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Author SHA1 Message Date
Eliza Velasquez ea9fdbeb5c wip: shader compilation benchmark 2024-01-16 17:03:41 -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
672 changed files with 31336 additions and 27325 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
View File
@@ -29,10 +29,6 @@ jobs:
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
+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-latest
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 }}
+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-latest
steps:
- uses: actions/checkout@v3.3.0
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: ${{ secrets.NPM_TOKEN }}
-1
View File
@@ -124,7 +124,6 @@ jobs:
cd ../..
mv out/filament-android-release.aar out/filament-${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
+2
View File
@@ -16,3 +16,5 @@ settings.json
test*.png
test*.json
results
/compile_commands.json
/.cache
+7 -5
View File
@@ -56,9 +56,11 @@ To trigger both incremental debug and release builds:
./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
@@ -172,12 +174,12 @@ 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)
+39 -1
View File
@@ -41,6 +41,10 @@ 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)
set(FILAMENT_NDK_VERSION "" CACHE STRING
"Android NDK version or version prefix to be used when building for Android."
)
@@ -65,6 +69,9 @@ set(FILAMENT_METAL_HANDLE_ARENA_SIZE_IN_MB "8" CACHE STRING
"Size of the Metal handle arena, default 8."
)
# Enable exceptions by default in spirv-cross.
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS OFF)
# ==================================================================================================
# CMake policies
# ==================================================================================================
@@ -225,6 +232,21 @@ 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()
@@ -337,6 +359,7 @@ endif()
if (CYGWIN)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-exceptions -fno-rtti")
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS ON)
endif()
if (MSVC)
@@ -373,6 +396,7 @@ endif()
# saved by -fno-exception and 10 KiB saved by -fno-rtti).
if (ANDROID OR IOS OR WEBGL)
set(CMAKE_CXX_FLAGS_RELEASE "${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
@@ -384,6 +408,7 @@ endif()
# std::visit, which is not supported on iOS 11.0 when exceptions are enabled.
if (IOS)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fno-exceptions")
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS ON)
endif()
# With WebGL, we disable RTTI even for debug builds because we pass emscripten::val back and forth
@@ -403,7 +428,13 @@ endif()
if (FILAMENT_ENABLE_ASAN_UBSAN)
set(EXTRA_SANITIZE_OPTIONS "-fsanitize=address -fsanitize=undefined")
endif()
if (FILAMENT_ENABLE_TSAN)
set(EXTRA_SANITIZE_OPTIONS "-fsanitize=thread")
endif()
if (ANDROID)
# keep STL debug infos (mimics what the NDK does)
set(CMAKE_CXX_FLAGS_DEBUG "${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()
@@ -523,6 +554,11 @@ 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 ${MATC_OPT_FLAGS} -d)
@@ -730,6 +766,8 @@ endif()
if (FILAMENT_SUPPORTS_VULKAN)
add_subdirectory(${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)
+2
View File
@@ -7,3 +7,5 @@ for next branch cut* header.
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut
- Metal: fix some shader artifacts by disabling fast math optimizations.
+2 -2
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.43.1'
implementation 'com.google.android.filament:filament-android:1.49.3'
}
```
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.43.1'
pod 'Filament', '~> 1.49.3'
```
### Snapshots
+12
View File
@@ -128,3 +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).
+66
View File
@@ -7,6 +7,72 @@ 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).
## v1.50.0
- 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
+8 -8
View File
@@ -81,14 +81,14 @@ buildscript {
ext.versions = [
'jdk': 17,
'minSdk': 19,
'targetSdk': 33,
'compileSdk': 33,
'kotlin': '1.9.0',
'kotlin_coroutines': '1.7.2',
'targetSdk': 34,
'compileSdk': 34,
'kotlin': '1.9.21',
'kotlin_coroutines': '1.7.3',
'buildTools': '34.0.0',
'ndk': '25.1.8937393',
'androidx_core': '1.10.1',
'androidx_annotations': '1.6.0'
'ndk': '26.1.10909125',
'androidx_core': '1.12.0',
'androidx_annotations': '1.7.0'
]
ext.deps = [
@@ -104,7 +104,7 @@ buildscript {
]
dependencies {
classpath 'com.android.tools.build:gradle:8.1.0'
classpath 'com.android.tools.build:gradle:8.2.0'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:${versions.kotlin}"
}
-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")
+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
}
}
}
@@ -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);
}
@@ -391,6 +384,13 @@ 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();
}
// Managers...
extern "C" JNIEXPORT jlong JNICALL
@@ -435,6 +435,13 @@ 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) {
@@ -454,4 +461,57 @@ 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, jlong stereoscopicEyeCount) {
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,
.stereoscopicEyeCount = (uint8_t) stereoscopicEyeCount,
};
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 jlong JNICALL
Java_com_google_android_filament_Engine_nBuilderBuild(JNIEnv*, jclass, jlong nativeBuilder) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
return (jlong) builder->build();
}
@@ -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
@@ -19,6 +19,7 @@
#include <filament/Material.h>
#include "common/NioUtils.h"
#include "common/CallbackUtils.h"
using namespace filament;
@@ -105,6 +106,22 @@ 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 +272,17 @@ 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);
}
@@ -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;
}
@@ -47,6 +47,11 @@ Java_com_google_android_filament_ToneMapper_nCreateFilmicToneMapper(JNIEnv*, jcl
return (jlong) new FilmicToneMapper();
}
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) {
+12 -2
View File
@@ -282,7 +282,7 @@ 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 +294,6 @@ 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 +480,17 @@ 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,
@@ -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 +152,219 @@ 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) {
/**
* 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.stereoscopicEyeCount);
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;
}
/**
* 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;
/**
* 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;
}
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 +382,7 @@ 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 +402,9 @@ 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 +426,9 @@ 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 +495,23 @@ 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 +557,37 @@ 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
@@ -888,6 +1124,18 @@ 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());
}
@UsedByReflection("TextureHelper.java")
public long getNativeObject() {
if (mNativeObject == 0) {
@@ -914,7 +1162,6 @@ 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);
@@ -961,6 +1208,7 @@ public class Engine {
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 long nGetTransformManager(long nativeEngine);
private static native long nGetLightManager(long nativeEngine);
private static native long nGetRenderableManager(long nativeEngine);
@@ -968,7 +1216,19 @@ 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,
long stereoscopicEyeCount);
private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
private static native long nBuilderBuild(long nativeBuilder);
}
@@ -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();
@@ -337,6 +378,55 @@ public class Material {
}
}
/**
* 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 +527,28 @@ 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.
*
@@ -916,6 +1028,7 @@ public class Material {
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 +1045,8 @@ 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);
@@ -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);
}
@@ -103,6 +103,31 @@ public class SwapChain {
*/
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;
SwapChain(long nativeSwapChain, Object surface) {
mNativeObject = nativeSwapChain;
mSurface = surface;
@@ -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;
}
@@ -100,6 +100,45 @@ public class ToneMapper {
}
}
/**
* 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 +233,7 @@ public class ToneMapper {
private static native long nCreateACESToneMapper();
private static native long nCreateACESLegacyToneMapper();
private static native long nCreateFilmicToneMapper();
private static native long nCreateAgxToneMapper(int look);
private static native long nCreateGenericToneMapper(
float contrast, float midGrayIn, float midGrayOut, float hdrMax);
@@ -75,6 +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;
@@ -904,7 +905,7 @@ 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,
@@ -1032,7 +1033,8 @@ 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>
@@ -1054,6 +1056,51 @@ 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
*/
@@ -1216,9 +1263,10 @@ 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);
@@ -1353,8 +1401,6 @@ 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.
*
@@ -1393,10 +1439,6 @@ public class View {
* resolution of vertical axis (2^levels to 2048)
*/
public int resolution = 384;
/**
* bloom x/y aspect-ratio (1/32 to 32)
*/
public float anamorphism = 1.0f;
/**
* number of blur levels (1 to 11)
*/
@@ -1595,6 +1637,10 @@ 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)
*/
@@ -1810,7 +1856,7 @@ public class View {
}
/**
* Options for Temporal Multi-Sample Anti-aliasing (MSAA)
* Options for Multi-Sample Anti-aliasing (MSAA)
* @see setMultiSampleAntiAliasingOptions()
*/
public static class MultiSampleAntiAliasingOptions {
@@ -1834,21 +1880,106 @@ 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, could 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,
}
/**
* 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;
/**
* 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;
}
/**
@@ -1935,6 +2066,7 @@ public class View {
* PCF with soft shadows and contact hardening
*/
PCSS,
PCFd,
}
/**
@@ -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();
@@ -245,7 +399,7 @@ public class UiHelper {
mSurface = surface;
}
public Surface getSurface() {
private Surface getSurface() {
return mSurface;
}
}
@@ -291,6 +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;
@@ -298,7 +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.
*
@@ -343,7 +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)}.
*
@@ -366,10 +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
@@ -390,7 +543,6 @@ public class UiHelper {
/**
* 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.
*/
@@ -405,171 +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);
}
// 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.
TextureViewHandler textureViewHandler = (TextureViewHandler) mRenderSurface;
mRenderCallback.onNativeWindowChanged(textureViewHandler.getSurface());
}
@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());
}
}
}
@@ -580,6 +593,10 @@ public class UiHelper {
// nothing to do
return false;
}
if (mRenderSurface != null) {
mRenderSurface.detach();
mRenderSurface = null;
}
destroySwapChain();
}
mNativeWindow = nativeWindow;
@@ -587,15 +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;
}
}
@@ -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
@@ -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
+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=1.43.1
VERSION_NAME=1.49.3
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-8.2-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
@@ -32,7 +32,6 @@ android {
applicationId "com.google.android.filament.gltf"
minSdkVersion 19
targetSdkVersion versions.targetSdk
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
@@ -26,6 +26,7 @@ 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
@@ -392,6 +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)
}
}
}
@@ -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()
}
}
@@ -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();
}
}
@@ -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
+17 -6
View File
@@ -191,6 +191,7 @@ 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 {
@@ -232,6 +233,8 @@ function build_desktop_target {
${ASAN_UBSAN_OPTION} \
${architectures} \
../..
ln -sf "out/cmake-${lc_target}/compile_commands.json" \
../../compile_commands.json
fi
${BUILD_COMMAND} ${build_targets}
@@ -287,6 +290,8 @@ function build_webgl_with_target {
-DCMAKE_INSTALL_PREFIX="../webgl-${lc_target}/filament" \
-DWEBGL=1 \
../..
ln -sf "out/cmake-webgl-${lc_target}/compile_commands.json" \
../../compile_commands.json
${BUILD_COMMAND} ${BUILD_TARGETS}
)
fi
@@ -359,6 +364,8 @@ function build_android_target {
${MATOPT_OPTION} \
${VULKAN_ANDROID_OPTION} \
../..
ln -sf "out/cmake-android-${lc_target}-${arch}/compile_commands.json" \
../../compile_commands.json
fi
# We must always install Android libraries to build the AAR
@@ -495,13 +502,13 @@ function build_android {
if [[ "${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
@@ -544,14 +551,13 @@ 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
@@ -592,6 +598,8 @@ function build_ios_target {
${MATDBG_OPTION} \
${MATOPT_OPTION} \
../..
ln -sf "out/cmake-ios-${lc_target}-${arch}/compile_commands.json" \
../../compile_commands.json
fi
${BUILD_COMMAND}
@@ -752,7 +760,10 @@ function run_tests {
}
function check_debug_release_build {
if [[ "${ISSUE_DEBUG_BUILD}" == "true" || "${ISSUE_RELEASE_BUILD}" == "true" ]]; then
if [[ "${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 $@ builds."
+1 -1
View File
@@ -50,7 +50,7 @@ function replace {
FIND_STR="${1//\{\{VERSION\}\}/${VERSION_REGEX}}"
REPLACE_STR="${1//\{\{VERSION\}\}/${NEW_VERSION}}"
local FILE_NAME="$2"
if [ IS_DARWIN ]; then
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}"
-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
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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@1.44.0/filament.js"></script>
<script src="https://unpkg.com/gltumble"></script>
<script src="filament-viewer.js" type="module"></script>
</body>
+19 -8
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+3
View File
@@ -587,6 +587,7 @@
<li><em>overrides</em> Dictionary with one or more of the following properties: mapSize, shadowCascades, constantBias, normalBias, shadowFar, shadowNearHint, shadowFarHint, stable, polygonOffsetConstant, polygonOffsetSlope, \</li>
</ul>
</li>
<li><strong>engine.setStereoscopicOptions()</strong></li>
<li><strong>engine.setTemporalAntiAliasingOptions()</strong></li>
<li><strong>engine.setVignetteOptions()</strong></li>
</ul>
@@ -1462,6 +1463,8 @@ This defines the following functions:</p>
<li>STENCIL_ATTACHMENT</li>
<li>UPLOADABLE</li>
<li>SAMPLEABLE</li>
<li>BLIT_SRC</li>
<li>BLIT_DST</li>
<li>SUBPASS_INPUT</li>
</ul>
</div>
Binary file not shown.
Binary file not shown.
+13 -14
View File
@@ -22,27 +22,26 @@ converting <a href="https://github.com/google/filament/blob/main/assets/models/m
<p>Next, let&#x27;s create mipmapped KTX files using filament&#x27;s <code>mipgen</code> tool. We&#x27;ll create compressed and
non-compressed variants for each texture, since not all platforms support the same compression
formats. First copy over the PNG files from the <a href="https://github.com/google/filament/blob/main/assets/models/monkey">monkey folder</a>, then do:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic"># Create mipmaps for base color and two compressed variants.</span>
mipgen albedo.png albedo.ktx
mipgen --compression<span style="color: #666666">=</span>astc_fast_ldr_4x4 albedo.png albedo_astc.ktx
mipgen --compression<span style="color: #666666">=</span>s3tc_rgb_dxt1 albedo.png albedo_s3tc_srgb.ktx
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic"># Create mipmaps for base color</span>
mipgen albedo.png albedo.ktx2
mipgen --compression<span style="color: #666666">=</span>uastc albedo.png albedo.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the normal map and a compressed variant.</span>
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear normal.png normal.ktx
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear --compression<span style="color: #666666">=</span>etc_rgb8_normalxyz_40 <span style="color: #AA5D1F; font-weight: bold">\</span>
normal.png normal_etc.ktx
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear --compression<span style="color: #666666">=</span>uastc_normals <span style="color: #AA5D1F; font-weight: bold">\</span>
normal.png normal.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component roughness map and a compressed variant.</span>
mipgen --grayscale roughness.png roughness.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>etc_r11_numeric_40 roughness.png roughness_etc.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc roughness.png roughness.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component metallic map and a compressed variant.</span>
mipgen --grayscale metallic.png metallic.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>etc_r11_numeric_40 metallic.png metallic_etc.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc metallic.png metallic.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component occlusion map and a compressed variant.</span>
mipgen --grayscale ao.png ao.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>etc_r11_numeric_40 ao.png ao_etc.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc ao.png ao.ktx2
</pre></div>
<p>For more information on mipgen&#x27;s arguments and supported formats, do <code>mipgen --help</code>.</p>
@@ -207,11 +206,11 @@ when the assets have finished downloading.</p>
recreate the skybox using a higher-resolution texture. As a last step we unhide the renderable that
was created in the app constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>Filament.fetch([sky_large_url,<span style="color: #bbbbbb"> </span>albedo_url,<span style="color: #bbbbbb"> </span>roughness_url,<span style="color: #bbbbbb"> </span>metallic_url,<span style="color: #bbbbbb"> </span>normal_url,<span style="color: #bbbbbb"> </span>ao_url],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(albedo_url,<span style="color: #bbbbbb"> </span>{srgb<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(roughness_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(metallic_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(normal_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(ao_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(albedo_url,<span style="color: #bbbbbb"> </span>{srgb<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(roughness_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(metallic_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(normal_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(ao_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sampler<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.TextureSampler(<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,<span style="color: #bbbbbb"></span>
+5 -5
View File
@@ -33,13 +33,13 @@ class App {
});
Filament.fetch([sky_large_url, albedo_url, roughness_url, metallic_url, normal_url, ao_url],
() => {
const albedo = this.engine.createTextureFromKtx1(albedo_url, {
const albedo = this.engine.createTextureFromKtx2(albedo_url, {
srgb: true
});
const roughness = this.engine.createTextureFromKtx1(roughness_url);
const metallic = this.engine.createTextureFromKtx1(metallic_url);
const normal = this.engine.createTextureFromKtx1(normal_url);
const ao = this.engine.createTextureFromKtx1(ao_url);
const roughness = this.engine.createTextureFromKtx2(roughness_url);
const metallic = this.engine.createTextureFromKtx2(metallic_url);
const normal = this.engine.createTextureFromKtx2(normal_url);
const ao = this.engine.createTextureFromKtx2(ao_url);
const sampler = new Filament.TextureSampler(Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
Filament.MagFilter.LINEAR, Filament.WrapMode.CLAMP_TO_EDGE);
this.matinstance.setTextureParameter('albedo', albedo, sampler);
+28 -22
View File
@@ -209,10 +209,13 @@ set(PRIVATE_HDRS
)
set(MATERIAL_SRCS
src/materials/fsr/fsr_easu.mat
src/materials/fsr/fsr_easu_mobile.mat
src/materials/fsr/fsr_easu_mobileF.mat
src/materials/fsr/fsr_rcas.mat
src/materials/antiAliasing/fxaa.mat
src/materials/antiAliasing/taa.mat
src/materials/blitLow.mat
src/materials/bloom/bloomDownsample.mat
src/materials/bloom/bloomDownsample2x.mat
src/materials/bloom/bloomDownsample9.mat
src/materials/bloom/bloomUpsample.mat
src/materials/colorGrading/colorGrading.mat
src/materials/colorGrading/colorGradingAsSubpass.mat
src/materials/colorGrading/customResolveAsSubpass.mat
@@ -220,32 +223,30 @@ set(MATERIAL_SRCS
src/materials/defaultMaterial.mat
src/materials/dof/dof.mat
src/materials/dof/dofCoc.mat
src/materials/dof/dofDownsample.mat
src/materials/dof/dofCombine.mat
src/materials/dof/dofDilate.mat
src/materials/dof/dofDownsample.mat
src/materials/dof/dofMedian.mat
src/materials/dof/dofMipmap.mat
src/materials/dof/dofTiles.mat
src/materials/dof/dofTilesSwizzle.mat
src/materials/dof/dofDilate.mat
src/materials/dof/dofMipmap.mat
src/materials/dof/dofMedian.mat
src/materials/flare/flare.mat
src/materials/blitLow.mat
src/materials/bloom/bloomDownsample.mat
src/materials/bloom/bloomDownsample2x.mat
src/materials/bloom/bloomDownsample9.mat
src/materials/bloom/bloomUpsample.mat
src/materials/fsr/fsr_easu.mat
src/materials/fsr/fsr_easu_mobile.mat
src/materials/fsr/fsr_easu_mobileF.mat
src/materials/fsr/fsr_rcas.mat
src/materials/resolveDepth.mat
src/materials/separableGaussianBlur.mat
src/materials/skybox.mat
src/materials/ssao/bilateralBlur.mat
src/materials/ssao/bilateralBlurBentNormals.mat
src/materials/ssao/mipmapDepth.mat
src/materials/skybox.mat
src/materials/ssao/sao.mat
src/materials/ssao/saoBentNormals.mat
src/materials/separableGaussianBlur.mat
src/materials/antiAliasing/fxaa.mat
src/materials/antiAliasing/taa.mat
src/materials/vsmMipmap.mat
)
set(MATERIAL_ES2_SRCS
set(MATERIAL_FL0_SRCS
src/materials/defaultMaterial0.mat
src/materials/skybox0.mat
)
@@ -274,6 +275,11 @@ if (NOT DFG_LUT_SIZE)
endif()
message(STATUS "DFG LUT size set to ${DFG_LUT_SIZE}x${DFG_LUT_SIZE}")
