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Author SHA1 Message Date
Powei Feng c3fa1c7035 renderdiff: Use single lib for osmesa (#8255)
Previously, we linked against libOSMesa through the linker and
then used dlopen to link against libGL. This is not how libOSMesa
is intended to be used.  Instead, we use dlopen on libOSMesa
(via bluegl), which then will map the correct GL methods for us,
and for the OSMesa functions, we also map those functions
from libOSMesa (instead of relying on compile-time linker).
2024-11-07 15:42:44 -08:00
Powei Feng 66abb75bc4 vk: remove incorrect assert 2024-10-28 15:54:09 -07:00
Ben Doherty 9e1ee2f290 Fix potential crash when a descriptor set is destroyed but not unbound (#8215) 2024-10-18 16:42:52 -04:00
Powei Feng 22bb67e0b0 Bump version to 1.55.1 2024-10-14 06:07:43 +00:00
Powei Feng 4ee33cd591 Release Filament 1.55.0 2024-10-14 06:07:34 +00:00
Evan Mezeske fd2f9555f1 Fix tiny typo in VulkanPlatformSwapChainImpl.cpp logging (#8196) 2024-10-11 23:09:32 +00:00
Mathias Agopian ccdb58e93c don't set ANGLE features in filament (#8192)
ANGLE features should be set by apps, the system or developers but it's
not a good idea to set them in a library as it might conflict with other
libs etc.

we did it because it improved performance, but that should be fixed at
the angle level instead.
2024-10-11 13:52:54 -07:00
Ben Doherty 1eb1df2cf2 Check for use-after-free for heap handles (#8182) 2024-10-11 20:28:18 +00:00
Mathias Agopian d784ce311f gles: add a flag to enable the validation of the nativewindow
We are seeing a cluster of crashes that could be due to using an
EGLSurface whose ANativeWindow has become invalid. This could happen if
we continued to use (i.e. draw with) an EGLSurface after 
SurfaceHolder::onSurfaceDestroyed() has returned.

This new flag enables an assertion that the native window is valid at
the time of makeCurrent(), which happens early in the frame.

BUG=[330392256]
2024-10-10 13:38:35 -07:00
Powei Feng 875b295967 vk: refactor texture default layout (#8183)
Previously, default layout is based on usage, but this actually
has two paths (Filament's TextureUsage and the computed
VkTextureUsage) that do not always agree.  We simplify so that
default layout is stored in the texture itself.

Also remove some unnecessary code that is no longer necessary.
In particular, we shouldn't be doing a flush and wait for the
transition to complete before updating a sampler descriptor.
We just need to make sure the layout before it is accessed is
correctly given in the update struct.
2024-10-10 19:31:20 +00:00
Powei Feng b1b2d7072d Revert "Release Filament 1.55.0" (#8191)
This reverts commit 4f5369cefa.

Reason: Initial attempt to release 1.55.0 failed due to a few
   small bugs.
2024-10-10 12:16:00 -07:00
Sungun Park 014e6bcbde Update hardware Handle (#8187)
In certain compilers, the assignment operators defined as default
doesn't automatically make a call to the parent's method if it's
user-defined.

Make this behavior explicit to avoid this edge case.

BUGS=[371980551]
2024-10-10 17:12:22 +00:00
Powei Feng 614dbb44d5 Make sure color attachment textures have copy-able usage set (#8184)
To ensure the source of readPixels() is properly copy-able, we
want the backing textures to be created with the right BLIT_SRC usage.
However, this was not documented in the API. We workaround the issue
to tag all color attachment textures as BLIT_SRC.

This workaround will be removed in the future. For now, violations of
this condition will elicit a warning being printed out.
2024-10-10 16:02:11 +00:00
Ben Doherty 40c0d59464 Metal: enhance assertions for buffer uploads (#8188) 2024-10-09 16:54:14 -07:00
mdagois 1b0ff3aadb vk: Transient attachment support (#8021) 2024-10-08 23:20:35 +00:00
Haneul Kim 164a25cac4 Update FreeFlightManipulator.h 2024-10-08 10:38:00 -07:00
Mathias Agopian 2bbcb6de4c fix potential shadow rendering bug
the problem stems from a mismatch between the shader code
and the cpu code. if the shader is configured to read the shadow
map, then the cpu must generate it, otherwise we can get stale data.

Wether the shader reads the shadow map depends on the shadow type.
For directional shadows, the shader needs the SRE variant + a
"shadow enabled" bit per cascade in the main UBO.
For punctual shadows, the shader only needs the SRE variant.

Because of all that, if the conditions are met on the CPU side for
the shader to access the shadow map, we must make sure to generate it,
but in the case the shadow map would be empty (e.g. no shadow receivers),
we need to initialize it (and we can skip some work in the case of VSM).

BUGS=[369908659]
2024-10-08 10:22:50 -07:00
Mathias Agopian 58aa74b4ae cleanup code so it's easier to understand
this should make it clearer how we set the per primitive variant
when SSR and shadowin is involved
2024-10-08 10:22:50 -07:00
Mathias Agopian 26b42a7685 fix typo when generating the SSR pass
this caused the HAS_SHADOWS flag to not be disabled, this didn't
actually cause a problem because shadowing and SSR share the same
SRE variant bit. But both should never be active together.
2024-10-08 10:22:50 -07:00
Mathias Agopian 99b55cb888 minor renaming to be more consistant 2024-10-08 10:22:50 -07:00
Powei Feng 4375ffb3e8 vk: remove unnecessary hiding of impl for DescriptorSetManager (#8170)
We remove one layer of indirection for clarity and very small bit
performance saving.
2024-10-07 19:06:38 +00:00
Mathias Agopian e9aeb9312b fix shadow multiplier mode
when shadow multiplier was used, the material used the wrong
variant (unlit).
2024-10-04 15:18:23 -07:00
Benjamin Doherty 4be172050d Fix Android build 2024-10-04 13:45:22 -07:00
Ben Doherty 3b9fc8f751 Remove textureUseAfterFreePoolSize (#8163) 2024-10-04 10:33:09 -07:00
Mathias Agopian 3bd4c45d6e workaround Mesa glDeleteBuffers() bug
Mesa always clears the generic binding if the buffer deleted
is bound to an indexed binding, even if it's not bound to the
generic binding.

BUGS=[371324321]
2024-10-04 10:17:19 -07:00
Ben Doherty 1809aa7b11 Fix OpenGL ES 2.0 descriptor set crash (#8176) 2024-10-03 17:23:20 -07:00
Powei Feng 739d4007e2 Fix imported texture path (#8175)
We need to also account for external image textures that are
imported in texture creation.
2024-10-03 15:16:56 -07:00
Powei Feng 3ed9e8f2c0 Initialize bool in DescriptorSet.h (#8173)
This class has a ( = default) constructor and hence should have
explicit initialization in its definition.
2024-10-02 13:45:05 -07:00
Powei Feng e77ae6ec2c Work around client descriptor set issues (#8171)
- We change GLDescriptorSet::Buffer default constructor to
  workaround a client's compiler set up issue.
- We removed the assert_invariant that checks that ubo/samplers
  are not changed after committed in DescriptorSet. This caused
  an existing client's build to crash.
2024-10-02 06:24:41 -07:00
Powei Feng 4f5369cefa Release Filament 1.55.0 2024-10-01 17:09:03 +00:00
Powei Feng 93d28bc16a Change std::memcpy to memcpy in SkinningBuffer (#8169) 2024-10-01 09:53:14 -07:00
Sungun Park e85c22c6f5 Fix incomplete use of MI for debugCombineArrayTexture (#8168)
`commit` call is required before `use`, which became a new norm for the
new descriptor set design.
2024-09-30 10:54:10 -07:00
2cade209b5 Add Descriptor Sets to Filament (#8165)
We add the concept of the descriptor set as a way to describe
shader resources into Filament. This is a comprehensive change
across Filament.

Info on descriptor sets is available here:
https://docs.vulkan.org/spec/latest/chapters/descriptorsets.html

Co-authored-by: Benjamin Doherty <bendoherty@google.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
Co-authored-by: Sungun Park <sungunpark@google.com>
2024-09-27 23:20:20 -07:00
Powei Feng 3d4fc7852b github: add software rasterizer job for GL to presubmit (#8158)
We use Mesa's gallium swrast to render as the driver with
Filament's backend set to GL. We provide a few scripts to parse
the tests (as jsons) and run gltf_viewer to produce the rendering.
2024-09-26 16:06:40 -07:00
Powei Feng 7dc17980a3 addressed comment 2024-09-25 21:05:42 -07:00
Powei Feng 7da09a7f45 gl: add PlatformOSMesa as an offscreen context
For GL+Linux, PlatformGLX will try to open an X11 window
regardless of whether we are doing headless/offscreen rendering
or not.

Here we add an OSMesa platform, which will allow us to avoid
opening any window on Linux. This is particularly useful for
situation where a display is not available, like for CI.

One important detail is that even though we are displaying through
a window, we keep the SDL2 dependency in tact for gltf_viewer.
This is due to the fact that gltf_viewer is built upon
FilamentApp, which is heavily integrated with SDL2. This is mostly
ok since we won't be hitting any path for opening a window due to
gltf_viewer's existing support for headless mode.
2024-09-25 21:05:42 -07:00
Ben Doherty b97221b8de Improve setFrameScheduled threading (#8139) 2024-09-25 10:43:19 -07:00
Benjamin Doherty 3f37efe4c9 Release Filament 1.54.5 2024-09-24 12:34:25 -07:00
Sungun Park 9d57ced452 Fix broken layerCount for some types of textures (#8151)
Currently mLayerCount for RenderTarget is always updated to the number
of depth for attachments, which incurs unintended behaviors for some
types of textures. i.e., 2d array, cubemap array, and 3d textures.

Fix this by updating mLayerCount only for multiview use case.

BUGS=[369165616]
2024-09-24 10:24:32 -07:00
Mathias Agopian fe15a3047e make scissor() work the same way on all backends
scissor() works like on metal now, that is, it is disabled when a
render pass starts.

The GL backend already assumed this in debug mode. We cannot really run
into issues at the moment because every time we get a new 
MaterialInstance we set the scissor -- we do this both for the
color pass and the post-process passes. With this change we will be
able to skip setting the scissor altogether in a lot of cases.
2024-09-24 09:44:42 -07:00
Powei Feng 67f37d4c15 github: make windows build use all available cores
- Also used a smaller runner as the gains from the 32-core was
  not efficient when comparing output times.
- Clean-up:
    - Rename the android continuous to a proper name
    - set 'echo on' for the Windows release build so we'll know
      why the output asset does not get "moved" correclty.
2024-09-19 17:19:16 -07:00
Mathias Agopian c5fe185834 KHR_create_context doesn't, in fact, imply HR_surfaceless_context 2024-09-19 15:56:56 -07:00
Powei Feng 4c5261106a github: upgrade runners on release/continuous
- Previously we also split Android build into 3, but because we
   get larger disk with large runners, we combine them again.
2024-09-18 22:36:51 -07:00
Powei Feng 2147a7a640 vk: workaround a renderStandaloneView issue
Found through testing that renderStandaloneView+vk+swiftshader
seems to cause synchronization issues, which results in incorrect
rendering. Here we workaround the issue by forcibly flush and
wait per renderStandaloneView call.

BUG=361822355
2024-09-17 22:47:46 -07:00
Powei Feng dd7106bfcf Release Filament 1.54.4 2024-09-17 15:24:57 -07:00
Powei Feng b26c5ef0dc github: upgrade presubmit runners
- Also migrate web/android builds to linux
2024-09-16 14:20:43 -07:00
Mathias Agopian d16fc01cfe Add support for exr files in gltf_Vvewer 2024-09-15 23:08:58 -07:00
Powei Feng 0fd2436cd1 sample: fix two IBL loading crashes
- Both Scene and IBL are holding on to a skybox reference. We
   need to make sure the order they are destroyed in right order.
 - Reloading IBL should trigger resetting the indrect light in
   gltf_viewer.
2024-09-13 17:02:02 -07:00
Powei Feng 374fc6b519 github: use up-to-date actions/upload-artifact
v1.0.0 has been deprecated and is causing our builds to fail. We
update the action to use v4 (the most current and recommended
version).
2024-09-13 11:20:30 -07:00
Mathias Agopian d4bb6b82df Support 3D texture attachments
BUGS=[365833134]
2024-09-12 12:11:29 -07:00
Mathias Agopian 351d77f87b update remote ui 2024-09-11 21:55:58 -07:00
Powei Feng 72ba2eee6d Release Filament 1.54.3 2024-09-10 12:26:44 -07:00
Sungun Park 5974065798 Prefer using C header (#8113)
Use stddef.h instead of cstddef for ptrdiff_t
2024-09-10 18:21:28 +00:00
Sungun Park e9e7abe287 Add missing include (#8112)
ptrdiff_t was transiently included by type_traits. However, this is not
true for some cpp toolchains. Add the header inclusion explicitly.
2024-09-10 09:24:28 -07:00
Mathias Agopian 684d441ba7 fix FrameSkipper (#8110)
FrameSkipper was recently broken because of a typo resulting in 
the frame latency being always 3 instead of the default of 2.

This change also makes the maximum latency 2 instead of 3, because on
ANDROID, 3 can cause CPU throttling at seemingly random places on the
GL thread.
2024-09-09 22:19:25 -07:00
Sungun Park 37c615e249 Support multi-layered render target (#8108)
Clients can create a multi-layered render target that consists of array
textures, and use it as a custom render target.

A new sample app "hellostereo" demonstrates how to use this feature.
2024-09-09 20:27:58 +00:00
Powei Feng 8999b21187 Revert "reenable the SimplificationPass in spirv-opt"
This reverts commit 30387af61c.

Causes breakage on Pixel 8pro for 1P apps.
2024-09-09 10:21:53 -07:00
Powei FengandSungun Park 78aa1c4b10 vk: use std::unordered_map in PipelineLayoutCache (#7990)
This is to address a weird map.find() miss that only happens on
ARM in release mode.

BUG=365159519

Co-authored-by: Sungun Park <sungunpark@google.com>
2024-09-06 22:10:01 +00:00
Zaven Muradyan c2b3632725 Expose getShadowType on View. (#8106)
While this method exists on FView, it is missing from View and thus not accessible for filament users. This adds a pass-through method on View.
2024-09-05 15:21:26 -07:00
Mathias Agopian 8c91b1baf5 fix debug markers when implemented with systrace
when debug markers are implemented with systrace, begin/end can is not
guaranteed to happen in the same C++ scope, so we can't really use 
other scoped systraces.
2024-09-04 22:58:58 -07:00
Sungun Park 1b4afbab51 Release Filament 1.54.2 2024-09-04 18:55:52 +00:00
Powei Feng c677607353 github: Split Android CI to per ABI builds
- Pulled the android continuous workflow into an action
 - Split the android continuous build into 3 ABIs armv7, armv8a,
   and x86_64 (note that x86 is not present).
 - Remove the upload artifacts step from previous workflow.
   This was meant for letting client try a tip-of-tree Android
   build.  We can revisit this later. (Also removed mention
   in README.md)
 - Split the android continous into debug build and a release
   build commands, enabling deletion of intermediate output
   directory.
2024-09-04 11:22:43 -07:00
Powei Feng cdb539b3cf Make builderMakeName public
This call is used in the BuilderNameMixin template definition,
which is a public API.
2024-09-04 10:04:20 -07:00
Ben Doherty 16bed4de00 Enable mmap on iOS (#8100) 2024-09-03 09:58:13 -07:00
Mathias Agopian 2b620e65fd fix potential framegraph textures use-after free
make sure to unset all textures in the per-view sampler group after
they are used, because the resource could be destroyed after the
pass is finished

- unset the fog and ibl_specular after the color pass
- move that cleanup a bit earlier
- in the case of screen-space reflection the structure pass is
  set, but might not be used in the color pass, so we also need to
  unset it after the SSR pass and before any other passes.
2024-08-30 16:24:25 -07:00
Mathias Agopian 2aa51db614 add texture tagging in the FrameGraph
Also tag user texture "FTexture" if user doesn't provide a tag, this
is so that we can distinguish them from internal textures that might
not be tagged.
2024-08-30 16:24:25 -07:00
Mathias AgopianandPowei Feng 2bbbb7f4d1 Update filament/src/details/Renderer.cpp
Co-authored-by: Powei Feng <powei@google.com>
2024-08-30 16:22:49 -07:00
Mathias Agopian 339e8da976 repair the "no buffer padding case"
with a previous change we were too aggressive in falling back to 
"no buffer padding", we need to do this only in the case where
"as subpass" would have been used if supported by the h/w.
2024-08-30 16:22:49 -07:00
Mathias Agopian c36dd955f4 make pushGroupMarker and insertEventMarker null-terminated strings
This is because we had this assumption on vk and mtl backends already
and also because SYSTRACE works this way and we didn't have non-null
terminated strings. This makes things more consistant and less bug 
prone.
2024-08-30 15:29:09 -07:00
Mathias Agopian 950be941eb disabling ResourceAllocator led to incorrect assert
this is because the "disposer" is now separate from the 
ResourceAllocator, so even if we don't use the resource allocator we
need to register the handle with the disposer.
2024-08-30 15:28:54 -07:00
Mathias Agopian 3857e3789c a handle with a tag would sometime return "no tag"
this is because the key used to retrieve the tag was not "truncated"
like it was when inserting the tag in the hash-map.
2024-08-30 15:28:37 -07:00
Mathias Agopian 2202b5ab8c Add support for depth clamp and use it for shadows
vk, metal and desktop gl all support depth clamp, GLES/android also does
with ANGLE. Add support for it in the backends.

use depth clamp to improve directional shadow quality; this allows
to render everything that's behind the camera at the same "zero" depth,
so we can reduce the depth range we need.

Fixes #6293
2024-08-30 10:56:31 -07:00
Sungun Park 639b933fd6 Rename customRenderTarget (#8093)
The currentRenderTarget is a misnomer as it's a custom RT. Rename it
properly.
2024-08-29 11:47:24 -07:00
Mathias Agopian 6653c6c08b fix a typo in RenderPassBuilder::renderFlags() 2024-08-28 21:51:03 -07:00
Maximilien Dagois 777f664b1b Refactored the handling of usage flags in the VulkanTexture constructor 2024-08-28 12:58:31 -07:00
Powei Feng 283d240409 Re-enable DebugRegistry::setProperty for release build (#8086)
`DebugRegistry::setProperty` is no longer just applicable to debug
builds.

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

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

Default materials are always compiled with either 'instanced' or
'multiview. Therefore Filament will emit warnings unintentionally if the
engine is set up for stereo. This commit fixes it.
2024-08-22 20:39:04 +00:00
Mathias Agopian 5e7106b521 custom variables can now have their precision specified
e.g.:

    variables : [
        {
            name : vertex,
            precision : medium,
         }
    ],
2024-08-22 13:08:48 -07:00
Mathias Agopian 30387af61c reenable the SimplificationPass in spirv-opt
Issues with it were fixed (https://github.com/KhronosGroup/SPIRV-Cross/pull/2163),
so it should be safe to reenable. The invalid glsl code seems to be resolved.
2024-08-22 13:08:23 -07:00
Mathias Agopian 1c2ffc9ed4 new screenshot debug option in gltf_viewer
screenshots are saved in the current directory as 
"screenshotXX.ppm" with XX increasing after each
screenshot.
2024-08-20 22:41:49 -07:00
Sungun Park 574518ea74 Cleanup color pass for multiview (#8062) 2024-08-20 21:44:17 +00:00
Ben Doherty d5a274fa25 Add better glShaderSource fix for IMG devices (#8061) 2024-08-20 12:28:13 -07:00
Mathias Agopian 3351db1178 improve FrameSkipper when disregarding skipping
It is legal for the app to draw a frame even when FrameSkipper 
detects that a frame should be skipped. In that case we used to
overwrite the most recent fence, but this wasn't ideal. We now
proceed as if the fence had signaled, i.e. we destroy it and
move all the fences up, creating a new one at the end of the 
delayed array.
2024-08-20 12:07:59 -07:00
Mathias Agopian b70aa43727 depth clamp cannot work with VSM
This is because the shadowmap doesn't store depth values so it doesn't 
work to "flatten" all casters behind de camera to the near plane.
The bulk of shadowing works but the filtering/edges don't always.

Disable depth-clamping when VSM is enabled.
2024-08-20 12:04:01 -07:00
Sungun Park 1f9a11802d Minor tweak (#8053)
Move the common part outside the loop.
2024-08-20 17:13:55 +00:00
Sungun Park 89835a7a67 Fix a bug for calculating distance (#8058)
This is a missing part from the change
22d99bac3d
2024-08-20 16:28:29 +00:00
Powei Feng 28ef805e5d Release Filament 1.54.0 2024-08-20 08:55:10 -07:00
Mathias Agopian 6c0bd360b3 Add support for depth clamp and use it for shadows
vk, metal and desktop gl all support depth clamp, GLES/android also does
with ANGLE. Add support for it in the backends.

use depth clamp to improve directional shadow quality; this allows
to render everything that's behind the camera at the same "zero" depth,
so we can reduce the depth range we need.

Fixes #6293
2024-08-19 17:13:30 -07:00
Mathias Agopian 063affb612 more improvement of csm display 2024-08-19 17:13:03 -07:00
Mathias Agopian 9c857f64ae improve split-view mode
- side panel doesn't overlap with content anymore
2024-08-19 17:13:03 -07:00
Mathias Agopian 5966b5dd8f fix shadow cascade computations
shadow cascades where not calculated properly because part of the 
calculation took the cascade near/far into account, while another
part didn't. This resulted in cascades being too large. It didn't
create wrong shadows, but reduced (and in some case canceled) the
usefulness of the cascade.

We fix the problem by always  using the projection matrix only for
describing the cascade's frustum, as opposed to just passing the
near/far plane distances.

Now the calculation of each cascade is completely self contained and
identical.


We also improve the orientation of the light frustum:
We can rotate the light frustum around the light direction axis, so
it aligns with the view direction, this generally result in smaller
light frustums. This cannot be used in stable mode.
2024-08-19 16:30:16 -07:00
Mathias Agopian 1795c40591 fix typo when calculation shadowmap frustum
min() and lowest() are different!
2024-08-19 00:03:44 -07:00
Mathias Agopian 26f4239d8c fix a few issues with shadowing
A recent change broken the optional "depth clamp" as well as the 
computation of the far plane of the light frustum. There was also
a case where DEBUG builds could assert.

- The far plane was no longer being "optimized" (i.e. moved as close
as possible), which resulted in less optimal use of the shadow texture.
the far plane can be moved as close as the farthest visible shadow 
caster.

- After the camera/light frustums intersection we now see of the 2D
bounds seen from the light are empty and if so we bail, which prevents
an assertion later.

- finally, the "DEPTH_CLAMP" option is also updated for the new code
structure.
2024-08-16 16:00:37 -07:00
Mathias Agopian ad29b9c70a fix several issue with the debug datasource in View
- the last View created was always overriding previous View's datasource
- because of lazy registering of the data source it was possible that
  the registering lambda was called after the view was destroyed, leading
  to crashes
- all view would share the same PID parameters and these would be
  initialized to default value instead of the user provided value. so
  debug build would behave differently.

With this change we improve things:
- now only the first view gets to publish its data source. it's still
  not ideal, but works for our use case with gltf_Viewer
- the view can now unregister itself when it's destroyed
- only the view that successfully registered uses the debug PID values
  and publishes its data source.
- the normal parameters are used until we query the datasource (from
  imgui), so by default the behavior is now identical to release builds


This fixes a crash in gltf_viewer when opening the Debug panel.
2024-08-16 09:38:54 -07:00
Sungun Park 1c817026f2 Remove unused code (#8043) 2024-08-14 15:41:10 +00:00
Powei Feng 44a954b559 Fix misnumbered version in RELEASE_NOTES 2024-08-13 16:28:33 -07:00
Powei Feng cdd0147a17 Release Filament 1.53.5 2024-08-13 15:59:08 -07:00
Sungun Park 9de29a475e Add warning for the incompatibility of stereo type (#8031)
Print a warning in case the sterescopic type in a compiled package is
different than what's in the engine's setting. The application may
proceed, but it could end up visual glitches when enabling stereoscopic
rendering.

This requires the stereoscopic type to be written into the package,
which needs a material version bump.
2024-08-13 01:31:10 +00:00
Mathias Agopian 7f97363d9c fix debug build 2024-08-12 15:09:06 -07:00
Mathias Agopian d88b4c1bc3 Add a way to retrieve the count of all resources
This is intended for debugging.

BUGS=[358111049]
2024-08-12 14:50:43 -07:00
Mathias Agopian 3badf9db18 read all valid pending timer queries each frame
This reduces the latency of the timer query result; with the previous
code the latency could only increase, but there is no reason to wait
a whole frame for reading the next available result.

We just loop over them until we find one that has not signaled; instead
of doing one per frame.
2024-08-12 14:50:20 -07:00
Mathias Agopian 929f793cf3 clean-up RenderPass a bit
make mCommandBegin and mCommandEnd const* const, this allows to make
sort() And resize() static, and instanceify() almost static..
2024-08-12 14:49:57 -07:00
Mathias Agopian 06bffaa650 fix a couple precondition checks logs 2024-08-12 14:49:44 -07:00
Ben Doherty 2e2f111435 Re-enable missing packing/unpacking functions in ESSL, fix IMG shader compilation (#8030) 2024-08-12 10:23:52 -07:00
Mathias Agopian 06f9626429 improve GL backend debug markers
we now have two levels of debug markers. Those that come from the "user"
(i.e. filament itself) are now always enabled and generate both 
systrace and gl markers. the 2nd level is internal and always
disabled by default. Of enabled at compile time it'll emit markers for
each driver API method.
2024-08-09 15:25:33 -07:00
Mathias Agopian fa0e20a699 always validate Engine::config 2024-08-08 22:46:57 -07:00
Mathias Agopian 59593830e5 Fix skipFrame incorrectly asserts in some cases
BUGS=[357992376]
2024-08-08 13:24:38 -07:00
Mathias Agopian 112f9d742c assert when a program compilation fails
The current behavior is to get a UB, which usually is a crash. So this
is better.
2024-08-08 13:24:08 -07:00
Ben Doherty 8ba20eb03c Metal: fix static texture target on more devices (#8022) 2024-08-08 13:04:42 -07:00
Ben Doherty 1c0370d5d7 Remove flaky assertion in ShadowMap (#8023) 2024-08-08 13:04:30 -07:00
Benjamin Doherty 56f714633d Release Filament 1.53.4 2024-08-08 12:12:27 -07:00
Benjamin Doherty f0bc338c80 Revert: inject the missing packing/unpacking function in ESSL 3.0 2024-08-07 16:18:02 -07:00
Benjamin Doherty 9750ddb9db Add type_traits header 2024-08-05 10:59:46 -07:00
Mathias Agopian ec2ee9db7a minor cleanups in CommanmdBufferQueue
- use the same code on both ends of updating the free space. i.e.
  both side compute the "used" space in exactly the same way.
  the math was the same before, but the code was different which
  could be confusing.

- assert for overflow before queuing the buffer. It wouldn't matter
  anyways, because it's done with the condition lock held, so the
  consumer would never have a chance to deuque it. still, less 
  confusing.
2024-08-05 10:06:44 -07:00
Mathias Agopian 1ce1e335a0 gl backend: add a couple missing systrace events 2024-08-02 23:21:34 -07:00
Sungun Park 5fe356e446 Fix ResourceAllocator compile error on Windows (#8011)
This commit 730bc99025 introduced a new
dependency on ResourceAllocator because of the new field
`std::unique_ptr<ResourceAllocator> mResourceAllocator{};` in
details/Renderer.h

This requires cpp files including details/Renderer.h to include
ResourceAllocator.h as well.

This compile issue only happens on the Windows compiler, Visual Studio.
2024-08-02 14:54:02 -07:00
Eliza Velasquez 14ddadd2f6 Fix ES2/anisotropy bug in updateSamplerGroup
This function attempts to set texture parameters in these two cases, but the
texture is not guaranteed to be bound. Perhaps it once was, but the assumption
broke at some point.
2024-08-01 16:44:52 -07:00
Mathias Agopian a2f5b635d1 don't mix seq_cst with other memory orders
this change shouldn't have any impact on ARM, however, according
to cppreference it's not safe to mix seq_cst with other memory
orders:

"as soon as atomic operations that are not tagged memory_order_seq_cst 
enter the picture, the sequential consistency guarantee for the program 
is lost"
2024-07-31 10:11:01 -07:00
Mathias Agopian 324dcd3c86 early exit in fog to improve performance 2024-07-31 10:10:48 -07:00
Sungun Park 4125802644 Release Filament 1.53.3 2024-07-31 16:22:54 +00:00
Balaji M 2d21fcbe55 [gltfio] Initialize mCgltfBuffersLoaded to fix crash (#7999)
Value of mCgltfBuffersLoaded is sometimes retained across creation of FAssetLoader which skips loading the buffer in AssetLoaderExtended#createPrimitive leading to null pointer crash
2024-07-31 02:12:04 +00:00
Sungun Park 3f4dac6248 Fix a crash for IBL resource loading (#8001)
This fixes a crash introduced by a8ace2891d

The refactored FrameInfoManager can cause a crash when IBL resource loading
happens because now the getLastFrameInfo() references an invalid value via the
`front` method. Return the default FrameInfo to resolve this.

Also fix a null pointer reference bug for OpenGLTimer::State, which
happenes when the renderer for IBLPrefilterContext is destroyed.
2024-07-29 22:25:36 +00:00
Ben Doherty 40ae416715 Metal: redistribute pool sizes (#8000) 2024-07-29 13:14:50 -06:00
Grant CommodoreandPowei Feng b54a2046cb Multiview support for vulkan (#7892)
Adds multiview support for vulkan. This is done by adding a layerCount to the renderTarget, which is used to determine if multiview is available and being used in the current renderpass.

FIXES=[332425392]

Co-authored-by: Powei Feng <powei@google.com>
2024-07-26 07:41:00 +00:00
Mathias Agopian 8add6ae1ac fix a potential crash is AssetLoader
if it can't find a name for a node, it will revert to the config's
defaultNodeName, however, if that is nullptr also, a crash will occur.
so we provide a last-resort hardcoded name in that case.
2024-07-25 22:44:34 -07:00
Mathias Agopian e7c96cd124 better handle skipped frames and cache eviction
Add Renderer::skipFrame() which should be called when intentionally 
skipping frames, for instance because the screen content hasn't changed,
allowing Filament to performance needed periodic tasks, such as
cache garbage collection and callback dispatches.

We also improve the ResourceAllocator cache eviction policy:
- the cache is aggressively purged when skipping a frame
- we aggressively evict entries older than 3 frames

The default Config is now set to a more agressive setting.
2024-07-25 17:23:04 -07:00
Mathias Agopian 730bc99025 Move the ResourceAllocator from Engine to Renderer
The ResourceAllocator used to be global and owned by the Engine, this
was causing some issues when using several Renderers because each
one could cause the eviction of cache data for another.

We now have a ResourceAllocator per Renderer, which makes more sense
because most resources are allocated by the FrameGraph.

We also introduce a ResourceAllocatorDisposer class, which is used
for checking in and out a texture from the cache, and destroy the
texture when it's checked-out. That objet is still global.
2024-07-25 17:23:04 -07:00
Powei Feng 7441e878bb gltfio: enable escaped unicode for node name (#7989)
Fixes #7846
2024-07-25 09:06:56 +00:00
Grant CommodoreandPowei Feng ef4c4a76fc Only sets the layercount if the view has stereo and the stereoscopic type is multiview (#7987)
Co-authored-by: Powei Feng <powei@google.com>
2024-07-25 07:31:51 +00:00
Mathias Agopian be4f287b07 More improvements to the JobSystem (#7988)
* improve parallel_for a bit

We get about 40% performance increase. The gain comes from not having
to copy the JobData structure each time we create a job, by using a
new emplaceJob() method, we can create the structure directly into
its destination.

* avoid calling wakeAll() when possible

wakeAll() is very expensive and not always needed when a job finishes
because there may not be anyone waiting on that job.

We now maintain a waiter count per job, and use that to determine if
we need to notify or not.

And now that the JobSystem overhead is lower, we can decrease the size
of the jobs, which improves the load balancing.

* mActiveJobs fixes

some comments claimed mActiveJobs needed to be modified before or after
accessing the WorkQueue; this couldn't be correct because there were no
guaranteed global ordering with the workQueue.
2024-07-24 15:34:36 -07:00
Mathias Agopian d3a35de386 fix a crash with bloom when screen dimension smaller than 16px 2024-07-24 11:49:38 -07:00
Sungun Park 9057c47a56 Release Filament 1.53.2 2024-07-23 01:23:57 +00:00
Mathias Agopian 4a5081388d RenderPass batch size was too small
The batch size was calculated incorrectly, which in theory could lead
to command buffer overflows (albeit unlikely).
2024-07-22 13:53:05 -07:00
Mathias Agopian a60fe41681 performance improvements to JobSystem
- reduce the number of calls to notify_one() and notify_all().
  notify_one() is not only called when running a new job, and
  notify_all() only when a job finishes.

- don't hold the condition lock while calling notify_*(), as it is not
  strictly needed, and because notify_*() can be very slow, there can
  be a lot of contention on this lock as a result; blocking the whole
  jobsystem thread pool.

- add a new version of run() that takes an opaque thread id that can
  be retrieved from a job's execute function; this is especially
  intended to be used by parallel_for(); it's just a more efficient
  version of run() that avoids a hashmap lookup.


Overall these change yield a significant performance boost:
- running + waiting a job: +200%
- running many jobs: +150%
- running many jobs in parallel: +50%
2024-07-22 11:12:51 -07:00
Mathias Agopian a8ace2891d improve frame timing info
- we use a circular buffer for the frame history so that 
  we don't have to copy the data when insert a new entry.
  This also allows us to keep a reference to an entry, which
  doesn't get invalidated when an entry is added/removed.

- we now store the gpu frame time in the correct slot (instead of
  always the latest). It didn't matter before because the API wasn't
  public and we only needed some recent frame time.

- a new public API now returns the frame history, which now contains 
  more data; in particular the main and backend thread's begin/end
  frame time.


BUGS=[321110544]
2024-07-18 21:14:44 -07:00
mdagoisandPowei Feng 669ffc85c0 Minor typo fix and slight optimization (#7978)
Co-authored-by: Powei Feng <powei@google.com>
2024-07-19 03:07:54 +00:00
mdagoisandPowei Feng d957dd8082 Fix to barriers in VulkanBuffer (#7979)
Co-authored-by: Powei Feng <powei@google.com>
2024-07-19 10:45:10 +08:00
Ben Doherty 8eda62c957 Update imgui to v1.90.9 (#7977) 2024-07-18 16:38:25 -07:00
Sungun Park 90f079ac2c Add an extra check for renderStandaloneView (#7975)
renderStandaloneView must be called outside of beginFrame() /
endFrame(). This extra check ensures this behavior.
2024-07-18 06:31:02 -07:00
Balaji M 3728f06603 utility::loadCgltfBuffers is done once instead of doing for each primitive (#7969) 2024-07-12 23:22:25 +00:00
Adam Wychowaniec 39cfce641c Fix precondition check when creating static geometry. 2024-07-08 11:53:24 -07:00
Mathias Agopian 3fbf3f7111 fix a couple small bugs when mapping the circular buffer
- in case of failure we were munmap'ing the wrong size for the
  guard page (in practice this never happened)
- the post-condition check was incorrect; it checked for nullptr instead
  of MAP_FAILED. this also never happened in practice.

Also made a couple of small improvements:

- in case the special circular buffer mapping fails, log a message
  as warning instead of debug.

- immediately memset (i.e. populate) the pages for the circular buffer
  since they will all be accessed rather quickly.
2024-07-08 10:48:44 -07:00
Reinar ef9bbece2a Fix feature level detection for VulkanDriver 2024-07-02 15:09:25 -07:00
Mathias Agopian eb8fa9ecdf shader compilation could fail on ES 3.0 devices
the failure could happen if the shader didn't have any #extension
strings, which was likely to happen on release builds (e.g. on 
emulator).
2024-07-01 11:25:12 -07:00
Ben Doherty e1bfe7ca81 Metal: add a more detailed CHECK_POSTCONDITION when creating a texture (#7943) 2024-06-28 13:11:00 -07:00
Ben Doherty ca4c7ac739 Update cgltf to 1.14 (#7945) 2024-06-28 13:10:41 -07:00
Ben Doherty 9676bc94e8 Fix MetalBumpAllocator (#7951) 2024-06-28 13:09:01 -07:00
Mathias Agopian f7a5111106 switch to new morphing API
- remove deprecated morphing APIs
- repair gltfio, samples and tests

The new API doesn't allow a MorphTargetBuffer per RenderPrimitive,
instead the MorphTargetBuffer is specified per Renderable.

gltfio separates RenderPrimitives from Renderables, in particular all
RenderPrimitives are created before their Renderable; this was
problematic for this change because all primitives must share
a single MorphTargetBuffer living in the Renderable.

To fix this, we're no longer initializing the morphing paramters
at RenderPrimitive creation, instead we store a reference to the
BufferSlot in the Primtive structure, so that later, when the Renderable
is created we can finally retrieve the BufferSlot and initialize its
morphing paramters, which are not available. The "morphing parameters"
are now expanded to contain the MorphTargetBuffer as before (except now
it's always the same for all the primitives of a Rendrable), as well
as the offset within the buffer and the vertex count.
2024-06-28 12:14:57 -07:00
Sungun Park 56ac7ab902 IBL drag & drop support for desktop gltf_viewer (#7947)
Users now can drag and drop IBL files for desktop gltf_viewer.

It attempts to load gltf files first then tries to load IBL files.
2024-06-27 23:14:13 +00:00
Ben Doherty 44b4de904e Add saveRawVariants flag to matc (#7949) 2024-06-27 14:36:03 -07:00
Tibor Hencz a2fe9f745c Add ability to disable panning in the OrbitManipulator (#7928) 2024-06-27 00:05:14 +00:00
Benjamin Doherty 659b8b6e03 Release Filament 1.53.1 2024-06-25 11:46:46 -07:00
Ben Doherty c73f4e64d5 Metal: use a bump allocator for vertex and index uploads (#7926) 2024-06-25 11:45:45 -07:00
Mathias Agopian fe743523bf fix use-after-free dereference risk
Texture handles were resolved to pointers when updating a SamplerGroup,
as that point the handle was checked for use-after-free. However, the
texture could be destroyed later while still active in the SamplerGroup,
this would result in using the pointer which now contains garbage.

We now keep the handle and resolve the texture when binding samplers
to the program; which will also perform the use-after-free check.
2024-06-24 16:16:12 -07:00
Ryan 2c1044e812 Fix use-after-free of a std::mutex in PresentCallable. (#7934)
If a user is using `setFrameScheduledCallback()`, managing the provided PresentCallable during engine shutdown is tricky -- we'll likely get a final frame scheduled when we flush the engine's work queue, but the PresentCallable will schedule the final CAMetalDrawable to be released on main thread afterwards, even if we call `present(false)` to skip it. If the swap chain is destroyed before that main queue block gets executed, the mutex presenting that drawable will no longer exist, causing a crash.

To make things easier, store the std::mutex in a shared_ptr, so that a PresentCallable can safely outlive the FSwapChain instance that created it and clean itself up afterwards.

Alternatives considered, all of which seem unfortunate:
* Require users to clear out the callback before shutting down the engine, so that any final drawables are immediately discarded instead of using PresentCallable
* Require users to split up the engine teardown across two main queue blocks, ensuring that the PresentCallable cleanup executes before swapchains are destroyed
* Drop the PresentCallable on the ground and leak the memory
2024-06-24 11:00:58 -07:00
Sungun Park db9183a105 Fix memory leak of asset loading for gltf_viewer (#7933)
When a user drags and drops a gltf file to the gltf_viewer window, it
loads the new asset.

While this happens, the function `checkAsset` tries parsing the gltf
file, but it doesn't free it. Fix this.
2024-06-21 10:37:01 -07:00
e4a0bb8fa0 Add support for KHR_materials_Specular (#7564)
Co-authored-by: Todd Zhang <toddzx@amazon.com>
Co-authored-by: Romain Guy <romain.guy@gmail.com>
Co-authored-by: Mathias Agopian <mathias@google.com>
2024-06-21 17:06:17 +00:00
Mathias Agopian d15c53e530 an easier way to pipe vsync time to beginFrame
BUGS=[343764098]
2024-06-21 09:41:19 -07:00
Mathias Agopian cc8a3ed96b fix typo that broke glsl compilation on device 2024-06-20 15:48:17 -07:00
Mathias Agopian 213eb6af9e Lit Materials can now specify the quality of SH computations
The number of SH bands used for the indirect light irradiance
computations can be set to 1, 2 or 3 (default) in Material::Builder.

For e.g. in lower-end devices w/ non HDR content, it might be
beneficial to set this value to 2.

BUGS=[341971013]
2024-06-20 10:25:04 -07:00
Mathias Agopian e04c6d406f inject the missing packing/unpacking function in ESSL 3.0
FIXES=[343784713]
2024-06-18 13:37:20 -07:00
Mathias Agopian cab799f531 matdbg would cause a crash if program was invalid 2024-06-18 00:27:24 -07:00
Benjamin Doherty e95edef9d7 Release Filament 1.53.0 2024-06-17 17:26:47 -07:00
Grant Commodore 9cfef925bb Updates vulkan swapchain synchronization (#7915)
Abstracts the synchronization of the vulkan swapchain so that it is easier to override during the acquisition and presentation of images. A new structure (ImageSyncData) is created to hold swapchain synchronization data.

FIXES=[338303279]
2024-06-17 22:29:28 +00:00
Hanno J. Gödecke 3900fc6c37 feat: support getParameter from MaterialInstance (#7686) 2024-06-17 11:31:17 -07:00
Powei Feng b8ec1658f3 vk: single output stream debug logging (#7925)
In some debug instances, it's nice to have the logs all go to one
output stream so that logs are ordered. We add a FVK_DEBUG flag
for this use case.
2024-06-14 22:31:45 +00:00
Grant Commodore 371bd1f01f Checks/enable if the multiview extension is supported (#7923)
Checks if the vulkan driver supports multiview. The result is stored in the vulkan context.

BUG=[332425392]
FIXES=[346860138]
2024-06-13 10:20:24 -07:00
Benjamin Doherty df34f92f8f Release Filament 1.52.3 2024-06-11 16:42:10 -07:00
Powei Feng 43331d04e5 gltfio: [extended] Fix generated color default (#7917)
Fixes #7905
2024-06-11 12:21:14 -07:00
Powei Feng 9917d4b7d9 Null out pending edits once latched (#7916)
Otherwise, we'd keep swapping between the edited version and the
original, causing matdbg to not work.
2024-06-10 21:32:49 +00:00
Mathias Agopian 682150ceec add debug option to disable sub-passes 2024-06-10 13:18:59 -07:00
Powei Feng af2ecf201f vk: workaround extension name length = 0 (adreno) (#7910) 2024-06-07 10:29:38 -07:00
Serge Metral 020668733a Adding the begin frame message for later xtrace post processing. (#7903)
BUG=343930963
2024-06-05 21:58:31 +00:00
Powei Feng 4c6d653d60 samples: Enable backend selection for hellopbr (#7898) 2024-06-05 19:15:45 +00:00
Mathias Agopian d1022527ac export PanicStream since it's a public API 2024-06-05 11:00:06 -07:00
Romain Guy 68c7a6c7b6 Update Android dependencies to latest (#7902) 2024-06-04 22:33:02 +00:00
Romain Guy f077fff012 Update actions/checkout to a supported version of Node.js (#7904) 2024-06-04 15:03:43 -07:00
Mathias Agopian bea02427ed keep the normal transforms in float during skinning
FIXES=[342459864]
2024-06-04 13:37:47 -07:00
Mathias Agopian b5d7de06bc Engine::unprotected() drops the command queue back to unprotected mode
FIXES=[344021154]
2024-06-04 11:46:00 -07:00
Mathias Agopian 749b063af3 PerformanceHintManager needs a valid Java thread
FIXES=[343965368, 343550453]
2024-06-04 10:22:21 -07:00
Ryan 7aefa99e06 Acquire a mutex before releasing CAMetalDrawables on main thread. (#7888)
PresentDrawable was moved to main thread by default in google#7535 and stopped
most crashes when a drawable is released. But there still appears to be crashes
if a drawable is released on main thread at the same time that -nextDrawable is
called from the Filament render thread. (It's likely that the drawable pool in
CAMetalLayer is completely non-thread-safe.)

So, add a mutex to the swapchain and always acquire it before creating or
releasing a CAMetalDrawable.

Users can opt out of this behavior by passing
-DFILAMENT_LOCK_METAL_DRAWABLE_POOL=0.
2024-06-03 19:37:46 +00:00
Sungun Park 3c46788e06 Release Filament 1.52.2 2024-06-03 18:10:27 +00:00
Ben Doherty 51d749f451 Deprecate use of hat-trie (#7889) 2024-05-30 15:45:33 -07:00
Powei Feng 343be60eb3 vk: flush commands in terminate() (#7890)
Fixes #7866
2024-05-30 17:29:19 +00:00
Powei Feng 783c35e85b Release Filament 1.52.1 2024-05-29 16:19:30 -07:00
Powei Feng 278e706d20 gltfio: fix invalid gltf crash (#7885)
Invalid gltf but valid json should not crash but
return null for asset.

Fixes #7868
2024-05-27 21:33:29 +00:00
Ben Doherty cf91e42847 Switch ASSERT macros to new stream API (#7881) 2024-05-24 20:46:34 +00:00
Benjamin Doherty 3ec2249b2a Revert "Metal: implement more accurate buffer tracking (#7839)"
This reverts commit 54a800a25d.
2024-05-24 13:11:22 -07:00
Mathias Agopian a52ae3a7ef fix a few typos in the new panic apis 2024-05-24 12:00:22 -07:00
Ryan b4b702b977 Throw an exception when failing to build a Metal render pipeline state. (#7878)
Currently, if this fails we log the error message to stderr (which
doesn't get captured by most crash reporting systems) and then crash in
a postcondition assert. By including the error message in an exception
reason and throwing an ObjC exception, we get better discoverability of
error causes.

(Building a render pipeline state from shaders is usually when a shader
actually gets JITted from LLVM IR to GPU-specific code, so if we
accidentally used a feature that's not available on the local GPU, we'll
find out about it here.)
2024-05-23 11:14:29 -07:00
Mathias Agopian 75158847f7 A new stream-based Panic API
going forward, instead of using the printf style syntax for panics
we use the c++ stream syntax

The new macros that replace ASSERT_*CONDITON are

FILAMENT_CHECK_PRECONDITON
FILAMENT_CHECK_POSTCONDITION
FILAMENT_CHECK_ARITIHMETIC

Example usage:

FILAMENT_CHECK_PRECONDITON(condition) << "Message";

It's also now possible to define FILAMENT_PANIC_USES_ABSL=1 to redirect
all these calls to Abseil's CHECK() macro.
2024-05-22 12:31:18 -07:00
Minjae Kim ddf1d422bc add explicit headers for supporting libstdc++ 2024-05-22 10:40:26 -07:00
Benjamin Doherty bbb2e1a454 Bump MATERIAL_VERSION to 52 2024-05-21 12:50:35 -07:00
Benjamin Doherty c7202c575a Release Filament 1.52.0 2024-05-21 12:47:58 -07:00
Powei Feng 8cfdab0c28 Fix stereo variant defines in common_getters (#7879)
This caused a breakage in shader validation at runtime. Repro:
  - Remove ./out
  - ./build.sh release gltf_viewer
  - run gltf_viewer
2024-05-21 17:34:05 +00:00
Benjamin Doherty 180c326bb7 Include sstream.h in distribution headers 2024-05-21 10:11:44 -07:00
Mathias Agopian 7d80975c3c add getReasonLiteral() on TPanic
currently it only returns the format string.
2024-05-17 16:53:31 -07:00
Sungun Park 813e6f805b Update combine_multiview_images flag (#7867)
Set combine_multiview_images to false by default as it's the desirable
setting for most Android devices.

Set the flag to true for GUI by default.

Put the `Combine Multiview Images` checkbox under the `Stereo mode` box
for an easier access.
2024-05-17 19:42:23 +00:00
Powei Feng 450644ccd5 Add vk/gl conditions for enabling clip distance (#7861) 2024-05-17 17:39:32 +00:00
Mathias Agopian 979421c019 fix/remove wrong asserts 2024-05-17 10:01:50 -07:00
Mathias Agopian 18ccf0cd8d change the morphing API so it uses only one buffer per renderable
The current API allowed to have a buffer for each primitive in a
renderable. We instead restrict the API so that there is a single 
MorphTargetBuffer for the whole renderable, shared by all primitives.
The buffer can be shared thanks to the "offset" parameter on
setMorphTargetBufferAt().

Also
- fix FMorphTargetBuffer::updateDataAt()
- add support for the "offset" parameter of setMorphTargetBufferAt()
2024-05-16 14:11:07 -07:00
Ben Doherty 5b80407f6c Implement push constants for Metal (#7858) 2024-05-16 13:20:12 -07:00
Powei FengandMathias Agopian a9f3971989 Refactor stereo build flags and configs (#7857)
- Add option to build.sh to build for paritcular stereo
   techniques (default to NONE). Only applies to samples.
 - Consoldiate viewer checkbox for debugging stereo rendering
 - Add DriverConfig flag for stereoscopic type so that it can
   be used to determine availability of the feature and
   (to be completed) enable corresponding GPU features.

Co-authored-by: Mathias Agopian <mathias@google.com>
2024-05-16 17:37:27 +00:00
Powei Feng ab12984912 Add Mesa software rasterizer BUILD.md instructions (#7860) 2024-05-16 10:03:50 -07:00
Ben Doherty 1d4f1fe71f Metal, fix callbacks being called only once (#7856) 2024-05-15 10:50:10 -07:00
Mathias Agopian c93aa4c90d minor libutils improvements 2024-05-14 13:22:38 -07:00
Mathias Agopian 499939ed3c backend: bindPipeline now takes const& 2024-05-14 13:21:38 -07:00
Mathias Agopian 6be97ee01d backend: zero-cost ES2 draw()
we use a different hook for the draw() call when on an ES2 context,
this eliminates completely the overhead of supporting ES2 for the draw
call. draw calls are expected to be the most common calls.
2024-05-14 13:21:24 -07:00
Powei Feng 7267696cbf vk: fix dynamic scissor validation error (#7853) 2024-05-14 19:08:50 +00:00
Powei Feng 85eb724a90 Reduce explicit swiftshader paths (#7848)
- Use custom ICD path to enable Swiftshader instead of
   specifying direct path to the lib.
   - Remove unused `swiftshader` directory in `build`
   - Remove swiftshader options in `build.sh` and cmakefiles
   - Change BUILD.md
 - Correctly handle XCB-only swapchain surface in VulkanPlatform
   for swiftshader.
 - Refactor `VulkanPlatform::ExtensionSet` so that `utils::CString`
   is used instead of string_view, so that we don't get into
   tricky lifetime issues with `const char*`
2024-05-14 17:40:54 +00:00
Mathias Agopian 6dd6db89d5 align android libraries to 16 KiB 2024-05-13 23:14:32 -07:00
Mathias Agopian c76f67c139 fix typo checking FILAMENT_ENABLE_MATDBG
this macro must be checked with #if not #ifdef
2024-05-13 23:14:13 -07:00
Sungun Park 6fc16bdcda Release Filament 1.51.8 2024-05-13 20:53:36 +00:00
Mathias Agopian 4f021583f1 backend tests were broken by a change in TargetBufferInfo
- a field was added, which broke the layout of the structure. We fix it
by adding constructors which will handle the old and new way of
initializing this structure.

- one of the test needed a hash update

- OpenGLContext wrongly asserted when trying to unbind texture 0
2024-05-10 14:39:22 -07:00
Powei Feng ef15a29c0c vk: fix missing lib for backend test 2024-05-10 13:00:00 -07:00
Benjamin Doherty a0472d3c9f Rename Metal log message 2024-05-10 11:25:34 -07:00
Ben Doherty 54a800a25d Metal: implement more accurate buffer tracking (#7839) 2024-05-10 11:14:41 -07:00
Powei Feng 7f8fbe586c gl: push constant small clean-up (#7841) 2024-05-10 10:23:32 -07:00
Powei Feng 6f2c45c76d Add push constants (#7817)
- Push constants is a small set of bytes that can be recorded
   directly on the command buffer.
 - Implemented it for the vulkan/gl backend.
2024-05-09 16:14:03 -07:00
Ryan ad60008b6a ryanmyers: Improve logging for Metallib function lookup failures (#7836)
If a .metallib was compiled with a target iOS version that's newer than
the current device, loading the .metallib may succeed, but finding main0
(or any other function in it) will fail. Currently, this causes a crash
due to an assert. Logging the error and returning
MetalFunctionBundle::error() makes the crash slightly easier to
diagnose.

(Note that in practice, this will probably be a useless "Compiler
encountered an internal error" message -- the GPU backend is crashing,
and the Metal stub library sees XPC_ERROR_CONNECTION_INTERRUPTED. It
retries up to 3 times (crashing each time) and then gives up.)
2024-05-09 10:49:41 -07:00
Mathias Agopian d87f9b621b add a simple tranformmanager unit test
this was to test issue #7827
2024-05-09 09:00:41 -07:00
Ben Doherty 1b38cda0d5 Add preferredShaderLanguage Java bindings (#7835) 2024-05-08 14:42:40 -07:00
Ben Doherty a1dea7b1fa Metal: log slow buffer allocation times (#7834) 2024-05-08 14:39:53 -07:00
Mathias Agopian 744708b5ca remove the single <sstream> usage we have
the STL's stream headers can bring in a lot of code, we don't use them.
2024-05-07 16:23:31 -07:00
Benjamin Doherty e901837317 Log excess buffer allocations for Metal 2024-05-07 15:39:48 -07:00
Powei Feng 17f71c9b81 Release Filament 1.51.7 2024-05-07 14:35:42 -07:00
Mathias AgopianandPowei Feng b056c126fe Add an Engine debug setting to force GLES 2.0 (#7829)
* Add an Engine debug setting to force GLES 2.0

This setting is only meaningful on GLES backends, it's otherwise
ignored. When set to true, the backend will try to force a ES2 context
if supported. If not supported by the platform,
the backend will pretend it's a ES2 context.

This setting is currently only taken into account by the EGL platform.

