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Author SHA1 Message Date
Benjamin Doherty 6dbee125b3 Make some headers public so JobSystem.h can be used 2022-11-03 09:39:01 -07:00
58 changed files with 643 additions and 1172 deletions
+32 -56
View File
@@ -45,23 +45,18 @@ jobs:
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
cd build/$WORKFLOW_OS && printf "y" | ./build.sh release
cd ../..
- name: Upload release assets
run: |
xargs -L 1 sudo pip3 install < build/common/requirements.txt
if [ -f out/filament-release-darwin.tgz ]; then mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz; fi;
if [ -f out/filament-release-linux.tgz ]; then mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz; fi;
- uses: actions/github-script@v6
python3 build/common/upload-assets.py ${TAG} out/*.tgz
env:
TAG: ${{ steps.git_ref.outputs.tag }}
with:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create('out/*.tgz');
await upload({ github, context }, await globber.glob(), TAG);
GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
build-web:
name: build-web
@@ -80,21 +75,16 @@ jobs:
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/web && printf "y" | ./build.sh release
cd ../..
- name: Upload release assets
run: |
xargs -L 1 sudo pip3 install < build/common/requirements.txt
mv out/filament-release-web.tgz out/filament-${TAG}-web.tgz
- uses: actions/github-script@v6
python3 build/common/upload-assets.py ${TAG} out/*.tgz
env:
TAG: ${{ steps.git_ref.outputs.tag }}
with:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create('out/*.tgz');
await upload({ github, context }, await globber.glob(), TAG);
GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
build-android:
name: build-android
@@ -113,16 +103,8 @@ jobs:
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/android && printf "y" | ./build.sh release
cd ../..
mv out/filament-android-release.aar out/filament-${TAG}-android.aar
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
mv out/filamat-android-lite-release.aar out/filamat-${TAG}-lite-android.aar
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
- name: Sign sample-gltf-viewer
run: |
echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
@@ -137,15 +119,18 @@ jobs:
TAG: ${{ steps.git_ref.outputs.tag }}
APK_KEYSTORE_BASE64: ${{ secrets.APK_KEYSTORE_BASE64 }}
APK_KEYSTORE_PASS: ${{ secrets.APK_KEYSTORE_PASS }}
- uses: actions/github-script@v6
- name: Upload release assets
run: |
xargs -L 1 sudo pip3 install < build/common/requirements.txt
mv out/filament-android-release.aar out/filament-${TAG}-android.aar
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
mv out/filamat-android-lite-release.aar out/filamat-${TAG}-lite-android.aar
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
python3 build/common/upload-assets.py ${TAG} out/*.aar out/*.apk
env:
TAG: ${{ steps.git_ref.outputs.tag }}
with:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create(['out/*.aar', 'out/*.apk'].join('\n'));
await upload({ github, context }, await globber.glob(), TAG);
GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
build-ios:
name: build-ios
@@ -164,21 +149,16 @@ jobs:
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/ios && printf "y" | ./build.sh release
cd ../..
- name: Upload release assets
run: |
xargs -L 1 sudo pip3 install < build/common/requirements.txt
mv out/filament-release-ios.tgz out/filament-${TAG}-ios.tgz
- uses: actions/github-script@v6
python3 build/common/upload-assets.py ${TAG} out/*.tgz
env:
TAG: ${{ steps.git_ref.outputs.tag }}
with:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create('out/*.tgz');
await upload({ github, context }, await globber.glob(), TAG);
GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
build-windows:
name: build-windows
@@ -198,19 +178,15 @@ jobs:
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
build\windows\build-github.bat release
cd ..\..
move out\filament-windows.tgz out\filament-%TAG%-windows.tgz
shell: cmd
- uses: actions/github-script@v6
- name: Upload release assets
run: |
pip3 install PyGithub
mv out/filament-windows.tgz out/filament-${TAG}-windows.tgz
python build/common/upload-assets.py ${TAG} out/*.tgz
shell: bash
env:
TAG: ${{ steps.git_ref.outputs.tag }}
with:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create('out/*.tgz');
await upload({ github, context }, await globber.glob(), TAG);
GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
-4
View File
@@ -99,10 +99,6 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# ==================================================================================================
if (UNIX AND NOT APPLE AND NOT ANDROID AND NOT WEBGL)
set(LINUX TRUE)
else()
# since cmake 3.25 LINUX is automatically set based on CMAKE_SYSTEM_NAME, which the android
# cmake files are setting to "Linux".
set(LINUX FALSE)
endif()
if (LINUX)
+2 -2
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.29.0'
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', '~> 1.29.0'
pod 'Filament', '~> 1.28.2'
```
### Snapshots
+4 -12
View File
@@ -5,20 +5,12 @@ A new header is inserted each time a *tag* is created.
## main branch
## v1.29.0
- gltfio: calculate primitive's AABB correctly.
- gltfio: recompute bounding boxes with morph targets
- engine: add missing getters on `MaterialInstance`
- WebGL: add missing `ColorGrading` JS bindings
- engine: improvements/cleanup of Shadow mapping code [⚠️ **Recompile Materials**]
- engine: fix TransformManager high precision mode when using transactions.
## v1.28.3
- 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
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.29.0
VERSION_NAME=1.28.2
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
+14
View File
@@ -0,0 +1,14 @@
setuptools==40.6.2
wheel==0.37.1
certifi==2021.10.8
cffi==1.15.0
charset-normalizer==2.0.12
Deprecated==1.2.13
idna==3.3
pycparser==2.21
PyGithub==1.55
PyJWT==2.4.0
PyNaCl==1.5.0
requests==2.27.1
urllib3==1.26.9
wrapt==1.14.0
+93
View File
@@ -0,0 +1,93 @@
# Copyright (C) 2019 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.
# requirements.txt created via:
#
# pip3 install virtualenv
# python3 -m venv env
# pip3 install PyGithub
# pip3 install wheel
# --all includes wheel and setuputils, which is needed for GitHub Actions
# pip3 freeze --all > requirements.txt
# Manually move 'setuptools' and 'wheel' lines to the beginning of the file.
# Manually remove the 'pip' line.
#
# Requirements are installed in GitHub Actions via:
# xargs -L 1 sudo pip3 install < build/common/requirements.txt
# xargs must be used because the ordering of the dependencies matters (namely, setuptools).
# sudo must be used to uninstall non-matching versions of packages.
# pip is removed to avoid conflicts with the pre-installed pip version on Actions.
# This technique does not work with Windows, unfortunately.
from github import Github
import os, sys
def print_usage():
print('Upload assets to a Filament GitHub release.')
print()
print('Usage:')
print(' upload-assets.py <tag> <asset>...')
print()
print('Notes:')
print(' The GitHub release must already be created prior to running this script. This is typically done')
print(' through the GitHub web UI.')
print()
print(' <tag> is the Git tag for the desired release to attach assets to, for example, "v1.4.2".')
print()
print(' <asset> is a path to the asset file to upload. The file name will be used as the name of the')
print(' asset.')
print()
print(' The GITHUB_API_KEY environment variable must be set to a valid authentication token for a')
print(' collaborator account of the Filament repository.')
# The first argument is the path to this script.
if len(sys.argv) < 3:
print_usage()
sys.exit(1)
tag = sys.argv[1]
assets = sys.argv[2:]
authentication_token = os.environ.get('GITHUB_API_KEY')
if not authentication_token:
sys.stderr.write('Error: the GITHUB_API_KEY is not set.\n')
sys.exit(1)
g = Github(authentication_token)
FILAMENT_REPO = "google/filament"
filament = g.get_repo(FILAMENT_REPO)
def find_release_from_tag(repo, tag):
""" Find a release in the repo for the given Git tag string. """
releases = repo.get_releases()
for r in releases:
if r.tag_name == tag:
return r
return None
release = find_release_from_tag(filament, tag)
if not release:
sys.stderr.write(f"Error: Could not find release with tag '{tag}'.\n")
sys.exit(1)
print(f"Found release with tag '{tag}'.")
for asset_path in assets:
sys.stdout.write(f'Uploding asset: {asset_path}... ')
asset_name = os.path.basename(asset_path)
asset = release.upload_asset(asset_path, name=asset_name)
if asset:
sys.stdout.write('Success!\n')
@@ -1,78 +0,0 @@
/*
* 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.
*/
const uploadReleaseAssets = async ({github, context}, assetPathsToUpload, releaseTag) => {
const fs = require('fs/promises');
const path = require('path');
const filesToUpload = assetPathsToUpload.map(assetPath => ({
buffer: fs.readFile(assetPath),
assetName: path.basename(assetPath)
}));
const findReleaseMatchingTag = async tag => {
const { data: releases } = await github.rest.repos.listReleases(context.repo);
const release = releases.find(release => release.tag_name === releaseTag);
if (!release) {
throw new Error(`Could not locate release with tag '${releaseTag}'`);
}
return release;
};
const release = await findReleaseMatchingTag(releaseTag);
console.log(`Found release named '${release.name}' matching tag '${release.tag_name}'.`);
const uploadPromises = [];
for (const file of filesToUpload) {
console.log(`Uploading asset ${file.assetName}.`);
const p = github.rest.repos.uploadReleaseAsset({
...context.repo,
release_id: release.id,
name: file.assetName,
data: await file.buffer
});
uploadPromises.push(p);
}
await Promise.all(uploadPromises);
console.log("Done!");
}
module.exports = uploadReleaseAssets;
////////////////////////////////////////////////////////////////////////////////////////////////////
// To test this script locally, uncomment the code below and run:
//
// npm install
// node index.js
// const { Octokit } = require("@octokit/rest");
// const glob = require("@actions/glob");
// (async () => {
// const github = new Octokit({
// auth: "" // <-- paste GitHub auth token here
// });
// const context = {
// repo: {
// owner: "bejado",
// repo: "filament",
// },
// };
// const globber = await glob.create('*.txt');
// await uploadReleaseAssets({ github, context }, await globber.glob(), 'vtest-28');
// })();
-546
View File
@@ -1,546 +0,0 @@
{
"name": "upload-release-assets",
"version": "1.0.0",
"lockfileVersion": 2,
"requires": true,
"packages": {
"": {
"version": "1.0.0",
"license": "Apache-2.0",
"dependencies": {
"@actions/glob": "^0.3.0",
"@octokit/rest": "^19.0.5"
}
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}
}
}
@@ -1,15 +0,0 @@
{
"name": "upload-release-assets",
"version": "1.0.0",
"description": "Upload Filament release assets",
"main": "index.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1"
},
"author": "Google",
"license": "Apache-2.0",
"dependencies": {
"@actions/glob": "^0.3.0",
"@octokit/rest": "^19.0.5"
}
}
-1
View File
@@ -405,7 +405,6 @@ if (APPLE)
backend
getopt
gtest
filamat
SPIRV
spirv-cross-glsl)
@@ -96,8 +96,6 @@ struct MetalContext {
SamplerStateCache samplerStateCache;
ArgumentEncoderCache argumentEncoderCache;
PolygonOffset currentPolygonOffset = {0.0f, 0.0f};
MetalSamplerGroup* samplerBindings[Program::SAMPLER_BINDING_COUNT] = {};
// Keeps track of sampler groups we've finalized for the current render pass.
+1 -8
View File
@@ -1005,7 +1005,6 @@ void MetalDriver::beginRenderPass(Handle<HwRenderTarget> rth,
mContext->depthStencilState.invalidate();
mContext->cullModeState.invalidate();
mContext->windingState.invalidate();
mContext->currentPolygonOffset = {0.0f, 0.0f};
mContext->finalizedSamplerGroups.clear();
}
@@ -1184,12 +1183,8 @@ void MetalDriver::startCapture(int) {
if (@available(iOS 13, *)) {
MTLCaptureDescriptor* descriptor = [MTLCaptureDescriptor new];
descriptor.captureObject = mContext->device;
#if defined(IOS)
descriptor.destination = MTLCaptureDestinationDeveloperTools;
#else
descriptor.destination = MTLCaptureDestinationGPUTraceDocument;
descriptor.outputURL = [[NSURL alloc] initFileURLWithPath:@"filament.gputrace"];
#endif
NSError* error = nil;
[[MTLCaptureManager sharedCaptureManager] startCaptureWithDescriptor:descriptor
error:&error];
@@ -1591,12 +1586,10 @@ void MetalDriver::draw(PipelineState ps, Handle<HwRenderPrimitive> rph, uint32_t
[mContext->currentRenderPassEncoder setDepthStencilState:state];
}
if (ps.polygonOffset.constant != mContext->currentPolygonOffset.constant ||
ps.polygonOffset.slope != mContext->currentPolygonOffset.slope) {
if (ps.polygonOffset.constant != 0.0 || ps.polygonOffset.slope != 0.0) {
[mContext->currentRenderPassEncoder setDepthBias:ps.polygonOffset.constant
slopeScale:ps.polygonOffset.slope
clamp:0.0];
mContext->currentPolygonOffset = ps.polygonOffset;
}
// Set scissor-rectangle.