# Whether to include FL0 materials.
if (FILAMENT_ENABLE_FEATURE_LEVEL_0)
add_definitions(-DFILAMENT_ENABLE_FEATURE_LEVEL_0)
endif()
# ==================================================================================================
# Definitions
# ==================================================================================================
@@ -315,15 +321,15 @@ foreach (mat_src ${MATERIAL_SRCS})
list(APPEND MATERIAL_BINS ${output_path})
endforeach()
if (IS_MOBILE_TARGET AND FILAMENT_SUPPORTS_OPENGL)
foreach (mat_src ${MATERIAL_ES2_SRCS})
if (FILAMENT_ENABLE_FEATURE_LEVEL_0)
foreach (mat_src ${MATERIAL_FL0_SRCS})
get_filename_component(localname "${mat_src}" NAME_WE)
get_filename_component(fullname "${mat_src}" ABSOLUTE)
set(output_path "${MATERIAL_DIR}/${localname}.filamat")
add_custom_command(
OUTPUT ${output_path}
COMMAND matc -a opengl -p ${MATC_TARGET} ${MATC_OPT_FLAGS} -o ${output_path} ${fullname}
COMMAND matc ${MATC_BASE_FLAGS} -o ${output_path} ${fullname}
MAIN_DEPENDENCY ${fullname}
DEPENDS matc
COMMENT "Compiling material ${mat_src} to ${output_path}"
@@ -557,7 +563,7 @@ if (MSVC)
set(FILAMENT_WARNINGS /W3)
else()
set(FILAMENT_WARNINGS
-Wall -Wextra -Wno-unused-parameter
-Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers
-Wextra-semi -Wnewline-eof -Wdeprecated -Wundef
-Wgnu-conditional-omitted-operand
-Wweak-vtables -Wnon-virtual-dtor -Wclass-varargs -Wimplicit-fallthrough
+35 -19
View File
@@ -27,6 +27,7 @@ set(SRCS
src/BackendUtils.cpp
src/BlobCacheKey.cpp
src/Callable.cpp
src/CallbackManager.cpp
src/CircularBuffer.cpp
src/CommandBufferQueue.cpp
src/CommandStream.cpp
@@ -54,6 +55,7 @@ set(PRIVATE_HDRS
include/private/backend/HandleAllocator.h
include/private/backend/PlatformFactory.h
include/private/backend/SamplerGroup.h
src/CallbackManager.h
src/CommandStreamDispatcher.h
src/CompilerThreadPool.h
src/DataReshaper.h
@@ -67,8 +69,6 @@ set(PRIVATE_HDRS
if (FILAMENT_SUPPORTS_OPENGL AND NOT FILAMENT_USE_EXTERNAL_GLES3 AND NOT FILAMENT_USE_SWIFTSHADER)
list(APPEND SRCS
include/backend/platforms/OpenGLPlatform.h
src/opengl/CallbackManager.h
src/opengl/CallbackManager.cpp
src/opengl/gl_headers.cpp
src/opengl/gl_headers.h
src/opengl/GLUtils.cpp
@@ -133,6 +133,7 @@ if (FILAMENT_SUPPORTS_METAL)
src/metal/MetalExternalImage.mm
src/metal/MetalHandles.mm
src/metal/MetalPlatform.mm
src/metal/MetalShaderCompiler.mm
src/metal/MetalState.mm
src/metal/MetalTimerQuery.mm
src/metal/MetalUtils.mm
@@ -168,6 +169,8 @@ if (FILAMENT_SUPPORTS_VULKAN)
src/vulkan/platform/VulkanPlatform.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.h
src/vulkan/spirv/VulkanSpirvUtils.cpp
src/vulkan/spirv/VulkanSpirvUtils.h
src/vulkan/VulkanBlitter.cpp
src/vulkan/VulkanBlitter.h
src/vulkan/VulkanBuffer.cpp
@@ -312,6 +315,7 @@ endif()
if (FILAMENT_SUPPORTS_VULKAN)
target_link_libraries(${TARGET} PUBLIC bluevk vkmemalloc vkshaders smol-v)
target_link_libraries(${TARGET} PRIVATE SPIRV-Headers)
endif()
if (FILAMENT_SUPPORTS_METAL)
@@ -355,7 +359,7 @@ if (MSVC)
set(FILAMENT_WARNINGS /W3)
else()
set(FILAMENT_WARNINGS
-Wall -Wextra -Wno-unused-parameter
-Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers
-Wextra-semi -Wnewline-eof -Wdeprecated -Wundef
-Wgnu-conditional-omitted-operand
-Wweak-vtables -Wnon-virtual-dtor -Wclass-varargs -Wimplicit-fallthrough
@@ -396,8 +400,8 @@ install(DIRECTORY ${PUBLIC_HDR_DIR}/backend DESTINATION include)
# ==================================================================================================
option(INSTALL_BACKEND_TEST "Install the backend test library so it can be consumed on iOS" OFF)
if (APPLE)
add_library(backend_test STATIC
if (APPLE OR LINUX)
set(BACKEND_TEST_SRC
test/BackendTest.cpp
test/ShaderGenerator.cpp
test/TrianglePrimitive.cpp
@@ -409,19 +413,26 @@ if (APPLE)
test/test_BufferUpdates.cpp
test/test_MRT.cpp
test/test_LoadImage.cpp
test/test_RenderExternalImage.cpp
test/test_StencilBuffer.cpp
test/test_Scissor.cpp
test/test_MipLevels.cpp
)
target_link_libraries(backend_test PRIVATE
)
set(BACKEND_TEST_LIBS
backend
getopt
gtest
imageio
filamat
SPIRV
spirv-cross-glsl)
endif()
if (APPLE)
# TODO: we should expand this test to Linux and other platforms.
list(APPEND BACKEND_TEST_SRC
test/test_RenderExternalImage.cpp)
add_library(backend_test STATIC ${BACKEND_TEST_SRC})
target_link_libraries(backend_test PRIVATE ${BACKEND_TEST_LIBS})
set(BACKEND_TEST_DEPS
OGLCompiler
@@ -435,12 +446,11 @@ if (APPLE)
glslang
spirv-cross-core
spirv-cross-glsl
spirv-cross-msl
)
spirv-cross-msl)
if (NOT IOS)
target_link_libraries(backend_test PRIVATE image imageio)
list(APPEND BACKEND_TEST_DEPS image imageio)
list(APPEND BACKEND_TEST_DEPS image)
endif()
set(BACKEND_TEST_COMBINED_OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/libbackendtest_combined.a")
@@ -454,15 +464,21 @@ if (APPLE)
endif()
set_target_properties(backend_test PROPERTIES FOLDER Tests)
if (APPLE AND NOT IOS)
add_executable(backend_test_mac test/mac_runner.mm)
target_link_libraries(backend_test_mac PRIVATE "-framework Metal -framework AppKit -framework QuartzCore")
# Because each test case is a separate file, the -force_load flag is necessary to prevent the
# linker from removing "unused" symbols.
target_link_libraries(backend_test_mac PRIVATE -force_load backend_test)
set_target_properties(backend_test_mac PROPERTIES FOLDER Tests)
endif()
endif()
if (APPLE AND NOT IOS)
add_executable(backend_test_mac test/mac_runner.mm)
target_link_libraries(backend_test_mac PRIVATE "-framework Metal -framework AppKit -framework QuartzCore")
# Because each test case is a separate file, the -force_load flag is necessary to prevent the
# linker from removing "unused" symbols.
target_link_libraries(backend_test_mac PRIVATE -force_load backend_test)
set_target_properties(backend_test_mac PROPERTIES FOLDER Tests)
if (LINUX)
add_executable(backend_test_linux test/linux_runner.cpp ${BACKEND_TEST_SRC})
target_link_libraries(backend_test_linux PRIVATE ${BACKEND_TEST_LIBS})
set_target_properties(backend_test_linux PROPERTIES FOLDER Tests)
endif()
# ==================================================================================================
@@ -113,7 +113,7 @@ public:
/**
* Helper to create a BufferDescriptor that uses a KNOWN method pointer w/ object passed
* by pointer as the callback. e.g.:
* auto bd = BufferDescriptor::make(buffer, size, &Foo::method, foo);
* auto bd = BufferDescriptor::make<Foo, &Foo::method>(buffer, size, foo);
*
* @param buffer Memory address of the CPU buffer to reference
* @param size Size of the CPU buffer in bytes
@@ -121,12 +121,12 @@ public:
* @return a new BufferDescriptor
*/
template<typename T, void(T::*method)(void const*, size_t)>
static BufferDescriptor make(
void const* buffer, size_t size, T* data, CallbackHandler* handler = nullptr) noexcept {
static BufferDescriptor make(void const* buffer, size_t size, T* data,
CallbackHandler* handler = nullptr) noexcept {
return {
buffer, size,
handler, [](void* b, size_t s, void* u) {
(*static_cast<T**>(u)->*method)(b, s);
(static_cast<T*>(u)->*method)(b, s);
}, data
};
}
@@ -145,14 +145,14 @@ public:
* @return a new BufferDescriptor
*/
template<typename T>
static BufferDescriptor make(
void const* buffer, size_t size, T&& functor, CallbackHandler* handler = nullptr) noexcept {
static BufferDescriptor make(void const* buffer, size_t size, T&& functor,
CallbackHandler* handler = nullptr) noexcept {
return {
buffer, size,
handler, [](void* b, size_t s, void* u) {
T& that = *static_cast<T*>(u);
that(b, s);
delete &that;
T* const that = static_cast<T*>(u);
that->operator()(b, s);
delete that;
},
new T(std::forward<T>(functor))
};
@@ -201,7 +201,7 @@ public:
return mUser;
}
//! CPU mempry-buffer virtual address
//! CPU memory-buffer virtual address
void* buffer = nullptr;
//! CPU memory-buffer size in bytes
+50 -7
View File
@@ -77,6 +77,11 @@ static constexpr uint64_t SWAP_CHAIN_CONFIG_APPLE_CVPIXELBUFFER = 0x8;
*/
static constexpr uint64_t SWAP_CHAIN_CONFIG_SRGB_COLORSPACE = 0x10;
/**
* Indicates that the SwapChain should also contain a stencil component.
*/
static constexpr uint64_t SWAP_CHAIN_HAS_STENCIL_BUFFER = 0x20;
static constexpr size_t MAX_VERTEX_ATTRIBUTE_COUNT = 16; // This is guaranteed by OpenGL ES.
static constexpr size_t MAX_SAMPLER_COUNT = 62; // Maximum needed at feature level 3.
@@ -138,6 +143,30 @@ static constexpr const char* backendToString(Backend backend) {
}
}
/**
* Defines the shader language. Similar to the above backend enum, but the OpenGL backend can select
* between two shader languages: ESSL 1.0 and ESSL 3.0.
*/
enum class ShaderLanguage {
ESSL1 = 0,
ESSL3 = 1,
SPIRV = 2,
MSL = 3,
};
static constexpr const char* shaderLanguageToString(ShaderLanguage shaderLanguage) {
switch (shaderLanguage) {
case ShaderLanguage::ESSL1:
return "ESSL 1.0";
case ShaderLanguage::ESSL3:
return "ESSL 3.0";
case ShaderLanguage::SPIRV:
return "SPIR-V";
case ShaderLanguage::MSL:
return "MSL";
}
}
/**
* Bitmask for selecting render buffers
*/
@@ -198,6 +227,7 @@ struct Viewport {
int32_t top() const noexcept { return bottom + int32_t(height); }
};
/**
* Specifies the mapping of the near and far clipping plane to window coordinates.
*/
@@ -629,13 +659,15 @@ enum class TextureFormat : uint16_t {
//! Bitmask describing the intended Texture Usage
enum class TextureUsage : uint8_t {
NONE = 0x0,
COLOR_ATTACHMENT = 0x1, //!< Texture can be used as a color attachment
DEPTH_ATTACHMENT = 0x2, //!< Texture can be used as a depth attachment
STENCIL_ATTACHMENT = 0x4, //!< Texture can be used as a stencil attachment
UPLOADABLE = 0x8, //!< Data can be uploaded into this texture (default)
NONE = 0x00,
COLOR_ATTACHMENT = 0x01, //!< Texture can be used as a color attachment
DEPTH_ATTACHMENT = 0x02, //!< Texture can be used as a depth attachment
STENCIL_ATTACHMENT = 0x04, //!< Texture can be used as a stencil attachment
UPLOADABLE = 0x08, //!< Data can be uploaded into this texture (default)
SAMPLEABLE = 0x10, //!< Texture can be sampled (default)
SUBPASS_INPUT = 0x20, //!< Texture can be used as a subpass input
BLIT_SRC = 0x40, //!< Texture can be used the source of a blit()
BLIT_DST = 0x80, //!< Texture can be used the destination of a blit()
DEFAULT = UPLOADABLE | SAMPLEABLE //!< Default texture usage
};
@@ -663,6 +695,17 @@ static constexpr bool isDepthFormat(TextureFormat format) noexcept {
}
}
static constexpr bool isStencilFormat(TextureFormat format) noexcept {
switch (format) {
case TextureFormat::STENCIL8:
case TextureFormat::DEPTH24_STENCIL8:
case TextureFormat::DEPTH32F_STENCIL8:
return true;
default:
return false;
}
}
static constexpr bool isUnsignedIntFormat(TextureFormat format) {
switch (format) {
case TextureFormat::R8UI:
@@ -1151,8 +1194,8 @@ using FrameScheduledCallback = void(*)(PresentCallable callable, void* user);
enum class Workaround : uint16_t {
// The EASU pass must split because shader compiler flattens early-exit branch
SPLIT_EASU,
// Backend allows feedback loop with ancillary buffers (depth/stencil) as long as they're read-only for
// the whole render pass.
// Backend allows feedback loop with ancillary buffers (depth/stencil) as long as they're
// read-only for the whole render pass.