* Update filament/backend/include/backend/Platform.h

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-05-07 09:53:31 -07:00
Sungun Park 6ac36d1aab Fix a shader error (#7828)
gl_ViewID_OVR is of uint type. Explicitly convert it to int to fix the
error.
2024-05-06 21:03:04 +00:00
Ben Doherty a1752b363c Add preferredShaderLanguage option to Engine::Config (#7816) 2024-05-06 12:12:38 -07:00
Levente Koncz e855f4aafb Fix mixed up FBO targets in status check code inside OpenGLDriver::blit() 2024-05-06 09:17:15 -07:00
Ben Doherty 1c693e24cf Metal: track types of buffers (#7796) 2024-05-03 14:32:01 -07:00
Ben Doherty af92a1f21b Add getEyeIndex vertex API (#7822) 2024-05-03 14:22:24 -07:00
Powei Feng 10ff1ee3e4 Update filament to 1.51.6 for public pages (#7821)
Updated both /viewer and /remote
2024-05-03 20:49:53 +00:00
Vladyslav PopovychandVladyslav 5449f46350 Remove bitcode from iOS builds (#7802)
Co-authored-by: Vladyslav <vlad@arthouse.ar>
2024-05-03 12:25:00 -07:00
Mathias Agopian 2967888d26 repair instanced stereo in debug builds (#7819)
- it was broken by a wrong assertion
- also auto instancing + stereo instancing was
  always broken, but this makes it work
2024-05-03 09:36:09 -07:00
Powei Feng afe81d6889 vk: Use offset when uploading buffer data (#7818) 2024-05-02 11:17:32 -07:00
Mathias AgopianandBen Doherty 95134883d6 add the -a option to skinning and morphing samples (#7815)
* add the `-a` option to skinning and morphing samples

* Update samples/skinningtest.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/helloskinningbuffer_morebones.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/hellomorphing.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update samples/helloskinningbuffer.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

---------

Co-authored-by: Ben Doherty <bendoherty@google.com>
2024-05-01 15:24:01 -07:00
Mathias Agopian 600c122761 fix ES2 support
- make sure we can build with ES2 headers only
- make sure to not use ES3 features when in ES2 mode
  (post processing was accidentally creating an R8 texture, 
  which is not supported)
2024-05-01 13:29:58 -07:00
Mathias Agopian 1cf5335964 Skybox doesn't need a commit() method
The material parameter changes are committed automatically in
Engine::prepare(), no need to do it explicitly for SkyBox.
2024-05-01 10:11:39 -07:00
Eliza Velasquez 4ac4ffd8d6 filagui: Split uiBlit material into two
Unfortunately, the external uniform was not optimized out as expected. The only
option is to split it into its own independent material.
2024-04-30 14:14:23 -07:00
Eliza Velasquez 6c40721695 Fix broken ImGui on web
I was unfortunately naive about the way that Filament handled external textures
on non-GLES platforms. This fix restricts the changes to Android (which is the
only place this change is required in the first place). Long story short, the
change broke WebGL. Desktop seems to be unaffected.
2024-04-30 14:14:23 -07:00
Benjamin Doherty 56fa078376 Release Filament 1.51.6 2024-04-29 16:49:28 -07:00
Ben Doherty 883507a26f Remove spirv-opt size optimizations for MSL (#7495) 2024-04-29 16:47:05 -07:00
Powei Feng d697d42c4a vk: finer-grain barrier at renderpass end (#7808)
- At the end of a renderpass we use a more fine-grained barrier
   for each of the attachments in the render target
 - Make sure that buffer update are barrier'd from previous reads
 - Remove previous Mali workaround barriers.  Seems to be fine
   without them on pixels + Mali.
2024-04-29 11:32:04 -07:00
Ben Doherty e7feee7d5b Switch setFrameScheduledCallback to use utils::Invocable (#7792) 2024-04-29 10:18:28 -07:00
Powei Feng 4c75e6e9a2 gltfio: enable extended implementation (#7776)
This change will enable proper flat-shading and MikkTSpace.

Caveats:
 - Only for disk-local glTF resources
 - iOS, Web, Android do not work as of now

Fixes #6358, #7444
2024-04-27 00:28:08 +00:00
Mathias Agopian 8ab8525359 fix a missing ubo upload in bloom set-up 2024-04-26 16:49:39 -07:00
Powei Feng 65c794881f vk: various clean up (#7805)
- use namespace for ImageUtility
 - use FILAMENT_BACKEND_DEBUG_FLAG
 - remove unused usage flag type
 - add const list of VKFormat for iteration
 - fix sampler name debug
2024-04-26 22:26:16 +00:00
Powei Feng 08d6d57ad0 vk: simplify VulkanAttachment (#7801) 2024-04-26 21:48:15 +00:00
Mathias Agopian 254cf15f0e a couple of significant improvements to instancing
The main goal of this change is to avoid having to select the 
"per renderable" UBO at execution time. Instead we want the
PrimitiveInfo structure to already know which UBO will be used.
Concretely, this means that this determination must be done when
the RenderPass is created.

When automatic instancing is used, the RenderPass creates a temporary
UBO to store the instance info. This UBO's life-time is dictated by both
the life-time of the RenderPass and the Executors that where created
from it. For this reason we introduce SharedHandle<> to correctly 
account for the owner's lifetime. This fixes a potential bugs where
that handle could have been destroyed and used later; in practice this
bug didn't happen however.

A couple other changes:

- RenderPass has a bunch of fields that were actually temporary, so we
removed those.

- The canonical "per-renderable" UBO was owned by View but accessed 
through Scene. This was confusing, it's now accessed through View.
2024-04-26 14:15:00 -07:00
Mathias Agopian 22d99bac3d simplify generateCommands()
It's been a while that generateCommands() can only generate either 
the depth or color pass but not both at once; we can simplify/de-dup
the code by leveraging that.
2024-04-26 14:15:00 -07:00
Mathias Agopian 420f06bef3 implement 16 and 8 bits clz, ctz and popcount
This is needed for utils::bitset8 and bitset16.
2024-04-26 14:13:48 -07:00
Powei Feng bf8bcef35c Add option to define a backend debug flag (#7798)
To allow easy enabling/disabling of debug options like vulkan
validation, android systrace, debug printing, and others, we
introduce an option to add a preprocessor flag so that a
backend can (optionally) use it to manage debug options.
2024-04-25 23:42:55 +00:00
Eliza Velasquez bfab9f9c32 engine: Add isPaused() 2024-04-25 16:11:14 -07:00
Powei Feng c8335fade7 vk: Fix unsupported depth blitting (#7789)
* vk: Fix unsupported depth blitting

On certain hardware (pixel 4 for example), blitting of depth texture
is not supported as an "optimalTilingFeature".  In these cases, we'd
would need to do a shader-based blit. We
 - Add the shader blit in PostProcessingManager
 - Add a driver API to check for support for blitting depthStencil
   attachments.
 - Fix some debugging ifdefs in vk backend.

The validation fixed is:
`[ VUID-vkCmdBlitImage-dstImage-02000 ] Object 0: handle = 0xb400007c300701d0, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0xf2039b0000000771, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x86bc2a78 | In vkCmdBlitImage, VkFormatFeatureFlags (0x1c601) does not support required feature VK_FORMAT_FEATURE_2_BLIT_DST_BIT for format 126 used by VkImage 0xf2039b0000000771[] with tiling VK_IMAGE_TILING_OPTIMAL. The Vulkan spec states: The format features of dstImage must contain VK_FORMAT_FEATURE_BLIT_DST_BIT`
2024-04-24 18:27:57 +00:00
Mathias Agopian 99eac62b4e give proper move semantics to Handle<> 2024-04-23 15:38:29 -07:00
Mathias Agopian 6146d071ba StructureOfArray::push_back(&&) didn't do a move 2024-04-23 15:38:29 -07:00
Mathias Agopian d26c972f5b add missing includes in RenerableManager 2024-04-23 15:38:29 -07:00
Mathias Agopian 93dc218b83 fix PerShadowMapUniform includes 2024-04-23 15:38:29 -07:00
Ben Doherty b56379dc0f Add license information to matedit (#7790) 2024-04-23 14:05:53 -06:00
Mathias Agopian e4442a5eb2 optimize the inner rendering loop
This largely undoes a change I did recently where PrimitiveInfo has
a FRenderPrimitive* to save some space and keep a command at 64 bytes.

This wasn't a good idea because the inner rendering loop shouldn't 
to any dereference in the common case.

This change reorganises PrimitiveInfo such that it stores all the data
necessary to render a primitive in the common case. The less common
cases are when hybrid instancing, morphing or skinning are used; in 
those cases, a dereference into the renderable SOA is needed.

PrimitiveInfo currently has 16 bytes free, which we keep for futur use.
2024-04-23 10:22:33 -07:00
Ben Doherty 490e8cf0d0 Add option to preserve text shaders (#7786) 2024-04-23 10:38:23 -06:00
Mathias Agopian 0d25f79421 gl: simplify how we track bound textures
In opengl it's possible to bind several textures to the same texture
unit as long as they're a different target. Until now we were tracking
that state. In practice it's not very useful to bind several textures
to the same unit (it is a little bit when updating texture data, but
not when rendering). With the coming change to a descriptor set API, it
is better to have a 1-to-1 mapping between bound textures and texture
units.

So with this change, only a single texture can be bound to a texture 
unit. If another texture in bound to the same unit with a different
target, we first unbind the texture from the current target.

There is less state to track, and it allows us to 
"unbind a texture unit" (whereas before we'd have to iterate through 
all the possible targets for that unit and unbind all of them).
2024-04-22 16:03:24 -07:00
Mathias Agopian d0586743f6 add ADPF support for backend thread 2024-04-22 15:09:08 -07:00
Mathias Agopian 14a99cbc63 add the target refresh interval to the backend beginFrame 2024-04-22 15:09:08 -07:00
Benjamin Doherty 808b51c1cf matedit: fix use-after-free 2024-04-22 16:06:39 -06:00
Sungun Park 315726678e Release Filament 1.51.5 2024-04-22 20:47:55 +00:00
Ben Doherty bac8e58ee7 Support backends with multiple shader languages and precompiled Metal libraries (#7769) 2024-04-21 21:59:22 -04:00
Mathias AgopianandBen Doherty ec31a516f7 don't rely on FMaterialInstance having a default ctor (#7781)
* don't rely on FMaterialInstance having a default ctor

FMaterialInstance needed a default ctor because it is a field of
FMaterial but cannot be initialized before FMaterial itself is
initialized. So we had a defautl ctor and we'd finish the initialization
later. Conceptually the default material instance should have been 
new'ed and a pointer to it stored instead. 

That's basically what we do now, but to avoid the extra allocation,
we in-place new and delete the default material instance into an
aligned_storage inside FMaterial.

* Update filament/src/details/Material.h

Co-authored-by: Ben Doherty <bendoherty@google.com>

---------

Co-authored-by: Ben Doherty <bendoherty@google.com>
2024-04-19 21:38:30 +00:00
Mathias Agopian 7a3b762b53 cleanup details/Material.h
Should Fix #7774
2024-04-19 12:08:03 -07:00
Eliza Velasquez 67268cb76d filagui: Use material constants in uiBlit 2024-04-18 13:46:46 -07:00
Eliza Velasquez 0b34dc6608 filagui: Add support for external textures
We have an instance of a client trying to render a GL_TEXTURE_EXTERNAL_OES
texture with filagui, which currently fails.
2024-04-18 13:46:46 -07:00
Ben Doherty afe292986e Introduce new matedit tool (#7759) 2024-04-18 12:18:29 -04:00
Mathias Agopian 83acf0f9de fix hello triangle build 2024-04-18 00:38:26 -07:00
Mathias Agopian 69d9c8b72c fix a GL backend crash when shutting down
the gl backend did some of its cleanup in the its destructor,
including calling into OpenGL, however, the destructor is called from
the main thread, not the GL thread, so these calls would be no-ops at
best, and crashes in the worst case.
2024-04-16 15:08:45 -07:00
Mathias AgopianandPowei Feng 3bffd90357 don't crash if we don't have a Camera set on View (#7766)
* don't crash if we don't have a Camera set on View

- also add a method to query if a camera was set

* Update android/filament-android/src/main/java/com/google/android/filament/View.java

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-04-16 21:09:21 +00:00
Mathias AgopianandPowei Feng b21dfd5ea2 add a couple way of validating MaterialInstances (#7754)
* add a couple way of validating MaterialInstances

BUGS=[333907416]

* Update filament/include/filament/Engine.h

Co-authored-by: Powei Feng <powei@google.com>

* Update filament/include/filament/Engine.h

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-04-16 12:12:20 -07:00
Mathias Agopian 8af2d7512d cleanup and small improvements to JobSystem
- add missing includes
- wake-up one or several threads based on the number of jobs available
2024-04-16 12:11:15 -07:00
Mathias Agopian 785592293c don't use thread affinity for the thread-pool
using thread affinity naively on big.little architectures is very flaky,
for now it's better to simplify and not use it at all, let the kernel
figure things out.

BUGS=[333582569]
2024-04-16 12:11:15 -07:00
Maximilien Dagois 613b1fc246 Fixed a comment 2024-04-16 12:10:49 -07:00
Powei Feng c8098a4c15 gltfio: add Asset/Resource extended implementations (#7678)
* gltfio: add Asset/Resource extended implementations

 - Add gltfio/src/extended to implement an alternate loader for
   primitives. This is largely based on the implementation in
   AssetLoader/ResourceLoader
 - Able to correctly produce flat shading from gltf that only have
   vertex positions and indices.
 - This is not hooked into current code and should have no
   practical effect on gltfio.
2024-04-16 17:46:48 +00:00
Powei Feng d8eee061e8 vk: Fix clang-18 compiler warning (#7764)
Fixes #7762
2024-04-16 17:14:57 +00:00
Powei Feng 0ebe888344 Fix broken dynamic resolution (#7763)
Previous PR #7758 accidentally removed the setting of 'resolution'
for shaders other than 'blitLow'.  This PR undoes that.
2024-04-16 09:52:43 -07:00
Powei Feng c20496a461 Remove unused parameter in blitLow (#7758) 2024-04-15 16:19:54 -07:00
tomnomgoogleuk 8955a61df3 Set VkApplicationInfo.pEngineName to Filament (#7756)
Setting the pEngineName helps with the collection of metrics and is generally good practice.
2024-04-15 19:42:36 +00:00
Powei Feng 9e0e3262c3 Release Filament 1.51.4 2024-04-15 11:05:12 -07:00
Mathias Agopian d3d5281488 cleanup the Material constructor
We move some large blocks of code out of line.
2024-04-15 10:27:07 -07:00
Mathias Agopian 075f3d0869 fix another ibl-prefilter bug introduced recently
The top and bottom faces were swapped in the reflection map.

FIXES=[333421281]
2024-04-15 10:25:52 -07:00
Mathias Agopian 3ca9b9cd0f don't use thread affinity for the backend thread
Originally we did this because we wanted to run on a big core on 
android. However setting the thread affinity in this way is fragile,
we are not guaranteed to be on a big core, and we don't even know
if some thread is pinned to that core already; which was the case
with some GL drivers. This can also cause scheduling problems with
other threads.

We just remove this logic entirely for now, and we'll figure out 
something better later to run on a big core.

Fixes #7748
BUGS=[333949404]
2024-04-12 15:55:56 -07:00
Mathias Agopian eb33ce35ef make the Systrace class public
BUGS=[331834298]
2024-04-12 14:44:48 -07:00
Ben Doherty cddd22da28 Introduce a new precompiled Metal material chunk type (#7749)
This change introduces a new chunk type to material files for precompiled Metal libraries. Previously, SPIR-V was the only binary type, so there's also a couple of refactor commits present here. Nothing is changed in Filament or matc yet.

BUGS=[333547148]
2024-04-12 00:42:10 -04:00
Powei Feng 05ce5ead8d vk: Use new descriptor set caching (#7735)
- Use new descriptor set and layout caching
 - Remove descriptor set related code in VulkanPipelineCache
 -  fix leaks for descriptor sets/layouts

FIXES=248594812,325157400
2024-04-09 23:29:27 +00:00
Sungun Park 4bed88289f Release Filament 1.51.3 2024-04-08 20:49:02 +00:00
Ben Doherty 7a6138597e Metal re-apply: throw an NSException when attempting to draw with invalid program (#7741) 2024-04-05 17:50:07 -07:00
Ben Doherty 28da328815 Export utils::panic function (#7740) 2024-04-05 17:49:56 -07:00
Mathias Agopian de3c4b6d56 fix a possible leak when editing a material with matdbg
A MaterialParser could be leaked if several edits happened before they
were latched -- this was because the MaterialParser was stored as
a raw pointer instead of a unique_ptr<>, this was done as an attempt
to avoid to use a lock around accessing mPendingEdits.
2024-04-04 10:15:43 -07:00
Mathias Agopian 5d27240e0c clean-up lifetime of MaterialParser 2024-04-04 10:15:43 -07:00
Mathias Agopian 94fc37b8c2 fix missing headers 2024-04-04 10:15:43 -07:00
Powei Feng 532cb28ce9 vk: Introduce caches for descriptor sets/layouts (#7731)
Added
 - Cache for layouts
 - Pools for descriptor sets
 - Cache for descriptor set updates
 - Cache for pipeline layouts

Does not have effect on implementation.
2024-04-03 17:51:42 +00:00
Mathias Agopian b30d12aca5 split GLTexture and GLBufferObject to their own file 2024-04-02 23:34:30 -07:00
Mathias Agopian d891a6927f program is now 48 bytes instead of 56 2024-04-02 23:34:30 -07:00
Mathias Agopian 22b5715837 move mSamplerMap and ES2's mUniformBindings to OpenGLContext 2024-04-02 23:34:30 -07:00
Powei Feng 7eb08f11ea vk: add descriptor set/layout types to handles (#7728)
- Move VulkanDescriptorSet to VulkanHandles.h
 - Add VulkanDescriptorSetLayout to VulkanHandles.h
 - Add "input" descriptor set types to VulkanUtility.h. These are
   structs that will be defined in the backend API (shared across
   all backends) and eventually passed from the front-end to the
   vk backend.
 - Logic to parse descriptor set layout from the spirv-v shaders.
 - Move UsageFlags type to VulkanUtility.h
 - Just prep work. No effect to current implementations.
2024-04-02 20:59:24 +00:00
Mathias Agopian 588a05f77c Fix point/spot shadow rendering bug
We were calculating the shadow visibility of spot/point lights. The
visibility was calculated during the "execute" phase of the FrameGraph
but it was used/needed during the setup phase. The result was that
the visibility was always delayed by one frame (really it was stale 
data from the previous calculation).

We are now computing the shadow visibility earlier, during the
setup phase. This is also better because we can now skip culling
of these shadow maps entirely if we know they're not visible.

Fixes #7715
2024-04-01 17:09:34 -07:00
Benjamin Doherty 3ec2b47df7 Release Filament 1.51.2 2024-04-01 16:44:33 -07:00
Mathias Agopian 1c55ad49ee add support for custom blend functions
BUGS=[331610785]
2024-04-01 13:40:34 -07:00
Mathias Agopian 348e61fd76 remove unused code 2024-04-01 13:40:34 -07:00
Mathias Agopian 8ce6d54930 remove wrong noexcept in the backend
going forward we want to be able to throw exceptions from the backend
at the very least, we need to be consistant, currently we are
potentially throwing exceptions from `noexcept` places.

this changes makes it possible to throw exceptions from the backend,
during handle construction and conversion to pointers, which wasn't 
allowed before.

We still can't throw from dtors because it's generally a bad idea, 
better abort in that case.
2024-03-29 14:59:43 -07:00
Mathias Agopian 8db5e700d7 GL backend should only allocate renderbuffers when possible
There was several cases where the the gl backend would wrongly  use a 
renderbuffer instead of a texture.


BUGS=[329491941]
2024-03-29 14:59:29 -07:00
Mathias Agopian 0ec3596440 the user can now set a panic handler callback
BUGS=[331457244]
2024-03-29 12:25:06 -07:00
Ben Doherty ee4c03d0f1 Fix WebGL build with newer Emscripten (#7721) 2024-03-28 14:15:32 -07:00
Powei Feng f12e7f9fbf Release Filament 1.51.1 2024-03-28 11:47:52 -07:00
Nimrod Gileadi a068143953 Add semicolons to code snippet in AssetLoader.h (#7717) 2024-03-27 17:24:10 +00:00
Powei Feng 90d90094dc Bump material version to 51 in MaterialEnums.h 2024-03-26 14:37:13 -07:00
Sungun Park 54df4524eb Improve multiview shader replacement (#7706)
Replace the num_views for OpenGL multiviwe only when
- The engine is initialized with multiview stereo
- The variant for the material contains STE flag
- The program is for surface
- It's vertex shader (this is already in)
2024-03-26 21:36:22 +00:00
Powei Feng d70f2e1b81 vk: delete instead of ref-count EmptyTexture (#7711) 2024-03-26 13:35:50 -07:00
Powei Feng 2f359b73a4 Add missing include to Platform.h (#7709) 2024-03-26 19:51:57 +00:00
Sungun Park abb0cbc98e Add FILAMENT_ENABLE_MULTIVIEW option (#7707)
This allows the engine to include multiview shader code for default
materials.
2024-03-25 21:43:04 +00:00
Jacob Su 2763931b47 fix install android samples apk error. (#7230) 2024-03-22 23:05:01 -07:00
Sungun Park 0ead96b606 Replace value of num_views with engine's eye count (#7696)
For OpenGL multiview, it honors the qualifier `layout(num_views = X)`
specified in shader files to determine the number of views for
multiview.

We cannot recompile materials everytime the value changes. So replace
the value of num_views with the engine's eye count when shaders compile.
2024-03-22 21:45:58 +00:00
Ben Doherty 317c1bb7ea Metal: track buffer allocations (#7556) 2024-03-22 12:47:56 -07:00
Ben Doherty 9aaaad9271 Improve Skybox eyeDirection precision (#7685) 2024-03-22 12:03:06 -07:00
Mathias Agopian d2ce714e73 fix use-after-free disable option 2024-03-22 11:27:30 -07:00
Mathias Agopian 8398175d9c Add an option to disable use-after-free checks in the backend
BUGS=330403836
2024-03-22 10:24:29 -07:00
Sungun Park 26258a4718 Facilitate four views for multiview (#7694)
This change allows the combine function for multiview to be able to
combine more than two views side-by-side.
2024-03-22 17:09:08 +00:00
Mathias Agopian 3644e7f808 Fixes IBL prefilter has floor and ceiling flipped
FIXES=[330603077]
2024-03-21 13:28:24 -07:00
Powei Feng 4d774820d9 gl: Don't reference swapchain obj on Web
Fixes #7693
2024-03-21 13:27:45 -07:00
Eliza Velasquez aad45d9119 Fix typo 2024-03-21 19:59:47 +00:00
Eliza Velasquez 5389b37002 Incorporate feedback 2024-03-21 19:59:47 +00:00
Eliza Velasquez d5fe9e236f Allow rendering thread to pause
This PR adds a new `pause()` option to the `Engine` `Builder` and a new function
`setPaused()` to the `Engine`. While paused, the rendering thread will pause
indefinitely for commands as if none are available. As soon as the rendering
thread is unpaused, the commands are immediately executed.
2024-03-21 19:59:47 +00:00
Mathias Agopian 59890ac85a PlatformEGL::createSwapChain never returns a nullptr anymore
in case the swapchain creation fails, it will now return a swapchain
with an EGL_NO_SURFACE handle. this will avoid having to nullptr check
the pointer in various places and will revert to the previous behavior
on failure.

FIXES=[329659681]
2024-03-20 16:07:02 -07:00
Mathias Agopian 435969f565 attempt to detect buffer overflows in Texture::setImage()
We verify that the buffer given to setImage() is at least as large
as needed for the given region to transfer; at least based on the
size given.

This might help catch b/330407429.

BUGS=330407429
2024-03-20 16:06:43 -07:00
Ben Doherty e3db39105f iOS: fix gltf-viewer crash while destruction ResourceLoader (#7684) 2024-03-19 16:14:45 -07:00
Powei Feng dfa821d351 vk: fix broken gltf renderings (#7680)
This is due to color attachments being set to store=discard when
they are multi-sampled. It's unclear why that condition exists. For
now, removing it will fix the rendering issues with transparent
object + MSAA. We'll keep it as such until an issue surfaces.

Fixes #7674
2024-03-19 22:38:52 +00:00
Powei Feng 1ab223c965 vk: minor fixes (#7682)
- Add description to a few debug options
- Set correct usage flag for blit-src/dest images
- Correctly initialize a debug-only field in VulkanProgram
2024-03-19 13:59:52 -07:00
Mathias Agopian 29bb60cd94 fix typo that caused a wrong assertion 2024-03-19 13:13:12 -07:00
Mathias Agopian 93b15dac87 The type of geometry of a renderable can now be specified
- dynamic (default) no restriction apply
- static bounds: bounds and world transform can't be changed
- static: additionaly morphing/skinning and vertex/index buffers are
  immutable.

This will allow some optimizations in the future. Currently, we just
store the type but don't do anything with it.
2024-03-19 11:12:25 -07:00
Romain Guy a8fda9b4d0 Make PBR Neutral invertible (#7677)
Based on model-viewer's change at
https://github.com/google/model-viewer/pull/4716
2024-03-19 11:11:44 -07:00
Benjamin Doherty ba9cb2fe43 Release Filament 1.51.0 2024-03-17 13:12:32 -07:00
Sungun Park 0f7cffc407 Connect multiview components together (#7671)
Plumb through multiview configurations to the pipeline so that the
engine draws scenes using multiview extension. Users need to prepare
shaders compiled with the `multiview` param and set the
`stereoscopicType` flag to MULTIVIEW in the Engine::Config to enable
multiview feature.

In this change, postprocessings for multiview are not yet supported. So
we all disable them until they're supported.

The debug option `combineMultiviewImages` combines layers as one image,
which allows us to check the final result.
2024-03-15 22:01:38 +00:00
Mathias Agopian dace5fd695 minor fixes and cleanup to Primitive and BufferInfo factories
- both files use consistent names
- enforce that the keys are not moved around
- don't pass the value (which is 4 bytes) by reference
2024-03-15 11:26:47 -07:00
Powei Feng b23ee1bce4 gltfio: add extended tangents job (#7666)
- TangentsJobExtended extracts data from cgltf accessor and
   runs geometry::TangentSpaceMesh on the attributes and computes
   the tangent space.
 - The /extended folder is meant for running this process. Note that
   this API might remesh the input and will require corresponding
   changes that might break previous assumptions.
 - The general flow of the code is modeled after src/TangentsJob.h
 - This is not hooked into current code and should have no
   practical effect on gltfio.
2024-03-15 17:46:08 +00:00
Mathias Agopian 25f017b883 fix missing headers 2024-03-14 16:41:21 -07:00
Sungun Park 0def77eaa8 Add layerCount to createRenderTarget (#7660)
This new parameter indicates whether the render target will be created
for multiview.

If the value is greater than 1, it tells the render target should be
created for multiview. Otherwise, 1 or 0, it creates a single layer
render target.
2024-03-14 00:38:34 +00:00
Powei Feng 3c25dab22f vk: clean-up initialization of classes (#7667)
Instead of holding pointers to class instances in VulkanDriver,
we standardize by making the relevant classes have proper
constructors and initialize in VulkanDriver's constructor
initializer list.
2024-03-13 23:51:22 +00:00
Mathias Agopian 93a80fd084 More Platform improvements for protected contexts
- `isSwapChainProtected()` is now virtual
- `createDefaultRenderTarget()` is renamed to `getDefaultFramebufferObject()`
- new `getCurrentContextType()` returns the current context type
- `makeCurrent` now takes an additional `ContextType`
- `PlatformEGL::getContextForType()` to retrieve the `EGLContext` for
   a given type.
- `PlatformEGL::makeCurrent` non-virtual utilities to set only the
  context or swapchains.
2024-03-13 16:13:34 -07:00
Mathias Agopian 963e097bdc handle non-0 default FBO with protected contextes 2024-03-13 16:13:34 -07:00
Mathias Agopian 86479781a5 assert when swapchain creation fails
This is better than risking a null-pointer dereference later.
2024-03-13 16:13:34 -07:00
Hanno J. Gödecke 4ea5872b26 fix: applyCrossFade use correct instance 2024-03-13 16:13:01 -07:00
Hanno J. Gödecke f27f0ef4fc fix: apply stashCrossFade to correct entity 2024-03-13 16:13:01 -07:00
Ben Doherty 348454781f Remove erroneous assertion (#7661) 2024-03-12 14:29:49 -07:00
Sungun Park bb6c8ef1c8 Add option FILAMENT_SAMPLES_STEREO_TYPE for samples/gltfio (#7658)
This option can be either "instanced" or "multiview", indicating what
stereoscopic rendering type shaders in samples/gltfio should be built
for.
2024-03-12 13:49:00 -07:00
Powei Feng fa6b4ebd04 gltfio: refactor for clarity (#7652)
- Pull certain utility functions in a separate header and cpp
- Refactor ResourceLoader::loadeResources into smaller methods
2024-03-12 20:31:19 +00:00
Ben Doherty 9aad4df441 Metal: respect disableParallelShaderCompile config (#7659) 2024-03-12 13:06:43 -07:00
Ben Doherty 2e581be8fd Move SwapChain flags into separate file (#7654) 2024-03-12 12:10:43 -07:00
Sungun Park 6d7eaf31d3 Add multiview filamat for default materials (#7644)
Add prebuilt materials for the engine default materials. They'll be
selected for multiview stereoscopic implementation.
2024-03-12 02:50:54 +00:00
Powei Feng dea345d28e geometry: fix mikktspace wrapper (#7651)
- Fix missing attributes in TangentSpaceMesh
- Fix missing reference in MikktspaceImpl.cpp
2024-03-11 22:27:46 +00:00
Sungun Park c1dfd8553d Release Filament 1.50.6 2024-03-11 21:38:10 +00:00
Powei Feng 0c48f40836 vk: add /usr/local/lib to rpath on macos (#7643)
For reasons unknown, after upgrading to XCode 15.3, dlopen can
no longer find libvulkan.1.dylib. We fix it by explicitly adding
/usr/local/lib to rpath for macos.
2024-03-08 23:18:43 +00:00
Mathias Agopian cac4d2aa94 Modernize draw API.
PipelineState now holds a handle to a HwVertexBufferInfo. 
DriverAPI::draw() is now technically deprecated and replaced by the
more efficient draw2(), which only takes an index offset, index count 
and instance count. The Pipeline to use is now specified with a new
API bindPipeline() and the primitive to use with bindRenderPrimitive().

This allows clients to reuse RenderPrimitives and ultimately Pipelines.

This change reduces CPU usage significantly on Metal and Vulkan, by 
reducing the need to lookup for a pipeline at every draw call.

The application, however, must be a "good citizen" by reusing 
MaterialInstance and RenderPrimitive as much as possible. We do have
RenderPrimitive cache however, so reusing the same VertexBuffer and
associated parameters also works.
2024-03-08 13:42:10 -08:00
Sungun Park f8973d53d6 Consolidate materials for feature level (#7640)
Some default materials such as defaultMaterial and skybox have discrete
material file for feature level 0.

Combine these materials as one utilizing the `-P` option of matc.
2024-03-08 12:26:53 -08:00
Ben Doherty d07168f49c Metal: change shader compilation pool size to 1 (#7639) 2024-03-08 10:32:38 -08:00
Mathias Agopian c3057e17bb add post-lighting mix factor support
This adds a new material property (float postLightingMixFactor) which
is used to mix the original color with the post-lighting blended color.
The default value is 1.0, which keeps the current behavior.

FIXES=[328498606]
2024-03-08 10:32:21 -08:00
Powei Feng 23a8efd3dc vk: clean up debug tools (#7635)
- Fix broken resource leak print out.
 - Add sampler name to debugUtils when enabled
2024-03-08 01:15:24 +00:00
Mathias Agopian e1973978ae Set the protected attribute on EGLImage
We set the attribute based on the usage bits of the underlaying 
AHardwareBuffer.
2024-03-07 14:23:57 -08:00
Powei Feng b9a33b7d3e Try fixing windows artifact output again (#7637)
The [previous] change assumed that the shell is powershell, but the shell is actually commands (cmd). 

The [previous] change assumed we're in the root directory.  This assumption is probably correct [ref]. So we keep that change.

[ref]:  https://github.com/google/filament/blob/main/build/windows/build-github.bat#L134
[previous]: 373c5710b1
2024-03-07 01:09:04 +00:00
Mathias Agopian 434c226e8a IBLs were mirrored when using IBLPrefilter
cmgen mirrors environment maps by default so that the reflection map
appears un-mirrored. IBLPrefilter didn't do that. 

EquirectangularToCubemap now takes a Config parameter that allows to
specify the mirroring, which is enabled by default.


FIXES=[320856413]
2024-03-06 15:04:30 -08:00
Sungun Park 0605e9fe82 Fix a warning (#7634)
This fixes a warning for 6601c7c2b5
2024-03-06 21:42:30 +00:00
Powei Feng 7eb3b2aaf5 Release Filament 1.50.5 2024-03-06 13:01:10 -08:00
Mathias Agopian 11d2ac1019 Add support for protected contexts
Protected contexts are now supported by the OpenGLPlatform interface
and implemented in EGLPlatform.

Protected contexts can read from regular and protected resources but
can only write to protected resources (e.g. protected swap chains or
textures backed by protected memory. These can be created on Android
via AHardwareBuffer and EGLImage for instance).

The underlaying EGL implementation must support protected contexts.

Switching to a protected context is achieved by using a
protected-content SwapChain in Renderer::beginFrame().
A protected-content SwapChain can be created using the new
CONFIG_PROTECTED_CONTENT flag at creation time.

The OpenGL backend implementation will then use a protected context for
rendering until an unprotected SwapChain is used again.

The crux of this implementation is to use different VAOs in
the different contexts, because those can't be shared between contexts.
We also need to synchronize the state with our state cache and ensure
VAOs objects are destructed properly in the right context.
2024-03-06 12:17:40 -08:00
Sungun Park 6601c7c2b5 Add new parameter -P for matc (#7632)
* Add new parameter -P for matc

This new matc parameter `-P` or `--material-parameter` allows users to
set material properties to the specified value.

Values passed through this matc parameters have the highest priorities.
I.e., they overwrite material properties specified in the material file.
2024-03-06 12:06:30 -08:00
Mathias Agopian 21d938a59f simplify the ResourceAllocator cache eviction strategy
Previously the cache would try to keep its size below a user-settable
value. This was not effective because when that value was too small,
it would cause a lot of churn every frame without actually keeping
the memory usage below the specified value.

We now evict buffer aggressively after they've not been used
(for two frames by default), but we don't cap the size of the cache.
The cache will naturally settle at the size it needs. When dynamic
resolution is used, it might be needed to increase resources 
maximum age, which is a user-settable value still.

This improves performance on mobile on many scenes because the 64MB
default value was too low, causing the crash to thrash.
2024-03-06 11:00:17 -08:00
mdagois c84f80be7c Fixed validation error VUID-vkAcquireNextImageKHR-semaphore-01779 (#7626)
The validation error triggers on hellotriangle using AMD (desktop), QCOM (mobile) and Mali (mobile) GPU.
Before this MR, only a single semaphore object was used to synchronize all the calls to vkAcquireNextImage (signal) and vkQueueSubmit (wait).
The issue is that by the time vkQueueSubmit returns, the semaphore is not necessarily reset.
When multiple frames are in flight, the next call to vkAcquireNextImage might try to reuse the semaphore while it is still in the wait status.
The semaphore is reset at a driver/hardware-dependent timing that's likely to be linked to the GPU queue execution.
The solution proposed by this MR is to use a pool of semaphores big enough to cover all possible queue submissions.
2024-03-06 01:27:21 +00:00
Powei Feng 9f33a2d062 Revert "vk: remove subpasses to simplify descriptor set refactor (#7592)" (#7630)
This reverts commit a9793b3cf6.

Due to change in output for swiftshader
2024-03-05 17:01:20 -08:00
Sungun Park 21d2847a6b Update code generator for multiview (#7616)
It generates shader code for multiview based on parameters.
2024-03-05 13:40:31 -08:00
Powei Feng 89d8f8ebbf engine: avoid leaking vertex buffer (#7628)
Previous commit [1] changed the semantic of the index to
mBufferObjects. Here we just make sure that if a buffer has been
allocated, we don't allocate another (otherwise, we'd leak).

Also cleaned up `updateBoneIndicesAndWeights` indexing

[1]: a3131a64b6
2024-03-05 20:09:16 +00:00
Powei Feng b9a069be05 vk: Initial draft for descriptor set refactoring (#7620)
- Add cache for ds layouts and ds
 - Abstract descriptors API into VulkanDescriptorSetManager
 - Note that this is just a draft and not hooked into the current
   implementation.
2024-03-05 19:05:57 +00:00
Mathias Agopian 7115bd2a34 more cleanup-up of timer queries
- better naming

- TimerQueryFactory doesn't depend  on OpenGLDriver anymore,
only a OpenGLContext.

- timer query factory is now owned by and accessed through OpenGLDriver

- we can't temporarily store a negative number
in the query shared state, because it now indicates an error.
2024-03-04 16:31:45 -08:00
Mathias Agopian 9ce7f32470 Small improvements and cleanup to SwapChain
For debugging we add a way to recreate the SwapChain with different
flags.
2024-03-04 11:28:20 -08:00
Ben Doherty d21613a5e6 Add SwapChain::getFrameScheduledCallback (#7599) 2024-03-04 09:20:10 -08:00
Mathias Agopian 167ec62667 Add protected mode to the FrameGraph.
In protected mode, the FrameGraph will automatically add the
PROTECTED usage bit to texture resources.
2024-02-29 15:35:46 -08:00
Mathias Agopian 2022be928e Timer queries can now return an error. 2024-02-29 10:58:34 -08:00
Mathias Agopian b921d78fe7 Add support for protected SwapChain.
This is supported only by the PlatformEGL currently. There is not much
that can be done with it either at this point. A protected swapchain is
one that can only be written by a protected context, however, there
is currently no way to create such context.
2024-02-29 10:58:06 -08:00
Mathias Agopian 9c0c56d6d0 add support for protected textures
This is currently only implemented in the GLES backend and simply
exposes GL_EXT_protected_textures. There is not much that can be done
with this yet. Protected textures can't be read nor written at the
moment.
2024-02-29 10:57:42 -08:00
Sungun Park 43f6c4507e Make glFramebufferTextureMultiviewOVR available for Android (#7615)
This OpenGL function is going to be used for multiview on Android. Make
it available.
2024-02-29 10:32:22 -08:00
Sungun Park 57fff3a636 Add a new material param, stereoscopicType (#7613)
* Add a new material param, stereoscopicType

This new parameter allows us to specify which implementation of
stereoscopic rendering Filament uses for the material.

This change just includes material parameter addition and shader code
changes, so it doesn't affect the current rendering behavior.

These changes will follow as separate commits.
- render pipeline changes
- material parameter override via matc parameter
- material document update
2024-02-28 22:14:44 +00:00
Sungun Park af8f38d83c Keep supporting API level 19 (#7609)
This is a partial rollback from
d83b3858b3.

Keep supporting API level 19 for some of our clients.
2024-02-28 00:11:33 +00:00
Powei Feng b425d63b95 Release Filament 1.50.4 2024-02-27 14:14:49 -08:00
Sungun Park 02d2e2f644 Rename InstancedStereo as Stereo (#7608)
We're going to add a new implementation of stereoscopic rendering using
multiview. Thus we want to remove the word `Instanced` from all methods
and properties.
2024-02-27 13:00:24 -08:00
Sungun Park ef488fdf57 Add blit array shader
This shader takes an array texture and a layer index to draw to the
current render target.

This will be used for debugging purpose to combine an array texture
rendered from the multiview feature that is going to be implemented
later, so that we can verify the feature properly performed.
2024-02-26 22:51:40 +00:00
Yuri Schimke 4836f94635 Update NEW_RELEASE_NOTES.md 2024-02-26 14:24:16 -08:00
Yuri Schimke c2b5f08bc7 Fix Renderer FrameRateOptions interval default
From https://github.com/google/filament/issues/7539

And I got to the same conclusion based on https://github.com/google/filament/blob/f0f7e299d2ce1a5f3f62821b058353fe00c2015f/filament/src/details/View.cpp#L191
2024-02-26 14:24:16 -08:00
Mathias Agopian d05c61fe9a fix VulkanResourceBase size on Windows
VulkanResourceBase was intended to be 8 bytes, however, bitfields
are not packed by msvc if they don't use the same type.
2024-02-26 12:58:29 -08:00
Sungun Park 1ae82d325c Fix shader compilation in threadpool mode (#7602)
When shader compilation happens in threadpool mode, shader source code
isn't stored correctly in the token. This leads to empty error messages
if a shader has problems later on.
2024-02-26 09:05:46 -08:00
Mathias Agopian f0f7e299d2 PlatformEGL cleanup 2024-02-23 16:15:22 -08:00
Mathias Agopian a3131a64b6 cleanup of attributes management
- added many precondition checks and asserts to VertexBuffer creation
- simplified code in VertexBuffer as well
- enforce BONE_INDICES to integer when specified by user since that's
  what shaders expect.
- better comments about *always* setting BONE_INDICES to integer
- some code simplification in RenderPass + some comments about skinning
- in the GL backend we no longer set the vertex buffer objects at
  renderprimitive creation time, because they might not be available
  yet. Instead, we let the natural age mechanism update them next
  time it's needed.  This allows us to add some asserts about the
  declared buffer being present
2024-02-23 15:48:06 -08:00
Romain Guy 36120106cd Add new PBR Neutral tone mapper (#7597)
This tone mapper was designed to preserve the color apperance
of materials. It provides good saturation and contrast while
controlling the highlights.
2024-02-23 14:33:26 -08:00
Powei Feng 7e96216b6c vk: fix window minimize on Win (#7596)
Fixes #7481
2024-02-23 19:52:05 +00:00
Powei Feng a9793b3cf6 vk: remove subpasses to simplify descriptor set refactor (#7592)
- Also did some clean up of debug code
2024-02-23 05:29:58 +00:00
Mathias Agopian 2260794a55 remove scissor from PipelineState
We do this to better match Gl, Vulkan and Metal, which don't need
to specify the scissor in the pipeline. In practice, this will also
allow us to set the scissor less often, saving a bit of CPU.
2024-02-22 17:03:40 -08:00
Sungun Park d83b3858b3 Add missing changes for NDK version update (#7591)
These are missing parts from the commit
111ad96134.

NDK 26.1.10909125 is used by default

Minimum API level on Android is now API 21 instead of API 19. This allows the use of OpenGL ES 3.1
2024-02-22 15:33:05 -08:00
Powei Feng 654a38c3bf Fix broken Android build (#7590)
The math for PrimitiveInfo's size is incorrect. We correct the
padding.

See commit 11a3c06418 to see where
the padding error originated.
2024-02-22 22:10:38 +00:00
Ben Doherty bf602516ec Metal: throw an NSException when attempting to draw with invalid program (#7581)
Throw an NSException when a program fails to compile and then is used for drawing; this helps aid debugging compiler errors in production, where stdout logs are not available.
2024-02-22 13:25:25 -08:00
Mathias Agopian 859c5edb49 Better fix for OOB when we have no renderable
The OOB would happen is the scene never had any renderables, in that
case the scene's SoA would stay unallocated, but the summedAreaTable
code relies on it have at least a capacity of 1.

It was incorrect to skip the RenderPass entirely because it might have
had some custom commands that needed to be executed (e.g. for applying
post-processing in subpass mode).
2024-02-21 23:52:55 -08:00
Mathias Agopian 11a3c06418 PrimitiveInfo is running out of space
So we now access some of its members through a pointer, this is not
ideal, but we can re-optimize this later.
We will need more space in it soon.
2024-02-21 15:50:44 -08:00
Mathias Agopian 3fab93bf3d Add a HwVertexBufferInfo cache 2024-02-21 15:50:44 -08:00
Mathias Agopian 20caeb3889 Introduce HwVertexBufferInfo
This new backend object holds the information needed to create the
pipeline on vulkan/metal relative to draw calls.

It is used to create HwVertexBuffer.
2024-02-21 15:50:44 -08:00
Mathias Agopian 6e5930c2a0 Bimap is a custom bi-directional map.
It is extracted from HwRenderPrimitiveFactory and cleaned-up a bit.
2024-02-21 15:50:44 -08:00
Powei Feng 486b9eef1e vk: add debug names to shader modules (#7577)
Also removed debugUtils workaround for Mesa since it's been addressed properly from the vk backend.
2024-02-21 23:29:31 +00:00
Ben Doherty 9b0718199f Fix an out-of-bounds memory access when no renderables are visible (#7587) 2024-02-21 21:55:47 +00:00
Mathias Agopian dc6608350b fix a uninitialized memory access when no renderable are visible 2024-02-21 10:53:58 -08:00
Mathias Agopian 8b24950429 add the disableParallelShaderCompile option to Engine::Config 2024-02-21 08:47:47 -08:00
Powei Feng 5d9337e6c2 geometry: properly reference memcpy usage (#7576) 2024-02-16 13:06:01 -08:00
Sungun Park 142b73d9d7 Add OpenGL extension for multiview (#7569)
* Add OpenGL extension for multiview

This extension is going to be used for multiview implementation in
OpenGL.

Now the API isStereoSupported takes a stereo type as a parameter.
2024-02-15 08:21:00 -08:00
Mathias Agopian 5707043d96 Modernize HwRenderPrimitive and draw() APIs
HwRenderPrimitive doesn't need to know about the index offset and
index count, these parameters are only needed when drawing. draw()
is updated consequently.

This is a first step towards being able to lower the overhead of
draw similar draw calls. 

A side effect of this is that the HwRenderPrimitiveFactory now will
cache buffers regardless of their index count & offset.
2024-02-13 22:34:54 -08:00
Sungun Park 4e6ae2b714 Add stereoscopic type to Engine::Config (#7574)
* Add stereoscopic type to Engine::Config

This new type value will determine the algorithm used when stereoscopic
rendering is enabled.
2024-02-13 20:40:30 -08:00
Sungun Park a9e8f40287 Release Filament 1.50.3 2024-02-13 00:44:36 +00:00
Mathias Agopian 6ccfeddf26 fix a typo that broke the resourceallocator cache
the cache size is given in MiB not bytes, so we needed to convert it
to bytes.
2024-02-12 16:04:10 -08:00
Mathias Agopian 9c6020a77a Make VulkanResourceBase 8 bytes instead of 16. 2024-02-12 15:59:51 -08:00
Mathias Agopian e912dc2dc5 PipelineCache didn't need to store a copy of RasterState 2024-02-12 15:59:51 -08:00
Mathias Agopian a27260b87f lazy initialization of the ShadowMap cache in ShadowMapManager
This reduces resource utilisation for Views that never need shadows.
It saves a UBO, two Entities and about 10KB memory. We also lazily
allocate the debugging DataSource, which saves about 10K per View
in debug builds.

Overall this change makes "simple" Views less than 4KB heavy down from
about 24KB (debug, 14KB release).

The main changes:
- ShadowMapManager is now allocated lazily
- the ShadowMap cache object is also allocated lazily
- debug DataSource is allocated lazily
- ShadowMaps are prepared/initialized with a Builder, which makes it
  clearer that some APIs are only for preparing the ShadowMap cache.
2024-02-12 14:32:50 -08:00
Mathias Agopian 653a015991 fix uninitialized memory access 2024-02-09 15:10:26 -08:00
Mathias Agopian ef703bb4be Better handle collisions and use-after-free detection
- each handle now has a 4-bits "age", meaning that handles are recycled
  only after 16 alloc/free cycles.
  This is used to detect double-free and use-after free.
  This should also allow us to compare handles, because freeing and
  reallocating an object, won't produce the same Handle (at least
  for 16 rounds).

- removed "type safety" checks because it's almost impossible to
  get it wrong thanks to our compile time type safety checks. This
  didn't provide a useful value added.

- This feature is built on top of being able to set/get a 8 bits tag
  associated with the memory block returned by the pool allocator. We
  use the "extra" parameter of the allocator to allocate a "hidden"
  structure containing the age of that memory block.

- Also we don't allow to compare Handle<> of different types
2024-02-09 12:07:42 -08:00
Mathias Agopian f9c8e65ef3 fix velocity update in FreeFlightManipulator
when the time step was getting to large, the velocity update could
become unstable and the camera would oscillate and eventually
fly off.
2024-02-09 12:07:13 -08:00
Mathias Agopian c43051728c fix a typo in handleallocator that could cause corruptions
Fixes #7563
2024-02-08 16:01:47 -08:00
Powei Feng 20acc01fcd [release] update base64 command (#7559)
Seems like a `-i` is now necessary for the command. Note that we recently startede using mac-mx machines.
2024-02-07 09:17:09 -08:00
Mathias Agopian d640ba853b rework how we size the HandleAllocator's pools
- update the pools sizes for metal and vulkan, which were very outdated.
- add debug code on all backends to print the size of each handle 
  (with a compile time switch)

The most important change is that now the 3 pools of HandleAllocator
are sized so that each can accommodate about the same amount of handles.
This makes it easier to reason about. The total amount of handles is
three times that, since there are 3 pools. 
We also try to allocate the buckets so that handles are evenly
distributed, however, that's very hand wavy.

With the current setup the number of handles per pool is as follows:
- GL : 3240 / pool / MiB
- VK : 1820 / pool / MiB
- MTL: 1310 / pool / MiB
2024-02-06 21:28:04 -08:00
Mathias AgopianandPowei Feng 50d9d9f139 Improve memory allocations (#7540)
* Automatically flush CommandStream 

When generating commands, we now automatically flush the CommandStream,
so that we're guaranteed to not overrun the circular buffer.

* clenaup CircularBuffer implementation and API

Also fix a bug in DEBUG mode that could corrupt the CircularBuffer, it
was due to a wrong debugging code attempting to clear the unused
area of the buffer (this was wrong because in "ashmem" mode, there are
no guaranteed unused areas).

* Fix a couple threading vs. allocations

- prepareVisibleLights was run on a dedicated thread (via JobSystem), 
  but was using its own local ArenaScope. This is wrong because it
  could reset the root arena at any later point. This is fixed by
  just not using a local ArenaScope.

- related to the above, the root Arena (LinearAllocatorArena) didn't
  use a locked policy, which cause also cause problems since some
  allocations are done off the main thread. We now pre-allocate the one
  buffer we need.

This PR also renames some variable and types to improve readability.

* Rework RenderPass to improve allocations and API

RenderPass now is a fully immutable object that gets constructed with a
RenderPassBuilder. RenderPassBuilder can be passed around and doesn't
do any (major) allocations.

All RenderPass allocations and heavy lifting is done in 
RenderPassBuilder::Build().

Additionally, RenderPass cannot be copied anymore.

Where allocations happen is now much clearer.

* new LinearAllocatorWithFallback 

LinearAllocatorWithFallback is a linear allocator that can fall back
to the heap allocator. We use it for the high level command buffer to
avoid crashing when running out of memory.

FIXES=[277115740]

* Update filament/src/RenderPass.h

Co-authored-by: Powei Feng <powei@google.com>

* Update libs/utils/include/utils/Allocator.h

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-02-06 10:01:41 -08:00
Powei Feng 7be9cdc7f8 Release Filament 1.50.2 2024-02-06 17:40:03 +00:00
Mathias Agopian af792e3d18 Resource allocator cache params can be set in Engine::Config
FIXES=[323386395]
2024-02-05 10:26:26 -08:00
Ben Doherty f93677548d Metal: schedule PresentDrawable for destruction on the main thread (#7535) 2024-02-01 10:45:58 -08:00
Mathias Agopian 1eff66e4ec wip: nullability attributes for backend 2024-02-01 10:36:42 -08:00
Mathias Agopian 34f8b9aa20 add nullability attributes to filament public APIs 2024-02-01 10:36:42 -08:00
Mathias Agopian 6d07443188 fixes builds fail when path to build directory contains spaces
fixes #7533
2024-02-01 10:35:06 -08:00
Powei Feng 13a23703ad Release Filament 1.50.1 2024-02-01 00:41:19 +00:00
Powei Feng 57f6ca625c Update mac-continuous.yml (#7537)
ref: https://github.blog/changelog/2024-01-30-github-actions-introducing-the-new-m1-macos-runner-available-to-open-source/
2024-01-30 13:55:43 -08:00
Mathias Agopian 02f5903b67 fix external images
It turns out that many drivers require to rebind the external texture
after its content has changed, so we now always do that.

Bug #6188
2024-01-26 14:17:48 -08:00
Mathias Agopian c39a870abc fix mobile debug builds, missing incluldes 2024-01-26 11:14:16 -08:00
Mathias Agopian 09b8008e17 add missing public headers in backend 2024-01-26 10:58:28 -08:00
Mathias Agopian 59b59cf6be add missing includes in libutils public headers 2024-01-26 10:58:00 -08:00
Mathias Agopian 0df6013263 update remote ui 2024-01-26 10:57:37 -08:00
Mathias Agopian d5041fced7 support execinfo.h on Android 33 and above
Note: this currently requires to compile filament with API_LEVEL 33.
2024-01-25 14:50:29 -08:00
Mathias Agopian 9c54b8a777 fix typo that broke FSR upscaling 2024-01-25 10:34:47 -08:00
Mathias Agopian 8a534d0940 Fix missing/extra includes in all public headers 2024-01-24 23:13:14 -08:00
Mathias Agopian 130825422e Shadowmap texture vizualizer
The vizualizer is implemented inside filament itself and activated
using the debug registry. This intended for filament development use.
2024-01-24 11:28:11 -08:00
Powei Feng 984006ee25 geometry: allow additional attributes in TangentSpaceMesh (#7483)
- Add methods for adding attributes to the input mesh
 - Add method in TangentSpaceMesh for when user provides the
   tangents
 - Separate client-side Algorithm enum from implementation algorithm
   (AlgorithmImpl)
 - Fix CMake config for combining static libs
2024-01-23 16:16:35 -08:00
Sungun Park b676002521 Release Filament 1.50.0 2024-01-23 21:10:06 +00:00
Sungun Park 8bdf7bd1e5 Update material version to 50 2024-01-22 15:25:06 -08:00
Mathias Agopian 1262cb286c backend option to disable parallel shader compile 2024-01-22 12:43:27 -08:00
Mathias Agopian ee6f3fb1dc Add sharpening option to TAA
We use the RCAS algorithm from FSR1. This is useful for when TAA
upscaling is enabled and similar to to what FSR2 is doing.
2024-01-19 14:40:04 -08:00
Mathias Agopian b9a9586abb taa: add a 32-sample mode and cleanup
32 sample may be more suited to 2x upsampling, it gives 8 samples per
high-res pixel (instead of 4). This is also what FSR 2.0 is using,
which is useful for comparing.
2024-01-19 14:40:04 -08:00
Mathias Agopian 6ee20a57aa remove all uses of our custom spinlock
This has caused issues and over time we have reduced the use of 
spinlocks, it was only used in few places and we still have evidence
that it's causing ANRs.

We use utils::Mutex instead which is a low overhead mutex implementation
on Linux systems.

FIXES=[321101014]
2024-01-19 12:05:07 -08:00
Mathias Agopian 368fa2bf39 fix IBLPrefilterContext::EquirectangularToCubemap
it was incorrectly mapping the equirect image to a cubemap due to a
typo in our overload of atan2 which was swapping its parameters.

atan2 is now removed, and we use atan(y,x) instead. Also modified the
code slightly so it matches almost exactly cmgen's.

FIXES=[320856413]
2024-01-18 21:10:21 -08:00
Mathias Agopian 8f642892b4 taa: fixes input filtering option=OFF when upscaling is off
when upscaling is off, the confidence value is always 1.
2024-01-18 21:07:13 -08:00
Powei Feng 5435a8ed3b Add missing includes (#7501)
BUG=320668410
2024-01-17 11:04:42 -08:00
Ben Doherty 5fd7a4e153 Don't render in background (#7486) 2024-01-12 10:17:00 -08:00
Sungun Park 20ff230b92 Fix a json parsing bug (#7490)
When parsing a lexeme, we use one less byte than it's intended to be for
comparing the current string.

This results in a success in cases like:
- true and truX
- false and falsX
- null and nulX
where X means an arbitrary character.

Fix this by the full intended length.
2024-01-11 12:47:11 -08:00
Ben Doherty 44ff79ad34 Metal: disable fast math (#7485) 2024-01-10 15:31:23 -08:00
Mathias AgopianandPowei Feng 102d2db008 Bokeh aspect ratio (#7482)
* Bokeh aspect ratio

new DoF option to set the bokeh aspect ratio, this can be used to
simulate anamorphic lenses

* Update android/filament-android/src/main/java/com/google/android/filament/View.java

Co-authored-by: Powei Feng <powei@google.com>

* Update web/filament-js/filament.d.ts

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2024-01-10 15:25:28 -08:00
Powei Feng 5c9039e650 Release Filament 1.49.3 2024-01-10 13:55:33 -08:00
Eliza Velasquez 1203c24f06 Generate dummy stereo variants for FL0 mats
See #7415 for a more detailed description of why this change is necessary.

