dt>Type</dt></td><td><dd><p> <code>number</code>
|
||||
|
||||
</p></dd></td></tr><tr valign="top"><td><dt>Value</dt></td><td><dd><p> An integer value, either 1 or 2. Defaults to 1.
|
||||
</p></dd></td></tr><tr valign="top"><td><dt>Value</dt></td><td><dd><p> An integer value, either 1, 2 or 3. Defaults to 1.
|
||||
|
||||
</p></dd></td></tr></tbody></table></dl><div class="table">
|
||||
<table class="table"><tbody><tr><th style="text-align:left"> Feature Level </th><th style="text-align:left"> Guaranteed features </th></tr>
|
||||
<tr><td style="text-align:left"> 1 </td><td style="text-align:left"> 9 textures per material </td></tr>
|
||||
<tr><td style="text-align:left"> 2 </td><td style="text-align:left"> 12 textures per material, cubemap arrays, ESSL 3.10 </td></tr>
|
||||
<tr><td style="text-align:left"> 2 </td><td style="text-align:left"> 9 textures per material, cubemap arrays, ESSL 3.10 </td></tr>
|
||||
<tr><td style="text-align:left"> 3 </td><td style="text-align:left"> 12 textures per material, cubemap arrays, ESSL 3.10 </td></tr>
|
||||
</tbody></table><center><div class="tablecaption"><a class="target" name="table_featurelevels"> </a><b style="font-style:normal;">Table 13:</b> Feature levels</div></center></div>
|
||||
|
||||
<p></p><p>
|
||||
@@ -2036,23 +2037,21 @@ and sorting issues are minimized or eliminated</span></center></div></center>
|
||||
|
||||
</p></dd><dt>Value</dt><dd><p> <code>true</code> or <code>false</code>. Defaults to <code>false</code>.
|
||||
|
||||
</p></dd><dt>Description</dt><dd><p> Only available in the <code>unlit</code> shading model. If this property is enabled, the final color
|
||||
computed by the material is multiplied by the shadowing factor (or visibility). This allows to
|
||||
create transparent shadow-receiving objects (for instance an invisible ground plane in AR).
|
||||
This is only supported with shadows from directional lights.
|
||||
</p></dd><dt>Description</dt><dd><p> Enables two-sided rendering and its capability to be toggled at run time. When set to <code>true</code>,
|
||||
<code>culling</code> is automatically set to <code>none</code>; if the triangle is back-facing, the triangle's
|
||||
normal is flipped to become front-facing. When explicitly set to <code>false</code>, this allows the
|
||||
double-sidedness to be toggled at run time.
|
||||
|
||||
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<span class="line"> name : <span class="hljs-string">"Invisible shadow plane"</span>,</span>
|
||||
<span class="line"> shadingModel : unlit,</span>
|
||||
<span class="line"> shadowMultiplier : <span class="hljs-literal">true</span>,</span>
|
||||
<span class="line"> blending : transparent</span>
|
||||
<span class="line"> name : <span class="hljs-string">"Double sided material"</span>,</span>
|
||||
<span class="line"> shadingModel : lit,</span>
|
||||
<span class="line"> doubleSided : <span class="hljs-literal">true</span></span>
|
||||
<span class="line">}</span>
|
||||
<span class="line"></span>
|
||||
<span class="line">fragment {</span>
|
||||
<span class="line"> void material(inout MaterialInputs material) {</span>
|
||||
<span class="line"> prepareMaterial(material);</span>
|
||||
<span class="line"> <span class="hljs-comment">// baseColor defines the color and opacity of the final shadow</span></span>
|
||||
<span class="line"> material.baseColor = vec4(0.0, 0.0, 0.0, 0.7);</span>
|
||||
<span class="line"> material.baseColor = materialParams.albedo;</span>
|
||||
<span class="line"> }</span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="lighting:reflections"> </a><a class="target" name="materialdefinitions/materialblock/lighting:reflections"> </a><a class="target" name="toc4.2.25"> </a><h3>Lighting: reflections</h3>
|
||||
|
||||
+8
-10
@@ -1582,24 +1582,22 @@ Value
|
||||
: `true` or `false`. Defaults to `false`.
|
||||
|
||||
Description
|
||||
: Only available in the `unlit` shading model. If this property is enabled, the final color
|
||||
computed by the material is multiplied by the shadowing factor (or visibility). This allows to
|
||||
create transparent shadow-receiving objects (for instance an invisible ground plane in AR).
|
||||
This is only supported with shadows from directional lights.
|
||||
: Enables two-sided rendering and its capability to be toggled at run time. When set to `true`,
|
||||
`culling` is automatically set to `none`; if the triangle is back-facing, the triangle's
|
||||
normal is flipped to become front-facing. When explicitly set to `false`, this allows the
|
||||
double-sidedness to be toggled at run time.
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
|
||||
material {
|
||||
name : "Invisible shadow plane",
|
||||
shadingModel : unlit,
|
||||
shadowMultiplier : true,
|
||||
blending : transparent
|
||||
name : "Double sided material",
|
||||
shadingModel : lit,
|
||||
doubleSided : true
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
prepareMaterial(material);
|
||||
// baseColor defines the color and opacity of the final shadow
|
||||
material.baseColor = vec4(0.0, 0.0, 0.0, 0.7);
|
||||
material.baseColor = materialParams.albedo;
|
||||
}
|
||||
}
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -48,6 +48,7 @@ set(PUBLIC_HDRS
|
||||
)
|
||||
|
||||
set(SRCS
|
||||
src/AtlasAllocator.cpp
|
||||
src/Box.cpp
|
||||
src/BufferObject.cpp
|
||||
src/Camera.cpp
|
||||
@@ -72,6 +73,7 @@ set(SRCS
|
||||
src/MaterialParser.cpp
|
||||
src/MorphTargetBuffer.cpp
|
||||
src/PerViewUniforms.cpp
|
||||
src/PerShadowMapUniforms.cpp
|
||||
src/PostProcessManager.cpp
|
||||
src/RenderPass.cpp
|
||||
src/RenderPrimitive.cpp
|
||||
@@ -145,6 +147,7 @@ set(PRIVATE_HDRS
|
||||
src/Intersections.h
|
||||
src/MaterialParser.h
|
||||
src/PerViewUniforms.h
|
||||
src/PerShadowMapUniforms.h
|
||||
src/PIDController.h
|
||||
src/PostProcessManager.h
|
||||
src/RendererUtils.h
|
||||
@@ -198,7 +201,7 @@ set(PRIVATE_HDRS
|
||||
src/materials/fsr/ffx_a.h
|
||||
src/materials/fsr/ffx_fsr1.h
|
||||
src/materials/fsr/ffx_fsr1_mobile.fs
|
||||
src/upcast.h
|
||||
src/downcast.h
|
||||
)
|
||||
|
||||
set(MATERIAL_SRCS
|
||||
|
||||
@@ -220,8 +220,7 @@ enum class PrimitiveType : uint8_t {
|
||||
LINES = 1, //!< lines
|
||||
LINE_STRIP = 3, //!< line strip
|
||||
TRIANGLES = 4, //!< triangles
|
||||
TRIANGLE_STRIP = 5, //!< triangle strip
|
||||
NONE = 0xFF
|
||||
TRIANGLE_STRIP = 5 //!< triangle strip
|
||||
};
|
||||
|
||||
/**
|
||||
|
||||
@@ -49,6 +49,11 @@ void removeGoogleLineDirectives(char* shader, size_t length) noexcept;
|
||||
*/
|
||||
size_t getFormatSize(TextureFormat format) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the number of component (1 to 4) for the given format.
|
||||
*/
|
||||
size_t getFormatComponentCount(TextureFormat format) noexcept;
|
||||
|
||||
/**
|
||||
* For compressed texture formats, returns the number of horizontal texels per block. Otherwise
|
||||
* returns 0.
|
||||
|
||||
@@ -158,6 +158,9 @@ DECL_DRIVER_API_0(flush)
|
||||
// flush and wait for the effects to be done
|
||||
DECL_DRIVER_API_0(finish)
|
||||
|
||||
// reset state tracking, if the driver does any state tracking (e.g. GL)
|
||||
DECL_DRIVER_API_0(resetState)
|
||||
|
||||
/*
|
||||
* Creating driver objects
|
||||
* -----------------------
|
||||
|
||||
@@ -209,6 +209,129 @@ size_t getFormatSize(TextureFormat format) noexcept {
|
||||
}
|
||||
}
|
||||
|
||||
size_t getFormatComponentCount(TextureFormat format) noexcept {
|
||||
switch (format) {
|
||||
case TextureFormat::R8:
|
||||
case TextureFormat::R8_SNORM:
|
||||
case TextureFormat::R8UI:
|
||||
case TextureFormat::R8I:
|
||||
case TextureFormat::R16F:
|
||||
case TextureFormat::R16UI:
|
||||
case TextureFormat::R16I:
|
||||
case TextureFormat::R32F:
|
||||
case TextureFormat::R32I:
|
||||
case TextureFormat::R32UI:
|
||||
case TextureFormat::STENCIL8:
|
||||
case TextureFormat::DEPTH16:
|
||||
case TextureFormat::DEPTH24:
|
||||
case TextureFormat::DEPTH32F:
|
||||
return 1;
|
||||
|
||||
case TextureFormat::RG8:
|
||||
case TextureFormat::RG8_SNORM:
|
||||
case TextureFormat::RG8UI:
|
||||
case TextureFormat::RG8I:
|
||||
case TextureFormat::RG16F:
|
||||
case TextureFormat::RG16UI:
|
||||
case TextureFormat::RG16I:
|
||||
case TextureFormat::RG32F:
|
||||
case TextureFormat::RG32UI:
|
||||
case TextureFormat::RG32I:
|
||||
case TextureFormat::DEPTH24_STENCIL8:
|
||||
case TextureFormat::DEPTH32F_STENCIL8:
|
||||
return 2;
|
||||
|
||||
case TextureFormat::RGB565:
|
||||
case TextureFormat::RGB8:
|
||||
case TextureFormat::SRGB8:
|
||||
case TextureFormat::RGB8_SNORM:
|
||||
case TextureFormat::RGB8UI:
|
||||
case TextureFormat::RGB8I:
|
||||
case TextureFormat::R11F_G11F_B10F:
|
||||
case TextureFormat::RGB16F:
|
||||
case TextureFormat::RGB16UI:
|
||||
case TextureFormat::RGB16I:
|
||||
case TextureFormat::RGB32F:
|
||||
case TextureFormat::RGB32UI:
|
||||
case TextureFormat::RGB32I:
|
||||
return 3;
|
||||
|
||||
case TextureFormat::RGB5_A1:
|
||||
case TextureFormat::RGBA4:
|
||||
case TextureFormat::RGB9_E5:
|
||||
case TextureFormat::RGBA8:
|
||||
case TextureFormat::SRGB8_A8:
|
||||
case TextureFormat::RGBA8_SNORM:
|
||||
case TextureFormat::RGB10_A2:
|
||||
case TextureFormat::RGBA8UI:
|
||||
case TextureFormat::RGBA8I:
|
||||
case TextureFormat::RGBA16F:
|
||||
case TextureFormat::RGBA16UI:
|
||||
case TextureFormat::RGBA16I:
|
||||
case TextureFormat::RGBA32F:
|
||||
case TextureFormat::RGBA32UI:
|
||||
case TextureFormat::RGBA32I:
|
||||
return 4;
|
||||
|
||||
// Compressed formats ---------------------------------------------------------------------
|
||||
case TextureFormat::EAC_R11:
|
||||
case TextureFormat::EAC_R11_SIGNED:
|
||||
return 1;
|
||||
|
||||
case TextureFormat::EAC_RG11:
|
||||
case TextureFormat::EAC_RG11_SIGNED:
|
||||
return 2;
|
||||
|
||||
case TextureFormat::ETC2_RGB8:
|
||||
case TextureFormat::ETC2_SRGB8:
|
||||
case TextureFormat::DXT1_RGB:
|
||||
case TextureFormat::DXT1_SRGB:
|
||||
return 3;
|
||||
|
||||
case TextureFormat::ETC2_EAC_RGBA8:
|
||||
case TextureFormat::ETC2_EAC_SRGBA8:
|
||||
case TextureFormat::ETC2_RGB8_A1:
|
||||
case TextureFormat::ETC2_SRGB8_A1:
|
||||
case TextureFormat::DXT1_RGBA:
|
||||
case TextureFormat::DXT1_SRGBA:
|
||||
case TextureFormat::DXT3_RGBA:
|
||||
case TextureFormat::DXT3_SRGBA:
|
||||
case TextureFormat::DXT5_RGBA:
|
||||
case TextureFormat::DXT5_SRGBA:
|
||||
case TextureFormat::RGBA_ASTC_4x4:
|
||||
case TextureFormat::RGBA_ASTC_5x4:
|
||||
case TextureFormat::RGBA_ASTC_5x5:
|
||||
case TextureFormat::RGBA_ASTC_6x5:
|
||||
case TextureFormat::RGBA_ASTC_6x6:
|
||||
case TextureFormat::RGBA_ASTC_8x5:
|
||||
case TextureFormat::RGBA_ASTC_8x6:
|
||||
case TextureFormat::RGBA_ASTC_8x8:
|
||||
case TextureFormat::RGBA_ASTC_10x5:
|
||||
case TextureFormat::RGBA_ASTC_10x6:
|
||||
case TextureFormat::RGBA_ASTC_10x8:
|
||||
case TextureFormat::RGBA_ASTC_10x10:
|
||||
case TextureFormat::RGBA_ASTC_12x10:
|
||||
case TextureFormat::RGBA_ASTC_12x12:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_4x4:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_5x4:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_5x5:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_6x5:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_6x6:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_8x5:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_8x6:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_8x8:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_10x5:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_10x6:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_10x8:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_10x10:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_12x10:
|
||||
case TextureFormat::SRGB8_ALPHA8_ASTC_12x12:
|
||||
return 4;
|
||||
case TextureFormat::UNUSED:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
size_t getBlockWidth(TextureFormat format) noexcept {
|
||||
switch (format) {
|
||||
case TextureFormat::EAC_RG11:
|
||||
@@ -384,53 +507,53 @@ bool reshape(const PixelBufferDescriptor& data, PixelBufferDescriptor& reshaped)
|
||||
namespace utils {
|
||||
|
||||
template<>
|
||||
CString to_string<filament::backend::TextureUsage>(filament::backend::TextureUsage usage) noexcept {
|
||||
CString to_string<filament::backend::TextureUsage>(filament::backend::TextureUsage value) noexcept {
|
||||
using namespace filament::backend;
|
||||
char string[7] = {'-', '-', '-', '-', '-', '-', 0};
|
||||
if (any(usage & TextureUsage::UPLOADABLE)) {
|
||||
if (any(value & TextureUsage::UPLOADABLE)) {
|
||||
string[0]='U';
|
||||
}
|
||||
if (any(usage & TextureUsage::SAMPLEABLE)) {
|
||||
if (any(value & TextureUsage::SAMPLEABLE)) {
|
||||
string[1]='S';
|
||||
}
|
||||
if (any(usage & TextureUsage::COLOR_ATTACHMENT)) {
|
||||
if (any(value & TextureUsage::COLOR_ATTACHMENT)) {
|
||||
string[2]='c';
|
||||
}
|
||||
if (any(usage & TextureUsage::DEPTH_ATTACHMENT)) {
|
||||
if (any(value & TextureUsage::DEPTH_ATTACHMENT)) {
|
||||
string[3]='d';
|
||||
}
|
||||
if (any(usage & TextureUsage::STENCIL_ATTACHMENT)) {
|
||||
if (any(value & TextureUsage::STENCIL_ATTACHMENT)) {
|
||||
string[4] = 's';
|
||||
}
|
||||
if (any(usage & TextureUsage::SUBPASS_INPUT)) {
|
||||
if (any(value & TextureUsage::SUBPASS_INPUT)) {
|
||||
string[5]='f';
|
||||
}
|
||||
return CString(string, 6);
|
||||
return { string, 6 };
|
||||
}
|
||||
|
||||
template<>
|
||||
CString to_string<filament::backend::TargetBufferFlags>(filament::backend::TargetBufferFlags flags) noexcept {
|
||||
CString to_string<filament::backend::TargetBufferFlags>(filament::backend::TargetBufferFlags value) noexcept {
|
||||
using namespace filament::backend;
|
||||
char string[7] = {'-', '-', '-', '-', '-', '-', 0};
|
||||
if (any(flags & TargetBufferFlags::COLOR0)) {
|
||||
if (any(value & TargetBufferFlags::COLOR0)) {
|
||||
string[0]='0';
|
||||
}
|
||||
if (any(flags & TargetBufferFlags::COLOR1)) {
|
||||
if (any(value & TargetBufferFlags::COLOR1)) {
|
||||
string[1]='1';
|
||||
}
|
||||
if (any(flags & TargetBufferFlags::COLOR2)) {
|
||||
if (any(value & TargetBufferFlags::COLOR2)) {
|
||||
string[2]='2';
|
||||
}
|
||||
if (any(flags & TargetBufferFlags::COLOR3)) {
|
||||
if (any(value & TargetBufferFlags::COLOR3)) {
|
||||
string[3]='3';
|
||||
}
|
||||
if (any(flags & TargetBufferFlags::DEPTH)) {
|
||||
if (any(value & TargetBufferFlags::DEPTH)) {
|
||||
string[4]='D';
|
||||
}
|
||||
if (any(flags & TargetBufferFlags::STENCIL)) {
|
||||
if (any(value & TargetBufferFlags::STENCIL)) {
|
||||
string[5]='S';
|
||||
}
|
||||
return CString(string, 6);
|
||||
return { string, 6 };
|
||||
}
|
||||
|
||||
} // namespace utils
|
||||
|
||||
@@ -59,6 +59,21 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
static void copyImage(uint8_t* UTILS_RESTRICT dest,
|
||||
const uint8_t* UTILS_RESTRICT src,
|
||||
size_t srcBytesPerRow, size_t /*srcChannelCount*/,
|
||||
size_t dstBytesPerRow, size_t /*dstChannelCount*/,
|
||||
size_t /*width*/, size_t height, bool /*swizzle*/) {
|
||||
if (srcBytesPerRow == dstBytesPerRow) {
|
||||
std::memcpy(dest, src, height * srcBytesPerRow);
|
||||
return;
|
||||
}
|
||||
const size_t minBytesPerRow = std::min(srcBytesPerRow, dstBytesPerRow);
|
||||
for (size_t i = 0; i < height; ++i, src += srcBytesPerRow, dest += dstBytesPerRow) {
|
||||
std::memcpy(dest, src, minBytesPerRow);
|
||||
}
|
||||
}
|
||||
|
||||
// Converts a n-channel image of UBYTE, INT, UINT, or FLOAT to a different type.
|
||||
template<typename dstComponentType, typename srcComponentType>
|
||||
static void reshapeImage(uint8_t* UTILS_RESTRICT dest, const uint8_t* UTILS_RESTRICT src,
|
||||
@@ -119,7 +134,13 @@ public:
|
||||
switch (dst->type) {
|
||||
case UBYTE:
|
||||
switch (srcType) {
|
||||
case UBYTE: reshaper = reshapeImage<uint8_t, uint8_t>; break;
|
||||
case UBYTE:
|
||||
reshaper = reshapeImage<uint8_t, uint8_t>;
|
||||
if (dst->format == PixelDataFormat::RGBA &&
|
||||
dstChannelCount == srcChannelCount && !swizzle) {
|
||||
reshaper = copyImage;
|
||||
}
|
||||
break;
|
||||
case FLOAT: reshaper = reshapeImage<uint8_t, float>; break;
|
||||
case INT: reshaper = reshapeImage<uint8_t, int32_t>; break;
|
||||
case UINT: reshaper = reshapeImage<uint8_t, uint32_t>; break;
|
||||
|
||||
@@ -42,7 +42,9 @@
|
||||
#include "vulkan/PlatformVkCocoa.h"
|
||||
#endif
|
||||
#elif defined(__linux__)
|
||||
#if defined(FILAMENT_SUPPORTS_WAYLAND)
|
||||
#if defined(FILAMENT_SUPPORTS_GGP)
|
||||
#include "vulkan/PlatformVkLinuxGGP.h"
|
||||
#elif defined(FILAMENT_SUPPORTS_WAYLAND)
|
||||
#if defined (FILAMENT_DRIVER_SUPPORTS_VULKAN)
|
||||
#include "vulkan/PlatformVkLinuxWayland.h"
|
||||
#endif
|
||||
@@ -120,7 +122,9 @@ DefaultPlatform* DefaultPlatform::create(Backend* backend) noexcept {
|
||||
#elif defined(IOS)
|
||||
return new PlatformVkCocoaTouch();
|
||||
#elif defined(__linux__)
|
||||
#if defined(FILAMENT_SUPPORTS_WAYLAND)
|
||||
#if defined(FILAMENT_SUPPORTS_GGP)
|
||||
return new PlatformVkLinuxGGP();
|
||||
#elif defined(FILAMENT_SUPPORTS_WAYLAND)
|
||||
return new PlatformVkLinuxWayland();
|
||||
#elif defined(FILAMENT_SUPPORTS_X11)
|
||||
return new PlatformVkLinuxX11();
|
||||
|
||||
@@ -91,12 +91,14 @@ blitterFrag(VertexOut in [[stage_in]],
|
||||
{
|
||||
FragmentOut out = {};
|
||||
|
||||
#if defined(BLIT_COLOR) || defined(BLIT_DEPTH)
|
||||
// These coordinates match the Vulkan vkCmdBlitImage spec:
|
||||
// https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdBlitImage.html
|
||||
float2 uvbase = in.position.xy; // unnormalized coordinates at center of texel: (1.5, 2.5, etc)
|
||||
float2 uvoffset = uvbase - args->dstOffset;
|
||||
float2 uvscaled = uvoffset * args->scale;
|
||||
float2 uv = uvscaled + args->srcOffset;
|
||||
#endif
|
||||
|
||||
#ifdef BLIT_COLOR
|
||||
#ifdef MSAA_COLOR_SOURCE
|
||||
|
||||
@@ -27,13 +27,15 @@
|
||||
#include <utils/compiler.h>
|
||||
|
||||
#include <utility>
|
||||
#include <memory>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
class MetalBuffer {
|
||||
public:
|
||||
|
||||
MetalBuffer(MetalContext& context, BufferUsage usage, size_t size, bool forceGpuBuffer = false);
|
||||
MetalBuffer(MetalContext& context, BufferObjectBinding bindingType, BufferUsage usage,
|
||||
size_t size, bool forceGpuBuffer = false);
|
||||
~MetalBuffer();
|
||||
|
||||
MetalBuffer(const MetalBuffer& rhs) = delete;
|
||||
@@ -60,18 +62,21 @@ public:
|
||||
|
||||
void* getCpuBuffer() const noexcept { return mCpuBuffer; }
|
||||
|
||||
enum Stage {
|
||||
VERTEX = 1,
|
||||
FRAGMENT = 2
|
||||
enum Stage : uint8_t {
|
||||
VERTEX = 1u << 0u,
|
||||
FRAGMENT = 1u << 1u,
|
||||
COMPUTE = 1u << 2u
|
||||
};
|
||||
|
||||
/**
|
||||
* Bind multiple buffers to pipeline stages.
|
||||
*
|
||||
* bindBuffers binds an array of buffers to the given stage(s) of a MTLRenderCommandEncoder's
|
||||
* pipeline.
|
||||
* bindBuffers binds an array of buffers to the given stage(s) of a MTLCommandEncoders's
|
||||
* pipeline. The encoder must be either a MTLRenderCommandEncoder or a MTLComputeCommandEncoder.
|
||||
* For MTLRenderCommandEncoders, only the VERTEX and FRAGMENT stages may be specified.
|
||||
* For MTLComputeCommandEncoders, only the COMPUTE stage may be specified.
|
||||
*/
|
||||
static void bindBuffers(id<MTLCommandBuffer> cmdBuffer, id<MTLRenderCommandEncoder> encoder,
|
||||
static void bindBuffers(id<MTLCommandBuffer> cmdBuffer, id<MTLCommandEncoder> encoder,
|
||||
size_t bufferStart, uint8_t stages, MetalBuffer* const* buffers, size_t const* offsets,
|
||||
size_t count);
|
||||
|
||||
@@ -106,7 +111,12 @@ public:
|
||||
// address space. Constant buffers have specific alignment requirements when specifying an
|
||||
// offset.
|
||||
#if defined(IOS)
|
||||
#if TARGET_OS_SIMULATOR
|
||||
// The iOS simulator has differing alignment requirements.
|
||||
static constexpr auto METAL_CONSTANT_BUFFER_OFFSET_ALIGNMENT = 256;
|
||||
#else
|
||||
static constexpr auto METAL_CONSTANT_BUFFER_OFFSET_ALIGNMENT = 4;
|
||||
#endif // TARGET_OS_SIMULATOR
|
||||
#else
|
||||
static constexpr auto METAL_CONSTANT_BUFFER_OFFSET_ALIGNMENT = 32;
|
||||
#endif
|
||||
@@ -132,7 +142,7 @@ public:
|
||||
* @return the id<MTLBuffer> and offset for the new allocation
|
||||
*/
|
||||
std::pair<id<MTLBuffer>, NSUInteger> createNewAllocation(id<MTLCommandBuffer> cmdBuffer) {
|
||||
const auto occupiedSlots = mOccupiedSlots.load(std::memory_order_relaxed);
|
||||
const auto occupiedSlots = mOccupiedSlots->load(std::memory_order_relaxed);
|
||||
assert_invariant(occupiedSlots <= mSlotCount);
|
||||
if (UTILS_UNLIKELY(occupiedSlots == mSlotCount)) {
|
||||
// We don't have any room left, so we fall back to creating a one-off aux buffer.
|
||||
@@ -144,14 +154,19 @@ public:
|
||||
return {mAuxBuffer, 0};
|
||||
}
|
||||
mCurrentSlot = (mCurrentSlot + 1) % mSlotCount;
|
||||
mOccupiedSlots.fetch_add(1, std::memory_order_relaxed);
|
||||
mOccupiedSlots->fetch_add(1, std::memory_order_relaxed);
|
||||
|
||||
// Release the previous allocation.
|
||||
if (UTILS_UNLIKELY(mAuxBuffer)) {
|
||||
mAuxBuffer = nil;
|
||||
} else {
|
||||
// Capture the mOccupiedSlots var via a weak_ptr because the MetalRingBuffer could be
|
||||
// destructed before the block executes.
|
||||
std::weak_ptr<AtomicCounterType> slots = mOccupiedSlots;
|
||||
[cmdBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
|
||||
mOccupiedSlots.fetch_sub(1, std::memory_order_relaxed);
|
||||
if (auto s = slots.lock()) {
|
||||
s->fetch_sub(1, std::memory_order_relaxed);
|
||||
}
|
||||
}];
|
||||
}
|
||||
return getCurrentAllocation();
|
||||
@@ -185,7 +200,8 @@ private:
|
||||
NSUInteger mSlotCount;
|
||||
|
||||
NSUInteger mCurrentSlot = 0;
|
||||
std::atomic<NSUInteger> mOccupiedSlots = 1;
|
||||
using AtomicCounterType = std::atomic<NSUInteger>;
|
||||
std::shared_ptr<AtomicCounterType> mOccupiedSlots = std::make_shared<AtomicCounterType>(1);
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
@@ -21,15 +21,17 @@
|
||||
namespace filament {
|
||||
namespace backend {
|
||||
|
||||
MetalBuffer::MetalBuffer(MetalContext& context, BufferUsage usage, size_t size, bool forceGpuBuffer)
|
||||
: mBufferSize(size), mContext(context) {
|
||||
MetalBuffer::MetalBuffer(MetalContext& context, BufferObjectBinding bindingType, BufferUsage usage,
|
||||
size_t size, bool forceGpuBuffer) : mBufferSize(size), mContext(context) {
|
||||
// If the buffer is less than 4K in size and is updated frequently, we don't use an explicit
|
||||
// buffer. Instead, we use immediate command encoder methods like setVertexBytes:length:atIndex:.
|
||||
if (size <= 4 * 1024 && usage == BufferUsage::DYNAMIC && !forceGpuBuffer) {
|
||||
mBuffer = nil;
|
||||
mCpuBuffer = malloc(size);
|
||||
return;
|
||||
}
|
||||
// This won't work for SSBOs, since they are read/write.
|
||||
if (size <= 4 * 1024 && bindingType != BufferObjectBinding::SHADER_STORAGE &&
|
||||
usage == BufferUsage::DYNAMIC && !forceGpuBuffer) {
|
||||
mBuffer = nil;
|
||||
mCpuBuffer = malloc(size);
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise, we allocate a private GPU buffer.
|
||||
mBuffer = [context.device newBufferWithLength:size options:MTLResourceStorageModePrivate];
|
||||
@@ -93,9 +95,24 @@ id<MTLBuffer> MetalBuffer::getGpuBufferForDraw(id<MTLCommandBuffer> cmdBuffer) n
|
||||
return mBuffer;
|
||||
}
|
||||
|
||||
void MetalBuffer::bindBuffers(id<MTLCommandBuffer> cmdBuffer, id<MTLRenderCommandEncoder> encoder,
|
||||
void MetalBuffer::bindBuffers(id<MTLCommandBuffer> cmdBuffer, id<MTLCommandEncoder> encoder,
|
||||
size_t bufferStart, uint8_t stages, MetalBuffer* const* buffers, size_t const* offsets,
|
||||
size_t count) {
|
||||
// Ensure we were given the correct type of encoder:
|
||||
// either a MTLRenderCommandEncoder or a MTLComputeCommandEncoder.
|
||||
if (stages & MetalBuffer::Stage::VERTEX || stages & MetalBuffer::Stage::FRAGMENT) {
|
||||
assert_invariant([encoder respondsToSelector:@selector(setVertexBuffers:offsets:withRange:)]);
|
||||
assert_invariant([encoder respondsToSelector:@selector(setFragmentBuffers:offsets:withRange:)]);
|
||||
assert_invariant([encoder respondsToSelector:@selector(setVertexBytes:length:atIndex:)]);
|
||||
assert_invariant([encoder respondsToSelector:@selector(setFragmentBytes:length:atIndex:)]);
|
||||
assert_invariant(!(stages & MetalBuffer::Stage::COMPUTE));
|
||||
}
|
||||
if (stages & MetalBuffer::Stage::COMPUTE) {
|
||||
assert_invariant([encoder respondsToSelector:@selector(setBuffers:offsets:withRange:)]);
|
||||
assert_invariant([encoder respondsToSelector:@selector(setBytes:length:atIndex:)]);
|
||||
assert_invariant(!(stages & (MetalBuffer::Stage::FRAGMENT | MetalBuffer::Stage::VERTEX)));
|
||||
}
|
||||
|
||||
const NSRange bufferRange = NSMakeRange(bufferStart, count);
|
||||
|
||||
constexpr size_t MAX_BUFFERS = 16;
|
||||
@@ -120,14 +137,19 @@ void MetalBuffer::bindBuffers(id<MTLCommandBuffer> cmdBuffer, id<MTLRenderComman
|
||||
}
|
||||
|
||||
if (stages & Stage::VERTEX) {
|
||||
[encoder setVertexBuffers:metalBuffers.data()
|
||||
offsets:metalOffsets.data()
|
||||
withRange:bufferRange];
|
||||
[(id<MTLRenderCommandEncoder>) encoder setVertexBuffers:metalBuffers.data()
|
||||
offsets:metalOffsets.data()
|
||||
withRange:bufferRange];
|
||||
}
|
||||
if (stages & Stage::FRAGMENT) {
|
||||
[encoder setFragmentBuffers:metalBuffers.data()
|
||||
offsets:metalOffsets.data()
|
||||
withRange:bufferRange];
|
||||
[(id<MTLRenderCommandEncoder>) encoder setFragmentBuffers:metalBuffers.data()
|
||||
offsets:metalOffsets.data()
|
||||
withRange:bufferRange];
|
||||
}
|
||||
if (stages & Stage::COMPUTE) {
|
||||
[(id<MTLComputeCommandEncoder>) encoder setBuffers:metalBuffers.data()
|
||||
offsets:metalOffsets.data()
|
||||
withRange:bufferRange];
|
||||
}
|
||||
|
||||
for (size_t b = 0; b < count; b++) {
|
||||
@@ -146,14 +168,22 @@ void MetalBuffer::bindBuffers(id<MTLCommandBuffer> cmdBuffer, id<MTLRenderComman
|
||||
auto* bytes = static_cast<const uint8_t*>(cpuBuffer);
|
||||
|
||||
if (stages & Stage::VERTEX) {
|
||||
[encoder setVertexBytes:(bytes + offset)
|
||||
length:(buffer->getSize() - offset)
|
||||
atIndex:bufferIndex];
|
||||
[(id<MTLRenderCommandEncoder>) encoder setVertexBytes:(bytes + offset)
|
||||
length:(buffer->getSize() - offset)
|
||||
atIndex:bufferIndex];
|
||||
}
|
||||
if (stages & Stage::FRAGMENT) {
|
||||
[encoder setFragmentBytes:(bytes + offset)
|
||||
length:(buffer->getSize() - offset)
|
||||
atIndex:bufferIndex];
|
||||
[(id<MTLRenderCommandEncoder>) encoder setFragmentBytes:(bytes + offset)
|
||||
length:(buffer->getSize() - offset)
|
||||
atIndex:bufferIndex];
|
||||
}
|
||||
if (stages & Stage::COMPUTE) {
|
||||
// TODO: using setBytes means the data is read-only, which currently isn't enforced.
|
||||
// In practice this won't be an issue since MetalBuffer ensures all SSBOs are realized
|
||||
// through actual id<MTLBuffer> allocations.
|
||||
[(id<MTLComputeCommandEncoder>) encoder setBytes:(bytes + offset)
|
||||
length:(buffer->getSize() - offset)
|
||||
atIndex:bufferIndex];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
#include <QuartzCore/QuartzCore.h>
|
||||
|
||||
#include <array>
|
||||
#include <atomic>
|
||||
#include <stack>
|
||||
|
||||
#if defined(FILAMENT_METAL_PROFILING)
|
||||
@@ -43,6 +44,7 @@ class MetalBufferPool;
|
||||
class MetalRenderTarget;
|
||||
class MetalSamplerGroup;
|
||||
class MetalSwapChain;
|
||||
class MetalTexture;
|
||||
class MetalTimerQueryInterface;
|
||||
struct MetalUniformBuffer;
|
||||
struct MetalIndexBuffer;
|
||||
@@ -58,8 +60,12 @@ struct MetalContext {
|
||||
id<MTLCommandBuffer> pendingCommandBuffer = nullptr;
|
||||
id<MTLRenderCommandEncoder> currentRenderPassEncoder = nullptr;
|
||||
|
||||
std::atomic<bool> memorylessLimitsReached = false;
|
||||
|
||||
// Supported features.
|
||||
bool supportsTextureSwizzling = false;
|
||||
bool supportsAutoDepthResolve = false;
|
||||
bool supportsMemorylessRenderTargets = false;
|
||||
uint8_t maxColorRenderTargets = 4;
|
||||
struct {
|
||||
uint8_t common;
|
||||
@@ -79,7 +85,8 @@ struct MetalContext {
|
||||
// State trackers.
|
||||
PipelineStateTracker pipelineState;
|
||||
DepthStencilStateTracker depthStencilState;
|
||||
UniformBufferState uniformState[Program::UNIFORM_BINDING_COUNT];
|
||||
std::array<BufferState, Program::UNIFORM_BINDING_COUNT> uniformState;
|
||||
std::array<BufferState, MAX_SSBO_COUNT> ssboState;
|
||||
CullModeStateTracker cullModeState;
|
||||
WindingStateTracker windingState;
|
||||
|
||||
@@ -94,8 +101,9 @@ struct MetalContext {
|
||||
// Keeps track of sampler groups we've finalized for the current render pass.
|
||||
tsl::robin_set<MetalSamplerGroup*> finalizedSamplerGroups;
|
||||
|
||||
// Keeps track of all alive sampler groups.
|
||||
// Keeps track of all alive sampler groups, textures.
|
||||
tsl::robin_set<MetalSamplerGroup*> samplerGroups;
|
||||
tsl::robin_set<MetalTexture*> textures;
|
||||
|
||||
MetalBufferPool* bufferPool;
|
||||
|
||||
@@ -127,10 +135,6 @@ struct MetalContext {
|
||||
os_log_t log;
|
||||
os_signpost_id_t signpostId;
|
||||
#endif
|
||||
|
||||
#ifndef NDEBUG
|
||||
tsl::robin_set<HandleBase::HandleId> aliveTextures;
|
||||
#endif
|
||||
};
|
||||
|
||||
void initializeSupportedGpuFamilies(MetalContext* context);
|
||||
|
||||
@@ -103,6 +103,15 @@ id<MTLCommandBuffer> getPendingCommandBuffer(MetalContext* context) {
|
||||
// all frames and their completion handlers finish before context is deallocated.
|
||||
[context->pendingCommandBuffer addCompletedHandler:^(id <MTLCommandBuffer> buffer) {
|
||||
context->resourceTracker.clearResources((__bridge void*) buffer);
|
||||
|
||||
auto errorCode = (MTLCommandBufferError)buffer.error.code;
|
||||
if (@available(macOS 11.0, *)) {
|
||||
if (errorCode == MTLCommandBufferErrorMemoryless) {
|
||||
utils::slog.w << "Metal: memoryless geometry limit reached. "
|
||||
"Continuing with private storage mode." << utils::io::endl;
|
||||
context->memorylessLimitsReached = true;
|
||||
}
|
||||
}
|
||||
}];
|
||||
ASSERT_POSTCONDITION(context->pendingCommandBuffer, "Could not obtain command buffer.");
|
||||
return context->pendingCommandBuffer;
|
||||
|
||||
@@ -35,10 +35,11 @@ class MetalPlatform;
|
||||
|
||||
class MetalBuffer;
|
||||
class MetalSamplerGroup;
|
||||
class MetalTexture;
|
||||
struct MetalUniformBuffer;
|
||||
struct MetalContext;
|
||||
struct MetalProgram;
|
||||
struct UniformBufferState;
|
||||
struct BufferState;
|
||||
|
||||
#ifndef FILAMENT_METAL_HANDLE_ARENA_SIZE_IN_MB
|
||||
#define FILAMENT_METAL_HANDLE_ARENA_SIZE_IN_MB 8
|
||||
@@ -128,8 +129,8 @@ private:
|
||||
uint32_t offset, uint32_t minIndex, uint32_t maxIndex, uint32_t count);
|
||||
|
||||
void finalizeSamplerGroup(MetalSamplerGroup* sg);
|
||||
void enumerateBoundUniformBuffers(const std::function<void(const UniformBufferState&,
|
||||
MetalBuffer*, uint32_t)>& f);
|
||||
void enumerateBoundBuffers(BufferObjectBinding bindingType,
|
||||
const std::function<void(const BufferState&, MetalBuffer*, uint32_t)>& f);
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -92,6 +92,18 @@ MetalDriver::MetalDriver(MetalPlatform* platform, const Platform::DriverConfig&
|
||||
mContext->highestSupportedGpuFamily.mac >= 2; // newer macOS GPUs
|
||||
}
|
||||
|
||||
// In order to support resolve store action on depth attachment, the GPU needs to support it.
|
||||
// Note that support for depth resolve implies support for stencil resolve using .sample0 resolve filter.
|
||||
// (Other resolve filters are supported starting .apple5 and .mac2 families).
|
||||
mContext->supportsAutoDepthResolve =
|
||||
mContext->highestSupportedGpuFamily.apple >= 3 ||
|
||||
mContext->highestSupportedGpuFamily.mac >= 2;
|
||||
|
||||
// In order to support memoryless render targets, an Apple GPU is needed.
|
||||
// Available starting macOS 11.0, the first version to run on Apple GPUs.
|
||||
// On iOS, it's available on all OS versions.
|
||||
mContext->supportsMemorylessRenderTargets = mContext->highestSupportedGpuFamily.apple >= 1;
|
||||
|
||||
mContext->maxColorRenderTargets = 4;
|
||||
if (mContext->highestSupportedGpuFamily.apple >= 2 ||
|
||||
mContext->highestSupportedGpuFamily.mac >= 1) {
|
||||
@@ -191,6 +203,18 @@ void MetalDriver::endFrame(uint32_t frameId) {
|
||||
|
||||
assert_invariant(mContext->groupMarkers.empty());
|
||||
|
||||
// If we exceeded memoryless limits, turn it off for the rest of the lifetime of the driver.
|
||||
if (mContext->supportsMemorylessRenderTargets && mContext->memorylessLimitsReached) {
|
||||
for (MetalTexture* texture : mContext->textures) {
|
||||
// Release memoryless MTLTexture-s, which are currently only the MSAA sidecars.
|
||||
// Creation of new render targets is going to trigger the re-allocation of sidecars,
|
||||
// with private storage mode from now on. Here, at the end of the frame,
|
||||
// all render targets that have textures with sidecars are assumed to be destroyed.