ALLOW_READ_ONLY_ANCILLARY_FEEDBACK_LOOP,
// for some uniform arrays, it's needed to do an initialization to avoid crash on adreno gpu
ADRENO_UNIFORM_ARRAY_CRASH,
@@ -141,7 +141,7 @@ public:
CallbackHandler* handler = nullptr) noexcept {
return { buffer, size, format, type, alignment, left, top, stride,
handler, [](void* b, size_t s, void* u) {
(*static_cast<T**>(u)->*method)(b, s); }, data };
(static_cast<T*>(u)->*method)(b, s); }, data };
}
template<typename T, void(T::*method)(void const*, size_t)>
@@ -149,7 +149,7 @@ public:
PixelDataFormat format, PixelDataType type, T* data,
CallbackHandler* handler = nullptr) noexcept {
return { buffer, size, format, type, handler, [](void* b, size_t s, void* u) {
(*static_cast<T**>(u)->*method)(b, s); }, data };
(static_cast<T*>(u)->*method)(b, s); }, data };
}
template<typename T, void(T::*method)(void const*, size_t)>
@@ -157,7 +157,7 @@ public:
backend::CompressedPixelDataType format, uint32_t imageSize, T* data,
CallbackHandler* handler = nullptr) noexcept {
return { buffer, size, format, imageSize, handler, [](void* b, size_t s, void* u) {
(*static_cast<T**>(u)->*method)(b, s); }, data
(static_cast<T*>(u)->*method)(b, s); }, data
};
}
@@ -168,9 +168,9 @@ public:
CallbackHandler* handler = nullptr) noexcept {
return { buffer, size, format, type, alignment, left, top, stride,
handler, [](void* b, size_t s, void* u) {
T& that = *static_cast<T*>(u);
that(b, s);
delete &that;
T* const that = static_cast<T*>(u);
that->operator()(b, s);
delete that;
}, new T(std::forward<T>(functor))
};
}
@@ -181,9 +181,9 @@ public:
CallbackHandler* handler = nullptr) noexcept {
return { buffer, size, format, type,
handler, [](void* b, size_t s, void* u) {
T& that = *static_cast<T*>(u);
that(b, s);
delete &that;
T* const that = static_cast<T*>(u);
that->operator()(b, s);
delete that;
}, new T(std::forward<T>(functor))
};
}
@@ -194,9 +194,9 @@ public:
CallbackHandler* handler = nullptr) noexcept {
return { buffer, size, format, imageSize,
handler, [](void* b, size_t s, void* u) {
T& that = *static_cast<T*>(u);
that(b, s);
delete &that;
T* const that = static_cast<T*>(u);
that->operator()(b, s);
delete that;
}, new T(std::forward<T>(functor))
};
}
+22 -2
View File
@@ -46,6 +46,13 @@ public:
* Driver clamps to valid values.
*/
size_t handleArenaSize = 0;
/*
* this number of most-recently destroyed textures will be tracked for use-after-free.
* Throws 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.
*/
size_t textureUseAfterFreePoolSize = 0;
};
Platform() noexcept;
@@ -107,6 +114,7 @@ public:
* Platform. The <insert> and <retrieve> Invocables may be called at any time and
* from any thread from the time at which setBlobFunc is called until the time that Platform
* is destroyed. Concurrent calls to these functions from different threads is also allowed.
* Either function can be null.
*
* @param insertBlob an Invocable that inserts a new value into the cache and associates
* it with the given key
@@ -116,9 +124,21 @@ public:
void setBlobFunc(InsertBlobFunc&& insertBlob, RetrieveBlobFunc&& retrieveBlob) noexcept;
/**
* @return true if setBlobFunc was called.
* @return true if insertBlob is valid.
*/
bool hasBlobFunc() const noexcept;
bool hasInsertBlobFunc() const noexcept;
/**
* @return true if retrieveBlob is valid.
*/
bool hasRetrieveBlobFunc() const noexcept;
/**
* @return true if either of insertBlob or retrieveBlob are valid.
*/
bool hasBlobFunc() const noexcept {
return hasInsertBlobFunc() || hasRetrieveBlobFunc();
}
/**
* To insert a new binary value into the cache and associate it with a given
@@ -42,6 +42,9 @@ public:
void createContext(bool shared) override;
void releaseContext() noexcept override;
// Return true if we're on an OpenGL platform (as opposed to OpenGL ES). false by default.
virtual bool isOpenGL() const noexcept;
protected:
// --------------------------------------------------------------------------------------------
@@ -126,6 +129,7 @@ protected:
EGLSurface mCurrentDrawSurface = EGL_NO_SURFACE;
EGLSurface mCurrentReadSurface = EGL_NO_SURFACE;
EGLSurface mEGLDummySurface = EGL_NO_SURFACE;
// mEGLConfig is valid only if ext.egl.KHR_no_config_context is false
EGLConfig mEGLConfig = EGL_NO_CONFIG_KHR;
Config mContextAttribs;
std::vector<EGLContext> mAdditionalContexts;
@@ -146,8 +150,8 @@ protected:
void initializeGlExtensions() noexcept;
private:
EGLConfig findSwapChainConfig(uint64_t flags) const;
protected:
EGLConfig findSwapChainConfig(uint64_t flags, bool window, bool pbuffer) const;
};
} // namespace filament::backend
@@ -30,6 +30,9 @@ public:
Driver* createDriver(void* sharedContext,
const Platform::DriverConfig& driverConfig) noexcept override;
protected:
bool isOpenGL() const noexcept override;
};
} // namespace filament
@@ -20,6 +20,7 @@
#include <backend/Platform.h>
#include <bluevk/BlueVK.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/PrivateImplementation.h>
@@ -89,36 +90,44 @@ public:
// ----------------------------------------------------
// ---------- Platform Customization options ----------
/**
* The client preference can be stored within the struct. We allow for two specification of
* preference:
* 1) A substring to match against `VkPhysicalDeviceProperties.deviceName`.
* 2) Index of the device in the list as returned by vkEnumeratePhysicalDevices.
*/
struct GPUPreference {
std::string deviceName;
int8_t index = -1;
struct Customization {
/**
* The client can specify the GPU (i.e. VkDevice) for the platform. We allow the
* following preferences:
* 1) A substring to match against `VkPhysicalDeviceProperties.deviceName`. Empty string
* by default.
* 2) Index of the device in the list as returned by
* `vkEnumeratePhysicalDevices`. -1 by default to indicate no preference.
*/
struct GPUPreference {
utils::CString deviceName;
int8_t index = -1;
} gpu;
/**
* Whether the platform supports sRGB swapchain. Default is true.
*/
bool isSRGBSwapChainSupported = true;
/**
* When the platform window is resized, we will flush and wait on the command queues
* before recreating the swapchain. Default is true.
*/
bool flushAndWaitOnWindowResize = true;
};
/**
* Client can provide a preference over the GPU to use in the vulkan instance
* @return `GPUPreference` struct that indicates the client's preference
* Client can override to indicate customized behavior or parameter for their platform.
* @return `Customization` struct that indicates the client's platform
* customizations.
*/
virtual GPUPreference getPreferredGPU() noexcept {
virtual Customization getCustomization() const noexcept {
return {};
}
// -------- End platform customization options --------
// ----------------------------------------------------
/**
* Returns whether the platform supports sRGB swapchain. This is true by default, and the client
* needs to override this method to specify otherwise.
* @return Whether the platform supports sRGB swapchain.
*/
virtual bool isSRGBSwapChainSupported() const {
return true;
}
/**
* Get the images handles and format of the memory backing the swapchain. This should be called
* after createSwapChain() or after recreateIfResized().
@@ -24,6 +24,7 @@
#include <backend/PipelineState.h>
#include <backend/TargetBufferInfo.h>
#include <utils/CString.h>
#include <utils/compiler.h>
#include <functional>
@@ -219,7 +219,7 @@ DECL_DRIVER_API_R_N(backend::TextureHandle, importTexture,
backend::TextureUsage, usage)
DECL_DRIVER_API_R_N(backend::SamplerGroupHandle, createSamplerGroup,
uint32_t, size)
uint32_t, size, utils::FixedSizeString<32>, debugName)
DECL_DRIVER_API_R_N(backend::RenderPrimitiveHandle, createRenderPrimitive,
backend::VertexBufferHandle, vbh,
@@ -300,10 +300,10 @@ DECL_DRIVER_API_SYNCHRONOUS_0(bool, isAutoDepthResolveSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isSRGBSwapChainSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isStereoSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isParallelShaderCompileSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthStencilResolveSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(uint8_t, getMaxDrawBuffers)
DECL_DRIVER_API_SYNCHRONOUS_0(size_t, getMaxUniformBufferSize)
DECL_DRIVER_API_SYNCHRONOUS_0(math::float2, getClipSpaceParams)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, canGenerateMipmaps)
DECL_DRIVER_API_SYNCHRONOUS_N(void, setupExternalImage, void*, image)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, getTimerQueryValue, backend::TimerQueryHandle, query, uint64_t*, elapsedTime)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isWorkaroundNeeded, backend::Workaround, workaround)
@@ -468,7 +468,7 @@ DECL_DRIVER_API_N(readBufferSubData,
* --------------------
*/
DECL_DRIVER_API_N(blit,
DECL_DRIVER_API_N(blitDEPRECATED,
backend::TargetBufferFlags, buffers,
backend::RenderTargetHandle, dst,
backend::Viewport, dstRect,
@@ -476,6 +476,21 @@ DECL_DRIVER_API_N(blit,
backend::Viewport, srcRect,
backend::SamplerMagFilter, filter)
DECL_DRIVER_API_N(resolve,
backend::TextureHandle, dst,
uint8_t, dstLevel, uint8_t, dstLayer,
backend::TextureHandle, src,
uint8_t, srcLevel, uint8_t, srcLayer)
DECL_DRIVER_API_N(blit,
backend::TextureHandle, dst,
uint8_t, dstLevel, uint8_t, dstLayer,
math::uint2, dstOrigin,
backend::TextureHandle, src,
uint8_t, srcLevel, uint8_t, srcLayer,
math::uint2, srcOrigin,
math::uint2, size)
DECL_DRIVER_API_N(draw,
backend::PipelineState, state,
backend::RenderPrimitiveHandle, rph,
@@ -33,7 +33,7 @@
#define HandleAllocatorGL HandleAllocator<16, 64, 208>
#define HandleAllocatorVK HandleAllocator<16, 64, 880>
#define HandleAllocatorMTL HandleAllocator<16, 64, 576>
#define HandleAllocatorMTL HandleAllocator<16, 64, 584>
namespace filament::backend {
@@ -239,14 +239,16 @@ private:
}
};
// FIXME: We should be using a Spinlock here, at least on platforms where mutexes are not
// efficient (i.e. non-Linux). However, we've seen some hangs on that spinlock, which
// we don't understand well (b/308029108).
#ifndef NDEBUG
using HandleArena = utils::Arena<Allocator,
utils::LockingPolicy::SpinLock,
utils::LockingPolicy::Mutex,
utils::TrackingPolicy::DebugAndHighWatermark>;
#else
using HandleArena = utils::Arena<Allocator,
utils::LockingPolicy::SpinLock>;
utils::LockingPolicy::Mutex>;
#endif
// allocateHandle()/deallocateHandle() selects the pool to use at compile-time based on the
@@ -256,6 +258,7 @@ private:
HandleBase::HandleId allocateHandle() noexcept {
if constexpr (SIZE <= P0) { return allocateHandleInPool<P0>(); }
if constexpr (SIZE <= P1) { return allocateHandleInPool<P1>(); }
static_assert(SIZE <= P2);
return allocateHandleInPool<P2>();
}
@@ -266,6 +269,7 @@ private:
} else if constexpr (SIZE <= P1) {
deallocateHandleFromPool<P1>(id);
} else {
static_assert(SIZE <= P2);
deallocateHandleFromPool<P2>(id);
}
}
@@ -12,10 +12,11 @@
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef TNT_FILAMENT_BACKEND_OPENGL_CALLBACKMANAGER_H
#define TNT_FILAMENT_BACKEND_OPENGL_CALLBACKMANAGER_H
#ifndef TNT_FILAMENT_BACKEND_CALLBACKMANAGER_H
#define TNT_FILAMENT_BACKEND_CALLBACKMANAGER_H
#include <backend/CallbackHandler.h>
@@ -95,4 +96,4 @@ private:
} // namespace filament::backend
#endif // TNT_FILAMENT_BACKEND_OPENGL_CALLBACKMANAGER_H
#endif // TNT_FILAMENT_BACKEND_CALLBACKMANAGER_H
+8 -6
View File
@@ -28,14 +28,16 @@ bool Platform::pumpEvents() noexcept {
}
void Platform::setBlobFunc(InsertBlobFunc&& insertBlob, RetrieveBlobFunc&& retrieveBlob) noexcept {
if (!mInsertBlob && !mRetrieveBlob) {
mInsertBlob = std::move(insertBlob);
mRetrieveBlob = std::move(retrieveBlob);
}
mInsertBlob = std::move(insertBlob);
mRetrieveBlob = std::move(retrieveBlob);
}
bool Platform::hasBlobFunc() const noexcept {
return mInsertBlob && mRetrieveBlob;
bool Platform::hasInsertBlobFunc() const noexcept {
return bool(mInsertBlob);
}
bool Platform::hasRetrieveBlobFunc() const noexcept {
return bool(mRetrieveBlob);
}
void Platform::insertBlob(void const* key, size_t keySize, void const* value, size_t valueSize) {
+24 -51
View File
@@ -24,8 +24,7 @@
#include <tsl/robin_map.h>
#include <utils/Hash.h>
namespace filament {
namespace backend {
namespace filament::backend {
struct MetalContext;
@@ -37,8 +36,7 @@ public:
struct BlitArgs {
struct Attachment {
id<MTLTexture> color = nil;
id<MTLTexture> depth = nil;
id<MTLTexture> texture = nil;
MTLRegion region = {};
uint8_t level = 0;
uint32_t slice = 0; // must be 0 on source attachment
@@ -46,25 +44,13 @@ public:
// Valid source formats: 2D, 2DArray, 2DMultisample, 3D
// Valid destination formats: 2D, 2DArray, 3D, Cube
Attachment source, destination;
Attachment source;
Attachment destination;
SamplerMagFilter filter;
bool blitColor() const {
return source.color != nil && destination.color != nil;
}
bool blitDepth() const {
return source.depth != nil && destination.depth != nil;
}
bool colorDestinationIsFullAttachment() const {
return destination.color.width == destination.region.size.width &&
destination.color.height == destination.region.size.height;
}
bool depthDestinationIsFullAttachment() const {
return destination.depth.width == destination.region.size.width &&
destination.depth.height == destination.region.size.height;
bool destinationIsFullAttachment() const {
return destination.texture.width == destination.region.size.width &&
destination.texture.height == destination.region.size.height;
}
};
@@ -78,48 +64,36 @@ public:
private:
static void setupColorAttachment(const BlitArgs& args, MTLRenderPassDescriptor* descriptor,
uint32_t depthPlane);
static void setupDepthAttachment(const BlitArgs& args, MTLRenderPassDescriptor* descriptor,
uint32_t depthPlane);
static void setupAttachment(MTLRenderPassAttachmentDescriptor* descriptor,
const BlitArgs& args, uint32_t depthPlane);
struct BlitFunctionKey {
bool blitColor;
bool blitDepth;
bool msaaColorSource;
bool msaaDepthSource;
bool sources3D;
char padding[3];
bool msaaColorSource{};
bool sources3D{};
char padding[2]{};
bool isValid() const noexcept {
// MSAA 3D textures do not exist.