The remaining variants which are filtered from FL0 materials are all related to
lighting, so further hacks like this won't be necessary.

Future work involves properly supporting differing sets of variants based on
shader language.
2024-01-10 13:50:53 -08:00
Mathias Agopian 9704d27aeb TAA upscaling
This feature is still work in progress. TAA can now optionally
upscale by 4x (this disables dynamic resolution scaling).
2024-01-09 14:07:18 -08:00
Mathias Agopian c6f2c3fc1c bloom: disable fireflies reduction when using TAA
TAA already does a fireflies reduction pass, so it's not needed when
applying bloom.
2024-01-09 14:04:01 -08:00
Mathias Agopian 2faf868341 fix missing includes (new CLion warnings) 2024-01-09 14:04:01 -08:00
Powei Feng 81f6260843 Fix typo oin MaterialCompiler (#7477) 2024-01-08 15:03:07 -08:00
Ben Doherty 1a9063d53a Metal: Always report material name in use-after-free detector (#7473) 2024-01-04 11:55:28 -08:00
Ben Doherty 6062b3c8c6 Fix ostream linking error when compiling Linux DSO (#7470) 2024-01-03 12:06:44 -08:00
Ben Doherty d9186c44ba matdbg: Load codicon font (#7469) 2024-01-03 10:41:18 -08:00
Benjamin Doherty 6d06e00934 Release Filament 1.49.2 2024-01-02 14:52:58 -08:00
Ben Doherty b4021a1fbc Add picking queries to gltf-viewer iOS sample (#7464) 2024-01-02 14:48:59 -08:00
Benjamin Doherty 2c9559f9b8 Add string.h header 2024-01-02 13:24:08 -08:00
Ben Doherty e2da13f817 Fix a couple race conditions in Metal backend (#7457) 2023-12-26 15:33:37 -07:00
Mathias Agopian addae314b4 on vulkan and metal resolve depth manuall with a shader
both vk and metal don't support depth resolves, and are currently
implemented in the backend. vk is buggy and they don't resolve the
same way that gl does.
2023-12-21 21:32:22 -08:00
Mathias Agopian 5e3c51822d add basic support for multisampled samplers
we don't document this feature yet because it's still WIP and 
intended to be used internally only at this point
2023-12-21 21:32:22 -08:00
Mathias Agopian 9d817a0cc9 TAA improvements (#7441)
* TAA improvements

- fix variance + AABB history clipping (we were computing the union
  of both AABB instead of the intersection).
- added a setting for the variance parameter
- added a setting for the jitter pattern
- improved some default values
- fixed a few comments
- smaller code tweaks to facilitate future improvements
2023-12-21 16:51:28 -08:00
princeku07 95ecc3d1e4 Make applyMaterialVariant public 2023-12-19 10:09:42 -08:00
Mathias Agopian cabaa4323e add a way to set a log consumer
this is a private API to capture filament's logs.
2023-12-18 16:28:31 -08:00
Mathias Agopian d6b2ec49b0 cleanup 2023-12-18 16:28:31 -08:00
Mathias Agopian 93004aa5bc add -fno-limit-debug-info to android debug builds
This is what the NDK does, it's needed to keep debug infos for the 
STL symbols (because the STL is provided by the platform and doesn't
have debug infos).
2023-12-18 16:28:06 -08:00
Mathias Agopian 27fa8ab46d don't use eglGetProcAddress on emscripten
In practice none of the extensions we would use eglGetProcAddress for
are supported. And we had a case where an extension was reported
supported but eglGetProcAddress didn't return the corresponding
entry point.

update web demos remote ui.

FIXES=[315033914]
2023-12-18 16:27:33 -08:00
Benjamin Doherty 614990f413 Release Filament 1.49.1 2023-12-18 13:35:28 -08:00
Benjamin Doherty da058028fd Fix VulkanPlatformAndroidLinuxWindows for G3 2023-12-18 09:48:20 -08:00
selcott 55c75453df Assert non-null texture in setTextureData 2023-12-15 09:22:01 -08:00
Mathias Agopian f5eff10532 fix TAA on mobile devices.
The history neighborhood variance needed to be computed in highp.

fixes #6504
2023-12-14 13:44:15 -08:00
Ben Doherty 56a0364534 Metal: call frame scheduled callback on driver thread (#7414) 2023-12-14 11:28:29 -08:00
Mathias Agopian c8aae3cdaa fix android build 2023-12-13 16:32:22 -08:00
Mathias Agopian 4f94c575c9 fix UiHelper
We shouldn't remove the listener callbacks when a surface is destroyed
by the system (e.g. screen off/on) because then we won't know when
it comes back.

But we still need to do this when the user calls UiHelper.detach() or
when we are attaching to a new surface.

Fixes #7424
2023-12-13 15:21:04 -08:00
Mathias Agopian 1a29f020c9 fix getUserWorldFromWorldMatrix() during the shadow passes
getUserWorldFromWorldMatrix() was always set to identity during the
shadow pass. It needs to be set the the same value as the main
camera.

FIXES=[315504607]
2023-12-13 10:58:20 -08:00
Mathias Agopian d5847a3c6a fix per-light shadow "caster" flag update
The per-light shadow caster flag wasn't updated when a light was
toggled from casting to non-casting. This resulted in an out of date or
incorrect shadowmap to be used.

FIXES=[315859790]
2023-12-12 19:31:03 -08:00
Mathias Agopian 3dbae482d3 make a few PostProcessManager methods "package" public
we make PostProcessMaterial, getPostProcessMaterial() as well as
render(), commitAndRender() public (as in public to filament internals).

These methods have no reason to be private to PostProcessManager.
2023-12-12 11:18:52 -08:00
Mathias Agopian 27572e3be6 fix framegraph clear flags for imported targets
Imported targets always use the imported flags, not the flags that
where specified when the target was created. The clear flags
should be cleared after they've been used once in case that rendertarget
is reused by multiple passes.

For e.g. if the clear flag is set, the target will be cleared the first
time it is used, but if it's used again, we don't want to clear again, 
in that case we'll use the "local" flags used when the target was
created (as opposed to the imported flags).
2023-12-12 11:18:36 -08:00
Mathias Agopian dedf276e26 Allow post-process materials to update the vertex position
we add a `position` field to PostProcessVertexInputs which the user
code can modify if needed.
2023-12-12 11:18:18 -08:00
Romain Guy 111ad96134 Update dependencies to latest (#7423) 2023-12-11 21:11:54 -08:00
Mathias Agopian 2a67152dda Dynamic "Material constants" support
Material constants (a.k.a: specialization constants) can only be set
during Material creation through Material::Builder.
This change somewhat relaxes that limitation by allowing constants to
be set at runtime on Material directly.

Currently this new API is still private and only supported on FMaterial.

This feature works by invalidating the HwProgram cache of the concerned
Material, causing a shader recompile per variant; so this API is costly
and should be used only for debugging or during app/game configuration.

The TAA material is modified to use constants instead of #defines for
various settings and those are exposed in TaaOptions as well is in 
ViewerGui. So with this change all aspects of the TAA material can
be changed at runtime.
2023-12-11 16:20:47 -08:00
Maximilien 2f62978e4c Changed the level 0 materials custom commands so that materials for all APIs are built.
This allows to turn off the OpenGL backend (using -DFILAMENT_SUPPORTS_OPENGL=OFF).
Previously, disabling the OpenGL backend was leading to a compilation error related to missing level 0 materials.
2023-12-11 10:40:34 -08:00
Benjamin Doherty fdb90f2f49 Bump MATERIAL_VERSION to 49 2023-12-11 00:16:13 -08:00
Benjamin Doherty 5418b8c4cc Release Filament 1.49.0 2023-12-11 00:12:52 -08:00
Benjamin Doherty 724cab3623 Update NEW_RELEASE_NOTES.md to reflect cherry-pick 2023-12-11 00:10:29 -08:00
Benjamin Doherty d9faea264a Fix bump-version script on Darwin 2023-12-10 19:53:12 -08:00
Powei Feng 6116c2f9eb vk: workaround swiftshader spirv no-op issue (#7417)
Swiftshader runs spirv validation before compilation. However,
the validation does not like having Nop (no-op) in the input.
So we skip instructions instead of writing no-op for the
output of `workaroundSpecConstant`.

Also, fix issue to keep the value in the original shader if a
specialization wasn't provided.
2023-12-08 10:32:18 -08:00
Ben Doherty 95fdba0c5d Add camera toe-in setting for stereoscopic testing (#7411) 2023-12-08 10:03:57 -08:00
mdagois 9c56517370 Added an option to shorten compile time in Visual Studio (#7408) 2023-12-08 09:18:31 -08:00
Powei Feng 08f06f4298 spirv-headers: fix failed headers check (#7416)
Due to a cmake misconfiguration, we are installing spirv as part
of the release, public headers. It's now corrected.
2023-12-07 17:21:25 -08:00
Eliza Velasquez b1794a82ca Generate dummy skinning variants for FL0 mats
Even if skinning is not fully implemented on FL0, we have clients which depend
on materials with skinning variants that otherwise could easily be converted to
FL0 materials. There are two proper ways to deal with this:

1. Support skinning/morphing in Feature Level 0.

2. Allow ESSL 1.0 code and ESSL 3.0 code to support different sets of variants.

However, the simplest solution is to just include skinning/morphing variants,
but disable codegen for ESSL 1.0 code, making them identical to the base
variants. This shouldn't increase the file size much due to the dictionary
deflation. Of course, skinning will not work correctly on FL0, but this has
always been the case. Future work here would be to properly implement one of the
two solutions described above.
2023-12-07 15:37:23 -08:00
Powei Feng 56bd2871ec vk: spec const workaround through runtime spirv modification (#7399)
To avoid driver edge cases with spec const, we manually change the
spec const into a regular constant in the spirv.

FIXES=310603393
2023-12-07 14:49:12 -08:00
Mathias Agopian 5a9c47bcb5 Improve blitting APIs
- deprecate blit(), renamed to blitDEPRECATED. It's only used in one
  place in copyFrame() now. We can't void it because we don't have
  access to the texture from the RenderTarget.

- add a new blit() api that works with textures instead of render
  targets.

- add a new resolve() api that works with textures instead of render
  targets. doesn't support scaling.

- always use a shader when scaling in the framegraph
  (there was only one place where we used blit)

- use the new blit() for:
	- for mipmap generation on vk (fixme)
	- copying the depth buffer to avoid ssao feedback loop

- use the new resolve() for:
    - manually resolving MSAA color/depth

- Simplify the resolve APIs on the filament side

- implement generateMipmaps for the vulkan backend

simplify MetalBlitter

- remove metal blit workarounds
- don't issue a blit from a renderpass, this only affect Renderer::copyFrame
- We only handle a single texture now (instead of color+depth), so we
  can simplify the code a lot.
  Didn't touch the "slowpath" much, but it now assumes it blits color or
  depth, not both.
2023-12-06 11:22:53 -08:00
Ben Doherty 51c2fa2728 Fix typo in getStereoscopicOptions Java (#7410) 2023-12-06 11:03:51 -08:00
Mathias Agopian 334c71de52 material depth variant caching should only happen for surface materials (#7407) 2023-12-05 14:28:32 -08:00
Mathias AgopianandBen Doherty 001098098b on ANGLE we now use a thread pool for parallel shader compilation (#7405)
* on ANGLE we now use a thread pool for parallel shader compilation

in general we now prefer using a thread pool instead of the KHR
extension, because we have less control over how the queue is
managed by the driver.

ANGLE supports many threads very well, so we use cpu_threads/2 for the
pool size, at background priority.

* Update filament/backend/src/opengl/ShaderCompilerService.h

Co-authored-by: Ben Doherty <bendoherty@google.com>

* Update filament/backend/src/opengl/ShaderCompilerService.h

Co-authored-by: Ben Doherty <bendoherty@google.com>

---------

Co-authored-by: Ben Doherty <bendoherty@google.com>
2023-12-05 14:28:11 -08:00
Sungun Park 35a00b1d84 Release Filament 1.48.0 2023-12-05 11:33:03 -08:00
Powei Feng b517a45213 Fix sed in bump-version.sh for Linux (#7406) 2023-12-05 11:28:42 -08:00
Powei Feng f8057b9a5b Add spirv-headers as a separate third_party repo (#7401)
* Add spirv-headers as a separate third_party repo

Previously, we pulled in spirv-headers as part of spirv-tools. We
still keep this behavior but move the content of the repo to
third_party.

We introduce a script for updating spirv-tools, and update the patch
file. The same script will also pull in a dependent spirv-headers.
2023-12-05 10:02:15 -08:00
Mathias Agopian d9ee526a72 fix jni Scene.getEntities
we were using the version of ReleaseIntArrayElements that doesn't
always keep changes to the array.
2023-12-05 09:28:50 -08:00
Powei Feng 164d7507bb Update MATERIAL_VERSION to 48 2023-12-01 11:00:53 -08:00
Eliza Velasquez b007e9137e Fix ESSL 1.0 external samplers
matc was re-introducing the incorrect extension for external samplers in ESSL
1.0 code after spirv optimizations.
2023-11-30 14:07:23 -08:00
Mathias AgopianandPowei Feng 06bae26e1b better handle invalid programs in release builds (#7389)
* better handle invalid programs in release builds

Until now invalid program would basically be undefined behavior,
which in practice was a crash via a null pointer dereference.
With this change, invalid programs cause drawing ops to become no-ops.

Additionally fixed an unsynchronized access of a the variable containing
the program id. I don't think it would have caused issues though.

FIXES=[311775564]

Co-authored-by: Powei Feng <powei@google.com>
2023-11-29 09:39:35 -08:00
Rene Sepulveda 1be3e13427 Add namespace qualifiers to satisfy gcc (-fpermissive) 2023-11-29 09:38:19 -08:00
Mathias Agopian e7c67d1adb Fix a possible NPE in UiHelper
We were not unregistering the TextureView or SurfaceHolder callbacks on
detach, so they could fire and access an null'ed RenderSurface

FIXES=[308443790]
2023-11-28 10:24:16 -08:00
Powei Feng 9b67d80961 Add intermediate.h include to builtinResource.h (#7388) 2023-11-28 10:23:31 -08:00
Powei Feng b066678a37 matdbg: fix backend selection 2023-11-27 16:54:49 -08:00
Powei Feng b10d5c58aa backend: Add linux as platform for tests (#7375)
- Also fixed a leak in `test_FeedbackLoops`
2023-11-27 15:48:31 -08:00
Powei Feng 000bff5ce1 Release Filament 1.47.0 2023-11-27 14:19:52 -08:00
Powei Feng 47d45a64fa Update MATERIAL_VERSION to 47 2023-11-27 11:40:00 -08:00
Eliza Velasquez 2bd48f58ff Enable optimizations for ESSL 1.0 code
The CL introducing the ESSL 1.0 chunk in materials inadvertently disabled
optimizations for said code. This commit reintroduces those optimizations and
fixes associated bugs which manifested. In particular, spirv-cross was
generating uints for bools; this has been fixed with a hack. Additionally,
spirv-cross is now compiled with exceptions enabled so that matc can gracefully
fail and show the code which failed to compile rather than abruptly aborting.
2023-11-16 14:59:01 -08:00
Mathias Agopian f2f4f556b5 fix a lot of issues with the backend tests
With these fixes failing tests are:

OpenGL:
BackendTest.FeedbackLoops

Metal:
BackendTest.ColorResolve
BackendTest.BufferObjectUpdateWithOffset
BasicStencilBufferTest.StencilBufferMSAA

Vulkan:
Many failures still
2023-11-16 14:56:07 -08:00
Mathias Agopian 5aa15f061b fix scissor/viewport state tracking 2023-11-16 13:13:27 -08:00
Eliza Velasquez 63db4f0bf0 Fix typo in depth_main.fs 2023-11-16 12:57:54 -08:00
Eliza Velasquez 7797f5af38 Incorporate feedback 2023-11-16 12:47:46 -08:00
Eliza Velasquez f9def09d17 Update NEW_RELEASE_NOTES.md 2023-11-16 12:47:46 -08:00
Eliza Velasquez 494934f34e Add option to matc to disable ESSL 1.0 codegen 2023-11-16 12:47:46 -08:00
Eliza Velasquez caae42fdf6 Enable preprocessor optimization of ESSL 1.0
Since #7358 is blocked by an upstream spirv-cross issue, we can at least do a
bit of preprocessor optimization for ESSL 1.0 code in the meantime and introduce
the FILAMENT_EFFECTIVE_VERSION preprocessor definitions.
2023-11-16 12:47:46 -08:00
Benjamin Doherty 8f6c4841cb Fix LoadImage backend tests 2023-11-15 14:42:25 -08:00
Ben Doherty 5d0c06e3f2 Remove debug code in MetalShaderCompiler (#7368) 2023-11-15 13:50:59 -08:00
Ben Doherty 7d31a7f7ea Move stereoscopic debug options to Settings framework (#7347) 2023-11-15 10:51:58 -08:00
Powei Feng 4f4a439f8b Release Filament 1.46.0 2023-11-14 21:34:31 -08:00
Eliza Velasquez 2306b56ea7 Add FILAMENT_ENABLE_FEATURE_LEVEL_0 option
This allows clients to selectively exclude feature level 0 support.
2023-11-14 16:50:44 -08:00
Antonio MaioranoandPowei Feng eebb40d30d Add missing include for latest glslang (#7365)
This change in glslang removes the include of "intermediate.h" from
GlslangToSpv.h:
https://github.com/KhronosGroup/glslang/commit/62de186c3383feef067feb6ea578f79977910722

As a result, the definition of "class TIntermediate" is removed, and
will fail compilation of MaterialCompiler.cpp when glslang is updated to
a version including the aforementioned change. We fix this by adding an
explicit include to this header in MaterialCompiler.cpp.

Co-authored-by: Powei Feng <powei@google.com>
2023-11-14 15:23:39 -08:00
Eliza Velasquez 766e4f2ec9 Fix some ES2 issues
Fix specification of mipmaps when generating textures.

Fix oversight where emulated UBOs would not replace uniforms when swapped out
for another.
2023-11-14 13:39:01 -08:00
Powei Feng b0a584c915 Small compilation fixes (#7363)
- gltfio: Enable -Wall -Werror for gltfio_core
 - gltfio: Fix various errors that were missed warnings
 - matdbg: switch from std::atomic_uint64_t to
   std::atomic<uint64_t> for older clang
2023-11-14 13:26:48 -08:00
Powei Feng d5bab43ceb Revert "engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)" (#7360)
This reverts commit 038f07cb34.
2023-11-13 22:26:03 -08:00
Mathias Agopian 485ae1b324 add Material.compile and Engine.flush java bindings (#7348)
* Add Material.compile() Java binding.

* Add Engine.flush() java binding

* Add Scene.forEach java binding

update the Android gltf-viewer sample to precompile all variants of all
materials in the scene, similarly to the desktop sample.
2023-11-13 10:43:52 -08:00
Powei Feng 75e8961109 Update Material_VERSION to 45 2023-11-13 10:37:16 -08:00
Mathias Agopian 0e9b2eda0a Fix (again) the shadow transform
- we were not using the correct field in ShadowMapManager
- we were not computing the transform correctly, it should applied
  after the local transform, not before.

FIXES=[299310624]
2023-11-10 15:33:06 -08:00
Mathias Agopian a900bc69fb don't precompile variants in gltfio
we recently added calls to Material::compile in gltfio to precompile
materials are they are discovered. that wasn't a good call, because 
this should be the responsibility of the app, not of gltfio, at least
not without an option.

This is now done in gltf_viewer. We need something similar for 
Android.

Bugs #7318, #7336
2023-11-10 15:30:44 -08:00
Ben Doherty edbfefda0a Fix Java FeatureLevel Enum (#7344) 2023-11-10 14:41:17 -08:00
Mathias Agopian 1a0b5ddc14 fix [Pixel]BufferDescriptor functor callbacks
and attempt to make functor<->callback code less confusing.
2023-11-10 13:15:29 -08:00
Mathias Agopian e8bed52b3f repair visible shadow status
FIXES=[309519433]
2023-11-10 08:58:48 -08:00
Ben Doherty 06e8b1d689 Support up to 4 side-by-side stereoscopic eyes (#7328) 2023-11-09 15:34:50 -08:00
Benjamin Doherty 9c351b28ab Release Filament 1.45.1 2023-11-09 10:09:36 -08:00
Ben Doherty cbc3bb3326 Fix mix-precision quaternion conversions (#7339) 2023-11-08 12:38:57 -08:00
Powei Feng 0eb851ff8c Update debug.cpp (#7337) 2023-11-08 10:55:28 -08:00
Powei Feng 038f07cb34 engine: move setFrontFaceWindingInverted from View to MaterialInstance (#7331)
Moving setFrontFaceWindingInverted to MaterialInstance will enable
finer control over face inversion and aligns better with Vulkan's
pipeline definition (see VkGraphicsPipelineCreateInfo).
2023-11-06 14:06:00 -08:00
Sungun Park 62adb234d1 Cleanup RenderPassNode::declareRenderTarget (#7332)
There's no functional change. Remove an unused local variable
`outgoingEdges` to save CPU resource. Tidy up an usage of local variable
to slightly improve readability.
2023-11-06 13:22:30 -08:00
Powei Feng 53d8d2a41f vk: fix headless semaphore wait logic (#7335)
We removed the no-op queue submit for headless in PR #7264. This
means that a semaphore will not be waited on and caused a
validation error.  Here, we simply don't acquire that semaphore
for present.

Also reorganzied the pSempaphores array code for better
readability.

Fixes #7334
2023-11-03 17:14:31 -07:00
Mathias Agopian 974a69a273 update remote ui and web samples 2023-11-02 07:15:46 -07:00
Mathias Agopian 7d694ee85e repair gltf_viewer drag&drop
Drag and dropping a gltf folder was broken:
- the handle didn't find the gltf file on drag&drop
- the ResourceLoader cached the asset path
- don't exit(1) when drag&dropping an invalid file
2023-11-02 06:00:45 -07:00
Powei Feng 46e6664c3d matdbg: fix matinfo use case (#7325)
- Make sure matinfo works by selecting a default backend in the
   absence of activeShaders.
 - Add options to select backend in matinfo mode.
 - Workaround cursor misplacement for monaco
 - Refactor menu sections into a common element.
2023-11-01 21:42:42 -07:00
Eliza Velasquez 4fd7c418e5 Remove invalid FeatureLevel0Sampler3D test 2023-11-01 21:17:22 +00:00
Eliza Velasquez a3fdca7997 Fix basic post processing on ES2
First, this commit introduces some very simple bugfixes regarding ES2
compatibility related to postprocessing.

Second, this commit adds support for creating textures specified as R8, SRGB8,
and SRGB8_A8 in ES2. R8 is trivial: just use GL_LUMINANCE instead. The sRGB
formats, however, are maybe a bit more controversial. As implemented, they
instead just use the equivalent non-sRGB formats. This is of course technically
incorrect. There are a few approaches to how to add sRGB compatibility for ES2
that I can think of.

1. Do a bunch of complex shader nonsense in matc. Maybe even traversing the AST
and ensuring any texture lookup of a texture flagged as sRGB uses some
compatibility function. This would require static analysis to track if samplers
are reassigned to another variable, for example. This of course also breaks down
if you don't know at compile time if the shader will receive an RGB or an sRGB
sampler, or if the shader should be able to support both RGB or sRGB samplers.
Really only worth mentioning here for the sake of completion.

2. You could also generate simple compatibility functions to look up each
sampler, which would only apply to FL0 materials.

First, we would have to extend the material format to be able to explicitly
"color" a sampler as sRGB or not, like:

```
parameters : [
    {
        type : sampler2d,
        name : albedo,
        precision : medium,
        colorSpace : srgb,
    },
    {
        type : sampler2d,
        name : normal,
        precision : medium,
        colorSpace : linear,
    }
],
```

Then, the following GLSL code would be generated.

```glsl
\#if __VERSION__ == 100
vec4 texture_albedo(vec2 position) {
  return sRGBtoLinear(texture2D(materialParams_albedo, position));
}
vec4 texture_normal(vec2 position) {
  return texture2D(materialParams_albedo, position);
}
\#else
vec4 texture_albedo(vec2 position) {
  return texture(materialParams_albedo, position);
}
vec4 texture_normal(vec2 normal) {
  return texture(materialParams_normal, position);
}
\#endif
```

Finally, at runtime, if a sampler is "colored" one way or the other, we would
verify that only the appropriate kinds of samplers are bound.

I'm actually very partial to this solution. Since sRGB compatibility is only a
concern on ES2, we can generate this code only for FL0 shaders, which already
require GLSL shader authors to care about ESSL 1.0 compatibility by calling the
appropriate `textureXX` functions. Additionally, it provides a layer of
high-level validation that texture lookups are correct, even if a real ES2
context is not available on the device being tested.

3. Leave it entirely up to the client. (What this commit does.) This leaves
client code ripe for making mistakes, but luckily, we can go back and do
solution 2 whenever. If specifying a color space for a sampler remains optional,
then if this feature is retrofitted in the future, client code will continue to
compile.
2023-11-01 18:23:27 +00:00
Eliza Velasquez 7f1704481e Force post-processing materials to be unlit
This both fixes compilation of FL0 ES2 materials and unsaddles post-processing
materials with a lot of requirements added on by being considered lit.
2023-11-01 18:23:27 +00:00
Eliza Velasquez e6b962b038 Further improve feature level 0 support
Enable a limited subset of materials in PostProcessManager for FL0.

Create new function Material::getFeatureLevel() in C++ and Java.

Create missing Material::getReflectionMode() method in Java.
2023-11-01 18:23:27 +00:00
Eliza Velasquez 668fb07ac2 matc: support basic post-process materials in FL0
This change hard-codes writing the post process output at index 0 (i.e. color)
to gl_FragColor when generating ESSL 1.0 shaders. Any other outputs (besides
depth) are discarded with a warning, but as far as I can tell, no such cases yet
exist in Filament.
2023-11-01 18:23:27 +00:00
Eliza Velasquez f64eef02a3 Miscellaneous feature level 0 fixes
Fix edge case where an empty struct could be generated in an ESSL 1.0 shader.

Include _maskThreshold and _doubleSided in ESSL 1.0 shaders.

Add GL_OES_standard_derivatives extension to ESSL 1.0 shaders. According to
gpuinfo.org, this has 96% device coverage and supports both Mali-400 and Adreno
(TM) 304.

Remove 3D sampler support from ESSL 1.0 shaders. This extension is only
supported by 62% of devices.

Change filagui material to a FL0 material.
2023-11-01 18:23:27 +00:00
Eliza Velasquez 239e98ccec Add basic Emacs support 2023-11-01 17:28:26 +00:00
Mathias Agopian 919cfae6b2 improve ShadowMapManager slightly
don't use FixedCapacityVector to store pointers to active shadowmaps,
that's just not needed. They're all stored un a static array already
and directional and spot shadows are partitioned. 

This saves a couple heap allocations as well a an pointer dereference.
2023-11-01 09:59:32 -07:00
Mathias Agopian 0b9389430b avoid to dereference nullable objects (#7322)
Add missing @NonNull annotations

FIXES=[308443790]
2023-10-31 16:12:03 -07:00
Eliza Velasquez 1d157677d1 Add proper language server support
compile_commands.json was being generated, but hidden away inside of the cmake
build directories. This change makes build.sh link it to the main project dir
and adds some associated .gitignore entries. Now compile_commands.json is
properly read when starting clangd from Emacs, for example, and probably many
other editors.
2023-10-31 22:54:38 +00:00
Powei Feng ef3f0cb326 vk: assert updateImage is called with non-empty size (#7315)
BUG=303073160
2023-10-31 10:36:07 -07:00
Mathias Agopian fcf53f2c3e fix SSR artifact when enabling SSR
When we enable SSR the first time, the SSR buffer is not initialized,
this can result in the color pass fragment shader aborting, which in 
turn prevents the SSR history buffer from being initialized (since 
it's made from the result of the color pass), repeating the cycle.

In some other case, the system somehow recovers but we still see a
flicker when enabling SSR.

The solution here is to disable SSR in the shader until the history
buffer is ready (i.e. a frame later).
2023-10-31 10:32:14 -07:00
Mathias Agopian d6fda03b06 fix logging typo 2023-10-30 15:08:56 -07:00
Mathias Agopian a76addd2bf disable multiple context support on WGL
The reason is that some implementations of WGL require all contexts to
be created on the same thread, which we're not necessarily doing here.

fixes #7078
2023-10-27 15:53:48 -07:00
Mathias Agopian b1f7731dbe fix max lod level computation in IBLPrefilter
FIXES=[308012116]
2023-10-27 15:28:24 -07:00
Mathias Agopian e3e12dbf73 Make sure to unbind imported textures when destroying one
fixes #7280
2023-10-27 15:28:07 -07:00
Benjamin Doherty 31a75029f0 Update RELEASE_GUIDE with npm and CocoaPods instructions 2023-10-27 16:22:47 -04:00
Mathias Agopian e5c24cc718 Fix dangling pointer where destroying a samplergroup 2023-10-27 13:10:21 -07:00
Mathias Agopian 2b86c8df6f cleanup and better bone weight checks
- only check/log in debug builds
- use epsilon = 2e-7 * double(tempPairCount)
- compute boneWeightsSum in double
- don't modify the weights if they're within the threshold

FIXES=[306565054]
2023-10-27 11:33:03 -07:00
Mathias Agopian 4d8e6eefa1 don't use a spinlock for the HandleArena
We've seen hangs/ANR that are not well understood on that spinlock, so
for now we're going back to mutexes, which, on android, are very 
efficient under low contention (no syscall).

FIXES=[308029108]
2023-10-27 11:32:38 -07:00
Ben Doherty 8aeec2ba35 Fix iOS transparent rendering sample (#7300) 2023-10-27 13:44:28 -04:00
Eliza Velasquez 4eb4fd5aba Explicitly prevent upgrading from feature level 0 2023-10-26 22:20:57 +00:00
Eliza Velasquez 56355231bd Allow explicitly initializing at feature level 0
This change does three main things. First, it adds an option to the Engine
Builder to pick the feature level at which to instantiate Filament. The only
real practical purpose of allowing this is to be able to instantiate at feature
level 0. Secondly, it allows feature level 0 to properly work on non-ES2
devices. Thirdly, it changes both Android and desktop hellotriangle samples to
explicitly opt-in to feature level 0.

Unfortunately, feature levels are used in two different, somewhat contradictory
ways presently in Filament, which can make reasoning about this change a bit
confusing. From a client perspective, feature levels refer to buckets of
capabilities which are guaranteed to be supported. Internally, there is a
separate "feature level" stored internally at the Driver subclass level which
generally corresponds to the maximum supported feature level, but is also
referenced when activating workarounds for limited devices. For example, Uniform
Buffer Objects are not supported in ES2, however, Filament supports emulating
them such that the client does not need to care at all; a supported feature is a
supported feature. But internally, Filament uses this "Driver" feature level to
determine whether or not a given workaround is needed. There were several cases
where the "active feature level" was being examined in order to activate these
workarounds rather than the "driver feature level", which was incorrect.

Why should non-ES2-only devices want to activate feature level 0? Allowing this
behavior 1. makes feature level 0 more consistent with the behavior of other
feature levels and 2. allows clients a layer of validation that their software
will work on all devices supported by Filament if they explicitly opt into it.

Consistency: Filament guarantees that any given device which supports a given
feature level will also support running on every feature level below, except for
feature level 0. This change removes that exception.

Validation: It's not perfect, and there will likely be bugs and unexpected
differences in behavior between ES2 and non-ES2 devices that crop up in the
future between two devices running on the same feature level. However, it's at
least a basic high level layer of validation that enables more rapid testing
workflows directly via desktop versions of Filament rather than having to fiddle
with something like ANGLE to get perfect GLES 2.0 compliance. Additionally, it
expands options for automated testing (with the same caveats).

This change has been tested on both the desktop and Android versions of
hellotriangle.
2023-10-26 22:20:57 +00:00
Powei Feng 9ccb8fce31 matdbg: UI refresh (#7301) 2023-10-26 14:14:01 -07:00
Mathias Agopian e674420e9c improvements to EntityManagers and Filament APIs (#7302)
* prevent public classes from being created on the stack

- we used to to this by deleting operator delete, but this prevented
  the internal "F" classes from being virtual; which can be useful
  when using EntityManger::Listener.
  now we just make the destructor protected in each class.

- EntityManger::Listener now has a virtual destructor so that
  objects could be correctly destroyed from Listener*

* improve EntityManger and Component managers

- all component managers now have the same "base" API
    - getComponentCount()
	- empty()
    - getEntity()
    - getEntities()

- Scene now has getEntityCount()

- EntityManager now has getEntityCount()

- all component manager implement gc() the same way, by calling destroy()

- SingleInstanceComponentManager::gc() that calls removeComponent() has
  been removed because it's dangerous. removeComponent() is often
  not enough, some additional cleanup might be needed.
2023-10-26 13:10:43 -07:00
Mathias Agopian 8a9cbcfb99 fix a Transform component leak in CameraManager
CameraManager creates a Transform component for each Camera component
is not already present. However, it didn't destroy the transform
component when it's itself destroyed. the leaked transform component
would eventually be garbage collected, but caused significant
slow down and memory pressure. This is because camera components are
created every frame for the shadow maps.

FIXES=[303914944]
2023-10-26 13:05:35 -07:00
Mathias Agopian f0d5cd3fa1 improve BlobCache API and compatibility
- the insert and retrieve handlers can now be set/unset independently.
  this could be useful for debugging.

- program caching is disabled if the GL implementation doesn't support it.

- removed unused code

FIXES=[307549547]
2023-10-25 22:15:25 -07:00
Powei Feng 73b0751ccf Release Filament 1.45.0 2023-10-25 15:15:35 -07:00
Powei Feng cc95a4a7a3 vk: remove unused platform GGP (#7298) 2023-10-25 11:00:35 -07:00
Ben Doherty d76cf643c5 Improve Metal vertex buffer bindings (#7293) 2023-10-25 12:14:02 -04:00
Powei Feng 6e249c4c1b matdbg: material info and fix resizing (#7295) 2023-10-24 21:56:42 -07:00
Mathias Agopian af0c6a7fe9 OpenGLBlobCache: be more robust when shader fails to compile
- don't call BlobCache if link status false
- don't assume glGetProgramiv never fails
- don't assume malloc never fails

FIXES=[307549547]
2023-10-24 16:42:01 -07:00
Powei Feng 7b7dfad552 filamat: Fix MaterialInfo::userMaterialHasCustomDepth init (#7292)
Leaving it uninitialized leads to msan failure.
2023-10-24 15:43:24 -07:00
Powei Feng deb3eb0b11 matdbg: fix deadlock and add experimental UI (#7275)
- Ensure that waiting on lock times out so that we don't lock
   up a thread when the client is gone.
 - Add an experimental folder to matdbg/web/ for the new
   UI work.
2023-10-24 13:48:29 -07:00
Sungun Park d3016adaff FFilamentAsset has root nodes' scene-mask set
The transient property `mRootNotes` in FAssetLoader is built when a new
root asset is created and referenced whenever a new instance is created.
So it incurs an undefined behavior when a previously created asset tries
creating a new instance after a newly created asset has already created
via the same asset loader.

Move this transient property to each asset so that they can reference it
when a new instance is created.

This partially fixes #7269
2023-10-23 15:30:49 -07:00
Sungun Park 6c29542fad Cleanup function signatures
There's no functional change in this commit.

Make some parameter names more legible by renaming them and put output
parameters to the right of their function.
2023-10-23 15:30:49 -07:00
Sungun Park 0d2a96d630 Remove transient property mAsset from FAssetLoader
The temporary variable has been used to store the current instance of
FFilamentAsset being loaded for easy access from internal methods.  This
causes a crash as to a complex scenario as follows.

val asset1 = assetLoader.createAsset(assetBuffer1)
val instance1 = assetLoader.createInstance(asset1)
val asset2 = assetLoader.createAsset(assetBuffer2)
val instance2 = assetLoader.createInstance(asset1)

As the first step of fixing this issue, remove the transient property
`mAsset` from FAssetLoader. This commit alone doesn't resolve the issue,
and more commits are following.

Consolidate the low level version of createInstance, which takes a
pointer to cgltf_data type, into the high level version as the latter
one uses a parameter for FFilamentAsset instead of referencing mAsset.

Update all other relevant methods to take a FFilamentAsset pointer
instead of cgltf_data.

This partially fixes #7269
2023-10-23 15:30:49 -07:00
Ben Doherty d3fe46765f Implement Metal parallel shader compilation (#7205) 2023-10-23 17:08:09 -04:00
Mathias Agopian 892f94e3c4 attempt to repair PlatformEGLHeadLess
It had been broken for a while. Here we attempt to repair it by moving
a lot of its functionality into PlatformEGL.
2023-10-23 11:13:02 -07:00
Mathias Agopian f75f7039f4 Add support for stenciled swapchains in EGL
Support for GLX, WGL and WebGL is still missing.

partially fixes #7232
2023-10-23 11:13:02 -07:00
Mathias Agopian 8303d6b28e EGL: fix typos in config creation
thankfully it didn't seem to cause harm.
2023-10-23 11:13:02 -07:00
Mathias Agopian 0f9a2dd6af Froxel visualization debug option
The setting can be changed at runtime using a debug property.
2023-10-23 10:02:52 -07:00
Mathias Agopian 626621fb1c minor filament benchmarks cleanup 2023-10-23 10:02:26 -07:00
Powei Feng 2b78fd8359 Update MATERIAL_VERSION to 45 2023-10-22 22:18:43 -07:00
Ben Doherty 9d181a172a Create use-after-free detector for Metal textures (#7250) 2023-10-20 17:15:42 -04:00
Benjamin Doherty d4b9d1e023 Update NEW_RELEASE_NOTES.md to reflect cherry-pick 2023-10-20 17:09:50 -04:00
Powei Feng b62991d967 vk: support stencil format in swapchain (#7277)
Fixes #7233
FIXES=302197523
2023-10-19 13:43:23 -07:00
Mathias Agopian 562ea65d5c Increase FrameGraph Arena to 256KiB
It was possible to run out of space with the Bistro scene and 
everything enabled.
2023-10-19 12:21:31 -07:00
Mathias AgopianandPowei Feng 6498cf5b64 dynamic shadowmap visualization (#7274)
* debugging PCF mode

This mode always uses a hard PCF and takes a 
slightly slower code path.

* dynamic shadowmap visualization

The directional shadowmap visualizer is implemented behind a 
specialization constant. Add the DebugRegistry infrastructure to be
able to update the spec-constant at runtime and have a subset of 
all materials invalidated.

This allows to toggle the visualization at runtime using a debug
property.

This is also a proof of concept that we can update spec-constants
at runtime; we could probably leverage this work for engine-wide
shader configurations.

* Update main.fs

* Update filament/src/details/Material.cpp

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2023-10-19 12:18:00 -07:00
Adrian Perez 3c77d2c3f5 StructureOfArrays can push_back move-only types 2023-10-19 12:13:28 -07:00
Powei Feng 960c6170fe vk: optimize headless swapchain (#7264)
- Remove queue submit call when using headless swapchain. It was meant
    to emulate a real swapchain, but queue submits are expensive.
 - Add option to remove flush and wait when window resizes. If a
    headless platform uses this signal to refresh the swapchain, we
    don't necessarily need it to also flush and wait before the refresh.
 - Refactor VulkanPlatform customizations
2023-10-19 11:43:24 -07:00
mackong 37c2fe31d5 samples: support apply all animations in gltf_viewer 2023-10-19 08:45:25 -07:00
Mathias Agopian 21b51caf3d add Renderer::getClearOptions (#7272)
FIXES=[243846268]
2023-10-18 15:16:01 -07:00
Benjamin Doherty 76dbc08176 Fix missing SkinningBuffer include 2023-10-18 13:44:31 -07:00
Mathias Agopian 1b0db0fca2 fix a couple shadow stability bugs
- shadows are now stable (in stable mode) when an IBL rotation is
  used.

- fix the shadow transform option which didn't work when an IBL rotation
  was used

- also use the x-axis as a reference for the "up" direction when
  computing the light space matrix so that we don't fall into the
  degenerate case when the light points straight down, which is a
  common case

FIXES=[299310624]
2023-10-17 12:26:43 -07:00
mackongandMathias Agopian 163f02035f fix ubershader index for transmission&volume material (#7244)
Co-authored-by: Mathias Agopian <mathias@google.com>
2023-10-16 12:15:47 -07:00
Mathias Agopian 14263efbea fix mixed-precision quaternion math
We follow the same rules as C++, e.g. float * double -> double
2023-10-16 10:52:36 -07:00
Sungun Park 7c6103a458 Update BUILDING.md for the latest instruction (#7267)
- filament can be built with Visual Studio 2022 as well.
- Fix the link to the Windows SDK.
2023-10-14 00:13:54 -07:00
Powei Feng 92846305f5 matdbg: change from websocket to GET (#7263)
- Use a hanging-GET approach to reduce dependency on websockets.
 - Also add mutex to protect access to MaterialRecords, which is
   written to/read from from multiple threads.
2023-10-13 14:43:34 -07:00
Powei Feng d5ebca0c49 vk: clean up depth formats (#7262)
To prepare for allowing stencil formats in attachments.
2023-10-13 11:21:29 -07:00
Ben Doherty 38ceee8d75 Support stencil buffer when post-processing is disabled (#7227) 2023-10-13 10:04:39 -07:00
Ben Doherty fc6744ba75 Add AgX tonemapper (#7236) 2023-10-13 09:44:29 -07:00
Powei Feng 078a17469a matdbg: refactor EDIT command (#7255)
The websocket code for parsing the EDIT command is pretty verbose.
Proposing that we move to a HTTP POST request instead.

Also moved the API handler code out of DebugServer.h for clarity.
2023-10-12 10:40:57 -07:00
Eliza Velasquez 0887e388db matinfo: further refactor out redundant code 2023-10-11 16:17:48 -07:00
Eliza Velasquez e4a57cedf9 matinfo: add support for viewing ESSL1 code 2023-10-11 16:17:48 -07:00
Ben Doherty d92bdce852 Remove problematic GlslangToSpv option: emitNonSemanticShaderDebugInfo (#7260) 2023-10-11 15:13:41 -07:00
Ben Doherty 76bf906856 Update glslang to 277d09e679f0f4d9469c463c00cb11c6a040e65f (#7261) 2023-10-11 15:01:35 -07:00
Mustafa Uzun b5e23162df fix: CameraInfo.clipTransform typo 2023-10-11 11:02:32 -07:00
Powei Feng eeb53606c8 doc: fix viewer page again (#7254)
- reverse the link and original relationship between
   docs/viewer/filament-viewer.js and
   web/filament-js/filament-viewer.js
 - symlink in github pages does not seem to link to outside of the
   /doc directory (it does not get pulled in during deploy).
2023-10-10 13:32:22 -07:00
Mathias Agopian dd23f271e3 cleanup Camera code and docs
- setProjection and setLensProjection are now less special, they can
  now be entirely implemented by the user thanks to two new helper
  functions. Everything can now be done with setCustomProjection.

- fix some out-dated comments

- remove dead code

- reorder methods in Camera.h
2023-10-10 13:14:37 -07:00
Powei Feng e78a06797c doc: pin viewer lit to a specific version (#7253)
- Pin lit to version 2.8.0 (to fix a breakage caused by new
   release).
 - Update viewer filament version to latest
 - Use symbolic link instead of having two copies of the same
   file. (Could we consider removing `filament-viewer.js` in
   `web/filament-js/` ?)
 - Update `web/filament-js/README.md`
2023-10-10 13:06:24 -07:00
Ben Doherty 6279613b79 Metal: support float16 operations in --optimize-size mode (#7249) 2023-10-09 14:15:07 -07:00
Powei Feng 78d433cafa Update NEW_RELEASE_NOTES.md 2023-10-05 22:43:39 -07:00
Mathias Agopian 6590f62052 handle more generic projections for shadowFar
When we update the Far plane in the projection matrix, we assumed the
shape of the matrix. This fell appart when the projection matrix was
(for instance) a blend between an ortho and perspective projection.

We now do this more generally, that is, with less assumptions on the
projection matrix shape.
2023-10-05 16:31:39 -07:00
Jacob Su f1f7aeb14f fix java Engine.Builder method access modifiers. 2023-10-05 14:21:58 -07:00
Mathias Agopian 5190b03f89 the visibility type can be 8 bits instead of 16.
It was changed to 16 a while back to handle more shadows, but since
then we changed the culling algorithm and 8 bits is enough again.
2023-10-05 14:20:48 -07:00
Powei Feng 2cd492ed38 Fix build failures due to filamat lite removal try 4 (#7228) 2023-10-04 10:25:15 -07:00
Mathias Agopian 07975868fe update cgltf to latest v1.13
FIXES=[239321615]
2023-10-04 10:19:39 -07:00
Powei Feng 5ab526cbb0 Fix build failures due to filamat lite removal try 3 (#7226) 2023-10-03 15:23:03 -07:00
Powei Feng df935b75e5 engine: add job system thread count configuration (#7223)
- Plumb Engine::Config in Java
 - Add Engine::Builder for Java
 - Add jobSystemThreadCount to Engine::Config

BUG=303129581
2023-10-03 15:22:46 -07:00
Powei Feng b4d6f975c1 Fix build failures due to filamat lite removal #2 (#7224) 2023-10-03 12:39:50 -07:00
Powei Feng 2cf86454bb vk: refactor VulkanProgram (#7221) 2023-10-03 10:49:45 -07:00
Benjamin Doherty 5572097fb3 Fix build failures due to filamat lite removal 2023-10-03 09:07:37 -07:00
Benjamin Doherty 480cfb2820 Release Filament 1.44.0 2023-10-02 15:27:29 -07:00
Mathias Agopian 39d555d115 get rid of filmat-lite, which was poorly maintained 2023-10-02 14:18:25 -07:00
Powei Feng df50f4c25d vk: layout transition clean up (#7217)
- Return the correct SubresourceRange for depth attachments
 - Fix transition for when one layout within mulitple mip-levels
   is different
 - Use implicit layout transition for renderpasses
 - Fix access mask for sampler in vertex shaders
 - Use unordered_map for VkSubresourceRange in VulkanTexture
2023-10-02 10:54:44 -07:00
Eliza Velasquez 976f304ee7 Revert "Remove now-redundant feature level 0 materials"
This reverts most of commit 9a6b8bf24e. The hello
triangle sample remains unreverted.

The original commit inadvertently broke screen space reflections, and perhaps
other features when the default material was used. The source of the issue is
that MaterialBuilder.cpp (correctly) filters out variants that aren't supported
in feature level 0 materials, including screen space reflections.

Unfortunately, while the "feature level 0 compatibility" feature itself was
intended to make creating duplicate materials like this redundant in client
code, unfortunately, it seems the best solution for resolving this issue is to
simply keep these redundant materials in the core.

To elaborate: clients should expect that feature level 0 materials that they
create work on /all/ feature levels /exactly/ or /close to exactly/ identically.
This includes restricting more advanced features that theoretically could be
available on a higher feature level, like SSR. It's already true that if a user
would like to optionally opt-in to a more advanced material which takes
advantage of more advanced features, they would have to maintain two separate
versions of that material: one for feature level 3 and one for feature level 1.
It should be no different in this case.

However, the materials built into the engine core are an exception to this
expectation. Given that feature level 0 was tacked on after the fact with fewer
features, there must /by necessity/ have been a new material introduced for both
the default material and the default skybox specifically for feature level 0
with fewer features than extant client apps expected to be included by default.
I imagine if filament were to be rebuilt from the ground up, this exception
wouldn't exist. However, the end result is this somewhat messy redundancy.
2023-09-29 23:48:47 +00:00
Mathias Agopian 21ea99a1d9 fade shadows out at shadowFar distance
Instead of a hard cutoff, we fade shadows out at
the shadowFar distance if active, fading occurs
over about 10% of the shadowFar distance.

- this works only for the directional shadow
  (other lights don't use shadowFar).
2023-09-28 16:21:27 -07:00
Mathias Agopian f0b0505207 fix materials that write to the depth or use discard
these materials would not generate proper structure or shadow buffer,
because they used a special variant that in most case removed the
user code.

now when the user code writes the depth or calls discard, the user
shader is kept.
2023-09-28 16:19:17 -07:00
Mathias Agopian 11997d007a cleanup ASTHelpers, GLSLTools
- fix IDE warnings
- rename ASTUtils to ASTHelpers to match filename
- break dependency of ASTHelper on GLSLTools
- break dependency of GLSLTools on MaterialInfo
2023-09-28 16:19:17 -07:00
Powei Feng c0327c95d4 vk: remove uneeded log in readpixels 2023-09-28 15:24:11 -07:00
Romain Guy e1dfea0f12 Fix masked materials (#7215) 2023-09-27 21:36:28 -07:00
Powei Feng b2cef9bfee Update MATERIAL_VERSION to 44 2023-09-27 16:32:17 -07:00
Powei Feng f6b979c8e4 vk: refactor VulkanResources.h (#7206)
- Make the size of FixedSizedVulkanResources declarable
- Rename `acquire`
2023-09-27 15:01:33 -07:00
Powei Feng 2e9dd03222 Release Filament 1.43.1 2023-09-27 11:10:42 -07:00
Eliza Velasquez 9a6b8bf24e Remove now-redundant feature level 0 materials 2023-09-26 22:46:51 +00:00
Eliza Velasquez 3aee9402d5 Add ESSL1 block to feature level 0 mats
Previously, when a material was expilicitly built for feature level 0, it was
necessary to write ESSL 1.0 code which was incompatible with the OpenGL feature
level 1 implementation in Filament. Rather than adjust the Filament
implementation so that feature level 1 uses the same workarounds as feature
level 0 to emulate GLES 3.0+ features, it's more runtime-efficient to have matc
embed ESSL 1.0 and 3.0 shaders as separate chunks and load the corresponding
one based on the active feature level.

Feature level 0 material shaders must still be written in what is effectively
ESSL 1.0. To assist with this, a small set of compatibility definitions are
introduced when building the ESSL 3.0 variant. These are virtually all
textureXXX() functions, and end up either optimized out or inlined by glslang.

One final effect of this change is that external and 3D samplers are now
properly supported in feature level 0 materials.
2023-09-26 22:46:51 +00:00
Eliza Velasquez fcf5866fc3 Add .editorconfig file
This informs a broad variety of text editors of some of the formatting
conventions of the filament project. It may be possible to replicate some of the
more specific formatting conventions like brace placement in a future commit.
2023-09-26 22:46:51 +00:00
Powei Feng 864a854c13 vk: remove unnecessary flush and gc (#7207) 2023-09-26 14:05:36 -07:00
Jacob Su 5a18cdf0f6 Fix: remove duplicated links inside ios samples. (#7190) 2023-09-25 14:19:00 -07:00
Jacob Su 6ebd22f474 Fix test_gltfio cmake duplicate libs and failed UT. (#7199)
* fix test-gltfio cmake duplicated libs links.

* fix test_gltfio failed UT.
2023-09-25 12:52:46 -07:00
Ben Doherty 9f5c1bb0dc Move CallbackManager out of OpenGL driver (#7194) 2023-09-25 11:07:43 -07:00
Powei Feng 9cbf741ac2 Update MATERIAL_VERSION to 43 2023-09-25 10:08:56 -07:00
Mathias Agopian 04c8845284 skinning: fix a possible crash/assert
all textures declared in a shader must be bound, in the case of the
new skinning API, if less than 4 bone weights are used the texture is 
not needed, but it must still be bound.
2023-09-24 14:20:33 -07:00
Mathias Agopian d82b7a529c skinning: minor cleanup 2023-09-24 14:20:33 -07:00
Mathias Agopian 72c60b35d7 fix TAA when camera is far from the origin
The intermediate transforms needed to be kept in double precision.
2023-09-22 10:10:18 -07:00
fvbj 5d30435620 Extend skinning for >4 bones per vertex (#6772)
* Add skinning and morphing samples to check functionality
* Implement skinning for more than four bones pair vertex

The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution.
Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.
2023-09-21 13:04:12 -07:00
Mathias Agopian d02231dce9 fix build most recent emscripten build 2023-09-21 13:02:35 -07:00
Powei Feng ea70fe540f vulkan: cache vertex buffer info (#7181)
To reduce CPU on draw(), we move the VertexBuffer related metadata
out of draw into a cache. We store the cache info outside of the
actual VulkanVertexBuffer class since VulkanVertexBuffer subclass
HwVertexBuffer, which is a Handle meant to be minimal.

This  means that we need to cache on the heap, but it should be ok
since the caching is only for scene set-up and not per-frame.
2023-09-20 12:19:43 -07:00
Romain Guy cb9bfaeb83 Fix build warnings (#7189)
The latest macOS toolchain triggers warnings for duplicate libraries at
link time. This is caused by our dependency chains.

Also remove an inlining warning in Kotlin and unnecessary warnings in
build.sh when doing a clean or generating web docs.
2023-09-20 10:16:55 -07:00
Mathias Agopian 3dcdb202d1 new API to return a Material's supported variants
FIXES=[297456590]
2023-09-19 15:48:39 -07:00
Mathias Agopian da73f89a23 improve/simplify "Focus on shadow casters" algorithm
Functionally this shouldn't be too different, but we have some
improvements:
- better detection of "no shadows" cases
- more computations done in light-space, which should result in
  better light frustum.
- spit the code into several static functions
2023-09-19 14:15:52 -07:00
Mathias Agopian 9474798c75 remove anamorphic bloom feature
This features didn't work well, had a lot of artifacts and generally
wasn't very useful. This kind of effect should be accomplished
differently.

This is an API break because BloomOptions::anamorphism has been removed.
2023-09-18 16:09:21 -07:00
Ben Doherty 13df6652ae Add npm deploy GitHub workflow (#7184) 2023-09-18 15:11:58 -07:00
Ben Doherty 4f925f07e8 Add CocoaPods Deploy GitHub workflow (#7176) 2023-09-18 14:39:20 -07:00
Benjamin Doherty 8f64756721 Release Filament 1.43.0 2023-09-18 14:21:43 -07:00
Mathias Agopian 9f62dc2f2f Improve bloom
- add a quality option
- remove the ping-pong code, we'll disable for GPU that don't work
  instead.
- improve quality by doing a better first downscale
  (using a 5x5 gaussian).
- improve performance by using a 9 tap filter instead of 13 for
  in most cases
- fix usages of setMinMaxLevels as it resets the base level to "min"
2023-09-18 11:51:51 -07:00
Mathias Agopian 9c0fb67b87 repair "focus on shadow casters" features
This broken recently because of a typo in refactoring.
2023-09-15 14:32:56 -07:00
Ben Doherty 0b97de425f Fix, Metal setMinMaxLevel called between render passes (#7175) 2023-09-15 11:48:52 -07:00
Powei Feng 373c5710b1 Fix the output of Windows release workflow (#7171)
This probably broke due to a change from old windows command prompt to powershell. The way to refer to env variables in powershell is `$Env:var`
2023-09-14 21:23:02 -07:00
Powei Feng 91b55bdea1 vulkan: fix fence deadlock (#7173)
Should only reset fences in VulkanCommands::gc
2023-09-14 17:09:33 -07:00
Powei Feng 976b8c6ae4 vulkan: refactor debug defines (#7170)
Add more fine grain debug defines and add some systrace markers.
2023-09-14 15:30:42 -07:00
Powei Feng c80fbfdf17 Release Filament 1.42.2 2023-09-13 22:59:33 -07:00
Powei Feng d4d03e4a35 vulkan: reset fences instead create/destroy (#7169)
We allocate all the fences beforehand to reduce calls to
vkCreateFence.