@@ -286,15 +286,13 @@ bool OpenGLProgram::checkProgramStatus(const char* name,
for (size_t i = 0; i < Program::SHADER_TYPE_COUNT; i++) {
const ShaderStage type = static_cast<ShaderStage>(i);
const GLuint shader = shaderIds[i];
if (shader) {
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
logCompilationError(slog.e, type, name, shader, shaderSourceCode[i]);
}
glDetachShader(program, shader);
glDeleteShader(shader);
shaderIds[i] = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
logCompilationError(slog.e, type, name, shader, shaderSourceCode[i]);
}
glDetachShader(program, shader);
glDeleteShader(shader);
shaderIds[i] = 0;
}
// log the link error as well
logProgramLinkError(slog.e, name, program);
+37 -13
View File
@@ -22,12 +22,8 @@
#include <spirv_glsl.hpp>
#include <spirv_msl.hpp>
#include "../src/GLSLPostProcessor.h"
#include "builtinResource.h"
#include <utils/FixedCapacityVector.h>
#include <iostream>
#include <utility>
#include <vector>
@@ -63,6 +59,38 @@ void SpvToGlsl(const SpirvBlob* spirv, std::string* outGlsl) {
*outGlsl = glslCompiler.compile();
}
void SpvToMsl(const SpirvBlob* spirv, std::string* outMsl) {
CompilerMSL mslCompiler(*spirv);
mslCompiler.set_msl_options(CompilerMSL::Options {
.msl_version = CompilerMSL::Options::make_msl_version(1, 1)
});
auto executionModel = mslCompiler.get_execution_model();
auto duplicateResourceBinding = [executionModel, &mslCompiler](const auto& resource) {
auto set = mslCompiler.get_decoration(resource.id, spv::DecorationDescriptorSet);
auto binding = mslCompiler.get_decoration(resource.id, spv::DecorationBinding);
MSLResourceBinding newBinding;
newBinding.stage = executionModel;
newBinding.desc_set = set;
newBinding.binding = binding;
newBinding.msl_texture = binding;
newBinding.msl_sampler = binding;
newBinding.msl_buffer = binding;
mslCompiler.add_msl_resource_binding(newBinding);
};
auto resources = mslCompiler.get_shader_resources();
for (const auto& resource : resources.sampled_images) {
duplicateResourceBinding(resource);
}
for (const auto& resource : resources.uniform_buffers) {
duplicateResourceBinding(resource);
}
*outMsl = mslCompiler.compile();
}
} // anonymous namespace
void ShaderGenerator::init() {
@@ -74,16 +102,15 @@ void ShaderGenerator::shutdown() {
}
ShaderGenerator::ShaderGenerator(std::string vertex, std::string fragment,
Backend backend, bool isMobile, const filament::SamplerInterfaceBlock* sib) noexcept
Backend backend, bool isMobile) noexcept
: mBackend(backend),
mVertexBlob(transpileShader(ShaderStage::VERTEX, std::move(vertex), backend, isMobile, sib)),
mVertexBlob(transpileShader(ShaderStage::VERTEX, std::move(vertex), backend, isMobile)),
mFragmentBlob(transpileShader(ShaderStage::FRAGMENT, std::move(fragment), backend,
isMobile, sib)) {
isMobile)) {
}
ShaderGenerator::Blob ShaderGenerator::transpileShader(
ShaderStage stage, std::string shader, Backend backend, bool isMobile,
const filament::SamplerInterfaceBlock* sib) noexcept {
ShaderStage stage, std::string shader, Backend backend, bool isMobile) noexcept {
TProgram program;
const EShLanguage language = stage == ShaderStage::VERTEX ? EShLangVertex : EShLangFragment;
TShader tShader(language);
@@ -146,10 +173,7 @@ ShaderGenerator::Blob ShaderGenerator::transpileShader(
}
return { result.c_str(), result.c_str() + result.length() + 1 };
} else if (backend == Backend::METAL) {
const auto sm = isMobile ? ShaderModel::MOBILE : ShaderModel::DESKTOP;
filamat::SibVector sibs = filamat::SibVector::with_capacity(1);
if (sib) { sibs.emplace_back(0, sib); }
filamat::GLSLPostProcessor::spirvToMsl(&spirv, &result, sm, false, sibs, nullptr);
SpvToMsl(&spirv, &result);
return { result.c_str(), result.c_str() + result.length() + 1 };
} else if (backend == Backend::VULKAN) {
return { (uint8_t*)spirv.data(), (uint8_t*)(spirv.data() + spirv.size()) };
+2 -4
View File
@@ -19,7 +19,6 @@
#include "PlatformRunner.h"
#include "private/filament/SamplerInterfaceBlock.h"
#include "private/backend/DriverApi.h"
#include "backend/Program.h"
@@ -39,8 +38,7 @@ public:
* @param vertex The vertex shader, written in GLSL 450 core.
* @param fragment The fragment shader, written in GLSL 450 core.
*/
ShaderGenerator(std::string vertex, std::string fragment, Backend backend, bool isMobile,
const filament::SamplerInterfaceBlock* sib = nullptr) noexcept;
ShaderGenerator(std::string vertex, std::string fragment, Backend backend, bool isMobile) noexcept;
ShaderGenerator(const ShaderGenerator& rhs) = delete;
ShaderGenerator& operator=(const ShaderGenerator& rhs) = delete;
@@ -52,7 +50,7 @@ private:
using Blob = std::vector<char>;
static Blob transpileShader(ShaderStage stage, std::string shader, Backend backend,
bool isMobile, const filament::SamplerInterfaceBlock* sib = nullptr) noexcept;
bool isMobile) noexcept;
Backend mBackend;
+1 -6
View File
@@ -133,12 +133,7 @@ TEST_F(BackendTest, FeedbackLoops) {
// Create a program.
ProgramHandle program;
{
SamplerInterfaceBlock sib = filament::SamplerInterfaceBlock::Builder()
.name("backend_test_sib")
.stageFlags(backend::ShaderStageFlags::ALL_SHADER_STAGE_FLAGS)
.add( {{"tex", SamplerType::SAMPLER_2D, SamplerFormat::FLOAT, Precision::HIGH }} )
.build();
ShaderGenerator shaderGen(fullscreenVs, fullscreenFs, sBackend, sIsMobilePlatform, &sib);
ShaderGenerator shaderGen(fullscreenVs, fullscreenFs, sBackend, sIsMobilePlatform);
Program prog = shaderGen.getProgram(api);
Program::Sampler psamplers[] = { utils::CString("tex"), 0 };
prog.setSamplerGroup(0, ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, psamplers, sizeof(psamplers) / sizeof(psamplers[0]));
+12 -31
View File
@@ -19,7 +19,6 @@
#include "ShaderGenerator.h"
#include "TrianglePrimitive.h"
#include "private/filament/SamplerInterfaceBlock.h"
#include "private/backend/SamplerGroup.h"
#include <math/half.h>
@@ -55,7 +54,7 @@ layout(location = 0) out vec4 fragColor;
// Filament's Vulkan backend requires a descriptor set index of 1 for all samplers.
// This parameter is ignored for other backends.
layout(location = 0, set = 1) uniform {samplerType} test_tex;
layout(location = 0, set = 1) uniform {samplerType} tex;
void main() {
vec2 fbsize = vec2(512);
@@ -63,7 +62,7 @@ void main() {
#if defined(TARGET_METAL_ENVIRONMENT) || defined(TARGET_VULKAN_ENVIRONMENT)
uv.y = 1.0 - uv.y;
#endif
fragColor = vec4(texture(test_tex, uv).rgb, 1.0f);
fragColor = vec4(texture(tex, uv).rgb, 1.0f);
}
)");
@@ -73,7 +72,8 @@ std::string fragmentUpdateImage3DTemplate (R"(#version 450 core
layout(location = 0) out vec4 fragColor;
// Filament's Vulkan backend requires a descriptor set index of 1 for all samplers.
layout(location = 0, set = 1) uniform {samplerType} test_tex;
// This parameter is ignored for other backends.
layout(location = 0, set = 1) uniform {samplerType} tex;
float getLayer(in sampler3D s) { return 2.5f / 4.0f; }
float getLayer(in sampler2DArray s) { return 2.0f; }
@@ -84,7 +84,7 @@ void main() {
#if defined(TARGET_METAL_ENVIRONMENT) || defined(TARGET_VULKAN_ENVIRONMENT)
uv.y = 1.0 - uv.y;
#endif
fragColor = vec4(texture(test_tex, vec3(uv, getLayer(test_tex))).rgb, 1.0f);
fragColor = vec4(texture(tex, vec3(uv, getLayer(tex))).rgb, 1.0f);
}
)");
@@ -94,7 +94,8 @@ std::string fragmentUpdateImageMip (R"(#version 450 core
layout(location = 0) out vec4 fragColor;
// Filament's Vulkan backend requires a descriptor set index of 1 for all samplers.
layout(location = 0, set = 1) uniform sampler2D test_tex;
// This parameter is ignored for other backends.
layout(location = 0, set = 1) uniform sampler2D tex;
void main() {
vec2 fbsize = vec2(512);
@@ -102,7 +103,7 @@ void main() {
#if defined(TARGET_METAL_ENVIRONMENT) || defined(TARGET_VULKAN_ENVIRONMENT)
uv.y = 1.0 - uv.y;
#endif
fragColor = vec4(textureLod(test_tex, uv, 1.0f).rgb, 1.0f);
fragColor = vec4(textureLod(tex, uv, 1.0f).rgb, 1.0f);
}
)");
@@ -344,15 +345,10 @@ TEST_F(BackendTest, UpdateImage2D) {
auto defaultRenderTarget = api.createDefaultRenderTarget(0);
// Create a program.
SamplerInterfaceBlock sib = filament::SamplerInterfaceBlock::Builder()
.name("Test")
.stageFlags(backend::ShaderStageFlags::ALL_SHADER_STAGE_FLAGS)
.add( {{"tex", SamplerType::SAMPLER_2D, SamplerFormat::FLOAT, Precision::HIGH }} )
.build();
ProgramHandle program;
std::string fragment = stringReplace("{samplerType}",
getSamplerTypeName(t.textureFormat), fragmentTemplate);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform, &sib);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform);
Program prog = shaderGen.getProgram(api);
Program::Sampler psamplers[] = { utils::CString("tex"), 0 };
prog.setSamplerGroup(0, ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, psamplers, sizeof(psamplers) / sizeof(psamplers[0]));
@@ -429,14 +425,9 @@ TEST_F(BackendTest, UpdateImageSRGB) {
auto defaultRenderTarget = api.createDefaultRenderTarget(0);
// Create a program.
SamplerInterfaceBlock sib = filament::SamplerInterfaceBlock::Builder()
.name("Test")
.stageFlags(backend::ShaderStageFlags::ALL_SHADER_STAGE_FLAGS)
.add( {{"tex", SamplerType::SAMPLER_2D, SamplerFormat::FLOAT, Precision::HIGH }} )
.build();
std::string fragment = stringReplace("{samplerType}",
getSamplerTypeName(textureFormat), fragmentTemplate);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform, &sib);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform);
Program prog = shaderGen.getProgram(api);
Program::Sampler psamplers[] = { utils::CString("tex"), 0 };
prog.setSamplerGroup(0, ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, psamplers, sizeof(psamplers) / sizeof(psamplers[0]));
@@ -520,14 +511,9 @@ TEST_F(BackendTest, UpdateImageMipLevel) {
auto defaultRenderTarget = api.createDefaultRenderTarget(0);
// Create a program.