|
||||
texture->msaaSidecar = nil;
|
||||
}
|
||||
mContext->supportsMemorylessRenderTargets = false;
|
||||
}
|
||||
|
||||
#if defined(FILAMENT_METAL_PROFILING)
|
||||
os_signpost_interval_end(mContext->log, mContext->signpostId, "Frame encoding");
|
||||
#endif
|
||||
@@ -226,7 +250,7 @@ void MetalDriver::createIndexBufferR(Handle<HwIndexBuffer> ibh, ElementType elem
|
||||
|
||||
void MetalDriver::createBufferObjectR(Handle<HwBufferObject> boh, uint32_t byteCount,
|
||||
BufferObjectBinding bindingType, BufferUsage usage) {
|
||||
construct_handle<MetalBufferObject>(boh, *mContext, usage, byteCount);
|
||||
construct_handle<MetalBufferObject>(boh, *mContext, bindingType, usage, byteCount);
|
||||
}
|
||||
|
||||
void MetalDriver::createTextureR(Handle<HwTexture> th, SamplerType target, uint8_t levels,
|
||||
@@ -236,13 +260,10 @@ void MetalDriver::createTextureR(Handle<HwTexture> th, SamplerType target, uint8
|
||||
auto& sc = mContext->sampleCountLookup;
|
||||
samples = sc[std::min(MAX_SAMPLE_COUNT, samples)];
|
||||
|
||||
construct_handle<MetalTexture>(th, *mContext, target, levels, format, samples,
|
||||
width, height, depth, usage, TextureSwizzle::CHANNEL_0, TextureSwizzle::CHANNEL_1,
|
||||
TextureSwizzle::CHANNEL_2, TextureSwizzle::CHANNEL_3);
|
||||
|
||||
#ifndef NDEBUG
|
||||
mContext->aliveTextures.insert(th.getId());
|
||||
#endif
|
||||
mContext->textures.insert(construct_handle<MetalTexture>(th, *mContext,
|
||||
target, levels, format, samples, width, height, depth, usage,
|
||||
TextureSwizzle::CHANNEL_0, TextureSwizzle::CHANNEL_1,
|
||||
TextureSwizzle::CHANNEL_2, TextureSwizzle::CHANNEL_3));
|
||||
}
|
||||
|
||||
void MetalDriver::createTextureSwizzledR(Handle<HwTexture> th, SamplerType target, uint8_t levels,
|
||||
@@ -253,12 +274,8 @@ void MetalDriver::createTextureSwizzledR(Handle<HwTexture> th, SamplerType targe
|
||||
auto& sc = mContext->sampleCountLookup;
|
||||
samples = sc[std::min(MAX_SAMPLE_COUNT, samples)];
|
||||
|
||||
construct_handle<MetalTexture>(th, *mContext, target, levels, format, samples,
|
||||
width, height, depth, usage, r, g, b, a);
|
||||
|
||||
#ifndef NDEBUG
|
||||
mContext->aliveTextures.insert(th.getId());
|
||||
#endif
|
||||
mContext->textures.insert(construct_handle<MetalTexture>(th, *mContext,
|
||||
target, levels, format, samples, width, height, depth, usage, r, g, b, a));
|
||||
}
|
||||
|
||||
void MetalDriver::importTextureR(Handle<HwTexture> th, intptr_t i,
|
||||
@@ -279,12 +296,8 @@ void MetalDriver::importTextureR(Handle<HwTexture> th, intptr_t i,
|
||||
ASSERT_PRECONDITION(metalTexture.textureType == filamentMetalType,
|
||||
"Imported id<MTLTexture> type (%d) != Filament texture type (%d)",
|
||||
metalTexture.textureType, filamentMetalType);
|
||||
construct_handle<MetalTexture>(th, *mContext, target, levels, format, samples,
|
||||
width, height, depth, usage, metalTexture);
|
||||
|
||||
#ifndef NDEBUG
|
||||
mContext->aliveTextures.insert(th.getId());
|
||||
#endif
|
||||
mContext->textures.insert(construct_handle<MetalTexture>(th, *mContext,
|
||||
target, levels, format, samples, width, height, depth, usage, metalTexture));
|
||||
}
|
||||
|
||||
void MetalDriver::createSamplerGroupR(Handle<HwSamplerGroup> sbh, uint32_t size) {
|
||||
@@ -475,10 +488,20 @@ void MetalDriver::destroyBufferObject(Handle<HwBufferObject> boh) {
|
||||
return;
|
||||
}
|
||||
auto* bo = handle_cast<MetalBufferObject>(boh);
|
||||
// Unbind this buffer object from any uniform slots it's still bound to.
|
||||
// Unbind this buffer object from any uniform / SSBO slots it's still bound to.
|
||||
bo->boundUniformBuffers.forEachSetBit([this](size_t index) {
|
||||
mContext->uniformState[index].buffer = nullptr;
|
||||
mContext->uniformState[index].bound = false;
|
||||
mContext->uniformState[index] = BufferState {
|
||||
.buffer = nullptr,
|
||||
.offset = 0,
|
||||
.bound = false
|
||||
};
|
||||
});
|
||||
bo->boundSsbos.forEachSetBit([this](size_t index) {
|
||||
mContext->ssboState[index] = BufferState {
|
||||
.buffer = nullptr,
|
||||
.offset = 0,
|
||||
.bound = false
|
||||
};
|
||||
});
|
||||
destruct_handle<MetalBufferObject>(boh);
|
||||
}
|
||||
@@ -515,10 +538,7 @@ void MetalDriver::destroyTexture(Handle<HwTexture> th) {
|
||||
return;
|
||||
}
|
||||
|
||||
#ifndef NDEBUG
|
||||
mContext->aliveTextures.erase(th.getId());
|
||||
#endif
|
||||
|
||||
mContext->textures.erase(handle_cast<MetalTexture>(th));
|
||||
destruct_handle<MetalTexture>(th);
|
||||
}
|
||||
|
||||
@@ -683,7 +703,7 @@ bool MetalDriver::isFrameTimeSupported() {
|
||||
}
|
||||
|
||||
bool MetalDriver::isAutoDepthResolveSupported() {
|
||||
return true;
|
||||
return mContext->supportsAutoDepthResolve;
|
||||
}
|
||||
|
||||
bool MetalDriver::isWorkaroundNeeded(Workaround workaround) {
|
||||
@@ -847,13 +867,13 @@ void MetalDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh, BufferDescripto
|
||||
if (!samplers[s].t) {
|
||||
continue;
|
||||
}
|
||||
auto iter = mContext->aliveTextures.find(samplers[s].t.getId());
|
||||
if (iter == mContext->aliveTextures.end()) {
|
||||
auto iter = mContext->textures.find(handle_cast<MetalTexture>(samplers[s].t));
|
||||
if (iter == mContext->textures.end()) {
|
||||
utils::slog.e << "updateSamplerGroup: texture #"
|
||||
<< (int) s << " is dead, texture handle = "
|
||||
<< samplers[s].t << utils::io::endl;
|
||||
}
|
||||
assert_invariant(iter != mContext->aliveTextures.end());
|
||||
assert_invariant(iter != mContext->textures.end());
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -880,7 +900,7 @@ void MetalDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh, BufferDescripto
|
||||
auto& encoderCache = mContext->argumentEncoderCache;
|
||||
id<MTLArgumentEncoder> encoder =
|
||||
encoderCache.getOrCreateState(ArgumentEncoderState(std::move(textureTypes)));
|
||||
sb->reset(getPendingCommandBuffer(mContext), encoder);
|
||||
sb->reset(getPendingCommandBuffer(mContext), encoder, mContext->device);
|
||||
|
||||
// In a perfect world, all the MTLTexture bindings would be known at updateSamplerGroup time.
|
||||
// However, there are two special cases preventing this:
|
||||
@@ -1048,7 +1068,7 @@ void MetalDriver::bindUniformBuffer(uint32_t index, Handle<HwBufferObject> boh)
|
||||
currentBo->boundUniformBuffers.unset(index);
|
||||
}
|
||||
bo->boundUniformBuffers.set(index);
|
||||
mContext->uniformState[index] = UniformBufferState{
|
||||
mContext->uniformState[index] = BufferState{
|
||||
.buffer = bo,
|
||||
.offset = 0,
|
||||
.bound = true
|
||||
@@ -1061,24 +1081,81 @@ void MetalDriver::bindBufferRange(BufferObjectBinding bindingType, uint32_t inde
|
||||
assert_invariant(bindingType == BufferObjectBinding::SHADER_STORAGE ||
|
||||
bindingType == BufferObjectBinding::UNIFORM);
|
||||
|
||||
// TODO: implement BufferObjectBinding::SHADER_STORAGE case
|
||||
|
||||
assert_invariant(index < Program::UNIFORM_BINDING_COUNT);
|
||||
auto* bo = handle_cast<MetalBufferObject>(boh);
|
||||
auto* currentBo = mContext->uniformState[index].buffer;
|
||||
if (currentBo) {
|
||||
currentBo->boundUniformBuffers.unset(index);
|
||||
|
||||
switch (bindingType) {
|
||||
default:
|
||||
case BufferObjectBinding::UNIFORM: {
|
||||
assert_invariant(index < Program::UNIFORM_BINDING_COUNT);
|
||||
auto* currentBo = mContext->uniformState[index].buffer;
|
||||
if (currentBo) {
|
||||
currentBo->boundUniformBuffers.unset(index);
|
||||
}
|
||||
bo->boundUniformBuffers.set(index);
|
||||
mContext->uniformState[index] = BufferState {
|
||||
.buffer = bo,
|
||||
.offset = offset,
|
||||
.bound = true
|
||||
};
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case BufferObjectBinding::SHADER_STORAGE: {
|
||||
assert_invariant(index < MAX_SSBO_COUNT);
|
||||
auto* currentBo = mContext->ssboState[index].buffer;
|
||||
if (currentBo) {
|
||||
currentBo->boundSsbos.unset(index);
|
||||
}
|
||||
bo->boundSsbos.set(index);
|
||||
mContext->ssboState[index] = BufferState {
|
||||
.buffer = bo,
|
||||
.offset = offset,
|
||||
.bound = true
|
||||
};
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
bo->boundUniformBuffers.set(index);
|
||||
mContext->uniformState[index] = UniformBufferState{
|
||||
.buffer = bo,
|
||||
.offset = offset,
|
||||
.bound = true
|
||||
};
|
||||
}
|
||||
|
||||
void MetalDriver::unbindBuffer(BufferObjectBinding bindingType, uint32_t index) {
|
||||
// TODO: implement unbindBuffer()
|
||||
|
||||
assert_invariant(bindingType == BufferObjectBinding::SHADER_STORAGE ||
|
||||
bindingType == BufferObjectBinding::UNIFORM);
|
||||
|
||||
switch (bindingType) {
|
||||
default:
|
||||
case BufferObjectBinding::UNIFORM: {
|
||||
assert_invariant(index < Program::UNIFORM_BINDING_COUNT);
|
||||
auto* currentBo = mContext->uniformState[index].buffer;
|
||||
if (currentBo) {
|
||||
currentBo->boundUniformBuffers.unset(index);
|
||||
}
|
||||
mContext->uniformState[index] = BufferState {
|
||||
.buffer = nullptr,
|
||||
.offset = 0,
|
||||
.bound = false
|
||||
};
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case BufferObjectBinding::SHADER_STORAGE: {
|
||||
assert_invariant(index < MAX_SSBO_COUNT);
|
||||
auto* currentBo = mContext->ssboState[index].buffer;
|
||||
if (currentBo) {
|
||||
currentBo->boundSsbos.unset(index);
|
||||
}
|
||||
mContext->ssboState[index] = BufferState {
|
||||
.buffer = nullptr,
|
||||
.offset = 0,
|
||||
.bound = false
|
||||
};
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MetalDriver::bindSamplers(uint32_t index, Handle<HwSamplerGroup> sbh) {
|
||||
@@ -1307,13 +1384,13 @@ void MetalDriver::finalizeSamplerGroup(MetalSamplerGroup* samplerGroup) {
|
||||
if (!handles[s]) {
|
||||
continue;
|
||||
}
|
||||
auto iter = mContext->aliveTextures.find(handles[s].getId());
|
||||
if (iter == mContext->aliveTextures.end()) {
|
||||
auto iter = mContext->textures.find(handle_cast<MetalTexture>(handles[s]));
|
||||
if (iter == mContext->textures.end()) {
|
||||
utils::slog.e << "finalizeSamplerGroup: texture #"
|
||||
<< (int) s << " is dead, texture handle = "
|
||||
<< handles[s] << utils::io::endl;
|
||||
}
|
||||
assert_invariant(iter != mContext->aliveTextures.end());
|
||||
assert_invariant(iter != mContext->textures.end());
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1549,8 +1626,9 @@ void MetalDriver::draw(PipelineState ps, Handle<HwRenderPrimitive> rph, uint32_t
|
||||
MetalBuffer* uniformsToBind[Program::UNIFORM_BINDING_COUNT] = { nil };
|
||||
NSUInteger offsets[Program::UNIFORM_BINDING_COUNT] = { 0 };
|
||||
|
||||
enumerateBoundUniformBuffers([&uniformsToBind, &offsets](const UniformBufferState& state,
|
||||
MetalBuffer* buffer, uint32_t index) {
|
||||
enumerateBoundBuffers(BufferObjectBinding::UNIFORM,
|
||||
[&uniformsToBind, &offsets](const BufferState& state, MetalBuffer* buffer,
|
||||
uint32_t index) {
|
||||
uniformsToBind[index] = buffer;
|
||||
offsets[index] = state.offset;
|
||||
});
|
||||
@@ -1632,7 +1710,67 @@ void MetalDriver::draw(PipelineState ps, Handle<HwRenderPrimitive> rph, uint32_t
|
||||
}
|
||||
|
||||
void MetalDriver::dispatchCompute(Handle<HwProgram> program, math::uint3 workGroupCount) {
|
||||
// FIXME: implement me
|
||||
ASSERT_PRECONDITION(!isInRenderPass(mContext),
|
||||
"dispatchCompute must be called outside of a render pass.");
|
||||
|
||||
auto mtlProgram = handle_cast<MetalProgram>(program);
|
||||
|
||||
// If the material debugger is enabled, avoid fatal (or cascading) errors and that can occur
|
||||
// during the draw call when the program is invalid. The shader compile error has already been
|
||||
// dumped to the console at this point, so it's fine to simply return early.
|
||||
if (FILAMENT_ENABLE_MATDBG && UTILS_UNLIKELY(!mtlProgram->isValid)) {
|
||||
return;
|
||||
}
|
||||
|
||||
assert_invariant(mtlProgram->isValid && mtlProgram->computeFunction);
|
||||
|
||||
id<MTLComputeCommandEncoder> computeEncoder =
|
||||
[getPendingCommandBuffer(mContext) computeCommandEncoder];
|
||||
|
||||
NSError* error = nil;
|
||||
id<MTLComputePipelineState> computePipelineState =
|
||||
[mContext->device newComputePipelineStateWithFunction:mtlProgram->computeFunction
|
||||
error:&error];
|
||||
if (error) {
|
||||
auto description = [error.localizedDescription cStringUsingEncoding:NSUTF8StringEncoding];
|
||||
utils::slog.e << description << utils::io::endl;
|
||||
}
|
||||
assert_invariant(!error);
|
||||
|
||||
// Bind uniform buffers.
|
||||
MetalBuffer* uniformsToBind[Program::UNIFORM_BINDING_COUNT] = { nil };
|
||||
NSUInteger uniformOffsets[Program::UNIFORM_BINDING_COUNT] = { 0 };
|
||||
enumerateBoundBuffers(BufferObjectBinding::UNIFORM,
|
||||
[&uniformsToBind, &uniformOffsets](const BufferState& state, MetalBuffer* buffer,
|
||||
uint32_t index) {
|
||||
uniformsToBind[index] = buffer;
|
||||
uniformOffsets[index] = state.offset;
|
||||
});
|
||||
MetalBuffer::bindBuffers(getPendingCommandBuffer(mContext), computeEncoder,
|
||||
UNIFORM_BUFFER_BINDING_START, MetalBuffer::Stage::COMPUTE, uniformsToBind,
|
||||
uniformOffsets, Program::UNIFORM_BINDING_COUNT);
|
||||
|
||||
// Bind SSBOs.
|
||||
MetalBuffer* ssbosToBind[MAX_SSBO_COUNT] = { nil };
|
||||
NSUInteger ssboOffsets[MAX_SSBO_COUNT] = { 0 };
|
||||
enumerateBoundBuffers(BufferObjectBinding::SHADER_STORAGE,
|
||||
[&ssbosToBind, &ssboOffsets](const BufferState& state, MetalBuffer* buffer,
|
||||
uint32_t index) {
|
||||
ssbosToBind[index] = buffer;
|
||||
ssboOffsets[index] = state.offset;
|
||||
});
|
||||
MetalBuffer::bindBuffers(getPendingCommandBuffer(mContext), computeEncoder, SSBO_BINDING_START,
|
||||
MetalBuffer::Stage::COMPUTE, ssbosToBind, ssboOffsets, MAX_SSBO_COUNT);
|
||||
|
||||
[computeEncoder setComputePipelineState:computePipelineState];
|
||||
|
||||
MTLSize threadgroupsPerGrid = MTLSizeMake(workGroupCount.x, workGroupCount.y, workGroupCount.z);
|
||||
// FIXME: the threadgroup size should be specified in the Program
|
||||
MTLSize threadsPerThreadgroup = MTLSizeMake(16u, 1u, 1u);
|
||||
[computeEncoder dispatchThreadgroups:threadgroupsPerGrid
|
||||
threadsPerThreadgroup:threadsPerThreadgroup];
|
||||
|
||||
[computeEncoder endEncoding];
|
||||
}
|
||||
|
||||
void MetalDriver::beginTimerQuery(Handle<HwTimerQuery> tqh) {
|
||||
@@ -1649,17 +1787,35 @@ void MetalDriver::endTimerQuery(Handle<HwTimerQuery> tqh) {
|
||||
mContext->timerQueryImpl->endTimeElapsedQuery(tq);
|
||||
}
|
||||
|
||||
void MetalDriver::enumerateBoundUniformBuffers(
|
||||
const std::function<void(const UniformBufferState&, MetalBuffer*, uint32_t)>& f) {
|
||||
for (uint32_t i = 0; i < Program::UNIFORM_BINDING_COUNT; i++) {
|
||||
auto& thisUniform = mContext->uniformState[i];
|
||||
if (!thisUniform.bound) {
|
||||
continue;
|
||||
void MetalDriver::enumerateBoundBuffers(BufferObjectBinding bindingType,
|
||||
const std::function<void(const BufferState&, MetalBuffer*, uint32_t)>& f) {
|
||||
assert_invariant(bindingType == BufferObjectBinding::UNIFORM ||
|
||||
bindingType == BufferObjectBinding::SHADER_STORAGE);
|
||||
|
||||
auto enumerate = [&](auto arrayType){
|
||||
for (auto i = 0u; i < arrayType.size(); i++) {
|
||||
const auto& thisBuffer = arrayType[i];
|
||||
if (!thisBuffer.bound) {
|
||||
continue;
|
||||
}
|
||||
f(thisBuffer, thisBuffer.buffer->getBuffer(), i);
|
||||
}
|
||||
f(thisUniform, thisUniform.buffer->getBuffer(), i);
|
||||
};
|
||||
|
||||
switch (bindingType) {
|
||||
default:
|
||||
case (BufferObjectBinding::UNIFORM):
|
||||
enumerate(mContext->uniformState);
|
||||
break;
|
||||
case (BufferObjectBinding::SHADER_STORAGE):
|
||||
enumerate(mContext->ssboState);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void MetalDriver::resetState(int) {
|
||||
}
|
||||
|
||||
// explicit instantiation of the Dispatcher
|
||||
template class ConcreteDispatcher<MetalDriver>;
|
||||
|
||||
|
||||
@@ -337,8 +337,6 @@ constexpr inline MTLPrimitiveType getMetalPrimitiveType(PrimitiveType type) noex
|
||||
case PrimitiveType::LINE_STRIP: return MTLPrimitiveTypeLineStrip;
|
||||
case PrimitiveType::TRIANGLES: return MTLPrimitiveTypeTriangle;
|
||||
case PrimitiveType::TRIANGLE_STRIP: return MTLPrimitiveTypeTriangleStrip;
|
||||
case PrimitiveType::NONE:
|
||||
ASSERT_POSTCONDITION(false, "NONE is not a valid primitive type.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -118,15 +118,18 @@ private:
|
||||
|
||||
class MetalBufferObject : public HwBufferObject {
|
||||
public:
|
||||
MetalBufferObject(MetalContext& context, BufferUsage usage, uint32_t byteCount);
|
||||
MetalBufferObject(MetalContext& context, BufferObjectBinding bindingType, BufferUsage usage,
|
||||
uint32_t byteCount);
|
||||
|
||||
void updateBuffer(void* data, size_t size, uint32_t byteOffset);
|
||||
void updateBufferUnsynchronized(void* data, size_t size, uint32_t byteOffset);
|
||||
MetalBuffer* getBuffer() { return &buffer; }
|
||||
|
||||
// Tracks which uniform buffers this buffer object is bound into.
|
||||
// Tracks which uniform/ssbo buffers this buffer object is bound into.
|
||||
static_assert(Program::UNIFORM_BINDING_COUNT <= 32);
|
||||
static_assert(MAX_SSBO_COUNT <= 32);
|
||||
utils::bitset32 boundUniformBuffers;
|
||||
utils::bitset32 boundSsbos;
|
||||
|
||||
private:
|
||||
MetalBuffer buffer;
|
||||
@@ -163,6 +166,7 @@ struct MetalProgram : public HwProgram {
|
||||
|
||||
id<MTLFunction> vertexFunction;
|
||||
id<MTLFunction> fragmentFunction;
|
||||
id<MTLFunction> computeFunction;
|
||||
|
||||
Program::SamplerGroupInfo samplerGroupInfo;
|
||||
|
||||
@@ -279,24 +283,20 @@ public:
|
||||
|
||||
// Encode a MTLTexture into this SamplerGroup at the given index.
|
||||
inline void setFinalizedTexture(size_t index, id<MTLTexture> t) {
|
||||
assert_invariant(encoder);
|
||||
assert_invariant(!finalized);
|
||||
[encoder setTexture:t atIndex:(index * 2 + 0)];
|
||||
textures[index] = t;
|
||||
}
|
||||
|
||||
// Encode a MTLSamplerState into this SamplerGroup at the given index.
|
||||
inline void setFinalizedSampler(size_t index, id<MTLSamplerState> s) {
|
||||
assert_invariant(encoder);
|
||||
assert_invariant(!finalized);
|
||||
[encoder setSamplerState:s atIndex:(index * 2 + 1)];
|
||||
samplers[index] = s;
|
||||
}
|
||||
|
||||
// A SamplerGroup is "finalized" when all of its textures have been set and is ready for use in
|
||||
// a draw call.
|
||||
// Once a SamplerGroup is finalized, it must be reset or mutated to be written into again.
|
||||
void finalize() { finalized = true; }
|
||||
void finalize();
|
||||
bool isFinalized() const noexcept { return finalized; }
|
||||
|
||||
// Both of these methods "unfinalize" a SamplerGroup, allowing it to be updated via calls to
|
||||
@@ -305,7 +305,7 @@ public:
|
||||
// the texture types have changed.
|
||||
// Mutate re-encodes the current set of samplers/textures into the new argument
|
||||
// buffer.
|
||||
void reset(id<MTLCommandBuffer> cmdBuffer, id<MTLArgumentEncoder> e);
|
||||
void reset(id<MTLCommandBuffer> cmdBuffer, id<MTLArgumentEncoder> e, id<MTLDevice> device);
|
||||
void mutate(id<MTLCommandBuffer> cmdBuffer);
|
||||
|
||||
id<MTLBuffer> getArgumentBuffer() const {
|
||||
@@ -433,8 +433,7 @@ private:
|
||||
|
||||
static MTLLoadAction getLoadAction(const RenderPassParams& params, TargetBufferFlags buffer);
|
||||
static MTLStoreAction getStoreAction(const RenderPassParams& params, TargetBufferFlags buffer);
|
||||
static id<MTLTexture> createMultisampledTexture(id<MTLDevice> device, MTLPixelFormat format,
|
||||
uint32_t width, uint32_t height, uint8_t samples);
|
||||
id<MTLTexture> createMultisampledTexture(MTLPixelFormat format, uint32_t width, uint32_t height, uint8_t samples) const;
|
||||
|
||||
MetalContext* context;
|
||||
bool defaultRenderTarget = false;
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
|
||||
#include "private/backend/BackendUtils.h"
|
||||
|
||||
#include <utils/compiler.h>
|
||||
#include <utils/Panic.h>
|
||||
#include <utils/trap.h>
|
||||
#include <utils/debug.h>
|
||||
@@ -270,8 +271,9 @@ void MetalSwapChain::scheduleFrameCompletedCallback() {
|
||||
}];
|
||||
}
|
||||
|
||||
MetalBufferObject::MetalBufferObject(MetalContext& context, BufferUsage usage, uint32_t byteCount)
|
||||
: HwBufferObject(byteCount), buffer(context, usage, byteCount) {}
|
||||
MetalBufferObject::MetalBufferObject(MetalContext& context, BufferObjectBinding bindingType,
|
||||
BufferUsage usage, uint32_t byteCount)
|
||||
: HwBufferObject(byteCount), buffer(context, bindingType, usage, byteCount) {}
|
||||
|
||||
void MetalBufferObject::updateBuffer(void* data, size_t size, uint32_t byteOffset) {
|
||||
buffer.copyIntoBuffer(data, size, byteOffset);
|
||||
@@ -287,7 +289,7 @@ MetalVertexBuffer::MetalVertexBuffer(MetalContext& context, uint8_t bufferCount,
|
||||
|
||||
MetalIndexBuffer::MetalIndexBuffer(MetalContext& context, BufferUsage usage, uint8_t elementSize,
|
||||
uint32_t indexCount) : HwIndexBuffer(elementSize, indexCount),
|
||||
buffer(context, usage, elementSize * indexCount, true) { }
|
||||
buffer(context, BufferObjectBinding::VERTEX, usage, elementSize * indexCount, true) { }
|
||||
|
||||
void MetalRenderPrimitive::setBuffers(MetalVertexBuffer* vertexBuffer, MetalIndexBuffer*
|
||||
indexBuffer) {
|
||||
@@ -338,13 +340,12 @@ void MetalRenderPrimitive::setBuffers(MetalVertexBuffer* vertexBuffer, MetalInde
|
||||
|
||||
MetalProgram::MetalProgram(id<MTLDevice> device, const Program& program) noexcept
|
||||
: HwProgram(program.getName()), vertexFunction(nil), fragmentFunction(nil),
|
||||
isValid(false) {
|
||||
computeFunction(nil), isValid(false) {
|
||||
|
||||
using MetalFunctionPtr = __strong id<MTLFunction>*;
|
||||
|
||||
// FIXME: rework this to handle compute
|
||||
//static_assert(Program::SHADER_TYPE_COUNT == 2, "Only vertex and fragment shaders expected.");
|
||||
MetalFunctionPtr shaderFunctions[2] = { &vertexFunction, &fragmentFunction };
|
||||
static_assert(Program::SHADER_TYPE_COUNT == 3, "Only vertex, fragment, and/or compute shaders expected.");
|
||||
MetalFunctionPtr shaderFunctions[3] = { &vertexFunction, &fragmentFunction, &computeFunction };
|
||||
|
||||
const auto& sources = program.getShadersSource();
|
||||
for (size_t i = 0; i < Program::SHADER_TYPE_COUNT; i++) {
|
||||
@@ -387,12 +388,19 @@ MetalProgram::MetalProgram(id<MTLDevice> device, const Program& program) noexcep
|
||||
}, sc.value);
|
||||
}
|
||||
|
||||
*shaderFunctions[i] = [library newFunctionWithName:@"main0"
|
||||
constantValues:constants
|
||||
error:&error];
|
||||
|
||||
id<MTLFunction> function = [library newFunctionWithName:@"main0"
|
||||
constantValues:constants
|
||||
error:&error];
|
||||
assert_invariant(function);
|
||||
*shaderFunctions[i] = function;
|
||||
}
|
||||
|
||||
UTILS_UNUSED_IN_RELEASE const bool isRasterizationProgram =
|
||||
vertexFunction != nil && fragmentFunction != nil;
|
||||
UTILS_UNUSED_IN_RELEASE const bool isComputeProgram = computeFunction != nil;
|
||||
// The program must be either a rasterization program XOR a compute program.
|
||||
assert_invariant(isRasterizationProgram != isComputeProgram);
|
||||
|
||||
// All stages of the program have compiled successfully, this is a valid program.
|
||||
isValid = true;
|
||||
|
||||
@@ -802,7 +810,26 @@ void MetalTexture::updateLodRange(uint32_t min, uint32_t max) {
|
||||
lodTextureView = nil;
|
||||
}
|
||||
|
||||
void MetalSamplerGroup::reset(id<MTLCommandBuffer> cmdBuffer, id<MTLArgumentEncoder> e) {
|
||||
void MetalSamplerGroup::finalize() {
|
||||
assert_invariant(encoder);
|
||||
// TODO: we should be able to encode textures and samplers inside setFinalizedTexture and
|
||||
// setFinalizedSampler as they become available, but Metal doesn't seem to like this; the arg
|
||||
// buffer gets encoded incorrectly. This warrants more investigation.
|
||||
|
||||
auto [buffer, offset] = argBuffer->getCurrentAllocation();
|
||||
[encoder setArgumentBuffer:buffer offset:offset];
|
||||
|
||||
// Encode all textures and samplers.
|
||||
for (size_t s = 0; s < size; s++) {
|
||||
[encoder setTexture:textures[s] atIndex:(s * 2 + 0)];
|
||||
[encoder setSamplerState:samplers[s] atIndex:(s * 2 + 1)];
|
||||
}
|
||||
|
||||
finalized = true;
|
||||
}
|
||||
|
||||
void MetalSamplerGroup::reset(id<MTLCommandBuffer> cmdBuffer, id<MTLArgumentEncoder> e,
|
||||
id<MTLDevice> device) {
|
||||
encoder = e;
|
||||
|
||||
// The number of slots in the ring buffer we use to manage argument buffer allocations.
|
||||
@@ -820,15 +847,12 @@ void MetalSamplerGroup::reset(id<MTLCommandBuffer> cmdBuffer, id<MTLArgumentEnco
|
||||
// Chances are, even though the MTLArgumentEncoder might change, the required size and alignment
|
||||
// probably won't. So we can re-use the previous ring buffer.
|
||||
if (UTILS_UNLIKELY(!argBuffer || !argBuffer->canAccomodateLayout(argBufferLayout))) {
|
||||
argBuffer = std::make_unique<MetalRingBuffer>(encoder.device, MTLResourceStorageModeShared,
|
||||
argBuffer = std::make_unique<MetalRingBuffer>(device, MTLResourceStorageModeShared,
|
||||
argBufferLayout, METAL_ARGUMENT_BUFFER_SLOTS);
|
||||
} else {
|
||||
argBuffer->createNewAllocation(cmdBuffer);
|
||||
}
|
||||
|
||||
auto [buffer, offset] = argBuffer->getCurrentAllocation();
|
||||
[encoder setArgumentBuffer:buffer offset:offset];
|
||||
|
||||
// Clear all textures and samplers.
|
||||
assert_invariant(textureHandles.size() == textures.size());
|
||||
assert_invariant(textures.size() == samplers.size());
|
||||
@@ -844,15 +868,7 @@ void MetalSamplerGroup::reset(id<MTLCommandBuffer> cmdBuffer, id<MTLArgumentEnco
|
||||
void MetalSamplerGroup::mutate(id<MTLCommandBuffer> cmdBuffer) {
|
||||
assert_invariant(finalized); // only makes sense to mutate if this sampler group is finalized
|
||||
assert_invariant(argBuffer);
|
||||
auto [buffer, offset] = argBuffer->createNewAllocation(cmdBuffer);
|
||||
[encoder setArgumentBuffer:buffer offset:offset];
|
||||
|
||||
// Re-encode all textures and samplers.
|
||||
for (size_t s = 0; s < size; s++) {
|
||||
[encoder setTexture:textures[s] atIndex:(s * 2 + 0)];
|
||||
[encoder setSamplerState:samplers[s] atIndex:(s * 2 + 1)];
|
||||
}
|
||||
|
||||
argBuffer->createNewAllocation(cmdBuffer);
|
||||
finalized = false;
|
||||
}
|
||||
|
||||
@@ -901,7 +917,7 @@ MetalRenderTarget::MetalRenderTarget(MetalContext* context, uint32_t width, uint
|
||||
if (samples > 1 && color[i].getSampleCount() == 1) {
|
||||
auto& sidecar = color[i].metalTexture->msaaSidecar;
|
||||
if (!sidecar) {
|
||||
sidecar = createMultisampledTexture(context->device, color[i].getPixelFormat(),
|
||||
sidecar = createMultisampledTexture(color[i].getPixelFormat(),
|
||||
color[i].metalTexture->width, color[i].metalTexture->height, samples);
|
||||
}
|
||||
}
|
||||
@@ -926,7 +942,7 @@ MetalRenderTarget::MetalRenderTarget(MetalContext* context, uint32_t width, uint
|
||||
if (samples > 1 && depth.getSampleCount() == 1) {
|
||||
auto& sidecar = depth.metalTexture->msaaSidecar;
|
||||
if (!sidecar) {
|
||||
sidecar = createMultisampledTexture(context->device, depth.getPixelFormat(),
|
||||
sidecar = createMultisampledTexture(depth.getPixelFormat(),
|
||||
depth.metalTexture->width, depth.metalTexture->height, samples);
|
||||
}
|
||||
}
|
||||
@@ -951,7 +967,7 @@ MetalRenderTarget::MetalRenderTarget(MetalContext* context, uint32_t width, uint
|
||||
if (samples > 1 && stencil.getSampleCount() == 1) {
|
||||
auto& sidecar = stencil.metalTexture->msaaSidecar;
|
||||
if (!sidecar) {
|
||||
sidecar = createMultisampledTexture(context->device, stencil.getPixelFormat(),
|
||||
sidecar = createMultisampledTexture(stencil.getPixelFormat(),
|
||||
stencil.metalTexture->width, stencil.metalTexture->height, samples);
|
||||
}
|
||||
}
|
||||
@@ -1038,6 +1054,7 @@ void MetalRenderTarget::setUpRenderPassAttachments(MTLRenderPassDescriptor* desc
|
||||
descriptor.depthAttachment.slice = 0;
|
||||
const bool discard = any(discardFlags & TargetBufferFlags::DEPTH);
|
||||
if (!discard) {
|
||||
assert_invariant(context->supportsAutoDepthResolve);
|
||||
descriptor.depthAttachment.resolveTexture = depthAttachment.getTexture();
|
||||
descriptor.depthAttachment.resolveLevel = depthAttachment.level;
|
||||
descriptor.depthAttachment.resolveSlice = depthAttachment.layer;
|
||||
@@ -1070,10 +1087,14 @@ void MetalRenderTarget::setUpRenderPassAttachments(MTLRenderPassDescriptor* desc
|
||||
descriptor.stencilAttachment.slice = 0;
|
||||
const bool discard = any(discardFlags & TargetBufferFlags::STENCIL);
|
||||
if (!discard) {
|
||||
assert_invariant(context->supportsAutoDepthResolve);
|
||||
descriptor.stencilAttachment.resolveTexture = stencilAttachment.getTexture();
|
||||
descriptor.stencilAttachment.resolveLevel = stencilAttachment.level;
|
||||
descriptor.stencilAttachment.resolveSlice = stencilAttachment.layer;
|
||||
descriptor.stencilAttachment.storeAction = MTLStoreActionMultisampleResolve;
|
||||
if (@available(iOS 12.0, *)) {
|
||||
descriptor.stencilAttachment.stencilResolveFilter = MTLMultisampleStencilResolveFilterSample0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1135,8 +1156,8 @@ MTLStoreAction MetalRenderTarget::getStoreAction(const RenderPassParams& params,
|
||||
return MTLStoreActionStore;
|
||||
}
|
||||
|
||||
id<MTLTexture> MetalRenderTarget::createMultisampledTexture(id<MTLDevice> device,
|
||||
MTLPixelFormat format, uint32_t width, uint32_t height, uint8_t samples) {
|
||||
id<MTLTexture> MetalRenderTarget::createMultisampledTexture(MTLPixelFormat format,
|
||||
uint32_t width, uint32_t height, uint8_t samples) const {
|
||||
MTLTextureDescriptor* descriptor =
|
||||
[MTLTextureDescriptor texture2DDescriptorWithPixelFormat:format
|
||||
width:width
|
||||
@@ -1147,7 +1168,13 @@ id<MTLTexture> MetalRenderTarget::createMultisampledTexture(id<MTLDevice> device
|
||||
descriptor.usage = MTLTextureUsageRenderTarget;
|
||||
descriptor.resourceOptions = MTLResourceStorageModePrivate;
|
||||
|
||||
return [device newTextureWithDescriptor:descriptor];
|
||||
if (context->supportsMemorylessRenderTargets) {
|
||||
if (@available(macOS 11.0, *)) {
|
||||
descriptor.resourceOptions = MTLResourceStorageModeMemoryless;
|
||||
}
|
||||
}
|
||||
|
||||
return [context->device newTextureWithDescriptor:descriptor];
|
||||
}
|
||||
|
||||
math::uint2 MetalRenderTarget::getAttachmentSize() noexcept {
|
||||
|
||||
@@ -37,6 +37,8 @@ inline bool operator==(const SamplerParams& lhs, const SamplerParams& rhs) {
|
||||
return lhs.u == rhs.u;
|
||||
}
|
||||
|
||||
// Rasterization Bindings
|
||||
// ----------------------
|
||||
// Bindings Buffer name Count
|
||||
// ------------------------------------------------------
|
||||
// 0 Zero buffer (placeholder vertex buffer) 1
|
||||
@@ -46,6 +48,16 @@ inline bool operator==(const SamplerParams& lhs, const SamplerParams& rhs) {
|
||||
//
|
||||
// Total 31
|
||||
|
||||
// Compute Bindings
|
||||
// ----------------------
|
||||
// Bindings Buffer name Count
|
||||
// ------------------------------------------------------
|
||||
// 0-3 SSBO buffers 4 MAX_SSBO_COUNT
|
||||
// 17-26 Uniform buffers 10 Program::UNIFORM_BINDING_COUNT
|
||||
// 27-30 Sampler groups (argument buffers) 4 Program::SAMPLER_BINDING_COUNT
|
||||
//
|
||||
// Total 18
|
||||
|
||||
// The total number of vertex buffer "slots" that the Metal backend can bind.
|
||||
// + 1 to account for the zero buffer, a placeholder buffer used internally by the Metal backend.
|
||||
// MAX_VERTEX_BUFFER_COUNT represents the max number of vertex buffers Filament can bind.
|
||||
@@ -59,6 +71,7 @@ static constexpr uint32_t USER_VERTEX_BUFFER_BINDING_START = 1u;
|
||||
|
||||
// These constants must match the equivalent in CodeGenerator.h.
|
||||
static constexpr uint32_t UNIFORM_BUFFER_BINDING_START = 17u;
|
||||
static constexpr uint32_t SSBO_BINDING_START = 0u;
|
||||
static constexpr uint32_t SAMPLER_GROUP_BINDING_START = 27u;
|
||||
|
||||
// Forward declarations necessary here, definitions at end of file.
|
||||
@@ -335,27 +348,12 @@ using DepthStencilStateCache = StateCache<DepthStencilState, id<MTLDepthStencilS
|
||||
|
||||
class MetalBufferObject;
|
||||
|
||||
struct UniformBufferState {
|
||||
struct BufferState {
|
||||
MetalBufferObject* buffer = nullptr; // 8 bytes
|
||||
uint32_t offset = 0; // 4 bytes
|
||||
bool bound = false; // 1 byte
|
||||
char padding[3] = { 0 }; // 3 bytes
|
||||
|
||||
bool operator==(const UniformBufferState& rhs) const noexcept {
|
||||
return this->bound == rhs.bound &&
|
||||
this->buffer == rhs.buffer &&
|
||||
this->offset == rhs.offset;
|
||||
}
|
||||
|
||||
bool operator!=(const UniformBufferState& rhs) const noexcept {
|
||||
return !operator==(rhs);
|
||||
}
|
||||
};
|
||||
|
||||
static_assert(sizeof(UniformBufferState) == 16, "UniformBufferState unexpected size.");
|
||||
|
||||
using UniformBufferStateTracker = StateTracker<UniformBufferState>;
|
||||
|
||||
// Sampler states
|
||||
|
||||
struct SamplerState {
|
||||
|
||||
@@ -328,4 +328,7 @@ void NoopDriver::beginTimerQuery(Handle<HwTimerQuery> tqh) {
|
||||
void NoopDriver::endTimerQuery(Handle<HwTimerQuery> tqh) {
|
||||
}
|
||||
|
||||
void NoopDriver::resetState(int) {
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -61,6 +61,8 @@ OpenGLContext::OpenGLContext() noexcept {
|
||||
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &gets.max_draw_buffers);
|
||||
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gets.max_texture_image_units);
|
||||
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &gets.max_combined_texture_image_units);
|
||||
glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &gets.max_transform_feedback_separate_attribs);
|
||||
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gets.max_uniform_buffer_bindings);
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &gets.uniform_buffer_offset_alignment);
|
||||
|
||||
constexpr auto const caps3 = FEATURE_LEVEL_CAPS[+FeatureLevel::FEATURE_LEVEL_3];
|
||||
@@ -247,31 +249,7 @@ OpenGLContext::OpenGLContext() noexcept {
|
||||
flush(slog.v);
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Set our default state
|
||||
*/
|
||||
|
||||
// We need to make sure our internal state matches the GL state when we start.
|
||||
// (some of these calls may be unneeded as they might be the gl defaults)
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glDisable(GL_DITHER);
|
||||
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
||||
glDisable(GL_SAMPLE_COVERAGE);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
// Point sprite size and seamless cubemap filtering are disabled by default in desktop GL.
|
||||
// In OpenGL ES, these flags do not exist because they are always on.
|
||||
#if BACKEND_OPENGL_VERSION == BACKEND_OPENGL_VERSION_GL
|
||||
enable(GL_PROGRAM_POINT_SIZE);
|
||||
#endif
|
||||
|
||||
#ifdef GL_ARB_seamless_cube_map
|
||||
enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
#endif
|
||||
setDefaultState();
|
||||
|
||||
#ifdef GL_EXT_texture_filter_anisotropic
|
||||
if (ext.EXT_texture_filter_anisotropic) {
|
||||
@@ -290,10 +268,6 @@ OpenGLContext::OpenGLContext() noexcept {
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef GL_FRAGMENT_SHADER_DERIVATIVE_HINT
|
||||
glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_NICEST);
|
||||
#endif
|
||||
|
||||
#if !defined(NDEBUG) && defined(GL_KHR_debug)
|
||||
if (ext.KHR_debug) {
|
||||
auto cb = [](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
|
||||
@@ -325,6 +299,50 @@ OpenGLContext::OpenGLContext() noexcept {
|
||||
glDebugMessageCallback(cb, nullptr);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void OpenGLContext::setDefaultState() noexcept {
|
||||
// We need to make sure our internal state matches the GL state when we start.
|
||||
// (some of these calls may be unneeded as they might be the gl defaults)
|
||||
GLenum caps[] = {
|
||||
GL_BLEND,
|
||||
GL_CULL_FACE,
|
||||
GL_SCISSOR_TEST,
|
||||
GL_DEPTH_TEST,
|
||||
GL_STENCIL_TEST,
|
||||
GL_DITHER,
|
||||
GL_SAMPLE_ALPHA_TO_COVERAGE,
|
||||
GL_SAMPLE_COVERAGE,
|
||||
GL_POLYGON_OFFSET_FILL,
|
||||
};
|
||||
size_t capsCount = sizeof(caps) / sizeof(caps[0]);
|
||||
|
||||
UTILS_NOUNROLL
|
||||
for (GLenum capi = 0; capi < capsCount; ++capi) {
|
||||
size_t capIndex = getIndexForCap(caps[capi]);
|
||||
GLenum cap = caps[capi];
|
||||
if (state.enables.caps[capIndex]) {
|
||||
glEnable(cap);
|
||||
} else {
|
||||
glDisable(cap);
|
||||
}
|
||||
}
|
||||
|
||||
// Point sprite size and seamless cubemap filtering are disabled by default in desktop GL.
|
||||
// In OpenGL ES, these flags do not exist because they are always on.