bool hasMsaa = msaaColorSource || msaaDepthSource;
bool const hasMsaa = msaaColorSource;
return !(hasMsaa && sources3D);
}
bool operator==(const BlitFunctionKey& rhs) const noexcept {
return blitColor == rhs.blitColor &&
blitDepth == rhs.blitDepth &&
msaaColorSource == rhs.msaaColorSource &&
msaaDepthSource == rhs.msaaDepthSource &&
return msaaColorSource == rhs.msaaColorSource &&
sources3D == rhs.sources3D;
}
BlitFunctionKey() {
std::memset(this, 0, sizeof(BlitFunctionKey));
}
};
void blitFastPath(id<MTLCommandBuffer> cmdBuffer, bool& blitColor, bool& blitDepth,
static bool blitFastPath(id<MTLCommandBuffer> cmdBuffer,
const BlitArgs& args, const char* label);
void blitSlowPath(id<MTLCommandBuffer> cmdBuffer, bool& blitColor, bool& blitDepth,
void blitSlowPath(id<MTLCommandBuffer> cmdBuffer,
const BlitArgs& args, const char* label);
void blitDepthPlane(id<MTLCommandBuffer> cmdBuffer, bool blitColor, bool blitDepth,
const BlitArgs& args, uint32_t depthPlaneSource, uint32_t depthPlaneDest,
const char* label);
id<MTLTexture> createIntermediateTexture(id<MTLTexture> t, MTLSize size);
id<MTLFunction> compileFragmentFunction(BlitFunctionKey key);
void blitDepthPlane(id <MTLCommandBuffer> cmdBuffer, const BlitArgs& args,
uint32_t depthPlaneSource, uint32_t depthPlaneDest, const char* label);
id<MTLFunction> compileFragmentFunction(BlitFunctionKey key) const;
id<MTLFunction> getBlitVertexFunction();
id<MTLFunction> getBlitFragmentFunction(BlitFunctionKey key);
@@ -130,10 +104,9 @@ private:
tsl::robin_map<BlitFunctionKey, Function, HashFn> mBlitFunctions;
id<MTLFunction> mVertexFunction = nil;
};
} // namespace backend
} // namespace filament
} // namespace filament::backend
#endif //TNT_METALBLITTER_H
+96 -260
View File
@@ -21,8 +21,7 @@
#include <utils/Panic.h>
namespace filament {
namespace backend {
namespace filament::backend {
static const char* functionLibrary = R"(
#include <metal_stdlib>
@@ -37,13 +36,7 @@ struct VertexOut
struct FragmentOut
{
#ifdef BLIT_COLOR
float4 color [[color(0)]];
#endif
#ifdef BLIT_DEPTH
float depth [[depth(any)]];
#endif
};
vertex VertexOut
@@ -67,7 +60,6 @@ fragment FragmentOut
blitterFrag(VertexOut in [[stage_in]],
sampler sourceSampler [[sampler(0)]],
#ifdef BLIT_COLOR
#ifdef MSAA_COLOR_SOURCE
texture2d_ms<float, access::read> sourceColor [[texture(0)]],
#elif SOURCES_3D
@@ -75,32 +67,18 @@ blitterFrag(VertexOut in [[stage_in]],
#else
texture2d<float, access::sample> sourceColor [[texture(0)]],
#endif // MSAA_COLOR_SOURCE
#endif // BLIT_COLOR
#ifdef BLIT_DEPTH
#ifdef MSAA_DEPTH_SOURCE
texture2d_ms<float, access::read> sourceDepth [[texture(1)]],
#elif SOURCES_3D
texture3d<float, access::sample> sourceDepth [[texture(1)]],
#else
texture2d<float, access::sample> sourceDepth [[texture(1)]],
#endif // MSAA_DEPTH_SOURCE
#endif // BLIT_DEPTH
constant FragmentArgs* args [[buffer(0)]])
{
FragmentOut out = {};
#if defined(BLIT_COLOR) || defined(BLIT_DEPTH)
// These coordinates match the Vulkan vkCmdBlitImage spec:
// https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdBlitImage.html
float2 uvbase = in.position.xy; // unnormalized coordinates at center of texel: (1.5, 2.5, etc)
float2 uvoffset = uvbase - args->dstOffset;
float2 uvscaled = uvoffset * args->scale;
float2 uv = uvscaled + args->srcOffset;
#endif
#ifdef BLIT_COLOR
#ifdef MSAA_COLOR_SOURCE
out.color = float4(0.0);
for (uint s = 0; s < sourceColor.get_num_samples(); s++) {
@@ -116,201 +94,106 @@ blitterFrag(VertexOut in [[stage_in]],
float2 uvnorm = uv / float2(sourceColor.get_width(args->lod), sourceColor.get_height(args->lod));
out.color += sourceColor.sample(sourceSampler, uvnorm, level(args->lod));
#endif // MSAA_COLOR_SOURCE
#endif // BLIT_COLOR
#ifdef BLIT_DEPTH
#ifdef MSAA_DEPTH_SOURCE
out.depth = 0.0;
for (uint s = 0; s < sourceDepth.get_num_samples(); s++) {
out.depth += sourceDepth.read(static_cast<uint2>(uv), s).r;
}
out.depth /= sourceDepth.get_num_samples();
#elif SOURCES_3D
float2 uvnormd = uv / float2(sourceDepth.get_width(args->lod), sourceDepth.get_height(args->lod));
float3 coords = float3(uvnormd, (static_cast<float>(args->depthPlane) + 0.5) /
sourceDepth.get_depth(args->lod));
out.depth = sourceDepth.sample(sourceSampler, coords, level(args->lod)).r;
#else
float2 uvnormd = uv / float2(sourceDepth.get_width(args->lod), sourceDepth.get_height(args->lod));
out.depth = sourceDepth.sample(sourceSampler, uvnormd, level(args->lod)).r;
#endif // MSAA_DEPTH_SOURCE
#endif // BLIT_DEPTH
return out;
}
)";
template<typename T>
inline bool MTLSizeEqual(T a, T b) noexcept {
return (a.width == b.width && a.height == b.height && a.depth == b.depth);
}
MetalBlitter::MetalBlitter(MetalContext& context) noexcept : mContext(context) { }
#define MTLSizeEqual(a, b) (a.width == b.width && a.height == b.height && a.depth == b.depth)
void MetalBlitter::blit(id<MTLCommandBuffer> cmdBuffer, const BlitArgs& args, const char* label) {
bool blitColor = args.blitColor();
bool blitDepth = args.blitDepth();
ASSERT_PRECONDITION(args.source.region.size.depth == args.destination.region.size.depth,
"Blitting requires the source and destination regions to have the same depth.");
if (args.source.color && args.source.depth) {
MTLTextureType colorType = args.source.color.textureType;
MTLTextureType depthType = args.source.depth.textureType;
if (colorType == MTLTextureType2DMultisample) colorType = MTLTextureType2D;
if (depthType == MTLTextureType2DMultisample) depthType = MTLTextureType2D;
ASSERT_PRECONDITION(colorType == depthType,
"Blitting requires color and depth sources to be the same texture type.");
}
// Determine if the blit for color or depth are eligible to use a MTLBlitCommandEncoder.
// blitColor and / or blitDepth are set to false upon success, to indicate that no more work is
// necessary for that attachment.
blitFastPath(cmdBuffer, blitColor, blitDepth, args, label);
if (!blitColor && !blitDepth) {
// blitFastPath returns true upon success.
// blitFastPath fails if either the format or sampleCount don't match (i.e. resolve)
if (blitFastPath(cmdBuffer, args, label)) {
return;
}
// If the destination is MSAA and we weren't able to use the fast path, report an error, as
// blitting to a MSAA texture isn't supported through the "slow path" yet.
const bool colorDestinationIsMultisample =
blitColor && args.destination.color.textureType == MTLTextureType2DMultisample;
const bool depthDestinationIsMultisample =
blitDepth && args.destination.depth.textureType == MTLTextureType2DMultisample;
ASSERT_PRECONDITION(!colorDestinationIsMultisample && !depthDestinationIsMultisample,
"Blitting between MSAA render targets with differing pixel formats and/or regions is not supported.");
// If we end-up here, it means that either:
// - we're resolving a color texture
// - src/dest formats didn't match, or we're scaling -- this can only happen with the legacy
// blit() path and implies that the format is not depth.
// note: in the future we will support a fast-path resolve
// If the destination texture doesn't have the MTLTextureUsageRenderTarget flag, we have to blit
// to an intermediate texture first to perform the format conversion. Then, we can perform a
// "fast blit" to the final destination texture.
UTILS_UNUSED_IN_RELEASE
const bool destinationIsMultisample =
args.destination.texture.textureType == MTLTextureType2DMultisample;
id<MTLTexture> intermediateColor = nil;
id<MTLTexture> intermediateDepth = nil;
BlitArgs slowBlit = args;
BlitArgs finalBlit = args;
MTLRegion sourceRegionNoOffset = MTLRegionMake3D(0, 0, 0,
args.source.region.size.width, args.source.region.size.height,
args.source.region.size.depth);
if (blitColor && !(args.destination.color.usage & MTLTextureUsageRenderTarget)) {
intermediateColor = createIntermediateTexture(args.destination.color, args.source.region.size);
slowBlit.destination.color = finalBlit.source.color = intermediateColor;
slowBlit.destination.level = finalBlit.source.level = 0;
slowBlit.destination.slice = finalBlit.source.slice = 0;
slowBlit.destination.region = finalBlit.source.region = sourceRegionNoOffset;
}
if (blitDepth && !(args.destination.depth.usage & MTLTextureUsageRenderTarget)) {
intermediateDepth = createIntermediateTexture(args.destination.depth, args.source.region.size);
slowBlit.destination.depth = finalBlit.source.depth = intermediateDepth;
slowBlit.destination.level = finalBlit.source.level = 0;
slowBlit.destination.slice = finalBlit.source.slice = 0;
slowBlit.destination.region = finalBlit.source.region = sourceRegionNoOffset;
}
blitSlowPath(cmdBuffer, blitColor, blitDepth, slowBlit, label);
bool finalBlitColor = intermediateColor != nil;
bool finalBlitDepth = intermediateDepth != nil;
blitFastPath(cmdBuffer, finalBlitColor, finalBlitDepth, finalBlit, label);
assert_invariant(!destinationIsMultisample);
assert_invariant((args.destination.texture.usage & MTLTextureUsageRenderTarget));
blitSlowPath(cmdBuffer, args, label);
}
void MetalBlitter::blitFastPath(id<MTLCommandBuffer> cmdBuffer, bool& blitColor, bool& blitDepth,
bool MetalBlitter::blitFastPath(id<MTLCommandBuffer> cmdBuffer,
const BlitArgs& args, const char* label) {
if (blitColor) {
if (args.source.color.sampleCount == args.destination.color.sampleCount &&
args.source.color.pixelFormat == args.destination.color.pixelFormat &&
MTLSizeEqual(args.source.region.size, args.destination.region.size)) {
id<MTLBlitCommandEncoder> blitEncoder = [cmdBuffer blitCommandEncoder];
blitEncoder.label = @(label);
[blitEncoder copyFromTexture:args.source.color
sourceSlice:args.source.slice
sourceLevel:args.source.level
sourceOrigin:args.source.region.origin
sourceSize:args.source.region.size
toTexture:args.destination.color
destinationSlice:args.destination.slice
destinationLevel:args.destination.level
destinationOrigin:args.destination.region.origin];
[blitEncoder endEncoding];
if (args.source.texture.sampleCount == args.destination.texture.sampleCount &&
args.source.texture.pixelFormat == args.destination.texture.pixelFormat &&
MTLSizeEqual(args.source.region.size, args.destination.region.size)) {
blitColor = false;
}
}
id<MTLBlitCommandEncoder> const blitEncoder = [cmdBuffer blitCommandEncoder];
blitEncoder.label = @(label);
[blitEncoder copyFromTexture:args.source.texture
sourceSlice:args.source.slice
sourceLevel:args.source.level
sourceOrigin:args.source.region.origin
sourceSize:args.source.region.size
toTexture:args.destination.texture
destinationSlice:args.destination.slice
destinationLevel:args.destination.level
destinationOrigin:args.destination.region.origin];
[blitEncoder endEncoding];
if (blitDepth) {
if (args.source.depth.sampleCount == args.destination.depth.sampleCount &&
args.source.depth.pixelFormat == args.destination.depth.pixelFormat &&
MTLSizeEqual(args.source.region.size, args.destination.region.size)) {
id<MTLBlitCommandEncoder> blitEncoder = [cmdBuffer blitCommandEncoder];
blitEncoder.label = @(label);
[blitEncoder copyFromTexture:args.source.depth
sourceSlice:args.source.slice
sourceLevel:args.source.level
sourceOrigin:args.source.region.origin
sourceSize:args.source.region.size
toTexture:args.destination.depth
destinationSlice:args.destination.slice
destinationLevel:args.destination.level
destinationOrigin:args.destination.region.origin];
[blitEncoder endEncoding];
blitDepth = false;
}
return true;
}
return false;
}
void MetalBlitter::blitSlowPath(id<MTLCommandBuffer> cmdBuffer, bool& blitColor, bool& blitDepth,
void MetalBlitter::blitSlowPath(id<MTLCommandBuffer> cmdBuffer,
const BlitArgs& args, const char* label) {
// scaling in any dimension is not allowed
assert_invariant(args.source.region.size.depth == args.destination.region.size.depth);
// we're always blitting a single plane
uint32_t depthPlaneSource = args.source.region.origin.z;
uint32_t depthPlaneDest = args.destination.region.origin.z;
assert_invariant(args.source.region.size.depth == args.destination.region.size.depth);
uint32_t depthPlaneCount = args.source.region.size.depth;
for (NSUInteger d = 0; d < depthPlaneCount; d++) {
blitDepthPlane(cmdBuffer, blitColor, blitDepth, args, depthPlaneSource++, depthPlaneDest++,
label);
for (NSUInteger d = 0; d < args.source.region.size.depth; d++) {
blitDepthPlane(cmdBuffer, args,
depthPlaneSource++, depthPlaneDest++, label);
}
blitColor = false;
blitDepth = false;
}
void MetalBlitter::blitDepthPlane(id<MTLCommandBuffer> cmdBuffer, bool blitColor, bool blitDepth,
const BlitArgs& args, uint32_t depthPlaneSource, uint32_t depthPlaneDest,
const char* label) {
MTLRenderPassDescriptor* descriptor = [MTLRenderPassDescriptor renderPassDescriptor];
void MetalBlitter::blitDepthPlane(id<MTLCommandBuffer> cmdBuffer, const BlitArgs& args,
uint32_t depthPlaneSource, uint32_t depthPlaneDest, const char* label) {
if (blitColor) {
setupColorAttachment(args, descriptor, depthPlaneDest);
}
MTLRenderPassDescriptor* const descriptor = [MTLRenderPassDescriptor renderPassDescriptor];
if (blitDepth) {
setupDepthAttachment(args, descriptor, depthPlaneDest);
}
setupAttachment(descriptor.colorAttachments[0], args, depthPlaneDest);
id<MTLRenderCommandEncoder> encoder = [cmdBuffer renderCommandEncoderWithDescriptor:descriptor];
id<MTLRenderCommandEncoder> const encoder =
[cmdBuffer renderCommandEncoderWithDescriptor:descriptor];
encoder.label = @(label);
BlitFunctionKey key;
key.blitColor = blitColor;
key.blitDepth = blitDepth;
key.msaaColorSource = blitColor && args.source.color.textureType == MTLTextureType2DMultisample;
key.msaaDepthSource = blitDepth && args.source.depth.textureType == MTLTextureType2DMultisample;
key.sources3D = blitColor && args.source.color.textureType == MTLTextureType3D;
if (key.sources3D && blitDepth) {
assert_invariant(args.source.depth.textureType == MTLTextureType3D);
}
id<MTLFunction> fragmentFunction = getBlitFragmentFunction(key);
key.msaaColorSource = args.source.texture.textureType == MTLTextureType2DMultisample;
key.sources3D = args.source.texture.textureType == MTLTextureType3D;
id<MTLFunction> const fragmentFunction = getBlitFragmentFunction(key);
MetalPipelineState pipelineState {
MetalPipelineState const pipelineState {
.vertexFunction = getBlitVertexFunction(),
.fragmentFunction = fragmentFunction,
.vertexDescription = {},
.colorAttachmentPixelFormat = {
blitColor ? args.destination.color.pixelFormat : MTLPixelFormatInvalid,
args.destination.texture.pixelFormat,
MTLPixelFormatInvalid,
MTLPixelFormatInvalid,
MTLPixelFormatInvalid,
@@ -319,31 +202,21 @@ void MetalBlitter::blitDepthPlane(id<MTLCommandBuffer> cmdBuffer, bool blitColor
MTLPixelFormatInvalid,
MTLPixelFormatInvalid
},
.depthAttachmentPixelFormat =
blitDepth ? args.destination.depth.pixelFormat : MTLPixelFormatInvalid,
.depthAttachmentPixelFormat = MTLPixelFormatInvalid,
.sampleCount = 1,
.blendState = {}
};
id<MTLRenderPipelineState> pipeline = mContext.pipelineStateCache.getOrCreateState(pipelineState);
id<MTLRenderPipelineState> const pipeline =
mContext.pipelineStateCache.getOrCreateState(pipelineState);
[encoder setRenderPipelineState:pipeline];
// For texture arrays, create a view of the texture at the given slice (layer).
id<MTLTexture> srcTextureColor = args.source.color;
id<MTLTexture> srcTextureColor = args.source.texture;
if (srcTextureColor && srcTextureColor.textureType == MTLTextureType2DArray) {
srcTextureColor = createTextureViewWithSingleSlice(srcTextureColor, args.source.slice);
}
id<MTLTexture> srcTextureDepth = args.source.depth;
if (srcTextureDepth && srcTextureDepth.textureType == MTLTextureType2DArray) {
srcTextureDepth = createTextureViewWithSingleSlice(srcTextureDepth, args.source.slice);
}
if (blitColor) {
[encoder setFragmentTexture:srcTextureColor atIndex:0];
}
if (blitDepth) {
[encoder setFragmentTexture:srcTextureDepth atIndex:1];
}
[encoder setFragmentTexture:srcTextureColor atIndex:0];
SamplerMinFilter filterMin = SamplerMinFilter::NEAREST_MIPMAP_NEAREST;
if (args.filter == SamplerMagFilter::NEAREST) {
@@ -352,13 +225,13 @@ void MetalBlitter::blitDepthPlane(id<MTLCommandBuffer> cmdBuffer, bool blitColor
filterMin = SamplerMinFilter::LINEAR_MIPMAP_NEAREST;
}
SamplerState s {
SamplerState const s {
.samplerParams = {
.filterMag = args.filter,
.filterMin = filterMin
}
};
id<MTLSamplerState> sampler = mContext.samplerStateCache.getOrCreateState(s);
id<MTLSamplerState> const sampler = mContext.samplerStateCache.getOrCreateState(s);
[encoder setFragmentSamplerState:sampler atIndex:0];
MTLViewport viewport;
@@ -370,11 +243,11 @@ void MetalBlitter::blitDepthPlane(id<MTLCommandBuffer> cmdBuffer, bool blitColor
viewport.zfar = 1.0;
[encoder setViewport:viewport];
DepthStencilState depthStencilState {
DepthStencilState const depthStencilState {
.depthCompare = MTLCompareFunctionAlways,
.depthWriteEnabled = blitDepth
.depthWriteEnabled = false
};
id<MTLDepthStencilState> depthStencil =
id<MTLDepthStencilState> const depthStencil =
mContext.depthStencilStateCache.getOrCreateState(depthStencilState);
[encoder setDepthStencilState:depthStencil];
@@ -410,80 +283,42 @@ void MetalBlitter::blitDepthPlane(id<MTLCommandBuffer> cmdBuffer, bool blitColor
[encoder endEncoding];
}
id<MTLTexture> MetalBlitter::createIntermediateTexture(id<MTLTexture> t, MTLSize size) {
MTLTextureDescriptor* descriptor = [MTLTextureDescriptor new];
descriptor.textureType = size.depth == 1 ? MTLTextureType2D : MTLTextureType3D;
descriptor.pixelFormat = t.pixelFormat;
descriptor.width = size.width;
descriptor.height = size.height;
descriptor.depth = size.depth;
descriptor.usage = t.usage & MTLTextureUsageRenderTarget;
return [mContext.device newTextureWithDescriptor:descriptor];
}
void MetalBlitter::shutdown() noexcept {
mBlitFunctions.clear();
mVertexFunction = nil;
}
void MetalBlitter::setupColorAttachment(const BlitArgs& args,
MTLRenderPassDescriptor* descriptor, uint32_t depthPlane) {
descriptor.colorAttachments[0].texture = args.destination.color;
descriptor.colorAttachments[0].level = args.destination.level;
descriptor.colorAttachments[0].slice = args.destination.slice;
descriptor.colorAttachments[0].depthPlane = depthPlane;
descriptor.colorAttachments[0].loadAction = MTLLoadActionLoad;
void MetalBlitter::setupAttachment(MTLRenderPassAttachmentDescriptor* descriptor,
const BlitArgs& args, uint32_t depthPlane) {
descriptor.texture = args.destination.texture;
descriptor.level = args.destination.level;
descriptor.slice = args.destination.slice;
descriptor.depthPlane = depthPlane;
descriptor.loadAction = MTLLoadActionLoad;
// We don't need to load the contents of the attachment if we're blitting over all of it.