SamplerInterfaceBlock sib = filament::SamplerInterfaceBlock::Builder()
.name("Test")
.stageFlags(backend::ShaderStageFlags::ALL_SHADER_STAGE_FLAGS)
.add( {{"tex", SamplerType::SAMPLER_3D, SamplerFormat::FLOAT, Precision::HIGH }} )
.build();
std::string fragment = stringReplace("{samplerType}",
getSamplerTypeName(textureFormat), fragmentUpdateImageMip);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform, &sib);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform);
Program prog = shaderGen.getProgram(api);
Program::Sampler psamplers[] = { utils::CString("tex"), 0 };
prog.setSamplerGroup(0, ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, psamplers, sizeof(psamplers) / sizeof(psamplers[0]));
@@ -597,14 +583,9 @@ TEST_F(BackendTest, UpdateImage3D) {
auto defaultRenderTarget = api.createDefaultRenderTarget(0);
// Create a program.
SamplerInterfaceBlock sib = filament::SamplerInterfaceBlock::Builder()
.name("Test")
.stageFlags(backend::ShaderStageFlags::ALL_SHADER_STAGE_FLAGS)
.add( {{"tex", SamplerType::SAMPLER_3D, SamplerFormat::FLOAT, Precision::HIGH }} )
.build();
std::string fragment = stringReplace("{samplerType}",
getSamplerTypeName(samplerType), fragmentUpdateImage3DTemplate);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform, &sib);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform);
Program prog = shaderGen.getProgram(api);
Program::Sampler psamplers[] = { utils::CString("tex"), 0 };
prog.setSamplerGroup(0, ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, psamplers, sizeof(psamplers) / sizeof(psamplers[0]));
@@ -45,7 +45,7 @@ std::string fragment (R"(#version 450 core
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec2 uv;
layout(location = 0, set = 1) uniform sampler2D tex;
layout(set = 1, binding = 6) uniform sampler2D tex;
void main() {
fragColor = texture(tex, uv);
@@ -65,16 +65,11 @@ TEST_F(BackendTest, RenderExternalImageWithoutSet) {
auto swapChain = createSwapChain();
SamplerInterfaceBlock sib = filament::SamplerInterfaceBlock::Builder()
.name("backend_test_sib")
.stageFlags(backend::ShaderStageFlags::ALL_SHADER_STAGE_FLAGS)
.add( {{"tex", SamplerType::SAMPLER_EXTERNAL, SamplerFormat::FLOAT, Precision::HIGH }} )
.build();
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform, &sib);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform);
// Create a program that samples a texture.
Program p = shaderGen.getProgram(getDriverApi());
Program::Sampler sampler { utils::CString("tex"), 0 };
Program::Sampler sampler { utils::CString("tex"), 6 };
p.setSamplerGroup(0, ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, &sampler, 1);
backend::Handle<HwProgram> program = getDriverApi().createProgram(std::move(p));
@@ -144,16 +139,11 @@ TEST_F(BackendTest, RenderExternalImage) {
auto swapChain = createSwapChain();
SamplerInterfaceBlock sib = filament::SamplerInterfaceBlock::Builder()
.name("backend_test_sib")
.stageFlags(backend::ShaderStageFlags::ALL_SHADER_STAGE_FLAGS)
.add( {{"tex", SamplerType::SAMPLER_EXTERNAL, SamplerFormat::FLOAT, Precision::HIGH }} )
.build();
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform, &sib);
ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform);
// Create a program that samples a texture.
Program p = shaderGen.getProgram(getDriverApi());
Program::Sampler sampler { utils::CString("tex"), 0 };
Program::Sampler sampler { utils::CString("tex"), 6 };
p.setSamplerGroup(0, ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, &sampler, 1);
auto program = getDriverApi().createProgram(std::move(p));
+39
View File
@@ -98,6 +98,45 @@ void PerShadowMapUniforms::prepareTime(Transaction const& transaction,
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);
+4
View File
@@ -73,6 +73,10 @@ public:
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
+4
View File
@@ -290,10 +290,14 @@ void PerViewUniforms::prepareShadowMapping(bool highPrecision) noexcept {
void PerViewUniforms::prepareShadowSampling(PerViewUib& uniforms,
ShadowMappingUniforms const& shadowMappingUniforms) noexcept {
uniforms.lightFromWorldMatrix = shadowMappingUniforms.lightFromWorldMatrix;
uniforms.cascadeSplits = shadowMappingUniforms.cascadeSplits;
uniforms.shadowBulbRadiusLs = shadowMappingUniforms.shadowBulbRadiusLs;
uniforms.shadowBias = shadowMappingUniforms.shadowBias;
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,
-5
View File
@@ -750,11 +750,6 @@ void RenderPass::Executor::execute(backend::DriverApi& driver,
continue;
}
// primitiveHandle may be invalid if no geometry was set on the renderable.
if (UTILS_UNLIKELY(!first->primitive.primitiveHandle)) {
continue;
}
// per-renderable uniform
const PrimitiveInfo info = first->primitive;
pipeline.rasterState = info.rasterState;
+115 -69
View File
@@ -413,10 +413,41 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
return shaderParameters;
}
ShadowMap::ShaderParameters ShadowMap::updateSpotOrPoint(
mat4f const& Mv, float outerConeAngle, float nearPlane, float farPlane,
const ShadowMapInfo& shadowMapInfo, const FLightManager::ShadowParams& params) noexcept {
const mat4f Mp = mat4f::perspective(outerConeAngle * f::RAD_TO_DEG * 2.0f, 1.0f, nearPlane, farPlane);
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 {
ShaderParameters shaderParameters;
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);
auto radius = lightData.elementAt<FScene::POSITION_RADIUS>(index).w;
auto outerConeAngle = lcm.getSpotLightOuterCone(li);
const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
/*
* Compute the light model matrix.
*/
// Choose a reasonable value for the near plane.
const mat4f Mv = getDirectionalLightViewMatrix(direction, position);
// find decent near/far
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[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);
const mat4f MpMv(math::highPrecisionMultiply(Mp, Mv));
// Final shadow transform
@@ -438,9 +469,7 @@ ShadowMap::ShaderParameters ShadowMap::updateSpotOrPoint(
// = zInLightSpace * texelSizeAtOneMeter
// = zInLightSpace * (2*tan(halfConeAngle)/dimension)
// Note: this would not work with LISPSM, which warps the texture space.
ShaderParameters shaderParameters;
shaderParameters.texelSizeAtOneMeterWs =
(2.0f * std::tan(outerConeAngle) / float(shadowMapInfo.shadowDimension));
shaderParameters.texelSizeAtOneMeterWs = (2.0f * std::tan(outerConeAngle) / float(shadowMapInfo.shadowDimension));
shaderParameters.lightFromWorldZ = -transpose(Mv)[2]; // negate because camera looks in -Z
if (!shadowMapInfo.vsm) {
@@ -449,7 +478,78 @@ ShadowMap::ShaderParameters ShadowMap::updateSpotOrPoint(
shaderParameters.lightSpace = computeVsmLightSpaceMatrix(St, Mv, nearPlane, farPlane);
}
const float constantBias = shadowMapInfo.vsm ? 0.0f : params.options.constantBias;
const mat4f b = mat4f::translation(direction * constantBias);
const mat4f Sb = S * b;
// 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);
// 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);
@@ -467,65 +567,6 @@ ShadowMap::ShaderParameters ShadowMap::updateSpotOrPoint(
return shaderParameters;
}
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 {
auto& lcm = engine.getLightManager();
auto position = lightData.elementAt<FScene::POSITION_RADIUS>(index).xyz;
auto direction = lightData.elementAt<FScene::DIRECTION>(index);
auto radius = lightData.elementAt<FScene::POSITION_RADIUS>(index).w;
auto li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
const mat4f Mv = getDirectionalLightViewMatrix(direction, position);
// find decent near/far
ShadowMap::updateSceneInfoSpot(Mv, scene, sceneInfo);
// if the scene was empty, near > far
mHasVisibleShadows = -sceneInfo.lsNearFar[0] < -sceneInfo.lsNearFar[1];
if (!mHasVisibleShadows) {
return {};
}
// FIXME: we need a configuration for minimum near plane (for now hardcoded to 1cm)
float nearPlane = std::max(0.01f, -sceneInfo.lsNearFar[0]);
float farPlane = std::min(radius, -sceneInfo.lsNearFar[1]);
auto outerConeAngle = lcm.getSpotLightOuterCone(li);
return updateSpotOrPoint(Mv, outerConeAngle, nearPlane, farPlane, shadowMapInfo, params);
}
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 {
// 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 {};
}
auto& lcm = engine.getLightManager();
auto position = lightData.elementAt<FScene::POSITION_RADIUS>(index).xyz;
auto radius = lightData.elementAt<FScene::POSITION_RADIUS>(index).w;
auto li = lightData.elementAt<FScene::LIGHT_INSTANCE>(index);
const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
const mat4f Mv = getPointLightViewMatrix(TextureCubemapFace(face), position);
return updateSpotOrPoint(Mv, 45.0f * f::DEG_TO_RAD, 0.01f, radius, shadowMapInfo, params);
}
mat4f ShadowMap::applyLISPSM(mat4f& Wp,
filament::CameraInfo const& camera, FLightManager::ShadowParams const& params,
mat4f const& LMpMv,
@@ -1143,8 +1184,6 @@ void ShadowMap::visitScene(const FScene& scene, uint32_t visibleLayers,
void ShadowMap::initSceneInfo(ShadowMap::SceneInfo& sceneInfo,
uint8_t visibleLayers, FScene const& scene, mat4f const& viewMatrix) {
sceneInfo.csNearFar = { -1.0f, 1.0f };
sceneInfo.lsNearFar = {};
sceneInfo.visibleLayers = visibleLayers;
sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
@@ -1242,6 +1281,13 @@ void ShadowMap::prepareTime(Transaction const& transaction,
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);
@@ -1256,7 +1302,7 @@ void ShadowMap::commit(Transaction& transaction,
mPerShadowMapUniforms.commit(transaction, driver);
}
void ShadowMap::bind(backend::DriverApi& driver) const noexcept {
void ShadowMap::bindPerViewUniformsAndSamplers(backend::DriverApi& driver) const noexcept {
mPerShadowMapUniforms.bind(driver);
}
+4 -6
View File
@@ -195,12 +195,15 @@ public:
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 bind(backend::DriverApi& driver) const noexcept;
void bindPerViewUniformsAndSamplers(backend::DriverApi& driver) const noexcept;
private:
struct Segment {
@@ -214,11 +217,6 @@ private:
// 8 corners, 12 segments w/ 2 intersection max -- all of this twice (8 + 12 * 2) * 2 (768 bytes)
using FrustumBoxIntersection = std::array<math::float3, 64>;
ShaderParameters updateSpotOrPoint(
math::mat4f const& Mv, float outerConeAngle, float nearPlane, float farPlane,
const ShadowMapInfo& shadowMapInfo,
const FLightManager::ShadowParams& params) noexcept;
static math::mat4f applyLISPSM(math::mat4f& Wp,
filament::CameraInfo const& camera, FLightManager::ShadowParams const& params,
const math::mat4f& LMpMv,
+62 -58
View File
@@ -97,10 +97,8 @@ void ShadowMapManager::setDirectionalShadowMap(size_t lightIndex,
LightManager::ShadowOptions const* options) noexcept {
assert_invariant(options->shadowCascades <= CONFIG_MAX_SHADOW_CASCADES);
for (size_t c = 0; c < options->shadowCascades; c++) {
const size_t i = c;
assert_invariant(i < CONFIG_MAX_SHADOW_CASCADES);
auto* pShadowMap = getCascadeShadowMap(i);
pShadowMap->initialize(lightIndex, ShadowType::DIRECTIONAL, i, 0, options);
auto* pShadowMap = getCascadeShadowMap(c);
pShadowMap->initialize(lightIndex, ShadowType::DIRECTIONAL, c, 0, options);
mCascadeShadowMaps.push_back(pShadowMap);
}
}
@@ -109,19 +107,17 @@ void ShadowMapManager::addShadowMap(size_t lightIndex, bool spotlight,
LightManager::ShadowOptions const* options) noexcept {
if (spotlight) {
const size_t c = mSpotShadowMaps.size();
const size_t i = c + CONFIG_MAX_SHADOW_CASCADES;
assert_invariant(i < CONFIG_MAX_SHADOWMAPS);
auto* pShadowMap = getPointOrSpotShadowMap(i);
pShadowMap->initialize(lightIndex, ShadowType::SPOT, i, 0, options);
assert_invariant(c < CONFIG_MAX_SHADOWMAP_PUNCTUAL);
auto* pShadowMap = getPointOrSpotShadowMap(c);
pShadowMap->initialize(lightIndex, ShadowType::SPOT, c, 0, options);
mSpotShadowMaps.push_back(pShadowMap);
} else {
// point-light, generate 6 independent shadowmaps
// point-light
for (size_t face = 0; face < 6; face++) {
const size_t c = mSpotShadowMaps.size();
const size_t i = c + CONFIG_MAX_SHADOW_CASCADES;
assert_invariant(i < CONFIG_MAX_SHADOWMAPS);
auto* pShadowMap = getPointOrSpotShadowMap(i);
pShadowMap->initialize(lightIndex, ShadowType::POINT, i, face, options);
assert_invariant(c < CONFIG_MAX_SHADOWMAP_PUNCTUAL);
auto* pShadowMap = getPointOrSpotShadowMap(c);
pShadowMap->initialize(lightIndex, ShadowType::POINT, c, face, options);
mSpotShadowMaps.push_back(pShadowMap);
}
}
@@ -161,7 +157,7 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
auto& prepareShadowPass = fg.addPass<PrepareShadowPassData>("Prepare Shadow Pass",
[&](FrameGraph::Builder& builder, auto& data) {
data.passList.reserve(CONFIG_MAX_SHADOWMAPS);
data.passList.reserve(CONFIG_MAX_SHADOW_LAYERS);
data.shadows = builder.createTexture("Shadowmap", {
.width = textureRequirements.size, .height = textureRequirements.size,
.depth = textureRequirements.layers,
@@ -233,15 +229,15 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
}
if (shadowMap.hasVisibleShadows()) {
// Note: this loop can generate a lot of commands that come out of the
// "per frame command arena". The allocation persists until the
// end of the frame.