Also remove blocking code in `getFenceStatus` since there is
not a usecase that would require that.
2023-09-13 21:17:31 -07:00
Ben Doherty 2114995489 Implement setMinMaxLevels for Metal (#7158) 2023-09-13 12:33:10 -07:00
Powei Feng ec30ddd2fb vulkan: implicitly free command buffers (#7167)
We were calling vkFreeCommandBuffers directly, but resetting
the buffers implicitly (when vkBeginCommandBuffer is called)
seems to be a lot more performant.

Also, cleaned up destructor for VkBuffer to no longer require
a separate terminate() method.
2023-09-13 11:21:04 -07:00
Mathias Agopian c35a60808c repair ShadowOptions::shadowFar
the shadow far plane (shadowFar) was only partially taken into account
2023-09-13 10:29:05 -07:00
Eliza Velasquez 58017a0e6a Tweak documentation
This is admittedly a very nitpicky change.

For most of the changes, I went through the various Markdown files and added
language names to the source blocks for better syntax highlighting on GitHub. It
also makes it easier to copy and paste commands without copying the leading `$`.
I avoided changing anything in `third_party`.

Additionally, I added some instructions for compiling the Android samples on the
command line and fixed some typos.
2023-09-12 20:28:46 +00:00
mackongandMathias Agopian d9c2893976 Fix possible change of scale sign when decomposing matrix (#7138)
Co-authored-by: Mathias Agopian <mathias@google.com>
2023-09-12 12:28:02 -07:00
Mathias Agopian 1ff0a2dd6d Improvements to shadowing
- use the geometric normal to apply the shadow bias. This affects
  cascades > 0 and spot/point lights.

- use the scene's origin as a reference point for stabilizing the
  shadowmap, this is more robust.

- clamp directional shadowmap correctly to the 1-texel border, which
  needs to be reachable, as it is a valid value.

- don't snap the shadowmap to texel boundaries if stable mode is not
  active (before we only didn't do it based on lispsm). Stable mode can
  make the shadow unstable when both the camera and the scene move 
  together, so it's better to have a more predictable API where
  "stable" mode means that the snapping occurs and doesn't otherwise.

- add "far origin" distance slider to the debug ui

FIXES=[299310624]
2023-09-12 10:14:21 -07:00
Mathias Agopian da96b45827 apply shadow settings to all lights in the scene
this "fixes" point light shadows in gltf_viewer, which were never
enabled
2023-09-12 10:08:07 -07:00
Powei Feng 9ac4fa63ed vulkan: fix swapchain leak (#7161) 2023-09-11 23:21:52 -07:00
Jacob Su 8d621561f3 fix ios samples missing functional header (#7153) (#7154)
1. ios sample: ios/samples/hello-gltf;
2. ios sample: ios/samples/hello-pbr;
2023-09-11 16:25:06 -07:00
Ben Doherty 2c63a5ad7a Fix use of -Wno-deprecated-register flag and MSVC (#7156) 2023-09-11 13:40:02 -07:00
Ben Doherty d328b64dce Only call .put if the tick op was canceled (#7152) 2023-09-11 12:58:29 -07:00
Ben Doherty 3ab7780c38 Fix incorrect SamplerParams operators (#7150) 2023-09-08 13:06:52 -07:00
Mathias Agopian 6fd5d45295 fix shadow stability when eye is far from world origin
in stable mode the scale was ever so slightly varying with the 
camera position, because it was calculated from the camera frustum in
world-space, this variation was amplified when the camera is far from 
the origin, which eventually caused the modulo needed for snapping the
shadowmap projection to widely vary, leading to the instability.

We now calculate the camera frustum sphere in view space, which is
guaranteed to be constant. If "shadow caster mode" is chosen, we 
quantize the scale a little bit so it stays constant.

The snapping code itself has been cleaned.
2023-09-08 11:19:19 -07:00
Benjamin Doherty 4f11a02889 Release Filament 1.42.1 2023-09-07 17:54:47 -07:00
Ben Doherty a57225cf2e Fix race condition in ShaderCompilerService (#7147) 2023-09-07 17:46:45 -07:00
Romain Guy dc818abadc Quiet popd/pushd 2023-09-07 14:48:11 -07:00
Jacob Su c808d8f260 More robust validation in build.sh 2023-09-07 09:42:48 -07:00
Mathias Agopian e0a37de1ba cleanup 2023-09-07 00:09:02 -07:00
Mathias Agopian 4e2a791e81 Directional shadows can now be transformed
This setting only exists for artistic reasons.

b/297095805
2023-09-07 00:09:02 -07:00
Romain Guy 60627f836f Update cmgen README 2023-09-06 09:07:40 -07:00
Romain Guy 22c9d350c1 Fix docs 2023-09-06 08:45:45 -07:00
Ben Doherty d11a782c3e Set CMAKE_OSX_DEPLOYMENT_TARGET in CMakeLists.txt as opposed to build.sh (#7143) 2023-09-05 17:46:19 -07:00
Powei Feng b4a45f126a vulkan: fix ordering when using debugMarkerExt (#7141) 2023-09-05 16:23:09 -07:00
Mathias Agopian 35a8e73675 remove Program operator=
It is currently not needed, AFAIK, and it was not implemented properly.
2023-09-05 12:19:37 -07:00
Jacob Su 8d7743ce67 Bug: fix underscores literal operators c++ compatible error. (#7136) 2023-09-05 10:03:51 -07:00
mackong 682585be4a Fix TextureFlags for sheenRoughnessMap (#7139) 2023-09-05 10:00:12 -07:00
Romain Guy 9046d04de4 Fix a crash in gltfio when not using ubershaders (#7135) 2023-09-02 12:45:58 -07:00
mackongandRomain Guy 0f21c6c90b Use flatmat for mat parameters (#7131)
Co-authored-by: Romain Guy <romainguy@curious-creature.com>
2023-09-01 12:39:07 -07:00
Powei Feng cc6a6454d7 vulkan: properly set bool spec onst (#7125)
We wrote a bool directly into 4 bytes (as the first byte). This has two issues:
 - the other 3 bytes are not initialized
 - should be writing VK_TRUE/FALSE instead
2023-09-01 10:59:30 -07:00
Romain Guy 609dc97c4a Remove warnings 2023-08-31 11:58:06 -07:00
Benjamin Doherty 87351097ad Adjust NEW_RELEASE_NOTES to reflect cherry-picks 2023-08-30 16:30:10 -07:00
Ben Doherty 694766682f Update FrameCompletedCallback using directive (#7128) 2023-08-30 16:26:15 -07:00
Ben Doherty c946ebd1e6 Make destroyFence asynchronous (#7127) 2023-08-30 16:22:37 -07:00
Romain Guy 25a8291101 Don't force masked blending for transmission/volume materials (#7126)
* Don't force masked blending for transmission/volume materials

glTF lets you choose your own alpha mode when using the transmission
and volume material extensions. We were forcing the masked mode which
was incorrect, except to pass the standard tests.

* Update release notes
2023-08-30 13:34:49 -07:00
Mathias Agopian 60c689688d attempt to fix remote ui (#7120)
fixes #7116
2023-08-30 08:46:53 -07:00
Romain Guy 763bc1f34a Fix possible NPE when updating fog options (#7123) 2023-08-30 08:44:39 -07:00
Romain Guy ef07638eef Properly apply emissive to masked materials (#7122)
* Properly apply emissive to masked materials

The emissive property should not be multiplied by the color alpha
in masked materials. The alpha is treated as a coverage value in
that case, not an opacity value.

* Update release notes
2023-08-30 08:43:36 -07:00
Ben Doherty 0aa0efe159 Transition setFrameCompletedCallback to take a CallbackHandler (#7103) 2023-08-28 10:27:38 -07:00
Powei Feng ef7bcd1e19 vulkan: refactor resource garbage collection (#7110) 2023-08-28 10:20:37 -07:00
Powei Feng 702ceda82a vulkan: fix debug marker pop (#7112) 2023-08-25 21:27:30 -07:00
Mathias Agopian 66b78074de Revert "workaround another PowerVR compiler bug "
This reverts commit 58f96be2c4.

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


This revert will break IMG devices again, but that should be the case
only on debug builds. Release builds lose the const qualifier by 
virtue of going through spirv. We'll try to address this some other 
way later.
2023-08-25 15:31:00 -07:00
Mathias Agopian 8d440cea17 Update/Improve ViewerGUI
- separate out the settings for bloom, ssao and ssr
- update webgl binaries

- change default bloom resolution to 384 from 360 to have up to 7 
mipmap levels vertically
2023-08-25 09:53:52 -07:00
Mathias Agopian 3ab8e4d725 fix lenseflare effect
we were accessing an uninitialized LOD.
2023-08-25 09:53:33 -07:00
Mathias Agopian 97f20afdd7 remove the anonymous union in SamplerParams
- don't rely on it being 32-bits
- update the jni code to store SamplerParams in a long (64 bits)
  instead of a int. This gives us some future-proofing of the java side.
2023-08-24 21:36:42 -07:00
Mathias Agopian 42989e76d7 fix possible NPE crasher in timerquery
fixes #7106
2023-08-24 21:36:21 -07:00
Powei Feng ad45cc9092 Release Filament 1.42.0 2023-08-22 13:36:35 -07:00
Ben Doherty 04669f6ab9 Add Engine query for stereoscopic support (#7086) 2023-08-22 12:41:56 -07:00
Powei Feng c3c0dde82f vulkan: fix crashing Pixel 4xl adreno (#7087)
Adreno doesn't seem to like defining the size of arrays using a
`const int`.
2023-08-22 12:36:45 -07:00
Powei Feng ecd5b681d0 Update MaterialEnums.h (#7098) 2023-08-21 10:49:44 -07:00
Romain Guy 66081e6cc1 Add fields used by JNI to proguard rules (#7096) 2023-08-21 10:39:34 -07:00
Jacob Su aa6e94a128 Fix Mat cofactor UT error on Mac M2 chip machine. 2023-08-18 10:28:51 -07:00
Mathias AgopianandPowei Feng 098be2e115 rework how we initialize the gl context (#7085)
* rework how we initialize the gl context

- early initialization is now implemented with static methods so that
  it's very clear which state they need.

- the version number is no longer used outside of initialization,
  instead we use the feature level.

- ES3.0 Adreno devices are downgraded to feature level 0

* Update filament/backend/src/opengl/OpenGLContext.cpp

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2023-08-18 10:25:10 -07:00
Mathias Agopian 17caf6cae9 improvements to CompilerThreadPool and OpenGLPlatform
CompilerThreadPool:
- it now supports a thread cleanup function
- some initialization is moved to the setup function

OpenGLPlatform:
- now cleans-up the thread pool threads upon exit
2023-08-17 20:11:57 -07:00
Mathias Agopian 26952631a3 only attempt to compile shaders in parallel if supported
It can be extremely counter productive to attempt to do this if not
supported.
2023-08-17 20:10:57 -07:00
Mathias Agopian fc7b6447b7 make sure to not assert when matdbg is enabled 2023-08-17 20:09:55 -07:00
Powei Feng 6c0db37919 vulkan: fix readPixels selectMemory (#7084)
readPixels requests staging memory to be host-visible/coherent/cached.
But "cached" is not supported on Mali (Pixel 6pro).  We make it a
preferrable but optional bit.
2023-08-17 15:19:43 -07:00
Mathias Agopian 69f78dbcbe better fix for calls to eglMakeCurrent
turns out that KHR_surfaceless_context is implied for ES3.0 when 
KHR_create_context is present. However, Adreno 306 fails even if
it advertises it. So, we now reset the value of KHR_surfaceless_context
based on actually calling eglMakeCurrent(EGL_NO_SURFACE).
2023-08-16 22:46:36 -07:00
Mathias Agopian c0389ac54c rework ShaderCompilerService to improve performance
- remove support for non-shared contextes parallel compilation.
  this wasn't used. we can always revive it later if we need to.

- rework how callbacks work so that we don't have to use a work list
  executed at each tick() in the shared context case (common case).
  this improves performance significantly on low-end devices, by
  not having to go through the list to check if all programs are
  compiled, multiple times per frame.

The new CallbackManager handles scheduling the callbacks after all
previous programs are compiled.
2023-08-16 22:46:13 -07:00
Mathias Agopian c0db909c13 don't use eglMakeCurrent with EGL_NO_SURFACE unless we're allowed
EGL_KHR_surfaceless_context is needed to be able to use eglMakeCurrent
without an EGLSurface.
2023-08-16 21:35:29 -07:00
Ben Doherty 46e4e966b9 Fix assert with matdbg enabled (#7079) 2023-08-16 14:23:24 -07:00
Powei Feng 288b59a348 Fix missing createFence (#7076)
Continuing from #7072
2023-08-16 12:18:15 -07:00
Mathias Agopian 1c7293db8d fix fuzzyEqual
- the return value was inverted
- fuzzyEqual could generate alignment faults
- move it out of mat4 and mat2 because it was
  only used in one place.
2023-08-16 10:40:13 -07:00
Benjamin Doherty 6006b47c44 Release Filament 1.41.0 2023-08-15 17:11:38 -07:00
Ben Doherty 6bb29f6e01 Implement preliminary support for instanced stereo (#6967) 2023-08-15 17:08:11 -07:00
Mathias Agopian f1b160db04 remove backend wait(timeout) API
The only use of this API was with a timeout 0 to check the fence
status. Timeouts other than zero could be very dangerous and since we're
not using that feature for now, we just get rid of it.


wait() is replaced with getFenceStatus(). It is currently only used by
the FrameSkipper.

This is not a public API.
2023-08-15 12:17:02 -07:00
Mathias Agopian 3bb52f083b Remove (unused) support for hardware fences
This code hasn't been used for a while and we should not resurrect it.
2023-08-15 12:17:02 -07:00
Mathias Agopian 88337ab358 use whenGpuCommandComplete to emulate platform fences
This is more appropriate (and simple) than runEveryNowAndThen because 
the later doesn't manage a fence, and therefore is more of a superset.
This will allow us to use a shared context implementation in the future.
2023-08-15 12:17:02 -07:00
Mathias Agopian 0935fe3fe3 cleanup the timer query implementations
We don't use runEveryNowAndThen for implementations that don't need it
(e.g. the EGL fence version, or the fallback version).
2023-08-15 12:17:02 -07:00
Mathias Agopian 96ed19549e reduce the number of shader compiler thread to two from four
more threads also use (much) more memory which can be a problem for
lower end devices
2023-08-14 10:20:01 -07:00
Mathias Agopian 945e9a2cb5 don't pin the GL thread on PowerVR 2023-08-14 10:20:01 -07:00
Ben Doherty 4d703e3807 Refactor CompilerThreadPool out of OpenGLDriver (#7067) 2023-08-11 17:03:36 -07:00
Mathias Agopian f537f62adf Use 4 background threads for shader compiler on PowerVR
Since powervr supports parallel shader compilation well, we use 
4 background threads for shader compilation.
2023-08-11 15:22:19 -07:00
Mathias Agopian 7840404132 Enable read-only feedback loop for PowerVR
This is technically forbidden by the GLES 3.x specification but many
GPU support it, which saves us a depth buffer copy. 
Note that this is supported in GL desktop.
2023-08-11 15:22:19 -07:00
Mathias Agopian afad361cac Workaround a PowerVR performance issue with destroying FBOs
Destroying the FBO target of a blit operation causes a stall similar
to calling glFnish().
We workaround this by delaying all FBO destructions to after the
GPU is finished with the current frame.
2023-08-11 15:22:19 -07:00
Mathias Agopian 58b23c290c Work around a PowerVR bug where gl_InstanceID is not initialized 2023-08-11 15:22:19 -07:00
Mathias Agopian 12a73137d7 workaround another PowerVR compiler bug
In some situation, functions with const parameter cause the shader
compilation to fail without an error message.

We remove all the `const` qualifiers on functions, assuming this
shouldn't impact code generation a lot.
2023-08-11 15:22:19 -07:00
Powei Feng 7a136eec5d vulkan: clean-up includes and refactor handle allocator (#7056) 2023-08-10 16:19:24 -07:00
Mathias Agopian e9bd9ab3a6 Fix matdbg for 32 bits architectures 2023-08-09 19:19:05 -07:00
Mathias Agopian 083bff62e3 better handle "urgent" shader compilation
instead of moving the "urgent" compilation to the head of the queue,
we simply remove it from the queue and process it immediately. This
has the benefit that on drivers that truly support parallel compilation,
the latency will be reduced as we don't need to wait for the current
compile to finish.
2023-08-09 15:01:55 -07:00
Mathias Agopian f713316541 Enable parallel shader compilation on more devices 2023-08-09 15:01:32 -07:00
Powei Feng bcfdf2f70d Release Filament 1.40.5 2023-08-09 10:26:17 -07:00
Mathias Agopian 018d6f877f Workaround for some PowerVR devices
The PowerVR compiler systematically crashes on some devices when
`gl_Position` is written twice in the vertex shader.


fixes #5118, b/190221124
2023-08-08 08:59:59 -07:00
Mathias Agopian 1e4172b820 RenderTarget needs not to have a color attachment
This was a somewhat arbitrary requirement, some RenderTarget could be
depth only for instance.
2023-08-08 08:59:32 -07:00
Mathias AgopianandBen Doherty 6b6827b70d add a GLES compiler unit test (#7050)
* add a GLES compiler unit test

* Update filament/test/compiler_test.cpp

Co-authored-by: Ben Doherty <bendoherty@google.com>

---------

Co-authored-by: Ben Doherty <bendoherty@google.com>
2023-08-08 08:59:06 -07:00
Romain Guy 96cccc83c6 Update BUILDING.md 2023-08-06 08:44:55 -07:00
Mathias Agopian 2468a3a854 fix a typo causing EXT_color_buffer_float enabled on al ES3 devices
b/287126679
2023-08-04 16:51:04 -07:00
Powei Feng f68825f2ed vulkan: fix fence initialization (#7038)
Previously, we have a VulkanSync with a default constructor that
allows us to have sync objects that returns error when
actual fences are not yet present.  We need to replicate that
with VulkanFence since sync objects have been removed from the
API.

Fixes #7034
2023-08-04 11:13:57 -07:00
Mathias Agopian 2a12f71f96 fix a crash when shutting the engine down
We were breaking the promise of pending shader compilation jobs by 
destroying the corresponding std::promise embedded in the job queue. 
In practice there was no danger of a deadlock by construction, but
std::promise throws an exception in that case. On builds without
exception enabled, this we be turned into an abort().

We fix this by using our own mechanism for signaling instead of
std::promise. This ends up be more lightweight anyways.


Fix: #6933
2023-08-04 10:00:37 -07:00
Romain Guy 74b64a5451 Update README.md (#7037) 2023-08-03 15:03:03 -07:00
조다니엘(Daniel Cho) 7d01e0349b Fix rendering issue when using DoF 2023-08-03 13:49:57 -07:00
Mathias Agopian 80014bf2b1 fix a possible overflow when picking
We don't need to convert the object id to float,
instead we can just "reinterpret_cast" it.

With the current possible values of Entities, there was a risk of 
overflow once the age gets to 128 (very rare).
2023-08-03 13:49:14 -07:00
Mathias Agopian adf3421f4a Workaround Adreno bug causing picking to fail
Adreno drivers don't support precision qualifiers in structs.

fixes #6997
2023-08-03 13:49:14 -07:00
Mathias Agopian 51c65ccfdc add picking to gltf_viewer for debugging 2023-08-02 12:40:16 -07:00
Powei Feng 5d37d08cf8 vulkan: fix TSAN in readpixels (#7023) 2023-08-01 16:29:27 -07:00
Benjamin Doherty eb18d75b2e Release Filament 1.40.4 2023-08-01 15:37:51 -07:00
mackongandMathias Agopian 549c582287 engine: support setDepthFunc for MaterialInstance (#7004)
Co-authored-by: Mathias Agopian <mathias@google.com>
2023-07-31 15:49:48 -07:00
Mathias Agopian 6c05029a9f workaround a crash with some adreno drivers
The crashes are triggered by spirv-opt's MergeReturnPass, so we 
just disable it. This pass also caused issues with AMD drivers on macOS.


fixes b/291140208
2023-07-31 15:48:44 -07:00
Mathias Agopian b2278986dd Update bug_report.md 2023-07-31 11:47:32 -07:00
Mathias Agopian 98a2b8f159 Improve FrameSkipper performance on GLES/Android
We get rid of the backend's HwSync object because on all platforms
but GL it was implemented just like a HwFence. We now use HwFence 
instead.

On GL platforms though, HwFence doesn't exist natively it is instead
provided by the Platform. In that case, we emulate it as with GLSync
objects -- the emulation incurs some latency that can cause frames
to be skipped.

On Android and platforms that provide the Fence functionality, there is
no such issue.

This change improves significantly frame pacing on Android.
2023-07-31 11:29:40 -07:00
Mathias Agopian 0ba891fb14 Fix off-by-one in FrameSkipper
The frame latency specified was off-by-one, i.e. a value of 1 meant a
latency of 2. The default was 2, which meant 3. Also it wasn't possible
to specify the max latency of 4, which would OOB.
2023-07-31 11:29:40 -07:00
Mathias Agopian 042cd670aa Improve fence-based timer query emulation
It now uses the fence for the start time and end time, leading to much
more accurate timings. We also use a single atomic variable instead of
two.
2023-07-31 11:29:40 -07:00
mackong 95c7e4d02b sample: fix typo 2023-07-27 10:03:11 -07:00
Mathias Agopian d302525674 Add a way to query the validity of filament objects
Engine::isValid() can be used to check the validity of most filament
objects.
2023-07-27 10:02:31 -07:00
Mathias Agopian 3dbb7298f8 fix a cleanup of material parallel compilation
When the engine is shut down, it's possible for some parallel
compilation jobs (and callbacks) to be queued. We need to make sure
to clear the queues and call the callbacks before destroying the
parallel compilation service.


Fixes b/290388359
2023-07-27 10:02:31 -07:00
Mathias Agopian 0ed71ab53b fix an issue causing callbacks to be called too late
We were waiting for programs from both queues to be compiled before 
calling the callback associated with one queue. In practice this caused
the callback associated with high priority programs to be called only 
after low priority programs were ready.

Also cleanup-up "token" so that it doesn't store the priority.

Update the documentation and sample to better reflect what the 
implementation does.
2023-07-27 10:02:31 -07:00
Mathias Agopian b1491ae5b1 Disable timer queries on all Mali GPUs
fixes b/233754398
2023-07-27 09:57:41 -07:00
Mathias Agopian 03b8dc8027 The "back" key will now terminate the gltf_viewer activity
This is useful for testing our shutdown code.
2023-07-27 09:57:14 -07:00
Mirsfang e3568cd89f fix macos openggl compile process_ARB_shading_language_packing type conversion error (#6994) 2023-07-27 09:34:41 -07:00
Powei Feng b35e24daa7 gltfio: exclude unsupported platforms from test (#7000) 2023-07-26 19:11:50 -07:00
Powei Feng f506b27a31 gltfio: simple test for asset loading (#6990) 2023-07-26 16:50:06 -07:00
Benjamin Doherty 9452d5be1d Release Filament 1.40.3 2023-07-26 12:51:50 -07:00
Romain Guy ea3f449a08 Update dependencies (#6992) 2023-07-26 11:05:09 -07:00
Ben Doherty dc9510fe25 Support EXT_clip_cull_distance for future use (#6965)
This PR sets up the ability for shaders to use `gl_ClipDistance`, which will be needed in the future. Desktop GL supports this natively. OpenGL ES requires the EXT_clip_cull_distance extension.

Unfortunately glslang does not support this extension, so we have to employ a workaround for mobile when going through glslang. We instead write to `filament_gl_ClipDistance`, and then modify the SPIR-V to decorate this as `gl_ClipDistance`. See the comment in SpirvFixup.h.

Note this PR does not actually use `gl_ClipDistance` yet, so there should be no change to shaders.
2023-07-26 10:01:28 -07:00
Powei Feng 731dd761d9 vulkan: Implement async readPixels (#6695)
- Carry out readPixels without blocking and wait for the read to
   complete own a separate thread.
 - Add mContext.commands->wait() in finish()
 - Wait for readPixels to complete in finish()
 - Remove unused commandBuffer in Context
2023-07-25 14:07:56 -07:00
Powei Feng 6726ccb2fb vulkan: fix subpass validation (#6980)
- Before, we supposed that the maximum number of input attachment
   should match the maximum number of color attachments. But in
   reality, we've only used one input attachment for the second
   subpass.
 - The problem with the above supposition is that the descriptor
   set layout for the input attachment descriptor set must have the
   exact number of input attachment specified in the shader. If the
   *layout* has more input attachment slots than specified in the
   shader, then we'd run into a validation error.
 - In this patch, we fix the number of max input attachment in
   the descriptor set layout to 1, since we ever only make use of
   one.

Fixes #6513
2023-07-25 11:24:14 -07:00
Powei Feng 5fce0f9ecf filamentapp: fix vulkan dependency (#6987)
Fixes #6983
2023-07-24 16:50:51 -07:00
Mathias Agopian ad03fc4118 fix typo that prevented the shader blob cache to work (#6979)
fixes b/290670707
2023-07-24 09:59:19 -07:00
Y-way 3f77ff8815 Build error on msvc 2022 2023-07-21 10:00:51 -07:00
Mathias Agopian 26b5fa1e38 fix a crash when using Material::compile with a callback
The work queue is sorted by priority but when we insert a notification
job we didn't have a priority to use for insertion, in addition the
priority was taken from the token, but for the notification job we don't
have a token.

The fix consists in passing the priority around so we have it when needed.
2023-07-21 10:00:21 -07:00
mackong 24286e6016 gltfio: fix crash when compute morph target without material 2023-07-21 09:08:22 -07:00
Ben Doherty 626577fe3d Fix ineffective FOG variant filter (#6968) 2023-07-20 11:54:18 -07:00
Romain Guy 176915b59c Add missing setParameter variants to MaterialInstance (#6973)
Adds support for mat3/mat4 parameter types
2023-07-20 11:19:35 -07:00
mackong 0b60933c2a web: remove const qualifier for getMaterialInstances (#6952) 2023-07-20 10:43:33 -07:00
Pawan Vimukthi 0e31d6936a Update android/Windows.md (#6964)
Updated the flag `filament-skip-samples` in the code snippet to align with the documentation.
2023-07-19 13:23:08 -07:00
Benjamin Doherty 78d9c43ef1 Release Filament 1.40.2 2023-07-17 15:49:14 -06:00
Powei Feng ce253a9563 vulkan: swapchain resize condition update (#6951) 2023-07-13 10:54:51 -07:00
Benjamin Doherty 18c3c36727 Release Filament 1.40.1 2023-07-12 13:43:11 -07:00
Ben Doherty 4e6f6a4579 Disable shader precompilation on WebGL (#6925) 2023-07-12 07:32:58 -07:00
Powei Feng 84487f4d8d vulkan: add lock to VulkanTimerQuery fence (#6949)
Call to Driver::getTimerQueryValue is synchronous so we need to
make sure the fence shared_ptr is protected by a lock.
2023-07-11 09:14:06 -07:00
Powei Feng 45f5a07989 Update MATERIAL_VERSION to 40 (#6948) 2023-07-10 15:22:15 -07:00
Romain Guy 0061883dbf Fix dynamic resolution with quality > low and translucency (#6940)
The scene graph was using the wrong boolean to decide whether to fallback
to low quality upscaling when the render target is translucent. It was
instead only looking at the view's blending mode. We need to check both,
as color grading does in the same function.
2023-07-10 12:48:54 -07:00
조다니엘(Daniel Cho) 47e3be11f0 Fix typo in BUILDING.md (#6942) 2023-07-07 08:13:37 -07:00
junsang.lee 420f4000c2 fix: 64-Bits Windows, Path::exists() fails for files over 2GB. (#6938) 2023-07-07 00:14:54 -07:00
Romain Guy 4582ce8769 Fix texture upload callbacks in Java/Kotlin (#6939)
* Fix texture upload callbacks in Java/Kotlin

* Update release notes
2023-07-06 15:53:24 -07:00
조다니엘(Daniel Cho) 3beb39f30b Fix typo in build.sh (#6935) 2023-07-06 09:07:14 -07:00
Romain Guy b72d6c058a Move file to the correct location 2023-06-26 12:48:22 -07:00
Benjamin Doherty 0c8f367b29 Release Filament 1.40.0 2023-06-26 13:16:53 +08:00
JEONG TAEHUNandjeongth9446 50045edb4f [ModelViewer.kt, Remove Lint warning] (#6917)
- Use of getter method instead of property access syntax (for getInstance)
 - 'rangeTo' or the '..' call should be replaced with 'until' (in for)

Co-authored-by: jeongth9446 <taehuniy@gmail.com>
2023-06-26 12:05:43 +08:00
Benjamin Doherty f538d1aa43 Add missing atomic header 2023-06-26 11:47:44 +08:00
SahilMadan 4bd8d2a3b7 Make initializeGlExtensions protected (#6914) 2023-06-22 14:17:12 +08:00
Ben Doherty 9fa952d968 For web assembly, implement logging as emscripten_err and emscripten_out (#6913) 2023-06-22 11:18:23 +08:00
Ben Doherty 1edad92d73 Update RELEASE_GUIDE.md 2023-06-21 07:45:37 +08:00
Powei Feng 52282baeff Update MaterialEnums.h to v39 2023-06-20 11:48:07 -07:00
Benjamin Doherty 85ab9d211d Release Filament 1.39.0 2023-06-20 23:44:33 +08:00
Ben Doherty 6e99a4dcfc Turn off iOS exceptions in debug builds (#6912) 2023-06-20 14:59:10 +08:00
Mathias Agopian 35c91827af fix error reporting with ShaderCompilerService
when using the thread pool we were destroying the shaders immediately,
we need to defer this until we query the program link status, so that 
in case of failure we can query each shader compile status.

we make the shader handles part of the promise/future so they can be 
transferred to the main thread, just like the program id is.
2023-06-16 11:04:59 -07:00
Powei Feng 5c11b237f3 vulkan: address debugUtils bug (#6904)
vkCmdEndDebugUtilsLabelEXT expects that a label was "pushed" onto
the command queue (as described in the spec). It is possible to push
labels across command buffers, but the pushed label must still be in
the queue (unexecuted) when End is called. This implies that we need
to make sure the labels are in a good state (all popped) when
vkQueueSubmit is called.

- We add a stack to carry the labels across vkQueueSubmit.
- Also add CPU time durations between push and pop to provide rough
  CPU execution times (in debug).
- Add systrace markers for Android systrace
2023-06-15 11:27:48 -07:00
Powei Feng 432b5d0427 vulkan: fix taa validations (#6903)
- Validation failing due to incorrect layout wrt Blitter
   render pass.
 - Clear colors are also not needed for blitter renderpass.
 - SAMPLEABLE + DEPTH_ATTACHMENT needs to have the correct layout.
2023-06-15 09:20:08 -07:00
Powei Feng b8b1fadfa1 vulkan: fix timer query (#6905)
- Timer query stashed a pointer to VulkanCommandBuffer, but this
   points to an object that can be reused.
- We use the shared_ptr'd fence object instead to track whether
  the query request has been completed.
2023-06-14 22:17:10 -07:00
Mathias Agopian 74f5d8a066 the ShaderCompilerService handles async shader compilation (#6848)
It supports KHR_parallel_shader_compile as well as a
thread pool of GL contexts.

- we have a new 2-priorities queue for shader compilation
- use this feature in gltfio in the ubershader case
2023-06-14 10:51:02 -07:00
Powei Feng 09aeeccfa7 vulkan: fix present layout warning on mac (#6896)
Fixing validation warning of the form:
(UNASSIGNED-BestPractices-ImageBarrierAccessLayout) Validation Warning: [ UNASSIGNED-BestPractices-ImageBarrierAccessLayout ] Object 0: handle = 0x7f824f057218, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x849fcec7 | vkCmdPipelineBarrier: accessMask is VK_ACCESS_2_TRANSFER_READ_BIT, but for layout VK_IMAGE_LAYOUT_PRESENT_SRC_KHR expected accessMask are VkAccessFlags2(0).
2023-06-13 16:22:53 -07:00
Mathias Agopian 094abdc194 helpers to fix jank when resizing a TextureView (#6889)
There was two related issues:
- we need to "latch" the new TextureView size when its resized. That
  can only be done by recreating the EGLSurface (i.e. recreating the
  SwapChain). UiHelper now calls onNativeWindowChanged in the case of
  the TextureView resize, so clients can recreate their SwapChain.
- we also needed to make sure that all current filament frames have
  finished to render (i.e. the last eglSwapBuffers has been called) so
  that they don't pick-up a new size (this happens after
  eglSwapBuffers) that doesn't match the viewport.

Fixes b/282220665
2023-06-12 23:09:47 -07:00
Mathias Agopian f4b97028b0 align uniform buffer to 16 bytes
this is needed on armv7 because we use alignas to get strcture-alignment,
but that also implies (to the compiler) that the structure itself
is aligned properly.
2023-06-12 23:08:51 -07:00
Ben Doherty e14cbf2163 Add query instead of relying on CONFIG_MAX_INSTANCES (#6891) 2023-06-12 21:43:38 -07:00
Powei Feng 032cbab7b0 vulkan: fix missing sampler texture (#6885) 2023-06-12 09:30:10 -07:00
Mathias Agopian e306856c4f update spirv-cross (#6881) 2023-06-09 14:08:03 -05:00
Ben Doherty c1f164190b Re-enable Metal half conversion, only register SimplificationPasses for Metal (#6883) 2023-06-08 14:00:05 -05:00
Powei Feng 8030a078ff vulkan: sRGB swapchain (#6879) 2023-06-08 10:06:52 -07:00
Mathias Agopian 11adcbed25 fix VSM's high precision option on mobile (#6873)
the math needs to be maintained in highp, including during the blur
pass.

we add the ability to specify a "precision" qualifier to the "output"
of a post-process material.

we also remove the mediump clamping we used to do on mobile, it shouldn't
be done automatically behind the scenes, it's up to the shaders to do
it if it makes sense.
2023-06-07 21:57:17 -07:00
Ben Doherty c2b10859c9 Temporarily disable Metal relaxed to half pass due to spirv-cross bug (#6880) 2023-06-07 19:30:31 -05:00
Powei Feng e0e2c76d2f vulkan: minor fixes (#6874)
- flush() and wait() before destroying a swapchain
 - Make sure the debug marker extension is enabled under correct
   circumstances.
 - Change shared_ptrs to unique_ptrs and raw pointers.
 - Rename most teardown methods to terminate()
2023-06-07 11:05:47 -07:00
Benjamin Doherty b0238c1560 Release Filament 1.38.0 2023-06-07 11:31:01 -05:00
Mathias Agopian 5ffb52a17d Workaround invalid glsl generation
spirv-opt's CreateSimplificationPass() cuases spirv-cross to fail
generating working glsl.
2023-06-06 19:53:57 -07:00
Mathias Agopian 6b34e72418 disable glsl/msl minification when generate debug info is active 2023-06-06 19:53:09 -07:00
Powei Feng d43c632e55 vulkan: add option to choose gpu in platform (#6864) 2023-06-06 17:18:57 -07:00
Romain Guy d55dfdebde Fix erroneous comment 2023-06-06 15:30:06 -07:00
Powei Feng 4b12876ebc vulkan: fix context sharing (#6869)
- Make sure terminate() doesn't free shared context
- Assume no extensions have been enabled.
2023-06-06 14:04:28 -07:00
Daniel Kutenin 3e12449b8f Fix strict weak ordering in VulkanPlatform.cpp (#6867)
Merged-by: Powei Feng <powei@google.com>
2023-06-06 13:07:28 -07:00
Mathias Agopian fdc3f302d9 fix a crash on adreno when vsm is enabled
fixes b/285928132
2023-06-06 09:55:35 -07:00
Mathias Agopian 07642fec83 workaround a bug in spirv-tools causing vsm to fail
it's unclear if the problem was in spirv-cross or spirv-opt, but
eitherway, the generated code at the end was invalid.
2023-06-06 09:54:45 -07:00
Mathias Agopian 4ce93232c3 MaterialParser micro optimizations
- improves performance
- reduces code size
2023-06-05 12:45:30 -07:00
Powei Feng ccea370cd9 vulkan: wait on command buffers before resource gc (#6855) 2023-06-02 10:50:06 -07:00
Powei Feng 8f6885689b release: adjust version-bump script for linux (#6859) 2023-06-02 09:58:47 -07:00
Romain Guy 64b15fafe2 Save ImGui settings in a user-specific directory (#6865)
* Save ImGui settings in a user-specific directory