|
||||
#if BACKEND_OPENGL_VERSION == BACKEND_OPENGL_VERSION_GL
|
||||
glEnable(GL_PROGRAM_POINT_SIZE);
|
||||
enable(GL_PROGRAM_POINT_SIZE);
|
||||
#endif
|
||||
|
||||
#ifdef GL_ARB_seamless_cube_map
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
#endif
|
||||
|
||||
#ifdef GL_FRAGMENT_SHADER_DERIVATIVE_HINT
|
||||
glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_NICEST);
|
||||
#endif
|
||||
|
||||
#if defined(GL_EXT_clip_control) || defined(GL_ARB_clip_control) || defined(GL_VERSION_4_5)
|
||||
if (ext.EXT_clip_control) {
|
||||
@@ -521,4 +539,161 @@ void OpenGLContext::deleteVertexArrays(GLsizei n, const GLuint* arrays) noexcept
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLContext::resetState() noexcept {
|
||||
// Force GL state to match the Filament state
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, state.draw_fbo);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, state.read_fbo);
|
||||
|
||||
// state.program
|
||||
glUseProgram(state.program.use);
|
||||
|
||||
// state.vao
|
||||
if (state.vao.p) {
|
||||
glBindVertexArray(state.vao.p->vao);
|
||||
} else {
|
||||
bindVertexArray(nullptr);
|
||||
}
|
||||
|
||||
// state.raster
|
||||
glFrontFace(state.raster.frontFace);
|
||||
glCullFace(state.raster.cullFace);
|
||||
glBlendEquationSeparate(state.raster.blendEquationRGB, state.raster.blendEquationA);
|
||||
glBlendFuncSeparate(
|
||||
state.raster.blendFunctionSrcRGB,
|
||||
state.raster.blendFunctionDstRGB,
|
||||
state.raster.blendFunctionSrcA,
|
||||
state.raster.blendFunctionDstA
|
||||
);
|
||||
glColorMask(
|
||||
state.raster.colorMask,
|
||||
state.raster.colorMask,
|
||||
state.raster.colorMask,
|
||||
state.raster.colorMask
|
||||
);
|
||||
glDepthMask(state.raster.depthMask);
|
||||
glDepthFunc(state.raster.depthFunc);
|
||||
|
||||
// state.stencil
|
||||
glStencilFuncSeparate(
|
||||
GL_FRONT,
|
||||
state.stencil.front.func.func,
|
||||
state.stencil.front.func.ref,
|
||||
state.stencil.front.func.mask
|
||||
);
|
||||
glStencilFuncSeparate(
|
||||
GL_BACK,
|
||||
state.stencil.back.func.func,
|
||||
state.stencil.back.func.ref,
|
||||
state.stencil.back.func.mask
|
||||
);
|
||||
glStencilOpSeparate(
|
||||
GL_FRONT,
|
||||
state.stencil.front.op.sfail,
|
||||
state.stencil.front.op.dpfail,
|
||||
state.stencil.front.op.dppass
|
||||
);
|
||||
glStencilOpSeparate(
|
||||
GL_BACK,
|
||||
state.stencil.back.op.sfail,
|
||||
state.stencil.back.op.dpfail,
|
||||
state.stencil.back.op.dppass
|
||||
);
|
||||
glStencilMaskSeparate(GL_FRONT, state.stencil.front.stencilMask);
|
||||
glStencilMaskSeparate(GL_BACK, state.stencil.back.stencilMask);
|
||||
|
||||
// state.polygonOffset
|
||||
glPolygonOffset(state.polygonOffset.factor, state.polygonOffset.units);
|
||||
|
||||
// state.enables
|
||||
setDefaultState();
|
||||
|
||||
// state.buffers
|
||||
// Reset state.buffers to its default state to avoid the complexity and error-prone
|
||||
// nature of resetting the GL state to its existing state
|
||||
state.buffers = {};
|
||||
GLenum bufferTargets[] = {
|
||||
GL_UNIFORM_BUFFER,
|
||||
GL_TRANSFORM_FEEDBACK_BUFFER,
|
||||
#if !defined(__EMSCRIPTEN__)
|
||||
GL_SHADER_STORAGE_BUFFER,
|
||||
#endif
|
||||
GL_ARRAY_BUFFER,
|
||||
GL_COPY_READ_BUFFER,
|
||||
GL_COPY_WRITE_BUFFER,
|
||||
GL_ELEMENT_ARRAY_BUFFER,
|
||||
GL_PIXEL_PACK_BUFFER,
|
||||
GL_PIXEL_UNPACK_BUFFER,
|
||||
};
|
||||
size_t bufferTargetCount = sizeof(bufferTargets) / sizeof(bufferTargets[0]);
|
||||
for (size_t targetArrayIndex = 0; targetArrayIndex < bufferTargetCount; ++targetArrayIndex) {
|
||||
GLenum target = bufferTargets[targetArrayIndex];
|
||||
glBindBuffer(target, 0);
|
||||
}
|
||||
|
||||
for (size_t bufferIndex = 0; bufferIndex < MAX_BUFFER_BINDINGS; ++bufferIndex) {
|
||||
if (bufferIndex < (size_t)gets.max_uniform_buffer_bindings) {
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, bufferIndex, 0);
|
||||
}
|
||||
|
||||
if (bufferIndex < (size_t)gets.max_transform_feedback_separate_attribs) {
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, bufferIndex, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// state.textures
|
||||
// Reset state.textures to its default state to avoid the complexity and error-prone
|
||||
// nature of resetting the GL state to its existing state
|
||||
state.textures = {};
|
||||
const GLuint textureTargets[] = {
|
||||
GL_TEXTURE_2D,
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
GL_TEXTURE_CUBE_MAP,
|
||||
GL_TEXTURE_3D,
|
||||
#if !defined(__EMSCRIPTEN__)
|
||||
GL_TEXTURE_2D_MULTISAMPLE,
|
||||
GL_TEXTURE_EXTERNAL_OES,
|
||||
GL_TEXTURE_CUBE_MAP_ARRAY,
|
||||
#endif
|
||||
};
|
||||
const size_t textureTargetCount = sizeof(textureTargets) / sizeof(textureTargets[0]);
|
||||
for (GLint unit = 0; unit < gets.max_combined_texture_image_units; ++unit) {
|
||||
glActiveTexture(GL_TEXTURE0 + unit);
|
||||
glBindSampler(unit, 0);
|
||||
|
||||
for (size_t textureTargetArrayIndex = 0; textureTargetArrayIndex < textureTargetCount; ++textureTargetArrayIndex) {
|
||||
GLuint target = textureTargets[textureTargetArrayIndex];
|
||||
glBindTexture(target, 0);
|
||||
}
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0 + state.textures.active);
|
||||
|
||||
// state.unpack
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, state.unpack.alignment);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, state.unpack.row_length);
|
||||
glPixelStorei(GL_UNPACK_SKIP_PIXELS, state.unpack.skip_pixels);
|
||||
glPixelStorei(GL_UNPACK_SKIP_ROWS, state.unpack.skip_row);
|
||||
|
||||
// state.pack
|
||||
glPixelStorei(GL_PACK_ALIGNMENT, state.pack.alignment);
|
||||
glPixelStorei(GL_PACK_ROW_LENGTH, state.pack.row_length);
|
||||
glPixelStorei(GL_PACK_SKIP_PIXELS, state.pack.skip_pixels);
|
||||
glPixelStorei(GL_PACK_SKIP_ROWS, state.pack.skip_row);
|
||||
|
||||
// state.window
|
||||
glScissor(
|
||||
state.window.scissor.x,
|
||||
state.window.scissor.y,
|
||||
state.window.scissor.z,
|
||||
state.window.scissor.w
|
||||
);
|
||||
glViewport(
|
||||
state.window.viewport.x,
|
||||
state.window.viewport.y,
|
||||
state.window.viewport.z,
|
||||
state.window.viewport.w
|
||||
);
|
||||
glDepthRangef(state.window.depthRange.x, state.window.depthRange.y);
|
||||
|
||||
}
|
||||
|
||||
} // namesapce filament
|
||||
|
||||
@@ -73,6 +73,7 @@ public:
|
||||
|
||||
ShaderModel getShaderModel() const noexcept { return mShaderModel; }
|
||||
|
||||
void resetState() noexcept;
|
||||
|
||||
inline void useProgram(GLuint program) noexcept;
|
||||
|
||||
@@ -129,6 +130,8 @@ public:
|
||||
GLint max_uniform_block_size;
|
||||
GLint max_texture_image_units;
|
||||
GLint max_combined_texture_image_units;
|
||||
GLint max_transform_feedback_separate_attribs;
|
||||
GLint max_uniform_buffer_bindings;
|
||||
GLint uniform_buffer_offset_alignment;
|
||||
} gets = {};
|
||||
|
||||
@@ -409,6 +412,8 @@ private:
|
||||
}
|
||||
}
|
||||
|
||||
void setDefaultState() noexcept;
|
||||
|
||||
static constexpr const size_t TEXTURE_TARGET_COUNT =
|
||||
sizeof(state.textures.units[0].targets) / sizeof(state.textures.units[0].targets[0]);
|
||||
|
||||
|
||||
@@ -235,6 +235,9 @@ ShaderModel OpenGLDriver::getShaderModel() const noexcept {
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Change and track GL state
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void OpenGLDriver::resetState(int) {
|
||||
mContext.resetState();
|
||||
}
|
||||
|
||||
void OpenGLDriver::bindSampler(GLuint unit, GLuint sampler) noexcept {
|
||||
mContext.bindSampler(unit, sampler);
|
||||
@@ -3185,7 +3188,8 @@ void OpenGLDriver::dispatchCompute(Handle<HwProgram> program, math::uint3 workGr
|
||||
useProgram(p);
|
||||
|
||||
#if defined(GL_ES_VERSION_3_1) || defined(GL_VERSION_4_3)
|
||||
glDispatchCompute(workGroupCount.x, workGroupCount.y, workGroupCount.z);
|
||||
// FIXME: this line is commented-out for now due to issues switching G3 clients to API 21.
|
||||
// glDispatchCompute(workGroupCount.x, workGroupCount.y, workGroupCount.z);
|
||||
#endif
|
||||
|
||||
#ifdef FILAMENT_ENABLE_MATDBG
|
||||
|
||||
@@ -93,8 +93,11 @@
|
||||
*/
|
||||
|
||||
#if defined(GL_ES_VERSION_2_0)
|
||||
|
||||
#ifdef GL_EXT_disjoint_timer_query
|
||||
# define GL_TIME_ELAPSED GL_TIME_ELAPSED_EXT
|
||||
# ifndef GL_TIME_ELAPSED
|
||||
# define GL_TIME_ELAPSED GL_TIME_ELAPSED_EXT
|
||||
# endif
|
||||
#endif
|
||||
|
||||
#ifdef GL_EXT_clip_control
|
||||
@@ -165,7 +168,12 @@
|
||||
#define GL_COMPUTE_SHADER 0x91B9
|
||||
|
||||
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
|
||||
|
||||
// FIXME: The GL_TIME_ELAPSED define is used unconditionally in Filament, but
|
||||
// requires extension support.
|
||||
#ifndef GL_TIME_ELAPSED
|
||||
#define GL_TIME_ELAPSED 0x88BF
|
||||
#endif
|
||||
|
||||
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
|
||||
#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
|
||||
|
||||
@@ -35,9 +35,11 @@
|
||||
#include <jni.h>
|
||||
|
||||
|
||||
// We require filament to be built with a API 21 toolchain, before that, OpenGLES 3.1 didn't exist
|
||||
#if __ANDROID_API__ < 21
|
||||
# error "__ANDROID_API__ must be at least 21"
|
||||
// We require filament to be built with a API 19 toolchain, before that, OpenGLES 3.0 didn't exist
|
||||
// Actually, OpenGL ES 3.0 was added to API 18, but API 19 is the better target and
|
||||
// the minimum for Jetpack at the time of this comment.
|
||||
#if __ANDROID_API__ < 19
|
||||
# error "__ANDROID_API__ must be at least 19"
|
||||
#endif
|
||||
|
||||
using namespace utils;
|
||||
|
||||
@@ -54,7 +54,6 @@ io::ostream& operator<<(io::ostream& out, PrimitiveType type) {
|
||||
CASE(PrimitiveType, LINES)
|
||||
CASE(PrimitiveType, LINE_STRIP)
|
||||
CASE(PrimitiveType, POINTS)
|
||||
CASE(PrimitiveType, NONE)
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
/*
|
||||
* 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 "vulkan/PlatformVkLinuxGGP.h"
|
||||
|
||||
#include <bluevk/BlueVK.h>
|
||||
#if defined(FILAMENT_SUPPORTS_GGP)
|
||||
#include <ggp_c/ggp.h>
|
||||
#endif
|
||||
#include <utils/Panic.h>
|
||||
|
||||
#include "VulkanDriverFactory.h"
|
||||
|
||||
using namespace bluevk;
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
Driver* PlatformVkLinuxGGP::createDriver(
|
||||
void* const sharedContext,
|
||||
const Platform::DriverConfig& driverConfig) noexcept {
|
||||
#if defined(FILAMENT_SUPPORTS_GGP)
|
||||
ASSERT_PRECONDITION(sharedContext == nullptr,
|
||||
"Vulkan does not support shared contexts.");
|
||||
const char* requiredInstanceExtensions[] = {
|
||||
VK_GGP_STREAM_DESCRIPTOR_SURFACE_EXTENSION_NAME};
|
||||
return VulkanDriverFactory::create(this, requiredInstanceExtensions,
|
||||
sizeof(requiredInstanceExtensions) /
|
||||
sizeof(requiredInstanceExtensions[0]),
|
||||
driverConfig);
|
||||
#else
|
||||
PANIC_PRECONDITION("Filament does not support GGP.");
|
||||
return nullptr;
|
||||
#endif
|
||||
}
|
||||
|
||||
void* PlatformVkLinuxGGP::createVkSurfaceKHR(void* nativeWindow, void* instance,
|
||||
uint64_t flags) noexcept {
|
||||
#if defined(FILAMENT_SUPPORTS_GGP)
|
||||
VkStreamDescriptorSurfaceCreateInfoGGP surface_create_info = {
|
||||
VK_STRUCTURE_TYPE_STREAM_DESCRIPTOR_SURFACE_CREATE_INFO_GGP};
|
||||
surface_create_info.streamDescriptor = kGgpPrimaryStreamDescriptor;
|
||||
PFN_vkCreateStreamDescriptorSurfaceGGP fpCreateStreamDescriptorSurfaceGGP =
|
||||
reinterpret_cast<PFN_vkCreateStreamDescriptorSurfaceGGP>(
|
||||
vkGetInstanceProcAddr(static_cast<VkInstance>(instance),
|
||||
"vkCreateStreamDescriptorSurfaceGGP"));
|
||||
ASSERT_PRECONDITION(fpCreateStreamDescriptorSurfaceGGP != nullptr,
|
||||
"Error getting VkInstance "
|
||||
"function vkCreateStreamDescriptorSurfaceGGP");
|
||||
VkSurfaceKHR surface = nullptr;
|
||||
VkResult res = fpCreateStreamDescriptorSurfaceGGP(
|
||||
static_cast<VkInstance>(instance), &surface_create_info, nullptr,
|
||||
&surface);
|
||||
ASSERT_PRECONDITION(res == VK_SUCCESS, "Error in vulkan: %d", res);
|
||||
return surface;
|
||||
#else
|
||||
PANIC_PRECONDITION("Filament does not support GGP.");
|
||||
return nullptr;
|
||||
#endif
|
||||
}
|
||||
|
||||
} // namespace filament::backend
|
||||
@@ -0,0 +1,41 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#ifndef TNT_FILAMENT_BACKEND_VULKAN_PLATFORM_VK_LINUX_GGP_H
|
||||
#define TNT_FILAMENT_BACKEND_VULKAN_PLATFORM_VK_LINUX_GGP_H
|
||||
|
||||
#include <backend/DriverEnums.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "VulkanPlatform.h"
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
class PlatformVkLinuxGGP final : public VulkanPlatform {
|
||||
public:
|
||||
Driver* createDriver(
|
||||
void* const sharedContext,
|
||||
const Platform::DriverConfig& driverConfig) noexcept override;
|
||||
|
||||
void* createVkSurfaceKHR(void* nativeWindow, void* instance,
|
||||
uint64_t flags) noexcept override;
|
||||
|
||||
int getOSVersion() const noexcept override { return 0; }
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
#endif // TNT_FILAMENT_BACKEND_VULKAN_PLATFORM_VK_LINUX_GGP_H
|
||||
@@ -1583,7 +1583,8 @@ void VulkanDriver::readPixels(Handle<HwRenderTarget> src, uint32_t x, uint32_t y
|
||||
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
|
||||
.allocationSize = memReqs.size,
|
||||
.memoryTypeIndex = mContext.selectMemoryType(memReqs.memoryTypeBits,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT |
|
||||
VK_MEMORY_PROPERTY_HOST_CACHED_BIT)
|
||||
};
|
||||
|
||||
vkAllocateMemory(device, &allocInfo, nullptr, &stagingMemory);
|
||||
@@ -2011,6 +2012,9 @@ void VulkanDriver::debugCommandBegin(CommandStream* cmds, bool synchronous, cons
|
||||
#endif
|
||||
}
|
||||
|
||||
void VulkanDriver::resetState(int) {
|
||||
}
|
||||
|
||||
// explicit instantiation of the Dispatcher
|
||||
template class ConcreteDispatcher<VulkanDriver>;
|
||||
|
||||
|
||||
@@ -49,14 +49,10 @@ VulkanProgram::VulkanProgram(VulkanContext& context, const Program& builder) noe
|
||||
HwProgram(builder.getName()), context(context) {
|
||||
auto const& blobs = builder.getShadersSource();
|
||||
VkShaderModule* modules[2] = { &bundle.vertex, &bundle.fragment };
|
||||
bool missing = false;
|
||||
for (size_t i = 0; i < Program::SHADER_TYPE_COUNT; i++) {
|
||||
// TODO: handle compute shaders.
|
||||
for (size_t i = 0; i < 2; i++) {
|
||||
const auto& blob = blobs[i];
|
||||
VkShaderModule* module = modules[i];
|
||||
if (blob.empty()) {
|
||||
missing = true;
|
||||
continue;
|
||||
}
|
||||
VkShaderModuleCreateInfo moduleInfo = {};
|
||||
moduleInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
moduleInfo.codeSize = blob.size();
|
||||
@@ -106,13 +102,6 @@ VulkanProgram::VulkanProgram(VulkanContext& context, const Program& builder) noe
|
||||
bundle.specializationInfos = pInfo;
|
||||
}
|
||||
|
||||
// Output a warning because it's okay to encounter empty blobs, but it's not okay to use
|
||||
// this program handle in a draw call.
|
||||
if (missing) {
|
||||
utils::slog.w << "Missing SPIR-V shader: " << this->name.c_str() << utils::io::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// Make a copy of the binding map
|
||||
samplerGroupInfo = builder.getSamplerGroupInfo();
|
||||
if constexpr (FILAMENT_VULKAN_VERBOSE) {
|
||||
@@ -274,7 +263,6 @@ VulkanBufferObject::VulkanBufferObject(VulkanContext& context, VulkanStagePool&
|
||||
void VulkanRenderPrimitive::setPrimitiveType(PrimitiveType pt) {
|
||||
this->type = pt;
|
||||
switch (pt) {
|
||||
case PrimitiveType::NONE:
|
||||
case PrimitiveType::POINTS:
|
||||
primitiveTopology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
|
||||
break;
|
||||
|
||||
@@ -58,7 +58,9 @@ VulkanPipelineCache::getUsageFlags(uint16_t binding, ShaderStageFlags flags, Usa
|
||||
if (any(flags & ShaderStageFlags::FRAGMENT)) {
|
||||
src.set(MAX_SAMPLER_COUNT + binding);
|
||||
}
|
||||
assert_invariant(!any(flags & ~(ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT)));
|
||||
// TODO: add support for compute by extending SHADER_MODULE_COUNT and ensuring UsageFlags
|
||||
// has 186 bits (MAX_SAMPLER_COUNT * 3)
|
||||
// assert_invariant(!any(flags & ~(ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT)));
|
||||
return src;
|
||||
}
|
||||
|
||||
|
||||
@@ -22,25 +22,29 @@ using namespace filament::backend;
|
||||
TEST_F(ComputeTest, basic) {
|
||||
auto& driver = getDriverApi();
|
||||
|
||||
std::string_view shader_gles310 = {R"(
|
||||
std::string shader_gles310 = {R"(
|
||||
#version 310 es
|
||||
layout(local_size_x = 16) in;
|
||||
void main() {
|
||||
}
|
||||
)"};
|
||||
|
||||
std::string_view shader_gl450 = {R"(
|
||||
std::string shader_gl450 = {R"(
|
||||
#version 450 core
|
||||
layout(local_size_x = 16) in;
|
||||
void main() {
|
||||
}
|
||||
)"};
|
||||
|
||||
std::string_view shader_msl = {R"(
|
||||
// TODO: msl test
|
||||
std::string shader_msl = {R"(
|
||||
#include <simd/simd.h>
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
constant uint3 WorkGroupSize [[maybe_unused]] = uint3(16u, 1u, 1u);
|
||||
kernel void main0() {}
|
||||
)"};
|
||||
|
||||
std::string_view shader_spirv = {R"(
|
||||
std::string shader_spirv = {R"(
|
||||
// TODO: spirv test
|
||||
)"};
|
||||
|
||||
@@ -54,7 +58,7 @@ void main() {
|
||||
}
|
||||
|
||||
Program program;
|
||||
program.shader(ShaderStage::COMPUTE, shader.data(), shader.size());
|
||||
program.shader(ShaderStage::COMPUTE, shader.data(), shader.size() + 1);
|
||||
|
||||
Handle<HwProgram> ph = driver.createProgram(std::move(program));
|
||||
driver.dispatchCompute(ph, { 1, 1, 1 });
|
||||
@@ -68,7 +72,7 @@ void main() {
|
||||
TEST_F(ComputeTest, copy) {
|
||||
auto& driver = getDriverApi();
|
||||
|
||||
std::string_view shader_gles310 = {R"(
|
||||
std::string shader_gles310 = {R"(
|
||||
#version 310 es
|
||||
layout(local_size_x = 16) in;
|
||||
layout(std430) buffer;
|
||||
@@ -80,7 +84,7 @@ void main() {
|
||||
}
|
||||
)"};
|
||||
|
||||
std::string_view shader_gl450 = {R"(
|
||||
std::string shader_gl450 = {R"(
|
||||
#version 450 core
|
||||
layout(local_size_x = 16) in;
|
||||
layout(std430) buffer;
|
||||
@@ -92,11 +96,25 @@ void main() {
|
||||
}
|
||||
)"};
|
||||
|
||||
std::string_view shader_msl = {R"(
|
||||
// TODO: msl test
|
||||
std::string shader_msl = {R"(
|
||||
#include <simd/simd.h>
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
struct Output_data {
|
||||
float elements[1];
|
||||
};
|
||||
struct Input_data {
|
||||
float elements[1];
|
||||
};
|
||||
constant uint3 WorkGroupSize [[maybe_unused]] = uint3(16u, 1u, 1u);
|
||||
kernel void main0(device Output_data& output_data [[buffer(0)]],
|
||||
device Input_data& input_data [[buffer(1)]],
|
||||
uint3 GlobalInvocationID [[thread_position_in_grid]]) {
|
||||
output_data.elements[GlobalInvocationID.x] = input_data.elements[GlobalInvocationID.x];
|
||||
}
|
||||
)"};
|
||||
|
||||
std::string_view shader_spirv = {R"(
|
||||
std::string shader_spirv = {R"(
|
||||
// TODO: spirv test
|
||||
)"};
|
||||
|
||||
@@ -119,12 +137,14 @@ void main() {
|
||||
return v;
|
||||
});
|
||||
|
||||
driver.startCapture(0);
|
||||
|
||||
auto output_data = driver.createBufferObject(size, BufferObjectBinding::SHADER_STORAGE, BufferUsage::STATIC);
|
||||
auto input_data = driver.createBufferObject(size, BufferObjectBinding::SHADER_STORAGE, BufferUsage::STATIC);
|
||||
driver.updateBufferObject(input_data, { data.data(), size }, 0);
|
||||
|
||||
Program program;
|
||||
program.shader(ShaderStage::COMPUTE, shader.data(), shader.size());
|
||||
program.shader(ShaderStage::COMPUTE, shader.data(), shader.size() + 1);
|
||||
Handle<HwProgram> ph = driver.createProgram(std::move(program));
|
||||
|
||||
|
||||
@@ -144,6 +164,8 @@ void main() {
|
||||
driver.destroyBufferObject(output_data);
|
||||
driver.finish();
|
||||
|
||||
driver.stopCapture(0);
|
||||
|
||||
executeCommands();
|
||||
getDriver().purge();
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</style>
|
||||
|
||||
**Vulkan Backend**
|
||||
*Last updated: 11 June 2021*
|
||||
*Last updated: 26 October 2022*
|
||||
|
||||

|
||||
|
||||
@@ -47,7 +47,7 @@ single `VkDevice` and `VkInstance`.
|
||||
* | | | | *
|
||||
* |------------------------------------------| |-----------------------------------------| *
|
||||
* | | | | *
|
||||
* | Helpers VulkanContext | | SwapContext SwapContext | *
|
||||
* | Helpers VulkanContext | | VulkanTexture VulkanTexture | *
|
||||
* | .--------------. .---------------. | | .----------------+----------------. | *
|
||||
* | | PipelineCache| | VkDevice | | | | VkImage | VkImage | | *
|
||||
* | +--------------+ | VkInstance | | | | VkImageView | VkImageView | | *
|
||||
@@ -91,13 +91,14 @@ that are defined in `DriverBase.h`.
|
||||
|
||||
Most of the handle types do not contain much logic, but they often do more than mere wrapping of
|
||||
Vk objects. Notably, `VulkanRenderTarget` does not have a straightforward mapping to any one Vk
|
||||
object. See its class comment for details.
|
||||
object. See its class comment for details. Also, `VulkanTexture` and `VulkanSwapChain` have their
|
||||
own cpps file because of complexity around layouts and subresources.
|
||||
|
||||
VulkanProgram
|
||||
: Descends from `HwProgram`, owns a pair of `VkShaderModule`.
|
||||
|
||||
VulkanRenderTarget
|
||||
: Descends from `HwRenderTarget`, contains references to `VkImage` objects.
|
||||
: Descends from `HwRenderTarget`, contains references to `VulkanTexture` objects.
|
||||
|
||||
VulkanSwapChain
|
||||
: Descends from `HwSwapChain`, has a reference to `VkSurfaceKHR` and `VkSwapchainKHR`.
|
||||
@@ -127,14 +128,16 @@ they do follow a common set of conventions. For example, most of them implement
|
||||
that is called once per frame to free unused objects.
|
||||
|
||||
VulkanPipelineCache
|
||||
: Cache of VkDescriptorSet and VkPipeline.
|
||||
: Cache of VkDescriptorSet, VkPipeline, and VkPipelineLayout.
|
||||
|
||||
VulkanDisposer
|
||||
: Holds reference counts to Vulkan objects in order to defer their destruction.
|
||||
|
||||
VulkanFboCache
|
||||
: Cache of VkRenderPass and VkFramebuffer. Contains weak references to VkImage handles, but does not
|
||||
own any pixel data.
|
||||
own any pixel data. The cache key for render passes is quite complex because it needs to include
|
||||
image layout information in a compact way. For details see the comments in the `RenderPassKey`
|
||||
declaration.
|
||||
|
||||
VulkanStagePool
|
||||
: Pool of VkBuffer objects that can be memory mapped (shared between host and device).
|
||||
@@ -149,6 +152,71 @@ no subfolders. All backend-specific types and functions live directly in the `fi
|
||||
namespace, and we simply prefix our names with "Vulkan" when necessary to avoid ambiguation with
|
||||
OpenGL.
|
||||
|
||||
# Image Layout Strategy
|
||||
|
||||
Adhering to a coherent strategy for image layout transitions is crucial. Without this, validation
|
||||
errors (and actual black screens with some GPU vendors) occur far too easily and can feel like
|
||||
whack-a-mole.
|
||||
|
||||
Vulkan provides several mechanisms for transitioning layout (render passes, barriers) so the
|
||||
strategy outlined below specifies which mechanism should be used in various scenarios.
|
||||
|
||||
The current image layouts are tracked at the subresource level in `VulkanTexture` using a
|
||||
specialized STL-ish container that we designed for this purpose:
|
||||
[RangeMap](https://github.com/google/filament/blob/main/libs/utils/include/utils/RangeMap.h).
|
||||
|
||||
In the past we tried to avoid tracking since it theoritically duplicates state that exists in the
|
||||
GPU vendor's driver. However in practice this was impossible to manage, because complex logic was
|
||||
required to deduce the current layout. Also, tracking lets us use `assert_invariant` in many places
|
||||
to ensure that the behavior described in this document is implemented properly. It is much easier
|
||||
to catch errors with asserts than with validation.
|
||||
|
||||
As of this writing, the current rules are:
|
||||
|
||||
(1) **Read-Only Color Textures**
|
||||
|
||||
These should be created in an UNDEFINED state and stay that way until data gets uploaded into them,
|
||||
at which point the appropriate subresources are transitioned to TRANSFER_DST_OPTIMAL for the upload,
|
||||
then to SHADER_READ_ONLY_OPTIMAL, both times using a barrier. Note that a subresource might be
|
||||
updated several times; each time it undergoes these two transitions.
|
||||
|
||||
If a shader samples from a texture whose mipmaps are only partially loaded, we might see validation
|
||||
warnings about how some subresources are in an UNDEFINED layout. However if we are properly using
|
||||
the `setMinMaxLevels` driver API, then the Vulkan backend will not bind those particular
|
||||
subresources, so validation should not complain.
|
||||
|
||||
(2) **Writeable Color Textures**
|
||||
|
||||
During construction of the HwTexture, these are transitioned to GENERAL using a barrier.
|
||||
|
||||
GENERAL layout is not recommended by AMD best practices but in our case we wish to avoid thrashing
|
||||
the layout between COLOR_ATTACHMENT_OPTIMAL and SHADER_READ_ONLY_OPTIMAL for post-processing
|
||||
effects. Moreover we do not have a priori knowledge about blitting and read pixels usage.
|
||||
|
||||
(3) **Depth Textures**
|
||||
|
||||
During construction of the HwTexture, these are transitioned to GENERAL using a barrier.
|
||||
|
||||
Note that some post-processing passes (e.g. SSAO) sample from the depth buffer while also enabling
|
||||
depth testing. Using GENERAL makes this legal.
|
||||
|
||||
(4) **Swap Chain Textures**
|
||||
|
||||
During construction, these are transitioned to GENERAL using a barrier. They are then transitioned
|
||||
to PRESENT at the end of the frame using a barrier, and transitioned back to GENERAL using the first
|
||||
render pass of the frame.
|
||||
|
||||
Note that we transition to PRESENT using a barrier, but with some GPU vendors it might be preferable
|
||||
to transition them using the last render pass. However we have no way of knowing ahead of time which
|
||||
pass is last.
|
||||
|
||||
Note that Filament allows swap chains to be used as blit targets and blit sources (e.g. for
|
||||
ReadPixels). Using GENERAL makes this easier to manage.
|
||||
|
||||
(5) **Headless Swap Chain Textures**
|
||||
|
||||
These follow the same rules as writeable color texture and depth textures.
|
||||
|
||||
# VulkanPipelineCache
|
||||
|
||||
Uniforms, samplers, and shaders are not directly bindable in Vulkan; instead they are bound through
|
||||
@@ -161,8 +229,6 @@ public methods. See its header file for details.
|
||||
|
||||
The pipeline cache also manages the *layout objects*, which constrain the number of uniform buffers
|
||||
and samplers that can be bound simultaneously (see `VkDescriptorSetLayout` and `VkPipelineLayout`).
|
||||
Here we take advantage of Filament's opinionated shading model in order to keep things simple, which
|
||||
allows us to create only one layout for the entire lifetime of the app.
|
||||
|
||||
# Memory Allocation
|
||||
|
||||
@@ -196,7 +262,8 @@ Here we list some of the most significant issues and to-be-done items for the Vu
|
||||
|
||||
- Improve the UBO strategy
|
||||
- Currently we use staging buffers and perform lots of copies (host-to-host, then host-to-device)
|
||||
- Consider an approach similar to MetalDriver, which effectively implements double-buffering using a pool of shared mem buffers
|
||||
- Consider an approach similar to MetalDriver, which effectively implements double-buffering
|
||||
using a pool of shared mem buffers
|
||||
- Consider using subpasses for the depth prepass
|
||||
- We lazily create pipeline objects
|
||||
1. This is notoriously slow in Vulkan
|
||||
|
||||
@@ -281,7 +281,6 @@ public:
|
||||
* By default, this is an identity matrix.
|
||||
*
|
||||
* @param shift x and y translation added to the projection matrix, specified in NDC
|
||||
* @param shift x and y translation added to the projection matrix, specified in NDC
|
||||
* coordinates, that is, if the translation must be specified in pixels,
|
||||
* shift must be scaled by 1.0 / { viewport.width, viewport.height }.
|
||||
*
|
||||
|
||||
@@ -725,6 +725,22 @@ public:
|
||||
*/
|
||||
utils::JobSystem& getJobSystem() noexcept;
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
/**
|
||||
* WebGL only: Tells the driver to reset any internal state tracking if necessary.
|
||||
*
|
||||
* This is only useful when integrating an external renderer into Filament on platforms
|
||||
* like WebGL, where share contexts do not exist. Filament keeps track of the GL
|
||||
* state it has set (like which texture is bound), and does not re-set that state if
|
||||
* it does not think it needs to. However, if an external renderer has set different
|
||||
* state in the mean time, Filament will use that new state unknowingly.
|
||||
*
|
||||
* If you are in this situation, call this function - ideally only once per frame,
|
||||
* immediately after calling Engine::execute().
|
||||
*/
|
||||
void resetBackendState() noexcept;
|
||||
#endif
|
||||
|
||||
DebugRegistry& getDebugRegistry() noexcept;
|
||||
|
||||
protected:
|
||||
|
||||
@@ -226,7 +226,7 @@ public:
|
||||
* @see ShadowCascades::computeLogSplits
|
||||
* @see ShadowCascades::computePracticalSplits
|
||||
*/
|
||||
float cascadeSplitPositions[3] = { 0.25f, 0.50f, 0.75f };
|
||||
float cascadeSplitPositions[3] = { 0.125f, 0.25f, 0.50f };
|
||||
|
||||
/** Constant bias in world units (e.g. meters) by which shadows are moved away from the
|
||||
* light. 1mm by default.
|
||||
@@ -348,6 +348,14 @@ public:
|
||||
*/
|
||||
uint8_t msaaSamples = 1;
|
||||
|
||||
/**
|
||||
* When elvsm is set to true, "Exponential Layered VSM without Layers" are used. It is
|
||||
* an improvement to the default EVSM which suffers important light leaks. Enabling
|
||||
* ELVSM for a single shadowmap doubles the memory usage of all shadow maps.
|
||||
* ELVSM is mostly useful when large blurs are used.
|
||||
*/
|
||||
bool elvsm = false;
|
||||
|
||||
/**
|
||||
* Blur width for the VSM blur. Zero do disable.
|
||||
* The maximum value is 125.
|
||||
@@ -438,9 +446,6 @@ public:
|
||||
* @param enable Enables or disables casting shadows from this Light.
|
||||
*
|
||||
* @return This Builder, for chaining calls.
|
||||
*
|
||||
* @warning
|
||||
* - Only a Type.DIRECTIONAL, Type.SUN, Type.SPOT, or Type.FOCUSED_SPOT light can cast shadows
|
||||
*/
|
||||
Builder& castShadows(bool enable) noexcept;
|
||||
|
||||
|
||||
@@ -277,6 +277,12 @@ public:
|
||||
*/
|
||||
void setMaskThreshold(float threshold) noexcept;
|
||||
|
||||
/**
|
||||
* Gets the minimum alpha value a fragment must have to not be discarded when the blend
|
||||
* mode is MASKED
|
||||
*/
|
||||
float getMaskThreshold() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the screen space variance of the filter kernel used when applying specular
|
||||
* anti-aliasing. The default value is set to 0.15. The specified value should be between
|
||||
@@ -284,6 +290,12 @@ public:
|
||||
*/
|
||||
void setSpecularAntiAliasingVariance(float variance) noexcept;
|
||||
|
||||
/**
|
||||
* Gets the screen space variance of the filter kernel used when applying specular
|
||||
* anti-aliasing.
|
||||
*/
|
||||
float getSpecularAntiAliasingVariance() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the clamping threshold used to suppress estimation errors when applying specular
|
||||
* anti-aliasing. The default value is set to 0.2. The specified value should be between 0
|
||||
@@ -291,6 +303,12 @@ public:
|
||||
*/
|
||||
void setSpecularAntiAliasingThreshold(float threshold) noexcept;
|
||||
|
||||
/**
|
||||
* Gets the clamping threshold used to suppress estimation errors when applying specular
|
||||
* anti-aliasing.
|
||||
*/
|
||||
float getSpecularAntiAliasingThreshold() const noexcept;
|
||||
|
||||
/**
|
||||
* Enables or disables double-sided lighting if the parent Material has double-sided capability,
|
||||
* otherwise prints a warning. If double-sided lighting is enabled, backface culling is
|
||||
@@ -298,36 +316,72 @@ public:
|
||||
*/
|
||||
void setDoubleSided(bool doubleSided) noexcept;
|
||||
|
||||
/**
|
||||
* Returns whether double-sided lighting is enabled when the parent Material has double-sided
|
||||
* capability.
|
||||
*/
|
||||
bool isDoubleSided() const noexcept;
|
||||
|
||||
/**
|
||||
* Specifies how transparent objects should be rendered (default is DEFAULT).
|
||||
*/
|
||||
void setTransparencyMode(TransparencyMode mode) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the transparency mode.
|
||||
*/
|
||||
TransparencyMode getTransparencyMode() const noexcept;
|
||||
|
||||
/**
|
||||
* Overrides the default triangle culling state that was set on the material.
|
||||
*/
|
||||
void setCullingMode(CullingMode culling) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the face culling mode.
|
||||
*/
|
||||
CullingMode getCullingMode() const noexcept;
|
||||
|
||||
/**
|
||||
* Overrides the default color-buffer write state that was set on the material.
|
||||
*/
|
||||
void setColorWrite(bool enable) noexcept;
|
||||
|
||||
/**
|
||||
* Returns whether color write is enabled.
|
||||
*/
|
||||
bool isColorWriteEnabled() const noexcept;
|
||||
|
||||
/**
|
||||
* Overrides the default depth-buffer write state that was set on the material.
|
||||
*/
|
||||
void setDepthWrite(bool enable) noexcept;
|
||||
|
||||
/**
|
||||
* Returns whether depth write is enabled.
|
||||
*/
|
||||
bool isDepthWriteEnabled() const noexcept;
|
||||
|
||||
/**
|
||||
* Overrides the default depth testing state that was set on the material.
|
||||
*/
|
||||
void setDepthCulling(bool enable) noexcept;
|
||||
|
||||
/**
|
||||
* Returns whether depth culling is enabled.
|
||||
*/
|
||||
bool isDepthCullingEnabled() const noexcept;
|
||||
|
||||
/**
|
||||
* Overrides the default stencil-buffer write state that was set on the material.
|
||||
*/
|
||||
void setStencilWrite(bool enable) noexcept;
|
||||
|
||||
/**
|
||||
* Returns whether stencil write is enabled.
|
||||
*/
|
||||
bool isStencilWriteEnabled() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the stencil comparison function (default is StencilCompareFunc::A).
|
||||
*
|
||||
|
||||
@@ -390,6 +390,14 @@ struct VsmShadowOptions {
|
||||
*/
|
||||
bool mipmapping = false;
|
||||
|
||||
/**
|
||||
* Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits
|
||||
* precision is rarely needed, but it does reduces light leaks as well as "fading"
|
||||
* of the shadows in some situations. Setting highPrecision to true for a single
|
||||
* shadow map will double the memory usage of all shadow maps.
|
||||
*/
|
||||
bool highPrecision = false;
|
||||
|
||||
/**
|
||||
* VSM minimum variance scale, must be positive.
|
||||
*/
|
||||
|
||||
@@ -0,0 +1,161 @@
|
||||
/*
|
||||
* Copyright (C) 2022 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 "AtlasAllocator.h"
|
||||
|
||||
#include <utils/debug.h>
|
||||
|
||||
namespace filament {
|
||||
|
||||
using namespace utils;
|
||||
|
||||
static inline constexpr std::pair<uint8_t, uint8_t> unmorton(uint16_t m) noexcept {
|
||||
uint32_t r = (m | (uint32_t(m) << 15u)) & 0x55555555u;
|
||||
r = (r | (r >> 1u)) & 0x33333333u;
|
||||
r = (r | (r >> 2u)) & 0x0f0f0f0fu;
|
||||
r = r | (r >> 4u);
|
||||
return { uint8_t(r), uint8_t(r >> 16u) };
|
||||
}
|
||||
|
||||
AtlasAllocator::AtlasAllocator(size_t maxTextureSize) noexcept {
|
||||
// round to power-of-two immediately inferior or equal to the size specified.
|
||||
mMaxTextureSizePot = (sizeof(maxTextureSize) * 8 - 1u) - utils::clz(maxTextureSize);
|
||||
}
|
||||
|
||||
Viewport AtlasAllocator::allocate(size_t textureSize) noexcept {
|
||||
Viewport result{};
|
||||
const size_t powerOfTwo = (sizeof(textureSize) * 8 - 1u) - utils::clz(textureSize);
|
||||
|
||||
// asked for a texture size too large
|
||||
if (UTILS_UNLIKELY(powerOfTwo > mMaxTextureSizePot)) {
|
||||
return result;
|
||||
}
|
||||
|
||||
// asked for a texture size too small
|
||||
if (UTILS_UNLIKELY(mMaxTextureSizePot - powerOfTwo >= QuadTree::height())) {
|
||||
return result;
|
||||
}
|
||||
|
||||
const size_t layer = mMaxTextureSizePot - powerOfTwo;
|
||||
const NodeId loc = allocateInLayer(layer);
|
||||
if (loc.l >= 0) {
|
||||
assert_invariant(loc.l == int8_t(layer));
|
||||
size_t dimension = 1u << powerOfTwo;
|
||||
// find the location of in the texture from the morton code (quadtree position)
|
||||
auto [x, y] = unmorton(loc.code);
|
||||
// scale to our maximum allocation size
|
||||
result.left = int32_t(x) << powerOfTwo;
|
||||
result.bottom = int32_t(y) << powerOfTwo;
|
||||
result.width = dimension;
|
||||
result.height = dimension;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void AtlasAllocator::clear(size_t maxTextureSize) noexcept {
|
||||
std::fill(mQuadTree.begin(), mQuadTree.end(), Node{});
|
||||
mMaxTextureSizePot = (sizeof(maxTextureSize) * 8 - 1u) - utils::clz(maxTextureSize);
|
||||
}
|
||||
|
||||
AtlasAllocator::NodeId AtlasAllocator::allocateInLayer(size_t maxHeight) noexcept {
|
||||
using namespace QuadTreeUtils;
|
||||
|
||||
NodeId candidate{ -1, 0 };
|
||||
if (UTILS_UNLIKELY(maxHeight > QuadTree::height())) {
|
||||
return candidate;
|
||||
}
|
||||
|
||||
const int8_t n = int8_t(maxHeight);
|
||||
|
||||
QuadTree::traverse(0, 0, n,
|
||||
[this, n, &candidate](NodeId const& curr) -> QuadTree::TraversalResult {
|
||||
|
||||
// we should never reach a level higher than n
|
||||
assert_invariant(curr.l <= n);
|
||||
|
||||
// get the node being processed
|
||||
const size_t i = index(curr.l, curr.code);
|
||||
Node const& node = mQuadTree[i];
|
||||
|
||||
// if the node is allocated, the whole tree below it is unavailable
|
||||
if (node.isAllocated()) {
|
||||
// if a node is allocated it can't have children
|
||||
assert_invariant(!node.hasChildren());
|
||||
return QuadTree::TraversalResult::SKIP_CHILDREN;
|
||||
}
|
||||
|
||||
// we're looking for the `deepest` unallocated node that has no children,
|
||||
// up to the depth we're trying to allocate
|
||||
if (curr.l > candidate.l && !node.hasChildren()) {
|
||||
candidate = curr;
|
||||
// Special case where we found a fitting node, just exit.