// One way to possibly mitigate this, would be to always use the
// same command buffer for all shadow map, but then we'd generate
// a lot of unneeded draw calls.
// To do this efficiently, we'd need a way to cull draw calls already
// recorded in the command buffer, per shadow map.
// TODO: this loop can generate a lot of commands. investigate if
// we could compact or reduce the number of commands.
// - we could move this into the execute of each pass, but
// then we would have to update the UBO each time.
// - we could also always use the same commands for all
// shadow maps, but then we'd generate a lot of
// unneeded draw call.
// generate and sort the commands for rendering the shadow map
// cameraInfo only valid after calling update
const CameraInfo cameraInfo{ shadowMap.getCamera() };
@@ -252,13 +248,17 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
ShadowMap::prepareTime(transaction, engine, userTime);
ShadowMap::prepareShadowMapping(transaction,
view.getVsmShadowOptions().highPrecision);
if (shadowMap.getShadowType() == ShadowType::DIRECTIONAL) {
ShadowMap::prepareDirectionalLight(transaction, engine,
scene->getLightData().elementAt<FScene::DIRECTION>(0),
scene->getLightData().elementAt<FScene::LIGHT_INSTANCE>(0));
}
shadowMap.commit(transaction, driver);
// updatePrimitivesLod must be run before RenderPass::appendCommands.
view.updatePrimitivesLod(engine,
cameraInfo, scene->getRenderableData(), entry.range);
// generate and sort the commands for rendering the shadow map
RenderPass pass(passTemplate);
pass.setCamera(cameraInfo);
pass.setVisibilityMask(entry.visibilityMask);
@@ -270,10 +270,14 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
entry.executor = pass.getExecutor();
if (!view.hasVSM()) {
auto const* options = shadowMap.getShadowOptions();
auto li = scene->getLightData().elementAt<FScene::LIGHT_INSTANCE>(
entry.shadowMap->getLightIndex());
auto const& params = engine.getLightManager().getShadowParams(li);
const PolygonOffset polygonOffset = { // handle reversed Z
.slope = -options->polygonOffsetSlope,
.constant = -options->polygonOffsetConstant
.slope = -params.options.polygonOffsetSlope,
.constant = -params.options.polygonOffsetConstant
};
entry.executor.overridePolygonOffset(&polygonOffset);
}
@@ -389,15 +393,16 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
// `entry` lives in `PrepareShadowPassData` which is guaranteed to still
// be alive when we execute here (all passes stay alive until the FrameGraph
// is destroyed).
// It wouldn't work to capture by copy because entry.executor wouldn't be
// It wouldn't work to capture by copy because entry.pass wouldn't be
// initialized, as this happens in an `execute` block.
entry.shadowMap->bindPerViewUniformsAndSamplers(driver);
auto rt = resources.getRenderPassInfo(data.rt);
rt.params.viewport = entry.shadowMap->getViewport();
engine.flush();
driver.beginRenderPass(rt.target, rt.params);
entry.shadowMap->bind(driver);
entry.executor.execute(engine, "Shadow Pass");
driver.endRenderPass();
});
@@ -459,7 +464,7 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
// entire camera frustum, as if we only had a single cascade.
ShadowMap& shadowMap = *mCascadeShadowMaps[0];
shadowMap.updateDirectional(mEngine,
auto shaderParameters = shadowMap.updateDirectional(mEngine,
lightData, 0, cameraInfo, shadowMapInfo, *scene, sceneInfo);
hasVisibleShadows = shadowMap.hasVisibleShadows();
@@ -468,6 +473,18 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
Frustum const& frustum = shadowMap.getCamera().getCullingFrustum();
FView::cullRenderables(engine.getJobSystem(), renderableData, frustum,
VISIBLE_DIR_SHADOW_RENDERABLE_BIT);
// Set shadowBias, using the first directional cascade.
// when computing the required bias we need a half-texel size, so we multiply by 0.5 here.
// note: normalBias is set to zero for VSM
const float normalBias = shadowMapInfo.vsm ? 0.0f : 0.5f * lcm.getShadowNormalBias(0);
// Texel size is constant for directional light (although that's not true when LISPSM
// is used, but in that case we're pretending it is).
const float wsTexelSize = shaderParameters.texelSizeAtOneMeterWs;
mShadowMappingUniforms.shadowBias = normalBias * wsTexelSize;
mShadowMappingUniforms.shadowBulbRadiusLs =
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / wsTexelSize;
mShadowMappingUniforms.elvsm = options.vsm.elvsm;
}
}
@@ -520,10 +537,6 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
mShadowMappingUniforms.cascadeSplits = wsSplitPositionUniform;
// when computing the required bias we need a half-texel size, so we multiply by 0.5 here.
// note: normalBias is set to zero for VSM
const float normalBias = shadowMapInfo.vsm ? 0.0f : 0.5f * lcm.getShadowNormalBias(0);
for (size_t i = 0, c = mCascadeShadowMaps.size(); i < c; i++) {
assert_invariant(mCascadeShadowMaps[i]);
@@ -537,22 +550,7 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
lightData, 0, cameraInfo, shadowMapInfo, *scene, sceneInfo);
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();
assert_invariant(shadowIndex == i);
// Texel size is constant for directional light (although that's not true when LISPSM
// is used, but in that case we're pretending it is).
const float wsTexelSize = shaderParameters.texelSizeAtOneMeterWs;
auto& s = mShadowUb.edit();
s.shadows[shadowIndex].layer = shadowMap.getLayer();
s.shadows[shadowIndex].lightFromWorldMatrix = shaderParameters.lightSpace;
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSize;
s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSize;
s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
s.shadows[shadowIndex].bulbRadiusLs =
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / wsTexelSize;
mShadowMappingUniforms.lightFromWorldMatrix[i] = shaderParameters.lightSpace;
shadowTechnique |= ShadowTechnique::SHADOW_MAP;
cascadeHasVisibleShadows |= 0x1u << i;
}
@@ -680,7 +678,6 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap,
auto& s = mShadowUb.edit();
const double n = shadowMap.getCamera().getNear();
const double f = shadowMap.getCamera().getCullingFar();
s.shadows[shadowIndex].layer = shadowMap.getLayer();
s.shadows[shadowIndex].lightFromWorldMatrix = shaderParameters.lightSpace;
s.shadows[shadowIndex].direction = direction;
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
@@ -690,8 +687,7 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap,
s.shadows[shadowIndex].elvsm = options->vsm.elvsm;
s.shadows[shadowIndex].bulbRadiusLs =
mSoftShadowOptions.penumbraScale * options->shadowBulbRadius
/ wsTexelSizeAtOneMeter;
/ wsTexelSizeAtOneMeter;
}
}
@@ -753,6 +749,7 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
// and if we need to generate it, update all the UBO data
// Note: this below is done for all six faces even if it sets identical values each time
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();
const float wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
@@ -762,11 +759,16 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
auto& s = mShadowUb.edit();
const double n = shadowMap.getCamera().getNear();
const double f = shadowMap.getCamera().getCullingFar();
s.shadows[shadowIndex].layer = shadowMap.getLayer();
s.shadows[shadowIndex].lightFromWorldMatrix = shaderParameters.lightSpace;
s.shadows[shadowIndex].lightFromWorldMatrix = {}; // no texture matrix for point lights
s.shadows[shadowIndex].direction = {}; // no direction of point lights
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
s.shadows[shadowIndex].lightFromWorldZ = shaderParameters.lightFromWorldZ;
s.shadows[shadowIndex].lightFromWorldZ = {
-((n + f) / (f - n)) * 0.5f + 0.5f,
(f * n) / (f - n),
-n / (f - n),
1.0f / (f - n),
};
s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSizeAtOneMeter;
s.shadows[shadowIndex].nearOverFarMinusNear = float(n / (f - n));
s.shadows[shadowIndex].elvsm = options->vsm.elvsm;
@@ -786,12 +788,14 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateSpotShadowMaps(FEngine
shadowTechnique |= ShadowTechnique::SHADOW_MAP;
for (auto const* pShadowMap : mSpotShadowMaps) {
const size_t lightIndex = pShadowMap->getLightIndex();
// gather the per-light (not per shadow map) information. For point lights we will
// "see" 6 shadowmaps (one per face), we must use the first face one, the shader
// knows how to find the entry for other faces (they're guaranteed to be sequential).