Fixes #6862

* Fix Windows build

* Fix Web build

* Add missing file
2023-06-02 08:42:27 -07:00
Powei Feng d891acb8c0 Fix missing include (#6858) 2023-06-01 15:15:34 -07:00
Powei Feng de0bc718be vulkan: fix freebsd platform breakage (#6863) 2023-06-01 13:42:39 -07:00
Romain Guy 283a06e200 Update AGP and Kotlin coroutines dependency (#6857) 2023-06-01 08:22:51 -07:00
Powei Feng 3cfb2f8339 vulkan: fix accidentally enabled API dump (#6856) 2023-05-31 16:05:27 -07:00
Powei Feng 21164885e8 Update MATERIAL_VERSION to 38 (#6852) 2023-05-31 11:26:03 -07:00
Mathias Agopian 0d745c4fea JobQueue is not used anymore, remove it. 2023-05-30 17:44:06 -07:00
5459 changed files with 353213 additions and 65007 deletions
+7
View File
@@ -0,0 +1,7 @@
;;; Directory Local Variables -*- no-byte-compile: t -*-
;;; For more information see (info "(emacs) Directory Variables")
((c++-mode . ((c-file-style . "filament")
(apheleia-inhibit . t)))
(c-mode . ((c-file-style . "filament")
(apheleia-inhibit . t))))
+11
View File
@@ -0,0 +1,11 @@
root = true
[*]
end_of_line = lf
insert_final_newline = true
charset = utf-8
[*.{c,cpp,h,inc,kt,java,js,md}]
indent_style = space
indent_size = 4
max_line_length = 100
+4 -2
View File
@@ -4,6 +4,8 @@ about: Create a report to help us improve
---
⚠️ **Issues not using this template will be systematically closed.**
**Describe the bug**
A clear and concise description of what the bug is.
@@ -18,8 +20,8 @@ A clear and concise description of what you expected to happen.
If applicable, add screenshots to help explain your problem.
**Logs**
If applicable, copy logs from your console here. Please *do not*
use screenshots of logs, copy them as text.
If applicable, copy **full** logs from your console here. Please *do not*
use screenshots of logs, copy them as text, use gist or attach an *uncompressed* file.
**Desktop (please complete the following information):**
- OS: [e.g. iOS]
@@ -0,0 +1,17 @@
name: 'Android Continuous'
inputs:
build-abi:
description: 'The target platform ABI'
required: true
default: 'armeabi-v7a'
runs:
using: "composite"
steps:
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
run: |
cd build/android && printf "y" | ./build.sh continuous ${{ inputs.build-abi }}
shell: bash
@@ -0,0 +1,9 @@
name: 'ubuntu apt add deb-src'
runs:
using: "composite"
steps:
- name: "ubuntu apt add deb-src"
run: |
echo "deb-src http://archive.ubuntu.com/ubuntu jammy main restricted universe" | sudo tee /etc/apt/sources.list.d/my.list
sudo apt-get update
shell: bash
+7 -28
View File
@@ -10,34 +10,13 @@ on:
jobs:
build-android:
name: build-android
runs-on: macos-latest
# We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time).
runs-on: ubuntu-22.04-32core
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/setup-java@v3
- uses: actions/checkout@v4.1.6
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
run: |
cd build/android && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v1.0.0
with:
name: filament-android
path: out/filament-android-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: filamat-android-full
path: out/filamat-android-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: filamat-android-lite
path: out/filamat-android-lite-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: gltfio-android-release
path: out/gltfio-android-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: filament-utils-android-release
path: out/filament-utils-android-release.aar
build-abi: armeabi-v7a,arm64-v8a,x86_64
+30
View File
@@ -0,0 +1,30 @@
name: CocoaPods Deploy
# This must be run after the iOS release job has finished, and the iOS release
# asset has been uploaded to Github.
on:
workflow_dispatch:
inputs:
release_tag:
description: 'Release tag to deploy (e.g., v1.42.2)'
required: true
default: 'v1.42.2'
jobs:
cocoapods-deploy:
name: cocoapods-deploy
runs-on: macos-14
steps:
- name: Check out iOS/CocoaPods directory
uses: Bhacaz/checkout-files@49fc3050859046bf4f4873678d46099985640e89
with:
files: ios/CocoaPods
token: ${{ secrets.GITHUB_TOKEN }}
branch: ${{ github.event.inputs.release_tag }}
- name: Move podspec to root
run: mv ios/CocoaPods/*.podspec .
- name: Install CocoaPods
run: gem install cocoapods
- uses: michaelhenry/deploy-to-cocoapods-github-action@745686ab065f90596e0d5cfcf97bb2416d94262e
env:
COCOAPODS_TRUNK_TOKEN: ${{ secrets.COCOAPODS_TRUNK_TOKEN }}
+3 -3
View File
@@ -10,14 +10,14 @@ on:
jobs:
build-ios:
name: build-ios
runs-on: macos-latest
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v1.0.0
- uses: actions/upload-artifact@v4
with:
name: filament-ios
path: out/filament-release-ios.tgz
+3 -3
View File
@@ -10,14 +10,14 @@ on:
jobs:
build-linux:
name: build-linux
runs-on: ubuntu-22.04
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v1.0.0
- uses: actions/upload-artifact@v4
with:
name: filament-linux
path: out/filament-release-linux.tgz
+3 -3
View File
@@ -10,14 +10,14 @@ on:
jobs:
build-mac:
name: build-mac
runs-on: macos-latest
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v1.0.0
- uses: actions/upload-artifact@v4
with:
name: filament-mac
path: out/filament-release-darwin.tgz
+33
View File
@@ -0,0 +1,33 @@
name: Npm Deploy
on:
workflow_dispatch:
inputs:
release_tag:
description: 'Release tag to deploy (e.g., v1.42.2)'
required: true
default: 'v1.42.2'
jobs:
npm-deploy:
name: npm-deploy
runs-on: macos-14
steps:
- uses: actions/checkout@v4.1.6
with:
ref: ${{ github.event.inputs.release_tag }}
# Setup .npmrc file to publish to npm
- uses: actions/setup-node@v3
with:
node-version: '18.x'
registry-url: 'https://registry.npmjs.org'
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh release
- name: Deploy to npm
run: |
cd out/cmake-webgl-release/web/filament-js
npm publish
env:
NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }}
+28 -11
View File
@@ -15,10 +15,10 @@ jobs:
strategy:
matrix:
os: [macos-latest, ubuntu-22.04]
os: [macos-14-xlarge, ubuntu-22.04-16core]
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
@@ -29,10 +29,10 @@ jobs:
build-windows:
name: build-windows
runs-on: windows-2019
runs-on: win-2019-16core
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
build\windows\build-github.bat presubmit
@@ -40,24 +40,26 @@ jobs:
build-android:
name: build-android
runs-on: macos-latest
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
# Only build 1 64 bit target during presubmit to cut down build times during presubmit
# Continuous builds will build everything
run: |
cd build/android && printf "y" | ./build.sh presubmit
cd build/android && printf "y" | ./build.sh presubmit arm64-v8a
build-ios:
name: build-iOS
runs-on: macos-latest
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh presubmit
@@ -67,10 +69,25 @@ jobs:
build-web:
name: build-web
runs-on: macos-latest
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh presubmit
test-renderdiff:
name: test-renderdiff
runs-on: ubuntu-22.04-32core
steps:
- uses: actions/checkout@v4.1.6
- uses: ./.github/actions/ubuntu-apt-add-src
- name: Run script
run: |
source ./build/linux/ci-common.sh && bash test/renderdiff_tests.sh
- uses: actions/upload-artifact@v4
with:
name: presubmit-renderdiff-result
path: ./out/renderdiff_tests
+13 -14
View File
@@ -31,7 +31,7 @@ jobs:
strategy:
matrix:
os: [macos-latest, ubuntu-22.04]
os: [macos-14-xlarge, ubuntu-22.04-32core]
steps:
- name: Decide Git ref
@@ -41,7 +41,7 @@ jobs:
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
@@ -65,7 +65,7 @@ jobs:
build-web:
name: build-web
runs-on: macos-latest
runs-on: ubuntu-22.04-16core
if: github.event_name == 'release' || github.event.inputs.platform == 'web'
steps:
@@ -76,7 +76,7 @@ jobs:
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
@@ -98,7 +98,7 @@ jobs:
build-android:
name: build-android
runs-on: macos-latest
runs-on: ubuntu-22.04-16core
if: github.event_name == 'release' || github.event.inputs.platform == 'android'
steps:
@@ -109,7 +109,7 @@ jobs:
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: actions/setup-java@v3
@@ -120,17 +120,16 @@ jobs:
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/android && printf "y" | ./build.sh release
cd build/android && printf "y" | ./build.sh release armeabi-v7a,arm64-v8a,x86,x86_64
cd ../..
mv out/filament-android-release.aar out/filament-${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 "${APK_KEYSTORE_BASE64}" > filament.jks.base64
base64 --decode filament.jks.base64 > filament.jks
base64 --decode -i filament.jks.base64 > filament.jks
BUILD_TOOLS_VERSION=$(ls ${ANDROID_HOME}/build-tools | sort -V | tail -n 1)
APKSIGNER=${ANDROID_HOME}/build-tools/${BUILD_TOOLS_VERSION}/apksigner
IN_FILE="out/sample-gltf-viewer-release.apk"
@@ -153,7 +152,7 @@ jobs:
build-ios:
name: build-ios
runs-on: macos-latest
runs-on: macos-14-xlarge
if: github.event_name == 'release' || github.event.inputs.platform == 'ios'
steps:
@@ -164,7 +163,7 @@ jobs:
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
@@ -186,7 +185,7 @@ jobs:
build-windows:
name: build-windows
runs-on: windows-2019
runs-on: windows-2019-32core
if: github.event_name == 'release' || github.event.inputs.platform == 'windows'
steps:
@@ -198,7 +197,7 @@ jobs:
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
shell: bash
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- name: Run build script
@@ -206,7 +205,7 @@ jobs:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
build\windows\build-github.bat release
cd ..\..
echo on
move out\filament-windows.tgz out\filament-%TAG%-windows.tgz
shell: cmd
- uses: actions/github-script@v6
+3 -3
View File
@@ -10,14 +10,14 @@ on:
jobs:
build-web:
name: build-web
runs-on: macos-latest
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v1.0.0
- uses: actions/upload-artifact@v4
with:
name: filament-web
path: out/filament-release-web.tgz
+3 -3
View File
@@ -10,15 +10,15 @@ on:
jobs:
build-windows:
name: build-windows
runs-on: windows-2019
runs-on: windows-2019-32core
steps:
- uses: actions/checkout@v3.3.0
- uses: actions/checkout@v4.1.6
- name: Run build script
run: |
build\windows\build-github.bat continuous
shell: cmd
- uses: actions/upload-artifact@v1.0.0
- uses: actions/upload-artifact@v4
with:
name: filament-windows
path: out/filament-windows.tgz
+2
View File
@@ -16,3 +16,5 @@ settings.json
test*.png
test*.json
results
/compile_commands.json
/.cache
+127 -96
View File
@@ -5,7 +5,7 @@
To build Filament, you must first install the following tools:
- CMake 3.19 (or more recent)
- clang 7.0 (or more recent)
- clang 14.0 (or more recent)
- [ninja 1.10](https://github.com/ninja-build/ninja/wiki/Pre-built-Ninja-packages) (or more recent)
Additional dependencies may be required for your operating system. Please refer to the appropriate
@@ -40,25 +40,27 @@ inside the Filament source tree.
To trigger an incremental debug build:
```
$ ./build.sh debug
```shell
./build.sh debug
```
To trigger an incremental release build:
```
$ ./build.sh release
```shell
./build.sh release
```
To trigger both incremental debug and release builds:
```
$ ./build.sh debug release
```shell
./build.sh debug release
```
If build fails for some reasons, it may leave the `out/` directory in a broken state. You can
force a clean build by adding the `-c` flag in that case.
To install the libraries and executables in `out/debug/` and `out/release/`, add the `-i` flag.
You can force a clean build by adding the `-c` flag. The script offers more features described
by executing `build.sh -h`.
The script offers more features described by executing `build.sh -h`.
### Filament-specific CMake Options
@@ -71,14 +73,13 @@ The following CMake options are boolean options specific to Filament:
- `FILAMENT_SUPPORTS_VULKAN`: Include the Vulkan backend
- `FILAMENT_INSTALL_BACKEND_TEST`: Install the backend test library so it can be consumed on iOS
- `FILAMENT_USE_EXTERNAL_GLES3`: Experimental: Compile Filament against OpenGL ES 3
- `FILAMENT_USE_SWIFTSHADER`: Compile Filament against SwiftShader
- `FILAMENT_SKIP_SAMPLES`: Don't build sample apps
To turn an option on or off:
```
$ cd <cmake-build-directory>
$ cmake . -DOPTION=ON # Relace OPTION with the option name, set to ON / OFF
```shell
cd <cmake-build-directory>
cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
```
Options can also be set with the CMake GUI.
@@ -87,10 +88,10 @@ Options can also be set with the CMake GUI.
Make sure you've installed the following dependencies:
- `clang-7` or higher
- `clang-14` or higher
- `libglu1-mesa-dev`
- `libc++-7-dev` (`libcxx-devel` and `libcxx-static` on Fedora) or higher
- `libc++abi-7-dev` (`libcxxabi-static` on Fedora) or higher
- `libc++-14-dev` (`libcxx-devel` and `libcxx-static` on Fedora) or higher
- `libc++abi-14-dev` (`libcxxabi-static` on Fedora) or higher
- `ninja-build`
- `libxi-dev`
- `libxcomposite-dev` (`libXcomposite-devel` on Fedora)
@@ -102,38 +103,38 @@ script.
If you'd like to run `cmake` directly rather than using the build script, it can be invoked as
follows, with some caveats that are explained further down.
```
$ mkdir out/cmake-release
$ cd out/cmake-release
$ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```shell
mkdir out/cmake-release
cd out/cmake-release
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```
Your Linux distribution might default to `gcc` instead of `clang`, if that's the case invoke
`cmake` with the following command:
```
$ mkdir out/cmake-release
$ cd out/cmake-release
# Or use a specific version of clang, for instance /usr/bin/clang-7
$ CC=/usr/bin/clang CXX=/usr/bin/clang++ CXXFLAGS=-stdlib=libc++ \
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```shell
mkdir out/cmake-release
cd out/cmake-release
# Or use a specific version of clang, for instance /usr/bin/clang-14
CC=/usr/bin/clang CXX=/usr/bin/clang++ CXXFLAGS=-stdlib=libc++ \
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
```
You can also export the `CC` and `CXX` environment variables to always point to `clang`. Another
solution is to use `update-alternatives` to both change the default compiler, and point to a
specific version of clang:
```
$ update-alternatives --install /usr/bin/clang clang /usr/bin/clang-7 100
$ update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-7 100
$ update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100
$ update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
```shell
update-alternatives --install /usr/bin/clang clang /usr/bin/clang-14 100
update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-14 100
update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100
update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
```
Finally, invoke `ninja`:
```
$ ninja
```shell
ninja
```
This will build Filament, its tests and samples, and various host tools.
@@ -143,8 +144,8 @@ This will build Filament, its tests and samples, and various host tools.
To compile Filament you must have the most recent version of Xcode installed and you need to
make sure the command line tools are setup by running:
```
$ xcode-select --install
```shell
xcode-select --install
```
If you wish to run the Vulkan backend instead of the default Metal backend, you must install
@@ -152,11 +153,11 @@ the LunarG SDK, enable "System Global Components", and reboot your machine.
Then run `cmake` and `ninja` to trigger a build:
```
$ mkdir out/cmake-release
$ cd out/cmake-release
$ cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
$ ninja
```shell
mkdir out/cmake-release
cd out/cmake-release
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
ninja
```
### iOS
@@ -164,24 +165,24 @@ $ ninja
The easiest way to build Filament for iOS is to use `build.sh` and the
`-p ios` flag. For instance to build the debug target:
```
$ ./build.sh -p ios debug
```shell
./build.sh -p ios debug
```
See [ios/samples/README.md](./ios/samples/README.md) for more information.
### Windows
#### Building on Windows with Visual Studio 2019
#### Building on Windows with Visual Studio 2019 or later
Install the following components:
- [Visual Studio 2019](https://www.visualstudio.com/downloads)
- [Windows 10 SDK](https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk)
- [Visual Studio 2019 or later](https://www.visualstudio.com/downloads)
- [Windows SDK](https://developer.microsoft.com/en-us/windows/downloads/windows-sdk/)
- [Python 3.7](https://www.python.org/ftp/python/3.7.0/python-3.7.0.exe)
- [CMake 3.14 or later](https://github.com/Kitware/CMake/releases/download/v3.14.7/cmake-3.14.7-win64-x64.msi)
The latest Windows SDK can also by installed by opening Visual Studio and selecting _Get Tools and
The latest Windows SDK can also be installed by opening Visual Studio and selecting _Get Tools and
Features..._ under the _Tools_ menu.
By default, Windows treats the file system as case insensitive. Please do not enable case
@@ -191,10 +192,10 @@ using `fsutil.exe file queryCaseSensitiveInfo`.
Next, open `x64 Native Tools Command Prompt for VS 2019`, create a working directory, and run
CMake in it:
```
> mkdir out
> cd out
> cmake ..
```bat
mkdir out
cd out
cmake ..
```
Open the generated solution file `TNT.sln` in Visual Studio.
@@ -204,15 +205,15 @@ target in the _Solution Explorer_ and choose _Build_ to build a specific target.
For example, build the `material_sandbox` sample and run it from the `out` directory with:
```
> samples\Debug\material_sandbox.exe ..\assets\models\monkey\monkey.obj
```bat
samples\Debug\material_sandbox.exe ..\assets\models\monkey\monkey.obj
```
You can also use CMake to invoke the build without opening Visual Studio. For example, from the
`out` folder run the following command.
```
> cmake --build . --target gltf_viewer --config Release
```bat
cmake --build . --target gltf_viewer --config Release
```
### Android
@@ -237,8 +238,8 @@ To build Android on Windows machines, see [android/Windows.md](android/Windows.m
The easiest way to build Filament for Android is to use `build.sh` and the
`-p android` flag. For instance to build the release target:
```
$ ./build.sh -p android release
```shell
./build.sh -p android release
```
Run `build.sh -h` for more information.
@@ -248,23 +249,23 @@ Run `build.sh -h` for more information.
Invoke CMake in a build directory of your choice, inside of filament's directory. The commands
below show how to build Filament for ARM 64-bit (`aarch64`).
```
$ mkdir out/android-build-release-aarch64
$ cd out/android-build-release-aarch64
$ cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-android.cmake \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../android-release/filament ../..
```shell
mkdir out/android-build-release-aarch64
cd out/android-build-release-aarch64
cmake -G Ninja -DCMAKE_TOOLCHAIN_FILE=../../build/toolchain-aarch64-linux-android.cmake \
-DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../android-release/filament ../..
```
And then invoke `ninja`:
```
$ ninja install
```shell
ninja install
```
or
```
$ ninja install/strip
```shell
ninja install/strip
```
This will generate Filament's Android binaries in `out/android-release`. This location is important
@@ -296,8 +297,8 @@ AAR.
Alternatively you can build the AAR from the command line by executing the following in the
`android/` directory:
```
$ ./gradlew -Pcom.google.android.filament.dist-dir=../../out/android-release/filament assembleRelease
```shell
./gradlew -Pcom.google.android.filament.dist-dir=../../out/android-release/filament assembleRelease
```
The `-Pcom.google.android.filament.dist-dir` can be used to specify a different installation
@@ -311,7 +312,7 @@ sure to add the newly created module as a dependency to your application.
If you do not wish to include all supported ABIs, make sure to create the appropriate flavors in
your Gradle build file. For example:
```
```gradle
flavorDimensions 'cpuArch'
productFlavors {
arm8 {
@@ -353,7 +354,7 @@ started, follow the instructions for building Filament on your platform ([macOS]
Next, you need to install the Emscripten SDK. The following instructions show how to install the
same version that our continuous builds use.
```
```shell
cd <your chosen parent folder for the emscripten SDK>
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.15.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
@@ -364,7 +365,7 @@ source ./emsdk_env.sh
After this you can invoke the [easy build](#easy-build) script as follows:
```
```shell
export EMSDK=<your chosen home for the emscripten SDK>
./build.sh -p webgl release
```
@@ -374,7 +375,7 @@ creates a `samples` folder that can be used as the root of a simple static web s
cannot open the HTML directly from the filesystem due to CORS. We recommend using the emrun tool
to create a quick localhost server:
```
```shell
emrun out/cmake-webgl-release/web/samples --no_browser --port 8000
```
@@ -395,7 +396,7 @@ Some of the samples accept FBX/OBJ meshes while others rely on the `filamesh` fi
generate a `filamesh ` file from an FBX/OBJ asset, run the `filamesh` tool
(`./tools/filamesh/filamesh` in your build directory):
```
```shell
filamesh ./assets/models/monkey/monkey.obj monkey.filamesh
```
@@ -405,7 +406,7 @@ files for the IBL (which are PNGs containing `R11F_G11F_B10F` data) or a path to
containing two `.ktx` files (one for the IBL itself, one for the skybox). To generate an IBL
simply use this command:
```
```shell
cmgen -f ktx -x ./ibls/ my_ibl.exr
```
@@ -424,42 +425,72 @@ value is the desired roughness between 0 and 1.
## Generating C++ documentation
To generate the documentation you must first install `doxygen` and `graphviz`, then run the
To generate the documentation you must first install `doxygen` and `graphviz`, then run the
following commands:
```
$ cd filament/filament
$ doxygen docs/doxygen/filament.doxygen
```shell
cd filament/filament
doxygen docs/doxygen/filament.doxygen
```
Finally simply open `docs/html/index.html` in your web browser.
## SwiftShader
## Software Rasterization
To try out Filament's Vulkan support with SwiftShader, first build SwiftShader and set the
`SWIFTSHADER_LD_LIBRARY_PATH` variable to the folder that contains `libvk_swiftshader.dylib`:
We have tested swiftshader and Mesa for software rasterization on the Vulkan/GL backends.
```
To use this for Vulkan, please first make sure that the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) is
installed on your machine. If you are doing a manual installation of the SDK on Linux, you will have
to source `setup-env.sh` in the SDK's root folder to make sure the Vulkan loader is the first lib loaded.
### Swiftshader (Vulkan) [tested on macOS and Linux]
First, build SwiftShader
```shell
git clone https://github.com/google/swiftshader.git
cd swiftshader/build
cmake .. && make -j
export SWIFTSHADER_LD_LIBRARY_PATH=`pwd`
```
Next, go to your Filament repo and use the [easy build](#easy-build) script with `-t`.
## SwiftShader for CI
Continuous testing turnaround can be quite slow if you need to build SwiftShader from scratch, so we
provide an Ubuntu-based Docker image that has it already built. The Docker image also includes
everything necessary for building Filament. You can fetch and run the image as follows:
```
docker pull ghcr.io/filament-assets/swiftshader
docker run -it ghcr.io/filament-assets/swiftshader
and then set `VK_ICD_FILENAMES` to the ICD json produced in the build. For example,
```shell
export VK_ICD_FILENAMES=/Users/user/swiftshader/build/Darwin/vk_swiftshader_icd.json
```
To do more with the container, see the helper script at `build/swiftshader/test.sh`.
Build and run Filament as usual and specify the Vulkan backend when creating the Engine.
If you are a team member, you can update the public image to the latest SwiftShader by
following the instructions at the top of `build/swiftshader/Dockerfile`.
### Mesa's LLVMPipe (GL) and Lavapipe (Vulkan) [tested on Linux]
We will only cover steps that build Mesa from source. The official documentation of Mesa mentioned
that in general precompiled libraries [are **not** made available](https://docs.mesa3d.org/precompiled.html).
Download the repo and make sure you have the build depedencies. For example (assuming an Ubuntu/Debian distro),
```shell
git clone https://gitlab.freedesktop.org/mesa/mesa.git
sudo apt-get build-dep mesa
```
To build both the GL and Vulkan rasterizers,
```shell
cd mesa
mkdir -p out
meson setup builddir/ -Dprefix=$(pwd)/out -Dglx=xlib -Dgallium-drivers=swrast -Dvulkan-drivers=swrast
meson install -C builddir/
```
For GL, we need to ensure that we load the GL lib from the mesa output directory. For example, to run
the debug `gltf_viewer`, we would execute
```shell
LD_LIBRARY_PATH=/Users/user/mesa/out/lib/x86_64-linux-gnu \
./out/cmake-debug/samples/gltf_viewer -a opengl
```
For Vulkan, we need to set the path to the ICD json, which tells the loader where to find the driver
library. To run `gltf_viewer`, we would execute
```shell
VK_ICD_FILENAMES=/Users/user/mesa/out/share/vulkan/icd.d/lvp_icd.x86_64.json \
./out/cmake-debug/samples/gltf_viewer -a vulkan
```
+115 -43
View File
@@ -3,6 +3,14 @@
# ==================================================================================================
cmake_minimum_required(VERSION 3.19)
# ==================================================================================================
# Toolchain configuration
# ==================================================================================================
if (APPLE AND NOT IOS)
# This must be set before project() is called
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.15 CACHE STRING "")
endif()
# ==================================================================================================
# Project declaration
# ==================================================================================================
@@ -13,8 +21,6 @@ project(TNT)
# ==================================================================================================
option(FILAMENT_USE_EXTERNAL_GLES3 "Experimental: Compile Filament against OpenGL ES 3" OFF)
option(FILAMENT_USE_SWIFTSHADER "Compile Filament against SwiftShader" OFF)
option(FILAMENT_ENABLE_LTO "Enable link-time optimizations if supported by the compiler" OFF)
option(FILAMENT_SKIP_SAMPLES "Don't build samples" OFF)
@@ -33,6 +39,14 @@ option(FILAMENT_LINUX_IS_MOBILE "Treat Linux as Mobile" OFF)
option(FILAMENT_ENABLE_ASAN_UBSAN "Enable Address and Undefined Behavior Sanitizers" OFF)
option(FILAMENT_ENABLE_TSAN "Enable Thread Sanitizer" OFF)
option(FILAMENT_ENABLE_FEATURE_LEVEL_0 "Enable Feature Level 0" ON)
option(FILAMENT_ENABLE_MULTIVIEW "Enable multiview for Filament" OFF)
option(FILAMENT_SUPPORTS_OSMESA "Enable OSMesa (headless GL context) for Filament" OFF)
set(FILAMENT_NDK_VERSION "" CACHE STRING
"Android NDK version or version prefix to be used when building for Android."
)
@@ -57,6 +71,17 @@ set(FILAMENT_METAL_HANDLE_ARENA_SIZE_IN_MB "8" CACHE STRING
"Size of the Metal handle arena, default 8."
)
set(FILAMENT_BACKEND_DEBUG_FLAG "" CACHE STRING
"A debug flag meant for enabling/disabling backend debugging paths"
)
set(FILAMENT_OSMESA_PATH "" CACHE STRING
"Path to the OSMesa header and lib"
)
# Enable exceptions by default in spirv-cross.
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS OFF)
# ==================================================================================================
# CMake policies
# ==================================================================================================
@@ -113,22 +138,27 @@ else()
endif()
if (LINUX)
if (NOT FILAMENT_OSMESA_PATH STREQUAL "")
if (NOT EXISTS ${FILAMENT_OSMESA_PATH}/)
message(FATAL_ERROR "Cannot find specified OSMesa build directory: ${FILAMENT_OSMESA_PATH}")
endif()
set(FILAMENT_SUPPORTS_OSMESA TRUE)
endif()
if (FILAMENT_SUPPORTS_WAYLAND)
add_definitions(-DFILAMENT_SUPPORTS_WAYLAND)
set(FILAMENT_SUPPORTS_X11 FALSE)
elseif (FILAMENT_SUPPORTS_EGL_ON_LINUX)
add_definitions(-DFILAMENT_SUPPORTS_EGL_ON_LINUX)
set(FILAMENT_SUPPORTS_X11 FALSE)
elseif (FILAMENT_SUPPORTS_OSMESA)
set(FILAMENT_SUPPORTS_X11 FALSE)
add_definitions(-DFILAMENT_SUPPORTS_OSMESA)
else ()
if (FILAMENT_SUPPORTS_XCB)
add_definitions(-DFILAMENT_SUPPORTS_XCB)
endif()
# Default Swiftshader build does not enable the xlib extension
if (FILAMENT_SUPPORTS_XLIB AND FILAMENT_USE_SWIFTSHADER)
set(FILAMENT_SUPPORTS_XLIB OFF)
endif()
if (FILAMENT_SUPPORTS_XLIB)
add_definitions(-DFILAMENT_SUPPORTS_XLIB)
endif()
@@ -152,15 +182,6 @@ if (NOT ANDROID AND NOT WEBGL AND NOT IOS AND NOT FILAMENT_LINUX_IS_MOBILE)
set(IS_HOST_PLATFORM TRUE)
endif()
if (IOS)
# Remove the headerpad_max_install_names linker flag on iOS. It causes warnings when linking
# executables with bitcode.
string(REPLACE "-Wl,-headerpad_max_install_names" "" CMAKE_C_LINK_FLAGS ${CMAKE_C_LINK_FLAGS})
string(REPLACE "-Wl,-headerpad_max_install_names" "" CMAKE_CXX_LINK_FLAGS ${CMAKE_CXX_LINK_FLAGS})
string(REPLACE "-Wl,-headerpad_max_install_names" "" CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS ${CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS})
string(REPLACE "-Wl,-headerpad_max_install_names" "" CMAKE_SHARED_LIBRARY_CREATE_CXX_FLAGS ${CMAKE_SHARED_LIBRARY_CREATE_CXX_FLAGS})
endif()
if (WIN32)
# Link statically against c/c++ lib to avoid missing redistriburable such as
# "VCRUNTIME140.dll not found. Try reinstalling the app.", but give users
@@ -217,6 +238,21 @@ if (WIN32)
# we don't need them on CI.
string(REPLACE "/INCREMENTAL" "/INCREMENTAL:NO" ${LinkerFlag} ${${LinkerFlag}})
endforeach()
# We turn off compile-time optimizations for CI, as options that speed up the compile-time
# (e.g. /MP) might increase memory usage, leading to instabilities on limited CI machines.
option(FILAMENT_SHORTEN_MSVC_COMPILATION "Shorten compile-time in Visual Studio" OFF)
else()
option(FILAMENT_SHORTEN_MSVC_COMPILATION "Shorten compile-time in Visual Studio" ON)
endif()
if (MSVC)
if (FILAMENT_SHORTEN_MSVC_COMPILATION)
# enable multi-processor compilation
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
# disable run-time STL checks to improve tools (e.g. matc) performance
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_ITERATOR_DEBUG_LEVEL=0")
endif()
endif()
endif()
@@ -300,10 +336,6 @@ if (FILAMENT_SUPPORTS_EGL_ON_LINUX)
set(EGL TRUE)
endif()
if (FILAMENT_USE_SWIFTSHADER)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DFILAMENT_USE_SWIFTSHADER")
endif()
if (WIN32)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_USE_MATH_DEFINES=1")
endif()
@@ -329,6 +361,7 @@ endif()
if (CYGWIN)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-exceptions -fno-rtti")
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS ON)
endif()
if (MSVC)
@@ -356,8 +389,9 @@ endif()
if (NOT MSVC AND NOT IOS)
# Omitting stack frame pointers prevents the generation of readable stack traces in crash reports on iOS
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -fomit-frame-pointer")
endif()
# These aren't compatible with -fembed-bitcode (and seem to have no effect on Apple platforms anyway)
if (NOT MSVC)
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -ffunction-sections -fdata-sections")
endif()
@@ -365,6 +399,7 @@ endif()
# saved by -fno-exception and 10 KiB saved by -fno-rtti).
if (ANDROID OR IOS OR WEBGL)
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -fno-exceptions -fno-rtti")
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS ON)
if (ANDROID OR WEBGL)
# Omitting unwind info prevents the generation of readable stack traces in crash reports on iOS
@@ -372,6 +407,13 @@ if (ANDROID OR IOS OR WEBGL)
endif()
endif()
# Turn off exceptions on iOS debug as well. This fixes an availability error we see when using
# std::visit, which is not supported on iOS 11.0 when exceptions are enabled.
if (IOS)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fno-exceptions")
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS ON)
endif()
# With WebGL, we disable RTTI even for debug builds because we pass emscripten::val back and forth
# between C++ and JavaScript in order to efficiently access typed arrays, which are unbound.
# NOTE: This is not documented in emscripten so we should consider a different approach.
@@ -389,7 +431,13 @@ endif()
if (FILAMENT_ENABLE_ASAN_UBSAN)
set(EXTRA_SANITIZE_OPTIONS "-fsanitize=address -fsanitize=undefined")
endif()
if (FILAMENT_ENABLE_TSAN)
set(EXTRA_SANITIZE_OPTIONS "-fsanitize=thread")
endif()
if (ANDROID)
# keep STL debug infos (mimics what the NDK does)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fno-limit-debug-info")
endif()
if (NOT MSVC AND NOT WEBGL)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fstack-protector")
endif()
@@ -408,8 +456,13 @@ endif()
if (NOT WEBGL)
set(GC_SECTIONS "-Wl,--gc-sections")
endif()
set(B_SYMBOLIC_FUNCTIONS "-Wl,-Bsymbolic-functions")
if (ANDROID)
set(BINARY_ALIGNMENT "-Wl,-z,max-page-size=16384")
endif()
if (APPLE)
set(GC_SECTIONS "-Wl,-dead_strip")
set(B_SYMBOLIC_FUNCTIONS "")
@@ -423,7 +476,7 @@ if (APPLE)
endif()
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${GC_SECTIONS}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} ${GC_SECTIONS} ${B_SYMBOLIC_FUNCTIONS}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} ${GC_SECTIONS} ${B_SYMBOLIC_FUNCTIONS} ${BINARY_ALIGNMENT}")
if (WEBGL_PTHREADS)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -pthread")
@@ -486,6 +539,29 @@ else()
option(FILAMENT_DISABLE_MATOPT "Disable material optimizations" ON)
endif()
# This only affects the prebuilt shader files in gltfio and samples, not filament library.
# The value can be either "instanced", "multiview", or "none"
set(FILAMENT_SAMPLES_STEREO_TYPE "none" CACHE STRING
"Stereoscopic type that shader files in gltfio and samples are built for."
)
string(TOLOWER "${FILAMENT_SAMPLES_STEREO_TYPE}" FILAMENT_SAMPLES_STEREO_TYPE)
if (NOT FILAMENT_SAMPLES_STEREO_TYPE STREQUAL "instanced"
AND NOT FILAMENT_SAMPLES_STEREO_TYPE STREQUAL "multiview"
AND NOT FILAMENT_SAMPLES_STEREO_TYPE STREQUAL "none")
message(FATAL_ERROR "Invalid stereo type: \"${FILAMENT_SAMPLES_STEREO_TYPE}\" choose either \"instanced\", \"multiview\", or \"none\" ")
endif ()
# Compiling samples for multiview implies enabling multiview feature as well.
if (FILAMENT_SAMPLES_STEREO_TYPE STREQUAL "multiview")
set(FILAMENT_ENABLE_MULTIVIEW ON)
endif ()
# Define backend flag for debug only
if (CMAKE_BUILD_TYPE STREQUAL "Debug" AND NOT FILAMENT_BACKEND_DEBUG_FLAG STREQUAL "")
add_definitions(-DFILAMENT_BACKEND_DEBUG_FLAG=${FILAMENT_BACKEND_DEBUG_FLAG})
unset(FILAMENT_BACKEND_DEBUG_FLAG)
endif()
# ==================================================================================================
# Material compilation flags
# ==================================================================================================
@@ -509,6 +585,11 @@ if (FILAMENT_SUPPORTS_METAL)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -a metal)
endif()
# Disable ESSL 1.0 code generation.
if (NOT FILAMENT_ENABLE_FEATURE_LEVEL_0)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -1)
endif()
# Enable debug info (preserves names in SPIR-V)
if (FILAMENT_ENABLE_MATDBG)
set(MATC_OPT_FLAGS ${MATC_OPT_FLAGS} -d)
@@ -584,9 +665,9 @@ function(combine_static_libs TARGET OUTPUT DEPS)
# Loop through the dependent libraries and query their location on disk.
set(DEPS_FILES )
foreach(DEPENDENCY ${DEPS})
if(TARGET ${DEPENDENCY})
if (TARGET ${DEPENDENCY})
get_property(dep_type TARGET ${DEPENDENCY} PROPERTY TYPE)
if(dep_type STREQUAL "STATIC_LIBRARY")
if (dep_type STREQUAL "STATIC_LIBRARY")
list(APPEND DEPS_FILES "$<TARGET_FILE:${DEPENDENCY}>")
endif()
endif()
@@ -609,21 +690,6 @@ else()
set(IMPORT_EXECUTABLES ${FILAMENT}/${IMPORT_EXECUTABLES_DIR}/ImportExecutables-${CMAKE_BUILD_TYPE}.cmake)
endif()
# ==================================================================================================
# Try to find Vulkan if the SDK is installed, otherwise fall back to the bundled version.
# This needs to stay in our top-level CMakeLists because it sets up variables that are used by the
# "bluevk" and "samples" targets.
# ==================================================================================================
if (FILAMENT_USE_SWIFTSHADER)
if (NOT FILAMENT_SUPPORTS_VULKAN)
message(ERROR "SwiftShader is only useful when Vulkan is enabled.")
endif()
find_library(SWIFTSHADER_VK NAMES vk_swiftshader HINTS "$ENV{SWIFTSHADER_LD_LIBRARY_PATH}")
message(STATUS "Found SwiftShader VK library in: ${SWIFTSHADER_VK}.")
add_definitions(-DFILAMENT_VKLIBRARY_PATH=\"${SWIFTSHADER_VK}\")
endif()
# ==================================================================================================
# Common Functions
# ==================================================================================================
@@ -656,7 +722,7 @@ function(get_resgen_vars ARCHIVE_DIR ARCHIVE_NAME)
set(RESGEN_OUTPUTS "${OUTPUTS}" PARENT_SCOPE)
set(RESGEN_FLAGS -qx ${ARCHIVE_DIR} -p ${ARCHIVE_NAME} PARENT_SCOPE)
set(RESGEN_SOURCE "${ARCHIVE_DIR}/${ARCHIVE_NAME}${ASM_SUFFIX}.S" PARENT_SCOPE)
set(RESGEN_SOURCE_FLAGS "-I${ARCHIVE_DIR} ${ASM_ARCH_FLAG}" PARENT_SCOPE)
set(RESGEN_SOURCE_FLAGS "-I'${ARCHIVE_DIR}' ${ASM_ARCH_FLAG}" PARENT_SCOPE)
endif()
endfunction()
@@ -671,7 +737,6 @@ add_subdirectory(${LIBRARIES}/filabridge)
add_subdirectory(${LIBRARIES}/filaflat)
add_subdirectory(${LIBRARIES}/filagui)
add_subdirectory(${LIBRARIES}/filameshio)
add_subdirectory(${LIBRARIES}/geometry)
add_subdirectory(${LIBRARIES}/gltfio)
add_subdirectory(${LIBRARIES}/ibl)
add_subdirectory(${LIBRARIES}/iblprefilter)
@@ -686,7 +751,6 @@ add_subdirectory(${FILAMENT}/filament)
add_subdirectory(${FILAMENT}/shaders)
add_subdirectory(${EXTERNAL}/basisu/tnt)
add_subdirectory(${EXTERNAL}/civetweb/tnt)
add_subdirectory(${EXTERNAL}/hat-trie/tnt)
add_subdirectory(${EXTERNAL}/imgui/tnt)
add_subdirectory(${EXTERNAL}/robin-map/tnt)
add_subdirectory(${EXTERNAL}/smol-v/tnt)
@@ -699,6 +763,9 @@ add_subdirectory(${EXTERNAL}/jsmn/tnt)
add_subdirectory(${EXTERNAL}/stb/tnt)
add_subdirectory(${EXTERNAL}/getopt)
# Note that this has to be placed after mikktspace in order for combine_static_libs to work.
add_subdirectory(${LIBRARIES}/geometry)
if (FILAMENT_BUILD_FILAMAT OR IS_HOST_PLATFORM)
# spirv-tools must come before filamat, as filamat relies on the presence of the
# spirv-tools_SOURCE_DIR variable.
@@ -716,6 +783,8 @@ endif()
if (FILAMENT_SUPPORTS_VULKAN)
add_subdirectory(${LIBRARIES}/bluevk)
add_subdirectory(${EXTERNAL}/vkmemalloc/tnt)
set(SPIRV_HEADERS_SKIP_EXAMPLES ON)
add_subdirectory(${EXTERNAL}/spirv-headers)
endif()
set(FILAMENT_SAMPLES_BINARY_DIR ${PROJECT_BINARY_DIR}/samples)
@@ -748,6 +817,9 @@ if (IS_HOST_PLATFORM)
add_subdirectory(${TOOLS}/glslminifier)
add_subdirectory(${TOOLS}/matc)
add_subdirectory(${TOOLS}/matinfo)
if (NOT WIN32) # matedit not yet supported on Windows
add_subdirectory(${TOOLS}/matedit)
endif()
add_subdirectory(${TOOLS}/mipgen)
add_subdirectory(${TOOLS}/normal-blending)
add_subdirectory(${TOOLS}/resgen)
+1 -1
View File
@@ -27,7 +27,7 @@ again.
## Code Style
See [CodeStyle.md](/CODE_STYLE.md)
See [CODE_STYLE.md](/CODE_STYLE.md)
## Code reviews
+5 -13
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.38.0'
implementation 'com.google.android.filament:filament-android:1.55.1'
}
```
@@ -40,6 +40,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
| Artifact | Description |
| ------------- | ------------- |
| [![filament-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android/badge.svg?subject=filament-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android) | The Filament rendering engine itself. |
| [![filament-android-debug](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug/badge.svg?subject=filament-android-debug)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug) | Debug version of `filament-android`. |
| [![gltfio-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android/badge.svg?subject=gltfio-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android) | A glTF 2.0 loader for Filament, depends on `filament-android`. |
| [![filament-utils-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android/badge.svg?subject=filament-utils-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android) | KTX loading, Kotlin math, and camera utilities, depends on `gltfio-android`. |
| [![filamat-android](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android/badge.svg?subject=filamat-android)](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android) | A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan. |
@@ -49,19 +50,9 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.55.1'
```
pod 'Filament', '~> 1.38.0'
```
### Snapshots
If you prefer to live on the edge, you can download a continuous build by following the following
steps:
1. Find the [commit](https://github.com/google/filament/commits/main) you're interested in.
2. Click the green check mark under the commit message.
3. Click on the _Details_ link for the platform you're interested in.
4. On the top left click _Summary_, then in the _Artifacts_ section choose the desired artifact.
## Documentation
@@ -175,6 +166,7 @@ steps:
- [x] KHR_materials_unlit
- [x] KHR_materials_variants
- [x] KHR_materials_volume
- [x] KHR_materials_specular
- [x] KHR_mesh_quantization
- [x] KHR_texture_basisu
- [x] KHR_texture_transform
+19 -3
View File
@@ -9,11 +9,15 @@ Before starting, ensure that each of these branches is up-to-date with origin:
- rc/$RELEASE
- main
## 0. Make sure the rc/$RELEASE branch has the correct version.
## 0. Check versions.
It should have the version corresponding to its name, $RELEASE.
Make sure the rc/$RELEASE branch has the correct Filament version. It should have the version
corresponding to its name, $RELEASE.
## 1. Bump versions on main to $RELEASE.
Make sure `MATERIAL_VERSION` has been bumped to a new version if this is a MAJOR or MINOR release
(first two version numbers).
## 1. Bump Filament versions on main to $RELEASE.
Checkout main and run the following command to bump Filament's version to $RELEASE:
@@ -124,3 +128,15 @@ Navigate to [Filament's release
workflow](https://github.com/google/filament/actions/workflows/release.yml). Hit the _Run workflow_
dropdown. Modify _Platform to build_ and _Release tag to build_, then hit _Run workflow_. This will
initiate a new release run.
## 11. Kick off the npm and CocoaPods release jobs
Navigate to [Filament's npm deploy
workflow](https://github.com/google/filament/actions/workflows/npm-deploy.yml).
Hit the _Run workflow_ dropdown. Modify _Release tag to deploy_ to the tag corresponding to this
release (for example, v1.42.2).
Navigate to [Filament's CocoaPods deploy
workflow](https://github.com/google/filament/actions/workflows/cocopods-deploy.yml).
Hit the _Run workflow_ dropdown. Modify _Release tag to deploy_ to the tag corresponding to this
release (for example, v1.42.2).
+270
View File
@@ -7,6 +7,276 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.55.1
## v1.55.0
- Add descriptor sets to describe shader resources. [⚠️ **New Material Version**]
## v1.54.5
## v1.54.4
- Add support for multi-layered render target with array textures.
## v1.54.3
## v1.54.2
- Add a `name` API to Filament objects for debugging handle use-after-free assertions
## v1.54.1
## v1.54.0
- materials: add a new `stereoscopicType` material parameter. [⚠️ **New Material Version**]
- Fix a crash when compiling shaders on IMG devices
## v1.53.5
- engine: Fix bug causing certain sampler parameters to not be applied correctly in GLES 2.0 and on
certain GLES 3.0 drivers.
## v1.53.4
## v1.53.3
- Add drag and drop support for IBL files for desktop gltf_viewer.
## v1.53.2
## v1.53.1
## v1.53.0
- engine: fix skinning normals with large transforms (b/342459864) [⚠️ **New Material Version**]
## v1.52.3
## v1.52.2
## v1.52.1
- Add instructions for using Mesa for software rasterization
## v1.51.9
## v1.51.8
- filagui: Fix regression which broke WebGL
- Add a new Engine::Config setting to control preferred shader language
- Add `getEyeIndex` vertex API
- ios: Remove bitcode from iOS builds
## v1.51.7
- Add new matedit tool
- filagui: Support rendering `GL_TEXTURE_EXTERNAL_OES` textures.
- `setFrameScheduledCallback` now takes a `utils::Invocable`.
- engine: Add `isPaused()`
## v1.51.6
- Add new matedit tool
- filagui: Support rendering `GL_TEXTURE_EXTERNAL_OES` textures.
## v1.51.5
## v1.51.4
## v1.51.3
## v1.51.2
- engine: Add experimental APIs `Engine::builder::paused()` and `Engine::setPaused()`
## v1.51.1
## v1.51.0
- materials: add support for post-lighting mix factor (b/328498606) [⚠️ **New Material Version**]
## v1.50.6
- Add new API `SwapChain::getFrameScheduledCallback`
- vulkan: fixed validation error VUID-vkAcquireNextImageKHR-semaphore-01779
- opengl: Add support for protected content swapchains and contexts
## v1.50.5
- android: NDK 26.1.10909125 is used by default
- android: Minimum API level on Android is now API 21 instead of API 19. This allows the use of OpenGL ES 3.1
- rendering: New PBR Neutral tone mapper, designed to preserve materials color appearance
- android: Change default frameRateOptions.interval to 1.0
## v1.50.4
## v1.50.3
## v1.50.2
## v1.50.1
- Metal: fix some shader artifacts by disabling fast math optimizations.
- backend: remove `atan2` overload which had a typo and wasn't useful. Fixes b/320856413.
- utils: remove usages of `SpinLock`. Fixes b/321101014.
## v1.50.0
- engine: TAA now supports 4x upscaling [BETA] [⚠️ **New Material Version**]
## v1.49.3
- matc: Generate stereo variants for FL0 materials [⚠️ **Recompile materials**]
## v1.49.2
## v1.49.1
## v1.49.0
- matc: Fix ESSL 1.0 codegen when using external samplers [⚠️ **Recompile materials**]
## v1.48.0
- matc: New option `-1` to disable generation of ESSL 1.0 code in Feature Level 0 materials
- matc: Support optimizations for ESSL 1.0 code [⚠️ **Recompile materials**]
## v1.47.0
- engine: Support up to 4 side-by-side stereoscopic eyes, configurable at Engine creation time. See
`Engine::Config::stereoscopicEyeCount`. [⚠️ **Recompile Materials**]
## v1.46.0
- engine: Allow instantiating Engine at a given feature level via `Engine::Builder::featureLevel`
- matc: Enable `GL_OES_standard_derivatives` extension in ESSL 1.0 shaders
- matc: Fix code generation of double sided and masked materials in ESSL 1.0 shaders
- filagui: Add support for feature level 0
- matc: Add support for post-process materials in feature level 0
- engine: Add `Material::getFeatureLevel()`
- engine: Add missing `Material::getReflectionMode()` method in Java
- engine: Support basic usage of post-processing materials on feature level 0
- engine: Fix critical GLES 2.0 bugs
- engine: Add `FILAMENT_ENABLE_FEATURE_LEVEL_0` build-time option optionally allow building Filament
without FL0 support.
## v1.45.1
- engine: Added parameter for configuring JobSystem thread count
- engine: In Java, introduce Engine.Builder
- gltfio: fix ubershader index for transmission&volume material
- engine: New tone mapper: `AgXTonemapper`.
- matinfo: Add support for viewing ESSL 1.0 shaders
- engine: Add `Renderer::getClearOptions()` [b/243846268]
- engine: Fix stable shadows (again) when an IBL rotation is used
## v1.45.0
- materials: fix alpha masked materials when MSAA is turned on [⚠️ **Recompile materials**]
- materials: better support materials with custom depth [**Recompile Materials**]
- engine: fade shadows at shadowFar distance instead of hard cutoff [⚠️ **New Material Version**]
## v1.44.0
- engine: add support for skinning with more than four bones per vertex.
- engine: remove `BloomOptions::anamorphism` which wasn't working well in most cases [**API CHANGE**]
- engine: new API to return a Material's supported variants, C++ only (b/297456590)
- build: fix emscripten-1.3.46 build
- engine: materials built for feature level 0 can now also be loaded in higher feature levels [⚠️
**New Material Version**]
## v1.43.1
## v1.43.0
- gltfio: Fix possible change of scale sign when decomposing transform matrix for animation
- engine: Fixes "stable" shadows (see b/299310624)
## v1.42.2
- Fix possible NPE when updating fog options from Java/Kotlin
- The `emissive` property was not applied properly to `MASKED` materials, and could cause
dark fringes to appear (recompile materials)
- Allow glTF materials with transmission/volume extensions to choose their alpha mode
instead of forcing `MASKED`
- Fix a crash in gltfio when not using ubershaders
- Use flatmat for mat parameter in jsbinding
- Fix TextureFlags for sheenRoughnessMap when textures of sheenRoughnessMap and sheenColorMap is same
- Directional shadows can now be transformed (b/297095805)
## v1.42.1
- Fix potential `EXC_BAD_ACCESS` with Metal backend: b/297059776
- `setFrameCompletedCallback` now takes a `backend::CallbackHandler`.
## v1.42.0
- engine: add preliminary support for instanced stereoscopic rendering [⚠️ **Recompile materials**]
## v1.41.0
- backend: fix #6997 : picking can fail on Adreno [⚠️ **New Material Version**]
- backend: A partial workaround for PowerVR devices (#5118, b/190221124) [⚠️ **Recompile Materials**]
## v1.40.5
- backend: Disable timer queries on all Mali GPUs (fixes b/233754398)
- engine: Add a way to query the validity of most filament objects (see `Engine::isValid`)
- opengl: fix b/290388359 : possible crash when shutting down the engine
- engine: Improve precision of frame time measurement when using emulated TimerQueries
- backend: Improve frame pacing on Android and Vulkan.
- backend: workaround b/291140208 (gltf_viewer crashes on Nexus 6P)
- engine: support `setDepthFunc` for `MaterialInstance`
- web: Added setDepthFunc()/getDepthFunc() to MaterialInstance
- android: Added setDepthFunc()/getDepthFunc() to MaterialInstance
## v1.40.4
- gltfio: fix crash when compute morph target without material
- matc: fix buggy `variant-filter` flag
- web: Added missing setMat3Parameter()/setMat4Parameter() to MaterialInstance
- opengl: fix b/290670707 : crash when using the blob cache
- engine: fix a crash with `Material::compile()` when a callback is specified
## v1.40.3
## v1.40.2
- rendering: dynamic resolution would not work with a translucent render target and quality > low
- Java/Kotlin: user callbacks were not invoked on successful texture upload
## v1.40.1
## v1.40.0
- matc: fix VSM high precision option on mobile [⚠️ **Recompile materials**]
- vulkan: support sRGB swap chain
- Add new `getMaxAutomaticInstances()` API on `Engine` to get max supported automatic instances.
- UiHelper: fix jank when a `TextureView` is resized (fixes b\282220665)
- backend: parallel shader compilation support. This breaks and improves the recent `Material::compile` API.
## v1.39.0
- matc: workaround a bug in spirv-tools causing vsm to fail [⚠️ **Recompile materials**]
## v1.38.0
- engine: a new feature to set a transform on the global-scale fog [⚠️ **Recompile materials**]
+1 -1
View File
@@ -135,7 +135,7 @@ gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament a
If you're only interested in building SDK, you may skip samples build by passing a `com.google.android.filament.skip-samples` flag:
```
gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament assembleRelease -Pfilament_skip_samples
gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament assembleRelease -Pcom.google.android.filament.skip-samples
```
+11 -11
View File
@@ -80,15 +80,15 @@ buildscript {
ext.versions = [
'jdk': 17,
'minSdk': 19,
'targetSdk': 33,
'compileSdk': 33,
'kotlin': '1.8.20',
'kotlin_coroutines': '1.6.4',
'buildTools': '33.0.2',
'ndk': '25.1.8937393',
'androidx_core': '1.10.0',
'androidx_annotations': '1.3.0'
'minSdk': 21,
'targetSdk': 34,
'compileSdk': 34,
'kotlin': '2.0.0',
'kotlin_coroutines': '1.9.0-RC',
'buildTools': '34.0.0',
'ndk': '27.0.11718014',
'androidx_core': '1.13.1',
'androidx_annotations': '1.8.0'
]
ext.deps = [
@@ -104,7 +104,7 @@ buildscript {
]
dependencies {
classpath 'com.android.tools.build:gradle:8.0.0'
classpath 'com.android.tools.build:gradle:8.4.1'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:${versions.kotlin}"
}
@@ -152,7 +152,7 @@ buildscript {
}
plugins {
id "io.github.gradle-nexus.publish-plugin" version "1.1.0"
id "io.github.gradle-nexus.publish-plugin" version "1.3.0"
}
// See https://github.com/gradle-nexus/publish-plugin
+1 -3
View File
@@ -6,9 +6,6 @@ option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
set(FILAMAT_FLAVOR "filamat")
if(FILAMAT_LITE)
set(FILAMAT_FLAVOR "filamat_lite")
endif()
if (FILAMENT_SUPPORTS_VULKAN)
message("Library filamat ignores Vulkan settings")
@@ -41,6 +38,7 @@ set(FILAMAT_INCLUDE_DIRS
include_directories(${FILAMENT_DIR}/include)
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${CMAKE_SOURCE_DIR}/libfilamat-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384")
add_library(filamat-jni SHARED src/main/cpp/MaterialBuilder.cpp)
target_include_directories(filamat-jni PRIVATE ${FILAMAT_INCLUDE_DIRS})
+3 -29
View File
@@ -1,29 +1,8 @@
android {
namespace 'com.google.android.filament.filamat'
flavorDimensions "functionality"
productFlavors {
full {
dimension "functionality"
}
lite {
dimension "functionality"
externalNativeBuild {
cmake {
arguments.add("-DFILAMAT_LITE=ON")
}
}
}
}
publishing {
singleVariant("fullRelease") {
withSourcesJar()
withJavadocJar()
}
singleVariant("liteRelease") {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
}
@@ -39,14 +18,9 @@ apply from: rootProject.file('gradle/gradle-mvn-push.gradle')
afterEvaluate { project ->
publishing {
publications {
fullRelease(MavenPublication) {
release(MavenPublication) {
artifactId = POM_ARTIFACT_ID_FULL
from components.fullRelease
}
liteRelease(MavenPublication) {
artifactId = POM_ARTIFACT_ID_LITE
from components.liteRelease
from components.release
}
}
}
+1
View File
@@ -59,6 +59,7 @@ endif()
set(VERSION_SCRIPT "${CMAKE_CURRENT_SOURCE_DIR}/libfilament-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${VERSION_SCRIPT}")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384")
add_library(filament-jni SHARED
src/main/cpp/BufferObject.cpp
@@ -25,15 +25,8 @@
using namespace filament;
using namespace utils;
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_Engine_nCreateEngine(JNIEnv*, jclass, jlong backend,
jlong sharedContext) {
return (jlong) Engine::create((Engine::Backend) backend, nullptr, (void*) sharedContext);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nDestroyEngine(JNIEnv*, jclass,
jlong nativeEngine) {
Java_com_google_android_filament_Engine_nDestroyEngine(JNIEnv*, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
Engine::destroy(&engine);
}
@@ -278,6 +271,127 @@ Java_com_google_android_filament_Engine_nDestroyEntity(JNIEnv*, jclass,
engine->destroy(entity);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidRenderer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeRenderer) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Renderer*)nativeRenderer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidView(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeView) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((View*)nativeView);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidScene(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeScene) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Scene*)nativeScene);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidFence(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeFence) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Fence*)nativeFence);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidStream(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeStream) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Stream*)nativeStream);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidIndexBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeIndexBuffer) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((IndexBuffer*)nativeIndexBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidVertexBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeVertexBuffer) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((VertexBuffer*)nativeVertexBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidSkinningBuffer(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeSkinningBuffer) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((SkinningBuffer*)nativeSkinningBuffer);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidIndirectLight(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeIndirectLight) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((IndirectLight*)nativeIndirectLight);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidMaterial(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMaterial) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Material*)nativeMaterial);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidMaterialInstance(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMaterial, jlong nativeMaterialInstance) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Material*)nativeMaterial,
(MaterialInstance*)nativeMaterialInstance);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidExpensiveMaterialInstance(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMaterialInstance) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValidExpensive((MaterialInstance*)nativeMaterialInstance);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidSkybox(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeSkybox) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Skybox*)nativeSkybox);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidColorGrading(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeColorGrading) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((ColorGrading*)nativeColorGrading);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidTexture(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeTexture) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Texture*)nativeTexture);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidRenderTarget(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeTarget) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((RenderTarget*)nativeTarget);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidSwapChain(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeSwapChain) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((SwapChain*)nativeSwapChain);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nFlushAndWait(JNIEnv*, jclass,
jlong nativeEngine) {
@@ -285,6 +399,34 @@ Java_com_google_android_filament_Engine_nFlushAndWait(JNIEnv*, jclass,
engine->flushAndWait();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nFlush(JNIEnv*, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
engine->flush();
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsPaused(JNIEnv*, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean)engine->isPaused();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nSetPaused(JNIEnv*, jclass,
jlong nativeEngine, jboolean paused) {
Engine* engine = (Engine*) nativeEngine;
engine->setPaused(paused);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nUnprotected(JNIEnv*, jclass,
jlong nativeEngine, jboolean paused) {
Engine* engine = (Engine*) nativeEngine;
engine->unprotected();
}
// Managers...
extern "C" JNIEXPORT jlong JNICALL