|
||||
if (curr.l == n) {
|
||||
return QuadTree::TraversalResult::EXIT;
|
||||
}
|
||||
}
|
||||
|
||||
// We only want to find a fitting node that already has siblings, in order
|
||||
// to accomplish a "best fit" allocation. So if we're a parent of a 'fitting'
|
||||
// node and don't have children, we skip the children recursion.
|
||||
if (curr.l == n - 1 && !node.hasChildren()) {
|
||||
return QuadTree::TraversalResult::SKIP_CHILDREN;
|
||||
}
|
||||
|
||||
// continue going down the tree
|
||||
return QuadTree::TraversalResult::RECURSE;
|
||||
});
|
||||
|
||||
if (candidate.l >= 0) {
|
||||
const size_t i = index(candidate.l, candidate.code);
|
||||
Node& allocation = mQuadTree[i];
|
||||
|
||||
if (candidate.l == n) {
|
||||
allocation.allocated = true;
|
||||
if (UTILS_LIKELY(n > 0)) {
|
||||
// the root doesn't have a parent
|
||||
const size_t p = parent(candidate.l, candidate.code);
|
||||
Node& parent = mQuadTree[p];
|
||||
assert_invariant(!parent.isAllocated());
|
||||
assert_invariant(parent.hasChildren());
|
||||
assert_invariant(!parent.hasAllChildren());
|
||||
parent.children++;
|
||||
}
|
||||
} else if (candidate.l < int8_t(QuadTree::height())) {
|
||||
// we need to create the hierarchy down to the level we need
|
||||
assert_invariant(!allocation.isAllocated());
|
||||
assert_invariant(!allocation.hasChildren());
|
||||
|
||||
NodeId found{};
|
||||
QuadTree::traverse(candidate.l, candidate.code,
|
||||
[this, n, &found](NodeId const& curr) -> QuadTree::TraversalResult {
|
||||
size_t i = index(curr.l, curr.code);
|
||||
Node& node = mQuadTree[i];
|
||||
if (curr.l == n) {
|
||||
found = curr;
|
||||
node.allocated = true;
|
||||
return QuadTree::TraversalResult::EXIT;
|
||||
}
|
||||
node.children++;
|
||||
return QuadTree::TraversalResult::RECURSE;
|
||||
});
|
||||
|
||||
candidate = found;
|
||||
}
|
||||
}
|
||||
return candidate;
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
@@ -0,0 +1,95 @@
|
||||
/*
|
||||
* Copyright (C) 2022 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.
|
||||
*/
|
||||
|
||||
#ifndef TNT_FILAMENT_ATLASALLOCATOR_H
|
||||
#define TNT_FILAMENT_ATLASALLOCATOR_H
|
||||
|
||||
#include <utils/QuadTree.h>
|
||||
|
||||
#include <filament/Viewport.h>
|
||||
|
||||
class AtlasAllocator_AllocateFirstLevel_Test;
|
||||
class AtlasAllocator_AllocateSecondLevel_Test;
|
||||
class AtlasAllocator_AllocateMixed0_Test;
|
||||
class AtlasAllocator_AllocateMixed1_Test;
|
||||
class AtlasAllocator_AllocateMixed2_Test;
|
||||
|
||||
namespace filament {
|
||||
|
||||
/*
|
||||
* A 2D allocator. Allocations must be square and have a power-of-two size.
|
||||
* AtlasAllocator hard codes a depth of 4, that is only 4 allocation sizes are permitted.
|
||||
* This doesn't actually allocate memory, just manages space within an abstract 2D image.
|
||||
*/
|
||||
class AtlasAllocator {
|
||||
|
||||
/*
|
||||
* A quadtree is used to track the allocated regions. Each node of the quadtree stores a
|
||||
* `Node` data structure below.
|
||||
* The `Node` tracks if it is allocated as well as the number of children it has. It doesn't
|
||||
* track which children though.
|
||||
*/
|
||||
struct Node {
|
||||
// whether this node is allocated. Implies no children.
|
||||
constexpr bool isAllocated() const noexcept { return allocated; }
|
||||
// whether this node has children. Implies it's not allocated.
|
||||
constexpr bool hasChildren() const noexcept { return children != 0; }
|
||||
// whether this node has all four children. Implies hasChildren().
|
||||
constexpr bool hasAllChildren() const noexcept { return children == 4; }
|
||||
bool allocated : 1; // true / false
|
||||
uint8_t children : 3; // 0, 1, 2, 3, 4
|
||||
};
|
||||
|
||||
static constexpr size_t QUAD_TREE_DEPTH = 4u;
|
||||
using QuadTree = utils::QuadTreeArray<Node, QUAD_TREE_DEPTH>;
|
||||
using NodeId = QuadTree::NodeId;
|
||||
|
||||
public:
|
||||
/*
|
||||
* Create allocator and specify the maximum texture size. Must be a power of two.
|
||||
* Allocations size allowed are the four power-of-two smaller or equal to this size.
|
||||
*/
|
||||
explicit AtlasAllocator(size_t maxTextureSize = 1024) noexcept;
|
||||
|
||||
/*
|
||||
* Allocates a square of size `textureSize`. Must be one of the power-of-two allowed
|
||||
* (see above).
|
||||
* Returns the location of the allocation within the maxTextureSize^2 square.
|
||||
*/
|
||||
Viewport allocate(size_t textureSize) noexcept;
|
||||
|
||||
/*
|
||||
* Frees all allocations and reset the maximum texture size.
|
||||
*/
|
||||
void clear(size_t maxTextureSize = 1024) noexcept;
|
||||
|
||||
private:
|
||||
friend AtlasAllocator_AllocateFirstLevel_Test;
|
||||
friend AtlasAllocator_AllocateSecondLevel_Test;
|
||||
friend AtlasAllocator_AllocateMixed0_Test;
|
||||
friend AtlasAllocator_AllocateMixed1_Test;
|
||||
friend AtlasAllocator_AllocateMixed2_Test;
|
||||
|
||||
QuadTree::NodeId allocateInLayer(size_t n) noexcept;
|
||||
|
||||
// quad-tree array to store the allocated list
|
||||
QuadTree mQuadTree{};
|
||||
uint8_t mMaxTextureSizePot = 0;
|
||||
};
|
||||
|
||||
} // namespace filament
|
||||
|
||||
#endif // TNT_FILAMENT_ATLASALLOCATOR_H
|
||||
@@ -24,11 +24,11 @@ namespace filament {
|
||||
|
||||
void BufferObject::setBuffer(Engine& engine,
|
||||
BufferObject::BufferDescriptor&& buffer, uint32_t byteOffset) {
|
||||
upcast(this)->setBuffer(upcast(engine), std::move(buffer), byteOffset);
|
||||
downcast(this)->setBuffer(downcast(engine), std::move(buffer), byteOffset);
|
||||
}
|
||||
|
||||
size_t BufferObject::getByteCount() const noexcept {
|
||||
return upcast(this)->getByteCount();
|
||||
return downcast(this)->getByteCount();
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
+32
-32
@@ -69,134 +69,134 @@ mat4 Camera::inverseProjection(const mat4 & p) noexcept {
|
||||
|
||||
void Camera::setProjection(Camera::Projection projection, double left, double right, double bottom,
|
||||
double top, double near, double far) {
|
||||
upcast(this)->setProjection(projection, left, right, bottom, top, near, far);
|
||||
downcast(this)->setProjection(projection, left, right, bottom, top, near, far);
|
||||
}
|
||||
|
||||
void Camera::setProjection(double fovInDegrees, double aspect, double near, double far,
|
||||
Camera::Fov direction) {
|
||||
upcast(this)->setProjection(fovInDegrees, aspect, near, far, direction);
|
||||
downcast(this)->setProjection(fovInDegrees, aspect, near, far, direction);
|
||||
}
|
||||
|
||||
void Camera::setLensProjection(double focalLengthInMillimeters,
|
||||
double aspect, double near, double far) {
|
||||
upcast(this)->setLensProjection(focalLengthInMillimeters, aspect, near, far);
|
||||
downcast(this)->setLensProjection(focalLengthInMillimeters, aspect, near, far);
|
||||
}
|
||||
|
||||
void Camera::setCustomProjection(mat4 const& projection, double near, double far) noexcept {
|
||||
upcast(this)->setCustomProjection(projection, near, far);
|
||||
downcast(this)->setCustomProjection(projection, near, far);
|
||||
}
|
||||
|
||||
void Camera::setCustomProjection(mat4 const& projection, mat4 const& projectionForCulling,
|
||||
double near, double far) noexcept {
|
||||
upcast(this)->setCustomProjection(projection, projectionForCulling, near, far);
|
||||
downcast(this)->setCustomProjection(projection, projectionForCulling, near, far);
|
||||
}
|
||||
|
||||
void Camera::setScaling(double2 scaling) noexcept {
|
||||
upcast(this)->setScaling(scaling);
|
||||
downcast(this)->setScaling(scaling);
|
||||
}
|
||||
|
||||
void Camera::setShift(double2 shift) noexcept {
|
||||
upcast(this)->setShift(shift);
|
||||
downcast(this)->setShift(shift);
|
||||
}
|
||||
|
||||
mat4 Camera::getProjectionMatrix() const noexcept {
|
||||
return upcast(this)->getUserProjectionMatrix();
|
||||
return downcast(this)->getUserProjectionMatrix();
|
||||
}
|
||||
|
||||
mat4 Camera::getCullingProjectionMatrix() const noexcept {
|
||||
return upcast(this)->getUserCullingProjectionMatrix();
|
||||
return downcast(this)->getUserCullingProjectionMatrix();
|
||||
}
|
||||
|
||||
double4 Camera::getScaling() const noexcept {
|
||||
return upcast(this)->getScaling();
|
||||
return downcast(this)->getScaling();
|
||||
}
|
||||
|
||||
double2 Camera::getShift() const noexcept {
|
||||
return upcast(this)->getShift();
|
||||
return downcast(this)->getShift();
|
||||
}
|
||||
|
||||
double Camera::getNear() const noexcept {
|
||||
return upcast(this)->getNear();
|
||||
return downcast(this)->getNear();
|
||||
}
|
||||
|
||||
double Camera::getCullingFar() const noexcept {
|
||||
return upcast(this)->getCullingFar();
|
||||
return downcast(this)->getCullingFar();
|
||||
}
|
||||
|
||||
void Camera::setModelMatrix(const mat4& modelMatrix) noexcept {
|
||||
upcast(this)->setModelMatrix(modelMatrix);
|
||||
downcast(this)->setModelMatrix(modelMatrix);
|
||||
}
|
||||
|
||||
void Camera::setModelMatrix(const mat4f& modelMatrix) noexcept {
|
||||
upcast(this)->setModelMatrix(modelMatrix);
|
||||
downcast(this)->setModelMatrix(modelMatrix);
|
||||
}
|
||||
|
||||
void Camera::lookAt(double3 const& eye, double3 const& center, double3 const& up) noexcept {
|
||||
upcast(this)->lookAt(eye, center, up);
|
||||
downcast(this)->lookAt(eye, center, up);
|
||||
}
|
||||
|
||||
mat4 Camera::getModelMatrix() const noexcept {
|
||||
return upcast(this)->getModelMatrix();
|
||||
return downcast(this)->getModelMatrix();
|
||||
}
|
||||
|
||||
mat4 Camera::getViewMatrix() const noexcept {
|
||||
return upcast(this)->getViewMatrix();
|
||||
return downcast(this)->getViewMatrix();
|
||||
}
|
||||
|
||||
double3 Camera::getPosition() const noexcept {
|
||||
return upcast(this)->getPosition();
|
||||
return downcast(this)->getPosition();
|
||||
}
|
||||
|
||||
float3 Camera::getLeftVector() const noexcept {
|
||||
return upcast(this)->getLeftVector();
|
||||
return downcast(this)->getLeftVector();
|
||||
}
|
||||
|
||||
float3 Camera::getUpVector() const noexcept {
|
||||
return upcast(this)->getUpVector();
|
||||
return downcast(this)->getUpVector();
|
||||
}
|
||||
|
||||
float3 Camera::getForwardVector() const noexcept {
|
||||
return upcast(this)->getForwardVector();
|
||||
return downcast(this)->getForwardVector();
|
||||
}
|
||||
|
||||
float Camera::getFieldOfViewInDegrees(Camera::Fov direction) const noexcept {
|
||||
return upcast(this)->getFieldOfViewInDegrees(direction);
|
||||
return downcast(this)->getFieldOfViewInDegrees(direction);
|
||||
}
|
||||
|
||||
Frustum Camera::getFrustum() const noexcept {
|
||||
return upcast(this)->getCullingFrustum();
|
||||
return downcast(this)->getCullingFrustum();
|
||||
}
|
||||
|
||||
utils::Entity Camera::getEntity() const noexcept {
|
||||
return upcast(this)->getEntity();
|
||||
return downcast(this)->getEntity();
|
||||
}
|
||||
|
||||
void Camera::setExposure(float aperture, float shutterSpeed, float ISO) noexcept {
|
||||
upcast(this)->setExposure(aperture, shutterSpeed, ISO);
|
||||
downcast(this)->setExposure(aperture, shutterSpeed, ISO);
|
||||
}
|
||||
|
||||
float Camera::getAperture() const noexcept {
|
||||
return upcast(this)->getAperture();
|
||||
return downcast(this)->getAperture();
|
||||
}
|
||||
|
||||
float Camera::getShutterSpeed() const noexcept {
|
||||
return upcast(this)->getShutterSpeed();
|
||||
return downcast(this)->getShutterSpeed();
|
||||
}
|
||||
|
||||
float Camera::getSensitivity() const noexcept {
|
||||
return upcast(this)->getSensitivity();
|
||||
return downcast(this)->getSensitivity();
|
||||
}
|
||||
|
||||
void Camera::setFocusDistance(float distance) noexcept {
|
||||
upcast(this)->setFocusDistance(distance);
|
||||
downcast(this)->setFocusDistance(distance);
|
||||
}
|
||||
|
||||
float Camera::getFocusDistance() const noexcept {
|
||||
return upcast(this)->getFocusDistance();
|
||||
return downcast(this)->getFocusDistance();
|
||||
}
|
||||
|
||||
double Camera::getFocalLength() const noexcept {
|
||||
return upcast(this)->getFocalLength();
|
||||
return downcast(this)->getFocalLength();
|
||||
}
|
||||
|
||||
double Camera::computeEffectiveFocalLength(double focalLength, double focusDistance) noexcept {
|
||||
|
||||
@@ -86,7 +86,10 @@ void Culler::intersects(
|
||||
visible &= fast::signbit(dot) << bit;
|
||||
}
|
||||
|
||||
results[i] |= result_type(visible);
|
||||
auto r = results[i];
|
||||
r &= ~result_type(1u << bit);
|
||||
r |= result_type(visible);
|
||||
results[i] = r;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -101,22 +104,20 @@ bool Culler::intersects(Frustum const& frustum, Box const& box) noexcept {
|
||||
Culler::result_type results[MODULO];
|
||||
centers[0] = box.center;
|
||||
extents[0] = box.halfExtent;
|
||||
results[0] = 0;
|
||||
Culler::intersects(results, frustum, centers, extents, MODULO, 0);
|
||||
return bool(results[0]);
|
||||
return bool(results[0] & 1);
|
||||
}
|
||||
|
||||
/*
|
||||
* returns whether an sphere intersects with the frustum
|
||||
* returns whether a sphere intersects with the frustum
|
||||
*/
|
||||
bool Culler::intersects(Frustum const& frustum, float4 const& sphere) noexcept {
|
||||
// The main intersection routine assumes multiples of 8 items
|
||||
float4 spheres[MODULO];
|
||||
Culler::result_type results[MODULO];
|
||||
spheres[0] = sphere;
|
||||
results[0] = 0;
|
||||
Culler::intersects(results, frustum, spheres, MODULO);
|
||||
return bool(results[0]);
|
||||
return bool(results[0] & 1);
|
||||
}
|
||||
|
||||
// For testing...
|
||||
|
||||
@@ -42,7 +42,7 @@ void DFG::init(FEngine& engine) noexcept {
|
||||
|
||||
lut->setImage(engine, 0, std::move(buffer));
|
||||
|
||||
mLUT = upcast(lut);
|
||||
mLUT = downcast(lut);
|
||||
}
|
||||
|
||||
void DFG::terminate(FEngine& engine) noexcept {
|
||||
|
||||
@@ -25,64 +25,64 @@ namespace filament {
|
||||
using namespace math;
|
||||
|
||||
bool DebugRegistry::hasProperty(const char* name) const noexcept {
|
||||
return upcast(this)->hasProperty(name);
|
||||
return downcast(this)->hasProperty(name);
|
||||
}
|
||||
|
||||
bool DebugRegistry::setProperty(const char* name, bool v) noexcept {
|
||||
return upcast(this)->setProperty(name, v);
|
||||
return downcast(this)->setProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::setProperty(const char* name, int v) noexcept {
|
||||
return upcast(this)->setProperty(name, v);
|
||||
return downcast(this)->setProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::setProperty(const char* name, float v) noexcept {
|
||||
return upcast(this)->setProperty(name, v);
|
||||
return downcast(this)->setProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::setProperty(const char* name, float2 v) noexcept {
|
||||
return upcast(this)->setProperty(name, v);
|
||||
return downcast(this)->setProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::setProperty(const char* name, float3 v) noexcept {
|
||||
return upcast(this)->setProperty(name, v);
|
||||
return downcast(this)->setProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::setProperty(const char* name, float4 v) noexcept {
|
||||
return upcast(this)->setProperty(name, v);
|
||||
return downcast(this)->setProperty(name, v);
|
||||
}
|
||||
|
||||
|
||||
bool DebugRegistry::getProperty(const char* name, bool* v) const noexcept {
|
||||
return upcast(this)->getProperty(name, v);
|
||||
return downcast(this)->getProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::getProperty(const char* name, int* v) const noexcept {
|
||||
return upcast(this)->getProperty(name, v);
|
||||
return downcast(this)->getProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::getProperty(const char* name, float* v) const noexcept {
|
||||
return upcast(this)->getProperty(name, v);
|
||||
return downcast(this)->getProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::getProperty(const char* name, float2* v) const noexcept {
|
||||
return upcast(this)->getProperty(name, v);
|
||||
return downcast(this)->getProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::getProperty(const char* name, float3* v) const noexcept {
|
||||
return upcast(this)->getProperty(name, v);
|
||||
return downcast(this)->getProperty(name, v);
|
||||
}
|
||||
|
||||
bool DebugRegistry::getProperty(const char* name, float4* v) const noexcept {
|
||||
return upcast(this)->getProperty(name, v);
|
||||
return downcast(this)->getProperty(name, v);
|
||||
}
|
||||
|
||||
void *DebugRegistry::getPropertyAddress(const char *name) noexcept {
|
||||
return upcast(this)->getPropertyAddress(name);
|
||||
return downcast(this)->getPropertyAddress(name);
|
||||
}
|
||||
|
||||
DebugRegistry::DataSource DebugRegistry::getDataSource(const char* name) const noexcept {
|
||||
return upcast(this)->getDataSource(name);
|
||||
return downcast(this)->getDataSource(name);
|
||||
}
|
||||
|
||||
|
||||
|
||||
+56
-50
@@ -51,7 +51,7 @@ Engine* Engine::create(Backend backend, Platform* platform, void* sharedGLContex
|
||||
}
|
||||
|
||||
void Engine::destroy(Engine* engine) {
|
||||
FEngine::destroy(upcast(engine));
|
||||
FEngine::destroy(downcast(engine));
|
||||
}
|
||||
|
||||
#if UTILS_HAS_THREADING
|
||||
@@ -68,7 +68,7 @@ Engine* Engine::getEngine(void* token) {
|
||||
void Engine::destroy(Engine** pEngine) {
|
||||
if (pEngine) {
|
||||
Engine* engine = *pEngine;
|
||||
FEngine::destroy(upcast(engine));
|
||||
FEngine::destroy(downcast(engine));
|
||||
*pEngine = nullptr;
|
||||
}
|
||||
}
|
||||
@@ -78,151 +78,151 @@ void Engine::destroy(Engine** pEngine) {
|
||||
// -----------------------------------------------------------------------------------------------
|
||||
|
||||
const Material* Engine::getDefaultMaterial() const noexcept {
|
||||
return upcast(this)->getDefaultMaterial();
|
||||
return downcast(this)->getDefaultMaterial();
|
||||
}
|
||||
|
||||
Backend Engine::getBackend() const noexcept {
|
||||
return upcast(this)->getBackend();
|
||||
return downcast(this)->getBackend();
|
||||
}
|
||||
|
||||
Platform* Engine::getPlatform() const noexcept {
|
||||
return upcast(this)->getPlatform();
|
||||
return downcast(this)->getPlatform();
|
||||
}
|
||||
|
||||
Renderer* Engine::createRenderer() noexcept {
|
||||
return upcast(this)->createRenderer();
|
||||
return downcast(this)->createRenderer();
|
||||
}
|
||||
|
||||
View* Engine::createView() noexcept {
|
||||
return upcast(this)->createView();
|
||||
return downcast(this)->createView();
|
||||
}
|
||||
|
||||
Scene* Engine::createScene() noexcept {
|
||||
return upcast(this)->createScene();
|
||||
return downcast(this)->createScene();
|
||||
}
|
||||
|
||||
Camera* Engine::createCamera(Entity entity) noexcept {
|
||||
return upcast(this)->createCamera(entity);
|
||||
return downcast(this)->createCamera(entity);
|
||||
}
|
||||
|
||||
Camera* Engine::getCameraComponent(utils::Entity entity) noexcept {
|
||||
return upcast(this)->getCameraComponent(entity);
|
||||
return downcast(this)->getCameraComponent(entity);
|
||||
}
|
||||
|
||||
void Engine::destroyCameraComponent(utils::Entity entity) noexcept {
|
||||
upcast(this)->destroyCameraComponent(entity);
|
||||
downcast(this)->destroyCameraComponent(entity);
|
||||
}
|
||||
|
||||
Fence* Engine::createFence() noexcept {
|
||||
return upcast(this)->createFence(FFence::Type::SOFT);
|
||||
return downcast(this)->createFence(FFence::Type::SOFT);
|
||||
}
|
||||
|
||||
SwapChain* Engine::createSwapChain(void* nativeWindow, uint64_t flags) noexcept {
|
||||
return upcast(this)->createSwapChain(nativeWindow, flags);
|
||||
return downcast(this)->createSwapChain(nativeWindow, flags);
|
||||
}
|
||||
|
||||
SwapChain* Engine::createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept {
|
||||
return upcast(this)->createSwapChain(width, height, flags);
|
||||
return downcast(this)->createSwapChain(width, height, flags);
|
||||
}
|
||||
|
||||
bool Engine::destroy(const BufferObject* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const VertexBuffer* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const IndexBuffer* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const SkinningBuffer* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const MorphTargetBuffer* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const IndirectLight* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const Material* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const MaterialInstance* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const Renderer* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const View* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const Scene* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const Skybox* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const ColorGrading* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const Stream* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const Texture* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const RenderTarget* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const Fence* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
bool Engine::destroy(const SwapChain* p) {
|
||||
return upcast(this)->destroy(upcast(p));
|
||||
return downcast(this)->destroy(downcast(p));
|
||||
}
|
||||
|
||||
void Engine::destroy(Entity e) {
|
||||
upcast(this)->destroy(e);
|
||||
downcast(this)->destroy(e);
|
||||
}
|
||||
|
||||
void Engine::flushAndWait() {
|
||||
upcast(this)->flushAndWait();
|
||||
downcast(this)->flushAndWait();
|
||||
}
|
||||
|
||||
void Engine::flush() {
|
||||
upcast(this)->flush();
|
||||
downcast(this)->flush();
|
||||
}
|
||||
|
||||
utils::EntityManager& Engine::getEntityManager() noexcept {
|
||||
return upcast(this)->getEntityManager();
|
||||
return downcast(this)->getEntityManager();
|
||||
}
|
||||
|
||||
RenderableManager& Engine::getRenderableManager() noexcept {
|
||||
return upcast(this)->getRenderableManager();
|
||||
return downcast(this)->getRenderableManager();
|
||||
}
|
||||
|
||||
LightManager& Engine::getLightManager() noexcept {
|
||||
return upcast(this)->getLightManager();
|
||||
return downcast(this)->getLightManager();
|
||||
}
|
||||
|
||||
TransformManager& Engine::getTransformManager() noexcept {
|
||||
return upcast(this)->getTransformManager();
|
||||
return downcast(this)->getTransformManager();
|
||||
}
|
||||
|
||||
void Engine::enableAccurateTranslations() noexcept {
|
||||
@@ -230,47 +230,53 @@ void Engine::enableAccurateTranslations() noexcept {
|
||||
}
|
||||
|
||||
void* Engine::streamAlloc(size_t size, size_t alignment) noexcept {
|
||||
return upcast(this)->streamAlloc(size, alignment);
|
||||
return downcast(this)->streamAlloc(size, alignment);
|
||||
}
|
||||
|
||||
// The external-facing execute does a flush, and is meant only for single-threaded environments.
|
||||
// It also discards the boolean return value, which would otherwise indicate a thread exit.
|
||||
void Engine::execute() {
|
||||
ASSERT_PRECONDITION(!UTILS_HAS_THREADING, "Execute is meant for single-threaded platforms.");
|
||||
upcast(this)->flush();
|
||||
upcast(this)->execute();
|
||||
downcast(this)->flush();
|
||||
downcast(this)->execute();
|
||||
}
|
||||
|
||||
utils::JobSystem& Engine::getJobSystem() noexcept {
|
||||
return upcast(this)->getJobSystem();
|
||||
return downcast(this)->getJobSystem();
|
||||
}
|
||||
|
||||
DebugRegistry& Engine::getDebugRegistry() noexcept {
|
||||
return upcast(this)->getDebugRegistry();
|
||||
return downcast(this)->getDebugRegistry();
|
||||
}
|
||||
|
||||
void Engine::pumpMessageQueues() {
|
||||
upcast(this)->pumpMessageQueues();
|
||||
downcast(this)->pumpMessageQueues();
|
||||
}
|
||||
|
||||
void Engine::setAutomaticInstancingEnabled(bool enable) noexcept {
|
||||
upcast(this)->setAutomaticInstancingEnabled(enable);
|
||||
downcast(this)->setAutomaticInstancingEnabled(enable);
|
||||
}
|
||||
|
||||
bool Engine::isAutomaticInstancingEnabled() const noexcept {
|
||||
return upcast(this)->isAutomaticInstancingEnabled();
|
||||
return downcast(this)->isAutomaticInstancingEnabled();
|
||||
}
|
||||
|
||||
FeatureLevel Engine::getSupportedFeatureLevel() const noexcept {
|
||||
return upcast(this)->getSupportedFeatureLevel();
|
||||
return downcast(this)->getSupportedFeatureLevel();
|
||||
}
|
||||
|
||||
FeatureLevel Engine::setActiveFeatureLevel(FeatureLevel featureLevel) {
|
||||
return upcast(this)->setActiveFeatureLevel(featureLevel);
|
||||
return downcast(this)->setActiveFeatureLevel(featureLevel);
|
||||
}
|
||||
|
||||
FeatureLevel Engine::getActiveFeatureLevel() const noexcept {
|
||||
return upcast(this)->getActiveFeatureLevel();
|
||||
return downcast(this)->getActiveFeatureLevel();
|
||||
}
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
void Engine::resetBackendState() noexcept {
|
||||
downcast(this)->resetBackendState();
|
||||
}
|
||||
#endif
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace filament {
|
||||
namespace Exposure {
|
||||
|
||||
float ev100(const Camera& c) noexcept {
|
||||
const FCamera& camera = upcast(c);
|
||||
const FCamera& camera = downcast(c);
|
||||
return ev100(camera.getAperture(), camera.getShutterSpeed(), camera.getSensitivity());
|
||||
}
|
||||
|
||||
@@ -79,7 +79,7 @@ float ev100FromIlluminance(float illuminance) noexcept {
|
||||
}
|
||||
|
||||
float exposure(const Camera& c) noexcept {
|
||||
const FCamera& camera = upcast(c);
|
||||
const FCamera& camera = downcast(c);
|
||||
return exposure(camera.getAperture(), camera.getShutterSpeed(), camera.getSensitivity());
|
||||
}
|
||||
|
||||
@@ -136,7 +136,7 @@ float exposure(float ev100) noexcept {
|
||||
}
|
||||
|
||||
float luminance(const Camera& c) noexcept {
|
||||
const FCamera& camera = upcast(c);
|
||||
const FCamera& camera = downcast(c);
|
||||
return luminance(camera.getAperture(), camera.getShutterSpeed(), camera.getSensitivity());
|
||||
}
|
||||
|
||||
@@ -168,7 +168,7 @@ float luminance(float ev100) noexcept {
|
||||
}
|
||||
|
||||
float illuminance(const Camera& c) noexcept {
|
||||
const FCamera& camera = upcast(c);
|
||||
const FCamera& camera = downcast(c);
|
||||
return illuminance(camera.getAperture(), camera.getShutterSpeed(), camera.getSensitivity());
|
||||
}
|
||||
|
||||
|
||||
@@ -21,11 +21,11 @@ namespace filament {
|
||||
using namespace backend;
|
||||
|
||||
FenceStatus Fence::waitAndDestroy(Fence* fence, Mode mode) {
|
||||
return FFence::waitAndDestroy(upcast(fence), mode);
|
||||
return FFence::waitAndDestroy(downcast(fence), mode);
|
||||
}
|
||||
|
||||
FenceStatus Fence::wait(Mode mode, uint64_t timeout) {
|
||||
return upcast(this)->wait(mode, timeout);
|
||||
return downcast(this)->wait(mode, timeout);
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -22,11 +22,11 @@ namespace filament {
|
||||
|
||||
void IndexBuffer::setBuffer(Engine& engine,
|
||||
IndexBuffer::BufferDescriptor&& buffer, uint32_t byteOffset) {
|
||||
upcast(this)->setBuffer(upcast(engine), std::move(buffer), byteOffset);
|
||||
downcast(this)->setBuffer(downcast(engine), std::move(buffer), byteOffset);
|
||||
}
|
||||
|
||||
size_t IndexBuffer::getIndexCount() const noexcept {
|
||||
return upcast(this)->getIndexCount();
|
||||
return downcast(this)->getIndexCount();
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -23,35 +23,35 @@ namespace filament {
|
||||
using namespace math;
|
||||
|
||||
void IndirectLight::setIntensity(float intensity) noexcept {
|
||||
upcast(this)->setIntensity(intensity);
|
||||
downcast(this)->setIntensity(intensity);
|
||||
}
|
||||
|
||||
float IndirectLight::getIntensity() const noexcept {
|
||||
return upcast(this)->getIntensity();
|
||||
return downcast(this)->getIntensity();
|
||||
}
|
||||
|
||||
void IndirectLight::setRotation(mat3f const& rotation) noexcept {
|
||||
upcast(this)->setRotation(rotation);
|
||||
downcast(this)->setRotation(rotation);
|
||||
}
|
||||
|
||||
const mat3f& IndirectLight::getRotation() const noexcept {
|
||||
return upcast(this)->getRotation();
|
||||
return downcast(this)->getRotation();
|
||||
}
|
||||
|
||||
Texture const* IndirectLight::getReflectionsTexture() const noexcept {
|
||||
return upcast(this)->getReflectionsTexture();
|
||||
return downcast(this)->getReflectionsTexture();
|
||||
}
|
||||
|
||||
Texture const* IndirectLight::getIrradianceTexture() const noexcept {
|
||||
return upcast(this)->getIrradianceTexture();
|
||||
return downcast(this)->getIrradianceTexture();
|
||||
}
|
||||
|
||||
float3 IndirectLight::getDirectionEstimate() const noexcept {
|
||||
return upcast(this)->getDirectionEstimate();
|
||||
return downcast(this)->getDirectionEstimate();
|
||||
}
|
||||
|
||||
float4 IndirectLight::getColorEstimate(float3 direction) const noexcept {
|
||||
return upcast(this)->getColorEstimate(direction);
|
||||
return downcast(this)->getColorEstimate(direction);
|
||||
}
|
||||
|
||||
float3 IndirectLight::getDirectionEstimate(const float3* sh) noexcept {
|
||||
|
||||
@@ -23,132 +23,132 @@ namespace filament {
|
||||
using namespace math;
|
||||
|
||||
size_t LightManager::getComponentCount() const noexcept {
|
||||
return upcast(this)->getComponentCount();
|
||||
return downcast(this)->getComponentCount();
|
||||
}
|
||||
|
||||
utils::Entity const* LightManager::getEntities() const noexcept {
|
||||
return upcast(this)->getEntities();
|
||||
return downcast(this)->getEntities();
|
||||
}
|
||||
|
||||
bool LightManager::hasComponent(Entity e) const noexcept {
|
||||
return upcast(this)->hasComponent(e);
|
||||
return downcast(this)->hasComponent(e);
|
||||
}
|
||||
|
||||
LightManager::Instance LightManager::getInstance(Entity e) const noexcept {
|
||||
return upcast(this)->getInstance(e);
|
||||
return downcast(this)->getInstance(e);
|
||||
}
|
||||
|
||||
void LightManager::destroy(Entity e) noexcept {
|
||||
return upcast(this)->destroy(e);
|
||||
return downcast(this)->destroy(e);
|
||||
}
|
||||
|
||||
void LightManager::setLightChannel(Instance i, unsigned int channel, bool enable) noexcept {
|
||||
upcast(this)->setLightChannel(i, channel, enable);
|
||||
downcast(this)->setLightChannel(i, channel, enable);
|
||||
}
|
||||
|
||||
bool LightManager::getLightChannel(LightManager::Instance i, unsigned int channel) const noexcept {
|
||||
return upcast(this)->getLightChannel(i, channel);
|
||||
return downcast(this)->getLightChannel(i, channel);
|
||||
}
|
||||
|
||||
void LightManager::setPosition(Instance i, const float3& position) noexcept {
|
||||
upcast(this)->setLocalPosition(i, position);
|
||||
downcast(this)->setLocalPosition(i, position);
|
||||
}
|
||||
|
||||
const float3& LightManager::getPosition(Instance i) const noexcept {
|
||||
return upcast(this)->getLocalPosition(i);
|
||||
return downcast(this)->getLocalPosition(i);
|
||||
}
|
||||
|
||||
void LightManager::setDirection(Instance i, const float3& direction) noexcept {
|
||||
upcast(this)->setLocalDirection(i, direction);
|
||||
downcast(this)->setLocalDirection(i, direction);
|
||||
}
|
||||
|
||||
const float3& LightManager::getDirection(Instance i) const noexcept {
|
||||
return upcast(this)->getLocalDirection(i);
|
||||
return downcast(this)->getLocalDirection(i);
|
||||
}
|
||||
|
||||
void LightManager::setColor(Instance i, const LinearColor& color) noexcept {
|
||||
upcast(this)->setColor(i, color);
|
||||
downcast(this)->setColor(i, color);
|
||||
}
|
||||
|
||||
const float3& LightManager::getColor(Instance i) const noexcept {
|
||||
return upcast(this)->getColor(i);
|
||||
return downcast(this)->getColor(i);
|
||||
}
|
||||
|
||||
void LightManager::setIntensity(Instance i, float intensity) noexcept {
|
||||
upcast(this)->setIntensity(i, intensity, FLightManager::IntensityUnit::LUMEN_LUX);
|
||||
downcast(this)->setIntensity(i, intensity, FLightManager::IntensityUnit::LUMEN_LUX);
|
||||
}
|
||||
|
||||
void LightManager::setIntensityCandela(Instance i, float intensity) noexcept {
|
||||
upcast(this)->setIntensity(i, intensity, FLightManager::IntensityUnit::CANDELA);
|
||||
downcast(this)->setIntensity(i, intensity, FLightManager::IntensityUnit::CANDELA);
|
||||
}
|
||||
|
||||
float LightManager::getIntensity(Instance i) const noexcept {
|
||||
return upcast(this)->getIntensity(i);
|
||||
return downcast(this)->getIntensity(i);
|
||||
}
|
||||
|
||||
void LightManager::setFalloff(Instance i, float radius) noexcept {
|
||||
upcast(this)->setFalloff(i, radius);
|
||||
downcast(this)->setFalloff(i, radius);
|
||||
}
|
||||
|
||||
float LightManager::getFalloff(Instance i) const noexcept {
|
||||
return upcast(this)->getFalloff(i);
|
||||
return downcast(this)->getFalloff(i);
|
||||
}
|
||||
|
||||
void LightManager::setSpotLightCone(Instance i, float inner, float outer) noexcept {
|
||||
upcast(this)->setSpotLightCone(i, inner, outer);
|
||||
downcast(this)->setSpotLightCone(i, inner, outer);
|
||||
}
|
||||
|
||||
float LightManager::getSpotLightOuterCone(Instance i) const noexcept {
|
||||
return upcast(this)->getSpotParams(i).outerClamped;
|
||||
return downcast(this)->getSpotParams(i).outerClamped;
|
||||
}
|
||||
|
||||
float LightManager::getSpotLightInnerCone(Instance i) const noexcept {
|
||||
return upcast(this)->getSpotLightInnerCone(i);
|
||||
return downcast(this)->getSpotLightInnerCone(i);
|
||||
}
|
||||
|
||||
void LightManager::setSunAngularRadius(Instance i, float angularRadius) noexcept {
|
||||
upcast(this)->setSunAngularRadius(i, angularRadius);
|
||||
downcast(this)->setSunAngularRadius(i, angularRadius);
|
||||
}
|
||||
|
||||
float LightManager::getSunAngularRadius(Instance i) const noexcept {
|
||||
float radius = upcast(this)->getSunAngularRadius(i);
|
||||
float radius = downcast(this)->getSunAngularRadius(i);
|
||||
return radius * f::RAD_TO_DEG;
|
||||
}
|
||||
|
||||
void LightManager::setSunHaloSize(Instance i, float haloSize) noexcept {
|
||||
upcast(this)->setSunHaloSize(i, haloSize);
|
||||
downcast(this)->setSunHaloSize(i, haloSize);
|
||||
}
|
||||
|
||||
float LightManager::getSunHaloSize(Instance i) const noexcept {
|
||||
return upcast(this)->getSunHaloSize(i);
|
||||
return downcast(this)->getSunHaloSize(i);
|
||||
}
|
||||
|
||||
void LightManager::setSunHaloFalloff(Instance i, float haloFalloff) noexcept {
|
||||
upcast(this)->setSunHaloFalloff(i, haloFalloff);
|
||||
downcast(this)->setSunHaloFalloff(i, haloFalloff);
|
||||
}
|
||||
|
||||
float LightManager::getSunHaloFalloff(Instance i) const noexcept {
|
||||
return upcast(this)->getSunHaloFalloff(i);
|
||||
return downcast(this)->getSunHaloFalloff(i);
|
||||
}
|
||||
|
||||
LightManager::Type LightManager::getType(LightManager::Instance i) const noexcept {
|
||||
return upcast(this)->getType(i);
|
||||
return downcast(this)->getType(i);
|
||||
}
|
||||
|
||||
const LightManager::ShadowOptions& LightManager::getShadowOptions(Instance i) const noexcept {
|
||||
return upcast(this)->getShadowOptions(i);
|
||||
return downcast(this)->getShadowOptions(i);
|
||||
}
|
||||
|
||||
void LightManager::setShadowOptions(Instance i, ShadowOptions const& options) noexcept {
|
||||
upcast(this)->setShadowOptions(i, options);
|
||||
downcast(this)->setShadowOptions(i, options);
|
||||
}
|
||||
|
||||
bool LightManager::isShadowCaster(Instance i) const noexcept {
|
||||
return upcast(this)->isShadowCaster(i);
|
||||
return downcast(this)->isShadowCaster(i);
|
||||
}
|
||||
|
||||
void LightManager::setShadowCaster(Instance i, bool castShadows) noexcept {
|
||||
upcast(this)->setShadowCaster(i, castShadows);
|
||||
downcast(this)->setShadowCaster(i, castShadows);
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
+28
-28
@@ -21,115 +21,115 @@ namespace filament {
|
||||
using namespace backend;
|
||||
|
||||
MaterialInstance* Material::createInstance(const char* name) const noexcept {
|
||||
return upcast(this)->createInstance(name);
|
||||
return downcast(this)->createInstance(name);
|
||||
}
|
||||
|
||||
const char* Material::getName() const noexcept {
|
||||
return upcast(this)->getName().c_str();
|
||||
return downcast(this)->getName().c_str();
|
||||
}
|
||||
|
||||
Shading Material::getShading() const noexcept {
|
||||
return upcast(this)->getShading();
|
||||
return downcast(this)->getShading();
|
||||
}
|
||||
|
||||
Interpolation Material::getInterpolation() const noexcept {
|
||||
return upcast(this)->getInterpolation();
|
||||
return downcast(this)->getInterpolation();
|
||||
}
|
||||
|
||||
BlendingMode Material::getBlendingMode() const noexcept {
|
||||
return upcast(this)->getBlendingMode();
|
||||
return downcast(this)->getBlendingMode();