if (args.colorDestinationIsFullAttachment()) {
descriptor.colorAttachments[0].loadAction = MTLLoadActionDontCare;
if (args.destinationIsFullAttachment()) {
descriptor.loadAction = MTLLoadActionDontCare;
}
descriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
descriptor.storeAction = MTLStoreActionStore;
}
void MetalBlitter::setupDepthAttachment(const BlitArgs& args, MTLRenderPassDescriptor* descriptor,
uint32_t depthPlane) {
descriptor.depthAttachment.texture = args.destination.depth;
descriptor.depthAttachment.level = args.destination.level;
descriptor.depthAttachment.slice = args.destination.slice;
descriptor.depthAttachment.depthPlane = depthPlane;
descriptor.depthAttachment.loadAction = MTLLoadActionLoad;
// We don't need to load the contents of the attachment if we're blitting over all of it.
if (args.depthDestinationIsFullAttachment()) {
descriptor.depthAttachment.loadAction = MTLLoadActionDontCare;
}
descriptor.depthAttachment.storeAction = MTLStoreActionStore;
}
id<MTLFunction> MetalBlitter::compileFragmentFunction(BlitFunctionKey key) {
MTLCompileOptions* options = [MTLCompileOptions new];
NSMutableDictionary* macros = [NSMutableDictionary dictionary];
if (key.blitColor) {
macros[@"BLIT_COLOR"] = @"1";
}
if (key.blitDepth) {
macros[@"BLIT_DEPTH"] = @"1";
}
id<MTLFunction> MetalBlitter::compileFragmentFunction(BlitFunctionKey key) const {
MTLCompileOptions* const options = [MTLCompileOptions new];
NSMutableDictionary* const macros = [NSMutableDictionary dictionary];
if (key.msaaColorSource) {
macros[@"MSAA_COLOR_SOURCE"] = @"1";
}
if (key.msaaDepthSource) {
macros[@"MSAA_DEPTH_SOURCE"] = @"1";
}
if (key.sources3D) {
macros[@"SOURCES_3D"] = @"1";
}
options.preprocessorMacros = macros;
NSString* objcSource = [NSString stringWithCString:functionLibrary
encoding:NSUTF8StringEncoding];
NSString* const objcSource = [NSString stringWithCString:functionLibrary
encoding:NSUTF8StringEncoding];
NSError* error = nil;
id<MTLLibrary> library = [mContext.device newLibraryWithSource:objcSource
options:options
error:&error];
id<MTLFunction> function = [library newFunctionWithName:@"blitterFrag"];
id <MTLLibrary> const library = [mContext.device newLibraryWithSource:objcSource
options:options
error:&error];
id <MTLFunction> const function = [library newFunctionWithName:@"blitterFrag"];
if (!library || !function) {
if (error) {
@@ -501,13 +336,14 @@ id<MTLFunction> MetalBlitter::getBlitVertexFunction() {
return mVertexFunction;
}
NSString* objcSource = [NSString stringWithCString:functionLibrary
encoding:NSUTF8StringEncoding];
NSString* const objcSource = [NSString stringWithCString:functionLibrary
encoding:NSUTF8StringEncoding];
NSError* error = nil;
id<MTLLibrary> library = [mContext.device newLibraryWithSource:objcSource
options:nil
error:&error];
id<MTLFunction> function = [library newFunctionWithName:@"blitterVertex"];
id <MTLLibrary> const library = [mContext.device newLibraryWithSource:objcSource
options:nil
error:&error];
id<MTLFunction> const function = [library newFunctionWithName:@"blitterVertex"];
if (!library || !function) {
if (error) {
@@ -535,5 +371,5 @@ id<MTLFunction> MetalBlitter::getBlitFragmentFunction(BlitFunctionKey key) {
return function;
}
} // namespace backend
} // namespace filament
} // namespace filament::backend
+4 -1
View File
@@ -73,7 +73,10 @@ private:
std::unordered_set<MetalBufferPoolEntry const*> mUsedStages;
// Store the current "time" (really just a frame count) and LRU eviction parameters.
uint64_t mCurrentFrame = 0;
// An atomic is necessary as mCurrentFrame is incremented in gc() (called on
// the driver thread) and read from acquireBuffer() and releaseBuffer(),
// which may be called on non-driver threads.
std::atomic<uint64_t> mCurrentFrame = 0;
static constexpr uint32_t TIME_BEFORE_EVICTION = 10;
};
+20 -1
View File
@@ -18,12 +18,15 @@
#define TNT_METALCONTEXT_H
#include "MetalResourceTracker.h"
#include "MetalShaderCompiler.h"
#include "MetalState.h"
#include <CoreVideo/CVMetalTextureCache.h>
#include <Metal/Metal.h>
#include <QuartzCore/QuartzCore.h>
#include <utils/FixedCircularBuffer.h>
#include <array>
#include <atomic>
#include <stack>
@@ -53,6 +56,9 @@ struct MetalVertexBuffer;
constexpr static uint8_t MAX_SAMPLE_COUNT = 8; // Metal devices support at most 8 MSAA samples
struct MetalContext {
explicit MetalContext(size_t metalFreedTextureListSize)
: texturesToDestroy(metalFreedTextureListSize) {}
MetalDriver* driver;
id<MTLDevice> device = nullptr;
id<MTLCommandQueue> commandQueue = nullptr;
@@ -111,6 +117,14 @@ struct MetalContext {
tsl::robin_set<MetalSamplerGroup*> samplerGroups;
tsl::robin_set<MetalTexture*> textures;
// This circular buffer implements delayed destruction for Metal texture handles. It keeps a
// handle to a fixed number of the most recently destroyed texture handles. When we're asked to
// destroy a texture handle, we free its texture memory, but keep the MetalTexture object alive,
// marking it as "terminated". If we later are asked to use that texture, we can check its
// terminated status and throw an Objective-C error instead of crashing, which is helpful for
// debugging use-after-free issues in release builds.
utils::FixedCircularBuffer<Handle<HwTexture>> texturesToDestroy;
MetalBufferPool* bufferPool;
MetalSwapChain* currentDrawSwapChain = nil;
@@ -128,7 +142,10 @@ struct MetalContext {
// Fences, only supported on macOS 10.14 and iOS 12 and above.
API_AVAILABLE(macos(10.14), ios(12.0))
MTLSharedEventListener* eventListener = nil;
uint64_t signalId = 1;
// signalId is incremented in the MetalFence constructor, which is called on
// both the driver (MetalTimerQueryFence::beginTimeElapsedQuery) and main
// threads (in createFenceS), so an atomic is necessary.
std::atomic<uint64_t> signalId = 1;
MetalTimerQueryInterface* timerQueryImpl;
@@ -136,6 +153,8 @@ struct MetalContext {
MTLViewport currentViewport;
MetalShaderCompiler* shaderCompiler = nullptr;
#if defined(FILAMENT_METAL_PROFILING)
// Logging and profiling.
os_log_t log;
+13 -2
View File
@@ -28,17 +28,21 @@
#include <utils/Log.h>
#include <utils/debug.h>
#include <functional>
#include <mutex>
#include <vector>
namespace filament {
namespace backend {
class MetalPlatform;
class MetalBuffer;
class MetalProgram;
class MetalSamplerGroup;
class MetalTexture;
struct MetalUniformBuffer;
struct MetalContext;
struct MetalProgram;
struct BufferState;
#ifndef FILAMENT_METAL_HANDLE_ARENA_SIZE_IN_MB
@@ -52,13 +56,13 @@ class MetalDriver final : public DriverBase {
public:
static Driver* create(MetalPlatform* platform, const Platform::DriverConfig& driverConfig);
void runAtNextTick(const std::function<void()>& fn) noexcept;
private:
friend class MetalSwapChain;
MetalPlatform& mPlatform;
MetalContext* mContext;
ShaderModel getShaderModel() const noexcept final;
@@ -66,6 +70,13 @@ private:
// Overrides the default implementation by wrapping the call to fn in an @autoreleasepool block.
void execute(std::function<void(void)> const& fn) noexcept final;
/*
* Tasks run regularly on the driver thread.
*/
void executeTickOps() noexcept;
std::vector<std::function<void()>> mTickOps;
std::mutex mTickOpsLock;
/*
* Driver interface
*/
+234 -105
View File
@@ -50,7 +50,8 @@ UTILS_NOINLINE
Driver* MetalDriver::create(MetalPlatform* const platform, const Platform::DriverConfig& driverConfig) {
assert_invariant(platform);
size_t defaultSize = FILAMENT_METAL_HANDLE_ARENA_SIZE_IN_MB * 1024U * 1024U;
Platform::DriverConfig validConfig { .handleArenaSize = std::max(driverConfig.handleArenaSize, defaultSize) };
Platform::DriverConfig validConfig {driverConfig};
validConfig.handleArenaSize = std::max(driverConfig.handleArenaSize, defaultSize);
return new MetalDriver(platform, validConfig);
}
@@ -60,7 +61,7 @@ Dispatcher MetalDriver::getDispatcher() const noexcept {
MetalDriver::MetalDriver(MetalPlatform* platform, const Platform::DriverConfig& driverConfig) noexcept
: mPlatform(*platform),
mContext(new MetalContext),
mContext(new MetalContext(driverConfig.textureUseAfterFreePoolSize)),
mHandleAllocator("Handles", driverConfig.handleArenaSize) {
mContext->driver = this;
@@ -143,6 +144,9 @@ MetalDriver::MetalDriver(MetalPlatform* platform, const Platform::DriverConfig&
mContext->eventListener = [[MTLSharedEventListener alloc] initWithDispatchQueue:queue];
}
mContext->shaderCompiler = new MetalShaderCompiler(mContext->device, *this);
mContext->shaderCompiler->init();
#if defined(FILAMENT_METAL_PROFILING)
mContext->log = os_log_create("com.google.filament", "Metal");
mContext->signpostId = os_signpost_id_generate(mContext->log);
@@ -157,10 +161,12 @@ MetalDriver::~MetalDriver() noexcept {
delete mContext->bufferPool;
delete mContext->blitter;
delete mContext->timerQueryImpl;
delete mContext->shaderCompiler;
delete mContext;
}
void MetalDriver::tick(int) {
executeTickOps();
}
void MetalDriver::beginFrame(int64_t monotonic_clock_ns, uint32_t frameId) {
@@ -303,8 +309,9 @@ void MetalDriver::importTextureR(Handle<HwTexture> th, intptr_t i,
target, levels, format, samples, width, height, depth, usage, metalTexture));
}
void MetalDriver::createSamplerGroupR(Handle<HwSamplerGroup> sbh, uint32_t size) {
mContext->samplerGroups.insert(construct_handle<MetalSamplerGroup>(sbh, size));
void MetalDriver::createSamplerGroupR(
Handle<HwSamplerGroup> sbh, uint32_t size, utils::FixedSizeString<32> debugName) {
mContext->samplerGroups.insert(construct_handle<MetalSamplerGroup>(sbh, size, debugName));
}
void MetalDriver::createRenderPrimitiveR(Handle<HwRenderPrimitive> rph,
@@ -317,7 +324,7 @@ void MetalDriver::createRenderPrimitiveR(Handle<HwRenderPrimitive> rph,
}
void MetalDriver::createProgramR(Handle<HwProgram> rph, Program&& program) {
construct_handle<MetalProgram>(rph, mContext->device, program);
construct_handle<MetalProgram>(rph, *mContext, std::move(program));
}
void MetalDriver::createDefaultRenderTargetR(Handle<HwRenderTarget> rth, int dummy) {
@@ -530,8 +537,18 @@ void MetalDriver::destroyTexture(Handle<HwTexture> th) {
return;
}
mContext->textures.erase(handle_cast<MetalTexture>(th));
destruct_handle<MetalTexture>(th);
auto* metalTexture = handle_cast<MetalTexture>(th);
mContext->textures.erase(metalTexture);
// Free memory from the texture and mark it as freed.
metalTexture->terminate();
// Add this texture handle to our texturesToDestroy queue to be destroyed later.
if (auto handleToFree = mContext->texturesToDestroy.push(th)) {
// If texturesToDestroy is full, then .push evicts the oldest texture handle in the
// queue (or simply th, if use-after-free detection is disabled).
destruct_handle<MetalTexture>(handleToFree.value());
}
}
void MetalDriver::destroyRenderTarget(Handle<HwRenderTarget> rth) {
@@ -557,15 +574,24 @@ void MetalDriver::destroyTimerQuery(Handle<HwTimerQuery> tqh) {
}
void MetalDriver::terminate() {
// Terminate any outstanding MetalTextures.
while (!mContext->texturesToDestroy.empty()) {
Handle<HwTexture> toDestroy = mContext->texturesToDestroy.pop();
destruct_handle<MetalTexture>(toDestroy);
}
// finish() will flush the pending command buffer and will ensure all GPU work has finished.
// This must be done before calling bufferPool->reset() to ensure no buffers are in flight.
finish();
executeTickOps();
mContext->bufferPool->reset();
mContext->commandQueue = nil;
MetalExternalImage::shutdown(*mContext);
mContext->blitter->shutdown();
mContext->shaderCompiler->terminate();
}
ShaderModel MetalDriver::getShaderModel() const noexcept {
@@ -701,6 +727,10 @@ bool MetalDriver::isStereoSupported() {
}
bool MetalDriver::isParallelShaderCompileSupported() {
return true;
}
bool MetalDriver::isDepthStencilResolveSupported() {
return false;
}
@@ -842,10 +872,6 @@ void MetalDriver::generateMipmaps(Handle<HwTexture> th) {
tex->generateMipmaps();
}
bool MetalDriver::canGenerateMipmaps() {
return true;
}
void MetalDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh, BufferDescriptor&& data) {
ASSERT_PRECONDITION(!isInRenderPass(mContext),
"updateSamplerGroup must be called outside of a render pass.");
@@ -854,13 +880,17 @@ void MetalDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh, BufferDescripto
assert_invariant(sb->size == data.size / sizeof(SamplerDescriptor));
auto const* const samplers = (SamplerDescriptor const*) data.buffer;
#ifndef NDEBUG
// In debug builds, verify that all the textures in the sampler group are still alive.
// Verify that all the textures in the sampler group are still alive.
// These bugs lead to memory corruption and can be difficult to track down.
for (size_t s = 0; s < data.size / sizeof(SamplerDescriptor); s++) {
if (!samplers[s].t) {
continue;
}
// The difference between this check and the one below is that in release, we do this for
// only a set number of recently freed textures, while the debug check is exhaustive.
auto* metalTexture = handle_cast<MetalTexture>(samplers[s].t);
metalTexture->checkUseAfterFree(sb->debugName.c_str(), s);
#ifndef NDEBUG
auto iter = mContext->textures.find(handle_cast<MetalTexture>(samplers[s].t));
if (iter == mContext->textures.end()) {
utils::slog.e << "updateSamplerGroup: texture #"
@@ -868,8 +898,8 @@ void MetalDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh, BufferDescripto
<< samplers[s].t << utils::io::endl;
}
assert_invariant(iter != mContext->textures.end());
}
#endif
}
// Create a MTLArgumentEncoder for these textures.