@@ -329,6 +471,13 @@ Java_com_google_android_filament_Engine_nIsAutomaticInstancingEnabled(JNIEnv*, j
return (jboolean)engine->isAutomaticInstancingEnabled();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_Engine_nGetMaxStereoscopicEyes(JNIEnv*, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jlong) engine->getMaxStereoscopicEyes();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Engine_nGetSupportedFeatureLevel(JNIEnv *, jclass,
jlong nativeEngine) {
@@ -348,4 +497,82 @@ Java_com_google_android_filament_Engine_nGetActiveFeatureLevel(JNIEnv *, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jint)engine->getActiveFeatureLevel();
}
}
extern "C" JNIEXPORT jlong JNICALL Java_com_google_android_filament_Engine_nCreateBuilder(JNIEnv*,
jclass) {
Engine::Builder* builder = new Engine::Builder{};
return (jlong) builder;
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nDestroyBuilder(JNIEnv*,
jclass, jlong nativeBuilder) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
delete builder;
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderBackend(
JNIEnv*, jclass, jlong nativeBuilder, jlong backend) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->backend((Engine::Backend) backend);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderConfig(JNIEnv*,
jclass, jlong nativeBuilder, jlong commandBufferSizeMB, jlong perRenderPassArenaSizeMB,
jlong driverHandleArenaSizeMB, jlong minCommandBufferSizeMB, jlong perFrameCommandsSizeMB,
jlong jobSystemThreadCount, jboolean disableParallelShaderCompile,
jint stereoscopicType, jlong stereoscopicEyeCount,
jlong resourceAllocatorCacheSizeMB, jlong resourceAllocatorCacheMaxAge,
jboolean disableHandleUseAfterFreeCheck,
jint preferredShaderLanguage,
jboolean forceGLES2Context, jboolean assertNativeWindowIsValid) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
Engine::Config config = {
.commandBufferSizeMB = (uint32_t) commandBufferSizeMB,
.perRenderPassArenaSizeMB = (uint32_t) perRenderPassArenaSizeMB,
.driverHandleArenaSizeMB = (uint32_t) driverHandleArenaSizeMB,
.minCommandBufferSizeMB = (uint32_t) minCommandBufferSizeMB,
.perFrameCommandsSizeMB = (uint32_t) perFrameCommandsSizeMB,
.jobSystemThreadCount = (uint32_t) jobSystemThreadCount,
.disableParallelShaderCompile = (bool) disableParallelShaderCompile,
.stereoscopicType = (Engine::StereoscopicType) stereoscopicType,
.stereoscopicEyeCount = (uint8_t) stereoscopicEyeCount,
.resourceAllocatorCacheSizeMB = (uint32_t) resourceAllocatorCacheSizeMB,
.resourceAllocatorCacheMaxAge = (uint8_t) resourceAllocatorCacheMaxAge,
.disableHandleUseAfterFreeCheck = (bool) disableHandleUseAfterFreeCheck,
.preferredShaderLanguage = (Engine::Config::ShaderLanguage) preferredShaderLanguage,
.forceGLES2Context = (bool) forceGLES2Context,
.assertNativeWindowIsValid = (bool) assertNativeWindowIsValid,
};
builder->config(&config);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderFeatureLevel(
JNIEnv*, jclass, jlong nativeBuilder, jint ordinal) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->featureLevel((Engine::FeatureLevel)ordinal);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderSharedContext(
JNIEnv*, jclass, jlong nativeBuilder, jlong sharedContext) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->sharedContext((void*) sharedContext);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderPaused(
JNIEnv*, jclass, jlong nativeBuilder, jboolean paused) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->paused((bool) paused);
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_Engine_nBuilderBuild(JNIEnv*, jclass, jlong nativeBuilder) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
return (jlong) builder->build();
}
extern "C"
JNIEXPORT jlong JNICALL
Java_com_google_android_filament_Engine_getSteadyClockTimeNano(JNIEnv *env, jclass clazz) {
return (jlong)Engine::getSteadyClockTimeNano();
}
@@ -38,7 +38,7 @@ Java_com_google_android_filament_EntityManager_nCreateArray(JNIEnv* env, jclass,
// (which it is), but still.
em->create((size_t) n, reinterpret_cast<Entity *>(entities));
env->ReleaseIntArrayElements(entities_, entities, 0);
env->ReleaseIntArrayElements(entities_, entities, JNI_ABORT);
}
extern "C" JNIEXPORT jint JNICALL
@@ -79,7 +79,8 @@ Java_com_google_android_filament_LightManager_nBuilderShadowOptions(JNIEnv* env,
jfloat shadowFarHint, jboolean stable, jboolean lispsm,
jfloat polygonOffsetConstant, jfloat polygonOffsetSlope,
jboolean screenSpaceContactShadows, jint stepCount,
jfloat maxShadowDistance, jboolean elvsm, jfloat blurWidth, jfloat shadowBulbRadius) {
jfloat maxShadowDistance, jboolean elvsm, jfloat blurWidth, jfloat shadowBulbRadius,
jfloatArray transform) {
LightManager::Builder *builder = (LightManager::Builder *) nativeBuilder;
LightManager::ShadowOptions shadowOptions {
.mapSize = (uint32_t)mapSize,
@@ -102,12 +103,18 @@ Java_com_google_android_filament_LightManager_nBuilderShadowOptions(JNIEnv* env,
},
.shadowBulbRadius = shadowBulbRadius
};
jfloat *nativeSplits = env->GetFloatArrayElements(splitPositions, NULL);
const jsize splitCount = std::min((jsize) 3, env->GetArrayLength(splitPositions));
for (jsize i = 0; i < splitCount; i++) {
shadowOptions.cascadeSplitPositions[i] = nativeSplits[i];
}
std::copy_n(nativeSplits, splitCount, shadowOptions.cascadeSplitPositions);
env->ReleaseFloatArrayElements(splitPositions, nativeSplits, 0);
jfloat* nativeTransform = env->GetFloatArrayElements(transform, NULL);
std::copy_n(nativeTransform,
std::min(4, env->GetArrayLength(transform)),
shadowOptions.transform.xyzw.v);
env->ReleaseFloatArrayElements(transform, nativeTransform, 0);
builder->shadowOptions(shadowOptions);
}
@@ -19,17 +19,23 @@
#include <filament/Material.h>
#include "common/NioUtils.h"
#include "common/CallbackUtils.h"
using namespace filament;
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_Material_nBuilderBuild(JNIEnv *env, jclass,
jlong nativeEngine, jobject buffer_, jint size) {
jlong nativeEngine, jobject buffer_, jint size, jint shBandCount) {
Engine* engine = (Engine*) nativeEngine;
AutoBuffer buffer(env, buffer_, size);
Material* material = Material::Builder()
auto builder = Material::Builder();
if (shBandCount) {
builder.sphericalHarmonicsBandCount(shBandCount);
}
Material* material = builder
.package(buffer.getData(), buffer.getSize())
.build(*engine);
return (jlong) material;
}
@@ -105,6 +111,22 @@ Java_com_google_android_filament_Material_nGetRefractionType(JNIEnv*, jclass,
return (jint) material->getRefractionType();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_Material_nGetReflectionMode(JNIEnv*, jclass,
jlong nativeMaterial) {
Material* material = (Material*) nativeMaterial;
return (jint) material->getReflectionMode();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_Material_nGetFeatureLevel(JNIEnv*, jclass,
jlong nativeMaterial) {
Material* material = (Material*) nativeMaterial;
return (jint) material->getFeatureLevel();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_Material_nGetVertexDomain(JNIEnv*, jclass,
@@ -255,3 +277,17 @@ Java_com_google_android_filament_Material_nHasParameter(JNIEnv* env, jclass,
env->ReleaseStringUTFChars(name_, name);
return (jboolean) hasParameter;
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_Material_nCompile(JNIEnv *env, jclass clazz,
jlong nativeMaterial, jint priority, jint variants, jobject handler, jobject runnable) {
Material* material = (Material*) nativeMaterial;
JniCallback* jniCallback = JniCallback::make(env, handler, runnable);
material->compile(
(Material::CompilerPriorityQueue) priority,
(UserVariantFilterBit) variants,
jniCallback->getHandler(), [jniCallback](Material*){
JniCallback::postToJavaAndDestroy(jniCallback);
});
}
@@ -205,7 +205,7 @@ Java_com_google_android_filament_MaterialInstance_nSetIntParameterArray(JNIEnv *
break;
}
env->ReleaseIntArrayElements(v_, v, 0);
env->ReleaseIntArrayElements(v_, v, JNI_ABORT);
env->ReleaseStringUTFChars(name_, name);
}
@@ -246,17 +246,21 @@ Java_com_google_android_filament_MaterialInstance_nSetFloatParameterArray(JNIEnv
env->ReleaseStringUTFChars(name_, name);
}
// defined in TextureSampler.cpp
namespace filament::JniUtils {
TextureSampler from_long(jlong params) noexcept;
} // TextureSamplerJniUtils
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetParameterTexture(
JNIEnv *env, jclass, jlong nativeMaterialInstance, jstring name_,
jlong nativeTexture, jint sampler_) {
jlong nativeTexture, jlong sampler_) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
Texture* texture = (Texture*) nativeTexture;
TextureSampler& sampler = reinterpret_cast<TextureSampler&>(sampler_);
const char *name = env->GetStringUTFChars(name_, 0);
instance->setParameter(name, texture, sampler);
instance->setParameter(name, texture, JniUtils::from_long(sampler_));
env->ReleaseStringUTFChars(name_, name);
}
@@ -357,6 +361,14 @@ Java_com_google_android_filament_MaterialInstance_nSetDepthCulling(JNIEnv*,
instance->setDepthCulling(enable);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetDepthFunc(JNIEnv*,
jclass, jlong nativeMaterialInstance, jlong function) {
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
instance->setDepthFunc(static_cast<MaterialInstance::DepthFunc>(function));
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_MaterialInstance_nSetStencilCompareFunction(JNIEnv*, jclass,
@@ -524,3 +536,11 @@ Java_com_google_android_filament_MaterialInstance_nIsDepthCullingEnabled(JNIEnv*
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return instance->isDepthCullingEnabled();
}
extern "C"
JNIEXPORT jint JNICALL
Java_com_google_android_filament_MaterialInstance_nGetDepthFunc(JNIEnv* env, jclass clazz,
jlong nativeMaterialInstance) {
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
return (jint)instance->getDepthFunc();
}
@@ -104,6 +104,14 @@ Java_com_google_android_filament_RenderableManager_nBuilderGeometry__JIIJJIIII(J
(size_t) count);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderGeometryType(JNIEnv*, jclass,
jlong nativeBuilder, int type) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
builder->geometryType((RenderableManager::Builder::GeometryType)type);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderMaterial(JNIEnv*, jclass,
@@ -237,12 +245,18 @@ Java_com_google_android_filament_RenderableManager_nBuilderMorphing(JNIEnv*, jcl
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderSetMorphTargetBufferAt(JNIEnv*, jclass,
jlong nativeBuilder, int level, int primitiveIndex, jlong nativeMorphTargetBuffer,
int offset, int count) {
Java_com_google_android_filament_RenderableManager_nBuilderMorphingStandard(JNIEnv*, jclass,
jlong nativeBuilder, jlong nativeMorphTargetBuffer) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
MorphTargetBuffer *morphTargetBuffer = (MorphTargetBuffer *) nativeMorphTargetBuffer;
builder->morphing(level, primitiveIndex, morphTargetBuffer, offset, count);
builder->morphing(morphTargetBuffer);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderSetMorphTargetBufferOffsetAt(JNIEnv*, jclass,
jlong nativeBuilder, int level, int primitiveIndex, int offset) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
builder->morphing(level, primitiveIndex, offset);
}
extern "C" JNIEXPORT void JNICALL
@@ -314,13 +328,12 @@ Java_com_google_android_filament_RenderableManager_nSetMorphWeights(JNIEnv* env,
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetMorphTargetBufferAt(JNIEnv*,
Java_com_google_android_filament_RenderableManager_nSetMorphTargetBufferOffsetAt(JNIEnv*,
jclass, jlong nativeRenderableManager, jint i, int level, jint primitiveIndex,
jlong nativeMorphTargetBuffer, jint offset, jint count) {
jlong, jint offset) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
MorphTargetBuffer *morphTargetBuffer = (MorphTargetBuffer *) nativeMorphTargetBuffer;
rm->setMorphTargetBufferAt((RenderableManager::Instance) i, (uint8_t) level,
(size_t) primitiveIndex, morphTargetBuffer, (size_t) offset, (size_t) count);
rm->setMorphTargetBufferOffsetAt((RenderableManager::Instance) i, (uint8_t) level,
(size_t) primitiveIndex, (size_t) offset);
}
extern "C" JNIEXPORT jint JNICALL
@@ -28,6 +28,14 @@
using namespace filament;
using namespace backend;
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Renderer_nSkipFrame(JNIEnv *, jclass, jlong nativeRenderer,
jlong vsyncSteadyClockTimeNano) {
Renderer *renderer = (Renderer *) nativeRenderer;
renderer->skipFrame(uint64_t(vsyncSteadyClockTimeNano));
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Renderer_nBeginFrame(JNIEnv *, jclass, jlong nativeRenderer,
jlong nativeSwapChain, jlong frameTimeNanos) {
@@ -187,3 +195,10 @@ Java_com_google_android_filament_Renderer_nSetPresentationTime(JNIEnv *, jclass
Renderer *renderer = (Renderer *) nativeRenderer;
renderer->setPresentationTime(monotonicClockNanos);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Renderer_nSetVsyncTime(JNIEnv *, jclass,
jlong nativeRenderer, jlong steadyClockTimeNano) {
Renderer *renderer = (Renderer *) nativeRenderer;
renderer->setVsyncTime(steadyClockTimeNano);
}
@@ -71,6 +71,13 @@ Java_com_google_android_filament_Scene_nRemoveEntities(JNIEnv *env, jclass type,
env->ReleaseIntArrayElements(entities, (jint*) nativeEntities, JNI_ABORT);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Scene_nGetEntityCount(JNIEnv *env, jclass type,
jlong nativeScene) {
Scene* scene = (Scene*) nativeScene;
return (jint) scene->getEntityCount();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_Scene_nGetRenderableCount(JNIEnv *env, jclass type,
jlong nativeScene) {
@@ -91,3 +98,22 @@ Java_com_google_android_filament_Scene_nHasEntity(JNIEnv *env, jclass type, jlon
Entity entity = Entity::import(entityId);
return (jboolean) scene->hasEntity(entity);
}
extern "C"
JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Scene_nGetEntities(JNIEnv *env, jclass ,
jlong nativeScene, jintArray outArray, jint length) {
Scene const* const scene = (Scene*) nativeScene;
if (length < scene->getEntityCount()) {
// should not happen because we already checked on the java side
return JNI_FALSE;
}
jint *out = (jint *) env->GetIntArrayElements(outArray, nullptr);
scene->forEach([out, length, i = 0](Entity entity)mutable {
if (i < length) { // this is just paranoia here
out[i++] = (jint) entity.getId();
}
});
env->ReleaseIntArrayElements(outArray, (jint*) out, 0);
return JNI_TRUE;
}
@@ -27,15 +27,22 @@ extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_SwapChain_nSetFrameCompletedCallback(JNIEnv* env, jclass,
jlong nativeSwapChain, jobject handler, jobject runnable) {
SwapChain* swapChain = (SwapChain*) nativeSwapChain;
auto *callback = JniCallback::make(env, handler, runnable);
swapChain->setFrameCompletedCallback([](void* user) {
JniCallback* callback = (JniCallback*)user;
auto* callback = JniCallback::make(env, handler, runnable);
swapChain->setFrameCompletedCallback(nullptr, [callback](SwapChain* swapChain) {
JniCallback::postToJavaAndDestroy(callback);
}, callback);
});
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsSRGBSwapChainSupported(JNIEnv *, jclass, jlong nativeEngine) {
Java_com_google_android_filament_SwapChain_nIsSRGBSwapChainSupported(
JNIEnv *, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (bool)SwapChain::isSRGBSwapChainSupported(*engine);
return (jboolean)SwapChain::isSRGBSwapChainSupported(*engine);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsProtectedContentSupported(
JNIEnv *, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean)SwapChain::isProtectedContentSupported(*engine);
}
@@ -511,9 +511,7 @@ public:
private:
void* mData = nullptr;
jobject mBitmap = nullptr;
jobject mHandler = nullptr;
jobject mCallback = nullptr;
jobject mBitmap{};
AndroidBitmapInfo mInfo{};
};
@@ -18,142 +18,139 @@
#include <filament/TextureSampler.h>
#include <utils/algorithm.h>
using namespace filament;
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nCreateSampler(JNIEnv *env, jclass type, jint min,
namespace filament::JniUtils {
jlong to_long(TextureSampler const& sampler) noexcept {
return jlong(utils::bit_cast<uint32_t>(sampler.getSamplerParams()));
}
TextureSampler from_long(jlong params) noexcept {
return TextureSampler{
utils::bit_cast<backend::SamplerParams>(
static_cast<uint32_t>(params))};
}
} // namespace filament::JniUtils
using namespace JniUtils;
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nCreateSampler(JNIEnv *, jclass, jint min,
jint max, jint s, jint t, jint r) {
return TextureSampler(static_cast<TextureSampler::MinFilter>(min),
static_cast<TextureSampler::MagFilter>(max), static_cast<TextureSampler::WrapMode>(s),
static_cast<TextureSampler::WrapMode>(t),
static_cast<TextureSampler::WrapMode>(r)).getSamplerParams().u;
TextureSampler sampler(static_cast<TextureSampler::MinFilter>(min),
static_cast<TextureSampler::MagFilter>(max),
static_cast<TextureSampler::WrapMode>(s),
static_cast<TextureSampler::WrapMode>(t),
static_cast<TextureSampler::WrapMode>(r));
return to_long(sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nCreateCompareSampler(JNIEnv *env, jclass type,
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nCreateCompareSampler(JNIEnv *, jclass,
jint mode, jint function) {
return TextureSampler(static_cast<TextureSampler::CompareMode>(mode),
static_cast<TextureSampler::CompareFunc>(function)).getSamplerParams().u;
TextureSampler sampler(static_cast<TextureSampler::CompareMode>(mode),
static_cast<TextureSampler::CompareFunc>(function));
return to_long(sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetMinFilter(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getMinFilter());
Java_com_google_android_filament_TextureSampler_nGetMinFilter(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getMinFilter());
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetMinFilter(JNIEnv *env, jclass type,
jint sampler_, jint filter) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetMinFilter(JNIEnv *, jclass, jlong sampler_, jint filter) {
TextureSampler sampler{from_long(sampler_)};
sampler.setMinFilter(static_cast<TextureSampler::MinFilter>(filter));
return sampler.getSamplerParams().u;
return to_long(sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetMagFilter(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getMagFilter());
Java_com_google_android_filament_TextureSampler_nGetMagFilter(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getMagFilter());
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetMagFilter(JNIEnv *env, jclass type,
jint sampler_, jint filter) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetMagFilter(JNIEnv *, jclass, jlong sampler_, jint filter) {
TextureSampler sampler{from_long(sampler_)};
sampler.setMagFilter(static_cast<TextureSampler::MagFilter>(filter));
return sampler.getSamplerParams().u;
return to_long(sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetWrapModeS(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getWrapModeS());
Java_com_google_android_filament_TextureSampler_nGetWrapModeS(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getWrapModeS());
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeS(JNIEnv *env, jclass type,
jint sampler_, jint mode) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeS(JNIEnv *, jclass, jlong sampler_, jint mode) {
TextureSampler sampler{from_long(sampler_)};
sampler.setWrapModeS(static_cast<TextureSampler::WrapMode>(mode));
return sampler.getSamplerParams().u;
return to_long(sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetWrapModeT(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getWrapModeT());
Java_com_google_android_filament_TextureSampler_nGetWrapModeT(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getWrapModeT());
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeT(JNIEnv *env, jclass type,
jint sampler_, jint mode) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeT(JNIEnv *, jclass, jlong sampler_, jint mode) {
TextureSampler sampler{from_long(sampler_)};
sampler.setWrapModeT(static_cast<TextureSampler::WrapMode>(mode));
return sampler.getSamplerParams().u;
return to_long(sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetWrapModeR(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getWrapModeR());
Java_com_google_android_filament_TextureSampler_nGetWrapModeR(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getWrapModeR());
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeR(JNIEnv *env, jclass type,
jint sampler_, jint mode) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetWrapModeR(JNIEnv *, jclass, jlong sampler_, jint mode) {
TextureSampler sampler{from_long(sampler_)};
sampler.setWrapModeR(static_cast<TextureSampler::WrapMode>(mode));
return sampler.getSamplerParams().u;
return to_long(sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetCompareMode(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getCompareMode());
Java_com_google_android_filament_TextureSampler_nGetCompareMode(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getCompareMode());
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetCompareMode(JNIEnv *env, jclass type,
jint sampler_, jint mode) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetCompareMode(JNIEnv *, jclass, jlong sampler_, jint mode) {
TextureSampler sampler{from_long(sampler_)};
sampler.setCompareMode(static_cast<TextureSampler::CompareMode>(mode),
sampler.getCompareFunc());
return sampler.getSamplerParams().u;
return to_long(sampler);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nGetCompareFunction(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return static_cast<jint>(sampler.getCompareFunc());
Java_com_google_android_filament_TextureSampler_nGetCompareFunction(JNIEnv *, jclass, jlong sampler) {
return static_cast<jint>(from_long(sampler).getCompareFunc());
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetCompareFunction(JNIEnv *env, jclass type,
jint sampler_, jint function) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetCompareFunction(JNIEnv *, jclass, jlong sampler_, jint function) {
TextureSampler sampler{from_long(sampler_)};
sampler.setCompareMode(sampler.getCompareMode(),
static_cast<TextureSampler::CompareFunc>(function));
return sampler.getSamplerParams().u;
return to_long(sampler);
}
extern "C" JNIEXPORT jfloat JNICALL
Java_com_google_android_filament_TextureSampler_nGetAnisotropy(JNIEnv *env, jclass type,
jint sampler_) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
return sampler.getAnisotropy();
Java_com_google_android_filament_TextureSampler_nGetAnisotropy(JNIEnv *, jclass, jlong sampler) {
return from_long(sampler).getAnisotropy();
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_TextureSampler_nSetAnisotropy(JNIEnv *env, jclass type,
jint sampler_, jfloat anisotropy) {
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_TextureSampler_nSetAnisotropy(JNIEnv *, jclass, jlong sampler_, jfloat anisotropy) {
TextureSampler sampler{from_long(sampler_)};
sampler.setAnisotropy(anisotropy);
return sampler.getSamplerParams().u;
return to_long(sampler);
}
@@ -47,6 +47,16 @@ Java_com_google_android_filament_ToneMapper_nCreateFilmicToneMapper(JNIEnv*, jcl
return (jlong) new FilmicToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreatePBRNeutralToneMapper(JNIEnv*, jclass) {
return (jlong) new PBRNeutralToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateAgxToneMapper(JNIEnv*, jclass, jint look) {
return (jlong) new AgxToneMapper(AgxToneMapper::AgxLook(look));
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateGenericToneMapper(JNIEnv*, jclass,
jfloat contrast, jfloat midGrayIn, jfloat midGrayOut, jfloat hdrMax) {
+27 -2
View File
@@ -49,6 +49,12 @@ Java_com_google_android_filament_View_nSetCamera(JNIEnv*, jclass,
view->setCamera(camera);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_View_nHasCamera(JNIEnv*, jclass, jlong nativeView) {
View* view = (View*) nativeView;
return (jboolean)view->hasCamera();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetColorGrading(JNIEnv*, jclass,
jlong nativeView, jlong nativeColorGrading) {
@@ -282,7 +288,7 @@ Java_com_google_android_filament_View_nSetSSCTOptions(JNIEnv *, jclass, jlong na
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
jlong nativeView, jlong nativeTexture,
jfloat dirtStrength, jfloat strength, jint resolution, jfloat anamorphism, jint levels,
jfloat dirtStrength, jfloat strength, jint resolution, jint levels,
jint blendMode, jboolean threshold, jboolean enabled, jfloat highlight,
jboolean lensFlare, jboolean starburst, jfloat chromaticAberration, jint ghostCount,
jfloat ghostSpacing, jfloat ghostThreshold, jfloat haloThickness, jfloat haloRadius,
@@ -294,7 +300,6 @@ Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
.dirtStrength = dirtStrength,
.strength = strength,
.resolution = (uint32_t)resolution,
.anamorphism = anamorphism,
.levels = (uint8_t)levels,
.blendMode = (View::BloomOptions::BlendMode)blendMode,
.threshold = (bool)threshold,
@@ -481,6 +486,17 @@ Java_com_google_android_filament_View_nIsStencilBufferEnabled(JNIEnv *, jclass,
return view->isStencilBufferEnabled();
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetStereoscopicOptions(JNIEnv *, jclass, jlong nativeView,
jboolean enabled) {
View* view = (View*) nativeView;
View::StereoscopicOptions options {
.enabled = (bool) enabled
};
view->setStereoscopicOptions(options);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetGuardBandOptions(JNIEnv *, jclass,
@@ -515,3 +531,12 @@ Java_com_google_android_filament_View_nGetFogEntity(JNIEnv *env, jclass clazz,
View *view = (View *) nativeView;
return (jint)view->getFogEntity().getId();
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nClearFrameHistory(JNIEnv *env, jclass clazz,
jlong nativeView, jlong nativeEngine) {
View *view = (View *) nativeView;
Engine *engine = (Engine *) nativeEngine;
view->clearFrameHistory(*engine);
}
@@ -111,6 +111,8 @@ public class Engine {
private long mNativeObject;
private Config mConfig;
@NonNull private final TransformManager mTransformManager;
@NonNull private final LightManager mLightManager;
@NonNull private final RenderableManager mRenderableManager;
@@ -150,16 +152,334 @@ public class Engine {
FEATURE_LEVEL_0,
/** OpenGL ES 3.0 features (default) */
FEATURE_LEVEL_1,
/** OpenGL ES 3.1 features + 16 textures units + cubemap arrays */
FEATURE_LEVEL_2,
/** OpenGL ES 3.1 features + 31 textures units + cubemap arrays */
FEATURE_LEVEL_2
FEATURE_LEVEL_3,
};
private Engine(long nativeEngine) {
/**
* The type of technique for stereoscopic rendering. (Note that the materials used will need to be
* compatible with the chosen technique.)
*/
public enum StereoscopicType {
/** No stereoscopic rendering. */
NONE,
/** Stereoscopic rendering is performed using instanced rendering technique. */
INSTANCED,
/** Stereoscopic rendering is performed using the multiview feature from the graphics backend. */
MULTIVIEW,
};
/**
* Constructs <code>Engine</code> objects using a builder pattern.
*/
public static class Builder {
@SuppressWarnings({"FieldCanBeLocal", "UnusedDeclaration"})
private final BuilderFinalizer mFinalizer;
private final long mNativeBuilder;
private Config mConfig;
public Builder() {
mNativeBuilder = nCreateBuilder();
mFinalizer = new BuilderFinalizer(mNativeBuilder);
}
/**
* Sets the {@link Backend} for the Engine.
*
* @param backend Driver backend to use
* @return A reference to this Builder for chaining calls.
*/
public Builder backend(Backend backend) {
nSetBuilderBackend(mNativeBuilder, backend.ordinal());
return this;
}
/**
* Sets a sharedContext for the Engine.
*
* @param sharedContext A platform-dependant OpenGL context used as a shared context
* when creating filament's internal context. On Android this parameter
* <b>must be</b> an instance of {@link android.opengl.EGLContext}.
* @return A reference to this Builder for chaining calls.
*/
public Builder sharedContext(Object sharedContext) {
if (Platform.get().validateSharedContext(sharedContext)) {
nSetBuilderSharedContext(mNativeBuilder,
Platform.get().getSharedContextNativeHandle(sharedContext));
return this;
}
throw new IllegalArgumentException("Invalid shared context " + sharedContext);
}
/**
* Configure the Engine with custom parameters.
*
* @param config A {@link Config} object
* @return A reference to this Builder for chaining calls.
*/
public Builder config(Config config) {
mConfig = config;
nSetBuilderConfig(mNativeBuilder, config.commandBufferSizeMB,
config.perRenderPassArenaSizeMB, config.driverHandleArenaSizeMB,
config.minCommandBufferSizeMB, config.perFrameCommandsSizeMB,
config.jobSystemThreadCount, config.disableParallelShaderCompile,
config.stereoscopicType.ordinal(), config.stereoscopicEyeCount,
config.resourceAllocatorCacheSizeMB, config.resourceAllocatorCacheMaxAge,
config.disableHandleUseAfterFreeCheck,
config.preferredShaderLanguage.ordinal(),
config.forceGLES2Context, config.assertNativeWindowIsValid);
return this;
}
/**
* Sets the initial featureLevel for the Engine.
*
* @param featureLevel The feature level at which initialize Filament.
* @return A reference to this Builder for chaining calls.
*/
public Builder featureLevel(FeatureLevel featureLevel) {
nSetBuilderFeatureLevel(mNativeBuilder, featureLevel.ordinal());
return this;
}
/**
* Sets the initial paused state of the rendering thread.
*
* <p>Warning: This is an experimental API. See {@link Engine#setPaused(boolean)} for
* caveats.
*
* @param paused Whether to start the rendering thread paused.
* @return A reference to this Builder for chaining calls.
*/
public Builder paused(boolean paused) {
nSetBuilderPaused(mNativeBuilder, paused);
return this;
}
/**
* Creates an instance of Engine
*
* @return A newly created <code>Engine</code>, or <code>null</code> if the GPU driver couldn't
* be initialized, for instance if it doesn't support the right version of OpenGL or
* OpenGL ES.
*
* @exception IllegalStateException can be thrown if there isn't enough memory to
* allocate the command buffer.
*/
public Engine build() {
long nativeEngine = nBuilderBuild(mNativeBuilder);
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine, mConfig);
}
private static class BuilderFinalizer {
private final long mNativeObject;
BuilderFinalizer(long nativeObject) {
mNativeObject = nativeObject;
}
@Override
public void finalize() {
try {
super.finalize();
} catch (Throwable t) { // Ignore
} finally {
nDestroyBuilder(mNativeObject);
}
}
}
}
/**
* Parameters for customizing the initialization of {@link Engine}.
*/
public static class Config {
// #defines in Engine.h
private static final long FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB = 3;
private static final long FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB = 2;
private static final long FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB = 1;
private static final long FILAMENT_COMMAND_BUFFER_SIZE_IN_MB =
FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB * 3;
/**
* Size in MiB of the low-level command buffer arena.
*
* Each new command buffer is allocated from here. If this buffer is too small the program
* might terminate or rendering errors might occur.
*
* This is typically set to minCommandBufferSizeMB * 3, so that up to 3 frames can be
* batched-up at once.
*
* This value affects the application's memory usage.
*/
public long commandBufferSizeMB = FILAMENT_COMMAND_BUFFER_SIZE_IN_MB;
/**
* Size in MiB of the per-frame data arena.
*
* This is the main arena used for allocations when preparing a frame.
* e.g.: Froxel data and high-level commands are allocated from this arena.
*
* If this size is too small, the program will abort on debug builds and have undefined
* behavior otherwise.
*
* This value affects the application's memory usage.
*/
public long perRenderPassArenaSizeMB = FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB;
/**
* Size in MiB of the backend's handle arena.
*
* Backends will fallback to slower heap-based allocations when running out of space and
* log this condition.
*
* If 0, then the default value for the given platform is used
*
* This value affects the application's memory usage.
*/
public long driverHandleArenaSizeMB = 0;
/**
* Minimum size in MiB of a low-level command buffer.
*
* This is how much space is guaranteed to be available for low-level commands when a new
* buffer is allocated. If this is too small, the engine might have to stall to wait for
* more space to become available, this situation is logged.
*
* This value does not affect the application's memory usage.
*/
public long minCommandBufferSizeMB = FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB;
/**
* Size in MiB of the per-frame high level command buffer.
*
* This buffer is related to the number of draw calls achievable within a frame, if it is
* too small, the program will abort on debug builds and have undefined behavior otherwise.
*
* It is allocated from the 'per-render-pass arena' above. Make sure that at least 1 MiB is
* left in the per-render-pass arena when deciding the size of this buffer.
*
* This value does not affect the application's memory usage.
*/
public long perFrameCommandsSizeMB = FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB;
/**
* Number of threads to use in Engine's JobSystem.
*
* Engine uses a utils::JobSystem to carry out paralleization of Engine workloads. This
* value sets the number of threads allocated for JobSystem. Configuring this value can be
* helpful in CPU-constrained environments where too many threads can cause contention of
* CPU and reduce performance.
*
* The default value is 0, which implies that the Engine will use a heuristic to determine
* the number of threads to use.
*/
public long jobSystemThreadCount = 0;
/**
* Number of most-recently destroyed textures to track for use-after-free.
*
* This will cause the backend to throw an exception when a texture is freed but still bound
* to a SamplerGroup and used in a draw call. 0 disables completely.
*
* Currently only respected by the Metal backend.
*/
public long textureUseAfterFreePoolSize = 0;
/**
* Set to `true` to forcibly disable parallel shader compilation in the backend.
* Currently only honored by the GL backend.
*/
public boolean disableParallelShaderCompile = false;
/**
* The type of technique for stereoscopic rendering.
*
* This setting determines the algorithm used when stereoscopic rendering is enabled. This
* decision applies to the entire Engine for the lifetime of the Engine. E.g., multiple
* Views created from the Engine must use the same stereoscopic type.
*
* Each view can enable stereoscopic rendering via the StereoscopicOptions::enable flag.
*
* @see View#setStereoscopicOptions
*/
public StereoscopicType stereoscopicType = StereoscopicType.NONE;
/**
* The number of eyes to render when stereoscopic rendering is enabled. Supported values are
* between 1 and Engine#getMaxStereoscopicEyes() (inclusive).
*
* @see View#setStereoscopicOptions
* @see Engine#getMaxStereoscopicEyes
*/
public long stereoscopicEyeCount = 2;
/**
* @Deprecated This value is no longer used.
*/
public long resourceAllocatorCacheSizeMB = 64;
/**
* This value determines how many frames texture entries are kept for in the cache. This
* is a soft limit, meaning some texture older than this are allowed to stay in the cache.
* Typically only one texture is evicted per frame.
* The default is 1.
*/
public long resourceAllocatorCacheMaxAge = 1;
/**
* Disable backend handles use-after-free checks.
*/
public boolean disableHandleUseAfterFreeCheck = false;
/**
* Sets a preferred shader language for Filament to use.
*
* The Metal backend supports two shader languages: MSL (Metal Shading Language) and
* METAL_LIBRARY (precompiled .metallib). This option controls which shader language is
* used when materials contain both.
*
* By default, when preferredShaderLanguage is unset, Filament will prefer METAL_LIBRARY
* shaders if present within a material, falling back to MSL. Setting
* preferredShaderLanguage to ShaderLanguage::MSL will instead instruct Filament to check
* for the presence of MSL in a material first, falling back to METAL_LIBRARY if MSL is not
* present.
*
* When using a non-Metal backend, setting this has no effect.
*/
public enum ShaderLanguage {
DEFAULT,
MSL,
METAL_LIBRARY,
};
public ShaderLanguage preferredShaderLanguage = ShaderLanguage.DEFAULT;
/**
* When the OpenGL ES backend is used, setting this value to true will force a GLES2.0
* context if supported by the Platform, or if not, will have the backend pretend
* it's a GLES2 context. Ignored on other backends.
*/
public boolean forceGLES2Context = false;
/**
* Assert the native window associated to a SwapChain is valid when calling makeCurrent().
* This is only supported for:
* - PlatformEGLAndroid
*/
public boolean assertNativeWindowIsValid = false;
}
private Engine(long nativeEngine, Config config) {
mNativeObject = nativeEngine;
mTransformManager = new TransformManager(nGetTransformManager(nativeEngine));
mLightManager = new LightManager(nGetLightManager(nativeEngine));
mRenderableManager = new RenderableManager(nGetRenderableManager(nativeEngine));
mEntityManager = new EntityManager(nGetEntityManager(nativeEngine));
mConfig = config;
}
/**
@@ -177,9 +497,7 @@ public class Engine {
*/
@NonNull
public static Engine create() {
long nativeEngine = nCreateEngine(0, 0);
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine);
return new Builder().build();
}
/**
@@ -199,9 +517,9 @@ public class Engine {
*/
@NonNull
public static Engine create(@NonNull Backend backend) {
long nativeEngine = nCreateEngine(backend.ordinal(), 0);
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine);
return new Builder()
.backend(backend)
.build();
}
/**
@@ -223,13 +541,9 @@ public class Engine {
*/
@NonNull
public static Engine create(@NonNull Object sharedContext) {
if (Platform.get().validateSharedContext(sharedContext)) {
long nativeEngine = nCreateEngine(0,
Platform.get().getSharedContextNativeHandle(sharedContext));
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine);
}
throw new IllegalArgumentException("Invalid shared context " + sharedContext);
return new Builder()
.sharedContext(sharedContext)
.build();
}
/**
@@ -296,17 +610,23 @@ public class Engine {
}
/**
* Activate all features of a given feature level. By default FeatureLevel::FEATURE_LEVEL_1 is
* active. The selected feature level must not be higher than the value returned by
* getActiveFeatureLevel() and it's not possible lower the active feature level.
* Activate all features of a given feature level. If an explicit feature level is not specified
* at Engine initialization time via {@link Builder#featureLevel}, the default feature level is
* {@link FeatureLevel#FEATURE_LEVEL_0} on devices not compatible with GLES 3.0; otherwise, the
* default is {@link FeatureLevel::FEATURE_LEVEL_1}. The selected feature level must not be
* higher than the value returned by {@link #getActiveFeatureLevel} and it's not possible lower
* the active feature level. Additionally, it is not possible to modify the feature level at all
* if the Engine was initialized at {@link FeatureLevel#FEATURE_LEVEL_0}.
*
* @param featureLevel the feature level to activate. If featureLevel is lower than
* getActiveFeatureLevel(), the current (higher) feature level is kept.
* If featureLevel is higher than getSupportedFeatureLevel(), an exception
* is thrown, or the program is terminated if exceptions are disabled.
* @param featureLevel the feature level to activate. If featureLevel is lower than {@link
* #getActiveFeatureLevel}, the current (higher) feature level is kept. If
* featureLevel is higher than {@link #getSupportedFeatureLevel}, or if the
* engine was initialized at feature level 0, an exception is thrown, or the
* program is terminated if exceptions are disabled.
*
* @return the active feature level.
*
* @see Builder#featureLevel
* @see #getSupportedFeatureLevel
* @see #getActiveFeatureLevel
*/
@@ -352,6 +672,37 @@ public class Engine {
return nIsAutomaticInstancingEnabled(getNativeObject());
}
/**
* Retrieves the configuration settings of this {@link Engine}.
*
* This method returns the configuration object that was supplied to the Engine's {@link
* Builder#config} method during the creation of this Engine. If the {@link Builder::config}
* method was not explicitly called (or called with null), this method returns the default
* configuration settings.
*
* @return a {@link Config} object with this Engine's configuration
* @see Builder#config
*/
@NonNull
public Config getConfig() {
if (mConfig == null) {
mConfig = new Config();
}
return mConfig;
}
/**
* Returns the maximum number of stereoscopic eyes supported by Filament. The actual number of
* eyes rendered is set at Engine creation time with the {@link
* Engine#Config#stereoscopicEyeCount} setting.
*
* @return the max number of stereoscopic eyes supported
* @see Engine#Config#stereoscopicEyeCount
*/
public long getMaxStereoscopicEyes() {
return nGetMaxStereoscopicEyes(getNativeObject());
}
// SwapChain
@@ -366,7 +717,7 @@ public class Engine {
*/
@NonNull
public SwapChain createSwapChain(@NonNull Object surface) {
return createSwapChain(surface, SwapChain.CONFIG_DEFAULT);
return createSwapChain(surface, SwapChainFlags.CONFIG_DEFAULT);
}
/**
@@ -374,15 +725,15 @@ public class Engine {
*
* @param surface on Android, <b>must be</b> an instance of {@link android.view.Surface}
*
* @param flags configuration flags, see {@link SwapChain}
* @param flags configuration flags, see {@link SwapChainFlags}
*
* @return a newly created {@link SwapChain} object
*
* @exception IllegalStateException can be thrown if the SwapChain couldn't be created
*
* @see SwapChain#CONFIG_DEFAULT
* @see SwapChain#CONFIG_TRANSPARENT
* @see SwapChain#CONFIG_READABLE
* @see SwapChainFlags#CONFIG_DEFAULT
* @see SwapChainFlags#CONFIG_TRANSPARENT
* @see SwapChainFlags#CONFIG_READABLE
*
*/
@NonNull
@@ -400,21 +751,22 @@ public class Engine {
*
* @param width width of the rendering buffer
* @param height height of the rendering buffer
* @param flags configuration flags, see {@link SwapChain}
* @param flags configuration flags, see {@link SwapChainFlags}
*
* @return a newly created {@link SwapChain} object
*
* @exception IllegalStateException can be thrown if the SwapChain couldn't be created
*
* @see SwapChain#CONFIG_DEFAULT
* @see SwapChain#CONFIG_TRANSPARENT
* @see SwapChain#CONFIG_READABLE
* @see SwapChainFlags#CONFIG_DEFAULT
* @see SwapChainFlags#CONFIG_TRANSPARENT
* @see SwapChainFlags#CONFIG_READABLE
*
*/
@NonNull
public SwapChain createSwapChain(int width, int height, long flags) {
if (width >= 0 && height >= 0) {
long nativeSwapChain = nCreateSwapChainHeadless(getNativeObject(), width, height, flags);
long nativeSwapChain =
nCreateSwapChainHeadless(getNativeObject(), width, height, flags);
if (nativeSwapChain == 0) throw new IllegalStateException("Couldn't create SwapChain");
return new SwapChain(nativeSwapChain, null);
}
@@ -426,11 +778,12 @@ public class Engine {
*
* @param surface a properly initialized {@link NativeSurface}
*
* @param flags configuration flags, see {@link SwapChain}
* @param flags configuration flags, see {@link SwapChainFlags}
*
* @return a newly created {@link SwapChain} object
*
* @exception IllegalStateException can be thrown if the {@link SwapChain} couldn't be created
* @exception IllegalStateException can be thrown if the {@link SwapChainFlags} couldn't be
* created
*/
@NonNull
public SwapChain createSwapChainFromNativeSurface(@NonNull NativeSurface surface, long flags) {
@@ -449,6 +802,159 @@ public class Engine {
swapChain.clearNativeObject();
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidRenderer(@NonNull Renderer object) {
return nIsValidRenderer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidView(@NonNull View object) {
return nIsValidView(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidScene(@NonNull Scene object) {
return nIsValidScene(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidFence(@NonNull Fence object) {
return nIsValidFence(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidStream(@NonNull Stream object) {
return nIsValidStream(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidIndexBuffer(@NonNull IndexBuffer object) {
return nIsValidIndexBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidVertexBuffer(@NonNull VertexBuffer object) {
return nIsValidVertexBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidSkinningBuffer(@NonNull SkinningBuffer object) {
return nIsValidSkinningBuffer(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidIndirectLight(@NonNull IndirectLight object) {
return nIsValidIndirectLight(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidMaterial(@NonNull Material object) {
return nIsValidMaterial(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidMaterialInstance(@NonNull Material ma, MaterialInstance mi) {
return nIsValidMaterialInstance(getNativeObject(), ma.getNativeObject(), mi.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidExpensiveMaterialInstance(@NonNull MaterialInstance object) {
return nIsValidExpensiveMaterialInstance(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidSkybox(@NonNull Skybox object) {
return nIsValidSkybox(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidColorGrading(@NonNull ColorGrading object) {
return nIsValidColorGrading(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidTexture(@NonNull Texture object) {
return nIsValidTexture(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidRenderTarget(@NonNull RenderTarget object) {
return nIsValidRenderTarget(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidSwapChain(@NonNull SwapChain object) {
return nIsValidSwapChain(getNativeObject(), object.getNativeObject());
}
// View
/**
@@ -753,6 +1259,63 @@ public class Engine {
nFlushAndWait(getNativeObject());
}
/**
* Kicks the hardware thread (e.g. the OpenGL, Vulkan or Metal thread) but does not wait
* for commands to be either executed or the hardware finished.
*
* <p>This is typically used after creating a lot of objects to start draining the command
* queue which has a limited size.</p>
*/
public void flush() {
nFlush(getNativeObject());
}
/**
* Get paused state of rendering thread.
*
* <p>Warning: This is an experimental API.
*
* @see #setPaused
*/
public boolean isPaused() {
return nIsPaused(getNativeObject());
}
/**
* Pause or resume the rendering thread.
*
* <p>Warning: This is an experimental API. In particular, note the following caveats.
*
* <ul><li>
* Buffer callbacks will never be called as long as the rendering thread is paused.
* Do not rely on a buffer callback to unpause the thread.
* </li><li>
* While the rendering thread is paused, rendering commands will continue to be queued until the
* buffer limit is reached. When the limit is reached, the program will abort.
* </li></ul>
*/
public void setPaused(boolean paused) {
nSetPaused(getNativeObject(), paused);
}
/**
* Switch the command queue to unprotected mode. Protected mode can be activated via
* Renderer::beginFrame() using a protected SwapChain.
* @see Renderer
* @see SwapChain
*/
public void unprotected() {
nUnprotected(getNativeObject());
}
/**
* Get the current time. This is a convenience function that simply returns the
* time in nanosecond since epoch of std::chrono::steady_clock.
* @return current time in nanosecond since epoch of std::chrono::steady_clock.
* @see Renderer#beginFrame
*/
public static native long getSteadyClockTimeNano();
@UsedByReflection("TextureHelper.java")
public long getNativeObject() {
if (mNativeObject == 0) {
@@ -779,23 +1342,22 @@ public class Engine {
}
}
private static native long nCreateEngine(long backend, long sharedContext);
private static native void nDestroyEngine(long nativeEngine);
private static native long nGetBackend(long nativeEngine);
private static native long nCreateSwapChain(long nativeEngine, Object nativeWindow, long flags);
private static native long nCreateSwapChainHeadless(long nativeEngine, int width, int height, long flags);
private static native long nCreateSwapChainFromRawPointer(long nativeEngine, long pointer, long flags);
private static native boolean nDestroySwapChain(long nativeEngine, long nativeSwapChain);
private static native long nCreateView(long nativeEngine);
private static native boolean nDestroyView(long nativeEngine, long nativeView);
private static native long nCreateRenderer(long nativeEngine);
private static native boolean nDestroyRenderer(long nativeEngine, long nativeRenderer);
private static native long nCreateCamera(long nativeEngine, int entity);
private static native long nGetCameraComponent(long nativeEngine, int entity);
private static native void nDestroyCameraComponent(long nativeEngine, int entity);
private static native long nCreateScene(long nativeEngine);
private static native boolean nDestroyScene(long nativeEngine, long nativeScene);
private static native long nCreateFence(long nativeEngine);
private static native boolean nDestroyRenderer(long nativeEngine, long nativeRenderer);
private static native boolean nDestroyView(long nativeEngine, long nativeView);
private static native boolean nDestroyScene(long nativeEngine, long nativeScene);
private static native boolean nDestroyFence(long nativeEngine, long nativeFence);
private static native boolean nDestroyStream(long nativeEngine, long nativeStream);
private static native boolean nDestroyIndexBuffer(long nativeEngine, long nativeIndexBuffer);
@@ -808,8 +1370,30 @@ public class Engine {
private static native boolean nDestroyColorGrading(long nativeEngine, long nativeColorGrading);
private static native boolean nDestroyTexture(long nativeEngine, long nativeTexture);
private static native boolean nDestroyRenderTarget(long nativeEngine, long nativeTarget);
private static native boolean nDestroySwapChain(long nativeEngine, long nativeSwapChain);
private static native boolean nIsValidRenderer(long nativeEngine, long nativeRenderer);
private static native boolean nIsValidView(long nativeEngine, long nativeView);
private static native boolean nIsValidScene(long nativeEngine, long nativeScene);
private static native boolean nIsValidFence(long nativeEngine, long nativeFence);
private static native boolean nIsValidStream(long nativeEngine, long nativeStream);
private static native boolean nIsValidIndexBuffer(long nativeEngine, long nativeIndexBuffer);
private static native boolean nIsValidVertexBuffer(long nativeEngine, long nativeVertexBuffer);
private static native boolean nIsValidSkinningBuffer(long nativeEngine, long nativeSkinningBuffer);
private static native boolean nIsValidIndirectLight(long nativeEngine, long nativeIndirectLight);
private static native boolean nIsValidMaterial(long nativeEngine, long nativeMaterial);
private static native boolean nIsValidMaterialInstance(long nativeEngine, long nativeMaterial, long nativeMaterialInstance);
private static native boolean nIsValidExpensiveMaterialInstance(long nativeEngine, long nativeMaterialInstance);
private static native boolean nIsValidSkybox(long nativeEngine, long nativeSkybox);
private static native boolean nIsValidColorGrading(long nativeEngine, long nativeColorGrading);
private static native boolean nIsValidTexture(long nativeEngine, long nativeTexture);
private static native boolean nIsValidRenderTarget(long nativeEngine, long nativeTarget);
private static native boolean nIsValidSwapChain(long nativeEngine, long nativeSwapChain);
private static native void nDestroyEntity(long nativeEngine, int entity);
private static native void nFlushAndWait(long nativeEngine);
private static native void nFlush(long nativeEngine);
private static native boolean nIsPaused(long nativeEngine);
private static native void nSetPaused(long nativeEngine, boolean paused);
private static native void nUnprotected(long nativeEngine);
private static native long nGetTransformManager(long nativeEngine);
private static native long nGetLightManager(long nativeEngine);
private static native long nGetRenderableManager(long nativeEngine);
@@ -817,7 +1401,24 @@ public class Engine {
private static native long nGetEntityManager(long nativeEngine);
private static native void nSetAutomaticInstancingEnabled(long nativeEngine, boolean enable);
private static native boolean nIsAutomaticInstancingEnabled(long nativeEngine);
private static native long nGetMaxStereoscopicEyes(long nativeEngine);
private static native int nGetSupportedFeatureLevel(long nativeEngine);
private static native int nSetActiveFeatureLevel(long nativeEngine, int ordinal);
private static native int nGetActiveFeatureLevel(long nativeEngine);
private static native long nCreateBuilder();
private static native void nDestroyBuilder(long nativeBuilder);
private static native void nSetBuilderBackend(long nativeBuilder, long backend);
private static native void nSetBuilderConfig(long nativeBuilder, long commandBufferSizeMB,
long perRenderPassArenaSizeMB, long driverHandleArenaSizeMB,
long minCommandBufferSizeMB, long perFrameCommandsSizeMB, long jobSystemThreadCount,
boolean disableParallelShaderCompile, int stereoscopicType, long stereoscopicEyeCount,
long resourceAllocatorCacheSizeMB, long resourceAllocatorCacheMaxAge,
boolean disableHandleUseAfterFreeCheck,
int preferredShaderLanguage,
boolean forceGLES2Context, boolean assertNativeWindowIsValid);
private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
private static native void nSetBuilderPaused(long nativeBuilder, boolean paused);
private static native long nBuilderBuild(long nativeBuilder);
}
@@ -258,6 +258,7 @@ public class LightManager {
* shadows that are too far and wouldn't contribute to the scene much, improving
* performance and quality. This value is always positive.
* Use 0.0f to use the camera far distance.
* This only affect directional lights.
*/
public float shadowFar = 0.0f;
@@ -368,6 +369,17 @@ public class LightManager {
* enabled. (2cm by default).
*/
public float shadowBulbRadius = 0.02f;
/**
* Transforms the shadow direction. Must be a unit quaternion.
* The default is identity.
* Ignored if the light type isn't directional. For artistic use. Use with caution.
* The quaternion is stored as the imaginary part in the first 3 elements and the real
* part in the last element of the transform array.
*/
@NonNull
@Size(min = 4, max = 4)
public float[] transform = { 0.0f, 0.0f, 0.0f, 1.0f };
}
public static class ShadowCascades {
@@ -506,7 +518,7 @@ public class LightManager {
options.polygonOffsetConstant, options.polygonOffsetSlope,
options.screenSpaceContactShadows,
options.stepCount, options.maxShadowDistance,
options.elvsm, options.blurWidth, options.shadowBulbRadius);
options.elvsm, options.blurWidth, options.shadowBulbRadius, options.transform);
return this;
}
@@ -1169,7 +1181,7 @@ public class LightManager {
boolean stable, boolean lispsm,
float polygonOffsetConstant, float polygonOffsetSlope,
boolean screenSpaceContactShadows, int stepCount, float maxShadowDistance,
boolean elvsm, float blurWidth, float shadowBulbRadius);
boolean elvsm, float blurWidth, float shadowBulbRadius, float[] transform);
private static native void nBuilderCastLight(long nativeBuilder, boolean enabled);
private static native void nBuilderPosition(long nativeBuilder, float x, float y, float z);
private static native void nBuilderDirection(long nativeBuilder, float x, float y, float z);
@@ -18,9 +18,11 @@ package com.google.android.filament;
import androidx.annotation.IntRange;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
import androidx.annotation.Size;
import com.google.android.filament.proguard.UsedByNative;
import com.google.android.filament.Engine.FeatureLevel;
import java.nio.Buffer;
import java.util.ArrayList;
@@ -46,6 +48,8 @@ public class Material {
static final BlendingMode[] sBlendingModeValues = BlendingMode.values();
static final RefractionMode[] sRefractionModeValues = RefractionMode.values();
static final RefractionType[] sRefractionTypeValues = RefractionType.values();
static final ReflectionMode[] sReflectionModeValues = ReflectionMode.values();
static final FeatureLevel[] sFeatureLevelValues = FeatureLevel.values();
static final VertexDomain[] sVertexDomainValues = VertexDomain.values();
static final CullingMode[] sCullingModeValues = CullingMode.values();
static final VertexBuffer.VertexAttribute[] sVertexAttributeValues =
@@ -181,6 +185,18 @@ public class Material {
THIN
}
/**
* Supported reflection modes
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/lighting:reflections">
* Lighting: reflections</a>
*/
public enum ReflectionMode {
DEFAULT,
SCREEN_SPACE
}
/**
* Supported types of vertex domains
*
@@ -223,6 +239,31 @@ public class Material {
FRONT_AND_BACK
}
public enum CompilerPriorityQueue {
HIGH,
LOW
}
public static class UserVariantFilterBit {
/** Directional lighting */
public static int DIRECTIONAL_LIGHTING = 0x01;
/** Dynamic lighting */
public static int DYNAMIC_LIGHTING = 0x02;
/** Shadow receiver */
public static int SHADOW_RECEIVER = 0x04;
/** Skinning */
public static int SKINNING = 0x08;
/** Fog */
public static int FOG = 0x10;
/** Variance shadow maps */
public static int VSM = 0x20;
/** Screen-space reflections */
public static int SSR = 0x40;
/** Instanced stereo rendering */
public static int STE = 0x80;
public static int ALL = 0xFF;
}
@UsedByNative("Material.cpp")
public static class Parameter {
private static final Type[] sTypeValues = Type.values();
@@ -305,6 +346,7 @@ public class Material {
public static class Builder {
private Buffer mBuffer;
private int mSize;
private int mShBandCount = 0;
/**
* Specifies the material data. The material data is a binary blob produced by
@@ -320,6 +362,22 @@ public class Material {
return this;
}
/**
* Sets the quality of the indirect lights computations. This is only taken into account
* if this material is lit and in the surface domain. This setting will affect the
* IndirectLight computation if one is specified on the Scene and Spherical Harmonics
* are used for the irradiance.
*
* @param shBandCount Number of spherical harmonic bands. Must be 1, 2 or 3 (default).
* @return Reference to this Builder for chaining calls.
* @see IndirectLight
*/
@NonNull
public Builder sphericalHarmonicsBandCount(@IntRange(from = 0) int shBandCount) {
mShBandCount = shBandCount;
return this;
}
/**
* Creates and returns the Material object.
*
@@ -331,12 +389,62 @@ public class Material {
*/
@NonNull
public Material build(@NonNull Engine engine) {
long nativeMaterial = nBuilderBuild(engine.getNativeObject(), mBuffer, mSize);
long nativeMaterial = nBuilderBuild(engine.getNativeObject(),
mBuffer, mSize, mShBandCount);
if (nativeMaterial == 0) throw new IllegalStateException("Couldn't create Material");
return new Material(nativeMaterial);
}
}
/**
* Asynchronously ensures that a subset of this Material's variants are compiled. After issuing
* several compile() calls in a row, it is recommended to call {@link Engine#flush}
* such that the backend can start the compilation work as soon as possible.
* The provided callback is guaranteed to be called on the main thread after all specified
* variants of the material are compiled. This can take hundreds of milliseconds.