|
||||
}
|
||||
|
||||
VertexDomain Material::getVertexDomain() const noexcept {
|
||||
return upcast(this)->getVertexDomain();
|
||||
return downcast(this)->getVertexDomain();
|
||||
}
|
||||
|
||||
MaterialDomain Material::getMaterialDomain() const noexcept {
|
||||
return upcast(this)->getMaterialDomain();
|
||||
return downcast(this)->getMaterialDomain();
|
||||
}
|
||||
|
||||
CullingMode Material::getCullingMode() const noexcept {
|
||||
return upcast(this)->getCullingMode();
|
||||
return downcast(this)->getCullingMode();
|
||||
}
|
||||
|
||||
TransparencyMode Material::getTransparencyMode() const noexcept {
|
||||
return upcast(this)->getTransparencyMode();
|
||||
return downcast(this)->getTransparencyMode();
|
||||
}
|
||||
|
||||
bool Material::isColorWriteEnabled() const noexcept {
|
||||
return upcast(this)->isColorWriteEnabled();
|
||||
return downcast(this)->isColorWriteEnabled();
|
||||
}
|
||||
|
||||
bool Material::isDepthWriteEnabled() const noexcept {
|
||||
return upcast(this)->isDepthWriteEnabled();
|
||||
return downcast(this)->isDepthWriteEnabled();
|
||||
}
|
||||
|
||||
bool Material::isDepthCullingEnabled() const noexcept {
|
||||
return upcast(this)->isDepthCullingEnabled();
|
||||
return downcast(this)->isDepthCullingEnabled();
|
||||
}
|
||||
|
||||
bool Material::isDoubleSided() const noexcept {
|
||||
return upcast(this)->isDoubleSided();
|
||||
return downcast(this)->isDoubleSided();
|
||||
}
|
||||
|
||||
float Material::getMaskThreshold() const noexcept {
|
||||
return upcast(this)->getMaskThreshold();
|
||||
return downcast(this)->getMaskThreshold();
|
||||
}
|
||||
|
||||
bool Material::hasShadowMultiplier() const noexcept {
|
||||
return upcast(this)->hasShadowMultiplier();
|
||||
return downcast(this)->hasShadowMultiplier();
|
||||
}
|
||||
|
||||
bool Material::hasSpecularAntiAliasing() const noexcept {
|
||||
return upcast(this)->hasSpecularAntiAliasing();
|
||||
return downcast(this)->hasSpecularAntiAliasing();
|
||||
}
|
||||
|
||||
float Material::getSpecularAntiAliasingVariance() const noexcept {
|
||||
return upcast(this)->getSpecularAntiAliasingVariance();
|
||||
return downcast(this)->getSpecularAntiAliasingVariance();
|
||||
}
|
||||
|
||||
float Material::getSpecularAntiAliasingThreshold() const noexcept {
|
||||
return upcast(this)->getSpecularAntiAliasingThreshold();
|
||||
return downcast(this)->getSpecularAntiAliasingThreshold();
|
||||
}
|
||||
|
||||
size_t Material::getParameterCount() const noexcept {
|
||||
return upcast(this)->getParameterCount();
|
||||
return downcast(this)->getParameterCount();
|
||||
}
|
||||
|
||||
size_t Material::getParameters(ParameterInfo* parameters, size_t count) const noexcept {
|
||||
return upcast(this)->getParameters(parameters, count);
|
||||
return downcast(this)->getParameters(parameters, count);
|
||||
}
|
||||
|
||||
AttributeBitset Material::getRequiredAttributes() const noexcept {
|
||||
return upcast(this)->getRequiredAttributes();
|
||||
return downcast(this)->getRequiredAttributes();
|
||||
}
|
||||
|
||||
RefractionMode Material::getRefractionMode() const noexcept {
|
||||
return upcast(this)->getRefractionMode();
|
||||
return downcast(this)->getRefractionMode();
|
||||
}
|
||||
|
||||
RefractionType Material::getRefractionType() const noexcept {
|
||||
return upcast(this)->getRefractionType();
|
||||
return downcast(this)->getRefractionType();
|
||||
}
|
||||
|
||||
ReflectionMode Material::getReflectionMode() const noexcept {
|
||||
return upcast(this)->getReflectionMode();
|
||||
return downcast(this)->getReflectionMode();
|
||||
}
|
||||
|
||||
bool Material::hasParameter(const char* name) const noexcept {
|
||||
return upcast(this)->hasParameter(name);
|
||||
return downcast(this)->hasParameter(name);
|
||||
}
|
||||
|
||||
bool Material::isSampler(const char* name) const noexcept {
|
||||
return upcast(this)->isSampler(name);
|
||||
return downcast(this)->isSampler(name);
|
||||
}
|
||||
|
||||
MaterialInstance* Material::getDefaultInstance() noexcept {
|
||||
return upcast(this)->getDefaultInstance();
|
||||
return downcast(this)->getDefaultInstance();
|
||||
}
|
||||
|
||||
MaterialInstance const* Material::getDefaultInstance() const noexcept {
|
||||
return upcast(this)->getDefaultInstance();
|
||||
return downcast(this)->getDefaultInstance();
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -79,7 +79,7 @@ inline void FMaterialInstance::setParameterImpl(std::string_view name,
|
||||
|
||||
template<typename T, typename>
|
||||
void MaterialInstance::setParameter(const char* name, size_t nameLength, T const& value) {
|
||||
upcast(this)->setParameterImpl({ name, nameLength }, value);
|
||||
downcast(this)->setParameterImpl({ name, nameLength }, value);
|
||||
}
|
||||
|
||||
template<>
|
||||
@@ -126,7 +126,7 @@ template UTILS_PUBLIC void MaterialInstance::setParameter<mat4f> (const char*
|
||||
|
||||
template <typename T, typename>
|
||||
void MaterialInstance::setParameter(const char* name, size_t nameLength, const T* value, size_t count) {
|
||||
upcast(this)->setParameterImpl({ name, nameLength }, value, count);
|
||||
downcast(this)->setParameterImpl({ name, nameLength }, value, count);
|
||||
}
|
||||
|
||||
template<>
|
||||
@@ -184,112 +184,152 @@ template UTILS_PUBLIC void MaterialInstance::setParameter<mat4f> (const char*
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
Material const* MaterialInstance::getMaterial() const noexcept {
|
||||
return upcast(this)->getMaterial();
|
||||
return downcast(this)->getMaterial();
|
||||
}
|
||||
|
||||
const char* MaterialInstance::getName() const noexcept {
|
||||
return upcast(this)->getName();
|
||||
return downcast(this)->getName();
|
||||
}
|
||||
|
||||
void MaterialInstance::setParameter(const char* name, size_t nameLength, Texture const* texture,
|
||||
TextureSampler const& sampler) {
|
||||
return upcast(this)->setParameterImpl({ name, nameLength }, upcast(texture), sampler);
|
||||
return downcast(this)->setParameterImpl({ name, nameLength }, downcast(texture), sampler);
|
||||
}
|
||||
|
||||
void MaterialInstance::setParameter(
|
||||
const char* name, size_t nameLength, RgbType type, float3 color) {
|
||||
upcast(this)->setParameterImpl<float3>({ name, nameLength }, Color::toLinear(type, color));
|
||||
downcast(this)->setParameterImpl<float3>({ name, nameLength }, Color::toLinear(type, color));
|
||||
}
|
||||
|
||||
void MaterialInstance::setParameter(
|
||||
const char* name, size_t nameLength, RgbaType type, float4 color) {
|
||||
upcast(this)->setParameterImpl<float4>({ name, nameLength }, Color::toLinear(type, color));
|
||||
downcast(this)->setParameterImpl<float4>({ name, nameLength }, Color::toLinear(type, color));
|
||||
}
|
||||
|
||||
void MaterialInstance::setScissor(
|
||||
uint32_t left, uint32_t bottom, uint32_t width, uint32_t height) noexcept {
|
||||
upcast(this)->setScissor(left, bottom, width, height);
|
||||
downcast(this)->setScissor(left, bottom, width, height);
|
||||
}
|
||||
|
||||
void MaterialInstance::unsetScissor() noexcept {
|
||||
upcast(this)->unsetScissor();
|
||||
downcast(this)->unsetScissor();
|
||||
}
|
||||
|
||||
void MaterialInstance::setPolygonOffset(float scale, float constant) noexcept {
|
||||
upcast(this)->setPolygonOffset(scale, constant);
|
||||
downcast(this)->setPolygonOffset(scale, constant);
|
||||
}
|
||||
|
||||
void MaterialInstance::setMaskThreshold(float threshold) noexcept {
|
||||
upcast(this)->setMaskThreshold(threshold);
|
||||
downcast(this)->setMaskThreshold(threshold);
|
||||
}
|
||||
|
||||
void MaterialInstance::setSpecularAntiAliasingVariance(float variance) noexcept {
|
||||
upcast(this)->setSpecularAntiAliasingVariance(variance);
|
||||
downcast(this)->setSpecularAntiAliasingVariance(variance);
|
||||
}
|
||||
|
||||
void MaterialInstance::setSpecularAntiAliasingThreshold(float threshold) noexcept {
|
||||
upcast(this)->setSpecularAntiAliasingThreshold(threshold);
|
||||
downcast(this)->setSpecularAntiAliasingThreshold(threshold);
|
||||
}
|
||||
|
||||
void MaterialInstance::setDoubleSided(bool doubleSided) noexcept {
|
||||
upcast(this)->setDoubleSided(doubleSided);
|
||||
downcast(this)->setDoubleSided(doubleSided);
|
||||
}
|
||||
|
||||
void MaterialInstance::setTransparencyMode(TransparencyMode mode) noexcept {
|
||||
upcast(this)->setTransparencyMode(mode);
|
||||
downcast(this)->setTransparencyMode(mode);
|
||||
}
|
||||
|
||||
void MaterialInstance::setCullingMode(CullingMode culling) noexcept {
|
||||
upcast(this)->setCullingMode(culling);
|
||||
downcast(this)->setCullingMode(culling);
|
||||
}
|
||||
|
||||
void MaterialInstance::setColorWrite(bool enable) noexcept {
|
||||
upcast(this)->setColorWrite(enable);
|
||||
downcast(this)->setColorWrite(enable);
|
||||
}
|
||||
|
||||
void MaterialInstance::setDepthWrite(bool enable) noexcept {
|
||||
upcast(this)->setDepthWrite(enable);
|
||||
downcast(this)->setDepthWrite(enable);
|
||||
}
|
||||
|
||||
void MaterialInstance::setDepthCulling(bool enable) noexcept {
|
||||
upcast(this)->setDepthCulling(enable);
|
||||
downcast(this)->setDepthCulling(enable);
|
||||
}
|
||||
|
||||
void MaterialInstance::setStencilWrite(bool enable) noexcept {
|
||||
upcast(this)->setStencilWrite(enable);
|
||||
downcast(this)->setStencilWrite(enable);
|
||||
}
|
||||
|
||||
void MaterialInstance::setStencilCompareFunction(StencilCompareFunc func, StencilFace face) noexcept {
|
||||
upcast(this)->setStencilCompareFunction(func, face);
|
||||
downcast(this)->setStencilCompareFunction(func, face);
|
||||
}
|
||||
|
||||
void MaterialInstance::setStencilOpStencilFail(StencilOperation op, StencilFace face) noexcept {
|
||||
upcast(this)->setStencilOpStencilFail(op, face);
|
||||
downcast(this)->setStencilOpStencilFail(op, face);
|
||||
}
|
||||
|
||||
void MaterialInstance::setStencilOpDepthFail(StencilOperation op, StencilFace face) noexcept {
|
||||
upcast(this)->setStencilOpDepthFail(op, face);
|
||||
downcast(this)->setStencilOpDepthFail(op, face);
|
||||
}
|
||||
|
||||
void MaterialInstance::setStencilOpDepthStencilPass(StencilOperation op, StencilFace face) noexcept {
|
||||
upcast(this)->setStencilOpDepthStencilPass(op, face);
|
||||
downcast(this)->setStencilOpDepthStencilPass(op, face);
|
||||
}
|
||||
|
||||
void MaterialInstance::setStencilReferenceValue(uint8_t value, StencilFace face) noexcept {
|
||||
upcast(this)->setStencilReferenceValue(value, face);
|
||||
downcast(this)->setStencilReferenceValue(value, face);
|
||||
}
|
||||
|
||||
void MaterialInstance::setStencilReadMask(uint8_t readMask, StencilFace face) noexcept {
|
||||
upcast(this)->setStencilReadMask(readMask, face);
|
||||
downcast(this)->setStencilReadMask(readMask, face);
|
||||
}
|
||||
|
||||
void MaterialInstance::setStencilWriteMask(uint8_t writeMask, StencilFace face) noexcept {
|
||||
upcast(this)->setStencilWriteMask(writeMask, face);
|
||||
downcast(this)->setStencilWriteMask(writeMask, face);
|
||||
}
|
||||
|
||||
MaterialInstance* MaterialInstance::duplicate(MaterialInstance const* other, const char* name) noexcept {
|
||||
return FMaterialInstance::duplicate(upcast(other), name);
|
||||
return FMaterialInstance::duplicate(downcast(other), name);
|
||||
}
|
||||
|
||||
|
||||
float MaterialInstance::getMaskThreshold() const noexcept {
|
||||
return downcast(this)->getMaskThreshold();
|
||||
}
|
||||
|
||||
float MaterialInstance::getSpecularAntiAliasingVariance() const noexcept {
|
||||
return downcast(this)->getSpecularAntiAliasingVariance();
|
||||
}
|
||||
|
||||
float MaterialInstance::getSpecularAntiAliasingThreshold() const noexcept {
|
||||
return downcast(this)->getSpecularAntiAliasingThreshold();
|
||||
}
|
||||
|
||||
bool MaterialInstance::isDoubleSided() const noexcept {
|
||||
return downcast(this)->isDoubleSided();
|
||||
}
|
||||
|
||||
TransparencyMode MaterialInstance::getTransparencyMode() const noexcept {
|
||||
return downcast(this)->getTransparencyMode();
|
||||
}
|
||||
|
||||
CullingMode MaterialInstance::getCullingMode() const noexcept {
|
||||
return downcast(this)->getCullingMode();
|
||||
}
|
||||
|
||||
bool MaterialInstance::isColorWriteEnabled() const noexcept {
|
||||
return downcast(this)->isColorWriteEnabled();
|
||||
}
|
||||
|
||||
bool MaterialInstance::isDepthWriteEnabled() const noexcept {
|
||||
return downcast(this)->isDepthWriteEnabled();
|
||||
}
|
||||
|
||||
bool MaterialInstance::isStencilWriteEnabled() const noexcept {
|
||||
return downcast(this)->isStencilWriteEnabled();
|
||||
}
|
||||
|
||||
bool MaterialInstance::isDepthCullingEnabled() const noexcept {
|
||||
return downcast(this)->isDepthCullingEnabled();
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -22,25 +22,25 @@ namespace filament {
|
||||
|
||||
void MorphTargetBuffer::setPositionsAt(Engine& engine, size_t targetIndex,
|
||||
math::float3 const* positions, size_t count, size_t offset) {
|
||||
upcast(this)->setPositionsAt(upcast(engine), targetIndex, positions, count, offset);
|
||||
downcast(this)->setPositionsAt(downcast(engine), targetIndex, positions, count, offset);
|
||||
}
|
||||
|
||||
void MorphTargetBuffer::setPositionsAt(Engine& engine, size_t targetIndex,
|
||||
math::float4 const* positions, size_t count, size_t offset) {
|
||||
upcast(this)->setPositionsAt(upcast(engine), targetIndex, positions, count, offset);
|
||||
downcast(this)->setPositionsAt(downcast(engine), targetIndex, positions, count, offset);
|
||||
}
|
||||
|
||||
void MorphTargetBuffer::setTangentsAt(Engine& engine, size_t targetIndex,
|
||||
math::short4 const* tangents, size_t count, size_t offset) {
|
||||
upcast(this)->setTangentsAt(upcast(engine), targetIndex, tangents, count, offset);
|
||||
downcast(this)->setTangentsAt(downcast(engine), targetIndex, tangents, count, offset);
|
||||
}
|
||||
|
||||
size_t MorphTargetBuffer::getVertexCount() const noexcept {
|
||||
return upcast(this)->getVertexCount();
|
||||
return downcast(this)->getVertexCount();
|
||||
}
|
||||
|
||||
size_t MorphTargetBuffer::getCount() const noexcept {
|
||||
return upcast(this)->getCount();
|
||||
return downcast(this)->getCount();
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -0,0 +1,169 @@
|
||||
/*
|
||||
* Copyright (C) 2022 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 "PerShadowMapUniforms.h"
|
||||
|
||||
#include "ShadowMapManager.h"
|
||||
|
||||
#include "details/Camera.h"
|
||||
#include "details/Engine.h"
|
||||
|
||||
#include <private/filament/EngineEnums.h>
|
||||
|
||||
namespace filament {
|
||||
|
||||
using namespace backend;
|
||||
using namespace math;
|
||||
|
||||
PerShadowMapUniforms::PerShadowMapUniforms(FEngine& engine) noexcept {
|
||||
DriverApi& driver = engine.getDriverApi();
|
||||
mUniformBufferHandle = driver.createBufferObject(sizeof(PerViewUib),
|
||||
BufferObjectBinding::UNIFORM, BufferUsage::DYNAMIC);
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::terminate(DriverApi& driver) {
|
||||
driver.destroyBufferObject(mUniformBufferHandle);
|
||||
}
|
||||
|
||||
PerViewUib& PerShadowMapUniforms::edit(Transaction const& transaction) noexcept {
|
||||
assert_invariant(transaction.uniforms);
|
||||
return *transaction.uniforms;
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::prepareCamera(Transaction const& transaction,
|
||||
FEngine& engine, const CameraInfo& camera) noexcept {
|
||||
mat4f const& viewFromWorld = camera.view;
|
||||
mat4f const& worldFromView = camera.model;
|
||||
mat4f const& clipFromView = camera.projection;
|
||||
|
||||
const mat4f viewFromClip{ inverse((mat4)camera.projection) };
|
||||
const mat4f clipFromWorld{ highPrecisionMultiply(clipFromView, viewFromWorld) };
|
||||
const mat4f worldFromClip{ highPrecisionMultiply(worldFromView, viewFromClip) };
|
||||
|
||||
auto& s = edit(transaction);
|
||||
s.viewFromWorldMatrix = viewFromWorld; // view
|
||||
s.worldFromViewMatrix = worldFromView; // model
|
||||
s.clipFromViewMatrix = clipFromView; // projection
|
||||
s.viewFromClipMatrix = viewFromClip; // 1/projection
|
||||
s.clipFromWorldMatrix = clipFromWorld; // projection * view
|
||||
s.worldFromClipMatrix = worldFromClip; // 1/(projection * view)
|
||||
s.clipTransform = camera.clipTransfrom;
|
||||
s.cameraPosition = float3{ camera.getPosition() };
|
||||
s.worldOffset = camera.getWorldOffset();
|
||||
s.cameraFar = camera.zf;
|
||||
s.oneOverFarMinusNear = 1.0f / (camera.zf - camera.zn);
|
||||
s.nearOverFarMinusNear = camera.zn / (camera.zf - camera.zn);
|
||||
|
||||
// with a clip-space of [-w, w] ==> z' = -z
|
||||
// with a clip-space of [0, w] ==> z' = (w - z)/2
|
||||
s.clipControl = engine.getDriverApi().getClipSpaceParams();
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::prepareLodBias(Transaction const& transaction,
|
||||
float bias) noexcept {
|
||||
auto& s = edit(transaction);
|
||||
s.lodBias = bias;
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::prepareViewport(Transaction const& transaction,
|
||||
const filament::Viewport& viewport,
|
||||
uint32_t xoffset, uint32_t yoffset) noexcept {
|
||||
const float w = float(viewport.width);
|
||||
const float h = float(viewport.height);
|
||||
auto& s = edit(transaction);
|
||||
s.resolution = float4{ w, h, 1.0f / w, 1.0f / h };
|
||||
s.origin = float2{ viewport.left, viewport.bottom };
|
||||
s.offset = float2{ xoffset, yoffset };
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::prepareTime(Transaction const& transaction,
|
||||
FEngine& engine, math::float4 const& userTime) noexcept {
|
||||
auto& s = edit(transaction);
|
||||
const uint64_t oneSecondRemainder = engine.getEngineTime().count() % 1000000000;
|
||||
const float fraction = float(double(oneSecondRemainder) / 1000000000.0);
|
||||
s.time = fraction;
|
||||
s.userTime = userTime;
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::prepareDirectionalLight(Transaction const& transaction,
|
||||
FEngine& engine,
|
||||
float exposure,
|
||||
float3 const& sceneSpaceDirection,
|
||||
PerShadowMapUniforms::LightManagerInstance directionalLight) noexcept {
|
||||
FLightManager& lcm = engine.getLightManager();
|
||||
auto& s = edit(transaction);
|
||||
|
||||
const float3 l = -sceneSpaceDirection; // guaranteed normalized
|
||||
|
||||
if (directionalLight.isValid()) {
|
||||
const float4 colorIntensity = {
|
||||
lcm.getColor(directionalLight), lcm.getIntensity(directionalLight) * exposure };
|
||||
|
||||
s.lightDirection = l;
|
||||
s.lightColorIntensity = colorIntensity;
|
||||
s.lightChannels = lcm.getLightChannels(directionalLight);
|
||||
|
||||
const bool isSun = lcm.isSunLight(directionalLight);
|
||||
// The last parameter must be < 0.0f for regular directional lights
|
||||
float4 sun{ 0.0f, 0.0f, 0.0f, -1.0f };
|
||||
if (UTILS_UNLIKELY(isSun && colorIntensity.w > 0.0f)) {
|
||||
// currently we have only a single directional light, so it's probably likely that it's
|
||||
// also the Sun. However, conceptually, most directional lights won't be sun lights.
|
||||
float radius = lcm.getSunAngularRadius(directionalLight);
|
||||
float haloSize = lcm.getSunHaloSize(directionalLight);
|
||||
float haloFalloff = lcm.getSunHaloFalloff(directionalLight);
|
||||
sun.x = std::cos(radius);
|
||||
sun.y = std::sin(radius);
|
||||
sun.z = 1.0f / (std::cos(radius * haloSize) - sun.x);
|
||||
sun.w = haloFalloff;
|
||||
}
|
||||
s.sun = sun;
|
||||
} else {
|
||||
// Disable the sun if there's no directional light
|
||||
s.sun = float4{ 0.0f, 0.0f, 0.0f, -1.0f };
|
||||
}
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::prepareShadowMapping(Transaction const& transaction,
|
||||
bool highPrecision) noexcept {
|
||||
auto& s = edit(transaction);
|
||||
constexpr float low = 5.54f; // ~ std::log(std::numeric_limits<math::half>::max()) * 0.5f;
|
||||
constexpr float high = 42.0f; // ~ std::log(std::numeric_limits<float>::max()) * 0.5f;
|
||||
s.vsmExponent = highPrecision ? high : low;
|
||||
}
|
||||
|
||||
|
||||
PerShadowMapUniforms::Transaction PerShadowMapUniforms::open(backend::DriverApi& driver) noexcept {
|
||||
Transaction transaction;
|
||||
// TODO: use out-of-line buffer if too large
|
||||
transaction.uniforms = (PerViewUib *)driver.allocate(sizeof(PerViewUib));
|
||||
assert_invariant(transaction.uniforms);
|
||||
return transaction;
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::commit(Transaction& transaction,
|
||||
backend::DriverApi& driver) noexcept {
|
||||
driver.updateBufferObject(mUniformBufferHandle, {
|
||||
transaction.uniforms, sizeof(PerViewUib) }, 0);
|
||||
transaction.uniforms = nullptr;
|
||||
}
|
||||
|
||||
void PerShadowMapUniforms::bind(backend::DriverApi& driver) noexcept {
|
||||
driver.bindUniformBuffer(+UniformBindingPoints::PER_VIEW, mUniformBufferHandle);
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -0,0 +1,95 @@
|
||||
/*
|
||||
* Copyright (C) 2022 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.
|
||||
*/
|
||||
|
||||
#ifndef TNT_FILAMENT_PERSHADOWMAPUNIFORMS_H
|
||||
#define TNT_FILAMENT_PERSHADOWMAPUNIFORMS_H
|
||||
|
||||
#include <filament/Viewport.h>
|
||||
|
||||
#include <private/filament/UibStructs.h>
|
||||
#include <private/backend/SamplerGroup.h>
|
||||
|
||||
#include "TypedUniformBuffer.h"
|
||||
|
||||
#include <backend/Handle.h>
|
||||
|
||||
#include <utils/EntityInstance.h>
|
||||
|
||||
#include <random>
|
||||
|
||||
namespace filament {
|
||||
|
||||
struct CameraInfo;
|
||||
|
||||
class FEngine;
|
||||
class LightManager;
|
||||
|
||||
/*
|
||||
* PerShadowMapUniforms manages the UBO needed to generate our shadow maps. Internally it just
|
||||
* holds onto a `PerViewUniform` UBO handle, but doesn't keep any shadow copy of it, instead it
|
||||
* writes the data directly into the commandstream, for this reason partial update of the data
|
||||
* is not possible.
|
||||
*/
|
||||
class PerShadowMapUniforms {
|
||||
|
||||
using LightManagerInstance = utils::EntityInstance<LightManager>;
|
||||
|
||||
public:
|
||||
class Transaction {
|
||||
friend PerShadowMapUniforms;
|
||||
PerViewUib* uniforms = nullptr;
|
||||
Transaction() = default; // disallow creation by the caller
|
||||
};
|
||||
|
||||
explicit PerShadowMapUniforms(FEngine& engine) noexcept;
|
||||
|
||||
void terminate(backend::DriverApi& driver);
|
||||
|
||||
static void prepareCamera(Transaction const& transaction,
|
||||
FEngine& engine, const CameraInfo& camera) noexcept;
|
||||
|
||||
static void prepareLodBias(Transaction const& transaction,
|
||||
float bias) noexcept;
|
||||
|
||||
static void prepareViewport(Transaction const& transaction,
|
||||
const filament::Viewport& viewport, uint32_t xoffset, uint32_t yoffset) noexcept;
|
||||
|
||||
static void prepareTime(Transaction const& transaction,
|
||||
FEngine& engine, math::float4 const& userTime) noexcept;
|
||||
|
||||
static void prepareShadowMapping(Transaction const& transaction,
|
||||
bool highPrecision) noexcept;
|
||||
|
||||
static void prepareDirectionalLight(Transaction const& transaction,
|
||||
FEngine& engine, float exposure,
|
||||
math::float3 const& sceneSpaceDirection, LightManagerInstance instance) noexcept;
|
||||
|
||||
static Transaction open(backend::DriverApi& driver) noexcept;
|
||||
|
||||
// update local data into GPU UBO
|
||||
void commit(Transaction& transaction, backend::DriverApi& driver) noexcept;
|
||||
|
||||
// bind this UBO
|
||||
void bind(backend::DriverApi& driver) noexcept;
|
||||
|
||||
private:
|
||||
static PerViewUib& edit(Transaction const& transaction) noexcept;
|
||||
backend::Handle<backend::HwBufferObject> mUniformBufferHandle;
|
||||
};
|
||||
|
||||
} // namespace filament
|
||||
|
||||
#endif //TNT_FILAMENT_PERSHADOWMAPUNIFORMS_H
|
||||
@@ -34,15 +34,13 @@
|
||||
|
||||
#include <math/mat4.h>
|
||||
|
||||
|
||||
namespace filament {
|
||||
|
||||
using namespace backend;
|
||||
using namespace math;
|
||||
|
||||
PerViewUniforms::PerViewUniforms(FEngine& engine) noexcept
|
||||
: mEngine(engine),
|
||||
mSamplers(PerViewSib::SAMPLER_COUNT) {
|
||||
: mSamplers(PerViewSib::SAMPLER_COUNT) {
|
||||
DriverApi& driver = engine.getDriverApi();
|
||||
|
||||
mSamplerGroupHandle = driver.createSamplerGroup(mSamplers.getSize());
|
||||
@@ -50,10 +48,6 @@ PerViewUniforms::PerViewUniforms(FEngine& engine) noexcept
|
||||
mUniformBufferHandle = driver.createBufferObject(mUniforms.getSize(),
|
||||
BufferObjectBinding::UNIFORM, BufferUsage::DYNAMIC);
|
||||
|
||||
// with a clip-space of [-w, w] ==> z' = -z
|
||||
// with a clip-space of [0, w] ==> z' = (w - z)/2
|
||||
mClipControl = driver.getClipSpaceParams();
|
||||
|
||||
if (engine.getDFG().isValid()) {
|
||||
TextureSampler sampler(TextureSampler::MagFilter::LINEAR);
|
||||
mSamplers.setSampler(PerViewSib::IBL_DFG_LUT,
|
||||
@@ -66,7 +60,7 @@ void PerViewUniforms::terminate(DriverApi& driver) {
|
||||
driver.destroySamplerGroup(mSamplerGroupHandle);
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareCamera(const CameraInfo& camera) noexcept {
|
||||
void PerViewUniforms::prepareCamera(FEngine& engine, const CameraInfo& camera) noexcept {
|
||||
mat4f const& viewFromWorld = camera.view;
|
||||
mat4f const& worldFromView = camera.model;
|
||||
mat4f const& clipFromView = camera.projection;
|
||||
@@ -88,17 +82,15 @@ void PerViewUniforms::prepareCamera(const CameraInfo& camera) noexcept {
|
||||
s.cameraFar = camera.zf;
|
||||
s.oneOverFarMinusNear = 1.0f / (camera.zf - camera.zn);
|
||||
s.nearOverFarMinusNear = camera.zn / (camera.zf - camera.zn);
|
||||
s.clipControl = mClipControl;
|
||||
|
||||
// with a clip-space of [-w, w] ==> z' = -z
|
||||
// with a clip-space of [0, w] ==> z' = (w - z)/2
|
||||
s.clipControl = engine.getDriverApi().getClipSpaceParams();
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareUpscaler(math::float2 scale,
|
||||
DynamicResolutionOptions const& options) noexcept {
|
||||
void PerViewUniforms::prepareLodBias(float bias) noexcept {
|
||||
auto& s = mUniforms.edit();
|
||||
if (options.quality >= QualityLevel::HIGH) {
|
||||
s.lodBias = std::log2(std::min(scale.x, scale.y));
|
||||
} else {
|
||||
s.lodBias = 0.0f;
|
||||
}
|
||||
s.lodBias = bias;
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareExposure(float ev100) noexcept {
|
||||
@@ -118,17 +110,19 @@ void PerViewUniforms::prepareViewport(const filament::Viewport& viewport,
|
||||
s.offset = float2{ xoffset, yoffset };
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareTime(math::float4 const& userTime) noexcept {
|
||||
void PerViewUniforms::prepareTime(FEngine& engine, math::float4 const& userTime) noexcept {
|
||||
auto& s = mUniforms.edit();
|
||||
const uint64_t oneSecondRemainder = mEngine.getEngineTime().count() % 1000000000;
|
||||
const uint64_t oneSecondRemainder = engine.getEngineTime().count() % 1000000000;
|
||||
const float fraction = float(double(oneSecondRemainder) / 1000000000.0);
|
||||
s.time = fraction;
|
||||
s.userTime = userTime;
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareTemporalNoise(TemporalAntiAliasingOptions const& options) noexcept {
|
||||
void PerViewUniforms::prepareTemporalNoise(FEngine& engine,
|
||||
TemporalAntiAliasingOptions const& options) noexcept {
|
||||
std::uniform_real_distribution<float> uniformDistribution{ 0.0f, 1.0f };
|
||||
auto& s = mUniforms.edit();
|
||||
const float temporalNoise = mUniformDistribution(mEngine.getRandomEngine());
|
||||
const float temporalNoise = uniformDistribution(engine.getRandomEngine());
|
||||
s.temporalNoise = options.enabled ? temporalNoise : 0.0f;
|
||||
}
|
||||
|
||||
@@ -217,11 +211,11 @@ void PerViewUniforms::prepareStructure(Handle<HwTexture> structure) noexcept {
|
||||
mSamplers.setSampler(PerViewSib::STRUCTURE, { structure, {}});
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareDirectionalLight(
|
||||
void PerViewUniforms::prepareDirectionalLight(FEngine& engine,
|
||||
float exposure,
|
||||
float3 const& sceneSpaceDirection,
|
||||
PerViewUniforms::LightManagerInstance directionalLight) noexcept {
|
||||
FLightManager& lcm = mEngine.getLightManager();
|
||||
FLightManager& lcm = engine.getLightManager();
|
||||
auto& s = mUniforms.edit();
|
||||
|
||||
const float3 l = -sceneSpaceDirection; // guaranteed normalized
|
||||
@@ -255,9 +249,8 @@ void PerViewUniforms::prepareDirectionalLight(
|
||||
}
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareAmbientLight(FIndirectLight const& ibl,
|
||||
void PerViewUniforms::prepareAmbientLight(FEngine& engine, FIndirectLight const& ibl,
|
||||
float intensity, float exposure) noexcept {
|
||||
auto& engine = mEngine;
|
||||
auto& s = mUniforms.edit();
|
||||
|
||||
// Set up uniforms and sampler for the IBL, guaranteed to be non-null at this point.
|
||||
@@ -288,9 +281,11 @@ void PerViewUniforms::prepareDynamicLights(Froxelizer& froxelizer) noexcept {
|
||||
s.lightFarAttenuationParams = 0.5f * float2{ 10.0f, 10.0f / (f * f) };
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareShadowMapping() noexcept {
|
||||
void PerViewUniforms::prepareShadowMapping(bool highPrecision) noexcept {
|
||||
auto& s = mUniforms.edit();
|
||||
s.vsmExponent = 5.54f; // fp16: max 5.54f, fp32: max 42.0
|
||||
constexpr float low = 5.54f; // ~ std::log(std::numeric_limits<math::half>::max()) * 0.5f;
|
||||
constexpr float high = 42.0f; // ~ std::log(std::numeric_limits<float>::max()) * 0.5f;
|
||||
s.vsmExponent = highPrecision ? high : low;
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareShadowSampling(PerViewUib& uniforms,
|
||||
@@ -302,11 +297,14 @@ void PerViewUniforms::prepareShadowSampling(PerViewUib& uniforms,
|
||||
uniforms.ssContactShadowDistance = shadowMappingUniforms.ssContactShadowDistance;
|
||||
uniforms.directionalShadows = shadowMappingUniforms.directionalShadows;
|
||||
uniforms.cascades = shadowMappingUniforms.cascades;
|
||||
uniforms.cascades |= uint32_t(shadowMappingUniforms.elvsm) << 31u;
|
||||
}
|
||||
|
||||
void PerViewUniforms::prepareShadowVSM(Handle<HwTexture> texture,
|
||||
ShadowMappingUniforms const& shadowMappingUniforms,
|
||||
VsmShadowOptions const& options) noexcept {
|
||||
constexpr float low = 5.54f; // ~ std::log(std::numeric_limits<math::half>::max()) * 0.5f;
|
||||
constexpr float high = 42.0f; // ~ std::log(std::numeric_limits<float>::max()) * 0.5f;
|
||||
SamplerMinFilter filterMin = SamplerMinFilter::LINEAR;
|
||||
if (options.anisotropy > 0 || options.mipmapping) {
|
||||
filterMin = SamplerMinFilter::LINEAR_MIPMAP_LINEAR;
|
||||
@@ -318,8 +316,8 @@ void PerViewUniforms::prepareShadowVSM(Handle<HwTexture> texture,
|
||||
.anisotropyLog2 = options.anisotropy,
|
||||
}});
|
||||
auto& s = mUniforms.edit();
|
||||
s.shadowSamplingType = SHADOW_SAMPLING_RUNTIME_VSM;
|
||||
s.vsmExponent = 5.54f; // fp16: max 5.54f, fp32: max 42.0
|
||||
s.shadowSamplingType = SHADOW_SAMPLING_RUNTIME_EVSM;
|
||||
s.vsmExponent = options.highPrecision ? high : low;
|
||||
s.vsmDepthScale = options.minVarianceScale * 0.01f * s.vsmExponent;
|
||||
s.vsmLightBleedReduction = options.lightBleedReduction;
|
||||
PerViewUniforms::prepareShadowSampling(s, shadowMappingUniforms);
|
||||
|
||||
@@ -48,23 +48,28 @@ class FIndirectLight;
|
||||
class Froxelizer;
|
||||
class LightManager;
|
||||
|
||||
/*
|
||||
* PerViewUniforms manages the UBO and samplers needed to render the color passes. Internally it
|
||||
* holds onto handles for the PER_VIEW UBO and SamplerGroup. This class maintains a shadow copy
|
||||
* of the UBO/sampler data, so it is possible to partially update it between commits.
|
||||
*/
|
||||
class PerViewUniforms {
|
||||
|
||||
using LightManagerInstance = utils::EntityInstance<LightManager>;
|
||||
using TextureHandle = backend::Handle<backend::HwTexture>;
|
||||
|
||||
static constexpr uint32_t const SHADOW_SAMPLING_RUNTIME_PCF = 0u;
|
||||
static constexpr uint32_t const SHADOW_SAMPLING_RUNTIME_VSM = 1u;
|
||||
static constexpr uint32_t const SHADOW_SAMPLING_RUNTIME_DPCF = 2u;
|
||||
static constexpr uint32_t const SHADOW_SAMPLING_RUNTIME_PCSS = 3u;
|
||||
static constexpr uint32_t const SHADOW_SAMPLING_RUNTIME_PCF = 0u;
|
||||
static constexpr uint32_t const SHADOW_SAMPLING_RUNTIME_EVSM = 1u;
|
||||
static constexpr uint32_t const SHADOW_SAMPLING_RUNTIME_DPCF = 2u;
|
||||
static constexpr uint32_t const SHADOW_SAMPLING_RUNTIME_PCSS = 3u;
|
||||
|
||||
public:
|
||||
explicit PerViewUniforms(FEngine& engine) noexcept;
|
||||
|
||||
void terminate(backend::DriverApi& driver);
|
||||
|
||||
void prepareCamera(const CameraInfo& camera) noexcept;
|
||||
void prepareUpscaler(math::float2 scale, DynamicResolutionOptions const& options) noexcept;
|
||||
void prepareCamera(FEngine& engine, const CameraInfo& camera) noexcept;
|
||||
void prepareLodBias(float bias) noexcept;
|
||||
|
||||
/*
|
||||
* @param viewport viewport (should be same as RenderPassParams::viewport)
|
||||
@@ -75,8 +80,8 @@ public:
|
||||
*/
|
||||
void prepareViewport(const filament::Viewport& viewport, uint32_t xoffset, uint32_t yoffset) noexcept;
|
||||
|
||||
void prepareTime(math::float4 const& userTime) noexcept;
|
||||
void prepareTemporalNoise(TemporalAntiAliasingOptions const& options) noexcept;
|
||||
void prepareTime(FEngine& engine, math::float4 const& userTime) noexcept;
|
||||
void prepareTemporalNoise(FEngine& engine, TemporalAntiAliasingOptions const& options) noexcept;
|
||||
void prepareExposure(float ev100) noexcept;
|
||||
void prepareFog(math::float3 const& cameraPosition, FogOptions const& options) noexcept;
|
||||
void prepareStructure(TextureHandle structure) noexcept;
|
||||
@@ -93,12 +98,13 @@ public:
|
||||
math::mat4f const& uvFromViewMatrix,
|
||||
ScreenSpaceReflectionsOptions const& ssrOptions) noexcept;
|
||||
|
||||
void prepareShadowMapping() noexcept;
|
||||
void prepareShadowMapping(bool highPrecision) noexcept;
|
||||
|
||||
void prepareDirectionalLight(float exposure,
|
||||
void prepareDirectionalLight(FEngine& engine, float exposure,
|
||||
math::float3 const& sceneSpaceDirection, LightManagerInstance instance) noexcept;
|
||||
|
||||
void prepareAmbientLight(FIndirectLight const& ibl, float intensity, float exposure) noexcept;
|
||||
void prepareAmbientLight(FEngine& engine,
|
||||
FIndirectLight const& ibl, float intensity, float exposure) noexcept;
|
||||
|
||||
void prepareDynamicLights(Froxelizer& froxelizer) noexcept;
|
||||
|
||||
@@ -126,13 +132,10 @@ public:
|
||||
void unbindSamplers() noexcept;
|
||||
|
||||
private:
|
||||
FEngine& mEngine;
|
||||
math::float2 mClipControl{};
|
||||
TypedUniformBuffer<PerViewUib> mUniforms;
|
||||
backend::SamplerGroup mSamplers;
|
||||
backend::Handle<backend::HwBufferObject> mUniformBufferHandle;
|
||||
backend::Handle<backend::HwSamplerGroup> mSamplerGroupHandle;
|
||||
std::uniform_real_distribution<float> mUniformDistribution{ 0.0f, 1.0f };
|
||||
static void prepareShadowSampling(PerViewUib& uniforms,
|
||||
ShadowMappingUniforms const& shadowMappingUniforms) noexcept;
|
||||
};
|
||||
|
||||
@@ -127,7 +127,7 @@ void PostProcessManager::PostProcessMaterial::loadMaterial(FEngine& engine) cons
|
||||
// TODO: After all materials using this class have been converted to the post-process material
|
||||
// domain, load both OPAQUE and TRANSPARENT variants here.
|
||||
mHasMaterial = true;
|
||||
mMaterial = upcast(Material::Builder().package(mData, mSize).build(engine));
|
||||
mMaterial = downcast(Material::Builder().package(mData, mSize).build(engine));
|
||||
}
|
||||
|
||||
UTILS_NOINLINE
|
||||
@@ -399,9 +399,9 @@ PostProcessManager::StructurePassOutput PostProcessManager::structure(FrameGraph
|
||||
auto out = resources.getRenderPassInfo();
|
||||
renderPass.setRenderFlags(structureRenderFlags);
|
||||
renderPass.setVariant(structureVariant);
|
||||
renderPass.appendCommands(RenderPass::CommandTypeFlags::SSAO);
|
||||
renderPass.sortCommands();
|
||||
renderPass.execute(resources.getPassName(), out.target, out.params);
|
||||
renderPass.appendCommands(mEngine, RenderPass::CommandTypeFlags::SSAO);
|
||||
renderPass.sortCommands(mEngine);
|
||||
renderPass.execute(mEngine, resources.getPassName(), out.target, out.params);
|
||||
});
|
||||
|
||||
auto depth = structurePass->depth;
|
||||
@@ -544,9 +544,9 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::ssr(FrameGraph& fg,
|
||||
// the SCREEN_SPACE ReflectionMode.
|
||||
renderPass.setVariant(Variant{Variant::SPECIAL_SSR});
|
||||
// generate all our drawing commands, except blended objects.