// Ideally, we would create this encoder at createSamplerGroup time, but we need to know the
@@ -935,7 +965,7 @@ void MetalDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh, BufferDescripto
void MetalDriver::compilePrograms(CompilerPriorityQueue priority,
CallbackHandler* handler, CallbackHandler::Callback callback, void* user) {
if (callback) {
scheduleCallback(handler, user, callback);
mContext->shaderCompiler->notifyWhenAllProgramsAreReady(handler, callback, user);
}
}
@@ -1229,14 +1259,14 @@ void MetalDriver::readPixels(Handle<HwRenderTarget> src, uint32_t x, uint32_t y,
textureDescriptor.usage = MTLTextureUsageShaderWrite | MTLTextureUsageRenderTarget;
id<MTLTexture> readPixelsTexture = [mContext->device newTextureWithDescriptor:textureDescriptor];
MetalBlitter::BlitArgs args;
MetalBlitter::BlitArgs args{};
args.filter = SamplerMagFilter::NEAREST;
args.source.level = miplevel;
args.source.region = MTLRegionMake2D(0, 0, srcTexture.width >> miplevel, srcTexture.height >> miplevel);
args.source.texture = srcTexture;
args.destination.level = 0;
args.destination.region = MTLRegionMake2D(0, 0, readPixelsTexture.width, readPixelsTexture.height);
args.source.color = srcTexture;
args.destination.color = readPixelsTexture;
args.destination.texture = readPixelsTexture;
mContext->blitter->blit(getPendingCommandBuffer(mContext), args, "readPixels blit");
@@ -1272,24 +1302,123 @@ void MetalDriver::readBufferSubData(backend::BufferObjectHandle boh,
scheduleDestroy(std::move(p));
}
void MetalDriver::blit(TargetBufferFlags buffers,
void MetalDriver::resolve(
Handle<HwTexture> dst, uint8_t srcLevel, uint8_t srcLayer,
Handle<HwTexture> src, uint8_t dstLevel, uint8_t dstLayer) {
auto* const srcTexture = handle_cast<MetalTexture>(src);
auto* const dstTexture = handle_cast<MetalTexture>(dst);
assert_invariant(srcTexture);
assert_invariant(dstTexture);
ASSERT_PRECONDITION(mContext->currentRenderPassEncoder == nil,
"resolve() cannot be invoked inside a render pass.");
ASSERT_PRECONDITION(
dstTexture->width == srcTexture->width && dstTexture->height == srcTexture->height,
"invalid resolve: src and dst sizes don't match");
ASSERT_PRECONDITION(srcTexture->samples > 1 && dstTexture->samples == 1,
"invalid resolve: src.samples=%u, dst.samples=%u",
+srcTexture->samples, +dstTexture->samples);
ASSERT_PRECONDITION(srcTexture->format == dstTexture->format,
"src and dst texture format don't match");
ASSERT_PRECONDITION(!isDepthFormat(srcTexture->format),
"can't resolve depth formats");
ASSERT_PRECONDITION(!isStencilFormat(srcTexture->format),
"can't resolve stencil formats");
ASSERT_PRECONDITION(any(dstTexture->usage & TextureUsage::BLIT_DST),
"texture doesn't have BLIT_DST");
ASSERT_PRECONDITION(any(srcTexture->usage & TextureUsage::BLIT_SRC),
"texture doesn't have BLIT_SRC");
// FIXME: on metal the blit() call below always take the slow path (using a shader)
blit( dst, dstLevel, dstLayer, {},
src, srcLevel, srcLayer, {},
{ dstTexture->width, dstTexture->height });
}
void MetalDriver::blit(
Handle<HwTexture> dst, uint8_t srcLevel, uint8_t srcLayer, math::uint2 dstOrigin,
Handle<HwTexture> src, uint8_t dstLevel, uint8_t dstLayer, math::uint2 srcOrigin,
math::uint2 size) {
auto isBlitableTextureType = [](MTLTextureType t) -> bool {
return t == MTLTextureType2D || t == MTLTextureType2DMultisample ||
t == MTLTextureType2DArray;
};
auto* const srcTexture = handle_cast<MetalTexture>(src);
auto* const dstTexture = handle_cast<MetalTexture>(dst);
assert_invariant(srcTexture);
assert_invariant(dstTexture);
ASSERT_PRECONDITION(mContext->currentRenderPassEncoder == nil,
"blit() cannot be invoked inside a render pass.");
ASSERT_PRECONDITION(any(dstTexture->usage & TextureUsage::BLIT_DST),
"texture doesn't have BLIT_DST");
ASSERT_PRECONDITION(any(srcTexture->usage & TextureUsage::BLIT_SRC),
"texture doesn't have BLIT_SRC");
ASSERT_PRECONDITION(srcTexture->format == dstTexture->format,
"src and dst texture format don't match");
ASSERT_PRECONDITION(isBlitableTextureType(srcTexture->getMtlTextureForRead().textureType) &&
isBlitableTextureType(dstTexture->getMtlTextureForWrite().textureType),
"Metal does not support blitting to/from non-2D textures.");
MetalBlitter::BlitArgs args{};
args.filter = SamplerMagFilter::NEAREST;
args.source.region = MTLRegionMake2D(
(NSUInteger)srcOrigin.x,
std::max(srcTexture->height - (int64_t)srcOrigin.y - size.y, (int64_t)0),
size.x, size.y);
args.destination.region = MTLRegionMake2D(
(NSUInteger)dstOrigin.x,
std::max(dstTexture->height - (int64_t)dstOrigin.y - size.y, (int64_t)0),
size.x, size.y);
// FIXME: we shouldn't need to know the type here. This is an artifact of using the old API.
args.source.texture = srcTexture->getMtlTextureForRead();
args.destination.texture = dstTexture->getMtlTextureForWrite();
args.source.level = srcLevel;
args.source.slice = srcLayer;
args.destination.level = dstLevel;
args.destination.slice = dstLayer;
// TODO: The blit() call below always take the fast path.
mContext->blitter->blit(getPendingCommandBuffer(mContext), args, "blit/resolve");
dstTexture->extendLodRangeTo(dstLevel);
}
void MetalDriver::blitDEPRECATED(TargetBufferFlags buffers,
Handle<HwRenderTarget> dst, Viewport dstRect,
Handle<HwRenderTarget> src, Viewport srcRect,
SamplerMagFilter filter) {
// If we're the in middle of a render pass, finish it.
// This condition should only occur during copyFrame. It's okay to end the render pass because
// we don't issue any other rendering commands.
if (mContext->currentRenderPassEncoder) {
[mContext->currentRenderPassEncoder endEncoding];
mContext->currentRenderPassEncoder = nil;
}
// Note: blitDEPRECATED is only used by Renderer::copyFrame
// It is called between beginFrame and endFrame, but should never be called in the middle of
// a render pass.
ASSERT_PRECONDITION(mContext->currentRenderPassEncoder == nil,
"blitDEPRECATED() cannot be invoked inside a render pass.");
auto srcTarget = handle_cast<MetalRenderTarget>(src);
auto dstTarget = handle_cast<MetalRenderTarget>(dst);
ASSERT_PRECONDITION(
!(buffers & (TargetBufferFlags::COLOR_ALL & ~TargetBufferFlags::COLOR0)),
"Blitting only supports COLOR0");
ASSERT_PRECONDITION(buffers == TargetBufferFlags::COLOR0,
"blitDEPRECATED only supports COLOR0");
ASSERT_PRECONDITION(srcRect.left >= 0 && srcRect.bottom >= 0 &&
dstRect.left >= 0 && dstRect.bottom >= 0,
@@ -1300,54 +1429,28 @@ void MetalDriver::blit(TargetBufferFlags buffers,
t == MTLTextureType2DArray;
};
// MetalBlitter supports blitting color and depth simultaneously, but for simplicitly we'll blit
// them separately. In practice, Filament only ever blits a single buffer at a time anyway.
// We always blit from/to the COLOR0 attachment.
MetalRenderTarget::Attachment const srcColorAttachment = srcTarget->getReadColorAttachment(0);
MetalRenderTarget::Attachment const dstColorAttachment = dstTarget->getDrawColorAttachment(0);
if (any(buffers & TargetBufferFlags::COLOR_ALL)) {
// We always blit from/to the COLOR0 attachment.
MetalRenderTarget::Attachment srcColorAttachment = srcTarget->getReadColorAttachment(0);
MetalRenderTarget::Attachment dstColorAttachment = dstTarget->getDrawColorAttachment(0);
if (srcColorAttachment && dstColorAttachment) {
ASSERT_PRECONDITION(isBlitableTextureType(srcColorAttachment.getTexture().textureType) &&
isBlitableTextureType(dstColorAttachment.getTexture().textureType),
"Metal does not support blitting to/from non-2D textures.");
if (srcColorAttachment && dstColorAttachment) {
ASSERT_PRECONDITION(isBlitableTextureType(srcColorAttachment.getTexture().textureType) &&
isBlitableTextureType(dstColorAttachment.getTexture().textureType),
"Metal does not support blitting to/from non-2D textures.");
MetalBlitter::BlitArgs args{};
args.filter = filter;
args.source.region = srcTarget->getRegionFromClientRect(srcRect);
args.source.texture = srcColorAttachment.getTexture();
args.source.level = srcColorAttachment.level;
args.source.slice = srcColorAttachment.layer;
MetalBlitter::BlitArgs args;
args.filter = filter;
args.source.region = srcTarget->getRegionFromClientRect(srcRect);
args.destination.region = dstTarget->getRegionFromClientRect(dstRect);
args.source.color = srcColorAttachment.getTexture();
args.destination.color = dstColorAttachment.getTexture();
args.source.level = srcColorAttachment.level;
args.destination.level = dstColorAttachment.level;
args.source.slice = srcColorAttachment.layer;
args.destination.slice = dstColorAttachment.layer;
mContext->blitter->blit(getPendingCommandBuffer(mContext), args, "Color blit");
}
}
args.destination.region = dstTarget->getRegionFromClientRect(dstRect);
args.destination.texture = dstColorAttachment.getTexture();
args.destination.level = dstColorAttachment.level;
args.destination.slice = dstColorAttachment.layer;
if (any(buffers & TargetBufferFlags::DEPTH)) {
MetalRenderTarget::Attachment srcDepthAttachment = srcTarget->getDepthAttachment();
MetalRenderTarget::Attachment dstDepthAttachment = dstTarget->getDepthAttachment();
if (srcDepthAttachment && dstDepthAttachment) {
ASSERT_PRECONDITION(isBlitableTextureType(srcDepthAttachment.getTexture().textureType) &&
isBlitableTextureType(dstDepthAttachment.getTexture().textureType),
"Metal does not support blitting to/from non-2D textures.");
MetalBlitter::BlitArgs args;
args.filter = filter;
args.source.region = srcTarget->getRegionFromClientRect(srcRect);
args.destination.region = dstTarget->getRegionFromClientRect(dstRect);
args.source.depth = srcDepthAttachment.getTexture();
args.destination.depth = dstDepthAttachment.getTexture();
args.source.level = srcDepthAttachment.level;
args.destination.level = dstDepthAttachment.level;
args.source.slice = srcDepthAttachment.layer;
args.destination.slice = dstDepthAttachment.layer;
mContext->blitter->blit(getPendingCommandBuffer(mContext), args, "Depth blit");
}
mContext->blitter->blit(getPendingCommandBuffer(mContext), args, "blitDEPRECATED");
}
}
@@ -1357,23 +1460,27 @@ void MetalDriver::finalizeSamplerGroup(MetalSamplerGroup* samplerGroup) {
id<MTLCommandBuffer> cmdBuffer = getPendingCommandBuffer(mContext);
#ifndef NDEBUG
// In debug builds, verify that all the textures in the sampler group are still alive.
// Verify that all the textures in the sampler group are still alive.
// These bugs lead to memory corruption and can be difficult to track down.
const auto& handles = samplerGroup->getTextureHandles();
for (size_t s = 0; s < handles.size(); s++) {
if (!handles[s]) {
continue;
}
auto iter = mContext->textures.find(handle_cast<MetalTexture>(handles[s]));
// The difference between this check and the one below is that in release, we do this for
// only a set number of recently freed textures, while the debug check is exhaustive.
auto* metalTexture = handle_cast<MetalTexture>(handles[s]);
metalTexture->checkUseAfterFree(samplerGroup->debugName.c_str(), s);
#ifndef NDEBUG
auto iter = mContext->textures.find(metalTexture);
if (iter == mContext->textures.end()) {
utils::slog.e << "finalizeSamplerGroup: texture #"
<< (int) s << " is dead, texture handle = "
<< handles[s] << utils::io::endl;
}
assert_invariant(iter != mContext->textures.end());
}
#endif
}
utils::FixedCapacityVector<id<MTLTexture>> newTextures(samplerGroup->size, nil);
for (size_t binding = 0; binding < samplerGroup->size; binding++) {
@@ -1447,14 +1554,19 @@ void MetalDriver::draw(PipelineState ps, Handle<HwRenderPrimitive> rph, uint32_t
auto program = handle_cast<MetalProgram>(ps.program);
const auto& rs = ps.rasterState;
// This might block until the shader compilation has finished.
auto functions = program->getFunctions();
// If the material debugger is enabled, avoid fatal (or cascading) errors and that can occur
// during the draw call when the program is invalid. The shader compile error has already been
// dumped to the console at this point, so it's fine to simply return early.
if (FILAMENT_ENABLE_MATDBG && UTILS_UNLIKELY(!program->isValid)) {
if (FILAMENT_ENABLE_MATDBG && UTILS_UNLIKELY(!functions)) {
return;
}
ASSERT_PRECONDITION(program->isValid, "Attempting to draw with an invalid Metal program.");
ASSERT_PRECONDITION(bool(functions), "Attempting to draw with an invalid Metal program.");
auto [fragment, vertex] = functions.getRasterFunctions();
// Pipeline state
MTLPixelFormat colorPixelFormat[MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT] = { MTLPixelFormatInvalid };
@@ -1476,9 +1588,9 @@ void MetalDriver::draw(PipelineState ps, Handle<HwRenderPrimitive> rph, uint32_t
stencilPixelFormat = stencilAttachment.getPixelFormat();
assert_invariant(isMetalFormatStencil(stencilPixelFormat));
}
MetalPipelineState pipelineState {
.vertexFunction = program->vertexFunction,
.fragmentFunction = program->fragmentFunction,
MetalPipelineState const pipelineState {
.vertexFunction = vertex,
.fragmentFunction = fragment,
.vertexDescription = primitive->vertexDescription,
.colorAttachmentPixelFormat = {
colorPixelFormat[0],
@@ -1494,13 +1606,13 @@ void MetalDriver::draw(PipelineState ps, Handle<HwRenderPrimitive> rph, uint32_t
.stencilAttachmentPixelFormat = stencilPixelFormat,
.sampleCount = mContext->currentRenderTarget->getSamples(),
.blendState = BlendState {
.blendingEnabled = rs.hasBlending(),
.rgbBlendOperation = getMetalBlendOperation(rs.blendEquationRGB),
.alphaBlendOperation = getMetalBlendOperation(rs.blendEquationAlpha),
.sourceRGBBlendFactor = getMetalBlendFactor(rs.blendFunctionSrcRGB),
.sourceAlphaBlendFactor = getMetalBlendFactor(rs.blendFunctionSrcAlpha),
.rgbBlendOperation = getMetalBlendOperation(rs.blendEquationRGB),
.destinationAlphaBlendFactor = getMetalBlendFactor(rs.blendFunctionDstAlpha),
.destinationRGBBlendFactor = getMetalBlendFactor(rs.blendFunctionDstRGB),
.destinationAlphaBlendFactor = getMetalBlendFactor(rs.blendFunctionDstAlpha)
.sourceAlphaBlendFactor = getMetalBlendFactor(rs.blendFunctionSrcAlpha),
.sourceRGBBlendFactor = getMetalBlendFactor(rs.blendFunctionSrcRGB),
.blendingEnabled = rs.hasBlending(),
},
.colorWrite = rs.colorWrite
};
@@ -1623,7 +1735,7 @@ void MetalDriver::draw(PipelineState ps, Handle<HwRenderPrimitive> rph, uint32_t
if (!samplerGroup) {
continue;
}
const auto& stageFlags = program->samplerGroupInfo[s].stageFlags;
const auto& stageFlags = program->getSamplerGroupInfo()[s].stageFlags;
if (stageFlags == ShaderStageFlags::NONE) {
continue;
}
@@ -1650,26 +1762,23 @@ void MetalDriver::draw(PipelineState ps, Handle<HwRenderPrimitive> rph, uint32_t
// Bind the user vertex buffers.
MetalBuffer* buffers[MAX_VERTEX_BUFFER_COUNT] = {};
MetalBuffer* vertexBuffers[MAX_VERTEX_BUFFER_COUNT] = {};
size_t vertexBufferOffsets[MAX_VERTEX_BUFFER_COUNT] = {};
size_t bufferIndex = 0;
size_t maxBufferIndex = 0;
auto vb = primitive->vertexBuffer;
for (uint32_t attributeIndex = 0; attributeIndex < vb->attributes.size(); attributeIndex++) {
const auto& attribute = vb->attributes[attributeIndex];
if (attribute.buffer == Attribute::BUFFER_UNUSED) {
continue;
}
assert_invariant(vb->buffers[attribute.buffer]);
buffers[bufferIndex] = vb->buffers[attribute.buffer];
vertexBufferOffsets[bufferIndex] = attribute.offset;
bufferIndex++;
for (auto m : primitive->bufferMapping) {
assert_invariant(
m.bufferArgumentIndex >= USER_VERTEX_BUFFER_BINDING_START &&
m.bufferArgumentIndex < USER_VERTEX_BUFFER_BINDING_START + MAX_VERTEX_BUFFER_COUNT);
size_t vertexBufferIndex = m.bufferArgumentIndex - USER_VERTEX_BUFFER_BINDING_START;
vertexBuffers[vertexBufferIndex] = vb->buffers[m.sourceBufferIndex];
maxBufferIndex = std::max(maxBufferIndex, vertexBufferIndex);
}
const auto bufferCount = bufferIndex;
const auto bufferCount = maxBufferIndex + 1;
MetalBuffer::bindBuffers(getPendingCommandBuffer(mContext), mContext->currentRenderPassEncoder,
USER_VERTEX_BUFFER_BINDING_START, MetalBuffer::Stage::VERTEX, buffers,
USER_VERTEX_BUFFER_BINDING_START, MetalBuffer::Stage::VERTEX, vertexBuffers,
vertexBufferOffsets, bufferCount);
// Bind the zero buffer, used for missing vertex attributes.