// FIXME: currently we have one slot per shadowmap in the UBO, but we now have up to
// 6 shadowmap per light. So for now, we only write the data of the face 0,
// and the shader will figure out where to find the other face (layer+face)
if (pShadowMap->getFace() == 0) {
shadowInfo[lightIndex].castsShadows = true; // FIXME: is that set correctly?
shadowInfo[lightIndex].index = pShadowMap->getShadowIndex();
shadowInfo[lightIndex].layer = pShadowMap->getLayer();
}
}
}
+8 -4
View File
@@ -45,10 +45,14 @@ class FrameGraph;
class RenderPass;
struct ShadowMappingUniforms {
std::array<math::mat4f, CONFIG_MAX_SHADOW_CASCADES> lightFromWorldMatrix;
math::float4 cascadeSplits;
float shadowBulbRadiusLs;
float shadowBias;
float ssContactShadowDistance;
uint32_t directionalShadows;
uint32_t cascades;
bool elvsm;
};
class ShadowMapManager {
@@ -99,9 +103,9 @@ public:
}
ShadowMap* getPointOrSpotShadowMap(size_t index) noexcept {
assert_invariant(index < CONFIG_MAX_SHADOWMAPS);
assert_invariant(index < CONFIG_MAX_SHADOWMAP_PUNCTUAL);
return std::launder(reinterpret_cast<ShadowMap*>(
&mShadowMapCache[index]));
&mShadowMapCache[CONFIG_MAX_SHADOW_CASCADES + index]));
}
ShadowMap const* getPointOrSpotShadowMap(size_t spot) const noexcept {
@@ -211,13 +215,13 @@ private:
utils::FixedCapacityVector<ShadowMap*> mSpotShadowMaps{
utils::FixedCapacityVector<ShadowMap*>::with_capacity(
CONFIG_MAX_SHADOWMAPS - CONFIG_MAX_SHADOW_CASCADES) };
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 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_SHADOWMAPS> mShadowMapCache;
std::array<ShadowMapStorage, CONFIG_MAX_SHADOW_LAYERS> mShadowMapCache;
};
} // namespace filament
+28 -33
View File
@@ -56,7 +56,7 @@ void FTransformManager::create(Entity entity, Instance parent, const mat4f& loca
if (UTILS_UNLIKELY(manager.hasComponent(entity))) {
destroy(entity);
}
Instance const i = manager.addComponent(entity);
Instance i = manager.addComponent(entity);
assert_invariant(i);
assert_invariant(i != parent);
@@ -78,7 +78,7 @@ void FTransformManager::create(Entity entity, Instance parent, const mat4& local
if (UTILS_UNLIKELY(manager.hasComponent(entity))) {
destroy(entity);
}
Instance const i = manager.addComponent(entity);
Instance i = manager.addComponent(entity);
assert_invariant(i);
assert_invariant(i != parent);
@@ -96,7 +96,7 @@ void FTransformManager::setParent(Instance i, Instance parent) noexcept {
validateNode(i);
if (i) {
auto& manager = mManager;
Instance const oldParent = manager[i].parent;
Instance oldParent = manager[i].parent;
if (oldParent != parent) {
// TODO: on debug builds, ensure that the new parent isn't one of our descendant
removeNode(i);
@@ -144,7 +144,7 @@ TransformManager::children_iterator FTransformManager::getChildrenEnd(Instance)
void FTransformManager::destroy(Entity e) noexcept {
// update the reference of the element we're removing
auto& manager = mManager;
Instance const i = manager.getInstance(e);
Instance i = manager.getInstance(e);
validateNode(i);
if (i) {
// 1) remove the entry from the linked lists
@@ -158,7 +158,7 @@ void FTransformManager::destroy(Entity e) noexcept {
}
// 2) remove the component
Instance const moved = manager.removeComponent(e);
Instance moved = manager.removeComponent(e);
// 3) update the references to the entry now with Instance i
if (moved != i) {
@@ -200,15 +200,14 @@ void FTransformManager::updateNodeTransform(Instance i) noexcept {
// find our parent's world transform, if any
// note: by using the raw_array() we don't need to check that parent is valid.
Instance const parent = manager[i].parent;
FTransformManager::computeWorldTransform(
manager[i].world, manager[i].worldTranslationLo,
Instance parent = manager[i].parent;
computeWorldTransform(manager[i].world, manager[i].worldTranslationLo,
manager[parent].world, manager[i].local,
manager[parent].worldTranslationLo, manager[i].localTranslationLo,
mAccurateTranslations);
// update our children's world transforms
Instance const child = manager[i].firstChild;
Instance child = manager[i].firstChild;
if (UTILS_UNLIKELY(child)) { // assume we don't have a hierarchy in the common case
transformChildren(manager, child);
}
@@ -238,11 +237,10 @@ void FTransformManager::computeAllWorldTransforms() noexcept {
while (UTILS_UNLIKELY(Instance(manager[i].parent) > i)) {
swapNode(i, manager[i].parent);
}
Instance const parent = manager[i].parent;
Instance parent = manager[i].parent;
assert_invariant(parent < i);
FTransformManager::computeWorldTransform(
manager[i].world, manager[i].worldTranslationLo,
computeWorldTransform(manager[i].world, manager[i].worldTranslationLo,
manager[parent].world, manager[i].local,
manager[parent].worldTranslationLo, manager[i].localTranslationLo,
accurate);
@@ -260,7 +258,7 @@ void FTransformManager::insertNode(Instance i, Instance parent) noexcept {
manager[i].next = 0;
if (parent) {
// we insert ourselves first in the parent's list
Instance const next = manager[parent].firstChild;
Instance next = manager[parent].firstChild;
manager[i].next = next;
// we're our parent's first child now
manager[parent].firstChild = i;
@@ -281,10 +279,8 @@ void FTransformManager::swapNode(Instance i, Instance j) noexcept {
auto& manager = mManager;
// swap the content of the nodes directly
std::swap(manager.elementAt<LOCAL>(i), manager.elementAt<LOCAL>(j));
std::swap(manager.elementAt<LOCAL_LO>(i), manager.elementAt<LOCAL_LO>(j));
std::swap(manager.elementAt<WORLD>(i), manager.elementAt<WORLD>(j));
std::swap(manager.elementAt<WORLD_LO>(i), manager.elementAt<WORLD_LO>(j));
std::swap(manager.elementAt<LOCAL>(i), manager.elementAt<LOCAL>(j));
std::swap(manager.elementAt<WORLD>(i), manager.elementAt<WORLD>(j));
manager.swap(i, j); // this swaps the data relative to SingleInstanceComponentManager
// now swap the linked-list references, to do that correctly we must use a temporary
@@ -314,13 +310,13 @@ void FTransformManager::swapNode(Instance i, Instance j) noexcept {
updateNode(j);
}
// removes a node from the graph, but doesn't remove it or its children from the array
// removes an node from the graph, but doesn't removes it or its children from the array
// (making everybody orphaned).
void FTransformManager::removeNode(Instance i) noexcept {
auto& manager = mManager;
Instance const parent = manager[i].parent;
Instance const prev = manager[i].prev;
Instance const next = manager[i].next;
Instance parent = manager[i].parent;
Instance prev = manager[i].prev;
Instance next = manager[i].next;
if (prev) {
manager[prev].next = next;
} else if (parent) {
@@ -345,9 +341,9 @@ void FTransformManager::removeNode(Instance i) noexcept {
void FTransformManager::updateNode(Instance i) noexcept {
auto& manager = mManager;
// update our preview sibling's next reference (to ourselves)
Instance const parent = manager[i].parent;
Instance const prev = manager[i].prev;
Instance const next = manager[i].next;
Instance parent = manager[i].parent;
Instance prev = manager[i].prev;
Instance next = manager[i].next;
if (prev) {
manager[prev].next = i;
} else if (parent) {
@@ -375,15 +371,14 @@ void FTransformManager::transformChildren(Sim& manager, Instance i) noexcept {
const bool accurate = mAccurateTranslations;
while (i) {
// update child's world transform
Instance const parent = manager[i].parent;
FTransformManager::computeWorldTransform(
manager[i].world, manager[i].worldTranslationLo,
Instance parent = manager[i].parent;
computeWorldTransform(manager[i].world, manager[i].worldTranslationLo,
manager[parent].world, manager[i].local,
manager[parent].worldTranslationLo, manager[i].localTranslationLo,
accurate);
// assume we don't have a deep hierarchy
Instance const child = manager[i].firstChild;
Instance child = manager[i].firstChild;
if (UTILS_UNLIKELY(child)) {
transformChildren(manager, child);
}
@@ -428,14 +423,14 @@ void FTransformManager::computeWorldTransform(
}
void FTransformManager::validateNode(UTILS_UNUSED_IN_RELEASE Instance i) noexcept {
void FTransformManager::validateNode(Instance i) noexcept {
#ifndef NDEBUG
auto& manager = mManager;
if (i) {
Instance const parent = manager[i].parent;
Instance const firstChild = manager[i].firstChild;
Instance const prev = manager[i].prev;
Instance const next = manager[i].next;
Instance parent = manager[i].parent;
Instance firstChild = manager[i].firstChild;
Instance prev = manager[i].prev;
Instance next = manager[i].next;
assert_invariant(parent != i);
assert_invariant(prev != i);
assert_invariant(next != i);
+2 -2
View File
@@ -130,7 +130,7 @@ private:
void computeAllWorldTransforms() noexcept;
static void computeWorldTransform(math::mat4f& outWorld, math::float3& inoutWorldTranslationLo,
void computeWorldTransform(math::mat4f& outWorld, math::float3& inoutWorldTranslationLo,
math::mat4f const& pt, math::mat4f const& local,
math::float3 const& ptTranslationLo, math::float3 const& localTranslationLo,
bool accurate);
@@ -166,7 +166,7 @@ private:
typename Base::SoA& getSoA() { return mData; }
struct Proxy {
// all of these gets inlined
// all of this gets inlined
UTILS_ALWAYS_INLINE
Proxy(Base& sim, utils::EntityInstanceBase::Type i) noexcept
: local{ sim, i } { }
+3 -4
View File
@@ -343,10 +343,9 @@ void FScene::prepareDynamicLights(const CameraInfo& camera, ArenaScope& rootAren
lp[gpuIndex].typeShadow = LightsUib::packTypeShadow(
lcm.isPointLight(li) ? 0u : 1u,
shadowInfo[i].contactShadows,
shadowInfo[i].index);
lp[gpuIndex].channels = LightsUib::packChannels(
lcm.getLightChannels(li),
shadowInfo[i].castsShadows);
shadowInfo[i].index,
shadowInfo[i].layer);
lp[gpuIndex].channels = LightsUib::packChannels(lcm.getLightChannels(li), shadowInfo[i].castsShadows);
}
driver.updateBufferObject(lightUbh, { lp, positionalLightCount * sizeof(LightsUib) }, 0);
+2 -2
View File
@@ -155,6 +155,7 @@ public:
bool castsShadows = false; // whether this light casts shadows
bool contactShadows = false; // whether this light casts contact shadows
uint8_t index = 0; // an index into the arrays in the Shadows uniform buffer
uint8_t layer = 0; // which layer of the shadow texture array to sample from
};
enum {
@@ -178,8 +179,7 @@ public:
LightSoa const& getLightData() const noexcept { return mLightData; }
LightSoa& getLightData() noexcept { return mLightData; }
void updateUBOs(utils::Range<uint32_t> visibleRenderables,
backend::Handle<backend::HwBufferObject> renderableUbh) noexcept;
void updateUBOs(utils::Range<uint32_t> visibleRenderables, backend::Handle<backend::HwBufferObject> renderableUbh) noexcept;
bool hasContactShadows() const noexcept;
+12 -6
View File
@@ -294,11 +294,10 @@ void FView::prepareShadowing(FEngine& engine, DriverApi& driver,
}
// Find all shadow-casting spotlights.
size_t shadowMapCount = 0;
size_t shadowLayerCount = 0;
// We allow a max of CONFIG_MAX_SHADOWMAPS point/spotlight shadows. Any additional
// We allow a max of CONFIG_MAX_SHADOW_CASTING_SPOTS spotlight shadows. Any additional
// shadow-casting spotlights are ignored.