|
||||
renderPass.appendCommands(RenderPass::CommandTypeFlags::SCREEN_SPACE_REFLECTIONS);
|
||||
renderPass.sortCommands();
|
||||
renderPass.execute(resources.getPassName(), out.target, out.params);
|
||||
renderPass.appendCommands(mEngine, RenderPass::CommandTypeFlags::SCREEN_SPACE_REFLECTIONS);
|
||||
renderPass.sortCommands(mEngine);
|
||||
renderPass.execute(mEngine, resources.getPassName(), out.target, out.params);
|
||||
});
|
||||
|
||||
return ssrPass->reflections;
|
||||
@@ -990,8 +990,15 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::gaussianBlurPass(FrameGraph&
|
||||
float x1 = float(i * 2);
|
||||
float k0 = std::exp(-alpha * x0 * x0);
|
||||
float k1 = std::exp(-alpha * x1 * x1);
|
||||
|
||||
// k * textureLod(..., o) with bilinear sampling is equivalent to:
|
||||
// k * (s[0] * (1 - o) + s[1] * o)
|
||||
// solve:
|
||||
// k0 = k * (1 - o)
|
||||
// k1 = k * o
|
||||
|
||||
float k = k0 + k1;
|
||||
float o = k0 / k;
|
||||
float o = k1 / k;
|
||||
kernel[i].x = k;
|
||||
kernel[i].y = o;
|
||||
totalWeight += (k0 + k1) * 2.0f;
|
||||
@@ -1039,7 +1046,7 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::gaussianBlurPass(FrameGraph&
|
||||
[=](FrameGraphResources const& resources,
|
||||
auto const& data, DriverApi& driver) {
|
||||
|
||||
// don't use auto for those, b/c the can't resolve them
|
||||
// don't use auto for those, b/c the ide can't resolve them
|
||||
using FGTD = FrameGraphTexture::Descriptor;
|
||||
using FGTSD = FrameGraphTexture::SubResourceDescriptor;
|
||||
|
||||
@@ -1055,7 +1062,7 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::gaussianBlurPass(FrameGraph&
|
||||
using namespace std::literals;
|
||||
std::string_view materialName;
|
||||
const bool is2dArray = inDesc.type == SamplerType::SAMPLER_2D_ARRAY;
|
||||
switch (backend::getFormatSize(outDesc.format)) {
|
||||
switch (backend::getFormatComponentCount(outDesc.format)) {
|
||||
case 1: materialName = is2dArray ?
|
||||
"separableGaussianBlur1L"sv : "separableGaussianBlur1"sv; break;
|
||||
case 2: materialName = is2dArray ?
|
||||
@@ -2258,7 +2265,7 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::colorGrading(FrameGraph& fg,
|
||||
if (bloomOptions.enabled) {
|
||||
bloomStrength = clamp(bloomOptions.strength, 0.0f, 1.0f);
|
||||
if (bloomOptions.dirt) {
|
||||
FTexture* fdirt = upcast(bloomOptions.dirt);
|
||||
FTexture* fdirt = downcast(bloomOptions.dirt);
|
||||
FrameGraphTexture frameGraphTexture{ .handle = fdirt->getHwHandle() };
|
||||
bloomDirt = fg.import("dirt", {
|
||||
.width = (uint32_t)fdirt->getWidth(0u),
|
||||
@@ -2469,7 +2476,7 @@ void PostProcessManager::prepareTaa(FrameGraph& fg, filament::Viewport const& sv
|
||||
|
||||
fg.addTrivialSideEffectPass("Jitter Camera",
|
||||
[=, &uniforms] (DriverApi& driver) {
|
||||
uniforms.prepareCamera(*inoutCameraInfo);
|
||||
uniforms.prepareCamera(mEngine, *inoutCameraInfo);
|
||||
uniforms.commit(driver);
|
||||
});
|
||||
}
|
||||
|
||||
+75
-77
@@ -39,7 +39,7 @@ using namespace backend;
|
||||
|
||||
RenderPass::RenderPass(FEngine& engine,
|
||||
RenderPass::Arena& arena) noexcept
|
||||
: mEngine(engine), mCommandArena(arena),
|
||||
: mCommandArena(arena),
|
||||
mCustomCommands(engine.getPerRenderPassAllocator()) {
|
||||
}
|
||||
|
||||
@@ -79,26 +79,13 @@ void RenderPass::setCamera(const CameraInfo& camera) noexcept {
|
||||
mCameraForwardVector = camera.getForwardVector();
|
||||
}
|
||||
|
||||
void RenderPass::overridePolygonOffset(backend::PolygonOffset const* polygonOffset) noexcept {
|
||||
if ((mPolygonOffsetOverride = (polygonOffset != nullptr))) {
|
||||
mPolygonOffset = *polygonOffset;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void RenderPass::setScissorViewport(backend::Viewport viewport) noexcept {
|
||||
assert_invariant(viewport.width <= std::numeric_limits<int32_t>::max());
|
||||
assert_invariant(viewport.height <= std::numeric_limits<int32_t>::max());
|
||||
mScissorViewport = viewport;
|
||||
}
|
||||
|
||||
void RenderPass::overrideScissor(backend::Viewport const* scissor) noexcept {
|
||||
if ((mScissorOverride = (scissor != nullptr))) {
|
||||
mScissor = *scissor;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPass::appendCommands(CommandTypeFlags const commandTypeFlags) noexcept {
|
||||
void RenderPass::appendCommands(FEngine& engine, CommandTypeFlags const commandTypeFlags) noexcept {
|
||||
SYSTRACE_CONTEXT();
|
||||
|
||||
assert_invariant(mRenderableSoa);
|
||||
@@ -110,7 +97,6 @@ void RenderPass::appendCommands(CommandTypeFlags const commandTypeFlags) noexcep
|
||||
return;
|
||||
}
|
||||
|
||||
FEngine& engine = mEngine;
|
||||
JobSystem& js = engine.getJobSystem();
|
||||
const RenderFlags renderFlags = mFlags;
|
||||
const Variant variant = mVariant;
|
||||
@@ -179,7 +165,7 @@ void RenderPass::appendCustomCommand(Pass pass, CustomCommand custom, uint32_t o
|
||||
curr->key = cmd;
|
||||
}
|
||||
|
||||
void RenderPass::sortCommands() noexcept {
|
||||
void RenderPass::sortCommands(FEngine& engine) noexcept {
|
||||
SYSTRACE_NAME("sort and trim commands");
|
||||
|
||||
std::sort(mCommandBegin, mCommandEnd);
|
||||
@@ -192,12 +178,28 @@ void RenderPass::sortCommands() noexcept {
|
||||
|
||||
resize(uint32_t(last - mCommandBegin));
|
||||
|
||||
if (mEngine.isAutomaticInstancingEnabled()) {
|
||||
instanceify();
|
||||
if (engine.isAutomaticInstancingEnabled()) {
|
||||
instanceify(engine);
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPass::instanceify() noexcept {
|
||||
void RenderPass::execute(FEngine& engine, const char* name,
|
||||
backend::Handle<backend::HwRenderTarget> renderTarget,
|
||||
backend::RenderPassParams params) const noexcept {
|
||||
|
||||
DriverApi& driver = engine.getDriverApi();
|
||||
|
||||
// this is a good time to flush the CommandStream, because we're about to potentially
|
||||
// output a lot of commands. This guarantees here that we have at least
|
||||
// FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB bytes (1MiB by default).
|
||||
engine.flush();
|
||||
|
||||
driver.beginRenderPass(renderTarget, params);
|
||||
getExecutor().execute(engine, name);
|
||||
driver.endRenderPass();
|
||||
}
|
||||
|
||||
void RenderPass::instanceify(FEngine& engine) noexcept {
|
||||
SYSTRACE_NAME("instanceify");
|
||||
|
||||
// instanceify works by scanning the **sorted** command stream, looking for repeat draw
|
||||
@@ -284,7 +286,7 @@ void RenderPass::instanceify() noexcept {
|
||||
#endif
|
||||
|
||||
// we have instanced primitives
|
||||
DriverApi& driver = mEngine.getDriverApi();
|
||||
DriverApi& driver = engine.getDriverApi();
|
||||
|
||||
// TODO: maybe use a pool? so we can reuse the buffer.
|
||||
// create a ubo to hold the instanced primitive data
|
||||
@@ -356,8 +358,8 @@ void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
|
||||
|
||||
cmdDraw.primitive.rasterState.inverseFrontFaces = inverseFrontFaces;
|
||||
cmdDraw.primitive.rasterState.culling = mi->getCullingMode();
|
||||
cmdDraw.primitive.rasterState.colorWrite = mi->getColorWrite();
|
||||
cmdDraw.primitive.rasterState.depthWrite = mi->getDepthWrite();
|
||||
cmdDraw.primitive.rasterState.colorWrite = mi->isColorWriteEnabled();
|
||||
cmdDraw.primitive.rasterState.depthWrite = mi->isDepthWriteEnabled();
|
||||
cmdDraw.primitive.rasterState.depthFunc = mi->getDepthFunc();
|
||||
cmdDraw.primitive.mi = mi;
|
||||
cmdDraw.primitive.materialVariant = variant;
|
||||
@@ -378,12 +380,14 @@ void RenderPass::generateCommands(uint32_t commandTypeFlags, Command* const comm
|
||||
// the list twice)
|
||||
|
||||
// compute how much maximum storage we need
|
||||
uint32_t offset = FScene::getPrimitiveCount(soa, range.first);
|
||||
// double the color pass for transparent objects that need to render twice
|
||||
const bool colorPass = bool(commandTypeFlags & CommandTypeFlags::COLOR);
|
||||
const bool depthPass = bool(commandTypeFlags & CommandTypeFlags::DEPTH);
|
||||
offset *= uint32_t(colorPass * 2 + depthPass);
|
||||
Command* const curr = commands + offset;
|
||||
const size_t commandsPerPrimitive = uint32_t(colorPass * 2 + depthPass);
|
||||
const size_t offsetBegin = FScene::getPrimitiveCount(soa, range.first) * commandsPerPrimitive;
|
||||
const size_t offsetEnd = FScene::getPrimitiveCount(soa, range.last) * commandsPerPrimitive;
|
||||
Command* curr = commands + offsetBegin;
|
||||
Command* const last = commands + offsetEnd;
|
||||
|
||||
/*
|
||||
* The switch {} below is to coerce the compiler into generating different versions of
|
||||
@@ -396,23 +400,31 @@ void RenderPass::generateCommands(uint32_t commandTypeFlags, Command* const comm
|
||||
|
||||
switch (commandTypeFlags & (CommandTypeFlags::COLOR | CommandTypeFlags::DEPTH)) {
|
||||
case CommandTypeFlags::COLOR:
|
||||
generateCommandsImpl<CommandTypeFlags::COLOR>(commandTypeFlags, curr,
|
||||
curr = generateCommandsImpl<CommandTypeFlags::COLOR>(commandTypeFlags, curr,
|
||||
soa, range, variant, renderFlags, visibilityMask, cameraPosition, cameraForward);
|
||||
break;
|
||||
case CommandTypeFlags::DEPTH:
|
||||
generateCommandsImpl<CommandTypeFlags::DEPTH>(commandTypeFlags, curr,
|
||||
curr = generateCommandsImpl<CommandTypeFlags::DEPTH>(commandTypeFlags, curr,
|
||||
soa, range, variant, renderFlags, visibilityMask, cameraPosition, cameraForward);
|
||||
break;
|
||||
default:
|
||||
// we should never end-up here
|
||||
break;
|
||||
}
|
||||
|
||||
assert_invariant(curr <= last);
|
||||
|
||||
// commands may have been skipped, cancel all of them.
|
||||
while (curr != last) {
|
||||
curr->key = uint64_t(Pass::SENTINEL);
|
||||
++curr;
|
||||
}
|
||||
}
|
||||
|
||||
/* static */
|
||||
template<uint32_t commandTypeFlags>
|
||||
UTILS_NOINLINE
|
||||
void RenderPass::generateCommandsImpl(uint32_t extraFlags,
|
||||
RenderPass::Command* RenderPass::generateCommandsImpl(uint32_t extraFlags,
|
||||
Command* UTILS_RESTRICT curr,
|
||||
FScene::RenderableSoa const& UTILS_RESTRICT soa, Range<uint32_t> range,
|
||||
Variant variant, RenderFlags renderFlags, FScene::VisibleMaskType visibilityMask,
|
||||
@@ -458,17 +470,8 @@ void RenderPass::generateCommandsImpl(uint32_t extraFlags,
|
||||
const float cameraPositionDotCameraForward = dot(cameraPosition, cameraForward);
|
||||
|
||||
for (uint32_t i = range.first; i < range.last; ++i) {
|
||||
// Check if this renderable passes the visibilityMask. If it doesn't, encode SENTINEL
|
||||
// commands (no-op).
|
||||
// Check if this renderable passes the visibilityMask.
|
||||
if (UTILS_UNLIKELY(!(soaVisibilityMask[i] & visibilityMask))) {
|
||||
// We need to encode a SENTINEL for each command that would have been generated
|
||||
// otherwise. Color passes get 2 commands per primitive; depth passes get 1.
|
||||
const Slice<FRenderPrimitive>& primitives = soaPrimitives[i];
|
||||
const size_t commandsToEncode = (isColorPass * 2 + isDepthPass) * primitives.size();
|
||||
for (size_t j = 0; j < commandsToEncode; j++) {
|
||||
curr->key = uint64_t(Pass::SENTINEL);
|
||||
++curr;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -597,15 +600,15 @@ void RenderPass::generateCommandsImpl(uint32_t extraFlags,
|
||||
// draw this command AFTER THE NEXT ONE
|
||||
key |= makeField(1, BLEND_TWO_PASS_MASK, BLEND_TWO_PASS_SHIFT);
|
||||
|
||||
// handle the case where this primitive is empty / no-op
|
||||
key |= select(primitive.getPrimitiveType() == PrimitiveType::NONE);
|
||||
|
||||
// correct for TransparencyMode::DEFAULT -- i.e. cancel the command
|
||||
key |= select(mode == TransparencyMode::DEFAULT);
|
||||
|
||||
// cancel command if asked to filter translucent objects
|
||||
key |= select(filterTranslucentObjects);
|
||||
|
||||
// cancel command if both front and back faces are culled
|
||||
key |= select(mi->getCullingMode() == CullingMode::FRONT_AND_BACK);
|
||||
|
||||
*curr = cmdColor;
|
||||
curr->key = key;
|
||||
++curr;
|
||||
@@ -629,14 +632,13 @@ void RenderPass::generateCommandsImpl(uint32_t extraFlags,
|
||||
// bucketizes the depth by its log2 and in 4 linear chunks in each bucket.
|
||||
cmdColor.key &= ~Z_BUCKET_MASK;
|
||||
cmdColor.key |= makeField(distanceBits >> 22u, Z_BUCKET_MASK, Z_BUCKET_SHIFT);
|
||||
|
||||
curr->key = uint64_t(Pass::SENTINEL);
|
||||
++curr;
|
||||
}
|
||||
|
||||
*curr = cmdColor;
|
||||
// handle the case where this primitive is empty / no-op
|
||||
curr->key |= select(primitive.getPrimitiveType() == PrimitiveType::NONE);
|
||||
|
||||
// cancel command if both front and back faces are culled
|
||||
curr->key |= select(mi->getCullingMode() == CullingMode::FRONT_AND_BACK);
|
||||
|
||||
++curr;
|
||||
}
|
||||
|
||||
@@ -661,18 +663,21 @@ void RenderPass::generateCommandsImpl(uint32_t extraFlags,
|
||||
|
||||
// FIXME: should writeDepthForShadowCasters take precedence over mi->getDepthWrite()?
|
||||
cmdDepth.primitive.rasterState.depthWrite = (1 // only keep bit 0
|
||||
& (mi->getDepthWrite() | (mode == TransparencyMode::TWO_PASSES_ONE_SIDE))
|
||||
& (mi->isDepthWriteEnabled() | (mode == TransparencyMode::TWO_PASSES_ONE_SIDE))
|
||||
& !(filterTranslucentObjects & translucent)
|
||||
& !(depthFilterAlphaMaskedObjects & rs.alphaToCoverage))
|
||||
| writeDepthForShadowCasters;
|
||||
|
||||
*curr = cmdDepth;
|
||||
|
||||
// handle the case where this primitive is empty / no-op
|
||||
curr->key |= select(primitive.getPrimitiveType() == PrimitiveType::NONE);
|
||||
// cancel command if both front and back faces are culled
|
||||
curr->key |= select(mi->getCullingMode() == CullingMode::FRONT_AND_BACK);
|
||||
|
||||
++curr;
|
||||
}
|
||||
}
|
||||
}
|
||||
return curr;
|
||||
}
|
||||
|
||||
void RenderPass::updateSummedPrimitiveCounts(
|
||||
@@ -690,25 +695,25 @@ void RenderPass::updateSummedPrimitiveCounts(
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
void RenderPass::Executor::execute(const char* name,
|
||||
backend::Handle<backend::HwRenderTarget> renderTarget,
|
||||
backend::RenderPassParams const& params) const noexcept {
|
||||
FEngine& engine = mEngine;
|
||||
DriverApi& driver = engine.getDriverApi();
|
||||
void RenderPass::Executor::overridePolygonOffset(backend::PolygonOffset const* polygonOffset) noexcept {
|
||||
if ((mPolygonOffsetOverride = (polygonOffset != nullptr))) {
|
||||
mPolygonOffset = *polygonOffset;
|
||||
}
|
||||
}
|
||||
|
||||
// this is a good time to flush the CommandStream, because we're about to potentially
|
||||
// output a lot of commands. This guarantees here that we have at least
|
||||
// FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB bytes (1MiB by default).
|
||||
engine.flush();
|
||||
void RenderPass::Executor::overrideScissor(backend::Viewport const* scissor) noexcept {
|
||||
if ((mScissorOverride = (scissor != nullptr))) {
|
||||
mScissor = *scissor;
|
||||
}
|
||||
}
|
||||
|
||||
driver.beginRenderPass(renderTarget, params);
|
||||
recordDriverCommands(engine, driver, mBegin, mEnd, params.readOnlyDepthStencil);
|
||||
driver.endRenderPass();
|
||||
void RenderPass::Executor::execute(FEngine& engine, const char* name) const noexcept {
|
||||
execute(engine.getDriverApi(), mCommands.begin(), mCommands.end());
|
||||
}
|
||||
|
||||
UTILS_NOINLINE // no need to be inlined
|
||||
void RenderPass::Executor::recordDriverCommands(FEngine& engine, backend::DriverApi& driver,
|
||||
const Command* first, const Command* last, uint16_t readOnlyDepthStencil) const noexcept {
|
||||
void RenderPass::Executor::execute(backend::DriverApi& driver,
|
||||
const Command* first, const Command* last) const noexcept {
|
||||
SYSTRACE_CALL();
|
||||
|
||||
if (first != last) {
|
||||
@@ -728,7 +733,7 @@ void RenderPass::Executor::recordDriverCommands(FEngine& engine, backend::Driver
|
||||
Handle<HwBufferObject> uboHandle = mUboHandle;
|
||||
FMaterialInstance const* UTILS_RESTRICT mi = nullptr;
|
||||
FMaterial const* UTILS_RESTRICT ma = nullptr;
|
||||
auto customCommands = mCustomCommands.data();
|
||||
auto const* UTILS_RESTRICT pCustomCommands = mCustomCommands.data();
|
||||
|
||||
first--;
|
||||
while (++first != last) {
|
||||
@@ -741,7 +746,7 @@ void RenderPass::Executor::recordDriverCommands(FEngine& engine, backend::Driver
|
||||
if (UTILS_UNLIKELY((first->key & CUSTOM_MASK) != uint64_t(CustomCommand::PASS))) {
|
||||
uint32_t index = (first->key & CUSTOM_INDEX_MASK) >> CUSTOM_INDEX_SHIFT;
|
||||
assert_invariant(index < mCustomCommands.size());
|
||||
customCommands[index]();
|
||||
pCustomCommands[index]();
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -749,11 +754,6 @@ void RenderPass::Executor::recordDriverCommands(FEngine& engine, backend::Driver
|
||||
const PrimitiveInfo info = first->primitive;
|
||||
pipeline.rasterState = info.rasterState;
|
||||
|
||||
#ifndef NDEBUG
|
||||
const bool readOnlyDepthGuaranteed = readOnlyDepthStencil & RenderPassParams::READONLY_DEPTH;
|
||||
assert_invariant(!readOnlyDepthGuaranteed || !pipeline.rasterState.depthWrite);
|
||||
#endif
|
||||
|
||||
if (UTILS_UNLIKELY(mi != info.mi)) {
|
||||
// this is always taken the first time
|
||||
mi = info.mi;
|
||||
@@ -835,15 +835,13 @@ void RenderPass::Executor::recordDriverCommands(FEngine& engine, backend::Driver
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
RenderPass::Executor::Executor(RenderPass const* pass, Command const* b, Command const* e) noexcept
|
||||
: mEngine(pass->mEngine), mBegin(b), mEnd(e),
|
||||
mCustomCommands(pass->mCustomCommands),
|
||||
: mCommands(b, e),
|
||||
mCustomCommands(pass->mCustomCommands.data(), pass->mCustomCommands.size()),
|
||||
mUboHandle(pass->mUboHandle),
|
||||
mInstancedUboHandle(pass->mInstancedUboHandle),
|
||||
mPolygonOffset(pass->mPolygonOffset),
|
||||
mScissor(pass->mScissor),
|
||||
mScissorViewport(pass->mScissorViewport),
|
||||
mPolygonOffsetOverride(pass->mPolygonOffsetOverride),
|
||||
mScissorOverride(pass->mScissorOverride) {
|
||||
mPolygonOffsetOverride(false),
|
||||
mScissorOverride(false) {
|
||||
assert_invariant(b >= pass->begin());
|
||||
assert_invariant(e <= pass->end());
|
||||
}
|
||||
|
||||
+42
-48
@@ -276,15 +276,9 @@ public:
|
||||
// allocated commands ARE NOT freed, they're owned by the Arena
|
||||
~RenderPass() noexcept;
|
||||
|
||||
// if non-null, overrides the material's polygon offset
|
||||
void overridePolygonOffset(backend::PolygonOffset const* polygonOffset) noexcept;
|
||||
|
||||
// a box that both offsets the viewport and clips it
|
||||
void setScissorViewport(backend::Viewport viewport) noexcept;
|
||||
|
||||
// if non-null, overrides the material's scissor
|
||||
void overrideScissor(backend::Viewport const* scissor) noexcept;
|
||||
|
||||
// specifies the geometry to generate commands for
|
||||
void setGeometry(FScene::RenderableSoa const& soa, utils::Range<uint32_t> vr,
|
||||
backend::Handle<backend::HwBufferObject> uboHandle) noexcept;
|
||||
@@ -310,58 +304,69 @@ public:
|
||||
|
||||
// This is the main function of this class, this appends commands to the pass using
|
||||
// the current camera, geometry and flags set. This can be called multiple times if needed.
|
||||
void appendCommands(CommandTypeFlags commandTypeFlags) noexcept;
|
||||
void appendCommands(FEngine& engine, CommandTypeFlags commandTypeFlags) noexcept;
|
||||
|
||||
// sorts and instancify commands then trims sentinels
|
||||
void sortCommands() noexcept;
|
||||
// sorts and instanceify commands then trims sentinels
|
||||
void sortCommands(FEngine& engine) noexcept;
|
||||
|
||||
// Helper to execute all the commands generated by this RenderPass
|
||||
void execute(const char* name,
|
||||
void execute(FEngine& engine, const char* name,
|
||||
backend::Handle<backend::HwRenderTarget> renderTarget,
|
||||
backend::RenderPassParams params) const noexcept {
|
||||
getExecutor().execute(name, renderTarget, params);
|
||||
}
|
||||
backend::RenderPassParams params) const noexcept;
|
||||
|
||||
/*
|
||||
* Executor holds the range of commands to execute for a given pass
|
||||
*/
|
||||
class Executor {
|
||||
using CustomCommandFn = std::function<void()>;
|
||||
using CustomCommandVector = std::vector<CustomCommandFn,
|
||||
utils::STLAllocator<CustomCommandFn, LinearAllocatorArena>>;
|
||||
|
||||
friend class RenderPass;
|
||||
FEngine& mEngine;
|
||||
Command const* mBegin;
|
||||
Command const* mEnd;
|
||||
const CustomCommandVector mCustomCommands;
|
||||
const backend::Handle<backend::HwBufferObject> mUboHandle;
|
||||
const backend::Handle<backend::HwBufferObject> mInstancedUboHandle;
|
||||
const backend::PolygonOffset mPolygonOffset;
|
||||
const backend::Viewport mScissor;
|
||||
const backend::Viewport mScissorViewport;
|
||||
const bool mPolygonOffsetOverride : 1;
|
||||
const bool mScissorOverride : 1;
|
||||
|
||||
// these fields are constant after creation
|
||||
utils::Slice<Command> mCommands;
|
||||
utils::Slice<CustomCommandFn> mCustomCommands;
|
||||
backend::Handle<backend::HwBufferObject> mUboHandle;
|
||||
backend::Handle<backend::HwBufferObject> mInstancedUboHandle;
|
||||
backend::Viewport mScissorViewport;
|
||||
|
||||
backend::Viewport mScissor{}; // value of scissor override
|
||||
backend::PolygonOffset mPolygonOffset{}; // value of the override
|
||||
bool mPolygonOffsetOverride : 1; // whether to override the polygon offset setting
|
||||
bool mScissorOverride : 1; // whether to override the polygon offset setting
|
||||
|
||||
Executor(RenderPass const* pass, Command const* b, Command const* e) noexcept;
|
||||
|
||||
void recordDriverCommands(FEngine& engine, backend::DriverApi& driver,
|
||||
const Command* first, const Command* last, uint16_t readOnlyDepthStencil) const noexcept;
|
||||
void execute(backend::DriverApi& driver,
|
||||
const Command* first, const Command* last) const noexcept;
|
||||
|
||||
public:
|
||||
Executor() = default;
|
||||
Executor(Executor const& rhs);
|
||||
Executor& operator=(Executor const& rhs) = default;
|
||||
~Executor() noexcept;
|
||||
void execute(const char* name,
|
||||
backend::Handle<backend::HwRenderTarget> renderTarget,
|
||||
backend::RenderPassParams const& params) const noexcept;
|
||||
|
||||
// if non-null, overrides the material's polygon offset
|
||||
void overridePolygonOffset(backend::PolygonOffset const* polygonOffset) noexcept;
|
||||
|
||||
// if non-null, overrides the material's scissor
|
||||
void overrideScissor(backend::Viewport const* scissor) noexcept;
|
||||
|
||||
void execute(FEngine& engine, const char* name) const noexcept;
|
||||
};
|
||||
|
||||
// returns a new executor for this pass
|
||||
Executor getExecutor() {
|
||||
return { this, mCommandBegin, mCommandEnd };
|
||||
}
|
||||
|
||||
Executor getExecutor() const {
|
||||
return { this, mCommandBegin, mCommandEnd };
|
||||
}
|
||||
|
||||
// returns a new executor for this pass with a custom range
|
||||
Executor getExecutor(Command const* b, Command const* e) {
|
||||
return { this, b, e };
|
||||
}
|
||||
|
||||
Executor getExecutor(Command const* b, Command const* e) const {
|
||||
return { this, b, e };
|
||||
}
|
||||
@@ -376,7 +381,7 @@ private:
|
||||
|
||||
Command* append(size_t count) noexcept;
|
||||
void resize(size_t count) noexcept;
|
||||
void instanceify() noexcept;
|
||||
void instanceify(FEngine& engine) noexcept;
|
||||
|
||||
// on 64-bits systems, we process batches of 256 (64 bytes) cache-lines, or 512 (32 bytes) commands
|
||||
// on 32-bits systems, we process batches of 512 (32 bytes) cache-lines, or 512 (32 bytes) commands
|
||||
@@ -394,7 +399,7 @@ private:
|
||||
math::float3 cameraPosition, math::float3 cameraForward) noexcept;
|
||||
|
||||
template<uint32_t commandTypeFlags>
|
||||
static inline void generateCommandsImpl(uint32_t, Command* commands,
|
||||
static inline Command* generateCommandsImpl(uint32_t extraFlags, Command* curr,
|
||||
FScene::RenderableSoa const& soa, utils::Range<uint32_t> range,
|
||||
Variant variant, RenderFlags renderFlags, FScene::VisibleMaskType visibilityMask,
|
||||
math::float3 cameraPosition, math::float3 cameraForward) noexcept;
|
||||
@@ -406,7 +411,6 @@ private:
|
||||
FScene::RenderableSoa& renderableData, utils::Range<uint32_t> vr) noexcept;
|
||||
|
||||
// a reference to the Engine, mostly to get to things like JobSystem
|
||||
FEngine& mEngine;
|
||||
|
||||
// Arena where all Commands are allocated. The Arena owns the commands.
|
||||
Arena& mCommandArena;
|
||||
@@ -440,24 +444,14 @@ private:
|
||||
// Additional visibility mask
|
||||
FScene::VisibleMaskType mVisibilityMask = std::numeric_limits<FScene::VisibleMaskType>::max();
|
||||
|
||||
// whether to override the polygon offset setting
|
||||
bool mPolygonOffsetOverride = false;
|
||||
|
||||
// whether to override the polygon offset setting
|
||||
bool mScissorOverride = false;
|
||||
|
||||
// value of the override
|
||||
backend::PolygonOffset mPolygonOffset{};
|
||||
|
||||
// value of scissor override
|
||||
backend::Viewport mScissor{};
|
||||
|
||||
backend::Viewport mScissorViewport{ 0, 0,
|
||||
std::numeric_limits<int32_t>::max(),
|
||||
std::numeric_limits<int32_t>::max() };
|
||||
|
||||
// a vector for our custom commands
|
||||
mutable Executor::CustomCommandVector mCustomCommands;
|
||||
using CustomCommandVector = std::vector<Executor::CustomCommandFn,
|
||||
utils::STLAllocator<Executor::CustomCommandFn, LinearAllocatorArena>>;
|
||||
mutable CustomCommandVector mCustomCommands;
|
||||
};
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -30,12 +30,12 @@ void FRenderPrimitive::init(HwRenderPrimitiveFactory& factory, backend::DriverAp
|
||||
|
||||
assert_invariant(entry.materialInstance);
|
||||
|
||||
mMaterialInstance = upcast(entry.materialInstance);
|
||||
mMaterialInstance = downcast(entry.materialInstance);
|
||||
mBlendOrder = entry.blendOrder;
|
||||
|
||||
if (entry.indices && entry.vertices) {
|
||||
FVertexBuffer* vertexBuffer = upcast(entry.vertices);
|
||||
FIndexBuffer* indexBuffer = upcast(entry.indices);
|
||||
FVertexBuffer* vertexBuffer = downcast(entry.vertices);
|
||||
FIndexBuffer* indexBuffer = downcast(entry.indices);
|
||||
|
||||
AttributeBitset enabledAttributes = vertexBuffer->getDeclaredAttributes();
|
||||
|
||||
|
||||
@@ -71,7 +71,7 @@ private:
|
||||
AttributeBitset mEnabledAttributes = {};
|
||||
uint16_t mBlendOrder = 0;
|
||||
bool mGlobalBlendOrderEnabled = false;
|
||||
backend::PrimitiveType mPrimitiveType = backend::PrimitiveType::NONE;
|
||||
backend::PrimitiveType mPrimitiveType = backend::PrimitiveType::TRIANGLES;
|
||||
UTILS_UNUSED uint8_t reserved[4] = {};
|
||||
};
|
||||
|
||||
|
||||
@@ -23,23 +23,23 @@ namespace filament {
|
||||
using namespace backend;
|
||||
|
||||
Texture* RenderTarget::getTexture(AttachmentPoint attachment) const noexcept {
|
||||
return upcast(this)->getAttachment(attachment).texture;
|
||||
return downcast(this)->getAttachment(attachment).texture;
|
||||
}
|
||||
|
||||
uint8_t RenderTarget::getMipLevel(AttachmentPoint attachment) const noexcept {
|
||||
return upcast(this)->getAttachment(attachment).mipLevel;
|
||||
return downcast(this)->getAttachment(attachment).mipLevel;
|
||||
}
|
||||
|
||||
RenderTarget::CubemapFace RenderTarget::getFace(AttachmentPoint attachment) const noexcept {
|
||||
return upcast(this)->getAttachment(attachment).face;
|
||||
return downcast(this)->getAttachment(attachment).face;
|
||||
}
|
||||
|
||||
uint32_t RenderTarget::getLayer(AttachmentPoint attachment) const noexcept {
|
||||
return upcast(this)->getAttachment(attachment).layer;
|
||||
return downcast(this)->getAttachment(attachment).layer;
|
||||
}
|
||||
|
||||
uint8_t RenderTarget::getSupportedColorAttachmentsCount() const noexcept {
|
||||
return upcast(this)->getSupportedColorAttachmentsCount();
|
||||
return downcast(this)->getSupportedColorAttachmentsCount();
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -28,137 +28,137 @@ using namespace backend;
|
||||
using namespace math;
|
||||
|
||||
bool RenderableManager::hasComponent(utils::Entity e) const noexcept {
|
||||
return upcast(this)->hasComponent(e);
|
||||
return downcast(this)->hasComponent(e);
|
||||
}
|
||||
|
||||
RenderableManager::Instance
|
||||
RenderableManager::getInstance(utils::Entity e) const noexcept {
|
||||
return upcast(this)->getInstance(e);
|
||||
return downcast(this)->getInstance(e);
|
||||
}
|
||||
|
||||
void RenderableManager::destroy(utils::Entity e) noexcept {
|
||||
return upcast(this)->destroy(e);
|
||||
return downcast(this)->destroy(e);
|
||||
}
|
||||
|
||||
void RenderableManager::setAxisAlignedBoundingBox(Instance instance, const Box& aabb) noexcept {
|
||||
upcast(this)->setAxisAlignedBoundingBox(instance, aabb);
|
||||
downcast(this)->setAxisAlignedBoundingBox(instance, aabb);
|
||||
}
|
||||
|
||||
void RenderableManager::setLayerMask(Instance instance, uint8_t select, uint8_t values) noexcept {
|
||||
upcast(this)->setLayerMask(instance, select, values);
|
||||
downcast(this)->setLayerMask(instance, select, values);
|
||||
}
|
||||
|
||||
void RenderableManager::setPriority(Instance instance, uint8_t priority) noexcept {
|
||||
upcast(this)->setPriority(instance, priority);
|
||||
downcast(this)->setPriority(instance, priority);
|
||||
}
|
||||
|
||||
void RenderableManager::setCulling(Instance instance, bool enable) noexcept {
|
||||
upcast(this)->setCulling(instance, enable);
|
||||
downcast(this)->setCulling(instance, enable);
|
||||
}
|
||||
|
||||
void RenderableManager::setCastShadows(Instance instance, bool enable) noexcept {
|
||||
upcast(this)->setCastShadows(instance, enable);
|
||||
downcast(this)->setCastShadows(instance, enable);
|
||||
}
|
||||
|
||||
void RenderableManager::setReceiveShadows(Instance instance, bool enable) noexcept {
|
||||
upcast(this)->setReceiveShadows(instance, enable);
|
||||
downcast(this)->setReceiveShadows(instance, enable);
|
||||
}
|
||||
|
||||
void RenderableManager::setScreenSpaceContactShadows(Instance instance, bool enable) noexcept {
|
||||
upcast(this)->setScreenSpaceContactShadows(instance, enable);
|
||||
downcast(this)->setScreenSpaceContactShadows(instance, enable);
|
||||
}
|
||||
|
||||
bool RenderableManager::isShadowCaster(Instance instance) const noexcept {
|
||||
return upcast(this)->isShadowCaster(instance);
|
||||
return downcast(this)->isShadowCaster(instance);
|
||||
}
|
||||
|
||||
bool RenderableManager::isShadowReceiver(Instance instance) const noexcept {
|
||||
return upcast(this)->isShadowReceiver(instance);
|
||||
return downcast(this)->isShadowReceiver(instance);
|
||||
}
|
||||
|
||||
const Box& RenderableManager::getAxisAlignedBoundingBox(Instance instance) const noexcept {
|
||||
return upcast(this)->getAxisAlignedBoundingBox(instance);
|
||||
return downcast(this)->getAxisAlignedBoundingBox(instance);
|
||||
}
|
||||
|
||||
uint8_t RenderableManager::getLayerMask(Instance instance) const noexcept {
|
||||
return upcast(this)->getLayerMask(instance);
|
||||
return downcast(this)->getLayerMask(instance);
|
||||
}
|
||||
|
||||
size_t RenderableManager::getPrimitiveCount(Instance instance) const noexcept {
|
||||
return upcast(this)->getPrimitiveCount(instance, 0);
|
||||
return downcast(this)->getPrimitiveCount(instance, 0);
|
||||
}
|
||||
|
||||
void RenderableManager::setMaterialInstanceAt(Instance instance,
|
||||
size_t primitiveIndex, MaterialInstance const* materialInstance) {
|
||||
upcast(this)->setMaterialInstanceAt(instance, 0, primitiveIndex, upcast(materialInstance));
|
||||
downcast(this)->setMaterialInstanceAt(instance, 0, primitiveIndex, downcast(materialInstance));
|
||||
}
|
||||
|
||||
MaterialInstance* RenderableManager::getMaterialInstanceAt(
|
||||
Instance instance, size_t primitiveIndex) const noexcept {
|
||||
return upcast(this)->getMaterialInstanceAt(instance, 0, primitiveIndex);
|
||||
return downcast(this)->getMaterialInstanceAt(instance, 0, primitiveIndex);
|
||||
}
|
||||
|
||||
void RenderableManager::setBlendOrderAt(Instance instance, size_t primitiveIndex, uint16_t order) noexcept {
|
||||
upcast(this)->setBlendOrderAt(instance, 0, primitiveIndex, order);
|
||||
downcast(this)->setBlendOrderAt(instance, 0, primitiveIndex, order);
|
||||
}
|
||||
|
||||
void RenderableManager::setGlobalBlendOrderEnabledAt(RenderableManager::Instance instance,
|
||||
size_t primitiveIndex, bool enabled) noexcept {
|
||||
upcast(this)->setGlobalBlendOrderEnabledAt(instance, 0, primitiveIndex, enabled);
|
||||
downcast(this)->setGlobalBlendOrderEnabledAt(instance, 0, primitiveIndex, enabled);
|
||||
}
|
||||
|
||||
AttributeBitset RenderableManager::getEnabledAttributesAt(Instance instance, size_t primitiveIndex) const noexcept {
|
||||
return upcast(this)->getEnabledAttributesAt(instance, 0, primitiveIndex);
|
||||
return downcast(this)->getEnabledAttributesAt(instance, 0, primitiveIndex);
|
||||
}
|
||||
|
||||
void RenderableManager::setGeometryAt(Instance instance, size_t primitiveIndex,
|
||||
PrimitiveType type, VertexBuffer* vertices, IndexBuffer* indices,
|
||||
size_t offset, size_t count) noexcept {
|
||||
upcast(this)->setGeometryAt(instance, 0, primitiveIndex,
|
||||
type, upcast(vertices), upcast(indices), offset, count);
|
||||
downcast(this)->setGeometryAt(instance, 0, primitiveIndex,
|
||||
type, downcast(vertices), downcast(indices), offset, count);
|
||||
}
|
||||
|
||||
void RenderableManager::setBones(Instance instance,
|
||||
RenderableManager::Bone const* transforms, size_t boneCount, size_t offset) {
|
||||
upcast(this)->setBones(instance, transforms, boneCount, offset);
|
||||
downcast(this)->setBones(instance, transforms, boneCount, offset);
|
||||
}
|
||||
|
||||
void RenderableManager::setBones(Instance instance,
|
||||
mat4f const* transforms, size_t boneCount, size_t offset) {
|
||||
upcast(this)->setBones(instance, transforms, boneCount, offset);
|
||||
downcast(this)->setBones(instance, transforms, boneCount, offset);
|
||||
}
|
||||
|
||||
void RenderableManager::setSkinningBuffer(Instance instance,
|
||||
SkinningBuffer* skinningBuffer, size_t count, size_t offset) {
|
||||
upcast(this)->setSkinningBuffer(instance, upcast(skinningBuffer), count, offset);
|
||||
downcast(this)->setSkinningBuffer(instance, downcast(skinningBuffer), count, offset);
|
||||
}
|
||||
|
||||
void RenderableManager::setMorphWeights(Instance instance, float const* weights,
|
||||
size_t count, size_t offset) {
|
||||
upcast(this)->setMorphWeights(instance, weights, count, offset);
|
||||
downcast(this)->setMorphWeights(instance, weights, count, offset);
|
||||
}
|
||||
|
||||
void RenderableManager::setMorphTargetBufferAt(Instance instance, uint8_t level, size_t primitiveIndex,
|
||||
MorphTargetBuffer* morphTargetBuffer, size_t offset, size_t count) {
|
||||
upcast(this)->setMorphTargetBufferAt(instance, level, primitiveIndex,
|
||||
upcast(morphTargetBuffer), offset, count);
|
||||
downcast(this)->setMorphTargetBufferAt(instance, level, primitiveIndex,
|
||||
downcast(morphTargetBuffer), offset, count);
|
||||
}
|
||||
|
||||
MorphTargetBuffer* RenderableManager::getMorphTargetBufferAt(Instance instance, uint8_t level,
|
||||
size_t primitiveIndex) const noexcept {
|
||||
return upcast(this)->getMorphTargetBufferAt(instance, level, primitiveIndex);
|
||||
return downcast(this)->getMorphTargetBufferAt(instance, level, primitiveIndex);
|
||||
}
|
||||
|
||||
size_t RenderableManager::getMorphTargetCount(Instance instance) const noexcept {
|
||||
return upcast(this)->getMorphTargetCount(instance);
|
||||
return downcast(this)->getMorphTargetCount(instance);
|
||||
}
|
||||
|
||||
void RenderableManager::setLightChannel(Instance instance, unsigned int channel, bool enable) noexcept {
|
||||
upcast(this)->setLightChannel(instance, channel, enable);
|
||||
downcast(this)->setLightChannel(instance, channel, enable);
|
||||
}
|
||||
|
||||
bool RenderableManager::getLightChannel(Instance instance, unsigned int channel) const noexcept {
|
||||
return upcast(this)->getLightChannel(instance, channel);
|
||||
return downcast(this)->getLightChannel(instance, channel);
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
+14
-14
@@ -25,64 +25,64 @@ using namespace math;
|
||||
using namespace backend;
|
||||
|
||||
Engine* Renderer::getEngine() noexcept {
|
||||
return &upcast(this)->getEngine();
|
||||
return &downcast(this)->getEngine();
|
||||
}
|
||||
|
||||
void Renderer::render(View const* view) {
|
||||
upcast(this)->render(upcast(view));
|
||||
downcast(this)->render(downcast(view));
|
||||
}
|
||||
|
||||
void Renderer::setPresentationTime(int64_t monotonic_clock_ns) {
|
||||
upcast(this)->setPresentationTime(monotonic_clock_ns);
|
||||
downcast(this)->setPresentationTime(monotonic_clock_ns);
|
||||
}
|
||||
|
||||
bool Renderer::beginFrame(SwapChain* swapChain, uint64_t vsyncSteadyClockTimeNano) {
|
||||
return upcast(this)->beginFrame(upcast(swapChain), vsyncSteadyClockTimeNano);
|
||||
return downcast(this)->beginFrame(downcast(swapChain), vsyncSteadyClockTimeNano);
|
||||
}
|
||||
|
||||
void Renderer::copyFrame(SwapChain* dstSwapChain, filament::Viewport const& dstViewport,
|
||||
filament::Viewport const& srcViewport, CopyFrameFlag flags) {
|
||||
upcast(this)->copyFrame(upcast(dstSwapChain), dstViewport, srcViewport, flags);
|
||||
downcast(this)->copyFrame(downcast(dstSwapChain), dstViewport, srcViewport, flags);
|
||||
}
|
||||
|
||||
void Renderer::readPixels(uint32_t xoffset, uint32_t yoffset, uint32_t width, uint32_t height,
|
||||
PixelBufferDescriptor&& buffer) {
|
||||
upcast(this)->readPixels(xoffset, yoffset, width, height, std::move(buffer));
|
||||
downcast(this)->readPixels(xoffset, yoffset, width, height, std::move(buffer));
|
||||
}
|
||||
|
||||
void Renderer::readPixels(RenderTarget* renderTarget,
|
||||
uint32_t xoffset, uint32_t yoffset, uint32_t width, uint32_t height,
|
||||
PixelBufferDescriptor&& buffer) {
|
||||
upcast(this)->readPixels(upcast(renderTarget),
|
||||
downcast(this)->readPixels(downcast(renderTarget),
|
||||
xoffset, yoffset, width, height, std::move(buffer));
|
||||
}
|
||||
|
||||
void Renderer::endFrame() {
|
||||
upcast(this)->endFrame();
|
||||
downcast(this)->endFrame();
|
||||
}
|
||||
|
||||
double Renderer::getUserTime() const {
|
||||
return upcast(this)->getUserTime();
|
||||
return downcast(this)->getUserTime();
|
||||
}
|
||||
|
||||
void Renderer::resetUserTime() {
|
||||
upcast(this)->resetUserTime();
|
||||
downcast(this)->resetUserTime();
|
||||
}
|
||||
|
||||
void Renderer::setDisplayInfo(const DisplayInfo& info) noexcept {
|
||||
upcast(this)->setDisplayInfo(info);
|
||||
downcast(this)->setDisplayInfo(info);
|
||||
}
|
||||
|
||||
void Renderer::setFrameRateOptions(FrameRateOptions const& options) noexcept {
|
||||
upcast(this)->setFrameRateOptions(options);
|
||||
downcast(this)->setFrameRateOptions(options);
|
||||
}
|
||||
|
||||
void Renderer::setClearOptions(const ClearOptions& options) {
|
||||
upcast(this)->setClearOptions(options);
|
||||
downcast(this)->setClearOptions(options);
|
||||
}
|
||||
|
||||
void Renderer::renderStandaloneView(View const* view) {
|
||||
upcast(this)->renderStandaloneView(upcast(view));
|
||||
downcast(this)->renderStandaloneView(downcast(view));
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -173,7 +173,7 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
view.prepareSSAO(data.ssao ?