@@ -1696,21 +1805,26 @@ void MetalDriver::dispatchCompute(Handle<HwProgram> program, math::uint3 workGro
auto mtlProgram = handle_cast<MetalProgram>(program);
// This might block until the shader compilation has finished.
auto functions = mtlProgram->getFunctions();
// If the material debugger is enabled, avoid fatal (or cascading) errors and that can occur
// during the draw call when the program is invalid. The shader compile error has already been
// dumped to the console at this point, so it's fine to simply return early.
if (FILAMENT_ENABLE_MATDBG && UTILS_UNLIKELY(!mtlProgram->isValid)) {
if (FILAMENT_ENABLE_MATDBG && UTILS_UNLIKELY(!functions)) {
return;
}
assert_invariant(mtlProgram->isValid && mtlProgram->computeFunction);
auto compute = functions.getComputeFunction();
assert_invariant(bool(functions) && compute);
id<MTLComputeCommandEncoder> computeEncoder =
[getPendingCommandBuffer(mContext) computeCommandEncoder];
NSError* error = nil;
id<MTLComputePipelineState> computePipelineState =
[mContext->device newComputePipelineStateWithFunction:mtlProgram->computeFunction
[mContext->device newComputePipelineStateWithFunction:compute
error:&error];
if (error) {
auto description = [error.localizedDescription cStringUsingEncoding:NSUTF8StringEncoding];
@@ -1797,6 +1911,21 @@ void MetalDriver::enumerateBoundBuffers(BufferObjectBinding bindingType,
void MetalDriver::resetState(int) {
}
void MetalDriver::runAtNextTick(const std::function<void()>& fn) noexcept {
std::lock_guard<std::mutex> const lock(mTickOpsLock);
mTickOps.push_back(fn);
}
void MetalDriver::executeTickOps() noexcept {
std::vector<std::function<void()>> ops;
mTickOpsLock.lock();
std::swap(ops, mTickOps);
mTickOpsLock.unlock();
for (const auto& f : ops) {
f();
}
}
// explicit instantiation of the Dispatcher
template class ConcreteDispatcher<MetalDriver>;
+63 -17
View File
@@ -32,6 +32,7 @@
#include "private/backend/SamplerGroup.h"
#include <utils/bitset.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Panic.h>
@@ -66,6 +67,7 @@ public:
id<MTLTexture> acquireDrawable();
id<MTLTexture> acquireDepthTexture();
id<MTLTexture> acquireStencilTexture();
void releaseDrawable();
@@ -94,12 +96,16 @@ private:
void scheduleFrameScheduledCallback();
void scheduleFrameCompletedCallback();
static MTLPixelFormat decideDepthStencilFormat(uint64_t flags);
void ensureDepthStencilTexture();
MetalContext& context;
id<CAMetalDrawable> drawable = nil;
id<MTLTexture> depthTexture = nil;
id<MTLTexture> depthStencilTexture = nil;
id<MTLTexture> headlessDrawable = nil;
NSUInteger headlessWidth;
NSUInteger headlessHeight;
MTLPixelFormat depthStencilFormat = MTLPixelFormatInvalid;
NSUInteger headlessWidth = 0;
NSUInteger headlessHeight = 0;
CAMetalLayer* layer = nullptr;
MetalExternalImage externalImage;
SwapChainType type;
@@ -154,6 +160,7 @@ struct MetalIndexBuffer : public HwIndexBuffer {
};
struct MetalRenderPrimitive : public HwRenderPrimitive {
MetalRenderPrimitive();
void setBuffers(MetalVertexBuffer* vertexBuffer, MetalIndexBuffer* indexBuffer);
// The pointers to MetalVertexBuffer and MetalIndexBuffer are "weak".
// The MetalVertexBuffer and MetalIndexBuffer must outlive the MetalRenderPrimitive.
@@ -163,18 +170,35 @@ struct MetalRenderPrimitive : public HwRenderPrimitive {
// This struct is used to create the pipeline description to describe vertex assembly.
VertexDescription vertexDescription = {};
struct Entry {
uint8_t sourceBufferIndex = 0;
uint8_t stride = 0;
// maps to ->
uint8_t bufferArgumentIndex = 0;
Entry(uint8_t sourceBufferIndex, uint8_t stride, uint8_t bufferArgumentIndex)
: sourceBufferIndex(sourceBufferIndex),
stride(stride),
bufferArgumentIndex(bufferArgumentIndex) {}
};
utils::FixedCapacityVector<Entry> bufferMapping;
};
struct MetalProgram : public HwProgram {
MetalProgram(id<MTLDevice> device, const Program& program) noexcept;
class MetalProgram : public HwProgram {
public:
MetalProgram(MetalContext& context, Program&& program) noexcept;
id<MTLFunction> vertexFunction;
id<MTLFunction> fragmentFunction;
id<MTLFunction> computeFunction;
const MetalShaderCompiler::MetalFunctionBundle& getFunctions();
const Program::SamplerGroupInfo& getSamplerGroupInfo() { return samplerGroupInfo; }
private:
void initialize();
Program::SamplerGroupInfo samplerGroupInfo;
bool isValid = false;
MetalContext& mContext;
MetalShaderCompiler::MetalFunctionBundle mFunctionBundle;
MetalShaderCompiler::program_token_t mToken;
};
struct PixelBufferShape {
@@ -223,8 +247,8 @@ public:
// - using the texture as a render target attachment
// - calling setMinMaxLevels
// A texture's available mips are consistent throughout a render pass.
void setLodRange(uint32_t minLevel, uint32_t maxLevel);
void extendLodRangeTo(uint32_t level);
void setLodRange(uint16_t minLevel, uint16_t maxLevel);
void extendLodRangeTo(uint16_t level);
static MTLPixelFormat decidePixelFormat(MetalContext* context, TextureFormat format);
@@ -238,6 +262,26 @@ public:
MTLPixelFormat devicePixelFormat;
// Frees memory associated with this texture and marks it as "terminated".
// Used to track "use after free" scenario.
void terminate() noexcept;
bool isTerminated() const noexcept { return terminated; }
inline void checkUseAfterFree(const char* samplerGroupDebugName, size_t textureIndex) const {
if (UTILS_LIKELY(!isTerminated())) {
return;
}
NSString* reason =
[NSString stringWithFormat:
@"Filament Metal texture use after free, sampler group = "
@"%s, texture index = %zu",
samplerGroupDebugName, textureIndex];
NSException* useAfterFreeException =
[NSException exceptionWithName:@"MetalTextureUseAfterFree"
reason:reason
userInfo:nil];
[useAfterFreeException raise];
}
private:
void loadSlice(uint32_t level, MTLRegion region, uint32_t byteOffset, uint32_t slice,
PixelBufferDescriptor const& data) noexcept;
@@ -254,14 +298,17 @@ private:
id<MTLTexture> swizzledTextureView = nil;
id<MTLTexture> lodTextureView = nil;
uint32_t minLod = UINT_MAX;
uint32_t maxLod = 0;
uint16_t minLod = std::numeric_limits<uint16_t>::max();
uint16_t maxLod = 0;
bool terminated = false;
};
class MetalSamplerGroup : public HwSamplerGroup {
public:
explicit MetalSamplerGroup(size_t size) noexcept
explicit MetalSamplerGroup(size_t size, utils::FixedSizeString<32> name) noexcept
: size(size),
debugName(name),
textureHandles(size, Handle<HwTexture>()),
textures(size, nil),
samplers(size, nil) {}
@@ -271,12 +318,10 @@ public:
textureHandles[index] = th;
}
#ifndef NDEBUG
// This method is only used for debugging, to ensure all texture handles are alive.
const auto& getTextureHandles() const {
return textureHandles;
}
#endif
// Encode a MTLTexture into this SamplerGroup at the given index.
inline void setFinalizedTexture(size_t index, id<MTLTexture> t) {
@@ -322,6 +367,7 @@ public:
void useResources(id<MTLRenderCommandEncoder> renderPassEncoder);
size_t size;
utils::FixedSizeString<32> debugName;
public:
+177 -138
View File
@@ -39,7 +39,15 @@ namespace filament {
namespace backend {
static inline MTLTextureUsage getMetalTextureUsage(TextureUsage usage) {
NSUInteger u = 0;
NSUInteger u = MTLTextureUsageUnknown;
if (any(usage & TextureUsage::SAMPLEABLE)) {
u |= MTLTextureUsageShaderRead;
}
if (any(usage & TextureUsage::UPLOADABLE)) {
// This is only needed because of the slowpath is MetalBlitter
u |= MTLTextureUsageRenderTarget;
}
if (any(usage & TextureUsage::COLOR_ATTACHMENT)) {
u |= MTLTextureUsageRenderTarget;
}
@@ -49,16 +57,23 @@ static inline MTLTextureUsage getMetalTextureUsage(TextureUsage usage) {
if (any(usage & TextureUsage::STENCIL_ATTACHMENT)) {
u |= MTLTextureUsageRenderTarget;
}
// All textures can be blitted from, so they must have the UsageShaderRead flag.
u |= MTLTextureUsageShaderRead;
if (any(usage & TextureUsage::BLIT_DST)) {
// This is only needed because of the slowpath is MetalBlitter
u |= MTLTextureUsageRenderTarget;
}
if (any(usage & TextureUsage::BLIT_SRC)) {
u |= MTLTextureUsageShaderRead;
}
return MTLTextureUsage(u);
}
MetalSwapChain::MetalSwapChain(MetalContext& context, CAMetalLayer* nativeWindow, uint64_t flags)
: context(context), layer(nativeWindow), externalImage(context),
type(SwapChainType::CAMETALLAYER) {
: context(context),
depthStencilFormat(decideDepthStencilFormat(flags)),
layer(nativeWindow),
externalImage(context),
type(SwapChainType::CAMETALLAYER) {
if (!(flags & SwapChain::CONFIG_TRANSPARENT) && !nativeWindow.opaque) {
utils::slog.w << "Warning: Filament SwapChain has no CONFIG_TRANSPARENT flag, "
@@ -79,17 +94,30 @@ MetalSwapChain::MetalSwapChain(MetalContext& context, CAMetalLayer* nativeWindow
}
MetalSwapChain::MetalSwapChain(MetalContext& context, int32_t width, int32_t height, uint64_t flags)
: context(context), headlessWidth(width), headlessHeight(height), externalImage(context),
type(SwapChainType::HEADLESS) { }
: context(context),
depthStencilFormat(decideDepthStencilFormat(flags)),
headlessWidth(width),
headlessHeight(height),
externalImage(context),
type(SwapChainType::HEADLESS) {}
MetalSwapChain::MetalSwapChain(MetalContext& context, CVPixelBufferRef pixelBuffer, uint64_t flags)
: context(context), externalImage(context), type(SwapChainType::CVPIXELBUFFERREF) {
: context(context),
depthStencilFormat(decideDepthStencilFormat(flags)),
externalImage(context),
type(SwapChainType::CVPIXELBUFFERREF) {
assert_invariant(flags & SWAP_CHAIN_CONFIG_APPLE_CVPIXELBUFFER);
MetalExternalImage::assertWritableImage(pixelBuffer);
externalImage.set(pixelBuffer);
assert_invariant(externalImage.isValid());
}
MTLPixelFormat MetalSwapChain::decideDepthStencilFormat(uint64_t flags) {
// These formats are supported on all devices, both iOS and macOS.
return flags & SwapChain::CONFIG_HAS_STENCIL_BUFFER ? MTLPixelFormatDepth32Float_Stencil8
: MTLPixelFormatDepth32Float;
}
MetalSwapChain::~MetalSwapChain() {
externalImage.set(nullptr);
}
@@ -156,37 +184,40 @@ void MetalSwapChain::releaseDrawable() {
}
id<MTLTexture> MetalSwapChain::acquireDepthTexture() {
if (depthTexture) {
// If the surface size has changed, we'll need to allocate a new depth texture.
if (depthTexture.width != getSurfaceWidth() ||
depthTexture.height != getSurfaceHeight()) {
depthTexture = nil;
ensureDepthStencilTexture();
assert_invariant(depthStencilTexture);
return depthStencilTexture;
}
id<MTLTexture> MetalSwapChain::acquireStencilTexture() {
if (!isMetalFormatStencil(depthStencilFormat)) {
return nil;
}
ensureDepthStencilTexture();
assert_invariant(depthStencilTexture);
return depthStencilTexture;
}
void MetalSwapChain::ensureDepthStencilTexture() {
NSUInteger width = getSurfaceWidth();
NSUInteger height = getSurfaceHeight();
if (UTILS_LIKELY(depthStencilTexture)) {
// If the surface size has changed, we'll need to allocate a new depth/stencil texture.
if (UTILS_UNLIKELY(
depthStencilTexture.width != width || depthStencilTexture.height != height)) {
depthStencilTexture = nil;
} else {
return depthTexture;
return;
}
}
const MTLPixelFormat depthFormat =
#if defined(IOS)
MTLPixelFormatDepth32Float;
#else
context.device.depth24Stencil8PixelFormatSupported ?
MTLPixelFormatDepth24Unorm_Stencil8 : MTLPixelFormatDepth32Float;
#endif
const NSUInteger width = getSurfaceWidth();
const NSUInteger height = getSurfaceHeight();
MTLTextureDescriptor* descriptor =
[MTLTextureDescriptor texture2DDescriptorWithPixelFormat:depthFormat
[MTLTextureDescriptor texture2DDescriptorWithPixelFormat:depthStencilFormat
width:width
height:height
mipmapped:NO];
descriptor.usage = MTLTextureUsageRenderTarget;
descriptor.resourceOptions = MTLResourceStorageModePrivate;
depthTexture = [context.device newTextureWithDescriptor:descriptor];
return depthTexture;
depthStencilTexture = [context.device newTextureWithDescriptor:descriptor];
}
void MetalSwapChain::setFrameScheduledCallback(FrameScheduledCallback callback, void* user) {
@@ -214,13 +245,30 @@ void MetalSwapChain::present() {
}
}
struct PresentDrawableData {
void* drawable = nullptr;
MetalDriver* driver = nullptr;
};
void presentDrawable(bool presentFrame, void* user) {
// CFBridgingRelease here is used to balance the CFBridgingRetain inside of acquireDrawable.
id<CAMetalDrawable> drawable = (id<CAMetalDrawable>) CFBridgingRelease(user);
auto* presentDrawableData = static_cast<PresentDrawableData*>(user);
// CFBridgingRelease here is used to balance the CFBridgingRetain inside acquireDrawable.
id<CAMetalDrawable> drawable =
(id<CAMetalDrawable>)CFBridgingRelease(presentDrawableData->drawable);
if (presentFrame) {
[drawable present];
}
// The drawable will be released here when the "drawable" variable goes out of scope.
// Schedule the drawable destruction on the driver thread.
void* voidDrawable = (void*) CFBridgingRetain(drawable);
MetalDriver* driver = presentDrawableData->driver;
driver->runAtNextTick([voidDrawable]() {
// The drawable is released here.
CFBridgingRelease(voidDrawable);
});
delete presentDrawableData;
}
void MetalSwapChain::scheduleFrameScheduledCallback() {
@@ -235,13 +283,15 @@ void MetalSwapChain::scheduleFrameScheduledCallback() {
// capture the _this_ pointer (MetalSwapChain*) instead of the drawable.
id<CAMetalDrawable> d = drawable;
void* userData = frameScheduledUserData;
MetalDriver* driver = context.driver;
[getPendingCommandBuffer(&context) addScheduledHandler:^(id<MTLCommandBuffer> cb) {
// CFBridgingRetain is used here to give the drawable a +1 retain count before
// casting it to a void*.
PresentCallable callable(presentDrawable, (void*) CFBridgingRetain(d));
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
callback(callable, userData);
});
auto* presentDrawableData = new PresentDrawableData;
presentDrawableData->drawable = (void*) CFBridgingRetain(d);
presentDrawableData->driver = driver;
PresentCallable callable(presentDrawable, (void*) presentDrawableData);
callback(callable, userData);
}];
}
@@ -280,6 +330,9 @@ MetalIndexBuffer::MetalIndexBuffer(MetalContext& context, BufferUsage usage, uin
uint32_t indexCount) : HwIndexBuffer(elementSize, indexCount),
buffer(context, BufferObjectBinding::VERTEX, usage, elementSize * indexCount, true) { }
MetalRenderPrimitive::MetalRenderPrimitive()
: bufferMapping(utils::FixedCapacityVector<Entry>::with_capacity(MAX_VERTEX_BUFFER_COUNT)) {}
void MetalRenderPrimitive::setBuffers(MetalVertexBuffer* vertexBuffer, MetalIndexBuffer*
indexBuffer) {
this->vertexBuffer = vertexBuffer;
@@ -287,118 +340,94 @@ void MetalRenderPrimitive::setBuffers(MetalVertexBuffer* vertexBuffer, MetalInde
const size_t attributeCount = vertexBuffer->attributes.size();
auto& mapping = bufferMapping;
mapping.clear();
vertexDescription = {};
// Each attribute gets its own vertex buffer, starting at logical buffer 1.
uint32_t bufferIndex = 1;
// Set the layout for the zero buffer, which unused attributes are mapped to.
vertexDescription.layouts[ZERO_VERTEX_BUFFER_LOGICAL_INDEX] = {
.step = MTLVertexStepFunctionConstant, .stride = 16
};
// Here we map each source buffer to a Metal buffer argument.