// Note that pointlight shadows cost 6 shadowmaps, reducing the total count.
for (size_t l = FScene::DIRECTIONAL_LIGHTS_COUNT; l < lightData.size(); l++) {
// when we get here all the lights should be visible
@@ -318,12 +317,12 @@ void FView::prepareShadowing(FEngine& engine, DriverApi& driver,
mShadowMapManager.addShadowMap(l, lcm.isSpotLight(li), &shadowOptions);
if (lcm.isSpotLight(li)) {
shadowMapCount += 6;
shadowLayerCount += 6;
} else {
shadowMapCount += 1;
shadowLayerCount += 1;
}
if (shadowMapCount > CONFIG_MAX_SHADOWMAPS - 1) {
if (shadowLayerCount > CONFIG_MAX_SHADOWMAP_PUNCTUAL - 1) {
break; // we ran out of spotlight shadow casting
}
}
@@ -694,6 +693,13 @@ void FView::prepareSSR(Handle<HwTexture> ssr, float refractionLodOffset,
mPerViewUniforms.prepareSSR(ssr, refractionLodOffset, ssrOptions);
}
void FView::prepareHistorySSR(Handle<HwTexture> ssr,
mat4f const& historyProjection, mat4f const& uvFromViewMatrix,
ScreenSpaceReflectionsOptions const& ssrOptions) const noexcept {
mPerViewUniforms.prepareHistorySSR(ssr,
historyProjection, uvFromViewMatrix, ssrOptions);
}
void FView::prepareStructure(Handle<HwTexture> structure) const noexcept {
// sampler must be NEAREST
mPerViewUniforms.prepareStructure(structure);
+3
View File
@@ -145,6 +145,9 @@ public:
void prepareSSAO(backend::Handle<backend::HwTexture> ssao) const noexcept;
void prepareSSR(backend::Handle<backend::HwTexture> ssr, float refractionLodOffset,
ScreenSpaceReflectionsOptions const& ssrOptions) const noexcept;
void prepareHistorySSR(backend::Handle<backend::HwTexture> ssr,
math::mat4f const& historyProjection, math::mat4f const& uvFromViewMatrix,
ScreenSpaceReflectionsOptions const& ssrOptions) const noexcept;
void prepareStructure(backend::Handle<backend::HwTexture> structure) const noexcept;
void prepareShadow(backend::Handle<backend::HwTexture> structure) const noexcept;
void prepareShadowMapping(bool highPrecision) const noexcept;
+5 -11
View File
@@ -181,7 +181,6 @@ TEST(FilamentTest, SkinningMath) {
TEST(FilamentTest, TransformManager) {
filament::FTransformManager tcm;
tcm.setAccurateTranslationsEnabled(true);
EntityManager& em = EntityManager::get();
std::array<Entity, 3> entities;
em.create(entities.size(), entities.data());
@@ -246,9 +245,8 @@ TEST(FilamentTest, TransformManager) {
EXPECT_LT(tcm.getInstance(entities[1]), tcm.getInstance(entities[2]));
// local transaction reorders parent/child
auto const t = mat4::translation(double3(1.0 / 3.0));
tcm.openLocalTransformTransaction();
tcm.setTransform(newParent, t);
tcm.setTransform(newParent, mat4f{ float4{ 8 }});
tcm.commitLocalTransformTransaction();
// local transaction invalidates Instances
@@ -260,14 +258,10 @@ TEST(FilamentTest, TransformManager) {
EXPECT_GT(child, newParent);
// check transform propagation
// our "high precision" mode only preserves 48 bits of the double mantissa (out of 53).
// This constant loses 5 bits out of 1/3
const mat4 PRECISION_KILLER_5BITS = mat4::translation(double3(16.0));
EXPECT_EQ(tcm.getTransformAccurate(newParent) + PRECISION_KILLER_5BITS, t + PRECISION_KILLER_5BITS);
EXPECT_EQ(tcm.getWorldTransformAccurate(newParent) + PRECISION_KILLER_5BITS, t + PRECISION_KILLER_5BITS);
EXPECT_EQ(tcm.getWorldTransformAccurate(child) + PRECISION_KILLER_5BITS, t + PRECISION_KILLER_5BITS);
EXPECT_EQ(tcm.getTransformAccurate(child), mat4{ 1.0 });
EXPECT_EQ(tcm.getTransform(newParent), mat4f{ float4{ 8 }});
EXPECT_EQ(tcm.getWorldTransform(newParent), mat4f{ float4{ 8 }});
EXPECT_EQ(tcm.getTransform(child), mat4f{ float4{ 1 }});
EXPECT_EQ(tcm.getWorldTransform(child), mat4f{ float4{ 8 }});
// check children iterators
size_t c = 0;
+2 -2
View File
@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.29.0"
spec.version = "1.28.2"
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
spec.homepage = "https://google.github.io/filament"
spec.authors = "Google LLC."
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
spec.platform = :ios, "11.0"
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.29.0/filament-v1.29.0-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.28.2/filament-v1.28.2-ios.tgz" }
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
spec.pod_target_xcconfig = {
@@ -27,7 +27,7 @@
namespace filament {
// update this when a new version of filament wouldn't work with older materials
static constexpr size_t MATERIAL_VERSION = 29;
static constexpr size_t MATERIAL_VERSION = 28;
/**
* Supported shading models
@@ -60,23 +60,29 @@ enum class SamplerBindingPoints : uint8_t {
constexpr size_t CONFIG_MAX_LIGHT_COUNT = 256;
constexpr size_t CONFIG_MAX_LIGHT_INDEX = CONFIG_MAX_LIGHT_COUNT - 1;
// The maximum number of shadowmaps.
// There is currently a maximum limit of 128 shadowmaps.
// Factors contributing to this limit:
// - minspec for UBOs is 16KiB, which currently can hold a maximum of 128 entries
constexpr size_t CONFIG_MAX_SHADOWMAPS = 64;
// The maximum number of shadow layers.
// There is currently a maximum limit of 255 layers.
// There is currently a limit to 146 layers.
// Several factors are contributing to this limit:
// - minspec for 2d texture arrays layer is 256
// - we're using uint8_t to store the number of layers (255 max)
// - nonsensical to be larger than the number of shadowmaps
constexpr size_t CONFIG_MAX_SHADOW_LAYERS = CONFIG_MAX_SHADOWMAPS;
// - minspec for UBOs is 16KiB, which currently can hold a maximum of 146 entries
// - we need to reserve 4 entries for the cascaded shadow map
//
// CONFIG_MAX_SHADOW_LAYERS determines how many shadows can be used in the
// scene. Currently, a spotlight uses 1 layer, a cascaded directional light uses up to 4
// and a point light uses 6.
//
constexpr size_t CONFIG_MAX_SHADOW_LAYERS = 64;
// The maximum number of shadow cascades that can be used for directional lights.
constexpr size_t CONFIG_MAX_SHADOW_CASCADES = 4;
// Maximum number of shadowmap for point and spotlights
// spotlights use 1, point lights use 6
constexpr size_t CONFIG_MAX_SHADOWMAP_PUNCTUAL =
CONFIG_MAX_SHADOW_LAYERS - CONFIG_MAX_SHADOW_CASCADES;
// The maximum UBO size, in bytes. This value is set to 16 KiB due to the ES3.0 spec.
// Note that this value constrains the maximum number of skinning bones, morph targets,
// instances, and shadow casting spotlights.
@@ -124,10 +124,12 @@ struct PerViewUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
// bit 0-3: cascade count
// bit 4: visualize cascades
// bit 8-11: cascade has visible shadows
// bit 31: elvsm
uint32_t cascades;
float reserved0;
float reserved1; // normal bias
float shadowBulbRadiusLs; // light radius in light-space
float shadowBias; // normal bias
float shadowPenumbraRatioScale; // For DPCF or PCSS, scale penumbra ratio for artistic use
std::array<math::mat4f, CONFIG_MAX_SHADOW_CASCADES> lightFromWorldMatrix;
// --------------------------------------------------------------------------------------------
// VSM shadows [variant: VSM]
@@ -162,7 +164,7 @@ struct PerViewUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
float ssrStride; // ssr texel stride, >= 1.0
// bring PerViewUib to 2 KiB
math::float4 reserved[63];
math::float4 reserved[47];
};
// 2 KiB == 128 float4s
@@ -227,11 +229,11 @@ struct LightsUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
math::float2 spotScaleOffset; // { scale, offset }
float reserved3; // 0
float intensity; // float
uint32_t typeShadow; // 0x00.00.ii.ct (t: 0=point, 1=spot, c:contact, ii: index)
uint32_t typeShadow; // 0x00.ll.ii.ct (t: 0=point, 1=spot, c:contact, ii: index, ll: layer)
uint32_t channels; // 0x000c00ll (ll: light channels, c: caster)
static uint32_t packTypeShadow(uint8_t type, bool contactShadow, uint8_t index) noexcept {
return (type & 0xF) | (contactShadow ? 0x10 : 0x00) | (index << 8);
static uint32_t packTypeShadow(uint8_t type, bool contactShadow, uint8_t index, uint8_t layer) noexcept {
return (type & 0xF) | (contactShadow ? 0x10 : 0x00) | (index << 8) | (layer << 16);
}
static uint32_t packChannels(uint8_t lightChannels, bool castShadows) noexcept {
return lightChannels | (castShadows ? 0x10000 : 0);
@@ -247,22 +249,17 @@ static_assert(sizeof(LightsUib) == 64,
struct ShadowUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
static constexpr std::string_view _name{ "ShadowUniforms" };
struct alignas(16) ShadowData {
math::mat4f lightFromWorldMatrix; // 64
math::float3 direction; // 12
float normalBias; // 4
math::float4 lightFromWorldZ; // 16
math::mat4f lightFromWorldMatrix; // 64 - unused for point lights
math::float3 direction; // 12 - unused for point lights
float normalBias; // 4 - unused for point lights
math::float4 lightFromWorldZ; // 16 - point lights { depth reconstruction values }
float texelSizeAtOneMeter; // 4
float bulbRadiusLs; // 4
float nearOverFarMinusNear; // 4
bool elvsm; // 4
uint32_t layer; // 4
uint32_t reserved0; // 4
uint32_t reserved1; // 4
uint32_t reserved2; // 4
};
ShadowData shadows[CONFIG_MAX_SHADOWMAPS];
ShadowData shadows[CONFIG_MAX_SHADOWMAP_PUNCTUAL];
};
static_assert(sizeof(ShadowUib) <= CONFIG_MINSPEC_UBO_SIZE,
"ShadowUib exceeds max UBO size");
+2 -5
View File
@@ -35,11 +35,6 @@ Variant Variant::filterUserVariant(
if (filterMask & (uint32_t)UserVariantFilterBit::FOG) {
variant.key &= ~(filterMask & FOG);
}
} else {
// depth variants can have their VSM bit filtered
if (filterMask & (uint32_t)UserVariantFilterBit::VSM) {
variant.key &= ~(filterMask & VSM);
}
}
if (!isSSRVariant(variant)) {
// SSR variant needs to be handled separately
@@ -58,6 +53,8 @@ Variant Variant::filterUserVariant(
return variant;
}
namespace details {
// compile time sanity-check tests
+21 -29
View File
@@ -54,7 +54,9 @@ namespace msl { // this is only used for MSL
using BindingIndexMap = std::unordered_map<std::string, uint16_t>;
static void collectSibs(const GLSLPostProcessor::Config& config, SibVector& sibs) {
template<typename F>
static void forEachSib(const GLSLPostProcessor::Config& config, F fn) {
const auto& samplerBindings = config.materialInfo->samplerBindings;
switch (config.domain) {
case MaterialDomain::SURFACE:
UTILS_NOUNROLL
@@ -65,15 +67,14 @@ static void collectSibs(const GLSLPostProcessor::Config& config, SibVector& sibs
auto const* sib =
SibGenerator::getSib((SamplerBindingPoints)blockIndex, config.variant);
if (sib && hasShaderType(sib->getStageFlags(), config.shaderType)) {
sibs.emplace_back(blockIndex, sib);
fn(blockIndex, sib);
}
}
case MaterialDomain::POST_PROCESS:
case MaterialDomain::COMPUTE:
break;
}
sibs.emplace_back((uint8_t) SamplerBindingPoints::PER_MATERIAL_INSTANCE,
&config.materialInfo->sib);
fn((uint8_t) SamplerBindingPoints::PER_MATERIAL_INSTANCE, &config.materialInfo->sib);
}
}; // namespace msl
@@ -137,9 +138,8 @@ static std::string stringifySpvOptimizerMessage(spv_message_level_t level, const
return oss.str();
}
void GLSLPostProcessor::spirvToMsl(const SpirvBlob *spirv, std::string *outMsl,
filament::backend::ShaderModel shaderModel, bool useFramebufferFetch, const SibVector& sibs,
const ShaderMinifier* minifier) {
void GLSLPostProcessor::spirvToToMsl(const SpirvBlob *spirv, std::string *outMsl,
const Config &config, ShaderMinifier& minifier) {
using namespace msl;
@@ -148,19 +148,19 @@ void GLSLPostProcessor::spirvToMsl(const SpirvBlob *spirv, std::string *outMsl,
mslCompiler.set_common_options(options);
const CompilerMSL::Options::Platform platform =
shaderModel == ShaderModel::MOBILE ?
config.shaderModel == ShaderModel::MOBILE ?
CompilerMSL::Options::Platform::iOS : CompilerMSL::Options::Platform::macOS;
CompilerMSL::Options mslOptions = {};
mslOptions.platform = platform,
mslOptions.msl_version = shaderModel == ShaderModel::MOBILE ?
mslOptions.msl_version = config.shaderModel == ShaderModel::MOBILE ?