|
||||
resources.getTexture(data.ssao) : engine.getOneTextureArray());
|
||||
|
||||
view.prepareShadowMap();
|
||||
view.prepareShadowMapping(view.getVsmShadowOptions().highPrecision);
|
||||
|
||||
// set shadow sampler
|
||||
view.prepareShadow(data.shadows ?
|
||||
@@ -200,6 +200,7 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
|
||||
view.prepareViewport(static_cast<filament::Viewport&>(out.params.viewport),
|
||||
config.xoffset, config.yoffset);
|
||||
|
||||
view.commitUniforms(driver);
|
||||
|
||||
out.params.clearColor = data.clearColor;
|
||||
@@ -217,7 +218,14 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
|
||||
if (colorGradingConfig.asSubpass || colorGradingConfig.customResolve) {
|
||||
out.params.subpassMask = 1;
|
||||
}
|
||||
passExecutor.execute(resources.getPassName(), out.target, out.params);
|
||||
|
||||
// this is a good time to flush the CommandStream, because we're about to potentially
|
||||
// output a lot of commands. This guarantees here that we have at least
|
||||
// FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB bytes (1MiB by default).
|
||||
engine.flush();
|
||||
driver.beginRenderPass(out.target, out.params);
|
||||
passExecutor.execute(engine, resources.getPassName());
|
||||
driver.endRenderPass();
|
||||
|
||||
// color pass is typically heavy, and we don't have much CPU work left after
|
||||
// this point, so flushing now allows us to start the GPU earlier and reduce
|
||||
|
||||
+12
-12
@@ -24,51 +24,51 @@ using namespace utils;
|
||||
namespace filament {
|
||||
|
||||
void Scene::setSkybox(Skybox* skybox) noexcept {
|
||||
upcast(this)->setSkybox(upcast(skybox));
|
||||
downcast(this)->setSkybox(downcast(skybox));
|
||||
}
|
||||
|
||||
Skybox* Scene::getSkybox() noexcept {
|
||||
return upcast(this)->getSkybox();
|
||||
return downcast(this)->getSkybox();
|
||||
}
|
||||
|
||||
Skybox const* Scene::getSkybox() const noexcept {
|
||||
return upcast(this)->getSkybox();
|
||||
return downcast(this)->getSkybox();
|
||||
}
|
||||
|
||||
void Scene::setIndirectLight(IndirectLight const* ibl) noexcept {
|
||||
upcast(this)->setIndirectLight(upcast(ibl));
|
||||
downcast(this)->setIndirectLight(downcast(ibl));
|
||||
}
|
||||
|
||||
void Scene::addEntity(Entity entity) {
|
||||
upcast(this)->addEntity(entity);
|
||||
downcast(this)->addEntity(entity);
|
||||
}
|
||||
|
||||
void Scene::addEntities(const Entity* entities, size_t count) {
|
||||
upcast(this)->addEntities(entities, count);
|
||||
downcast(this)->addEntities(entities, count);
|
||||
}
|
||||
|
||||
void Scene::remove(Entity entity) {
|
||||
upcast(this)->remove(entity);
|
||||
downcast(this)->remove(entity);
|
||||
}
|
||||
|
||||
void Scene::removeEntities(const Entity* entities, size_t count) {
|
||||
upcast(this)->removeEntities(entities, count);
|
||||
downcast(this)->removeEntities(entities, count);
|
||||
}
|
||||
|
||||
size_t Scene::getRenderableCount() const noexcept {
|
||||
return upcast(this)->getRenderableCount();
|
||||
return downcast(this)->getRenderableCount();
|
||||
}
|
||||
|
||||
size_t Scene::getLightCount() const noexcept {
|
||||
return upcast(this)->getLightCount();
|
||||
return downcast(this)->getLightCount();
|
||||
}
|
||||
|
||||
bool Scene::hasEntity(Entity entity) const noexcept {
|
||||
return upcast(this)->hasEntity(entity);
|
||||
return downcast(this)->hasEntity(entity);
|
||||
}
|
||||
|
||||
void Scene::forEach(Invocable<void(utils::Entity)>&& functor) const noexcept {
|
||||
upcast(this)->forEach(std::move(functor));
|
||||
downcast(this)->forEach(std::move(functor));
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
+404
-228
@@ -40,14 +40,15 @@ using namespace backend;
|
||||
// do this only if depth-clamp is available
|
||||
static constexpr bool USE_DEPTH_CLAMP = false;
|
||||
|
||||
ShadowMap::ShadowMap(FEngine& engine) noexcept :
|
||||
mEngine(engine),
|
||||
mClipSpaceFlipped(engine.getBackend() == Backend::VULKAN),
|
||||
mTextureSpaceFlipped(engine.getBackend() == Backend::METAL) {
|
||||
ShadowMap::ShadowMap(FEngine& engine) noexcept
|
||||
: mPerShadowMapUniforms(engine),
|
||||
mShadowType(ShadowType::DIRECTIONAL),
|
||||
mHasVisibleShadows(false),
|
||||
mFace(0) {
|
||||
Entity entities[2];
|
||||
engine.getEntityManager().create(2, entities);
|
||||
mCamera = mEngine.createCamera(entities[0]);
|
||||
mDebugCamera = mEngine.createCamera((entities[1]));
|
||||
mCamera = engine.createCamera(entities[0]);
|
||||
mDebugCamera = engine.createCamera((entities[1]));
|
||||
FDebugRegistry& debugRegistry = engine.getDebugRegistry();
|
||||
debugRegistry.registerProperty("d.shadowmap.focus_shadowcasters", &engine.debug.shadowmap.focus_shadowcasters);
|
||||
debugRegistry.registerProperty("d.shadowmap.far_uses_shadowcasters", &engine.debug.shadowmap.far_uses_shadowcasters);
|
||||
@@ -56,52 +57,62 @@ ShadowMap::ShadowMap(FEngine& engine) noexcept :
|
||||
}
|
||||
|
||||
void ShadowMap::terminate(FEngine& engine) {
|
||||
}
|
||||
|
||||
ShadowMap::~ShadowMap() {
|
||||
FEngine& engine = mEngine;
|
||||
Entity entities[] = { mCamera->getEntity(), mDebugCamera->getEntity() };
|
||||
for (Entity e : entities) {
|
||||
engine.destroyCameraComponent(e);
|
||||
}
|
||||
engine.getEntityManager().destroy(sizeof(entities) / sizeof(Entity), entities);
|
||||
mPerShadowMapUniforms.terminate(engine.getDriverApi());
|
||||
}
|
||||
|
||||
void ShadowMap::render(FScene const& scene, utils::Range<uint32_t> range,
|
||||
FScene::VisibleMaskType visibilityMask, RenderPass* const pass) noexcept {
|
||||
const backend::Viewport disabledScissor{ 0, 0,
|
||||
(uint32_t)std::numeric_limits<int32_t>::max(),
|
||||
(uint32_t)std::numeric_limits<int32_t>::max() };
|
||||
pass->setVisibilityMask(visibilityMask);
|
||||
pass->setGeometry(scene.getRenderableData(), range, scene.getRenderableUBO());
|
||||
pass->overridePolygonOffset(&mShadowMapInfo.polygonOffset);
|
||||
pass->overrideScissor(&disabledScissor);
|
||||
pass->appendCommands(RenderPass::SHADOW);
|
||||
pass->sortCommands();
|
||||
ShadowMap::~ShadowMap() = default;
|
||||
|
||||
void ShadowMap::initialize(size_t lightIndex, ShadowType shadowType,
|
||||
uint16_t shadowIndex, uint8_t face,
|
||||
LightManager::ShadowOptions const* options) {
|
||||
mLightIndex = lightIndex;
|
||||
mShadowIndex = shadowIndex;
|
||||
mOptions = options;
|
||||
mShadowType = shadowType;
|
||||
mFace = face;
|
||||
}
|
||||
|
||||
mat4f ShadowMap::getDirectionalLightViewMatrix(float3 direction, float3 position) noexcept {
|
||||
const mat4f M = mat4f::lookAt(position, position + direction, float3{ 0, 1, 0 });
|
||||
return FCamera::rigidTransformInverse(M);
|
||||
const mat4f Mm = mat4f::lookAt(position, position + direction, float3{ 0, 1, 0 });
|
||||
return FCamera::rigidTransformInverse(Mm);
|
||||
}
|
||||
|
||||
void ShadowMap::updateDirectional(const FScene::LightSoa& lightData, size_t index,
|
||||
math::mat4f ShadowMap::getPointLightViewMatrix(backend::TextureCubemapFace face,
|
||||
math::float3 position) noexcept {
|
||||
float3 direction;
|
||||
switch (TextureCubemapFace(face)) {
|
||||
case TextureCubemapFace::POSITIVE_X: direction = { 1, 0, 0 }; break;
|
||||
case TextureCubemapFace::NEGATIVE_X: direction = { -1, 0, 0 }; break;
|
||||
case TextureCubemapFace::POSITIVE_Y: direction = { 0, 1, 0 }; break;
|
||||
case TextureCubemapFace::NEGATIVE_Y: direction = { 0, -1, 0 }; break;
|
||||
case TextureCubemapFace::POSITIVE_Z: direction = { 0, 0, 1 }; break;
|
||||
case TextureCubemapFace::NEGATIVE_Z: direction = { 0, 0, -1 }; break;
|
||||
}
|
||||
const mat4f Mv = getDirectionalLightViewMatrix(direction, position);
|
||||
return Mv;
|
||||
}
|
||||
|
||||
ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
|
||||
const FScene::LightSoa& lightData, size_t index,
|
||||
filament::CameraInfo const& camera,
|
||||
const ShadowMapInfo& shadowMapInfo, FScene const& scene,
|
||||
ShadowMapInfo const& shadowMapInfo, FScene const& scene,
|
||||
SceneInfo& sceneInfo) noexcept {
|
||||
|
||||
mShadowMapInfo = shadowMapInfo;
|
||||
|
||||
// Note: we keep the polygon offset even with VSM as it seems to help.
|
||||
auto& lcm = mEngine.getLightManager();
|
||||
auto& lcm = engine.getLightManager();
|
||||
FLightManager::Instance li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
|
||||
FLightManager::ShadowParams params = lcm.getShadowParams(li);
|
||||
|
||||
#ifndef NDEBUG
|
||||
// LISPSM debugging for directional light (works because we only have one)
|
||||
const float dz = camera.zf - camera.zn;
|
||||
float& dzn = mEngine.debug.shadowmap.dzn;
|
||||
float& dzf = mEngine.debug.shadowmap.dzf;
|
||||
float& dzn = engine.debug.shadowmap.dzn;
|
||||
float& dzf = engine.debug.shadowmap.dzf;
|
||||
if (dzn < 0) dzn = std::max(0.0f, params.options.shadowNearHint - camera.zn) / dz;
|
||||
else params.options.shadowNearHint = dzn * dz - camera.zn;
|
||||
if (dzf > 0) dzf =-std::max(0.0f, camera.zf - params.options.shadowFarHint) / dz;
|
||||
@@ -109,17 +120,19 @@ void ShadowMap::updateDirectional(const FScene::LightSoa& lightData, size_t inde
|
||||
#endif
|
||||
|
||||
// Adjust the camera's projection for the light's shadowFar
|
||||
mat4f cullingProjection(camera.cullingProjection);
|
||||
if (params.options.shadowFar > 0.0f) {
|
||||
float n = camera.zn;
|
||||
float f = params.options.shadowFar;
|
||||
// orthographic projection
|
||||
assert_invariant(std::abs(cullingProjection[2].w) <= std::numeric_limits<float>::epsilon());
|
||||
cullingProjection[2].z = 2.0f / (n - f);
|
||||
cullingProjection[3].z = (f + n) / (n - f);
|
||||
}
|
||||
const mat4f cullingProjection{ [&](auto p) {
|
||||
if (params.options.shadowFar > 0.0f) {
|
||||
float n = camera.zn;
|
||||
float f = params.options.shadowFar;
|
||||
// orthographic projection
|
||||
assert_invariant(std::abs(p[2].w) <= std::numeric_limits<float>::epsilon());
|
||||
p[2].z = 2.0f / (n - f);
|
||||
p[3].z = (f + n) / (n - f);
|
||||
}
|
||||
return p;
|
||||
}(camera.cullingProjection) };
|
||||
|
||||
auto direction = lightData.elementAt<FScene::DIRECTION>(index);
|
||||
const auto direction = lightData.elementAt<FScene::DIRECTION>(index);
|
||||
|
||||
/*
|
||||
* Compute the light's model matrix
|
||||
@@ -131,13 +144,13 @@ void ShadowMap::updateDirectional(const FScene::LightSoa& lightData, size_t inde
|
||||
const mat4f MvAtOrigin = getDirectionalLightViewMatrix(direction);
|
||||
|
||||
// Compute scene-dependent values shared across all cascades
|
||||
ShadowMap::updateSceneInfo(MvAtOrigin, scene, sceneInfo);
|
||||
ShadowMap::updateSceneInfoDirectional(MvAtOrigin, scene, sceneInfo);
|
||||
|
||||
const Aabb wsShadowCastersVolume = sceneInfo.wsShadowCastersVolume;
|
||||
const Aabb wsShadowReceiversVolume = sceneInfo.wsShadowReceiversVolume;
|
||||
if (wsShadowCastersVolume.isEmpty() || wsShadowReceiversVolume.isEmpty()) {
|
||||
mHasVisibleShadows = false;
|
||||
return;
|
||||
return {};
|
||||
}
|
||||
|
||||
// view frustum vertices in world-space
|
||||
@@ -155,6 +168,11 @@ void ShadowMap::updateDirectional(const FScene::LightSoa& lightData, size_t inde
|
||||
size_t vertexCount = intersectFrustumWithBox(wsClippedShadowReceiverVolume,
|
||||
wsFrustum, wsViewFrustumVertices, wsShadowReceiversVolume);
|
||||
|
||||
if (UTILS_UNLIKELY(vertexCount < 4)) {
|
||||
mHasVisibleShadows = false;
|
||||
return {};
|
||||
}
|
||||
|
||||
/*
|
||||
* compute scene zmax (i.e. Near plane) and zmin (i.e. Far plane) in light space.
|
||||
* (near/far correspond to max/min because the light looks down the -z axis).
|
||||
@@ -183,7 +201,7 @@ void ShadowMap::updateDirectional(const FScene::LightSoa& lightData, size_t inde
|
||||
lsLightFrustumBounds.max.z = std::max(lsLightFrustumBounds.max.z, v.z);
|
||||
}
|
||||
}
|
||||
if (mEngine.debug.shadowmap.far_uses_shadowcasters) {
|
||||
if (engine.debug.shadowmap.far_uses_shadowcasters) {
|
||||
// far: closest of the farthest shadow casters and receivers
|
||||
lsLightFrustumBounds.min.z = std::max(lsLightFrustumBounds.min.z, sceneInfo.lsNearFar[1]);
|
||||
}
|
||||
@@ -200,11 +218,11 @@ void ShadowMap::updateDirectional(const FScene::LightSoa& lightData, size_t inde
|
||||
// if znear >= zfar, it means we don't have any shadow caster in front of a shadow receiver
|
||||
if (UTILS_UNLIKELY(znear >= zfar)) {
|
||||
mHasVisibleShadows = false;
|
||||
return;
|
||||
return {};
|
||||
}
|
||||
|
||||
float4 viewVolumeBoundingSphere = {};
|
||||
if (params.options.stable) {
|
||||
if (UTILS_UNLIKELY(params.options.stable)) {
|
||||
// In stable mode, the light frustum size must be fixed, so we can choose either the
|
||||
// whole view frustum, or the whole scene bounding volume. We simply pick whichever
|
||||
// is smaller.
|
||||
@@ -217,177 +235,193 @@ void ShadowMap::updateDirectional(const FScene::LightSoa& lightData, size_t inde
|
||||
viewVolumeBoundingSphere = computeBoundingSphere(wsViewFrustumVertices, 8);
|
||||
|
||||
if (shadowReceiverVolumeBoundingSphere.w < viewVolumeBoundingSphere.w) {
|
||||
|
||||
// When using the shadowReceiver volume, we don't have to use its enclosing sphere
|
||||
// because (we assume) the scene volume doesn't change. Seen from the light it only
|
||||
// changes when the light moves or rotates, and it is acceptable in that case to have
|
||||
// non "stable" shadows (the shadow will never be stable when the light moves).
|
||||
//
|
||||
// On the other hand, when using the view volume, we must use a sphere because otherwise
|
||||
// its projection's bounds in light space change with the camera, leading to unstable
|
||||
// shadows with camera movement.
|
||||
|
||||
viewVolumeBoundingSphere.w = 0;
|
||||
std::copy_n(wsShadowReceiversVolume.getCorners().data(), 8,
|
||||
wsClippedShadowReceiverVolume.data());
|
||||
}
|
||||
}
|
||||
|
||||
mHasVisibleShadows = vertexCount >= 4;
|
||||
if (mHasVisibleShadows) {
|
||||
// We can't use LISPSM in stable mode
|
||||
const bool useLispsm = params.options.lispsm && !params.options.stable;
|
||||
mHasVisibleShadows = true;
|
||||
|
||||
/*
|
||||
* Compute the light's projection matrix
|
||||
* (directional/point lights, i.e. projection to use, including znear/zfar clip planes)
|
||||
*/
|
||||
// We can't use LISPSM in stable mode
|
||||
const bool useLispsm = params.options.lispsm && !params.options.stable;
|
||||
|
||||
// The light's projection, ortho for directional lights, perspective otherwise
|
||||
const mat4f Mp = directionalLightFrustum(znear, zfar);
|
||||
/*
|
||||
* Compute the light's projection matrix
|
||||
* (directional/point lights, i.e. projection to use, including znear/zfar clip planes)
|
||||
*/
|
||||
|
||||
const mat4f MpMv(Mp * Mv);
|
||||
// The light's projection, ortho for directional lights, perspective otherwise
|
||||
const mat4f Mp = directionalLightFrustum(znear, zfar);
|
||||
|
||||
/*
|
||||
* Compute warping (optional, improve quality)
|
||||
*/
|
||||
const mat4f MpMv(Mp * Mv);
|
||||
|
||||
mat4f LMpMv = MpMv;
|
||||
/*
|
||||
* Compute warping (optional, improve quality)
|
||||
*/
|
||||
|
||||
// Compute the LiSPSM warping
|
||||
mat4f W, Wp;
|
||||
mat4f L; // Rotation matrix in light space
|
||||
if (useLispsm) {
|
||||
// Orient the shadow map in the direction of the view vector by constructing a
|
||||
// rotation matrix in light space around the z-axis, that aligns the y-axis with the camera's
|
||||
// forward vector (V) -- this gives the wrap direction, vp, for LiSPSM.
|
||||
const float3 wsCameraFwd = camera.getForwardVector();
|
||||
const float3 lsCameraFwd = Mv.upperLeft() * wsCameraFwd;
|
||||
// If the light and view vector are parallel, this rotation becomes
|
||||
// meaningless. Just use identity.
|
||||
// (LdotV == (Mv*V).z, because L = {0,0,1} in light-space)
|
||||
if (UTILS_LIKELY(std::abs(lsCameraFwd.z) < 0.9997f)) { // this is |dot(L, V)|
|
||||
const float3 vp{ normalize(lsCameraFwd.xy), 0 }; // wrap direction in light-space
|
||||
L[0].xyz = cross(vp, float3{ 0, 0, 1 });
|
||||
L[1].xyz = vp;
|
||||
L[2].xyz = { 0, 0, 1 };
|
||||
L = transpose(L);
|
||||
}
|
||||
mat4f LMpMv = MpMv;
|
||||
|
||||
LMpMv = L * MpMv;
|
||||
|
||||
W = applyLISPSM(Wp, camera, params, LMpMv,
|
||||
wsClippedShadowReceiverVolume, vertexCount, direction);
|
||||
// Compute the LiSPSM warping
|
||||
mat4f W, Wp;
|
||||
mat4f L; // Rotation matrix in light space
|
||||
if (useLispsm) {
|
||||
// Orient the shadow map in the direction of the view vector by constructing a
|
||||
// rotation matrix in light space around the z-axis, that aligns the y-axis with the camera's
|
||||
// forward vector (V) -- this gives the wrap direction, vp, for LiSPSM.
|
||||
const float3 wsCameraFwd = camera.getForwardVector();
|
||||
const float3 lsCameraFwd = Mv.upperLeft() * wsCameraFwd;
|
||||
// If the light and view vector are parallel, this rotation becomes
|
||||
// meaningless. Just use identity.
|
||||
// (LdotV == (Mv*V).z, because L = {0,0,1} in light-space)
|
||||
if (UTILS_LIKELY(std::abs(lsCameraFwd.z) < 0.9997f)) { // this is |dot(L, V)|
|
||||
const float3 vp{ normalize(lsCameraFwd.xy), 0 }; // wrap direction in light-space
|
||||
L[0].xyz = cross(vp, float3{ 0, 0, 1 });
|
||||
L[1].xyz = vp;
|
||||
L[2].xyz = { 0, 0, 1 };
|
||||
L = transpose(L);
|
||||
}
|
||||
|
||||
/*
|
||||
* Compute focusing matrix (optional, greatly improves quality)
|
||||
*/
|
||||
LMpMv = L * MpMv;
|
||||
|
||||
// construct the warped light-space
|
||||
const mat4f WLMpMv = W * LMpMv;
|
||||
|
||||
// 2) Now we find the x-y bounds of our convex-hull (view volume & shadow receivers)
|
||||
// in light space, so we can "focus" the shadow map to the interesting area.
|
||||
// This is the most important step to increase the quality of the shadow map.
|
||||
//
|
||||
// In LiPSM mode, we're using the warped space here.
|
||||
|
||||
Aabb bounds;
|
||||
if (params.options.stable && viewVolumeBoundingSphere.w > 0) {
|
||||
bounds = compute2DBounds(Mv, viewVolumeBoundingSphere);
|
||||
} else {
|
||||
bounds = compute2DBounds(WLMpMv, wsClippedShadowReceiverVolume.data(), vertexCount);
|
||||
}
|
||||
lsLightFrustumBounds.min.xy = bounds.min.xy;
|
||||
lsLightFrustumBounds.max.xy = bounds.max.xy;
|
||||
|
||||
if (params.options.stable) {
|
||||
// in stable mode we can't do anything that can change the scaling of the texture
|
||||
} else {
|
||||
// For directional lights, we further constraint the light frustum to the
|
||||
// intersection of the shadow casters & shadow receivers in light-space.
|
||||
// ** This relies on the 1-texel shadow map border **
|
||||
if (mEngine.debug.shadowmap.focus_shadowcasters) {
|
||||
intersectWithShadowCasters(lsLightFrustumBounds, WLMpMv, wsShadowCastersVolume);
|
||||
}
|
||||
}
|
||||
|
||||
if (UTILS_UNLIKELY((lsLightFrustumBounds.min.x >= lsLightFrustumBounds.max.x) ||
|
||||
(lsLightFrustumBounds.min.y >= lsLightFrustumBounds.max.y))) {
|
||||
// this could happen if the only thing visible is a perfectly horizontal or
|
||||
// vertical thin line
|
||||
mHasVisibleShadows = false;
|
||||
return;
|
||||
}
|
||||
|
||||
assert_invariant(lsLightFrustumBounds.min.x < lsLightFrustumBounds.max.x);
|
||||
assert_invariant(lsLightFrustumBounds.min.y < lsLightFrustumBounds.max.y);
|
||||
|
||||
// compute focus scale and offset
|
||||
float2 s = 2.0f / float2(lsLightFrustumBounds.max.xy - lsLightFrustumBounds.min.xy);
|
||||
float2 o = -s * float2(lsLightFrustumBounds.max.xy + lsLightFrustumBounds.min.xy) * 0.5f;
|
||||
|
||||
if (params.options.stable) {
|
||||
// Use the world origin as reference point, fixed w.r.t. the camera
|
||||
snapLightFrustum(s, o, Mv, -camera.getWorldOffset(),
|
||||
1.0f / mShadowMapInfo.shadowDimension);
|
||||
}
|
||||
|
||||
const mat4f F(mat4f::row_major_init {
|
||||
s.x, 0.0f, 0.0f, o.x,
|
||||
0.0f, s.y, 0.0f, o.y,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f,
|
||||
});
|
||||
|
||||
/*
|
||||
* Final shadow map transform
|
||||
*/
|
||||
|
||||
// Final shadow transform
|
||||
const mat4f S = F * WLMpMv;
|
||||
|
||||
// Computes St the transform to use in the shader to access the shadow map texture
|
||||
// i.e. it transforms a world-space vertex to a texture coordinate in the shadowmap
|
||||
const mat4 MbMt = getTextureCoordsMapping();
|
||||
const mat4f St = mat4f(MbMt * S);
|
||||
|
||||
// note: in texelSizeWorldSpace() below, we can use Mb * Mt * F * W because
|
||||
// L * Mp * Mv is a rigid transform for directional lights, and doesn't matter.
|
||||
// if Wp[3][1] is 0, then LISPSM was cancelled.
|
||||
if (useLispsm && Wp[3][1] != 0.0f) {
|
||||
mTexelSizeAtOneMeterWs = texelSizeWorldSpace(Wp, mat4f(MbMt * F));
|
||||
} else {
|
||||
// We know we're using an ortho projection
|
||||
mTexelSizeAtOneMeterWs = texelSizeWorldSpace(St.upperLeft());
|
||||
}
|
||||
if (!mShadowMapInfo.vsm) {
|
||||
mLightSpace = St;
|
||||
} else {
|
||||
mLightSpace = computeVsmLightSpaceMatrix(St, Mv, znear, zfar);
|
||||
}
|
||||
|
||||
// We apply the constant bias in world space (as opposed to light-space) to account
|
||||
// for perspective and lispsm shadow maps. This also allows us to do this at zero-cost
|
||||
// by baking it in the shadow-map itself.
|
||||
const float constantBias = mShadowMapInfo.vsm ? 0.0f : params.options.constantBias;
|
||||
const mat4f b = mat4f::translation(direction * constantBias);
|
||||
|
||||
// It's important to set the light camera's model matrix separately from its projection, so
|
||||
// that the cameraPosition uniform gets set correctly.
|
||||
// mLightSpace is used in the shader to access the shadow map texture, and has the model
|
||||
// matrix baked in.
|
||||
|
||||
// The model matrix below is in fact inverted to get the view matrix and passed to the
|
||||
// shader as 'viewFromWorldMatrix', and is used in the VSM case to compute the depth metric.
|
||||
// (see depth_main.fs). Note that in the case of VSM, 'b' below is identity.
|
||||
mCamera->setModelMatrix(mat4{ FCamera::rigidTransformInverse(Mv * b) });
|
||||
mCamera->setCustomProjection(mat4(F * W * L * Mp), znear, zfar);
|
||||
|
||||
// for the debug camera, we need to undo the world origin
|
||||
mDebugCamera->setCustomProjection(mat4(S * b * camera.worldOrigin), znear, zfar);
|
||||
W = applyLISPSM(Wp, camera, params, LMpMv,
|
||||
wsClippedShadowReceiverVolume, vertexCount, direction);
|
||||
}
|
||||
|
||||
/*
|
||||
* Compute focusing matrix (optional, greatly improves quality)
|
||||
*/
|
||||
|
||||
// construct the warped light-space
|
||||
const mat4f WLMpMv = W * LMpMv;
|
||||
|
||||
// 2) Now we find the x-y bounds of our convex-hull (view volume & shadow receivers)
|
||||
// in light space, so we can "focus" the shadow map to the interesting area.
|
||||
// This is the most important step to increase the quality of the shadow map.
|
||||
//
|
||||
// In LiPSM mode, we're using the warped space here.
|
||||
|
||||
Aabb bounds;
|
||||
if (params.options.stable && viewVolumeBoundingSphere.w > 0) {
|
||||
bounds = compute2DBounds(Mv, viewVolumeBoundingSphere);
|
||||
} else {
|
||||
bounds = compute2DBounds(WLMpMv, wsClippedShadowReceiverVolume.data(), vertexCount);
|
||||
}
|
||||
lsLightFrustumBounds.min.xy = bounds.min.xy;
|
||||
lsLightFrustumBounds.max.xy = bounds.max.xy;
|
||||
|
||||
if (params.options.stable) {
|
||||
// in stable mode we can't do anything that can change the scaling of the texture
|
||||
} else {
|
||||
// For directional lights, we further constraint the light frustum to the
|
||||
// intersection of the shadow casters & shadow receivers in light-space.
|
||||
// ** This relies on the 1-texel shadow map border **
|
||||
if (engine.debug.shadowmap.focus_shadowcasters) {
|
||||
intersectWithShadowCasters(lsLightFrustumBounds, WLMpMv, wsShadowCastersVolume);
|
||||
}
|
||||
}
|
||||
|
||||
if (UTILS_UNLIKELY((lsLightFrustumBounds.min.x >= lsLightFrustumBounds.max.x) ||
|
||||
(lsLightFrustumBounds.min.y >= lsLightFrustumBounds.max.y))) {
|
||||
// this could happen if the only thing visible is a perfectly horizontal or
|
||||
// vertical thin line
|
||||
mHasVisibleShadows = false;
|
||||
return {};
|
||||
}
|
||||
|
||||
assert_invariant(lsLightFrustumBounds.min.x < lsLightFrustumBounds.max.x);
|
||||
assert_invariant(lsLightFrustumBounds.min.y < lsLightFrustumBounds.max.y);
|
||||
|
||||
// compute focus scale and offset
|
||||
float2 s = 2.0f / float2(lsLightFrustumBounds.max.xy - lsLightFrustumBounds.min.xy);
|
||||
float2 o = -s * float2(lsLightFrustumBounds.max.xy + lsLightFrustumBounds.min.xy) * 0.5f;
|
||||
|
||||
if (params.options.stable) {
|
||||
// Use the world origin as reference point, fixed w.r.t. the camera
|
||||
snapLightFrustum(s, o, Mv, -camera.getWorldOffset(),
|
||||
1.0f / float(shadowMapInfo.shadowDimension));
|
||||
}
|
||||
|
||||
const mat4f F(mat4f::row_major_init {
|
||||
s.x, 0.0f, 0.0f, o.x,
|
||||
0.0f, s.y, 0.0f, o.y,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f,
|
||||
});
|
||||
|
||||
/*
|
||||
* Final shadow map transform
|
||||
*/
|
||||
|
||||
// Final shadow transform
|
||||
const mat4f S = F * WLMpMv;
|
||||
|
||||
// Computes St the transform to use in the shader to access the shadow map texture
|
||||
// i.e. it transforms a world-space vertex to a texture coordinate in the shadowmap
|
||||
const mat4 MbMt = getTextureCoordsMapping(shadowMapInfo);
|
||||
const mat4f St = mat4f(MbMt * S);
|
||||
|
||||
ShadowMap::ShaderParameters shaderParameters;
|
||||
|
||||
// note: in texelSizeWorldSpace() below, we can use Mb * Mt * F * W because
|
||||
// L * Mp * Mv is a rigid transform for directional lights, and doesn't matter.
|
||||
// if Wp[3][1] is 0, then LISPSM was cancelled.
|
||||
if (useLispsm && Wp[3][1] != 0.0f) {
|
||||
shaderParameters.texelSizeAtOneMeterWs = texelSizeWorldSpace(Wp, mat4f(MbMt * F),
|
||||
shadowMapInfo.shadowDimension);
|
||||
} else {
|
||||
// We know we're using an ortho projection
|
||||
shaderParameters.texelSizeAtOneMeterWs = texelSizeWorldSpace(St.upperLeft(),
|
||||
shadowMapInfo.shadowDimension);
|
||||
}
|
||||
if (!shadowMapInfo.vsm) {
|
||||
shaderParameters.lightSpace = St;
|
||||
} else {
|
||||
shaderParameters.lightSpace = computeVsmLightSpaceMatrix(St, Mv, znear, zfar);
|
||||
}
|
||||
|
||||
// We apply the constant bias in world space (as opposed to light-space) to account
|
||||
// for perspective and lispsm shadow maps. This also allows us to do this at zero-cost
|
||||
// by baking it in the shadow-map itself.
|
||||
const float constantBias = shadowMapInfo.vsm ? 0.0f : params.options.constantBias;
|
||||
const mat4f b = mat4f::translation(direction * constantBias);
|
||||
|
||||
// It's important to set the light camera's model matrix separately from its projection, so
|
||||
// that the cameraPosition uniform gets set correctly.
|
||||
// mLightSpace is used in the shader to access the shadow map texture, and has the model
|
||||
// matrix baked in.
|
||||
|
||||
// The model matrix below is in fact inverted to get the view matrix and passed to the
|
||||
// shader as 'viewFromWorldMatrix', and is used in the VSM case to compute the depth metric.
|
||||
// (see depth_main.fs). Note that in the case of VSM, 'b' below is identity.
|
||||
mCamera->setModelMatrix(mat4{ FCamera::rigidTransformInverse(Mv * b) });
|
||||
mCamera->setCustomProjection(mat4(F * W * L * Mp), znear, zfar);
|
||||
|
||||
// for the debug camera, we need to undo the world origin
|
||||
mDebugCamera->setCustomProjection(mat4(S * b * camera.worldOrigin), znear, zfar);
|
||||
|
||||
return shaderParameters;
|
||||
}
|
||||
|
||||
void ShadowMap::updateSpot(const FScene::LightSoa& lightData, size_t index,
|
||||
ShadowMap::ShaderParameters ShadowMap::updateSpot(FEngine& engine,
|
||||
const FScene::LightSoa& lightData, size_t index,
|
||||
filament::CameraInfo const& camera,
|
||||
const ShadowMapInfo& shadowMapInfo,
|
||||
FScene const& scene, SceneInfo& sceneInfo) noexcept {
|
||||
FScene const& scene, SceneInfo sceneInfo) noexcept {
|
||||
|
||||
mShadowMapInfo = shadowMapInfo;
|
||||
ShaderParameters shaderParameters;
|
||||
|
||||
auto& lcm = mEngine.getLightManager();
|
||||
auto& lcm = engine.getLightManager();
|
||||
auto li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
|
||||
auto position = lightData.elementAt<FScene::POSITION_RADIUS>(index).xyz;
|
||||
auto direction = lightData.elementAt<FScene::DIRECTION>(index);
|
||||
@@ -395,9 +429,6 @@ void ShadowMap::updateSpot(const FScene::LightSoa& lightData, size_t index,
|
||||
auto outerConeAngle = lcm.getSpotLightOuterCone(li);
|
||||
const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
|
||||
|
||||
// TODO: correctly compute if this spot light has any visible shadows.
|
||||
mHasVisibleShadows = true;
|
||||
|
||||
/*
|
||||
* Compute the light model matrix.
|
||||
*/
|
||||
@@ -406,10 +437,14 @@ void ShadowMap::updateSpot(const FScene::LightSoa& lightData, size_t index,
|
||||
const mat4f Mv = getDirectionalLightViewMatrix(direction, position);
|
||||
|
||||
// find decent near/far
|
||||
ShadowMap::updateSceneInfo(Mv, scene, sceneInfo, mShadowMapInfo.spotIndex);
|
||||
ShadowMap::updateSceneInfoSpot(Mv, scene, sceneInfo);
|
||||
|
||||
// if the scene was empty, near > far
|
||||
mHasVisibleShadows = -sceneInfo.lsNearFar[0] < -sceneInfo.lsNearFar[1];
|
||||
|
||||
// FIXME: we need a configuration for minimum near plane (for now hardcoded to 1cm)
|
||||
float nearPlane = std::max(0.01f, -sceneInfo.lsNearFar.x);
|
||||
float farPlane = std::min(radius, -sceneInfo.lsNearFar.y);
|
||||
float nearPlane = std::max(0.01f, -sceneInfo.lsNearFar[0]);
|
||||
float farPlane = std::min(radius, -sceneInfo.lsNearFar[1]);
|
||||
|
||||
float outerConeAngleDegrees = outerConeAngle * f::RAD_TO_DEG;
|
||||
const mat4f Mp = mat4f::perspective(outerConeAngleDegrees * 2.0f, 1.0f, nearPlane, farPlane);
|
||||
@@ -418,7 +453,7 @@ void ShadowMap::updateSpot(const FScene::LightSoa& lightData, size_t index,
|
||||
// Final shadow transform
|
||||
const mat4f S = MpMv;
|
||||
|
||||
const mat4 MbMt = getTextureCoordsMapping();
|
||||
const mat4 MbMt = getTextureCoordsMapping(shadowMapInfo);
|
||||
const mat4f St = mat4f(MbMt * S);
|
||||
|
||||
// TODO: focus projection
|
||||
@@ -434,16 +469,16 @@ void ShadowMap::updateSpot(const FScene::LightSoa& lightData, size_t index,
|
||||
// = zInLightSpace * texelSizeAtOneMeter
|
||||
// = zInLightSpace * (2*tan(halfConeAngle)/dimension)
|
||||
// Note: this would not work with LISPSM, which warps the texture space.
|
||||
mTexelSizeAtOneMeterWs = (2.0f * std::tan(outerConeAngle) / float(mShadowMapInfo.shadowDimension));
|
||||
mLightFromWorldZ = -transpose(Mv)[2]; // negate because camera looks in -Z
|
||||
shaderParameters.texelSizeAtOneMeterWs = (2.0f * std::tan(outerConeAngle) / float(shadowMapInfo.shadowDimension));
|
||||
shaderParameters.lightFromWorldZ = -transpose(Mv)[2]; // negate because camera looks in -Z
|
||||
|
||||
if (!mShadowMapInfo.vsm) {
|
||||
mLightSpace = St;
|
||||
if (!shadowMapInfo.vsm) {
|
||||
shaderParameters.lightSpace = St;
|
||||
} else {
|
||||
mLightSpace = computeVsmLightSpaceMatrix(St, Mv, nearPlane, farPlane);
|
||||
shaderParameters.lightSpace = computeVsmLightSpaceMatrix(St, Mv, nearPlane, farPlane);
|
||||
}
|
||||
|
||||
const float constantBias = mShadowMapInfo.vsm ? 0.0f : params.options.constantBias;
|
||||
const float constantBias = shadowMapInfo.vsm ? 0.0f : params.options.constantBias;
|
||||
const mat4f b = mat4f::translation(direction * constantBias);
|
||||
const mat4f Sb = S * b;
|
||||
|
||||
@@ -460,6 +495,76 @@ void ShadowMap::updateSpot(const FScene::LightSoa& lightData, size_t index,
|
||||
|
||||
// for the debug camera, we need to undo the world origin
|
||||
mDebugCamera->setCustomProjection(mat4(Sb * camera.worldOrigin), nearPlane, radius);
|
||||
|
||||
return shaderParameters;
|
||||
}
|
||||
|
||||
ShadowMap::ShaderParameters ShadowMap::updatePoint(FEngine& engine,
|
||||
const FScene::LightSoa& lightData, size_t index,
|
||||
filament::CameraInfo const& camera, const ShadowMapInfo& shadowMapInfo, FScene const& scene,
|
||||
SceneInfo, uint8_t face) noexcept {
|
||||
|
||||
ShaderParameters shaderParameters;
|
||||
|
||||
// check if this shadow map has anything to render
|
||||
mHasVisibleShadows = false;
|
||||
FScene::RenderableSoa const& UTILS_RESTRICT soa = scene.getRenderableData();
|
||||
auto const* const UTILS_RESTRICT visibleMasks = soa.data<FScene::VISIBLE_MASK>();
|
||||
size_t c = soa.size();
|
||||
for (size_t i = 0; i < c; i++) {
|
||||
if (visibleMasks[i] & VISIBLE_DYN_SHADOW_RENDERABLE) {
|
||||
mHasVisibleShadows = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!mHasVisibleShadows) {
|
||||
return shaderParameters;
|
||||
}
|
||||
|
||||
auto& lcm = engine.getLightManager();
|
||||
|
||||
auto li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
|
||||
auto position = lightData.elementAt<FScene::POSITION_RADIUS>(index).xyz;
|
||||
auto radius = lightData.elementAt<FScene::POSITION_RADIUS>(index).w;
|
||||
const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
|
||||
|
||||
/*
|
||||
* Compute the light model matrix.
|
||||
*/
|
||||
|
||||
const mat4f Mv = getPointLightViewMatrix(TextureCubemapFace(face), position);
|
||||
const float3 direction = -transpose(Mv)[2].xyz;
|
||||
|
||||
// TODO: don't hardcode near plane
|
||||
// Choose a reasonable value for the near plane.