*<p>
* If all the material's variants are already compiled, the callback will be scheduled as
* soon as possible, but this might take a few dozen millisecond, corresponding to how
* many previous frames are enqueued in the backend. This also varies by backend. Therefore,
* it is recommended to only call this method once per material shortly after creation.
*</p>
*<p>
* If the same variant is scheduled for compilation multiple times, the first scheduling
* takes precedence; later scheduling are ignored.
*</p>
*<p>
* caveat: A consequence is that if a variant is scheduled on the low priority queue and later
* scheduled again on the high priority queue, the later scheduling is ignored.
* Therefore, the second callback could be called before the variant is compiled.
* However, the first callback, if specified, will trigger as expected.
*</p>
*<p>
* The callback is guaranteed to be called. If the engine is destroyed while some material
* variants are still compiling or in the queue, these will be discarded and the corresponding
* callback will be called. In that case however the Material pointer passed to the callback
* is guaranteed to be invalid (either because it's been destroyed by the user already, or,
* because it's been cleaned-up by the Engine).
*</p>
*<p>
* {@link UserVariantFilterBit#ALL} should be used with caution. Only variants that an application
* needs should be included in the variants argument. For example, the STE variant is only used
* for stereoscopic rendering. If an application is not planning to render in stereo, this bit
* should be turned off to avoid unnecessary material compilations.
*</p>
* @param priority Which priority queue to use, LOW or HIGH.
* @param variants Variants to include to the compile command.
* @param handler An {@link java.util.concurrent.Executor Executor}. On Android this can also be a {@link android.os.Handler Handler}.
* @param callback callback called on the main thread when the compilation is done on
* by backend.
*/
public void compile(@NonNull CompilerPriorityQueue priority,
int variants,
@Nullable Object handler,
@Nullable Runnable callback) {
nCompile(getNativeObject(), priority.ordinal(), variants, handler, callback);
}
/**
* Creates a new instance of this material. Material instances should be freed using
* {@link Engine#destroyMaterialInstance(MaterialInstance)}.
@@ -437,6 +545,28 @@ public class Material {
return EnumCache.sRefractionTypeValues[nGetRefractionType(getNativeObject())];
}
/**
* Returns the reflection mode of this material.
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/lighting:reflections">
* Lighting: reflections</a>
*/
public ReflectionMode getReflectionMode() {
return EnumCache.sReflectionModeValues[nGetReflectionMode(getNativeObject())];
}
/**
* Returns the minimum required feature level for this material.
*
* @see
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/general:featurelevel">
* General: featureLevel</a>
*/
public FeatureLevel getFeatureLevel() {
return EnumCache.sFeatureLevelValues[nGetFeatureLevel(getNativeObject())];
}
/**
* Returns the vertex domain of this material.
*
@@ -911,11 +1041,12 @@ public class Material {
mNativeObject = 0;
}
private static native long nBuilderBuild(long nativeEngine, @NonNull Buffer buffer, int size);
private static native long nBuilderBuild(long nativeEngine, @NonNull Buffer buffer, int size, int shBandCount);
private static native long nCreateInstance(long nativeMaterial);
private static native long nCreateInstanceWithName(long nativeMaterial, @NonNull String name);
private static native long nGetDefaultInstance(long nativeMaterial);
private static native void nCompile(long nativeMaterial, int priority, int variants, Object handler, Runnable runnable);
private static native String nGetName(long nativeMaterial);
private static native int nGetShading(long nativeMaterial);
private static native int nGetInterpolation(long nativeMaterial);
@@ -932,6 +1063,8 @@ public class Material {
private static native float nGetSpecularAntiAliasingThreshold(long nativeMaterial);
private static native int nGetRefractionMode(long nativeMaterial);
private static native int nGetRefractionType(long nativeMaterial);
private static native int nGetReflectionMode(long nativeMaterial);
private static native int nGetFeatureLevel(long nativeMaterial);
private static native int nGetParameterCount(long nativeMaterial);
@@ -625,6 +625,15 @@ public class MaterialInstance {
nSetDepthCulling(getNativeObject(), enable);
}
/**
* Sets the depth comparison function (default is {@link TextureSampler.CompareFunction#GE}).
*
* @param func the depth comparison function
*/
public void setDepthFunc(TextureSampler.CompareFunction func) {
nSetDepthFunc(getNativeObject(), func.ordinal());
}
/**
* Returns whether depth culling is enabled.
*/
@@ -632,6 +641,13 @@ public class MaterialInstance {
return nIsDepthCullingEnabled(getNativeObject());
}
/**
* Returns the depth comparison function.
*/
public TextureSampler.CompareFunction getDepthFunc() {
return TextureSampler.EnumCache.sCompareFunctionValues[nGetDepthFunc(getNativeObject())];
}
/**
* Sets the stencil comparison function (default is {@link TextureSampler.CompareFunction#ALWAYS}).
*
@@ -884,7 +900,7 @@ public class MaterialInstance {
@IntRange(from = 0) int offset, @IntRange(from = 1) int count);
private static native void nSetParameterTexture(long nativeMaterialInstance,
@NonNull String name, long nativeTexture, int sampler);
@NonNull String name, long nativeTexture, long sampler);
private static native void nSetScissor(long nativeMaterialInstance,
@IntRange(from = 0) int left, @IntRange(from = 0) int bottom,
@@ -908,6 +924,7 @@ public class MaterialInstance {
private static native void nSetDepthWrite(long nativeMaterialInstance, boolean enable);
private static native void nSetStencilWrite(long nativeMaterialInstance, boolean enable);
private static native void nSetDepthCulling(long nativeMaterialInstance, boolean enable);
private static native void nSetDepthFunc(long nativeMaterialInstance, long function);
private static native void nSetStencilCompareFunction(long nativeMaterialInstance,
long function, long face);
@@ -939,4 +956,5 @@ public class MaterialInstance {
private static native boolean nIsDepthWriteEnabled(long nativeMaterialInstance);
private static native boolean nIsStencilWriteEnabled(long nativeMaterialInstance);
private static native boolean nIsDepthCullingEnabled(long nativeMaterialInstance);
private static native int nGetDepthFunc(long nativeMaterialInstance);
}
@@ -74,7 +74,7 @@ public class MorphTargetBuffer {
*
* @exception IllegalStateException if the MorphTargetBuffer could not be created
*
* @see #setMorphTargetBufferAt
* @see #setMorphTargetBufferOffsetAt
*/
@NonNull
public MorphTargetBuffer build(@NonNull Engine engine) {
@@ -81,8 +81,6 @@ public class RenderTarget {
/**
* Sets a texture to a given attachment point.
*
* <p>All RenderTargets must have a non-null <code>COLOR</code> attachment.</p>
*
* @param attachment The attachment point of the texture.
* @param texture The associated texture object.
* @return A reference to this Builder for chaining calls.
@@ -175,6 +175,32 @@ public class RenderableManager {
return this;
}
/**
* Type of geometry for a Renderable
*/
public enum GeometryType {
/** dynamic gemoetry has no restriction */
DYNAMIC,
/** bounds and world space transform are immutable */
STATIC_BOUNDS,
/** skinning/morphing not allowed and Vertex/IndexBuffer immutables */
STATIC
}
/**
* Specify whether this renderable has static bounds. In this context his means that
* the renderable's bounding box cannot change and that the renderable's transform is
* assumed immutable. Changing the renderable's transform via the TransformManager
* can lead to corrupted graphics. Note that skinning and morphing are not forbidden.
* Disabled by default.
* @param enable whether this renderable has static bounds. false by default.
*/
@NonNull
public Builder geometryType(GeometryType type) {
nBuilderGeometryType(mNativeBuilder, type.ordinal());
return this;
}
/**
* Binds a material instance to the specified primitive.
*
@@ -498,14 +524,7 @@ public class RenderableManager {
}
/**
* Controls if the renderable has vertex morphing targets, zero by default. This is
* required to enable GPU morphing.
*
* <p>Filament supports two morphing modes: standard (default) and legacy.</p>
*
* <p>For standard morphing, A {@link MorphTargetBuffer} must be created and provided via
* {@link RenderableManager#setMorphTargetBufferAt}. Standard morphing supports up to
* <code>CONFIG_MAX_MORPH_TARGET_COUNT</code> morph targets.</p>
* Controls if the renderable has legacy vertex morphing targets, zero by default.
*
* For legacy morphing, the attached {@link VertexBuffer} must provide data in the
* appropriate {@link VertexBuffer.VertexAttribute} slots (<code>MORPH_POSITION_0</code> etc).
@@ -523,6 +542,22 @@ public class RenderableManager {
return this;
}
/**
* Controls if the renderable has vertex morphing targets, zero by default.
*
* <p>For standard morphing, A {@link MorphTargetBuffer} must be provided.
* Standard morphing supports up to
* <code>CONFIG_MAX_MORPH_TARGET_COUNT</code> morph targets.</p>
*
* <p>See also {@link RenderableManager#setMorphWeights}, which can be called on a per-frame basis
* to advance the animation.</p>
*/
@NonNull
public Builder morphing(@NonNull MorphTargetBuffer morphTargetBuffer) {
nBuilderMorphingStandard(mNativeBuilder, morphTargetBuffer.getNativeObject());
return this;
}
/**
* Specifies the morph target buffer for a primitive.
*
@@ -534,31 +569,13 @@ public class RenderableManager {
*
* @param level the level of detail (lod), only 0 can be specified
* @param primitiveIndex zero-based index of the primitive, must be less than the count passed to Builder constructor
* @param morphTargetBuffer specifies the morph target buffer
* @param offset specifies where in the morph target buffer to start reading (expressed as a number of vertices)
* @param count number of vertices in the morph target buffer to read, must equal the geometry's count (for triangles, this should be a multiple of 3)
*/
@NonNull
public Builder morphing(@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@NonNull MorphTargetBuffer morphTargetBuffer,
@IntRange(from = 0) int offset,
@IntRange(from = 0) int count) {
nBuilderSetMorphTargetBufferAt(mNativeBuilder, level, primitiveIndex,
morphTargetBuffer.getNativeObject(), offset, count);
return this;
}
/**
* Utility method to specify morph target buffer for a primitive.
* For details, see the {@link RenderableManager.Builder#morphing}.
*/
@NonNull
public Builder morphing(@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@NonNull MorphTargetBuffer morphTargetBuffer) {
nBuilderSetMorphTargetBufferAt(mNativeBuilder, level, primitiveIndex,
morphTargetBuffer.getNativeObject(), 0, morphTargetBuffer.getVertexCount());
@IntRange(from = 0) int offset) {
nBuilderSetMorphTargetBufferOffsetAt(mNativeBuilder, level, primitiveIndex, offset);
return this;
}
@@ -661,26 +678,11 @@ public class RenderableManager {
*
* @see Builder#morphing
*/
public void setMorphTargetBufferAt(@EntityInstance int i,
public void setMorphTargetBufferOffsetAt(@EntityInstance int i,
@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@NonNull MorphTargetBuffer morphTargetBuffer,
@IntRange(from = 0) int offset,
@IntRange(from = 0) int count) {
nSetMorphTargetBufferAt(mNativeObject, i, level, primitiveIndex,
morphTargetBuffer.getNativeObject(), offset, count);
}
/**
* Utility method to change morph target buffer for the given primitive.
* For details, see the {@link RenderableManager#setMorphTargetBufferAt}.
*/
public void setMorphTargetBufferAt(@EntityInstance int i,
@IntRange(from = 0) int level,
@IntRange(from = 0) int primitiveIndex,
@NonNull MorphTargetBuffer morphTargetBuffer) {
nSetMorphTargetBufferAt(mNativeObject, i, level, primitiveIndex,
morphTargetBuffer.getNativeObject(), 0, morphTargetBuffer.getVertexCount());
@IntRange(from = 0) int offset) {
nSetMorphTargetBufferOffsetAt(mNativeObject, i, level, primitiveIndex, 0, offset);
}
/**
@@ -964,6 +966,7 @@ public class RenderableManager {
private static native void nBuilderGeometry(long nativeBuilder, int index, int value, long nativeVertexBuffer, long nativeIndexBuffer);
private static native void nBuilderGeometry(long nativeBuilder, int index, int value, long nativeVertexBuffer, long nativeIndexBuffer, int offset, int count);
private static native void nBuilderGeometry(long nativeBuilder, int index, int value, long nativeVertexBuffer, long nativeIndexBuffer, int offset, int minIndex, int maxIndex, int count);
private static native void nBuilderGeometryType(long nativeBuilder, int type);
private static native void nBuilderMaterial(long nativeBuilder, int index, long nativeMaterialInstance);
private static native void nBuilderBlendOrder(long nativeBuilder, int index, int blendOrder);
private static native void nBuilderGlobalBlendOrderEnabled(long nativeBuilder, int index, boolean enabled);
@@ -979,7 +982,8 @@ public class RenderableManager {
private static native int nBuilderSkinningBones(long nativeBuilder, int boneCount, Buffer bones, int remaining);
private static native void nBuilderSkinningBuffer(long nativeBuilder, long nativeSkinningBuffer, int boneCount, int offset);
private static native void nBuilderMorphing(long nativeBuilder, int targetCount);
private static native void nBuilderSetMorphTargetBufferAt(long nativeBuilder, int level, int primitiveIndex, long nativeMorphTargetBuffer, int offset, int count);
private static native void nBuilderMorphingStandard(long nativeBuilder, long nativeMorphTargetBuffer);
private static native void nBuilderSetMorphTargetBufferOffsetAt(long nativeBuilder, int level, int primitiveIndex, int offset);
private static native void nBuilderEnableSkinningBuffers(long nativeBuilder, boolean enabled);
private static native void nBuilderFog(long nativeBuilder, boolean enabled);
private static native void nBuilderLightChannel(long nativeRenderableManager, int channel, boolean enable);
@@ -989,7 +993,7 @@ public class RenderableManager {
private static native int nSetBonesAsMatrices(long nativeObject, int i, Buffer matrices, int remaining, int boneCount, int offset);
private static native int nSetBonesAsQuaternions(long nativeObject, int i, Buffer quaternions, int remaining, int boneCount, int offset);
private static native void nSetMorphWeights(long nativeObject, int instance, float[] weights, int offset);
private static native void nSetMorphTargetBufferAt(long nativeObject, int i, int level, int primitiveIndex, long nativeMorphTargetBuffer, int offset, int count);
private static native void nSetMorphTargetBufferOffsetAt(long nativeObject, int i, int level, int primitiveIndex, long nativeMorphTargetBuffer, int offset);
private static native int nGetMorphTargetCount(long nativeObject, int i);
private static native void nSetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float cx, float cy, float cz, float ex, float ey, float ez);
private static native void nSetLayerMask(long nativeRenderableManager, int i, int select, int value);
@@ -101,7 +101,7 @@ public class Renderer {
/**
* Desired frame interval in unit of 1 / DisplayInfo.refreshRate.
*/
public float interval = 1.0f / 60.0f;
public float interval = 1.0f;
/**
* Additional headroom for the GPU as a ratio of the targetFrameTime.
@@ -284,6 +284,33 @@ public class Renderer {
nSetPresentationTime(getNativeObject(), monotonicClockNanos);
}
/**
* The use of this method is optional. It sets the VSYNC time expressed as the duration in
* nanosecond since epoch of std::chrono::steady_clock.
* If called, passing 0 to frameTimeNanos in Renderer.BeginFrame will use this
* time instead.
* @param steadyClockTimeNano duration in nanosecond since epoch of std::chrono::steady_clock
* @see Engine#getSteadyClockTimeNano
* @see Renderer#beginFrame
*/
public void setVsyncTime(long steadyClockTimeNano) {
nSetVsyncTime(getNativeObject(), steadyClockTimeNano);
}
/**
* Call skipFrame when momentarily skipping frames, for instance if the content of the
* scene doesn't change.
*
* @param vsyncSteadyClockTimeNano The time in nanoseconds when the frame started being rendered,
* in the {@link System#nanoTime()} timebase. Divide this value by 1000000 to
* convert it to the {@link android.os.SystemClock#uptimeMillis()}
* time base. This typically comes from
* {@link android.view.Choreographer.FrameCallback}.
*/
public void skipFrame(long vsyncSteadyClockTimeNano) {
nSkipFrame(getNativeObject(), vsyncSteadyClockTimeNano);
}
/**
* Sets up a frame for this <code>Renderer</code>.
* <p><code>beginFrame</code> manages frame pacing, and returns whether or not a frame should be
@@ -702,6 +729,8 @@ public class Renderer {
}
private static native void nSetPresentationTime(long nativeObject, long monotonicClockNanos);
private static native void nSetVsyncTime(long nativeObject, long steadyClockTimeNano);
private static native void nSkipFrame(long nativeObject, long vsyncSteadyClockTimeNano);
private static native boolean nBeginFrame(long nativeRenderer, long nativeSwapChain, long frameTimeNanos);
private static native void nEndFrame(long nativeRenderer);
private static native void nRender(long nativeRenderer, long nativeView);
@@ -16,6 +16,7 @@
package com.google.android.filament;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
/**
@@ -146,18 +147,29 @@ public class Scene {
}
/**
* Returns the number of {@link RenderableManager} components in the <code>Scene</code>.
* Returns the total number of Entities in the <code>Scene</code>, whether alive or not.
*
* @return number of {@link RenderableManager} components in the <code>Scene</code>..
* @return the total number of Entities in the <code>Scene</code>.
*/
public int getEntityCount() {
return nGetEntityCount(getNativeObject());
}
/**
* Returns the number of active (alive) {@link RenderableManager} components in the
* <code>Scene</code>.
*
* @return number of {@link RenderableManager} components in the <code>Scene</code>.
*/
public int getRenderableCount() {
return nGetRenderableCount(getNativeObject());
}
/**
* Returns the number of {@link LightManager} components in the <code>Scene</code>.
* Returns the number of active (alive) {@link LightManager} components in the
* <code>Scene</code>.
*
* @return number of {@link LightManager} components in the <code>Scene</code>..
* @return number of {@link LightManager} components in the <code>Scene</code>.
*/
public int getLightCount() {
return nGetLightCount(getNativeObject());
@@ -179,6 +191,52 @@ public class Scene {
return mNativeObject;
}
/**
* Returns the list of all entities in the Scene. If outArray is provided and large enough,
* it is used to store the list and returned, otherwise a new array is allocated and returned.
* @param outArray an array to store the list of entities in the scene.
* @return outArray if it was used or a newly allocated array.
* @see #getEntityCount
*/
public int[] getEntities(@Nullable int[] outArray) {
int c = getEntityCount();
if (outArray == null || outArray.length < c) {
outArray = new int[c];
}
boolean success = nGetEntities(getNativeObject(), outArray, outArray.length);
if (!success) {
throw new IllegalStateException("Error retriving Scene's entities");
}
return outArray;
}
/**
* Returns the list of all entities in the Scene in a newly allocated array.
* @return an array containing the list of all entities in the scene.
* @see #getEntityCount
*/
public int[] getEntities() {
return getEntities(null);
}
public interface EntityProcessor {
void process(@Entity int entity);
}
/**
* Invokes user functor on each entity in the scene.
*
* It is not allowed to add or remove an entity from the scene within the functor.
*
* @param entityProcessor User provided functor called for each entity in the scene
*/
public void forEach(@NonNull EntityProcessor entityProcessor) {
int[] entities = getEntities(null);
for (int entity : entities) {
entityProcessor.process(entity);
}
}
void clearNativeObject() {
mNativeObject = 0;
}
@@ -189,7 +247,9 @@ public class Scene {
private static native void nAddEntities(long nativeScene, int[] entities);
private static native void nRemove(long nativeScene, int entity);
private static native void nRemoveEntities(long nativeScene, int[] entities);
private static native int nGetEntityCount(long nativeScene);
private static native int nGetRenderableCount(long nativeScene);
private static native int nGetLightCount(long nativeScene);
private static native boolean nHasEntity(long nativeScene, int entity);
private static native boolean nGetEntities(long nativeScene, int[] outArray, int length);
}
@@ -68,52 +68,30 @@ public class SwapChain {
private final Object mSurface;
private long mNativeObject;
public static final long CONFIG_DEFAULT = 0x0;
/**
* This flag indicates that the <code>SwapChain</code> must be allocated with an
* alpha-channel.
*/
public static final long CONFIG_TRANSPARENT = 0x1;
/**
* This flag indicates that the <code>SwapChain</code> may be used as a source surface
* for reading back render results. This config must be set when creating
* any <code>SwapChain</code> that will be used as the source for a blit operation.
*
* @see Renderer#copyFrame
*/
public static final long CONFIG_READABLE = 0x2;
/**
* Indicates that the native X11 window is an XCB window rather than an XLIB window.
* This is ignored on non-Linux platforms and in builds that support only one X11 API.
*/
public static final long CONFIG_ENABLE_XCB = 0x4;
/**
* Indicates that the SwapChain must automatically perform linear to sRGB encoding.
*
* This flag is ignored if isSRGBSwapChainSupported() is false.
*
* When using this flag, post-processing should be disabled.
*
* @see SwapChain#isSRGBSwapChainSupported
* @see View#setPostProcessingEnabled
*/
public static final long CONFIG_SRGB_COLORSPACE = 0x10;
SwapChain(long nativeSwapChain, Object surface) {
mNativeObject = nativeSwapChain;
mSurface = surface;
}
/**
* Return whether createSwapChain supports the SWAP_CHAIN_CONFIG_SRGB_COLORSPACE flag.
* Return whether createSwapChain supports the CONFIG_PROTECTED_CONTENT flag.
* The default implementation returns false.
*
* @param engine A reference to the filament Engine
* @return true if SWAP_CHAIN_CONFIG_SRGB_COLORSPACE is supported, false otherwise.
* @return true if CONFIG_PROTECTED_CONTENT is supported, false otherwise.
* @see SwapChainFlags#CONFIG_PROTECTED_CONTENT
*/
public static boolean isProtectedContentSupported(@NonNull Engine engine) {
return nIsProtectedContentSupported(engine.getNativeObject());
}
/**
* Return whether createSwapChain supports the CONFIG_SRGB_COLORSPACE flag.
* The default implementation returns false.
*
* @param engine A reference to the filament Engine
* @return true if CONFIG_SRGB_COLORSPACE is supported, false otherwise.
* @see SwapChainFlags#CONFIG_SRGB_COLORSPACE
*/
public static boolean isSRGBSwapChainSupported(@NonNull Engine engine) {
return nIsSRGBSwapChainSupported(engine.getNativeObject());
@@ -137,10 +115,6 @@ public class SwapChain {
* </p>
*
* <p>
* The FrameCompletedCallback is guaranteed to be called on the main Filament thread.
* </p>
*
* <p>
* Warning: Only Filament's Metal backend supports frame callbacks. Other backends ignore the
* callback (which will never be called) and proceed normally.
* </p>
@@ -165,4 +139,5 @@ public class SwapChain {
private static native void nSetFrameCompletedCallback(long nativeSwapChain, Object handler, Runnable callback);
private static native boolean nIsSRGBSwapChainSupported(long nativeEngine);
private static native boolean nIsProtectedContentSupported(long nativeEngine);
}
@@ -0,0 +1,97 @@
/*
* Copyright (C) 2024 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament;
// Note: SwapChainFlags is kept separate from SwapChain so that UiHelper does not need to depend
// on SwapChain. This allows clients to use UiHelper without requiring all of Filament's Java
// classes.
/**
* Flags that a <code>SwapChain</code> can be created with to control behavior.
*
* @see Engine#createSwapChain
* @see Engine#createSwapChainFromNativeSurface
*/
public final class SwapChainFlags {
public static final long CONFIG_DEFAULT = 0x0;
/**
* This flag indicates that the <code>SwapChain</code> must be allocated with an
* alpha-channel.
*/
public static final long CONFIG_TRANSPARENT = 0x1;
/**
* This flag indicates that the <code>SwapChain</code> may be used as a source surface
* for reading back render results. This config must be set when creating
* any <code>SwapChain</code> that will be used as the source for a blit operation.
*
* @see Renderer#copyFrame
*/
public static final long CONFIG_READABLE = 0x2;
/**
* Indicates that the native X11 window is an XCB window rather than an XLIB window.
* This is ignored on non-Linux platforms and in builds that support only one X11 API.
*/
public static final long CONFIG_ENABLE_XCB = 0x4;
/**
* Indicates that the SwapChain must automatically perform linear to sRGB encoding.
*
* This flag is ignored if isSRGBSwapChainSupported() is false.
*
* When using this flag, post-processing should be disabled.
*
* @see SwapChain#isSRGBSwapChainSupported
* @see View#setPostProcessingEnabled
*/
public static final long CONFIG_SRGB_COLORSPACE = 0x10;
/**
* Indicates that this SwapChain should allocate a stencil buffer in addition to a depth buffer.
*
* This flag is necessary when using View::setStencilBufferEnabled and rendering directly into
* the SwapChain (when post-processing is disabled).
*
* The specific format of the stencil buffer depends on platform support. The following pixel
* formats are tried, in order of preference:
*
* Depth only (without CONFIG_HAS_STENCIL_BUFFER):
* - DEPTH32F
* - DEPTH24
*
* Depth + stencil (with CONFIG_HAS_STENCIL_BUFFER):
* - DEPTH32F_STENCIL8
* - DEPTH24F_STENCIL8
*
* Note that enabling the stencil buffer may hinder depth precision and should only be used if
* necessary.
*
* @see View#setStencilBufferEnabled
* @see View#setPostProcessingEnabled
*/
public static final long CONFIG_HAS_STENCIL_BUFFER = 0x20;
/**
* The SwapChain contains protected content. Only supported when isProtectedContentSupported()
* is true.
*/
public static final long CONFIG_PROTECTED_CONTENT = 0x40;
}
@@ -849,6 +849,10 @@ public class Texture {
public static final int SAMPLEABLE = 0x10;
/** Texture can be used as a subpass input */
public static final int SUBPASS_INPUT = 0x20;
/** Texture can be used the source of a blit() */
public static final int BLIT_SRC = 0x40;
/** Texture can be used the destination of a blit() */
public static final int BLIT_DST = 0x80;
/** by default textures are <code>UPLOADABLE</code> and <code>SAMPLEABLE</code>*/
public static final int DEFAULT = UPLOADABLE | SAMPLEABLE;
}
@@ -126,7 +126,7 @@ public class TextureSampler {
NEVER
}
int mSampler = 0; // bit field used by native
long mSampler = 0; // bit field used by native
/**
* Initializes the <code>TextureSampler</code> with default values.
@@ -342,26 +342,26 @@ public class TextureSampler {
}
}
private static native int nCreateSampler(int min, int max, int s, int t, int r);
private static native int nCreateCompareSampler(int mode, int function);
private static native long nCreateSampler(int min, int max, int s, int t, int r);
private static native long nCreateCompareSampler(int mode, int function);
private static native int nGetMinFilter(int sampler);
private static native int nSetMinFilter(int sampler, int filter);
private static native int nGetMagFilter(int sampler);
private static native int nSetMagFilter(int sampler, int filter);
private static native int nGetMinFilter(long sampler);
private static native long nSetMinFilter(long sampler, int filter);
private static native int nGetMagFilter(long sampler);
private static native long nSetMagFilter(long sampler, int filter);
private static native int nGetWrapModeS(int sampler);
private static native int nSetWrapModeS(int sampler, int mode);
private static native int nGetWrapModeT(int sampler);
private static native int nSetWrapModeT(int sampler, int mode);
private static native int nGetWrapModeR(int sampler);
private static native int nSetWrapModeR(int sampler, int mode);
private static native int nGetWrapModeS(long sampler);
private static native long nSetWrapModeS(long sampler, int mode);
private static native int nGetWrapModeT(long sampler);
private static native long nSetWrapModeT(long sampler, int mode);
private static native int nGetWrapModeR(long sampler);
private static native long nSetWrapModeR(long sampler, int mode);
private static native int nGetCompareMode(int sampler);
private static native int nSetCompareMode(int sampler, int mode);
private static native int nGetCompareFunction(int sampler);
private static native int nSetCompareFunction(int sampler, int function);
private static native int nGetCompareMode(long sampler);
private static native long nSetCompareMode(long sampler, int mode);
private static native int nGetCompareFunction(long sampler);
private static native long nSetCompareFunction(long sampler, int function);
private static native float nGetAnisotropy(int sampler);
private static native int nSetAnisotropy(int sampler, float anisotropy);
private static native float nGetAnisotropy(long sampler);
private static native long nSetAnisotropy(long sampler, float anisotropy);
}
@@ -16,12 +16,14 @@ package com.google.android.filament;
* <li>Configurable tone mapping operators</li>
* <ul>
* <li>GenericToneMapper</li>
* <li>AgXToneMapper</li>
* </ul>
* <li>Fixed-aesthetic tone mapping operators</li>
* <ul>
* <li>ACESToneMapper</li>
* <li>ACESLegacyToneMapper</li>
* <li>FilmicToneMapper</li>
* <li>PBRNeutralToneMapper</li>
* </ul>
* <li>Debug/validation tone mapping operators</li>
* <ul>
@@ -100,6 +102,55 @@ public class ToneMapper {
}
}
/**
* Khronos PBR Neutral tone mapping operator. This tone mapper was designed
* to preserve the appearance of materials across lighting conditions while
* avoiding artifacts in the highlights in high dynamic range conditions.
*/
public static class PBRNeutralToneMapper extends ToneMapper {
public PBRNeutralToneMapper() {
super(nCreatePBRNeutralToneMapper());
}
}
/**
* AgX tone mapping operator.
*/
public static class Agx extends ToneMapper {
public enum AgxLook {
/**
* Base contrast with no look applied
*/
NONE,
/**
* A punchy and more chroma laden look for sRGB displays
*/
PUNCHY,
/**
* A golden tinted, slightly washed look for BT.1886 displays
*/
GOLDEN
}
/**
* Builds a new AgX tone mapper with no look applied.
*/
public Agx() {
this(AgxLook.NONE);
}
/**
* Builds a new AgX tone mapper.
*
* @param look: an optional creative adjustment to contrast and saturation
*/
public Agx(AgxLook look) {
super(nCreateAgxToneMapper(look.ordinal()));
}
}
/**
* Generic tone mapping operator that gives control over the tone mapping
* curve. This operator can be used to control the aesthetics of the final
@@ -194,6 +245,8 @@ public class ToneMapper {
private static native long nCreateACESToneMapper();
private static native long nCreateACESLegacyToneMapper();
private static native long nCreateFilmicToneMapper();
private static native long nCreatePBRNeutralToneMapper();
private static native long nCreateAgxToneMapper(int look);
private static native long nCreateGenericToneMapper(
float contrast, float midGrayIn, float midGrayOut, float hdrMax);
@@ -27,6 +27,8 @@ import static com.google.android.filament.Asserts.assertFloat3In;
import static com.google.android.filament.Asserts.assertFloat4In;
import static com.google.android.filament.Colors.LinearColor;
import com.google.android.filament.proguard.UsedByNative;
/**
* Encompasses all the state needed for rendering a {@link Scene}.
*
@@ -73,6 +75,7 @@ public class View {
private AmbientOcclusionOptions mAmbientOcclusionOptions;
private BloomOptions mBloomOptions;
private FogOptions mFogOptions;
private StereoscopicOptions mStereoscopicOptions;
private RenderTarget mRenderTarget;
private BlendMode mBlendMode;
private DepthOfFieldOptions mDepthOfFieldOptions;
@@ -238,6 +241,15 @@ public class View {
nSetCamera(getNativeObject(), camera == null ? 0 : camera.getNativeObject());
}
/**
* Query whether a camera is set.
* @return true if a camera is set, false otherwise
* @see #setCamera
*/
public boolean hasCamera() {
return nHasCamera(getNativeObject());
}
/**
* Gets this View's associated Camera, or null if none has been assigned.
*
@@ -902,7 +914,7 @@ public class View {
mBloomOptions = options;
nSetBloomOptions(getNativeObject(), options.dirt != null ? options.dirt.getNativeObject() : 0,
options.dirtStrength, options.strength, options.resolution,
options.anamorphism, options.levels, options.blendMode.ordinal(),
options.levels, options.blendMode.ordinal(),
options.threshold, options.enabled, options.highlight,
options.lensFlare, options.starburst, options.chromaticAberration,
options.ghostCount, options.ghostSpacing, options.ghostThreshold,
@@ -965,7 +977,8 @@ public class View {
options.heightFalloff, options.cutOffDistance,
options.color[0], options.color[1], options.color[2],
options.density, options.inScatteringStart, options.inScatteringSize,
options.fogColorFromIbl, options.skyColor.getNativeObject(),
options.fogColorFromIbl,
options.skyColor == null ? 0 : options.skyColor.getNativeObject(),
options.enabled);
}
@@ -1029,7 +1042,8 @@ public class View {
* </p>
*
* <p>
* Post-processing must be enabled in order to use the stencil buffer.
* If post-processing is disabled, then the SwapChain must have the CONFIG_HAS_STENCIL_BUFFER
* flag set in order to use the stencil buffer.
* </p>
*
* <p>
@@ -1051,6 +1065,51 @@ public class View {
return nIsStencilBufferEnabled(getNativeObject());
}
/**
* Sets the stereoscopic rendering options for this view.
*
* <p>
* Currently, only one type of stereoscopic rendering is supported: side-by-side.
* Side-by-side stereo rendering splits the viewport into two halves: a left and right half.
* Eye 0 will render to the left half, while Eye 1 will render into the right half.
* </p>
*
* <p>
* Currently, the following features are not supported with stereoscopic rendering:
* - post-processing
* - shadowing
* - punctual lights
* </p>
*
* <p>
* Stereo rendering depends on device and platform support. To check if stereo rendering is
* supported, use {@link Engine#isStereoSupported()}. If stereo rendering is not supported, then
* the stereoscopic options have no effect.
* </p>
*
* @param options The stereoscopic options to use on this view
* @see #getStereoscopicOptions
*/
public void setStereoscopicOptions(@NonNull StereoscopicOptions options) {
mStereoscopicOptions = options;
nSetStereoscopicOptions(getNativeObject(), options.enabled);
}
/**
* Gets the stereoscopic options.
*
* @return options Stereoscopic options currently set.
* @see #setStereoscopicOptions
*/
@NonNull
public StereoscopicOptions getStereoscopicOptions() {
if (mStereoscopicOptions == null) {
mStereoscopicOptions = new StereoscopicOptions();
}
return mStereoscopicOptions;
}
/**
* A class containing the result of a picking query
*/
@@ -1095,10 +1154,29 @@ public class View {
nPick(getNativeObject(), x, y, handler, internalCallback);
}
@UsedByNative("View.cpp")
private static class InternalOnPickCallback implements Runnable {
private final OnPickCallback mUserCallback;
private final PickingQueryResult mPickingQueryResult = new PickingQueryResult();
@UsedByNative("View.cpp")
@Entity
int mRenderable;
@UsedByNative("View.cpp")
float mDepth;
@UsedByNative("View.cpp")
float mFragCoordsX;
@UsedByNative("View.cpp")
float mFragCoordsY;
@UsedByNative("View.cpp")
float mFragCoordsZ;
public InternalOnPickCallback(OnPickCallback mUserCallback) {
this.mUserCallback = mUserCallback;
}
@Override
public void run() {
mPickingQueryResult.renderable = mRenderable;
@@ -1108,13 +1186,6 @@ public class View {
mPickingQueryResult.fragCoords[2] = mFragCoordsZ;
mUserCallback.onPick(mPickingQueryResult);
}
private final OnPickCallback mUserCallback;
private final PickingQueryResult mPickingQueryResult = new PickingQueryResult();
@Entity int mRenderable;
float mDepth;
float mFragCoordsX;
float mFragCoordsY;
float mFragCoordsZ;
}
/**
@@ -1162,6 +1233,18 @@ public class View {
return nGetFogEntity(getNativeObject());
}
/**
* When certain temporal features are used (e.g.: TAA or Screen-space reflections), the view
* keeps a history of previous frame renders associated with the Renderer the view was last
* used with. When switching Renderer, it may be necessary to clear that history by calling
* this method. Similarly, if the whole content of the screen change, like when a cut-scene
* starts, clearing the history might be needed to avoid artifacts due to the previous frame
* being very different.
*/
public void clearFrameHistory(Engine engine) {
nClearFrameHistory(getNativeObject(), engine.getNativeObject());
}
public long getNativeObject() {
if (mNativeObject == 0) {
throw new IllegalStateException("Calling method on destroyed View");
@@ -1176,6 +1259,7 @@ public class View {
private static native void nSetName(long nativeView, String name);
private static native void nSetScene(long nativeView, long nativeScene);
private static native void nSetCamera(long nativeView, long nativeCamera);
private static native boolean nHasCamera(long nativeView);
private static native void nSetViewport(long nativeView, int left, int bottom, int width, int height);
private static native void nSetVisibleLayers(long nativeView, int select, int value);
private static native void nSetShadowingEnabled(long nativeView, boolean enabled);
@@ -1201,9 +1285,10 @@ public class View {
private static native int nGetAmbientOcclusion(long nativeView);
private static native void nSetAmbientOcclusionOptions(long nativeView, float radius, float bias, float power, float resolution, float intensity, float bilateralThreshold, int quality, int lowPassFilter, int upsampling, boolean enabled, boolean bentNormals, float minHorizonAngleRad);
private static native void nSetSSCTOptions(long nativeView, float ssctLightConeRad, float ssctStartTraceDistance, float ssctContactDistanceMax, float ssctIntensity, float v, float v1, float v2, float ssctDepthBias, float ssctDepthSlopeBias, int ssctSampleCount, int ssctRayCount, boolean ssctEnabled);
private static native void nSetBloomOptions(long nativeView, long dirtNativeObject, float dirtStrength, float strength, int resolution, float anamorphism, int levels, int blendMode, boolean threshold, boolean enabled, float highlight,
private static native void nSetBloomOptions(long nativeView, long dirtNativeObject, float dirtStrength, float strength, int resolution, int levels, int blendMode, boolean threshold, boolean enabled, float highlight,
boolean lensFlare, boolean starburst, float chromaticAberration, int ghostCount, float ghostSpacing, float ghostThreshold, float haloThickness, float haloRadius, float haloThreshold);
private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float cutOffDistance, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, long skyColorNativeObject, boolean enabled);
private static native void nSetStereoscopicOptions(long nativeView, boolean enabled);
private static native void nSetBlendMode(long nativeView, int blendMode);
private static native void nSetDepthOfFieldOptions(long nativeView, float cocScale, float maxApertureDiameter, boolean enabled, int filter,
boolean nativeResolution, int foregroundRingCount, int backgroundRingCount, int fastGatherRingCount, int maxForegroundCOC, int maxBackgroundCOC);
@@ -1221,7 +1306,7 @@ public class View {
private static native void nSetMaterialGlobal(long nativeView, int index, float x, float y, float z, float w);
private static native void nGetMaterialGlobal(long nativeView, int index, float[] out);
private static native int nGetFogEntity(long nativeView);
private static native void nClearFrameHistory(long nativeView, long nativeEngine);
/**
* List of available ambient occlusion techniques.
@@ -1338,8 +1423,6 @@ public class View {
* blendMode: Whether the bloom effect is purely additive (false) or mixed with the original
* image (true).
*
* anamorphism: Bloom's aspect ratio (x/y), for artistic purposes.
*
* threshold: When enabled, a threshold at 1.0 is applied on the source image, this is
* useful for artistic reasons and is usually needed when a dirt texture is used.
*
@@ -1377,13 +1460,9 @@ public class View {
/**
* resolution of vertical axis (2^levels to 2048)
*/
public int resolution = 360;
public int resolution = 384;
/**
* bloom x/y aspect-ratio (1/32 to 32)
*/
public float anamorphism = 1.0f;
/**
* number of blur levels (3 to 11)
* number of blur levels (1 to 11)
*/
public int levels = 6;
/**
@@ -1403,6 +1482,17 @@ public class View {
* limit highlights to this value before bloom [10, +inf]
*/
public float highlight = 1000.0f;
/**
* Bloom quality level.
* LOW (default): use a more optimized down-sampling filter, however there can be artifacts
* with dynamic resolution, this can be alleviated by using the homogenous mode.
* MEDIUM: Good balance between quality and performance.
* HIGH: In this mode the bloom resolution is automatically increased to avoid artifacts.
* This mode can be significantly slower on mobile, especially at high resolution.
* This mode greatly improves the anamorphic bloom.
*/
@NonNull
public QualityLevel quality = QualityLevel.LOW;
/**
* enable screen-space lens flare
*/
@@ -1569,6 +1659,10 @@ public class View {
* circle of confusion scale factor (amount of blur)
*/
public float cocScale = 1.0f;
/**
* width/height aspect ratio of the circle of confusion (simulate anamorphic lenses)
*/
public float cocAspectRatio = 1.0f;
/**
* maximum aperture diameter in meters (zero to disable rotation)
*/
@@ -1784,7 +1878,7 @@ public class View {
}
/**
* Options for Temporal Multi-Sample Anti-aliasing (MSAA)
* Options for Multi-Sample Anti-aliasing (MSAA)
* @see setMultiSampleAntiAliasingOptions()
*/
public static class MultiSampleAntiAliasingOptions {
@@ -1808,21 +1902,111 @@ public class View {
/**
* Options for Temporal Anti-aliasing (TAA)
* Most TAA parameters are extremely costly to change, as they will trigger the TAA post-process
* shaders to be recompiled. These options should be changed or set during initialization.
* `filterWidth`, `feedback` and `jitterPattern`, however, can be changed at any time.
*
* `feedback` of 0.1 effectively accumulates a maximum of 19 samples in steady state.
* see "A Survey of Temporal Antialiasing Techniques" by Lei Yang and all for more information.
*
* @see setTemporalAntiAliasingOptions()
*/
public static class TemporalAntiAliasingOptions {
public enum BoxType {
/**
* use an AABB neighborhood
*/
AABB,
/**
* use the variance of the neighborhood (not recommended)
*/
VARIANCE,
/**
* use both AABB and variance
*/
AABB_VARIANCE,
}
public enum BoxClipping {
/**
* Accurate box clipping
*/
ACCURATE,
/**
* clamping
*/
CLAMP,
/**
* no rejections (use for debugging)
*/
NONE,
}
public enum JitterPattern {
RGSS_X4,
UNIFORM_HELIX_X4,
HALTON_23_X8,
HALTON_23_X16,
HALTON_23_X32,
}
/**
* reconstruction filter width typically between 0 (sharper, aliased) and 1 (smoother)
* reconstruction filter width typically between 0.2 (sharper, aliased) and 1.5 (smoother)
*/
public float filterWidth = 1.0f;
/**
* history feedback, between 0 (maximum temporal AA) and 1 (no temporal AA).
*/
public float feedback = 0.04f;
public float feedback = 0.12f;
/**
* texturing lod bias (typically -1 or -2)
*/
public float lodBias = -1.0f;
/**
* post-TAA sharpen, especially useful when upscaling is true.
*/
public float sharpness = 0.0f;
/**
* enables or disables temporal anti-aliasing
*/
public boolean enabled = false;
/**
* 4x TAA upscaling. Disables Dynamic Resolution. [BETA]
*/
public boolean upscaling = false;
/**
* whether to filter the history buffer
*/
public boolean filterHistory = true;
/**
* whether to apply the reconstruction filter to the input
*/
public boolean filterInput = true;
/**
* whether to use the YcoCg color-space for history rejection
*/
public boolean useYCoCg = false;
/**
* type of color gamut box
*/
@NonNull
public TemporalAntiAliasingOptions.BoxType boxType = TemporalAntiAliasingOptions.BoxType.AABB;
/**
* clipping algorithm
*/
@NonNull
public TemporalAntiAliasingOptions.BoxClipping boxClipping = TemporalAntiAliasingOptions.BoxClipping.ACCURATE;
@NonNull
public TemporalAntiAliasingOptions.JitterPattern jitterPattern = TemporalAntiAliasingOptions.JitterPattern.HALTON_23_X16;
public float varianceGamma = 1.0f;
/**
* adjust the feedback dynamically to reduce flickering
*/
public boolean preventFlickering = false;
/**
* whether to apply history reprojection (debug option)
*/
public boolean historyReprojection = true;
}
/**
@@ -1909,6 +2093,7 @@ public class View {
* PCF with soft shadows and contact hardening
*/
PCSS,
PCFd,
}
/**
@@ -1971,4 +2156,11 @@ public class View {
*/
public float penumbraRatioScale = 1.0f;
}
/**
* Options for stereoscopic (multi-eye) rendering.
*/
public static class StereoscopicOptions {
public boolean enabled = false;
}
}
@@ -22,17 +22,35 @@ import com.google.android.filament.Fence;
public class FilamentHelper {
/**
* Wait for all pending frames to be processed before returning. This is to
* avoid a race between the surface being resized before pending frames are
* rendered into it. This is typically called from {@link UiHelper.RendererCallback#onResized},
* {@link android.view.SurfaceHolder.Callback#surfaceChanged} or
* {@link android.view.TextureView.SurfaceTextureListener#onSurfaceTextureSizeChanged}.
* Wait for all pending frames to be processed before returning. This is to avoid a race
* between the surface being resized before pending frames are rendered into it.
* <p>
* For {@link android.view.TextureView} this must be called before the texture's size is
* reconfigured, which unfortunately is done by the Android framework before
* {@link UiHelper} listeners are invoked. Therefore <code>synchronizePendingFrames</code>
* cannot be called from
* {@link android.view.TextureView.SurfaceTextureListener#onSurfaceTextureSizeChanged}; instead
* a subclass of {@link android.view.TextureView} must be used in order to call it from
* {@link android.view.TextureView#onSizeChanged}:
* </p>
* <pre>
* public class MyTextureView extends TextureView {
* private Engine engine;
* protected void onSizeChanged(int w, int h, int oldw, int oldh) {
* FilamentHelper.synchronizePendingFrames(engine);
* super.onSizeChanged(w, h, oldw, oldh);
* }
* }
* </pre>
*
* Otherwise, this is typically called from {@link UiHelper.RendererCallback#onResized},
* {@link android.view.SurfaceHolder.Callback#surfaceChanged}.
*
* @param engine Filament engine to synchronize
*
* @see UiHelper.RendererCallback#onResized
* @see android.view.SurfaceHolder.Callback#surfaceChanged
* @see android.view.TextureView.SurfaceTextureListener#onSurfaceTextureSizeChanged
* @see android.view.TextureView#onSizeChanged
*/
static public void synchronizePendingFrames(Engine engine) {
Fence fence = engine.createFence();
@@ -27,7 +27,7 @@ import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.TextureView;
import com.google.android.filament.SwapChain;
import com.google.android.filament.SwapChainFlags;
/**
* UiHelper is a simple class that can manage either a SurfaceView, TextureView, or a SurfaceHolder
@@ -182,28 +182,85 @@ public class UiHelper {
void detach();
}
private static class SurfaceViewHandler implements RenderSurface {
private final SurfaceView mSurfaceView;
private class SurfaceViewHandler implements RenderSurface, SurfaceHolder.Callback {
@NonNull private final SurfaceView mSurfaceView;
SurfaceViewHandler(SurfaceView surface) {
mSurfaceView = surface;
SurfaceViewHandler(@NonNull SurfaceView surfaceView) {
mSurfaceView = surfaceView;
@NonNull SurfaceHolder holder = surfaceView.getHolder();
holder.addCallback(this);
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
holder.setFixedSize(mDesiredWidth, mDesiredHeight);
}
// in case the SurfaceView's surface already existed
final Surface surface = holder.getSurface();
if (surface != null && surface.isValid()) {
surfaceCreated(holder);
// there is no way to retrieve the actual PixelFormat, since it is not used
// in the callback, we can use whatever we want.
surfaceChanged(holder, PixelFormat.RGBA_8888,
holder.getSurfaceFrame().width(), holder.getSurfaceFrame().height());
}
}
@Override
public void resize(int width, int height) {
mSurfaceView.getHolder().setFixedSize(width, height);
@NonNull SurfaceHolder holder = mSurfaceView.getHolder();
holder.setFixedSize(width, height);
}
@Override
public void detach() {
@NonNull SurfaceHolder holder = mSurfaceView.getHolder();
holder.removeCallback(this);
}
@Override
public void surfaceCreated(@NonNull SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceCreated()");
createSwapChain(holder.getSurface());
}
@Override
public void surfaceChanged(
@NonNull SurfaceHolder holder, int format, int width, int height) {
// Note: this is always called at least once after surfaceCreated()
if (LOGGING) Log.d(LOG_TAG, "surfaceChanged(" + width + ", " + height + ")");
if (mRenderCallback != null) {
mRenderCallback.onResized(width, height);
}
}
@Override
public void surfaceDestroyed(@NonNull SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceDestroyed()");
destroySwapChain();
}
}
private static class SurfaceHolderHandler implements RenderSurface {
private class SurfaceHolderHandler implements RenderSurface, SurfaceHolder.Callback {
private final SurfaceHolder mSurfaceHolder;
SurfaceHolderHandler(SurfaceHolder surface) {
mSurfaceHolder = surface;
SurfaceHolderHandler(@NonNull SurfaceHolder holder) {
mSurfaceHolder = holder;
holder.addCallback(this);
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
holder.setFixedSize(mDesiredWidth, mDesiredHeight);
}
// in case the SurfaceHolder's surface already existed
final Surface surface = holder.getSurface();
if (surface != null && surface.isValid()) {
surfaceCreated(holder);
// there is no way to retrieve the actual PixelFormat, since it is not used
// in the callback, we can use whatever we want.
surfaceChanged(holder, PixelFormat.RGBA_8888,
holder.getSurfaceFrame().width(), holder.getSurfaceFrame().height());
}
}
@Override
@@ -213,30 +270,127 @@ public class UiHelper {
@Override
public void detach() {
mSurfaceHolder.removeCallback(this);
}
@Override
public void surfaceCreated(@NonNull SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceCreated()");
createSwapChain(holder.getSurface());
}
@Override
public void surfaceChanged(@NonNull SurfaceHolder holder, int format, int width, int height) {
// Note: this is always called at least once after surfaceCreated()
if (LOGGING) Log.d(LOG_TAG, "surfaceChanged(" + width + ", " + height + ")");
if (mRenderCallback != null) {
mRenderCallback.onResized(width, height);
}
}
@Override
public void surfaceDestroyed(@NonNull SurfaceHolder surfaceHolder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceDestroyed()");
destroySwapChain();
}
}
private class TextureViewHandler implements RenderSurface {
private class TextureViewHandler implements RenderSurface, TextureView.SurfaceTextureListener {
private final TextureView mTextureView;
private Surface mSurface;
TextureViewHandler(TextureView surface) { mTextureView = surface; }
TextureViewHandler(@NonNull TextureView view) {
mTextureView = view;
mTextureView.setSurfaceTextureListener(this);
// in case the View's SurfaceTexture already existed
if (view.isAvailable()) {
SurfaceTexture surfaceTexture = view.getSurfaceTexture();
if (surfaceTexture != null) {
this.onSurfaceTextureAvailable(surfaceTexture,
mDesiredWidth, mDesiredHeight);
}
}
}
@Override
public void resize(int width, int height) {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH_MR1) {
mTextureView.getSurfaceTexture().setDefaultBufferSize(width, height);
final SurfaceTexture surfaceTexture = mTextureView.getSurfaceTexture();
if (surfaceTexture != null) {
surfaceTexture.setDefaultBufferSize(width, height);
}
}
if (mRenderCallback != null) {
// the call above won't cause TextureView.onSurfaceTextureSizeChanged()
mRenderCallback.onResized(width, height);
}
// the call above won't cause TextureView.onSurfaceTextureSizeChanged()
mRenderCallback.onResized(width, height);
}
@Override
public void detach() {
setSurface(null);
mTextureView.setSurfaceTextureListener(null);
}
void setSurface(Surface surface) {
@Override
public void onSurfaceTextureAvailable(
@NonNull SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureAvailable()");
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH_MR1) {
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
surfaceTexture.setDefaultBufferSize(mDesiredWidth, mDesiredHeight);
}
}
final Surface surface = new Surface(surfaceTexture);
setSurface(surface);
createSwapChain(surface);
if (mRenderCallback != null) {
// Call this the first time because onSurfaceTextureSizeChanged()
// isn't called at initialization time
mRenderCallback.onResized(width, height);
}
}
@Override
public void onSurfaceTextureSizeChanged(
@NonNull SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureSizeChanged()");
if (mRenderCallback != null) {
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
surfaceTexture.setDefaultBufferSize(mDesiredWidth, mDesiredHeight);
mRenderCallback.onResized(mDesiredWidth, mDesiredHeight);
} else {
mRenderCallback.onResized(width, height);
}
// We must recreate the SwapChain to guarantee that it sees the new size.
// More precisely, for an EGL client, the EGLSurface must be recreated. For
// a Vulkan client, the SwapChain must be recreated. Calling
// onNativeWindowChanged() will accomplish that.
// This requirement comes from SurfaceTexture.setDefaultBufferSize()
// documentation.
final Surface surface = getSurface();
if (surface != null) {
mRenderCallback.onNativeWindowChanged(surface);
}
}
}
@Override
public boolean onSurfaceTextureDestroyed(@NonNull SurfaceTexture surfaceTexture) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureDestroyed()");
setSurface(null);
destroySwapChain();
return true;
}
@Override
public void onSurfaceTextureUpdated(@NonNull SurfaceTexture surface) { }
private void setSurface(@Nullable Surface surface) {
if (surface == null) {
if (mSurface != null) {
mSurface.release();
@@ -244,6 +398,10 @@ public class UiHelper {
}
mSurface = surface;
}
private Surface getSurface() {
return mSurface;
}
}
/**
@@ -287,6 +445,9 @@ public class UiHelper {
* {@link #attachTo(TextureView)}, or {@link #attachTo(SurfaceHolder)}.
*/
public void detach() {
if (mRenderSurface != null) {
mRenderSurface.detach();
}
destroySwapChain();
mNativeWindow = null;
mRenderSurface = null;
@@ -294,7 +455,6 @@ public class UiHelper {
/**
* Checks whether we are ready to render into the attached surface.
*
* Using OpenGL ES when this returns true, will result in drawing commands being lost,
* HOWEVER, GLES state will be preserved. This is useful to initialize the engine.
*
@@ -339,7 +499,6 @@ public class UiHelper {
/**
* Controls whether the render target (SurfaceView or TextureView) is opaque or not.
* The render target is considered opaque by default.
*
* Must be called before calling {@link #attachTo(SurfaceView)}, {@link #attachTo(TextureView)},
* or {@link #attachTo(SurfaceHolder)}.
*
@@ -362,10 +521,8 @@ public class UiHelper {
* positioned above other surfaces but below the activity's surface. This property
* only has an effect when used in combination with {@link #setOpaque(boolean) setOpaque(false)}
* and does not affect TextureView targets.
*
* Must be called before calling {@link #attachTo(SurfaceView)}
* or {@link #attachTo(TextureView)}.
*
* Has no effect when using {@link #attachTo(SurfaceHolder)}.
*
* @param overlay Indicates whether the render target should be rendered below the activity's
@@ -381,12 +538,11 @@ public class UiHelper {
* the options set on this UiHelper.
*/
public long getSwapChainFlags() {
return isOpaque() ? SwapChain.CONFIG_DEFAULT : SwapChain.CONFIG_TRANSPARENT;
return isOpaque() ? SwapChainFlags.CONFIG_DEFAULT : SwapChainFlags.CONFIG_TRANSPARENT;
}
/**
* Associate UiHelper with a SurfaceView.
*
* As soon as SurfaceView is ready (i.e. has a Surface), we'll create the
* EGL resources needed, and call user callbacks if needed.
*/
@@ -401,163 +557,32 @@ public class UiHelper {
view.setZOrderOnTop(translucent);
}
int format = isOpaque() ? PixelFormat.OPAQUE : PixelFormat.TRANSLUCENT;
view.getHolder().setFormat(format);
view.getHolder().setFormat(isOpaque() ? PixelFormat.OPAQUE : PixelFormat.TRANSLUCENT);
mRenderSurface = new SurfaceViewHandler(view);
final SurfaceHolder.Callback callback = new SurfaceHolder.Callback() {
@Override
public void surfaceCreated(SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceCreated()");
createSwapChain(holder.getSurface());
}
@Override
public void surfaceChanged(
SurfaceHolder holder, int format, int width, int height) {
// Note: this is always called at least once after surfaceCreated()
if (LOGGING) Log.d(LOG_TAG, "surfaceChanged(" + width + ", " + height + ")");
mRenderCallback.onResized(width, height);
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceDestroyed()");
destroySwapChain();
}
};
SurfaceHolder holder = view.getHolder();
holder.addCallback(callback);
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
holder.setFixedSize(mDesiredWidth, mDesiredHeight);
}
// in case the SurfaceView's surface already existed
final Surface surface = holder.getSurface();
if (surface != null && surface.isValid()) {
callback.surfaceCreated(holder);
callback.surfaceChanged(holder, format,
holder.getSurfaceFrame().width(), holder.getSurfaceFrame().height());
}
}
}
/**
* Associate UiHelper with a TextureView.
*
* As soon as TextureView is ready (i.e. has a buffer), we'll create the
* EGL resources needed, and call user callbacks if needed.
*/
public void attachTo(@NonNull TextureView view) {
if (attach(view)) {
view.setOpaque(isOpaque());
mRenderSurface = new TextureViewHandler(view);
TextureView.SurfaceTextureListener listener = new TextureView.SurfaceTextureListener() {
@Override
public void onSurfaceTextureAvailable(
SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureAvailable()");
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH_MR1) {
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
surfaceTexture.setDefaultBufferSize(mDesiredWidth, mDesiredHeight);
}
}
Surface surface = new Surface(surfaceTexture);
TextureViewHandler textureViewHandler = (TextureViewHandler) mRenderSurface;
textureViewHandler.setSurface(surface);
createSwapChain(surface);
// Call this the first time because onSurfaceTextureSizeChanged()
// isn't called at initialization time
mRenderCallback.onResized(width, height);
}
@Override
public void onSurfaceTextureSizeChanged(
SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureSizeChanged()");
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
surfaceTexture.setDefaultBufferSize(mDesiredWidth, mDesiredHeight);
mRenderCallback.onResized(mDesiredWidth, mDesiredHeight);
} else {
mRenderCallback.onResized(width, height);
}
}
@Override