CompilerMSL::Options::make_msl_version(2, 0) : CompilerMSL::Options::make_msl_version(2, 2);
if (useFramebufferFetch) {
if (config.hasFramebufferFetch) {
mslOptions.use_framebuffer_fetch_subpasses = true;
// On macOS, framebuffer fetch is only available starting with MSL 2.3. Filament will only
// use framebuffer fetch materials on devices that support it.
if (shaderModel == ShaderModel::DESKTOP) {
if (config.shaderModel == ShaderModel::DESKTOP) {
mslOptions.msl_version = CompilerMSL::Options::make_msl_version(2, 3);
}
}
@@ -221,7 +221,9 @@ void GLSLPostProcessor::spirvToMsl(const SpirvBlob *spirv, std::string *outMsl,
//
// Which is then bound to the vertex/fragment functions:
// constant spvDescriptorSetBuffer1& spvDescriptorSet1 [[buffer(27)]]
for (auto [bindingPoint, sib] : sibs) {
forEachSib(config,
[&executionModel, &mslCompiler, &argumentBuffers](
uint8_t bindingPoint, const SamplerInterfaceBlock* sib) {
const auto& infoList = sib->getSamplerInfoList();
// bindingPoint + 1, because the first descriptor set is for uniforms
@@ -249,7 +251,7 @@ void GLSLPostProcessor::spirvToMsl(const SpirvBlob *spirv, std::string *outMsl,
argBufferBinding.msl_buffer =
CodeGenerator::METAL_SAMPLER_GROUP_BINDING_START + bindingPoint;
mslCompiler.add_msl_resource_binding(argBufferBinding);
}
});
auto updateResourceBindingDefault = [executionModel, &mslCompiler]
(const auto& resource, const BindingIndexMap* map = nullptr) {
@@ -281,9 +283,7 @@ void GLSLPostProcessor::spirvToMsl(const SpirvBlob *spirv, std::string *outMsl,
mslCompiler.add_discrete_descriptor_set(0);
*outMsl = mslCompiler.compile();
if (minifier) {
*outMsl = minifier->removeWhitespace(*outMsl);
}
*outMsl = minifier.removeWhitespace(*outMsl);
// Replace spirv-cross' generated argument buffers with our own.
for (auto* argBuffer : argumentBuffers) {
@@ -374,11 +374,8 @@ bool GLSLPostProcessor::process(const std::string& inputShader, Config const& co
GlslangToSpv(*program.getIntermediate(internalConfig.shLang),
*internalConfig.spirvOutput, &options);
if (internalConfig.mslOutput) {
auto sibs = SibVector::with_capacity(CONFIG_SAMPLER_BINDING_COUNT);
msl::collectSibs(config, sibs);
spirvToMsl(internalConfig.spirvOutput, internalConfig.mslOutput,
config.shaderModel, config.hasFramebufferFetch, sibs,
&internalConfig.minifier);
spirvToToMsl(internalConfig.spirvOutput, internalConfig.mslOutput, config,
internalConfig.minifier);
}
} else {
slog.e << "GLSL post-processor invoked with optimization level NONE"
@@ -456,10 +453,8 @@ void GLSLPostProcessor::preprocessOptimization(glslang::TShader& tShader,
}
if (internalConfig.mslOutput) {
auto sibs = SibVector::with_capacity(CONFIG_SAMPLER_BINDING_COUNT);
msl::collectSibs(config, sibs);
spirvToMsl(internalConfig.spirvOutput, internalConfig.mslOutput, config.shaderModel,
config.hasFramebufferFetch, sibs, &internalConfig.minifier);
spirvToToMsl(internalConfig.spirvOutput, internalConfig.mslOutput, config,
internalConfig.minifier);
}
if (internalConfig.glslOutput) {
@@ -485,10 +480,7 @@ void GLSLPostProcessor::fullOptimization(const TShader& tShader,
}
if (internalConfig.mslOutput) {
auto sibs = SibVector::with_capacity(CONFIG_SAMPLER_BINDING_COUNT);
msl::collectSibs(config, sibs);
spirvToMsl(&spirv, internalConfig.mslOutput, config.shaderModel, config.hasFramebufferFetch,
sibs, &internalConfig.minifier);
spirvToToMsl(&spirv, internalConfig.mslOutput, config, internalConfig.minifier);
}
// Transpile back to GLSL
+2 -13
View File
@@ -26,8 +26,6 @@
#include "filamat/MaterialBuilder.h" // for MaterialBuilder:: enums
#include <utils/FixedCapacityVector.h>
#include "ShaderMinifier.h"
#include <ShaderLang.h>
@@ -36,15 +34,9 @@
#include <memory>
namespace filament {
class SamplerInterfaceBlock;
};
namespace filamat {
using SpirvBlob = std::vector<uint32_t>;
using BindingPointAndSib = std::pair<uint8_t, const filament::SamplerInterfaceBlock*>;
using SibVector = utils::FixedCapacityVector<BindingPointAndSib>;
class GLSLPostProcessor {
public:
@@ -77,11 +69,6 @@ public:
SpirvBlob* outputSpirv,
std::string* outputMsl);
// public so backend_test can also use it
static void spirvToMsl(const SpirvBlob* spirv, std::string* outMsl,
filament::backend::ShaderModel shaderModel, bool useFramebufferFetch,
const SibVector& sibs, const ShaderMinifier* minifier);
private:
struct InternalConfig {
std::string* glslOutput = nullptr;
@@ -110,6 +97,8 @@ private:
static void registerPerformancePasses(spvtools::Optimizer& optimizer, Config const& config);
void optimizeSpirv(OptimizerPtr optimizer, SpirvBlob& spirv) const;
static void spirvToToMsl(const SpirvBlob* spirv, std::string* outMsl, const Config& config,
ShaderMinifier& minifier);
const MaterialBuilder::Optimization mOptimization;
const bool mPrintShaders;
+4 -3
View File
@@ -105,9 +105,10 @@ BufferInterfaceBlock const& UibGenerator::getPerViewUib() noexcept {
{ "cascadeSplits", 0, Type::FLOAT4, Precision::HIGH },
{ "cascades", 0, Type::UINT },
{ "reserved0", 0, Type::FLOAT },
{ "reserved1", 0, Type::FLOAT },
{ "shadowBulbRadiusLs", 0, Type::FLOAT },
{ "shadowBias", 0, Type::FLOAT },
{ "shadowPenumbraRatioScale", 0, Type::FLOAT },
{ "lightFromWorldMatrix", 4, Type::MAT4, Precision::HIGH },
// ------------------------------------------------------------------------------------
// VSM shadows [variant: VSM]
@@ -170,7 +171,7 @@ BufferInterfaceBlock const& UibGenerator::getLightsUib() noexcept {
BufferInterfaceBlock const& UibGenerator::getShadowUib() noexcept {
static BufferInterfaceBlock uib = BufferInterfaceBlock::Builder()
.name(ShadowUib::_name)
.add({{ "shadows", CONFIG_MAX_SHADOWMAPS,
.add({{ "shadows", CONFIG_MAX_SHADOWMAP_PUNCTUAL,
BufferInterfaceBlock::Type::STRUCT, {},
"ShadowData", sizeof(ShadowUib::ShadowData) }})
.build();
@@ -287,10 +287,6 @@ std::string ShaderGenerator::createVertexProgram(ShaderModel shaderModel,
UniformBindingPoints::PER_VIEW, UibGenerator::getPerViewUib());
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_RENDERABLE, UibGenerator::getPerRenderableUib());
if (litVariants && filament::Variant::isShadowReceiverVariant(variant)) {
cg.generateUniforms(vs, ShaderStage::FRAGMENT,
UniformBindingPoints::SHADOW, UibGenerator::getShadowUib());
}
if (variant.hasSkinningOrMorphing()) {
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_RENDERABLE_BONES,
+1 -1
View File
@@ -603,7 +603,7 @@ void FAssetLoader::recurseEntities(const cgltf_data* srcAsset, const cgltf_node*
}
}
if (node->light) {
if (node->light ) {
createLight(node->light, entity);
}
+4
View File
@@ -13,6 +13,7 @@ file(GLOB_RECURSE PUBLIC_HDRS ${PUBLIC_HDR_DIR}/${TARGET}/*.h)
set(DIST_HDRS
${PUBLIC_HDR_DIR}/${TARGET}/algorithm.h
${PUBLIC_HDR_DIR}/${TARGET}/architecture.h
${PUBLIC_HDR_DIR}/${TARGET}/bitset.h
${PUBLIC_HDR_DIR}/${TARGET}/CallStack.h
${PUBLIC_HDR_DIR}/${TARGET}/debug.h
@@ -26,6 +27,7 @@ set(DIST_HDRS
${PUBLIC_HDR_DIR}/${TARGET}/EntityManager.h
${PUBLIC_HDR_DIR}/${TARGET}/FixedCapacityVector.h
${PUBLIC_HDR_DIR}/${TARGET}/Invocable.h
${PUBLIC_HDR_DIR}/${TARGET}/JobSystem.h
${PUBLIC_HDR_DIR}/${TARGET}/Log.h
${PUBLIC_HDR_DIR}/${TARGET}/memalign.h
${PUBLIC_HDR_DIR}/${TARGET}/Mutex.h
@@ -40,6 +42,7 @@ set(DIST_HDRS
${PUBLIC_HDR_DIR}/${TARGET}/SpinLock.h
${PUBLIC_HDR_DIR}/${TARGET}/StructureOfArrays.h
${PUBLIC_HDR_DIR}/${TARGET}/unwindows.h
${PUBLIC_HDR_DIR}/${TARGET}/WorkStealingDequeue.h
)
# Use our custom mutex/condition only on ANDROID
@@ -49,6 +52,7 @@ set(DIST_ANDROID_HDRS
set(DIST_GENERIC_HDRS
${PUBLIC_HDR_DIR}/${TARGET_GENERIC}/Mutex.h
${PUBLIC_HDR_DIR}/${TARGET_GENERIC}/Condition.h
)
set(SRCS
+1
View File
@@ -9,6 +9,7 @@ struct Light {
bool contactShadows;
uint type;
uint shadowIndex;
uint shadowLayer;
uint channels;
};
+4 -8
View File
@@ -3,16 +3,12 @@
struct ShadowData {
highp mat4 lightFromWorldMatrix;
highp vec3 direction;
mediump float normalBias;
float normalBias;
highp vec4 lightFromWorldZ;
mediump float texelSizeAtOneMeter;
mediump float bulbRadiusLs;
mediump float nearOverFarMinusNear;
float texelSizeAtOneMeter;
float bulbRadiusLs;
float nearOverFarMinusNear;
bool elvsm;
mediump uint layer;
mediump uint reserved0;
mediump uint reserved1;
mediump uint reserved2;
};
struct BoneData {
+2 -3
View File
@@ -134,9 +134,8 @@ highp vec4 getCascadeLightSpacePosition(uint cascade) {
}
return computeLightSpacePosition(getWorldPosition(), getWorldNormalVector(),
frameUniforms.lightDirection,
shadowUniforms.shadows[cascade].normalBias,
shadowUniforms.shadows[cascade].lightFromWorldMatrix);
frameUniforms.lightDirection, frameUniforms.shadowBias,
frameUniforms.lightFromWorldMatrix[cascade]);
}
#endif
+4
View File
@@ -13,6 +13,10 @@ int getInstanceIndex() {
// Uniforms access
//------------------------------------------------------------------------------
mat4 getLightFromWorldMatrix() {
return frameUniforms.lightFromWorldMatrix[0];
}
PerRenderableData getObjectUniforms() {
#if defined(MATERIAL_HAS_INSTANCES)
// the material manages instancing, all instances share the same uniform block.