|
||||
float nearPlane = 0.01f;
|
||||
float farPlane = radius;
|
||||
const mat4f Mp = mat4f::perspective(90.0f, 1.0f, nearPlane, farPlane);
|
||||
|
||||
// For calculating the point light normal bias, we need the texel size in world space at the
|
||||
// sample location. Using Thales's theorem, we find:
|
||||
// texelSize(zInLightSpace) = zInLightSpace * texelSizeOnTheNearPlane / near
|
||||
// = zInLightSpace * texelSizeAtOneMeter
|
||||
// = zInLightSpace * (2*tan(halfConeAngle)/dimension)
|
||||
// Note: this would not work with LISPSM, which warps the texture space.
|
||||
shaderParameters.texelSizeAtOneMeterWs =
|
||||
(2.0f * std::tan(f::PI_4) / float(shadowMapInfo.shadowDimension));
|
||||
|
||||
const float constantBias = shadowMapInfo.vsm ? 0.0f : params.options.constantBias;
|
||||
const mat4f b = mat4f::translation(direction * constantBias);
|
||||
|
||||
// It's important to set the light camera's model matrix separately from its projection, so that
|
||||
// the cameraPosition uniform gets set correctly.
|
||||
// mLightSpace is used in the shader to access the shadow map texture, and has the model matrix
|
||||
// baked in.
|
||||
|
||||
// The model matrix below is in fact inverted to get the view matrix and passed to the
|
||||
// shader as 'viewFromWorldMatrix', and is used in the VSM case to compute the depth metric.
|
||||
// (see depth_main.fs). Note that in the case of VSM, 'b' below is identity.
|
||||
mCamera->setModelMatrix(mat4{ FCamera::rigidTransformInverse(Mv * b) });
|
||||
mCamera->setCustomProjection(mat4(Mp), nearPlane, farPlane);
|
||||
|
||||
return shaderParameters;
|
||||
}
|
||||
|
||||
mat4f ShadowMap::applyLISPSM(mat4f& Wp,
|
||||
@@ -499,7 +604,8 @@ mat4f ShadowMap::applyLISPSM(mat4f& Wp,
|
||||
mat4f W;
|
||||
// see nopt1 below for an explanation about this test
|
||||
// sinLV is positive since it comes from a square-root
|
||||
if (sinLV > 0 && 3.0f * (dzn / (zf - zn)) < 2.0f) {
|
||||
constexpr float epsilon = 0.02f; // very roughly 1 degree
|
||||
if (sinLV > epsilon && 3.0f * (dzn / (zf - zn)) < 2.0f) {
|
||||
// nopt is the optimal near plane distance of Wp (i.e. distance from P).
|
||||
|
||||
// virtual near and far planes
|
||||
@@ -540,10 +646,10 @@ mat4f ShadowMap::applyLISPSM(mat4f& Wp,
|
||||
|
||||
|
||||
// Apply these remapping in double to maintain a high precision for the depth axis
|
||||
mat4 ShadowMap::getTextureCoordsMapping() const noexcept {
|
||||
mat4 ShadowMap::getTextureCoordsMapping(ShadowMapInfo const& info) noexcept {
|
||||
// remapping from NDC to texture coordinates (i.e. [-1,1] -> [0, 1])
|
||||
// ([1, 0] for depth mapping)
|
||||
const mat4f Mt(mClipSpaceFlipped ? mat4f::row_major_init{
|
||||
const mat4f Mt(info.clipSpaceFlipped ? mat4f::row_major_init{
|
||||
0.5f, 0.0f, 0.0f, 0.5f,
|
||||
0.0f, -0.5f, 0.0f, 0.5f,
|
||||
0.0f, 0.0f, -0.5f, 0.5f,
|
||||
@@ -557,7 +663,7 @@ mat4 ShadowMap::getTextureCoordsMapping() const noexcept {
|
||||
|
||||
// the shadow map texture might be larger than the shadow map dimension, so we add a scaling
|
||||
// factor
|
||||
const float v = (float) mShadowMapInfo.textureDimension / mShadowMapInfo.atlasDimension;
|
||||
const float v = float(info.textureDimension) / float(info.atlasDimension);
|
||||
const mat4f Mv(mat4f::row_major_init{
|
||||
v, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, v, 0.0f, 0.0f,
|
||||
@@ -566,8 +672,8 @@ mat4 ShadowMap::getTextureCoordsMapping() const noexcept {
|
||||
});
|
||||
|
||||
// apply the 1-texel border viewport transform
|
||||
const float o = 1.0f / mShadowMapInfo.atlasDimension;
|
||||
const float s = 1.0f - 2.0f * (1.0f / mShadowMapInfo.textureDimension);
|
||||
const float o = 1.0f / float(info.atlasDimension);
|
||||
const float s = 1.0f - 2.0f * (1.0f / float(info.textureDimension));
|
||||
const mat4f Mb(mat4f::row_major_init{
|
||||
s, 0.0f, 0.0f, o,
|
||||
0.0f, s, 0.0f, o,
|
||||
@@ -575,7 +681,7 @@ mat4 ShadowMap::getTextureCoordsMapping() const noexcept {
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
});
|
||||
|
||||
const mat4f Mf = mTextureSpaceFlipped ? mat4f(mat4f::row_major_init{
|
||||
const mat4f Mf = info.textureSpaceFlipped ? mat4f(mat4f::row_major_init{
|
||||
1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, -1.0f, 0.0f, 1.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
@@ -882,8 +988,12 @@ size_t ShadowMap::intersectFrustumWithBox(
|
||||
vertexCount = intersectFrustum(outVertices.data(), vertexCount,
|
||||
wsFrustumCorners, wsSceneReceiversCorners.vertices);
|
||||
} else {
|
||||
// by construction vertexCount must be 8 here
|
||||
assert_invariant(vertexCount == 8);
|
||||
// by construction vertexCount should be 8 here, but it can be more because
|
||||
// step (b) above can classify a point as inside the frustum that isn't quite inside.
|
||||
// -> We can't blindly reset vertexCount to 8, we need to remove the "duplicate"
|
||||
// vertices.
|
||||
// It shouldn't cause any major issues later to have "nearly" duplicate vertices.
|
||||
assert_invariant(vertexCount >= 8);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -964,13 +1074,14 @@ bool ShadowMap::intersectSegmentWithPlanarQuad(float3& UTILS_RESTRICT p,
|
||||
return hit;
|
||||
}
|
||||
|
||||
float ShadowMap::texelSizeWorldSpace(const mat3f& worldToShadowTexture) const noexcept {
|
||||
float ShadowMap::texelSizeWorldSpace(const mat3f& worldToShadowTexture,
|
||||
uint16_t shadowDimension) const noexcept {
|
||||
// The Jacobian of the transformation from texture-to-world is the matrix itself for
|
||||
// orthographic projections. We just need to inverse worldToShadowTexture,
|
||||
// which is guaranteed to be orthographic.
|
||||
// The two first columns give us how a texel maps in world-space.
|
||||
const float ures = 1.0f / float(mShadowMapInfo.shadowDimension);
|
||||
const float vres = 1.0f / float(mShadowMapInfo.shadowDimension);
|
||||
const float ures = 1.0f / float(shadowDimension);
|
||||
const float vres = 1.0f / float(shadowDimension);
|
||||
const mat3f shadowTextureToWorld(inverse(worldToShadowTexture));
|
||||
const float3 Jx = shadowTextureToWorld[0];
|
||||
const float3 Jy = shadowTextureToWorld[1];
|
||||
@@ -978,7 +1089,8 @@ float ShadowMap::texelSizeWorldSpace(const mat3f& worldToShadowTexture) const no
|
||||
return s;
|
||||
}
|
||||
|
||||
float ShadowMap::texelSizeWorldSpace(const mat4f& Wp, const mat4f& MbMtF) const noexcept {
|
||||
float ShadowMap::texelSizeWorldSpace(const mat4f& Wp, const mat4f& MbMtF,
|
||||
uint16_t shadowDimension) const noexcept {
|
||||
// Here we compute the Jacobian of inverse(MbMtF * Wp).
|
||||
// The expression below has been computed with Mathematica. However, it's not very hard,
|
||||
// albeit error-prone, to do it by hand because MbMtF is a linear transform.
|
||||
@@ -993,8 +1105,8 @@ float ShadowMap::texelSizeWorldSpace(const mat4f& Wp, const mat4f& MbMtF) const
|
||||
// It might be better to do this computation in the vertex shader.
|
||||
float3 p = {0.5, 0.5, 0.0};
|
||||
|
||||
const float ures = 1.0f / float(mShadowMapInfo.shadowDimension);
|
||||
const float vres = 1.0f / float(mShadowMapInfo.shadowDimension);
|
||||
const float ures = 1.0f / float(shadowDimension);
|
||||
const float vres = 1.0f / float(shadowDimension);
|
||||
const float dres = 1.0f / 65536.0f;
|
||||
|
||||
constexpr bool JACOBIAN_ESTIMATE = false;
|
||||
@@ -1070,8 +1182,9 @@ void ShadowMap::visitScene(const FScene& scene, uint32_t visibleLayers,
|
||||
}
|
||||
}
|
||||
|
||||
void ShadowMap::initSceneInfo(FScene const& scene, mat4f const& viewMatrix,
|
||||
ShadowMap::SceneInfo& sceneInfo) {
|
||||
void ShadowMap::initSceneInfo(ShadowMap::SceneInfo& sceneInfo,
|
||||
uint8_t visibleLayers, FScene const& scene, mat4f const& viewMatrix) {
|
||||
sceneInfo.visibleLayers = visibleLayers;
|
||||
sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
|
||||
|
||||
// We assume the light is at the origin to compute the SceneInfo. This is consumed later by
|
||||
@@ -1099,8 +1212,8 @@ void ShadowMap::initSceneInfo(FScene const& scene, mat4f const& viewMatrix,
|
||||
);
|
||||
}
|
||||
|
||||
void ShadowMap::updateSceneInfo(const mat4f& Mv, FScene const& scene,
|
||||
ShadowMap::SceneInfo& sceneInfo) {
|
||||
void ShadowMap::updateSceneInfoDirectional(mat4f const& Mv, FScene const& scene,
|
||||
SceneInfo& sceneInfo) {
|
||||
sceneInfo.lsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
|
||||
visitScene(scene, sceneInfo.visibleLayers,
|
||||
[&](Aabb caster, Culler::result_type) {
|
||||
@@ -1113,13 +1226,13 @@ void ShadowMap::updateSceneInfo(const mat4f& Mv, FScene const& scene,
|
||||
);
|
||||
}
|
||||
|
||||
void ShadowMap::updateSceneInfo(const mat4f& Mv, FScene const& scene,
|
||||
ShadowMap::SceneInfo& sceneInfo, uint16_t index) {
|
||||
void ShadowMap::updateSceneInfoSpot(mat4f const& Mv, FScene const& scene,
|
||||
SceneInfo& sceneInfo) {
|
||||
sceneInfo.lsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
|
||||
sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
|
||||
visitScene(scene, sceneInfo.visibleLayers,
|
||||
[&](Aabb caster, Culler::result_type mask) {
|
||||
if (mask & VISIBLE_SPOT_SHADOW_RENDERABLE_N(index)) {
|
||||
if (mask & VISIBLE_DYN_SHADOW_RENDERABLE) {
|
||||
float2 nf = ShadowMap::computeNearFar(Mv, caster);
|
||||
sceneInfo.lsNearFar.x = std::max(sceneInfo.lsNearFar.x, nf.x); // near
|
||||
sceneInfo.lsNearFar.y = std::min(sceneInfo.lsNearFar.y, nf.y); // far
|
||||
@@ -1130,4 +1243,67 @@ void ShadowMap::updateSceneInfo(const mat4f& Mv, FScene const& scene,
|
||||
);
|
||||
}
|
||||
|
||||
filament::Viewport ShadowMap::getViewport() const noexcept {
|
||||
// We set a viewport with a 1-texel border for when we index outside the
|
||||
// texture.
|
||||
// DON'T CHANGE this unless ShadowMap::getTextureCoordsMapping() is updated too.
|
||||
// see: ShadowMap::getTextureCoordsMapping()
|
||||
//
|
||||
// For floating-point depth textures, the 1-texel border could be set to
|
||||
// FLOAT_MAX to avoid clamping in the shadow shader (see sampleDepth inside
|
||||
// shadowing.fs). Unfortunately, the APIs don't seem let us clear depth
|
||||
// attachments to anything greater than 1.0, so we'd need a way to do this other
|
||||
// than clearing.
|
||||
const uint32_t dim = mOptions->mapSize;
|
||||
if (isPointShadow()) {
|
||||
// for point-light we don't have a border
|
||||
return { 0, 0, dim, dim };
|
||||
} else {
|
||||
return { 1, 1, dim - 2, dim - 2 };
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
void ShadowMap::prepareCamera(Transaction const& transaction,
|
||||
FEngine& engine, const CameraInfo& cameraInfo) noexcept {
|
||||
PerShadowMapUniforms::prepareCamera(transaction, engine, cameraInfo);
|
||||
PerShadowMapUniforms::prepareLodBias(transaction, 0.0f);
|
||||
}
|
||||
|
||||
void ShadowMap::prepareViewport(Transaction const& transaction,
|
||||
const filament::Viewport& viewport) noexcept {
|
||||
PerShadowMapUniforms::prepareViewport(transaction, viewport, 0, 0);
|
||||
}
|
||||
|
||||
void ShadowMap::prepareTime(Transaction const& transaction,
|
||||
FEngine& engine, math::float4 const& userTime) noexcept {
|
||||
PerShadowMapUniforms::prepareTime(transaction, engine, userTime);
|
||||
}
|
||||
|
||||
void ShadowMap::prepareDirectionalLight(Transaction const& transaction,
|
||||
FEngine& engine, math::float3 const& sceneSpaceDirection,
|
||||
LightManager::Instance instance) noexcept {
|
||||
PerShadowMapUniforms::prepareDirectionalLight(transaction,
|
||||
engine, 1.0f, sceneSpaceDirection, instance);
|
||||
}
|
||||
|
||||
void ShadowMap::prepareShadowMapping(Transaction const& transaction,
|
||||
bool highPrecision) noexcept {
|
||||
PerShadowMapUniforms::prepareShadowMapping(transaction, highPrecision);
|
||||
}
|
||||
|
||||
PerShadowMapUniforms::Transaction ShadowMap::open(DriverApi& driver) noexcept {
|
||||
return PerShadowMapUniforms::open(driver);
|
||||
}
|
||||
|
||||
void ShadowMap::commit(Transaction& transaction,
|
||||
backend::DriverApi& driver) const noexcept {
|
||||
mPerShadowMapUniforms.commit(transaction, driver);
|
||||
}
|
||||
|
||||
void ShadowMap::bindPerViewUniformsAndSamplers(backend::DriverApi& driver) const noexcept {
|
||||
mPerShadowMapUniforms.bind(driver);
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
+103
-68
@@ -19,11 +19,14 @@
|
||||
|
||||
#include "components/LightManager.h"
|
||||
|
||||
#include "PerShadowMapUniforms.h"
|
||||
|
||||
#include "details/Camera.h"
|
||||
#include "details/Scene.h"
|
||||
|
||||
#include "backend/DriverApiForward.h"
|
||||
#include "private/backend/SamplerGroup.h"
|
||||
#include "private/backend/DriverApi.h"
|
||||
|
||||
#include <filament/Viewport.h>
|
||||
|
||||
#include <math/mat4.h>
|
||||
#include <math/vec4.h>
|
||||
@@ -40,9 +43,7 @@ class RenderPass;
|
||||
// +------------------------------------------------------+
|
||||
// VISIBLE_RENDERABLE X
|
||||
// VISIBLE_DIR_SHADOW_RENDERABLE X
|
||||
// VISIBLE_SPOT_SHADOW_RENDERABLE_0 X
|
||||
// VISIBLE_SPOT_SHADOW_RENDERABLE_1 X
|
||||
// ...
|
||||
// VISIBLE_DYN_SHADOW_RENDERABLE X
|
||||
|
||||
// A "shadow renderable" is a renderable rendered to the shadow map during a shadow pass:
|
||||
// PCF shadows: only shadow casters
|
||||
@@ -50,25 +51,20 @@ class RenderPass;
|
||||
|
||||
static constexpr size_t VISIBLE_RENDERABLE_BIT = 0u;
|
||||
static constexpr size_t VISIBLE_DIR_SHADOW_RENDERABLE_BIT = 1u;
|
||||
|
||||
static constexpr size_t VISIBLE_SPOT_SHADOW_RENDERABLE_N_BIT(size_t n) { return n + 2; }
|
||||
static constexpr size_t VISIBLE_DYN_SHADOW_RENDERABLE_BIT = 2u;
|
||||
|
||||
static constexpr Culler::result_type VISIBLE_DIR_SHADOW_RENDERABLE = 1u << VISIBLE_DIR_SHADOW_RENDERABLE_BIT;
|
||||
static constexpr Culler::result_type VISIBLE_SPOT_SHADOW_RENDERABLE_N(size_t n) {
|
||||
return 1u << VISIBLE_SPOT_SHADOW_RENDERABLE_N_BIT(n);
|
||||
}
|
||||
|
||||
// ORing of all the VISIBLE_SPOT_SHADOW_RENDERABLE bits
|
||||
static constexpr Culler::result_type VISIBLE_SPOT_SHADOW_RENDERABLE =
|
||||
(0xFFu >> (sizeof(Culler::result_type) * 8u - CONFIG_MAX_SHADOW_CASTING_SPOTS)) << 2u;
|
||||
|
||||
// Because we're using a uint16_t for the visibility mask, we're limited to 14 spot light shadows.
|
||||
// (2 of the bits are used for visible renderables + directional light shadow casters).
|
||||
static_assert(CONFIG_MAX_SHADOW_CASTING_SPOTS <= sizeof(Culler::result_type) * 8 - 2,
|
||||
"CONFIG_MAX_SHADOW_CASTING_SPOTS cannot be higher than 14.");
|
||||
static constexpr Culler::result_type VISIBLE_DYN_SHADOW_RENDERABLE = 1u << VISIBLE_DYN_SHADOW_RENDERABLE_BIT;
|
||||
|
||||
class ShadowMap {
|
||||
public:
|
||||
|
||||
enum class ShadowType : uint8_t {
|
||||
DIRECTIONAL,
|
||||
SPOT,
|
||||
POINT
|
||||
};
|
||||
|
||||
explicit ShadowMap(FEngine& engine) noexcept;
|
||||
|
||||
// ShadowMap is not copyable for now
|
||||
@@ -91,29 +87,26 @@ public:
|
||||
// e.g., for a texture dimension of 512, shadowDimension would be 510
|
||||
uint16_t shadowDimension = 0;
|
||||
|
||||
// This spot shadowmap index.
|
||||
uint16_t spotIndex = 0;
|
||||
// e.g. Vulkan clip-space
|
||||
bool clipSpaceFlipped = false;
|
||||
|
||||
// e.g. metal textures
|
||||
bool textureSpaceFlipped = false;
|
||||
|
||||
// whether we're using vsm
|
||||
bool vsm = false;
|
||||
|
||||
// polygon offset
|
||||
backend::PolygonOffset polygonOffset{};
|
||||
};
|
||||
|
||||
struct SceneInfo {
|
||||
explicit SceneInfo(uint8_t visibleLayers) noexcept : visibleLayers(visibleLayers) { }
|
||||
|
||||
// The near and far planes, in clip space, to use for this shadow map
|
||||
// scratch data: The near and far planes, in clip space, to use for this shadow map
|
||||
math::float2 csNearFar = { -1.0f, 1.0f };
|
||||
|
||||
// The following fields are set by computeSceneCascadeParams.
|
||||
|
||||
// light's near/far expressed in light-space, calculated from the scene's content
|
||||
// assuming the light is at the origin.
|
||||
// scratch data: light's near/far expressed in light-space, calculated from the scene's
|
||||
// content assuming the light is at the origin.
|
||||
math::float2 lsNearFar{};
|
||||
|
||||
// Viewing camera's near/far expressed in view-space, calculated from the scene's content
|
||||
// scratch data: Viewing camera's near/far expressed in view-space, calculated from the
|
||||
// scene's content.
|
||||
math::float2 vsNearFar{};
|
||||
|
||||
// World-space shadow-casters volume
|
||||
@@ -128,51 +121,89 @@ public:
|
||||
static math::mat4f getDirectionalLightViewMatrix(
|
||||
math::float3 direction, math::float3 position = {}) noexcept;
|
||||
|
||||
static math::mat4f getPointLightViewMatrix(backend::TextureCubemapFace face,
|
||||
math::float3 position) noexcept;
|
||||
|
||||
void initialize(size_t lightIndex, ShadowType shadowType, uint16_t shadowIndex, uint8_t face,
|
||||
LightManager::ShadowOptions const* options);
|
||||
|
||||
struct ShaderParameters {
|
||||
math::mat4f lightSpace{};
|
||||
math::float4 lightFromWorldZ{};
|
||||
float texelSizeAtOneMeterWs{};
|
||||
};
|
||||
|
||||
// Call once per frame if the light, scene (or visible layers) or camera changes.
|
||||
// This computes the light's camera.
|
||||
void updateDirectional(const FScene::LightSoa& lightData, size_t index,
|
||||
ShaderParameters updateDirectional(FEngine& engine,
|
||||
const FScene::LightSoa& lightData, size_t index,
|
||||
filament::CameraInfo const& camera,
|
||||
const ShadowMapInfo& shadowMapInfo, FScene const& scene,
|
||||
ShadowMapInfo const& shadowMapInfo, FScene const& scene,
|
||||
SceneInfo& sceneInfo) noexcept;
|
||||
|
||||
void updateSpot(const FScene::LightSoa& lightData, size_t index,
|
||||
ShaderParameters updateSpot(FEngine& engine,
|
||||
const FScene::LightSoa& lightData, size_t index,
|
||||
filament::CameraInfo const& camera,
|
||||
const ShadowMapInfo& shadowMapInfo, FScene const& scene,
|
||||
SceneInfo& sceneInfo) noexcept;
|
||||
SceneInfo sceneInfo) noexcept;
|
||||
|
||||
void render(FScene const& scene, utils::Range<uint32_t> range,
|
||||
FScene::VisibleMaskType visibilityMask, RenderPass* pass) noexcept;
|
||||
ShaderParameters updatePoint(FEngine& engine,
|
||||
const FScene::LightSoa& lightData, size_t index,
|
||||
filament::CameraInfo const& camera, const ShadowMapInfo& shadowMapInfo,
|
||||
FScene const& scene,
|
||||
SceneInfo sceneInfo, uint8_t face) noexcept;
|
||||
|
||||
// Do we have visible shadows. Valid after calling update().
|
||||
bool hasVisibleShadows() const noexcept { return mHasVisibleShadows; }
|
||||
|
||||
// Computes the transform to use in the shader to access the shadow map.
|
||||
// Valid after calling update().
|
||||
math::mat4f const& getLightSpaceMatrix() const noexcept { return mLightSpace; }
|
||||
|
||||
// return the size of a texel in world space (pre-warping)
|
||||
float getTexelSizAtOneMeterWs() const noexcept { return mTexelSizeAtOneMeterWs; }
|
||||
math::float4 getLightFromWorldZ() const noexcept { return mLightFromWorldZ; }
|
||||
|
||||
// Returns the light's projection. Valid after calling update().
|
||||
FCamera const& getCamera() const noexcept { return *mCamera; }
|
||||
|
||||
// use only for debugging
|
||||
FCamera const& getDebugCamera() const noexcept { return *mDebugCamera; }
|
||||
|
||||
backend::PolygonOffset getPolygonOffset() const noexcept { return mShadowMapInfo.polygonOffset; }
|
||||
|
||||
// Call once per frame to populate the SceneInfo struct, then pass to update().
|
||||
// This computes values constant across all shadow maps.
|
||||
static void initSceneInfo(FScene const& scene, math::mat4f const& viewMatrix,
|
||||
ShadowMap::SceneInfo& sceneInfo);
|
||||
static void initSceneInfo(ShadowMap::SceneInfo& sceneInfo, uint8_t visibleLayers,
|
||||
FScene const& scene, math::mat4f const& viewMatrix);
|
||||
|
||||
// Update SceneInfo struct for a given light
|
||||
static void updateSceneInfo(const math::mat4f& Mv, FScene const& scene,
|
||||
ShadowMap::SceneInfo& sceneInfo);
|
||||
static void updateSceneInfoDirectional(const math::mat4f& Mv, FScene const& scene,
|
||||
SceneInfo& sceneInfo);
|
||||
|
||||
static void updateSceneInfo(const math::mat4f& Mv, FScene const& scene,
|
||||
ShadowMap::SceneInfo& sceneInfo, uint16_t index);
|
||||
static void updateSceneInfoSpot(const math::mat4f& Mv, FScene const& scene,
|
||||
SceneInfo& sceneInfo);
|
||||
|
||||
filament::Viewport getViewport() const noexcept;
|
||||
|
||||
LightManager::ShadowOptions const* getShadowOptions() const noexcept { return mOptions; }
|
||||
size_t getLightIndex() const { return mLightIndex; }
|
||||
uint16_t getShadowIndex() const { return mShadowIndex; }
|
||||
void setLayer(uint8_t layer) noexcept { mLayer = layer; }
|
||||
uint8_t getLayer() const noexcept { return mLayer; }
|
||||
bool isDirectionalShadow() const noexcept { return mShadowType == ShadowType::DIRECTIONAL; }
|
||||
bool isSpotShadow() const noexcept { return mShadowType == ShadowType::SPOT; }
|
||||
bool isPointShadow() const noexcept { return mShadowType == ShadowType::POINT; }
|
||||
ShadowType getShadowType() const noexcept { return mShadowType; }
|
||||
uint8_t getFace() const noexcept { return mFace; }
|
||||
|
||||
using Transaction = PerShadowMapUniforms::Transaction;
|
||||
|
||||
static void prepareCamera(Transaction const& transaction,
|
||||
FEngine& engine, const CameraInfo& cameraInfo) noexcept;
|
||||
static void prepareViewport(Transaction const& transaction,
|
||||
const filament::Viewport& viewport) noexcept;
|
||||
static void prepareTime(Transaction const& transaction,
|
||||
FEngine& engine, math::float4 const& userTime) noexcept;
|
||||
static void prepareDirectionalLight(Transaction const& transaction,
|
||||
FEngine& engine, math::float3 const& sceneSpaceDirection,
|
||||
LightManager::Instance instance) noexcept;
|
||||
static void prepareShadowMapping(Transaction const& transaction,
|
||||
bool highPrecision) noexcept;
|
||||
static PerShadowMapUniforms::Transaction open(backend::DriverApi& driver) noexcept;
|
||||
void commit(Transaction& transaction,
|
||||
backend::DriverApi& driver) const noexcept;
|
||||
void bindPerViewUniformsAndSamplers(backend::DriverApi& driver) const noexcept;
|
||||
|
||||
private:
|
||||
struct Segment {
|
||||
@@ -245,13 +276,16 @@ private:
|
||||
|
||||
static math::mat4f directionalLightFrustum(float n, float f) noexcept;
|
||||
|
||||
math::mat4 getTextureCoordsMapping() const noexcept;
|
||||
static math::mat4 getTextureCoordsMapping(ShadowMapInfo const& info) noexcept;
|
||||
|
||||
static math::mat4f computeVsmLightSpaceMatrix(const math::mat4f& lightSpacePcf,
|
||||
const math::mat4f& Mv, float znear, float zfar) noexcept;
|
||||
|
||||
float texelSizeWorldSpace(const math::mat3f& worldToShadowTexture) const noexcept;
|
||||
float texelSizeWorldSpace(const math::mat4f& W, const math::mat4f& MbMtF) const noexcept;
|
||||
float texelSizeWorldSpace(const math::mat3f& worldToShadowTexture,
|
||||
uint16_t shadowDimension) const noexcept;
|
||||
|
||||
float texelSizeWorldSpace(const math::mat4f& W, const math::mat4f& MbMtF,
|
||||
uint16_t shadowDimension) const noexcept;
|
||||
|
||||
static constexpr const Segment sBoxSegments[12] = {
|
||||
{ 0, 1 }, { 1, 3 }, { 3, 2 }, { 2, 0 },
|
||||
@@ -267,19 +301,20 @@ private:
|
||||
{ 2, 6, 7, 3 }, // top
|
||||
};
|
||||
|
||||
FCamera* mCamera = nullptr; // 8
|
||||
FCamera* mDebugCamera = nullptr; // 8
|
||||
math::mat4f mLightSpace; // 64
|
||||
float mTexelSizeAtOneMeterWs = 0.0f; // 4
|
||||
math::float4 mLightFromWorldZ{};
|
||||
mutable PerShadowMapUniforms mPerShadowMapUniforms; // 4
|
||||
|
||||
// set-up in update()
|
||||
ShadowMapInfo mShadowMapInfo; // 20
|
||||
bool mHasVisibleShadows = false; // 1
|
||||
FCamera* mCamera = nullptr; // 8
|
||||
FCamera* mDebugCamera = nullptr; // 8
|
||||
|
||||
FEngine& mEngine; // 8
|
||||
const bool mClipSpaceFlipped; // 1
|
||||
const bool mTextureSpaceFlipped; // 1
|
||||
// The data below technically belongs to ShadowMapManager, but it simplifies allocations
|
||||
// to store it here. This data is always associated with this shadow map anyway.
|
||||
LightManager::ShadowOptions const* mOptions = nullptr; // 8
|
||||
uint32_t mLightIndex = 0; // which light are we shadowing // 4
|
||||
uint16_t mShadowIndex = 0; // our index in the shadowMap vector // 2
|
||||
uint8_t mLayer = 0; // our layer in the shadowMap texture // 1
|
||||
ShadowType mShadowType : 2; // :2
|
||||
bool mHasVisibleShadows : 2; // :2
|
||||
uint8_t mFace : 3; // :3
|
||||
};
|
||||
|
||||
} // namespace filament
|
||||
|
||||
+541
-286
File diff suppressed because it is too large
Load Diff
@@ -27,9 +27,7 @@
|
||||
|
||||
#include <private/filament/EngineEnums.h>
|
||||
|
||||
#include <private/backend/DriverApi.h>
|
||||
#include "backend/DriverApiForward.h"
|
||||
|
||||
#include <backend/DriverApiForward.h>
|
||||
#include <backend/DriverEnums.h>
|
||||
#include <backend/Handle.h>
|
||||
|
||||
@@ -54,6 +52,7 @@ struct ShadowMappingUniforms {
|
||||
float ssContactShadowDistance;
|
||||
uint32_t directionalShadows;
|
||||
uint32_t cascades;
|
||||
bool elvsm;
|
||||
};
|
||||
|
||||
class ShadowMapManager {
|
||||
@@ -61,6 +60,8 @@ public:
|
||||
|
||||
using ShadowMappingUniforms = ShadowMappingUniforms;
|
||||
|
||||
using ShadowType = ShadowMap::ShadowType;
|
||||
|
||||
enum class ShadowTechnique : uint8_t {
|
||||
NONE = 0x0u,
|
||||
SHADOW_MAP = 0x1u,
|
||||
@@ -76,18 +77,21 @@ public:
|
||||
// Reset shadow map layout.
|
||||
void reset() noexcept;
|
||||
|
||||
void setShadowCascades(size_t lightIndex, LightManager::ShadowOptions const* options) noexcept;
|
||||
void addSpotShadowMap(size_t lightIndex, LightManager::ShadowOptions const* options) noexcept;
|
||||
void setDirectionalShadowMap(size_t lightIndex,
|
||||
LightManager::ShadowOptions const* options) noexcept;
|
||||
|
||||
// Updates all of the shadow maps and performs culling.
|
||||
void addShadowMap(size_t lightIndex, bool spotlight,
|
||||
LightManager::ShadowOptions const* options) noexcept;
|
||||
|
||||
// Updates all the shadow maps and performs culling.
|
||||
// Returns true if any of the shadow maps have visible shadows.
|
||||
ShadowMapManager::ShadowTechnique update(FEngine& engine, FView& view,
|
||||
CameraInfo const& cameraInfo,
|
||||
FScene::RenderableSoa& renderableData, FScene::LightSoa& lightData) noexcept;
|
||||
|
||||
// Renders all the shadow maps.
|
||||
FrameGraphId<FrameGraphTexture> render(FrameGraph& fg, FEngine& engine,
|
||||
RenderPass const& pass, FView& view) noexcept;
|
||||
FrameGraphId<FrameGraphTexture> render(FEngine& engine, FrameGraph& fg, RenderPass const& pass,
|
||||
FView& view, CameraInfo const& mainCameraInfo, math::float4 const& userTime) noexcept;
|
||||
|
||||
ShadowMap* getCascadeShadowMap(size_t cascade) noexcept {
|
||||
assert_invariant(cascade < CONFIG_MAX_SHADOW_CASCADES);
|
||||
@@ -98,14 +102,14 @@ public:
|
||||
return const_cast<ShadowMapManager*>(this)->getCascadeShadowMap(cascade);
|
||||
}
|
||||
|
||||
ShadowMap* getSpotShadowMap(size_t spot) noexcept {
|
||||
assert_invariant(spot < CONFIG_MAX_SHADOW_CASTING_SPOTS);
|
||||
ShadowMap* getPointOrSpotShadowMap(size_t index) noexcept {
|
||||
assert_invariant(index < CONFIG_MAX_SHADOWMAP_PUNCTUAL);
|
||||
return std::launder(reinterpret_cast<ShadowMap*>(
|
||||
&mShadowMapCache[CONFIG_MAX_SHADOW_CASCADES + spot]));
|
||||
&mShadowMapCache[CONFIG_MAX_SHADOW_CASCADES + index]));
|
||||
}
|
||||
|
||||
ShadowMap const* getSpotShadowMap(size_t spot) const noexcept {
|
||||
return const_cast<ShadowMapManager*>(this)->getSpotShadowMap(spot);
|
||||
ShadowMap const* getPointOrSpotShadowMap(size_t spot) const noexcept {
|
||||
return const_cast<ShadowMapManager*>(this)->getPointOrSpotShadowMap(spot);
|
||||
}
|
||||
|
||||
// valid after calling update() above
|
||||
@@ -113,46 +117,37 @@ public:
|
||||
return mShadowMappingUniforms;
|
||||
}
|
||||
|
||||
auto& getShadowUniforms() const { return mShadowUb; }
|
||||
|
||||
auto& getShadowUniformsHandle() const { return mShadowUbh; }
|
||||
|
||||
bool hasSpotShadows() const { return !mSpotShadowMaps.empty(); }
|
||||
|
||||
private:
|
||||
ShadowMapManager::ShadowTechnique updateCascadeShadowMaps(FEngine& engine,
|
||||
FView& view, CameraInfo const& cameraInfo, FScene::RenderableSoa& renderableData,
|
||||
FScene::LightSoa& lightData, ShadowMap::SceneInfo& sceneInfo) noexcept;
|
||||
|
||||
ShadowMapManager::ShadowTechnique updateSpotShadowMaps(FEngine& engine,
|
||||
FView& view, CameraInfo const& cameraInfo, FScene::RenderableSoa& renderableData,
|
||||
FScene::LightSoa& lightData, ShadowMap::SceneInfo& sceneInfo) noexcept;
|
||||
FScene::LightSoa& lightData) noexcept;
|
||||
|
||||
void calculateTextureRequirements(FEngine& engine, FView& view, FScene::LightSoa& lightData) noexcept;
|
||||
void calculateTextureRequirements(FEngine& engine, FView& view,
|
||||
FScene::LightSoa& lightData) noexcept;
|
||||
|
||||
class ShadowMapEntry {
|
||||
public:
|
||||
ShadowMapEntry() = default;
|
||||
ShadowMapEntry(ShadowMap* shadowMap, size_t light,
|
||||
LightManager::ShadowOptions const* options) :
|
||||
mShadowMap(shadowMap), mOptions(options), mLightIndex(light) {
|
||||
}
|
||||
void prepareSpotShadowMap(ShadowMap& shadowMap,
|
||||
FEngine& engine, FView& view, CameraInfo const& mainCameraInfo,
|
||||
FScene::RenderableSoa& renderableData, utils::Range<uint32_t> range,
|
||||
FScene::LightSoa& lightData, ShadowMap::SceneInfo const& sceneInfo) noexcept;
|
||||
|
||||
explicit operator bool() const { return mShadowMap != nullptr; }
|
||||
void preparePointShadowMap(ShadowMap& map,
|
||||
FEngine& engine, FView& view, CameraInfo const& mainCameraInfo,
|
||||
FScene::RenderableSoa& renderableData, utils::Range<uint32_t> range,
|
||||
FScene::LightSoa& lightData,
|
||||
ShadowMap::SceneInfo const& sceneInfo) noexcept;
|
||||
|
||||
void setLayer(uint8_t layer) noexcept { mLayer = layer; }
|
||||
uint8_t getLayer() const noexcept { return mLayer; }
|
||||
|
||||
LightManager::ShadowOptions const* getShadowOptions() const noexcept { return mOptions; }
|
||||
ShadowMap& getShadowMap() const { return *mShadowMap; }
|
||||
size_t getLightIndex() const { return mLightIndex; }
|
||||
|
||||
bool hasVisibleShadows() const { return mShadowMap->hasVisibleShadows(); }
|
||||
|
||||
private:
|
||||
ShadowMap* mShadowMap = nullptr;
|
||||
LightManager::ShadowOptions const* mOptions = nullptr;
|
||||
uint32_t mLightIndex = 0;
|
||||
uint8_t mLayer = 0;
|
||||
};
|
||||
static void updateSpotVisibilityMasks(
|
||||
uint8_t visibleLayers,
|
||||
uint8_t const* UTILS_RESTRICT layers,
|
||||
FRenderableManager::Visibility const* UTILS_RESTRICT visibility,
|
||||
Culler::result_type* UTILS_RESTRICT visibleMask, size_t count);
|
||||
|
||||
class CascadeSplits {
|
||||
public:
|
||||
@@ -191,12 +186,15 @@ private:
|
||||
size_t mSplitCount;
|
||||
};
|
||||
|
||||
FEngine& mEngine;
|
||||
|
||||
// Atlas requirements, updated in ShadowMapManager::update(),
|
||||
// consumed in ShadowMapManager::render()
|
||||
struct TextureAtlasRequirements {
|
||||
uint16_t size = 0;
|
||||
uint8_t layers = 0;
|
||||
uint8_t levels = 0;
|
||||
backend::TextureFormat format = backend::TextureFormat::DEPTH16;
|
||||
} mTextureAtlasRequirements;
|
||||
|
||||
SoftShadowOptions mSoftShadowOptions;
|
||||
@@ -204,30 +202,26 @@ private:
|
||||
CascadeSplits::Params mCascadeSplitParams;
|
||||
CascadeSplits mCascadeSplits;
|
||||
|
||||
// 16-bits seems enough.
|
||||
// TODO: make it an option.
|
||||
// TODO: iOS does not support the DEPTH16 texture format.
|
||||
backend::TextureFormat mTextureFormat = backend::TextureFormat::DEPTH16;
|
||||
|
||||
mutable TypedUniformBuffer<ShadowUib> mShadowUb;
|
||||
backend::Handle<backend::HwBufferObject> mShadowUbh;
|
||||
|
||||
ShadowMappingUniforms mShadowMappingUniforms;
|
||||
ShadowMappingUniforms mShadowMappingUniforms = {};
|
||||
|
||||
utils::FixedCapacityVector<ShadowMapEntry> mCascadeShadowMaps{
|
||||
utils::FixedCapacityVector<ShadowMapEntry>::with_capacity(
|
||||
ShadowMap::SceneInfo mSceneInfo;
|
||||
|
||||
utils::FixedCapacityVector<ShadowMap*> mCascadeShadowMaps{
|
||||
utils::FixedCapacityVector<ShadowMap*>::with_capacity(
|
||||
CONFIG_MAX_SHADOW_CASCADES) };
|
||||
|
||||
utils::FixedCapacityVector<ShadowMapEntry> mSpotShadowMaps{
|
||||
utils::FixedCapacityVector<ShadowMapEntry>::with_capacity(
|
||||
CONFIG_MAX_SHADOW_CASTING_SPOTS) };
|
||||
utils::FixedCapacityVector<ShadowMap*> mSpotShadowMaps{
|
||||
utils::FixedCapacityVector<ShadowMap*>::with_capacity(
|
||||
CONFIG_MAX_SHADOWMAP_PUNCTUAL) };
|
||||
|
||||
// inline storage for all our ShadowMap objects, we can't easily use a std::array<> directly.
|
||||
// because ShadowMap doesn't have a default ctor, and we avoid out-of-line allocations.
|
||||
// Each ShadowMap is currently 128 bytes.
|
||||
// Each ShadowMap is currently 40 bytes (total of 2.5KB for 64 shadow maps)
|
||||
using ShadowMapStorage = std::aligned_storage<sizeof(ShadowMap), alignof(ShadowMap)>::type;
|
||||
std::array<ShadowMapStorage,
|
||||
CONFIG_MAX_SHADOW_CASCADES + CONFIG_MAX_SHADOW_CASTING_SPOTS> mShadowMapCache;
|
||||
std::array<ShadowMapStorage, CONFIG_MAX_SHADOW_LAYERS> mShadowMapCache;
|
||||
};
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -25,16 +25,16 @@ using namespace math;
|
||||
|
||||
void SkinningBuffer::setBones(Engine& engine,
|
||||
RenderableManager::Bone const* transforms, size_t count, size_t offset) {
|
||||
upcast(this)->setBones(upcast(engine), transforms, count, offset);
|
||||
downcast(this)->setBones(downcast(engine), transforms, count, offset);
|
||||
}
|
||||
|
||||
void SkinningBuffer::setBones(Engine& engine,
|
||||
math::mat4f const* transforms, size_t count, size_t offset) {
|
||||
upcast(this)->setBones(upcast(engine), transforms, count, offset);
|
||||
downcast(this)->setBones(downcast(engine), transforms, count, offset);
|
||||
}
|
||||
|
||||
size_t SkinningBuffer::getBoneCount() const noexcept {
|
||||
return upcast(this)->getBoneCount();
|
||||
return downcast(this)->getBoneCount();
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
@@ -21,23 +21,23 @@
|
||||
namespace filament {
|
||||
|
||||
void Skybox::setLayerMask(uint8_t select, uint8_t values) noexcept {
|
||||
upcast(this)->setLayerMask(select, values);
|
||||
downcast(this)->setLayerMask(select, values);
|
||||
}
|
||||
|
||||
uint8_t Skybox::getLayerMask() const noexcept {
|
||||
return upcast(this)->getLayerMask();
|
||||
return downcast(this)->getLayerMask();
|
||||
}
|
||||
|
||||
float Skybox::getIntensity() const noexcept {
|
||||
return upcast(this)->getIntensity();
|
||||
return downcast(this)->getIntensity();
|
||||
}
|
||||
|
||||
void Skybox::setColor(math::float4 color) noexcept {
|
||||
upcast(this)->setColor(color);
|
||||
downcast(this)->setColor(color);
|
||||
}
|
||||
|
||||
Texture const* Skybox::getTexture() const noexcept {
|
||||
return upcast(this)->getTexture();
|
||||
return downcast(this)->getTexture();
|
||||
}
|
||||
|
||||
} // namespace filament
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user