public boolean onSurfaceTextureDestroyed(SurfaceTexture surfaceTexture) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureDestroyed()");
destroySwapChain();
return true;
}
@Override
public void onSurfaceTextureUpdated(SurfaceTexture surface) { }
};
view.setSurfaceTextureListener(listener);
// in case the View's SurfaceTexture already existed
if (view.isAvailable()) {
SurfaceTexture surfaceTexture = view.getSurfaceTexture();
listener.onSurfaceTextureAvailable(surfaceTexture, mDesiredWidth, mDesiredHeight);
}
}
}
/**
* Associate UiHelper with a SurfaceHolder.
*
* As soon as a Surface is created, we'll create the
* EGL resources needed, and call user callbacks if needed.
*/
public void attachTo(@NonNull SurfaceHolder holder) {
if (attach(holder)) {
int format = isOpaque() ? PixelFormat.OPAQUE : PixelFormat.TRANSLUCENT;
holder.setFormat(format);
holder.setFormat(isOpaque() ? PixelFormat.OPAQUE : PixelFormat.TRANSLUCENT);
mRenderSurface = new SurfaceHolderHandler(holder);
final SurfaceHolder.Callback callback = new SurfaceHolder.Callback() {
@Override
public void surfaceCreated(SurfaceHolder surfaceHolder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceCreated()");
createSwapChain(holder.getSurface());
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// Note: this is always called at least once after surfaceCreated()
if (LOGGING) Log.d(LOG_TAG, "surfaceChanged(" + width + ", " + height + ")");
mRenderCallback.onResized(width, height);
}
@Override
public void surfaceDestroyed(SurfaceHolder surfaceHolder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceDestroyed()");
destroySwapChain();
}
};
holder.addCallback(callback);
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
holder.setFixedSize(mDesiredWidth, mDesiredHeight);
}
// in case the SurfaceHolder's surface already existed
final Surface surface = holder.getSurface();
if (surface != null && surface.isValid()) {
callback.surfaceCreated(holder);
callback.surfaceChanged(holder, format,
holder.getSurfaceFrame().width(), holder.getSurfaceFrame().height());
}
}
}
@@ -568,6 +593,10 @@ public class UiHelper {
// nothing to do
return false;
}
if (mRenderSurface != null) {
mRenderSurface.detach();
mRenderSurface = null;
}
destroySwapChain();
}
mNativeWindow = nativeWindow;
@@ -575,15 +604,16 @@ public class UiHelper {
}
private void createSwapChain(@NonNull Surface surface) {
mRenderCallback.onNativeWindowChanged(surface);
if (mRenderCallback != null) {
mRenderCallback.onNativeWindowChanged(surface);
}
mHasSwapChain = true;
}
private void destroySwapChain() {
if (mRenderSurface != null) {
mRenderSurface.detach();
if (mRenderCallback != null) {
mRenderCallback.onDetachedFromSurface();
}
mRenderCallback.onDetachedFromSurface();
mHasSwapChain = false;
}
}
@@ -31,6 +31,7 @@ set_target_properties(iblprefilter PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilament-iblprefilter.a)
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/libfilament-utils-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384")
add_library(filament-utils-jni SHARED
src/main/cpp/AutomationEngine.cpp
@@ -12,9 +12,6 @@ android {
}
}
defaultConfig {
missingDimensionStrategy 'functionality', 'full'
}
packagingOptions {
// No need to package up the following shared libs, which arise as a side effect of our
// externalNativeBuild dependencies. When clients pick and choose from project-level gradle
@@ -125,6 +125,11 @@ extern "C" JNIEXPORT void Java_com_google_android_filament_utils_Manipulator_nBu
builder->groundPlane(a, b, c, d);
}
extern "C" JNIEXPORT void Java_com_google_android_filament_utils_Manipulator_nBuilderPanning(JNIEnv*, jclass, jlong nativeBuilder, jboolean enabled) {
Builder* builder = (Builder*) nativeBuilder;
builder->panning(enabled);
}
extern "C" JNIEXPORT long Java_com_google_android_filament_utils_Manipulator_nBuilderBuild(JNIEnv*, jclass, jlong nativeBuilder, jint mode) {
Builder* builder = (Builder*) nativeBuilder;
return (jlong) builder->build((Mode) mode);
@@ -17,6 +17,8 @@
// Operators +, *, / based on http://half.sourceforge.net/ by Christian Rau
// and licensed under MIT
@file:Suppress("NOTHING_TO_INLINE")
package com.google.android.filament.utils
import com.google.android.filament.utils.Half.Companion.POSITIVE_INFINITY
@@ -274,6 +274,17 @@ public class Manipulator {
return this;
}
/**
* Sets whether panning is enabled in the manipulator.
*
* @return this <code>Builder</code> object for chaining calls
*/
@NonNull
public Builder panning(Boolean enabled) {
nBuilderPanning(mNativeBuilder, enabled);
return this;
}
/**
* Creates and returns the <code>Manipulator</code> object.
*
@@ -483,6 +494,7 @@ public class Manipulator {
private static native void nBuilderFlightPanSpeed(long nativeBuilder, float x, float y);
private static native void nBuilderFlightMoveDamping(long nativeBuilder, float damping);
private static native void nBuilderGroundPlane(long nativeBuilder, float a, float b, float c, float d);
private static native void nBuilderPanning(long nativeBuilder, Boolean enabled);
private static native long nBuilderBuild(long nativeBuilder, int mode);
private static native void nDestroyManipulator(long nativeManip);
@@ -191,7 +191,7 @@ class ModelViewer(
asset = assetLoader.createAsset(buffer)
asset?.let { asset ->
resourceLoader.asyncBeginLoad(asset)
animator = asset.getInstance().animator
animator = asset.instance.animator
asset.releaseSourceData()
}
}
@@ -214,7 +214,7 @@ class ModelViewer(
resourceLoader.addResourceData(uri, resourceBuffer)
}
resourceLoader.asyncBeginLoad(asset)
animator = asset.getInstance().animator
animator = asset.instance.animator
asset.releaseSourceData()
}
}
@@ -311,7 +311,7 @@ class ModelViewer(
var count = 0
val popRenderables = { count = asset.popRenderables(readyRenderables); count != 0 }
while (popRenderables()) {
for (i in 0..count - 1) {
for (i in 0 until count) {
val ri = rcm.getInstance(readyRenderables[i])
rcm.setScreenSpaceContactShadows(ri, true)
}
@@ -371,7 +371,7 @@ class ModelViewer(
resourceLoader.addResourceData(uri, buffer)
}
resourceLoader.asyncBeginLoad(asset)
animator = asset.getInstance().animator
animator = asset.instance.animator
asset.releaseSourceData()
}
}
+15 -1
View File
@@ -44,6 +44,7 @@ set_target_properties(uberarchive PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libuberarchive.a)
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384")
set(GLTFIO_SRCS
${GLTFIO_DIR}/include/gltfio/Animator.h
@@ -52,6 +53,7 @@ set(GLTFIO_SRCS
${GLTFIO_DIR}/include/gltfio/FilamentInstance.h
${GLTFIO_DIR}/include/gltfio/MaterialProvider.h
${GLTFIO_DIR}/include/gltfio/NodeManager.h
${GLTFIO_DIR}/include/gltfio/TrsTransformManager.h
${GLTFIO_DIR}/include/gltfio/ResourceLoader.h
${GLTFIO_DIR}/include/gltfio/TextureProvider.h
${GLTFIO_DIR}/include/gltfio/math.h
@@ -69,18 +71,31 @@ set(GLTFIO_SRCS
${GLTFIO_DIR}/src/FilamentAsset.cpp
${GLTFIO_DIR}/src/FilamentInstance.cpp
${GLTFIO_DIR}/src/FNodeManager.h
${GLTFIO_DIR}/src/FTrsTransformManager.h
${GLTFIO_DIR}/src/GltfEnums.h
${GLTFIO_DIR}/src/Ktx2Provider.cpp
${GLTFIO_DIR}/src/MaterialProvider.cpp
${GLTFIO_DIR}/src/NodeManager.cpp
${GLTFIO_DIR}/src/TrsTransformManager.cpp
${GLTFIO_DIR}/src/ResourceLoader.cpp
${GLTFIO_DIR}/src/StbProvider.cpp
${GLTFIO_DIR}/src/TangentsJob.cpp
${GLTFIO_DIR}/src/TangentsJob.h
${GLTFIO_DIR}/src/UbershaderProvider.cpp
${GLTFIO_DIR}/src/Utility.cpp
${GLTFIO_DIR}/src/Utility.h
${GLTFIO_DIR}/src/Wireframe.cpp
${GLTFIO_DIR}/src/Wireframe.h
${GLTFIO_DIR}/src/downcast.h
${GLTFIO_DIR}/src/extended/AssetLoaderExtended.cpp
${GLTFIO_DIR}/src/extended/AssetLoaderExtended.h
${GLTFIO_DIR}/src/extended/ResourceLoaderExtended.cpp
${GLTFIO_DIR}/src/extended/ResourceLoaderExtended.h
${GLTFIO_DIR}/src/extended/TangentsJobExtended.cpp
${GLTFIO_DIR}/src/extended/TangentsJobExtended.h
${GLTFIO_DIR}/src/extended/TangentSpaceMeshWrapper.cpp
${GLTFIO_DIR}/src/extended/TangentSpaceMeshWrapper.h
src/main/cpp/Animator.cpp
src/main/cpp/AssetLoader.cpp
@@ -105,7 +120,6 @@ set(GLTFIO_INCLUDE_DIRS
../../third_party/cgltf
../../third_party/meshoptimizer/src
../../third_party/robin-map
../../third_party/hat-trie
../../third_party/stb
../../libs/utils/include
../../libs/ktxreader/include
+3 -9
View File
@@ -1,12 +1,6 @@
android {
namespace 'com.google.android.filament.gltfio'
flavorDimensions "functionality"
productFlavors {
full {
dimension "functionality"
}
}
packagingOptions {
// No need to package up the following shared libs, which arise as a side effect of our
// externalNativeBuild dependencies. When clients pick and choose from project-level gradle
@@ -18,7 +12,7 @@ android {
}
publishing {
singleVariant("fullRelease") {
singleVariant("release") {
withSourcesJar()
withJavadocJar()
}
@@ -36,9 +30,9 @@ apply from: rootProject.file('gradle/gradle-mvn-push.gradle')
afterEvaluate { project ->
publishing {
publications {
fullRelease(MavenPublication) {
release(MavenPublication) {
artifactId = POM_ARTIFACT_ID_FULL
from components.fullRelease
from components.release
}
}
}
@@ -144,7 +144,7 @@ public class FilamentInstance {
*
* Ignored if variantIndex is out of bounds.
*/
void applyMaterialVariant(@IntRange(from = 0) int variantIndex) {
public void applyMaterialVariant(@IntRange(from = 0) int variantIndex) {
nApplyMaterialVariant(mNativeObject, variantIndex);
}
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.38.0
VERSION_NAME=1.55.1
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
+1 -1
View File
@@ -1,6 +1,6 @@
#Wed Nov 17 10:40:18 PST 2021
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.0-bin.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-8.6-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
+18 -8
View File
@@ -87,9 +87,9 @@ compile Filament's native library and Filament's AAR for this project. The easie
is to install all the required dependencies and to run the following commands at the root of the
source tree:
```
$ ./build.sh -p desktop -i release
$ ./build.sh -p android release
```shell
./build.sh -p desktop -i release
./build.sh -p android release
```
This will build all the native components and the AAR required by this sample application.
@@ -100,8 +100,8 @@ distribution/install directory for desktop (produced by make/ninja install). Thi
contain `bin/matc` and `bin/cmgen`.
Example:
```
$ ./gradlew -Pfilament_tools_dir=../../dist-release assembleDebug
```shell
./gradlew -Pfilament_tools_dir=../../dist-release assembleDebug
```
## Important: SDK location
@@ -110,14 +110,24 @@ Either ensure your `ANDROID_HOME` environment variable is set or make sure the r
contains a `local.properties` file with the `sdk.dir` property pointing to your installation of
the Android SDK.
## Android Studio
## Compiling
### Android Studio
You must use the latest stable release of Android Studio. To open the project, point Studio to the
`android` folder. After opening the project and syncing to gradle, select the sample of your choice
using the drop-down widget in the toolbar.
## Compiling
To compile and run each sample make sure you have selected the appropriate build variant
(arm7, arm8, x86 or x86_64). If you are not sure you can simply select the "universal"
variant which includes all the other ones.
### Command Line
From the `android` directory in the project root:
```shell
./gradlew :samples:sample-hello-triangle:installDebug
```
Replace `sample-hello-triangle` with your preferred project.
@@ -30,9 +30,8 @@ android {
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.gltf"
minSdkVersion 19
minSdkVersion versions.minSdk
targetSdkVersion versions.targetSdk
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
@@ -26,8 +26,10 @@ import android.widget.TextView
import android.widget.Toast
import com.google.android.filament.Fence
import com.google.android.filament.IndirectLight
import com.google.android.filament.Material
import com.google.android.filament.Skybox
import com.google.android.filament.View
import com.google.android.filament.View.OnPickCallback
import com.google.android.filament.utils.*
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
@@ -56,7 +58,9 @@ class MainActivity : Activity() {
private lateinit var modelViewer: ModelViewer
private lateinit var titlebarHint: TextView
private val doubleTapListener = DoubleTapListener()
private val singleTapListener = SingleTapListener()
private lateinit var doubleTapDetector: GestureDetector
private lateinit var singleTapDetector: GestureDetector
private var remoteServer: RemoteServer? = null
private var statusToast: Toast? = null
private var statusText: String? = null
@@ -77,6 +81,7 @@ class MainActivity : Activity() {
choreographer = Choreographer.getInstance()
doubleTapDetector = GestureDetector(applicationContext, doubleTapListener)
singleTapDetector = GestureDetector(applicationContext, singleTapListener)
modelViewer = ModelViewer(surfaceView)
viewerContent.view = modelViewer.view
@@ -88,6 +93,7 @@ class MainActivity : Activity() {
surfaceView.setOnTouchListener { _, event ->
modelViewer.onTouchEvent(event)
doubleTapDetector.onTouchEvent(event)
singleTapDetector.onTouchEvent(event)
true
}
@@ -229,6 +235,7 @@ class MainActivity : Activity() {
modelViewer.scene.skybox = sky
modelViewer.scene.indirectLight = ibl
viewerContent.indirectLight = ibl
}
}
}
@@ -337,6 +344,11 @@ class MainActivity : Activity() {
remoteServer?.close()
}
override fun onBackPressed() {
super.onBackPressed()
finish()
}
fun loadModelData(message: RemoteServer.ReceivedMessage) {
Log.i(TAG, "Downloaded model ${message.label} (${message.buffer.capacity()} bytes)")
clearStatusText()
@@ -381,6 +393,36 @@ class MainActivity : Activity() {
Log.i(TAG, "The Filament backend took $total ms to load the model geometry.")
modelViewer.engine.destroyFence(it)
loadStartFence = null
val materials = mutableSetOf<Material>()
val rcm = modelViewer.engine.renderableManager
modelViewer.scene.forEach {
val entity = it
if (rcm.hasComponent(entity)) {
val ri = rcm.getInstance(entity)
val c = rcm.getPrimitiveCount(ri)
for (i in 0 until c) {
val mi = rcm.getMaterialInstanceAt(ri, i)
val ma = mi.material
materials.add(ma)
}
}
}
materials.forEach {
it.compile(
Material.CompilerPriorityQueue.HIGH,
Material.UserVariantFilterBit.DIRECTIONAL_LIGHTING or
Material.UserVariantFilterBit.DYNAMIC_LIGHTING or
Material.UserVariantFilterBit.SHADOW_RECEIVER,
null, null)
it.compile(
Material.CompilerPriorityQueue.LOW,
Material.UserVariantFilterBit.FOG or
Material.UserVariantFilterBit.SKINNING or
Material.UserVariantFilterBit.SSR or
Material.UserVariantFilterBit.VSM,
null, null)
}
}
}
@@ -425,4 +467,19 @@ class MainActivity : Activity() {
return super.onDoubleTap(e)
}
}
// Just for testing purposes
inner class SingleTapListener : GestureDetector.SimpleOnGestureListener() {
override fun onSingleTapUp(event: MotionEvent): Boolean {
modelViewer.view.pick(
event.x.toInt(),
surfaceView.height - event.y.toInt(),
surfaceView.handler, {
val name = modelViewer.asset!!.getName(it.renderable)
Log.v("Filament", "Picked ${it.renderable}: " + name)
},
)
return super.onSingleTapUp(event)
}
}
}
@@ -20,6 +20,8 @@ import android.animation.ValueAnimator
import android.app.Activity
import android.opengl.Matrix
import android.os.Bundle
import android.os.Handler
import android.os.Looper
import android.view.Choreographer
import android.view.Surface
import android.view.SurfaceView
@@ -110,7 +112,7 @@ class MainActivity : Activity() {
}
private fun setupFilament() {
engine = Engine.create()
engine = Engine.Builder().featureLevel(Engine.FeatureLevel.FEATURE_LEVEL_0).build()
renderer = engine.createRenderer()
scene = engine.createScene()
view = engine.createView()
@@ -120,13 +122,8 @@ class MainActivity : Activity() {
private fun setupView() {
scene.skybox = Skybox.Builder().color(0.035f, 0.035f, 0.035f, 1.0f).build(engine)
if (engine.activeFeatureLevel == Engine.FeatureLevel.FEATURE_LEVEL_0) {
// post-processing is not supported at feature level 0
view.isPostProcessingEnabled = false
} else {
// NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference
// view.isPostProcessingEnabled = false
}
// post-processing is not supported at feature level 0
view.isPostProcessingEnabled = false
// Tell the view which camera we want to use
view.camera = camera
@@ -160,12 +157,16 @@ class MainActivity : Activity() {
}
private fun loadMaterial() {
var name = "materials/baked_color.filamat"
if (engine.activeFeatureLevel == Engine.FeatureLevel.FEATURE_LEVEL_0) {
name = "materials/baked_color_es2.filamat"
}
readUncompressedAsset(name).let {
readUncompressedAsset("materials/baked_color.filamat").let {
material = Material.Builder().payload(it, it.remaining()).build(engine)
material.compile(
Material.CompilerPriorityQueue.HIGH,
Material.UserVariantFilterBit.ALL,
Handler(Looper.getMainLooper())) {
android.util.Log.i("hellotriangle",
"Material " + material.name + " compiled.")
}
engine.flush()
}
}
@@ -320,7 +321,7 @@ class MainActivity : Activity() {
var flags = uiHelper.swapChainFlags
if (engine.activeFeatureLevel == Engine.FeatureLevel.FEATURE_LEVEL_0) {
if (SwapChain.isSRGBSwapChainSupported(engine)) {
flags = flags or SwapChain.CONFIG_SRGB_COLORSPACE
flags = flags or SwapChainFlags.CONFIG_SRGB_COLORSPACE
}
}
@@ -17,7 +17,8 @@ material {
],
// This material disables all lighting
shadingModel : unlit
shadingModel : unlit,
featureLevel : 0
}
fragment {
@@ -1,33 +0,0 @@
// Simple unlit material that uses the colors associated with each vertex.
//
// This source material must be compiled to a binary material using the matc tool.
// The command used to compile this material is:
// matc -p mobile -a opengl -o app/src/main/assets/baked_color.filamat app/src/materials/baked_color.mat
//
// See build.gradle for an example of how to compile materials automatically
// Please refer to the documentation for more information about matc and the materials system.
material {
name : baked_color,
// Lists the required vertex attributes
// Here we only need a color (RGBA)
requires : [
color
],
// This material disables all lighting
shadingModel : unlit,
featureLevel : 0
}
fragment {
void material(inout MaterialInputs material) {
// You must always call the prepareMaterial() function
prepareMaterial(material);
// We set the material's color to the color interpolated from
// the model's vertices
material.baseColor = getColor();
}
}
@@ -118,9 +118,10 @@ class MainActivity : Activity() {
}
private fun setupView() {
val ssaoOptions = view.ambientOcclusionOptions
ssaoOptions.enabled = true
view.ambientOcclusionOptions = ssaoOptions
// ambient occlusion is the cheapest effect that adds a lot of quality
view.ambientOcclusionOptions = view.ambientOcclusionOptions.apply {
enabled = true
}
// NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference
// view.isPostProcessingEnabled = false
@@ -32,13 +32,6 @@ android {
targetSdkVersion versions.targetSdk
}
// The filamat library has two variants: full and lite. Here we default to the "full" variant.
// Replace "full" with "lite" to use the filamat-lite variant, which has a smaller binary size
// but comes with certain restrictions. See "Filamat Lite" in libs/filamat/README.md.
defaultConfig {
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
// is not configuration-cache friendly yet; this is only useful for Play publication
dependenciesInfo {
@@ -33,7 +33,6 @@ android {
applicationId "com.google.android.filament.textured"
minSdkVersion versions.minSdk
targetSdkVersion versions.targetSdk
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
@@ -231,7 +231,7 @@ class MainActivity : Activity() {
animator.repeatCount = ValueAnimator.INFINITE
animator.addUpdateListener { a ->
val v = (a.animatedValue as Float)
camera.lookAt(cos(v) * 4.5, 1.5, sin(v) * 4.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
camera.lookAt(cos(v) * 5.5, 1.5, sin(v) * 5.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
}
animator.start()
}
@@ -253,7 +253,7 @@ class MainActivity : Activity() {
// Stop the animation and any pending frame
choreographer.removeFrameCallback(frameScheduler)
animator.cancel();
animator.cancel()
// Always detach the surface before destroying the engine
uiHelper.detach()
@@ -140,9 +140,9 @@ class MainActivity : Activity() {
camera = engine.createCamera(engine.entityManager.create())
// clear the swapchain with transparent pixels
val options = renderer.clearOptions
options.clear = true
renderer.clearOptions = options
renderer.clearOptions = renderer.clearOptions.apply {
clear = true
}
}
private fun setupView() {
+120 -50
View File
@@ -44,8 +44,6 @@ function print_help {
echo " Exclude Vulkan support from the Android build."
echo " -s"
echo " Add iOS simulator support to the iOS build."
echo " -t"
echo " Enable SwiftShader support for Vulkan in desktop builds."
echo " -e"
echo " Enable EGL on Linux support for desktop builds."
echo " -l"
@@ -61,6 +59,17 @@ function print_help {
echo " -b"
echo " Enable Address and Undefined Behavior Sanitizers (asan/ubsan) for debugging."
echo " This is only for the desktop build."
echo " -x value"
echo " Define a preprocessor flag FILAMENT_BACKEND_DEBUG_FLAG with [value]. This is useful for"
echo " enabling debug paths in the backend from the build script. For example, make a"
echo " systrace-enabled build without directly changing #defines. Remember to add -f when"
echo " changing this option."
echo " -X osmesa_path"
echo " Indicates a path to a completed OSMesa build. OSMesa is used to create an offscreen GL"
echo " context for software rasterization"
echo " -S type"
echo " Enable stereoscopic rendering where type is one of [instanced|multiview]. This is only"
echo " meant for building the samples."
echo ""
echo "Build types:"
echo " release"
@@ -90,8 +99,8 @@ function print_help {
echo " Desktop matc target, release build:"
echo " \$ ./$self_name release matc"
echo ""
echo " Build gltf_viewer then immediately run it with no arguments:"
echo " \$ ./$self_name release run_gltf_viewer"
echo " Build gltf_viewer:"
echo " \$ ./$self_name release gltf_viewer"
echo ""
}
@@ -160,8 +169,6 @@ INSTALL_COMMAND=
VULKAN_ANDROID_OPTION="-DFILAMENT_SUPPORTS_VULKAN=ON"
VULKAN_ANDROID_GRADLE_OPTION=""
SWIFTSHADER_OPTION="-DFILAMENT_USE_SWIFTSHADER=OFF"
EGL_ON_LINUX_OPTION="-DFILAMENT_SUPPORTS_EGL_ON_LINUX=OFF"
MATDBG_OPTION="-DFILAMENT_ENABLE_MATDBG=OFF"
@@ -172,6 +179,12 @@ MATOPT_GRADLE_OPTION=""
ASAN_UBSAN_OPTION=""
BACKEND_DEBUG_FLAG_OPTION=""
STEREOSCOPIC_OPTION=""
OSMESA_OPTION=""
IOS_BUILD_SIMULATOR=false
BUILD_UNIVERSAL_LIBRARIES=false
@@ -191,6 +204,7 @@ function build_clean {
rm -Rf android/filamat-android/build android/filamat-android/.externalNativeBuild android/filamat-android/.cxx
rm -Rf android/gltfio-android/build android/gltfio-android/.externalNativeBuild android/gltfio-android/.cxx
rm -Rf android/filament-utils-android/build android/filament-utils-android/.externalNativeBuild android/filament-utils-android/.cxx
rm -f compile_commands.json
}
function build_clean_aggressive {
@@ -210,13 +224,10 @@ function build_desktop_target {
echo "Building ${lc_target} in out/cmake-${lc_target}..."
mkdir -p "out/cmake-${lc_target}"
cd "out/cmake-${lc_target}"
pushd "out/cmake-${lc_target}" > /dev/null
# On macOS, set the deployment target to 10.15.
local lc_name=$(echo "${UNAME}" | tr '[:upper:]' '[:lower:]')
if [[ "${lc_name}" == "darwin" ]]; then
local deployment_target="-DCMAKE_OSX_DEPLOYMENT_TARGET=10.15"
if [[ "${BUILD_UNIVERSAL_LIBRARIES}" == "true" ]]; then
local architectures="-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64"
fi
@@ -228,14 +239,17 @@ function build_desktop_target {
-DIMPORT_EXECUTABLES_DIR=out \
-DCMAKE_BUILD_TYPE="$1" \
-DCMAKE_INSTALL_PREFIX="../${lc_target}/filament" \
${SWIFTSHADER_OPTION} \
${EGL_ON_LINUX_OPTION} \
${MATDBG_OPTION} \
${MATOPT_OPTION} \
${ASAN_UBSAN_OPTION} \
${deployment_target} \
${BACKEND_DEBUG_FLAG_OPTION} \
${STEREOSCOPIC_OPTION} \
${OSMESA_OPTION} \
${architectures} \
../..
ln -sf "out/cmake-${lc_target}/compile_commands.json" \
../../compile_commands.json
fi
${BUILD_COMMAND} ${build_targets}
@@ -247,12 +261,13 @@ function build_desktop_target {
if [[ -d "../${lc_target}/filament" ]]; then
if [[ "${ISSUE_ARCHIVES}" == "true" ]]; then
echo "Generating out/filament-${lc_target}-${LC_UNAME}.tgz..."
cd "../${lc_target}"
pushd "../${lc_target}" > /dev/null
tar -czvf "../filament-${lc_target}-${LC_UNAME}.tgz" filament
popd > /dev/null
fi
fi
cd ../..
popd > /dev/null
}
function build_desktop {
@@ -270,7 +285,7 @@ function build_webgl_with_target {
echo "Building WebGL ${lc_target}..."
mkdir -p "out/cmake-webgl-${lc_target}"
cd "out/cmake-webgl-${lc_target}"
pushd "out/cmake-webgl-${lc_target}" > /dev/null
if [[ ! "${BUILD_TARGETS}" ]]; then
BUILD_TARGETS=${BUILD_CUSTOM_TARGETS}
@@ -289,7 +304,10 @@ function build_webgl_with_target {
-DCMAKE_BUILD_TYPE="$1" \
-DCMAKE_INSTALL_PREFIX="../webgl-${lc_target}/filament" \
-DWEBGL=1 \
${BACKEND_DEBUG_FLAG_OPTION} \
../..
ln -sf "out/cmake-webgl-${lc_target}/compile_commands.json" \
../../compile_commands.json
${BUILD_COMMAND} ${BUILD_TARGETS}
)
fi
@@ -307,17 +325,17 @@ function build_webgl_with_target {
if [[ "${ISSUE_ARCHIVES}" == "true" ]]; then
echo "Generating out/filament-${lc_target}-web.tgz..."
cd web/filament-js
pushd web/filament-js > /dev/null
tar -cvf "../../../filament-${lc_target}-web.tar" filament.js
tar -rvf "../../../filament-${lc_target}-web.tar" filament.wasm
tar -rvf "../../../filament-${lc_target}-web.tar" filament.d.ts
cd -
popd > /dev/null
gzip -c "../filament-${lc_target}-web.tar" > "../filament-${lc_target}-web.tgz"
rm "../filament-${lc_target}-web.tar"
fi
fi
cd ../..
popd > /dev/null
}
function build_webgl {
@@ -348,7 +366,7 @@ function build_android_target {
echo "Building Android ${lc_target} (${arch})..."
mkdir -p "out/cmake-android-${lc_target}-${arch}"
cd "out/cmake-android-${lc_target}-${arch}"
pushd "out/cmake-android-${lc_target}-${arch}" > /dev/null
if [[ ! -d "CMakeFiles" ]] || [[ "${ISSUE_CMAKE_ALWAYS}" == "true" ]]; then
cmake \
@@ -361,13 +379,17 @@ function build_android_target {
${MATDBG_OPTION} \
${MATOPT_OPTION} \
${VULKAN_ANDROID_OPTION} \
${BACKEND_DEBUG_FLAG_OPTION} \
${STEREOSCOPIC_OPTION} \
../..
ln -sf "out/cmake-android-${lc_target}-${arch}/compile_commands.json" \
../../compile_commands.json
fi
# We must always install Android libraries to build the AAR
${BUILD_COMMAND} install
cd ../..
popd > /dev/null
}
function build_android_arch {
@@ -388,9 +410,9 @@ function archive_android {
if [[ -d "out/android-${lc_target}/filament" ]]; then
if [[ "${ISSUE_ARCHIVES}" == "true" ]]; then
echo "Generating out/filament-android-${lc_target}-${LC_UNAME}.tgz..."
cd "out/android-${lc_target}"
pushd "out/android-${lc_target}" > /dev/null
tar -czvf "../filament-android-${lc_target}-${LC_UNAME}.tgz" filament
cd ../..
popd > /dev/null
fi
fi
}
@@ -468,7 +490,7 @@ function build_android {
archive_android "Release"
fi
cd android
pushd android > /dev/null
if [[ "${ISSUE_DEBUG_BUILD}" == "true" ]]; then
./gradlew \
@@ -498,13 +520,13 @@ function build_android {
if [[ "${INSTALL_COMMAND}" ]]; then
echo "Installing out/filamat-android-debug.aar..."
cp filamat-android/build/outputs/aar/filamat-android-full-debug.aar ../out/filamat-android-debug.aar
cp filamat-android/build/outputs/aar/filamat-android-debug.aar ../out/filamat-android-debug.aar
echo "Installing out/filament-android-debug.aar..."
cp filament-android/build/outputs/aar/filament-android-debug.aar ../out/
echo "Installing out/gltfio-android-debug.aar..."
cp gltfio-android/build/outputs/aar/gltfio-android-full-debug.aar ../out/gltfio-android-debug.aar
cp gltfio-android/build/outputs/aar/gltfio-android-debug.aar ../out/gltfio-android-debug.aar
echo "Installing out/filament-utils-android-debug.aar..."
cp filament-utils-android/build/outputs/aar/filament-utils-android-debug.aar ../out/filament-utils-android-debug.aar
@@ -512,7 +534,7 @@ function build_android {
if [[ "${BUILD_ANDROID_SAMPLES}" == "true" ]]; then
for sample in ${ANDROID_SAMPLES}; do
echo "Installing out/${sample}-debug.apk"
cp samples/${sample}/build/outputs/apk/debug/${sample}-debug-unsigned.apk \
cp samples/${sample}/build/outputs/apk/debug/${sample}-debug.apk \
../out/${sample}-debug.apk
done
fi
@@ -547,14 +569,13 @@ function build_android {
if [[ "${INSTALL_COMMAND}" ]]; then
echo "Installing out/filamat-android-release.aar..."
cp filamat-android/build/outputs/aar/filamat-android-lite-release.aar ../out/
cp filamat-android/build/outputs/aar/filamat-android-full-release.aar ../out/filamat-android-release.aar
cp filamat-android/build/outputs/aar/filamat-android-release.aar ../out/filamat-android-release.aar
echo "Installing out/filament-android-release.aar..."
cp filament-android/build/outputs/aar/filament-android-release.aar ../out/
echo "Installing out/gltfio-android-release.aar..."
cp gltfio-android/build/outputs/aar/gltfio-android-full-release.aar ../out/gltfio-android-release.aar
cp gltfio-android/build/outputs/aar/gltfio-android-release.aar ../out/gltfio-android-release.aar
echo "Installing out/filament-utils-android-release.aar..."
cp filament-utils-android/build/outputs/aar/filament-utils-android-release.aar ../out/filament-utils-android-release.aar
@@ -569,7 +590,7 @@ function build_android {
fi
fi
cd ..
popd > /dev/null
}
function build_ios_target {
@@ -580,7 +601,7 @@ function build_ios_target {
echo "Building iOS ${lc_target} (${arch}) for ${platform}..."
mkdir -p "out/cmake-ios-${lc_target}-${arch}"
cd "out/cmake-ios-${lc_target}-${arch}"
pushd "out/cmake-ios-${lc_target}-${arch}" > /dev/null
if [[ ! -d "CMakeFiles" ]] || [[ "${ISSUE_CMAKE_ALWAYS}" == "true" ]]; then
cmake \
@@ -594,7 +615,10 @@ function build_ios_target {
-DCMAKE_TOOLCHAIN_FILE=../../third_party/clang/iOS.cmake \
${MATDBG_OPTION} \
${MATOPT_OPTION} \
${STEREOSCOPIC_OPTION} \
../..
ln -sf "out/cmake-ios-${lc_target}-${arch}/compile_commands.json" \
../../compile_commands.json
fi
${BUILD_COMMAND}
@@ -604,7 +628,7 @@ function build_ios_target {
${BUILD_COMMAND} ${INSTALL_COMMAND}
fi
cd ../..
popd > /dev/null
}
function archive_ios {
@@ -613,9 +637,9 @@ function archive_ios {
if [[ -d "out/ios-${lc_target}/filament" ]]; then
if [[ "${ISSUE_ARCHIVES}" == "true" ]]; then
echo "Generating out/filament-${lc_target}-ios.tgz..."
cd "out/ios-${lc_target}"
pushd "out/ios-${lc_target}" > /dev/null
tar -czvf "../filament-${lc_target}-ios.tgz" filament
cd ../..
popd > /dev/null
fi
fi
}
@@ -674,14 +698,14 @@ function build_web_docs {
mkdir -p out/web-docs
cp -f docs/web-docs-package.json out/web-docs/package.json
cd out/web-docs
pushd out/web-docs > /dev/null
npm install > /dev/null
# Generate documents
npx markdeep-rasterizer ../../docs/Filament.md.html ../../docs/Materials.md.html ../../docs/
cd ../..
popd > /dev/null
}
function validate_build_command {
@@ -725,6 +749,13 @@ function validate_build_command {
exit 1
fi
fi
# Make sure FILAMENT_BACKEND_DEBUG_FLAG is only meant for debug builds
if [[ "${ISSUE_DEBUG_BUILD}" != "true" ]] && [[ ! -z "${BACKEND_DEBUG_FLAG_OPTION}" ]]; then
echo "Error: cannot specify FILAMENT_BACKEND_DEBUG_FLAG in non-debug build"
exit 1
fi
set -e
}
@@ -754,15 +785,28 @@ function run_tests {
fi
}
function check_debug_release_build {
if [[ "${ISSUE_DEBUG_BUILD}" == "true" || \
"${ISSUE_RELEASE_BUILD}" == "true" || \
"${ISSUE_CLEAN}" == "true" || \
"${ISSUE_WEB_DOCS}" == "true" ]]; then
"$@";
else
echo "You must declare a debug or release target for $@ builds."
echo ""
exit 1
fi
}
# Beginning of the script
pushd "$(dirname "$0")" > /dev/null
while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
while getopts ":hacCfgijmp:q:uvslwedk:bx:S:X:" opt; do
case ${opt} in
h)
print_help
exit 1
exit 0
;;
a)
ISSUE_ARCHIVES=true
@@ -798,7 +842,7 @@ while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
platforms=$(echo "${OPTARG}" | tr ',' '\n')
for platform in ${platforms}
do
case ${platform} in
case $(echo "${platform}" | tr '[:upper:]' '[:lower:]') in
desktop)
ISSUE_DESKTOP_BUILD=true
;;
@@ -817,6 +861,12 @@ while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
ISSUE_DESKTOP_BUILD=true
ISSUE_WEBGL_BUILD=false
;;
*)
echo "Unknown platform ${platform}"
echo "Platform must be one of [desktop|android|ios|webgl|all]"
echo ""
exit 1
;;
esac
done
;;
@@ -829,7 +879,7 @@ while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
abis=$(echo "${OPTARG}" | tr ',' '\n')
for abi in ${abis}
do
case ${abi} in
case $(echo "${abi}" | tr '[:upper:]' '[:lower:]') in
armeabi-v7a)
ABI_ARMEABI_V7A=true
;;
@@ -848,6 +898,12 @@ while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
ABI_X86=true
ABI_X86_64=true
;;
*)
echo "Unknown abi ${abi}"
echo "ABI must be one of [armeabi-v7a|arm64-v8a|x86|x86_64|all]"
echo ""
exit 1
;;
esac
done
;;
@@ -865,10 +921,6 @@ while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
IOS_BUILD_SIMULATOR=true
echo "iOS simulator support enabled."
;;
t)
SWIFTSHADER_OPTION="-DFILAMENT_USE_SWIFTSHADER=ON"
echo "SwiftShader support enabled."
;;
e)
EGL_ON_LINUX_OPTION="-DFILAMENT_SUPPORTS_EGL_ON_LINUX=ON -DFILAMENT_SKIP_SDL2=ON -DFILAMENT_SKIP_SAMPLES=ON"
echo "EGL on Linux support enabled; skipping SDL2."
@@ -888,6 +940,24 @@ while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
b) ASAN_UBSAN_OPTION="-DFILAMENT_ENABLE_ASAN_UBSAN=ON"
echo "Enabled ASAN/UBSAN"
;;
x) BACKEND_DEBUG_FLAG_OPTION="-DFILAMENT_BACKEND_DEBUG_FLAG=${OPTARG}"
;;
S) case $(echo "${OPTARG}" | tr '[:upper:]' '[:lower:]') in
instanced)
STEREOSCOPIC_OPTION="-DFILAMENT_SAMPLES_STEREO_TYPE=instanced"
;;
multiview)
STEREOSCOPIC_OPTION="-DFILAMENT_SAMPLES_STEREO_TYPE=multiview"
;;
*)
echo "Unknown stereoscopic type ${OPTARG}"
echo "Type must be one of [instanced|multiview]"
echo ""
exit 1
esac
;;
X) OSMESA_OPTION="-DFILAMENT_OSMESA_PATH=${OPTARG}"
;;
\?)
echo "Invalid option: -${OPTARG}" >&2
echo ""
@@ -911,9 +981,9 @@ fi
shift $((OPTIND - 1))
for arg; do
if [[ "${arg}" == "release" ]]; then
if [[ $(echo "${arg}" | tr '[:upper:]' '[:lower:]') == "release" ]]; then
ISSUE_RELEASE_BUILD=true
elif [[ "${arg}" == "debug" ]]; then
elif [[ $(echo "${arg}" | tr '[:upper:]' '[:lower:]') == "debug" ]]; then
ISSUE_DEBUG_BUILD=true
else
BUILD_CUSTOM_TARGETS="${BUILD_CUSTOM_TARGETS} ${arg}"
@@ -931,19 +1001,19 @@ if [[ "${ISSUE_CLEAN_AGGRESSIVE}" == "true" ]]; then
fi
if [[ "${ISSUE_DESKTOP_BUILD}" == "true" ]]; then
build_desktop
check_debug_release_build build_desktop
fi
if [[ "${ISSUE_ANDROID_BUILD}" == "true" ]]; then
build_android
check_debug_release_build build_android
fi
if [[ "${ISSUE_IOS_BUILD}" == "true" ]]; then
build_ios
check_debug_release_build build_ios
fi
if [[ "${ISSUE_WEBGL_BUILD}" == "true" ]]; then
build_webgl
check_debug_release_build build_webgl
fi
if [[ "${ISSUE_WEB_DOCS}" == "true" ]]; then
+17 -8
View File
@@ -57,15 +57,10 @@ FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/ndk.version)}
# Install the required NDK version specifically (if not present)
if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
${ANDROID_HOME}/cmdline-tools/latest/bin/sdkmanager "ndk;$FILAMENT_NDK_VERSION" > /dev/null
yes | ${ANDROID_HOME}/cmdline-tools/latest/bin/sdkmanager --licenses
${ANDROID_HOME}/cmdline-tools/latest/bin/sdkmanager "ndk;$FILAMENT_NDK_VERSION"
fi
# Only build 1 64 bit target during presubmit to cut down build times during presubmit
# Continuous builds will build everything
ANDROID_ABIS=
if [[ "$TARGET" == "presubmit" ]]; then
ANDROID_ABIS="-q arm64-v8a"
fi
# Build the Android sample-gltf-viewer APK during release.
BUILD_SAMPLES=
@@ -73,5 +68,19 @@ if [[ "$TARGET" == "release" ]]; then
BUILD_SAMPLES="-k sample-gltf-viewer"
fi
function build_android() {
local ABI=$1
# Do the following in two steps so that we do not run out of space
if [[ -n "${BUILD_DEBUG}" ]]; then
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION} ./build.sh -p android -q ${ABI} -c ${BUILD_SAMPLES} ${GENERATE_ARCHIVES} ${BUILD_DEBUG}
rm -rf out/cmake-android-debug-*
fi
if [[ -n "${BUILD_RELEASE}" ]]; then
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION} ./build.sh -p android -q ${ABI} -c ${BUILD_SAMPLES} ${GENERATE_ARCHIVES} ${BUILD_RELEASE}
rm -rf out/cmake-android-release-*
fi
}
pushd `dirname $0`/../.. > /dev/null
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION} ./build.sh -p android $ANDROID_ABIS -c $BUILD_SAMPLES $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
build_android $2
+1 -1
View File
@@ -1 +1 @@
25.1.8937393
27.0.11718014
+10 -1
View File
@@ -2,6 +2,11 @@
set -e
case "$(uname -s)" in
Darwin*) IS_DARWIN=1;;
*) ;;
esac
function print_help {
local SELF_NAME
SELF_NAME=$(basename "$0")
@@ -45,7 +50,11 @@ function replace {
FIND_STR="${1//\{\{VERSION\}\}/${VERSION_REGEX}}"
REPLACE_STR="${1//\{\{VERSION\}\}/${NEW_VERSION}}"
local FILE_NAME="$2"
sed -i '' -E "s/${FIND_STR}/${REPLACE_STR}/" "${FILE_NAME}"
if [ $IS_DARWIN == 1 ]; then
sed -i '' -E "s/${FIND_STR}/${REPLACE_STR}/" "${FILE_NAME}"
else
sed -i -E "s/${FIND_STR}/${REPLACE_STR}/" "${FILE_NAME}"
fi
}
# The following are the canonical locations where the Filament version number is referenced.
-1
View File
@@ -5,7 +5,6 @@ libs/math/test_math
libs/image/test_image compare libs/image/tests/reference/
libs/utils/test_utils
libs/filamat/test_filamat
libs/filamat/test_filamat_lite
tools/matc/test_matc
tools/cmgen/test_cmgen compare
tools/glslminifier/test_glslminifier
+7 -1
View File
@@ -125,7 +125,13 @@ if [[ "${has_universal}" == "true" ]]; then
arch_output="${OUTPUT_PATH%.a}_${arch}.a"
arch_outputs+=("$arch_output")
combine_static_libs "$arch_output" $(find "$(pwd)/${archs_temp_dir}/${arch}" -iname '*.a')
archives=()
while IFS= read -r -d $'\0'; do
archives+=("$REPLY")
done < <(find "$(pwd)/${archs_temp_dir}/${arch}" -iname '*.a' -print0)
combine_static_libs "$arch_output" "$archives"
done
# Finally, combine the single-architecture archives into a universal binary.
-53
View File
@@ -1,53 +0,0 @@
# Build the image:
# docker build --no-cache --tag ssfilament -f build/swiftshader/Dockerfile .
# docker tag ssfilament ghcr.io/filament-assets/swiftshader
#
# Publish the image:
# docker login ghcr.io --username <user> --password <token>
# docker push ghcr.io/filament-assets/swiftshader
#
# Run the image and mount the current directory:
# docker run -it -v `pwd`:/trees/filament -t ssfilament
FROM ubuntu:focal
WORKDIR /trees
ARG DEBIAN_FRONTEND=noninteractive
ENV SWIFTSHADER_LD_LIBRARY_PATH=/trees/swiftshader/build
ENV CXXFLAGS='-fno-builtin -Wno-pass-failed'
RUN apt-get update && \
apt-get --no-install-recommends install -y \
apt-transport-https \
apt-utils \
build-essential \
cmake \
ca-certificates \
git \
ninja-build \
python \
python3 \
xorg-dev \
clang-7 \
libc++-7-dev \
libc++abi-7-dev \
lldb
# Ensure that clang is used instead of gcc.
RUN set -eux ;\
update-alternatives --install /usr/bin/clang clang /usr/bin/clang-7 100 ;\
update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-7 100 ;\
update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100 ;\
update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
# Get patch files from the local Filament tree.
COPY build/swiftshader/*.diff .
# Clone SwiftShader, apply patches, and build it.
RUN set -eux ;\
git clone https://swiftshader.googlesource.com/SwiftShader swiftshader ;\
cd swiftshader ;\
git checkout 139f5c3 ;\
git apply /trees/*.diff ;\
cd build ;\
cmake .. -GNinja -DCMAKE_BUILD_TYPE=Release ;\
ninja
-56
View File
@@ -1,56 +0,0 @@
#!/usr/bin/env python3
from pathlib import Path
import os
spath = os.path.dirname(os.path.realpath(__file__))
path = Path(spath)
folder = "../../results/"
images = list(path.glob(folder + '*.png'))
images.sort()
gallery = open(path.absolute().joinpath(folder + 'index.html'), 'w')
gallery.write("""<html>
<head>
<script type="module" src="https://unpkg.com/img-comparison-slider@latest/dist/component/component.esm.js"></script>
<script nomodule="" src="https://unpkg.com/img-comparison-slider@latest/dist/component/component.js"></script>
<link rel="stylesheet" href="https://unpkg.com/img-comparison-slider@latest/dist/collection/styles/initial.css"/>
<style>
h2 {
font-weight: normal;
margin-top: 150px;
margin-bottom: 20px;
}
a {
text-decoration: none;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
color: blue;
}
a:hover {
font-weight: bold;
}
</style>
</head>
<body>
""")
tag = ''
for image in images:
group = image.stem.rstrip('0123456789')
before = f'https://filament-assets.github.io/golden/{group}/{image.name}'
after = image.name
gallery.write('\n')
gallery.write(f'<h2><a href="{image.stem}.json">{image.stem}.json</a></h2>\n')
gallery.write('<img-comparison-slider>\n')
gallery.write(f'<img slot="before" src="{before}" /> <img slot="after" src="{after}" />\n')
gallery.write('</img-comparison-slider>\n')
gallery.write("""</body>
</html>
""")
-62
View File
@@ -1,62 +0,0 @@
diff --git a/src/Vulkan/VkPipeline.cpp b/src/Vulkan/VkPipeline.cpp
index 86913ec72..3b35345af 100644
--- a/src/Vulkan/VkPipeline.cpp
+++ b/src/Vulkan/VkPipeline.cpp
@@ -71,7 +71,56 @@ std::vector<uint32_t> preprocessSpirv(
if(optimize)
{
// Full optimization list taken from spirv-opt.
- opt.RegisterPerformancePasses();
+
+ // We have removed CreateRedundancyEliminationPass because it segfaults when encountering:
+ // %389 = OpCompositeConstruct %7 %386 %387 %388 %86
+ // When inserting an entry into instruction_to_value_ (which is an unordered_map)
+ // This could perhaps be investigated further with help from asan.
+
+ using namespace spvtools;
+ opt.RegisterPass(CreateWrapOpKillPass())
+ .RegisterPass(CreateDeadBranchElimPass())
+ .RegisterPass(CreateMergeReturnPass())
+ .RegisterPass(CreateInlineExhaustivePass())
+ .RegisterPass(CreateAggressiveDCEPass())
+ .RegisterPass(CreatePrivateToLocalPass())
+ .RegisterPass(CreateLocalSingleBlockLoadStoreElimPass())
+ .RegisterPass(CreateLocalSingleStoreElimPass())
+ .RegisterPass(CreateAggressiveDCEPass())
+ .RegisterPass(CreateScalarReplacementPass())
+ .RegisterPass(CreateLocalAccessChainConvertPass())
+ .RegisterPass(CreateLocalSingleBlockLoadStoreElimPass())
+ .RegisterPass(CreateLocalSingleStoreElimPass())
+ .RegisterPass(CreateAggressiveDCEPass())
+ .RegisterPass(CreateLocalMultiStoreElimPass())
+ .RegisterPass(CreateAggressiveDCEPass())
+ .RegisterPass(CreateCCPPass())
+ .RegisterPass(CreateAggressiveDCEPass())
+ .RegisterPass(CreateLoopUnrollPass(true))
+ .RegisterPass(CreateDeadBranchElimPass())
+ .RegisterPass(CreateRedundancyEliminationPass()) // workaround for SEGFAULT
+ .RegisterPass(CreateCombineAccessChainsPass())
+ .RegisterPass(CreateSimplificationPass())
+ .RegisterPass(CreateScalarReplacementPass())
+ .RegisterPass(CreateLocalAccessChainConvertPass())
+ .RegisterPass(CreateLocalSingleBlockLoadStoreElimPass())
+ .RegisterPass(CreateLocalSingleStoreElimPass())
+ .RegisterPass(CreateAggressiveDCEPass())
+ .RegisterPass(CreateSSARewritePass())
+ .RegisterPass(CreateAggressiveDCEPass())
+ .RegisterPass(CreateVectorDCEPass())
+ .RegisterPass(CreateDeadInsertElimPass())
+ .RegisterPass(CreateDeadBranchElimPass())
+ .RegisterPass(CreateSimplificationPass())
+ .RegisterPass(CreateIfConversionPass())
+ .RegisterPass(CreateCopyPropagateArraysPass())
+ .RegisterPass(CreateReduceLoadSizePass())
+ .RegisterPass(CreateAggressiveDCEPass())
+ .RegisterPass(CreateBlockMergePass())
+ .RegisterPass(CreateRedundancyEliminationPass()) // workaround for SEGFAULT
+ .RegisterPass(CreateDeadBranchElimPass())
+ .RegisterPass(CreateBlockMergePass())
+ .RegisterPass(CreateSimplificationPass());
}
std::vector<uint32_t> optimized;
-127
View File
@@ -1,127 +0,0 @@
#!/bin/bash
set -e
function print_help {
local self_name=$(basename "$0")
echo "This script issues docker commands for testing Filament with SwiftShader."
echo "The usual sequence of commands is: fetch, start, build filament release, and run."
echo ""
echo "Usage:"
echo " $self_name [command]"
echo ""
echo "Commands:"
echo " build filament [debug | release]"
echo " Use the container to build Filament."
echo " build swiftshader [debug | release]"
echo " Use the container to do a clean rebuild of SwiftShader."
echo " (Note that the container already has SwiftShader built.)"
echo " fetch"
echo " Download the docker image from the central repository."
echo " help"
echo " Print this help message."
echo " logs"
echo " Print messages from the container's kernel ring buffer."
echo " This is useful for diagnosing OOM issues."
echo " run [lldb]"
echo " Launch a test inside the container, optionally via lldb."
echo " shell"
echo " Interact with a bash prompt in the container."
echo " start"
echo " Start a container from the image."
echo " stop"
echo " Stop the container."
echo ""
}
# Change the current working directory to the Filament root.
pushd "$(dirname "$0")/../.." > /dev/null
if [[ "$1" == "build" ]] && [[ "$2" == "filament" ]]; then
docker exec runner filament/build.sh -t $3 gltf_viewer
exit $?
fi
if [[ "$1" == "build" ]] && [[ "$2" == "swiftshader" ]]; then
BUILD_TYPE="$3"
BUILD_TYPE="$(tr '[:lower:]' '[:upper:]' <<< ${BUILD_TYPE:0:1})${BUILD_TYPE:1}"
docker exec --workdir /trees/swiftshader runner rm -rf build
docker exec --workdir /trees/swiftshader runner mkdir build
docker exec --workdir /trees/swiftshader/build runner cmake -GNinja -DCMAKE_BUILD_TYPE="$BUILD_TYPE" ..
docker exec --workdir /trees/swiftshader/build runner ninja
exit $?
fi
if [[ "$1" == "fetch" ]]; then
docker pull ghcr.io/filament-assets/swiftshader:latest
docker tag ghcr.io/filament-assets/swiftshader:latest ssfilament
exit $?
fi
if [[ "$1" == "help" ]]; then
print_help
exit 0
fi
if [[ "$1" == "logs" ]]; then
docker exec runner dmesg --human --read-clear
exit $?
fi
if [[ "$1" == "run" ]] && [[ "$2" == "lldb" ]]; then
docker exec -i --workdir /trees/filament/results runner \
lldb --batch -o run -o bt -- \
../out/cmake-release/samples/gltf_viewer \
--headless \
--batch ../libs/viewer/tests/basic.json \
--api vulkan
docker exec runner /trees/filament/build/swiftshader/gallery.py
exit $?
fi
if [[ "$1" == "run" ]]; then
docker exec --tty --workdir /trees/filament/results runner \
/usr/bin/catchsegv \
../out/cmake-release/samples/gltf_viewer \
--headless \
--batch ../libs/viewer/tests/basic.json \
--api vulkan
docker exec runner /trees/filament/build/swiftshader/gallery.py
exit $?
fi
if [[ "$1" == "shell" ]]; then
docker exec --interactive --tty runner /bin/bash
exit $?
fi
# Notes on options being passed to docker's run command:
#
# - The memory constraint seems to prevent an OOM signal in GitHub Actions.
# - The cap / security args allow use of lldb and creation of core dumps.
# - The privileged arg allows use of dmesg for examining OOM logs.
#
# Currently, a GitHub Actions VM has 2 CPUs, 7 GB RAM, and 14 GB of SSD disk space.
#
# Please be aware that Docker Desktop might impose additional resource constraints, and that those
# settings can only be controlled with its GUI. We recommend at least 7 GB of memory and 2 GB swap.
if [[ "$1" == "start" ]]; then
mkdir -p results
docker run --tty --rm --detach --privileged \
--memory 6.5g \
--name runner \
--cap-add=SYS_PTRACE \
--security-opt seccomp=unconfined \
--security-opt apparmor=unconfined \
--volume `pwd`:/trees/filament \
--workdir /trees \
ssfilament
exit $?
fi
if [[ "$1" == "stop" ]]; then
docker container rm runner --force
exit $?
fi
print_help
exit 1
+1 -1
View File
@@ -21,7 +21,7 @@ set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_VERSION 1)
# android
set(API_LEVEL 19)
set(API_LEVEL 21)
# architecture
set(ARCH armv7a-linux-androideabi)
+1 -1
View File
@@ -21,7 +21,7 @@ set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_VERSION 1)
# android
set(API_LEVEL 19)
set(API_LEVEL 21)
# architecture
set(ARCH i686-linux-android)
+1 -5
View File
@@ -1,7 +1,6 @@
#!/bin/bash
if [ `uname` == "Linux" ];then
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-linux.zip
unzip -q ninja-linux.zip
source `dirname $0`/../linux/ci-common.sh
elif [ `uname` == "Darwin" ];then
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
@@ -13,9 +12,6 @@ fi
chmod +x ninja
export PATH="$PWD:$PATH"
# FIXME: kokoro machines have node and npm but currently they are symlinked to non-existent files
# npm install -g typescript
# Install emscripten.
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.15.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
+14 -8
View File
@@ -115,17 +115,23 @@ cmake ..\.. ^
-DFILAMENT_SUPPORTS_VULKAN=ON ^
|| exit /b
set build_flags=-j %NUMBER_OF_PROCESSORS%
@echo on
:: we've upgraded the windows machines, so the following are no longer accurate as of 09/19/24, but
:: keeping around the comment for record.
:: Attempt to fix "error C1060: compiler is out of heap space" seen on CI.
:: Some resource libraries require significant heap space to compile, so first compile them serially.
@echo on
cmake --build . --target filagui --config %config% || exit /b
cmake --build . --target uberarchive --config %config% || exit /b
cmake --build . --target gltf-demo-resources --config %config% || exit /b
cmake --build . --target filamentapp-resources --config %config% || exit /b
cmake --build . --target sample-resources --config %config% || exit /b
cmake --build . --target suzanne-resources --config %config% || exit /b
:: cmake --build . --target filagui --config %config% %build_flags% || exit /b
:: cmake --build . --target uberarchive --config %config% %build_flags% || exit /b
:: cmake --build . --target gltf-demo-resources --config %config% %build_flags% || exit /b
:: cmake --build . --target filamentapp-resources --config %config% %build_flags% || exit /b
:: cmake --build . --target sample-resources --config %config% %build_flags% || exit /b
:: cmake --build . --target suzanne-resources --config %config% %build_flags% || exit /b
cmake --build . %INSTALL% --config %config% -- /m || exit /b
cmake --build . %INSTALL% --config %config% %build_flags% -- /m || exit /b
@echo off
echo Disk info after building variant: %variant%
+2 -2
View File
@@ -476,7 +476,7 @@ Energy conservation is one of the key components of a good BRDF for physically b
<p>
For the specular term, \(f_m\) is a mirror BRDF that can be modeled with the Fresnel law, noted \(F\) in the Cook-Torrance approximation of the microfacet model integration:
For the specular term, \(f_r\) is a mirror BRDF that can be modeled with the Fresnel law, noted \(F\) in the Cook-Torrance approximation of the microfacet model integration:
</p><p>
@@ -857,7 +857,7 @@ The full GLSL implementation of the standard model is shown in <a href="#listing
<span class="line"> <span class="hljs-comment">// perceptually linear roughness to roughness (see parameterization)</span></span>
<span class="line"> <span class="hljs-type">float</span> roughness = perceptualRoughness * perceptualRoughness;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float</span> D = D_GGX(NoH, a);</span>
<span class="line"> <span class="hljs-type">float</span> D = D_GGX(NoH, roughness);</span>
<span class="line"> <span class="hljs-type">vec3</span> F = F_Schlick(LoH, f0);</span>
<span class="line"> <span class="hljs-type">float</span> V = V_SmithGGXCorrelated(NoV, NoL, roughness);</span>
<span class="line"></span>
+141 -53
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+47 -4
View File
@@ -1139,7 +1139,8 @@ Type
: array of `string`
Value
: Each entry must be any of `dynamicLighting`, `directionalLighting`, `shadowReceiver`,`skinning` or `ssr`.
: Each entry must be any of `dynamicLighting`, `directionalLighting`, `shadowReceiver`,
`skinning`, `ssr`, or `stereo`.
Description
: Used to specify a list of shader variants that the application guarantees will never be
@@ -1158,6 +1159,7 @@ Description of the variants:
- `fog`, used when global fog is applied to the scene
- `vsm`, used when VSM shadows are enabled and the object is a shadow receiver
- `ssr`, used when screen-space reflections are enabled in the View
- `stereo`, used when stereoscopic rendering is enabled in the View
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
@@ -1306,7 +1308,12 @@ Description
declare a variable called `eyeDirection` you can access it in the fragment shader using
`variable_eyeDirection`. In the vertex shader, the interpolant name is simply a member of
the `MaterialVertexInputs` structure (`material.eyeDirection` in your example). Each
interpolant is of type `float4` (`vec4`) in the shaders.
interpolant is of type `float4` (`vec4`) in the shaders. By default the precision of the
interpolant is `highp` in *both* the vertex and fragment shaders.
An alternate syntax can be used to specify both the name and precision of the interpolant.
In this case the specified precision is used as-is in both fragment and vertex stages, in
particular if `default` is specified the default precision is used is the fragment shader
(`mediump`) and in the vertex shader (`highp`).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
@@ -1318,7 +1325,11 @@ material {
}
],
variables : [
eyeDirection
eyeDirection,
{
name : eyeColor,
precision : medium
}
],
vertexDomain : device,
depthWrite : false,
@@ -1395,7 +1406,7 @@ Type
: `string`
Value
: Any of `opaque`, `transparent`, `fade`, `add`, `masked`, `multiply`, `screen`. Defaults to `opaque`.
: Any of `opaque`, `transparent`, `fade`, `add`, `masked`, `multiply`, `screen`, `custom`. Defaults to `opaque`.
Description
: Defines how/if the rendered object is blended with the content of the render target.
@@ -1418,6 +1429,7 @@ Description
of the material's output defines whether a fragment is discarded or not. Additionally,
ALPHA_TO_COVERAGE is enabled for non-translucent views. See the maskThreshold section for more
information.
- **Custom**: blending is enabled. But the blending function is user specified. See `blendFunction`.
!!! Note
When `blending` is set to `masked`, alpha to coverage is automatically enabled for the material.
@@ -1430,6 +1442,36 @@ material {
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Blending and transparency: blendFunction
Type
: `object`
Fields
: `srcRGB`, `srcA`, `dstRGB`, `dstA`
Description
: - *srcRGB*: source function applied to the RGB channels
- *srcA*: source function applied to the alpha channel
- *srcRGB*: destination function applied to the RGB channels
- *srcRGB*: destination function applied to the alpha channel
The values possible for each functions are one of `zero`, `one`, `srcColor`, `oneMinusSrcColor`,
`dstColor`, `oneMinusDstColor`, `srcAlpha`, `oneMinusSrcAlpha`, `dstAlpha`,
`oneMinusDstAlpha`, `srcAlphaSaturate`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
blending : custom,
blendFunction :
{
srcRGB: one,
srcA: one,
dstRGB: oneMinusSrcColor,
dstA: oneMinusSrcAlpha
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Blending and transparency: postLightingBlending
Type
@@ -2392,6 +2434,7 @@ The following APIs are only available from the vertex block:
**getWorldFromModelMatrix()** | float4x4 | Matrix that converts from model (object) space to world space
**getWorldFromModelNormalMatrix()** | float3x3 | Matrix that converts normals from model (object) space to world space
**getVertexIndex()** | int | Index of the current vertex
**getEyeIndex()** | int | Index of the eye being rendered, starting at 0
### Fragment only
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+11 -19
View File
@@ -15,7 +15,7 @@
*/
// If you are bundling this with rollup, webpack, or esbuild, the following URL should be trimmed.
import { LitElement, html, css } from "https://unpkg.com/lit?module";
import { LitElement, html, css } from "https://unpkg.com/lit@2.8.0?module";
// This little utility checks if the Filament module is ready for action.
// If so, it immediately calls the given function. If not, it asks the Filament
@@ -287,12 +287,12 @@ class FilamentViewer extends LitElement {
// Dropping a glb file is simple because there are no external resources.
if (this.srcBlob && this.srcBlob.name.endsWith(".glb")) {
this.srcBlob.arrayBuffer().then(buffer => {
this.asset = this.loader.createAssetFromBinary(new Uint8Array(buffer));
this.asset = this.loader.createAsset(new Uint8Array(buffer));
const aabb = this.asset.getBoundingBox();
this.assetRoot = this.asset.getRoot();
this.unitCubeTransform = Filament.fitIntoUnitCube(aabb, zoffset);
this.asset.loadResources();
this.animator = this.asset.getAnimator();
this.animator = this.asset.getInstance().getAnimator();
this.animationStartTime = Date.now();
this._updateOverlay();
});
@@ -304,8 +304,6 @@ class FilamentViewer extends LitElement {
const config = {
normalizeSkinningWeights: true,
recomputeBoundingBoxes: false,
ignoreBindTransform: false,
asyncInterval: 30
};
@@ -320,22 +318,20 @@ class FilamentViewer extends LitElement {
resourceLoader.delete();
stbProvider.delete();
ktx2Provider.delete();
this.animator = this.asset.getAnimator();
this.animator = this.asset.getInstance().getAnimator();
this.animationStartTime = Date.now();
}
}, config.asyncInterval);
};
this.srcBlob.arrayBuffer().then(buffer => {
this.asset = this.loader.createAssetFromJson(new Uint8Array(buffer));
this.asset = this.loader.createAsset(new Uint8Array(buffer));
const aabb = this.asset.getBoundingBox();
this.assetRoot = this.asset.getRoot();
this.unitCubeTransform = Filament.fitIntoUnitCube(aabb, zoffset);
const resourceLoader = new Filament.gltfio$ResourceLoader(this.engine,
config.normalizeSkinningWeights,
config.recomputeBoundingBoxes,
config.ignoreBindTransform);
config.normalizeSkinningWeights);
const stbProvider = new Filament.gltfio$StbProvider(this.engine);
const ktx2Provider = new Filament.gltfio$Ktx2Provider(this.engine);
@@ -367,12 +363,7 @@ class FilamentViewer extends LitElement {
return response.arrayBuffer();
}).then(arrayBuffer => {
const modelData = new Uint8Array(arrayBuffer);
if (this.src.endsWith(".glb")) {
this.asset = this.loader.createAssetFromBinary(modelData);
} else {
this.asset = this.loader.createAssetFromJson(modelData);
}
this.asset = this.loader.createAsset(modelData);
const aabb = this.asset.getBoundingBox();
this.assetRoot = this.asset.getRoot();
this.unitCubeTransform = Filament.fitIntoUnitCube(aabb, zoffset);
@@ -380,7 +371,7 @@ class FilamentViewer extends LitElement {
const basePath = '' + new URL(this.src, document.location);
this.asset.loadResources(() => {
this.animator = this.asset.getAnimator();
this.animator = this.asset.getInstance().getAnimator();
this.animationStartTime = Date.now();
this._applyMaterialVariant();
}, null, basePath);
@@ -441,14 +432,15 @@ class FilamentViewer extends LitElement {
if (!this.hasAttribute("materialVariant")) {
return;
}
const names = this.asset.getMaterialVariantNames();
const instance = this.asset.getInstance();
const names = instance.getMaterialVariantNames();
const index = this.materialVariant;
if (index < 0 || index >= names.length) {
console.error(`Material variant ${index} does not exist in this asset.`);
return;
}
console.info(this.src, `Applying material variant: ${names[index]}`);
this.asset.applyMaterialVariant(index);
instance.applyMaterialVariant(index);
}
}
+1 -1
View File
@@ -43,7 +43,7 @@ filament-viewer::part(canvas) {
</p>
</main>
<script src="https://unpkg.com/filament@1.25.3/filament.js"></script>
<script src="https://unpkg.com/filament@1.51.6/filament.js"></script>
<script src="https://unpkg.com/gltumble"></script>
<script src="filament-viewer.js" type="module"></script>
</body>

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