+2 -1
View File
@@ -56,8 +56,9 @@ void evaluateDirectionalLight(const MaterialInputs material,
bool cascadeHasVisibleShadows = bool(frameUniforms.cascades & ((1u << cascade) << 8u));
bool hasDirectionalShadows = bool(frameUniforms.directionalShadows & 1u);
if (hasDirectionalShadows && cascadeHasVisibleShadows) {
uint layer = cascade;
highp vec4 shadowPosition = getShadowPosition(true, 0u, cascade, 0.0f);
visibility = shadow(true, light_shadowMap, cascade, shadowPosition, 0.0f);
visibility = shadow(true, light_shadowMap, layer, 0u, shadowPosition, 0.0f);
}
if ((frameUniforms.directionalShadows & 0x2u) != 0u && visibility > 0.0) {
if ((getObjectUniforms().flagsChannels & FILAMENT_OBJECT_CONTACT_SHADOWS_BIT) != 0u) {
+13 -12
View File
@@ -154,18 +154,17 @@ Light getLight(const uint lightIndex) {
light.worldPosition = positionFalloff.xyz;
light.channels = channels;
light.contactShadows = bool(typeShadow & 0x10u);
#if defined(VARIANT_HAS_DYNAMIC_LIGHTING)
light.type = (typeShadow & 0x1u);
#if defined(VARIANT_HAS_SHADOWING)
#if defined(VARIANT_HAS_DYNAMIC_LIGHTING)
light.shadowIndex = (typeShadow >> 8u) & 0xFFu;
light.shadowLayer = (typeShadow >> 16u) & 0xFFu;
light.castsShadows = bool(channels & 0x10000u);
light.type = (typeShadow & 0x1u);
if (light.type == LIGHT_TYPE_SPOT) {
light.attenuation *= getAngleAttenuation(-direction, light.l, scaleOffset);
light.zLight = dot(shadowUniforms.shadows[light.shadowIndex].lightFromWorldZ, vec4(worldPosition, 1.0));
}
#endif
if (light.type == LIGHT_TYPE_SPOT) {
light.attenuation *= getAngleAttenuation(-direction, light.l, scaleOffset);
}
#endif
return light;
}
@@ -210,17 +209,19 @@ void evaluatePunctualLights(const MaterialInputs material,
#if defined(VARIANT_HAS_SHADOWING)
if (light.NoL > 0.0) {
if (light.castsShadows) {
uint shadowIndex = light.shadowIndex;
uint layer = light.shadowLayer;
highp vec4 shadowPosition;
if (light.type == LIGHT_TYPE_POINT) {
// point-light shadows are sampled from a direction
highp vec3 r = getWorldPosition() - light.worldPosition;
uint face = getPointLightFace(r);
shadowIndex += face;
light.zLight = dot(shadowUniforms.shadows[shadowIndex].lightFromWorldZ,
vec4(getWorldPosition(), 1.0));
highp vec4 nf = shadowUniforms.shadows[light.shadowIndex].lightFromWorldZ;
// getShadowPosition returns zLight which is needed for PCSS/DPCF
shadowPosition = getShadowPosition(r, nf, layer, light.zLight);
} else {
// getShadowPosition needs zLight for applying the normal bias
shadowPosition = getShadowPosition(false, light.shadowIndex, 0u, light.zLight);
}
highp vec4 shadowPosition = getShadowPosition(false, shadowIndex, 0u, light.zLight);
visibility = shadow(false, light_shadowMap, shadowIndex,
visibility = shadow(false, light_shadowMap, layer, light.shadowIndex,
shadowPosition, light.zLight);
}
if (light.contactShadows && visibility > 0.0) {
+1 -3
View File
@@ -143,9 +143,7 @@ void main() {
#if defined(VARIANT_HAS_SHADOWING) && defined(VARIANT_HAS_DIRECTIONAL_LIGHTING)
vertex_lightSpacePosition = computeLightSpacePosition(
vertex_worldPosition.xyz, vertex_worldNormal,
frameUniforms.lightDirection,
shadowUniforms.shadows[0].normalBias,
shadowUniforms.shadows[0].lightFromWorldMatrix);
frameUniforms.lightDirection, frameUniforms.shadowBias, getLightFromWorldMatrix());
#endif
#endif // !defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER)
+2 -1
View File
@@ -50,8 +50,9 @@ vec4 evaluateMaterial(const MaterialInputs material) {
bool cascadeHasVisibleShadows = bool(frameUniforms.cascades & ((1u << cascade) << 8u));
bool hasDirectionalShadows = bool(frameUniforms.directionalShadows & 1u);
if (hasDirectionalShadows && cascadeHasVisibleShadows) {
uint layer = cascade;
highp vec4 shadowPosition = getShadowPosition(true, 0u, cascade, 0.0f);
visibility = shadow(true, light_shadowMap, cascade, shadowPosition, 0.0f);
visibility = shadow(true, light_shadowMap, layer, 0u, shadowPosition, 0.0f);
}
if ((frameUniforms.directionalShadows & 0x2u) != 0u && visibility > 0.0) {
if ((getObjectUniforms().flagsChannels & FILAMENT_OBJECT_CONTACT_SHADOWS_BIT) != 0u) {
+45 -12
View File
@@ -161,7 +161,7 @@ float getPenumbraLs(const bool DIRECTIONAL, const uint index, const highp float
float penumbra;
// This conditional is resolved at compile time
if (DIRECTIONAL) {
penumbra = shadowUniforms.shadows[index].bulbRadiusLs;
penumbra = frameUniforms.shadowBulbRadiusLs;
} else {
// the penumbra radius depends on the light-space z for spotlights
penumbra = shadowUniforms.shadows[index].bulbRadiusLs / zLight;
@@ -494,27 +494,55 @@ highp vec4 getShadowPosition(const bool DIRECTIONAL,
return p;
}
uint getPointLightFace(const highp vec3 r) {
// get {texture coordinate, layer} for point shadow maps
highp vec4 getShadowPosition(const highp vec3 r, const highp vec4 nf,
inout uint layer, out highp float d) {
highp vec4 tc;
highp float rx = abs(r.x);
highp float ry = abs(r.y);
highp float rz = abs(r.z);
highp float d = max(rx, max(ry, rz));
d = max(rx, max(ry, rz));
highp float ma = 1.0 / d;
if (d == rx) {
return (r.x >= 0.0 ? 0u : 1u);
tc.x = r.x >= 0.0 ? r.z : -r.z;
tc.y = r.y;
layer += (r.x >= 0.0 ? 0u : 1u);
} else if (d == ry) {
return (r.y >= 0.0 ? 2u : 3u);
tc.x = r.y >= 0.0 ? r.x : -r.x;
tc.y = r.z;
layer += (r.y >= 0.0 ? 2u : 3u);
} else {
return (r.z >= 0.0 ? 4u : 5u);
tc.x = r.z >= 0.0 ? -r.x : r.x;
tc.y = r.y;
layer += (r.z >= 0.0 ? 4u : 5u);
}
// ma is guaranteed to be >= sc and tc
tc.xy = (tc.xy * ma + vec2(1.0)) * 0.5;
// z coordinate of the normalized fragment position in light-space
// i.e.: remap [near, far] to [0,1] : d = (d - n) / (f - n)
d = nf[2] + nf[3] * d;
if (frameUniforms.shadowSamplingType == SHADOW_SAMPLING_RUNTIME_EVSM) {
// for VSM, the depth metric is linear normalized in light-space
tc.z = d;
} else {
// for other types of shadows it's clip-space depth. Below is an optimized version of
// (lightProjection * position).z
tc.z = nf[0] + nf[1] * ma;
}
// FIXME: the normal bias is not applied
tc.w = 1.0;
return tc;
}
// PCF sampling
float shadow(const bool DIRECTIONAL,
const mediump sampler2DArrayShadow shadowMap,
const uint index, highp vec4 shadowPosition, highp float zLight) {
uint layer = shadowUniforms.shadows[index].layer;
const uint layer, const uint index, highp vec4 shadowPosition, highp float zLight) {
#if SHADOW_SAMPLING_METHOD == SHADOW_SAMPLING_PCF_HARD
return ShadowSample_PCF_Hard(shadowMap, layer, shadowPosition);
#elif SHADOW_SAMPLING_METHOD == SHADOW_SAMPLING_PCF_LOW
@@ -525,11 +553,16 @@ float shadow(const bool DIRECTIONAL,
// Shadow requiring a sampler2D sampler (VSM, DPCF and PCSS)
float shadow(const bool DIRECTIONAL,
const mediump sampler2DArray shadowMap,
const uint index, highp vec4 shadowPosition, highp float zLight) {
uint layer = shadowUniforms.shadows[index].layer;
const uint layer, const uint index, highp vec4 shadowPosition, highp float zLight) {
// This conditional is resolved at compile time
if (frameUniforms.shadowSamplingType == SHADOW_SAMPLING_RUNTIME_EVSM) {
bool elvsm = shadowUniforms.shadows[index].elvsm;
bool elvsm = false;
if (DIRECTIONAL) {
elvsm = bool((frameUniforms.cascades >> 31u) & 1u);
} else {
elvsm = shadowUniforms.shadows[index].elvsm;
}
return ShadowSample_VSM(elvsm, shadowMap, layer, shadowPosition);
}
+2 -13
View File
@@ -417,13 +417,7 @@ export class Camera {
export class ColorGrading$Builder {
public quality(qualityLevel: ColorGrading$QualityLevel): ColorGrading$Builder;
public format(format: ColorGrading$LutFormat): ColorGrading$Builder;
public dimensions(dim: number): ColorGrading$Builder;
public toneMapping(toneMapping: ColorGrading$ToneMapping): ColorGrading$Builder;
public luminanceScaling(luminanceScaling: boolean): ColorGrading$Builder;
public gamutMapping(gamutMapping: boolean): ColorGrading$Builder;
public exposure(exposure: number): ColorGrading$Builder;
public nightAdaptation(adaptation: boolean): ColorGrading$Builder;
public whiteBalance(temperature: number, tint: number): ColorGrading$Builder;
public channelMixer(outRed: float3, outGreen: float3, outBlue: float3): ColorGrading$Builder;
public shadowsMidtonesHighlights(shadows: float4, midtones: float4, highlights: float4,
@@ -677,17 +671,12 @@ export enum Camera$Projection {
ORTHO,
}
export enum ColorGrading$QualityLevel {
export enum ColorGrading$QualityLevel {
LOW,
MEDIUM,
HIGH,
ULTRA,
}
export enum ColorGrading$LutFormat {
INTEGER,
FLOAT,
}
}
export enum ColorGrading$ToneMapping {
LINEAR,
-29
View File
@@ -747,40 +747,11 @@ class_<ColorBuilder>("ColorGrading$Builder")
return &builder->quality(ql);
})
.BUILDER_FUNCTION("format", ColorBuilder, (ColorBuilder* builder,
ColorGrading::LutFormat format), {
return &builder->format(format);
})
.BUILDER_FUNCTION("dimensions", ColorBuilder, (ColorBuilder* builder, uint8_t dim), {
return &builder->dimensions(dim);
})
.BUILDER_FUNCTION("toneMapping", ColorBuilder, (ColorBuilder* builder,
ColorGrading::ToneMapping tm), {
return &builder->toneMapping(tm);
})
.BUILDER_FUNCTION("luminanceScaling", ColorBuilder, (ColorBuilder* builder,
bool luminanceScaling), {
return &builder->luminanceScaling(luminanceScaling);
})
.BUILDER_FUNCTION("gamutMapping", ColorBuilder, (ColorBuilder* builder,
bool gamutMapping), {
return &builder->gamutMapping(gamutMapping);
})
.BUILDER_FUNCTION("exposure", ColorBuilder, (ColorBuilder* builder,
float exposure), {
return &builder->exposure(exposure);
})
.BUILDER_FUNCTION("nightAdaptation", ColorBuilder, (ColorBuilder* builder,
float adaptation), {
return &builder->nightAdaptation(adaptation);
})
.BUILDER_FUNCTION("whiteBalance", ColorBuilder, (ColorBuilder* builder, float temp,
float tint), {
return &builder->whiteBalance(temp, tint);
-4
View File
@@ -147,10 +147,6 @@ enum_<ColorGrading::ToneMapping>("ColorGrading$ToneMapping")
.value("FILMIC", ColorGrading::ToneMapping::FILMIC)
.value("DISPLAY_RANGE", ColorGrading::ToneMapping::DISPLAY_RANGE);
enum_<ColorGrading::LutFormat>("ColorGrading$LutFormat")
.value("INTEGER", ColorGrading::LutFormat::INTEGER)
.value("FLOAT", ColorGrading::LutFormat::FLOAT);
enum_<Frustum::Plane>("Frustum$Plane")
.value("LEFT", Frustum::Plane::LEFT)
.value("RIGHT", Frustum::Plane::RIGHT)
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.29.0",
"version": "1.28.2",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",