// Each attribute has a source buffer, offset, and stride.
// Two source buffers with the same index and stride can share the same Metal buffer argument
// index.
//
// The source buffer is the buffer index that the Filament client sets.
// * source buffer
// .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
// .attribute(VertexAttribute::UV, 0, VertexBuffer::AttributeType::HALF2, 8, 12)
// .attribute(VertexAttribute::COLOR, 1, VertexBuffer::AttributeType::UBYTE4, 0, 4)
auto allocateOrGetBufferArgumentIndex =
[&mapping, currentBufferArgumentIndex = USER_VERTEX_BUFFER_BINDING_START, this](
auto sourceBuffer, auto sourceBufferStride) mutable -> uint8_t {
auto match = [&](const auto& e) {
return e.sourceBufferIndex == sourceBuffer && e.stride == sourceBufferStride;
};
if (auto it = std::find_if(mapping.begin(), mapping.end(), match); it != mapping.end()) {
return it->bufferArgumentIndex;
} else {
auto bufferArgumentIndex = currentBufferArgumentIndex++;
mapping.emplace_back(sourceBuffer, sourceBufferStride, bufferArgumentIndex);
vertexDescription.layouts[bufferArgumentIndex] = {
.step = MTLVertexStepFunctionPerVertex, .stride = sourceBufferStride
};
return bufferArgumentIndex;
}
};
for (uint32_t attributeIndex = 0; attributeIndex < attributeCount; attributeIndex++) {
const auto& attribute = vertexBuffer->attributes[attributeIndex];
if (attribute.buffer == Attribute::BUFFER_UNUSED) {
const uint8_t flags = attribute.flags;
const MTLVertexFormat format = (flags & Attribute::FLAG_INTEGER_TARGET) ?
MTLVertexFormatUInt4 : MTLVertexFormatFloat4;
// If the attribute is not enabled, bind it to the zero buffer. It's a Metal error for a
// shader to read from missing vertex attributes.
// If the attribute is unused, bind it to the zero buffer. It's a Metal error for a shader
// to read from missing vertex attributes.
if (attribute.buffer == Attribute::BUFFER_UNUSED) {
const MTLVertexFormat format = (attribute.flags & Attribute::FLAG_INTEGER_TARGET)
? MTLVertexFormatUInt4
: MTLVertexFormatFloat4;
vertexDescription.attributes[attributeIndex] = {
.format = format,
.buffer = ZERO_VERTEX_BUFFER_LOGICAL_INDEX,
.offset = 0
};
vertexDescription.layouts[ZERO_VERTEX_BUFFER_LOGICAL_INDEX] = {
.step = MTLVertexStepFunctionConstant,
.stride = 16
.format = format, .buffer = ZERO_VERTEX_BUFFER_LOGICAL_INDEX, .offset = 0
};
continue;
}
// Map the source buffer and stride of this attribute to a Metal buffer argument.
auto bufferArgumentIndex =
allocateOrGetBufferArgumentIndex(attribute.buffer, attribute.stride);
vertexDescription.attributes[attributeIndex] = {
.format = getMetalFormat(attribute.type,
attribute.flags & Attribute::FLAG_NORMALIZED),
.buffer = bufferIndex,
.offset = 0
.format = getMetalFormat(
attribute.type, attribute.flags & Attribute::FLAG_NORMALIZED),
.buffer = uint32_t(bufferArgumentIndex),
.offset = attribute.offset
};
vertexDescription.layouts[bufferIndex] = {
.step = MTLVertexStepFunctionPerVertex,
.stride = attribute.stride
};
bufferIndex++;
};
}
}
MetalProgram::MetalProgram(id<MTLDevice> device, const Program& program) noexcept
: HwProgram(program.getName()), vertexFunction(nil), fragmentFunction(nil),
computeFunction(nil), isValid(false) {
using MetalFunctionPtr = __strong id<MTLFunction>*;
static_assert(Program::SHADER_TYPE_COUNT == 3, "Only vertex, fragment, and/or compute shaders expected.");
MetalFunctionPtr shaderFunctions[3] = { &vertexFunction, &fragmentFunction, &computeFunction };
const auto& sources = program.getShadersSource();
for (size_t i = 0; i < Program::SHADER_TYPE_COUNT; i++) {
const auto& source = sources[i];
// It's okay for some shaders to be empty, they shouldn't be used in any draw calls.
if (source.empty()) {
continue;
}
assert_invariant( source[source.size() - 1] == '\0' );
// the shader string is null terminated and the length includes the null character
NSString* objcSource = [[NSString alloc] initWithBytes:source.data()
length:source.size() - 1
encoding:NSUTF8StringEncoding];
NSError* error = nil;
// When options is nil, Metal uses the most recent language version available.
id<MTLLibrary> library = [device newLibraryWithSource:objcSource
options:nil
error:&error];
if (library == nil) {
if (error) {
auto description =
[error.localizedDescription cStringUsingEncoding:NSUTF8StringEncoding];
utils::slog.w << description << utils::io::endl;
}
PANIC_LOG("Failed to compile Metal program.");
return;
}
MTLFunctionConstantValues* constants = [MTLFunctionConstantValues new];
auto const& specializationConstants = program.getSpecializationConstants();
for (auto const& sc : specializationConstants) {
const std::array<MTLDataType, 3> types{
MTLDataTypeInt, MTLDataTypeFloat, MTLDataTypeBool };
std::visit([&sc, constants, type = types[sc.value.index()]](auto&& arg) {
[constants setConstantValue:&arg
type:type
atIndex:sc.id];
}, sc.value);
}
id<MTLFunction> function = [library newFunctionWithName:@"main0"
constantValues:constants
error:&error];
if (!program.getName().empty()) {
function.label = @(program.getName().c_str());
}
assert_invariant(function);
*shaderFunctions[i] = function;
}
UTILS_UNUSED_IN_RELEASE const bool isRasterizationProgram =
vertexFunction != nil && fragmentFunction != nil;
UTILS_UNUSED_IN_RELEASE const bool isComputeProgram = computeFunction != nil;
// The program must be either a rasterization program XOR a compute program.
assert_invariant(isRasterizationProgram != isComputeProgram);
// All stages of the program have compiled successfully, this is a valid program.
isValid = true;
MetalProgram::MetalProgram(MetalContext& context, Program&& program) noexcept
: HwProgram(program.getName()), mContext(context) {
// Save this program's SamplerGroupInfo, it's used during draw calls to bind sampler groups to
// the appropriate stage(s).
samplerGroupInfo = program.getSamplerGroupInfo();
mToken = context.shaderCompiler->createProgram(program.getName(), std::move(program));
assert_invariant(mToken);
}
const MetalShaderCompiler::MetalFunctionBundle& MetalProgram::getFunctions() {
initialize();
return mFunctionBundle;
}
void MetalProgram::initialize() {
if (!mToken) {
return;
}
mFunctionBundle = mContext.shaderCompiler->getProgram(mToken);
assert_invariant(!mToken);
}
MetalTexture::MetalTexture(MetalContext& context, SamplerType target, uint8_t levels,
@@ -516,6 +545,15 @@ MetalTexture::MetalTexture(MetalContext& context, SamplerType target, uint8_t le
setLodRange(0, levels - 1);
}
void MetalTexture::terminate() noexcept {
texture = nil;
swizzledTextureView = nil;
lodTextureView = nil;
msaaSidecar = nil;
externalImage.set(nullptr);
terminated = true;
}
MetalTexture::~MetalTexture() {
externalImage.set(nullptr);
}
@@ -749,6 +787,7 @@ void MetalTexture::loadWithBlit(uint32_t level, uint32_t slice, MTLRegion region
#endif
id<MTLTexture> stagingTexture = [context.device newTextureWithDescriptor:descriptor];
// FIXME? Why is this not just `MTLRegion sourceRegion = region;` ?
MTLRegion sourceRegion = MTLRegionMake3D(0, 0, 0,
region.size.width, region.size.height, region.size.depth);
[stagingTexture replaceRegion:sourceRegion
@@ -775,27 +814,27 @@ void MetalTexture::loadWithBlit(uint32_t level, uint32_t slice, MTLRegion region
slices:NSMakeRange(0, slices)];
}
MetalBlitter::BlitArgs args;
MetalBlitter::BlitArgs args{};
args.filter = SamplerMagFilter::NEAREST;
args.source.level = 0;
args.source.slice = 0;
args.source.region = sourceRegion;
args.source.texture = stagingTexture;
args.destination.level = level;
args.destination.slice = slice;
args.destination.region = region;
args.source.color = stagingTexture;
args.destination.color = destinationTexture;
args.destination.texture = destinationTexture;
context.blitter->blit(getPendingCommandBuffer(&context), args, "Texture upload blit");
}
void MetalTexture::extendLodRangeTo(uint32_t level) {
void MetalTexture::extendLodRangeTo(uint16_t level) {
assert_invariant(!isInRenderPass(&context));
minLod = std::min(minLod, level);
maxLod = std::max(maxLod, level);
lodTextureView = nil;
}
void MetalTexture::setLodRange(uint32_t min, uint32_t max) {
void MetalTexture::setLodRange(uint16_t min, uint16_t max) {
assert_invariant(!isInRenderPass(&context));
assert_invariant(min <= max);
minLod = min;
@@ -1123,7 +1162,7 @@ MetalRenderTarget::Attachment MetalRenderTarget::getDepthAttachment() {
MetalRenderTarget::Attachment MetalRenderTarget::getStencilAttachment() {
Attachment result = stencil;
if (defaultRenderTarget) {
// TODO: do we want the default SwapChain to have a default stencil buffer?
result.texture = context->currentDrawSwapChain->acquireStencilTexture();
}
return result;
}
@@ -0,0 +1,110 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef TNT_FILAMENT_BACKEND_METAL_METALSHADERCOMPILER_H
#define TNT_FILAMENT_BACKEND_METAL_METALSHADERCOMPILER_H
#include "CompilerThreadPool.h"
#include "CallbackManager.h"
#include <backend/CallbackHandler.h>
#include <backend/Program.h>
#include <utils/CString.h>
#include <Metal/Metal.h>
#include <array>
#include <memory>
namespace filament::backend {
class MetalDriver;
class MetalShaderCompiler {
struct MetalProgramToken;
public:
class MetalFunctionBundle {
public:
MetalFunctionBundle() = default;
MetalFunctionBundle(id<MTLFunction> fragment, id<MTLFunction> vertex)
: functions{fragment, vertex} {
assert_invariant(fragment && vertex);
assert_invariant(fragment.functionType == MTLFunctionTypeFragment);
assert_invariant(vertex.functionType == MTLFunctionTypeVertex);
}
explicit MetalFunctionBundle(id<MTLFunction> compute) : functions{compute, nil} {
assert_invariant(compute);
assert_invariant(compute.functionType == MTLFunctionTypeKernel);
}
std::pair<id<MTLFunction>, id<MTLFunction>> getRasterFunctions() const noexcept {
assert_invariant(functions[0].functionType == MTLFunctionTypeFragment);
assert_invariant(functions[1].functionType == MTLFunctionTypeVertex);
return {functions[0], functions[1]};
}
id<MTLFunction> getComputeFunction() const noexcept {
assert_invariant(functions[0].functionType == MTLFunctionTypeKernel);
return functions[0];
}
explicit operator bool() const { return functions[0] != nil; }
private:
// Can hold two functions, either:
// - fragment and vertex (for rasterization pipelines)
// - compute (for compute pipelines)
id<MTLFunction> functions[2] = {nil, nil};
};
using program_token_t = std::shared_ptr<MetalProgramToken>;
explicit MetalShaderCompiler(id<MTLDevice> device, MetalDriver& driver);
MetalShaderCompiler(MetalShaderCompiler const& rhs) = delete;
MetalShaderCompiler(MetalShaderCompiler&& rhs) = delete;
MetalShaderCompiler& operator=(MetalShaderCompiler const& rhs) = delete;
MetalShaderCompiler& operator=(MetalShaderCompiler&& rhs) = delete;
void init() noexcept;
void terminate() noexcept;
// Creates a program asynchronously
program_token_t createProgram(utils::CString const& name, Program&& program);
// Returns the functions, blocking if necessary. The Token is destroyed and becomes invalid.
MetalFunctionBundle getProgram(program_token_t& token);
// Destroys a valid token and all associated resources. Used to "cancel" a program compilation.
static void terminate(program_token_t& token);
void notifyWhenAllProgramsAreReady(
CallbackHandler* handler, CallbackHandler::Callback callback, void* user);
private:
static MetalFunctionBundle compileProgram(const Program& program, id<MTLDevice> device);
CompilerThreadPool mCompilerThreadPool;
id<MTLDevice> mDevice;
CallbackManager mCallbackManager;
};
} // namespace filament::backend
#endif // TNT_FILAMENT_BACKEND_METAL_METALSHADERCOMPILER_H
@@ -0,0 +1,228 @@
/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "MetalShaderCompiler.h"
#include "MetalDriver.h"
#include <backend/Program.h>
#include <utils/JobSystem.h>
#include <utils/Mutex.h>
#include <chrono>
namespace filament::backend {
using namespace utils;
struct MetalShaderCompiler::MetalProgramToken : ProgramToken {
MetalProgramToken(MetalShaderCompiler& compiler) noexcept
: compiler(compiler) {
}
~MetalProgramToken() override;
void set(MetalFunctionBundle p) noexcept {
std::unique_lock const l(lock);
std::swap(program, p);
signaled = true;
cond.notify_one();
}
MetalFunctionBundle get() const noexcept {
std::unique_lock l(lock);
cond.wait(l, [this](){ return signaled; });
return program;
}
void wait() const noexcept {
std::unique_lock l(lock);
cond.wait(l, [this]() { return signaled; });
}
bool isReady() const noexcept {
std::unique_lock l(lock);
using namespace std::chrono_literals;
return cond.wait_for(l, 0s, [this]() { return signaled; });
}
MetalShaderCompiler& compiler;
CallbackManager::Handle handle{};
MetalFunctionBundle program{};
mutable utils::Mutex lock;
mutable utils::Condition cond;
bool signaled = false;
};
MetalShaderCompiler::MetalProgramToken::~MetalProgramToken() = default;
MetalShaderCompiler::MetalShaderCompiler(id<MTLDevice> device, MetalDriver& driver)
: mDevice(device),
mCallbackManager(driver) {
}
void MetalShaderCompiler::init() noexcept {
const uint32_t poolSize = 2;
mCompilerThreadPool.init(poolSize, []() {}, []() {});
}
void MetalShaderCompiler::terminate() noexcept {
mCompilerThreadPool.terminate();
mCallbackManager.terminate();
}
/* static */ MetalShaderCompiler::MetalFunctionBundle MetalShaderCompiler::compileProgram(
const Program& program, id<MTLDevice> device) {
std::array<id<MTLFunction>, Program::SHADER_TYPE_COUNT> functions = { nil };
const auto& sources = program.getShadersSource();
for (size_t i = 0; i < Program::SHADER_TYPE_COUNT; i++) {
const auto& source = sources[i];
// It's okay for some shaders to be empty, they shouldn't be used in any draw calls.
if (source.empty()) {
continue;
}
assert_invariant(source[source.size() - 1] == '\0');
// the shader string is null terminated and the length includes the null character
NSString* objcSource = [[NSString alloc] initWithBytes:source.data()
length:source.size() - 1
encoding:NSUTF8StringEncoding];
// By default, Metal uses the most recent language version.
MTLCompileOptions* options = [MTLCompileOptions new];
// Disable Fast Math optimizations.
// This ensures that operations adhere to IEEE standards for floating-point arithmetic,
// which is crucial for half precision floats in scenarios where fast math optimizations
// lead to inaccuracies, such as in handling special values like NaN or Infinity.
options.fastMathEnabled = NO;
NSError* error = nil;
id<MTLLibrary> library = [device newLibraryWithSource:objcSource
options:options
error:&error];
if (library == nil) {
if (error) {
auto description =
[error.localizedDescription cStringUsingEncoding:NSUTF8StringEncoding];
utils::slog.w << description << utils::io::endl;
}
PANIC_LOG("Failed to compile Metal program.");
return {};
}
MTLFunctionConstantValues* constants = [MTLFunctionConstantValues new];
auto const& specializationConstants = program.getSpecializationConstants();
for (auto const& sc : specializationConstants) {
const std::array<MTLDataType, 3> types{
MTLDataTypeInt, MTLDataTypeFloat, MTLDataTypeBool };
std::visit([&sc, constants, type = types[sc.value.index()]](auto&& arg) {
[constants setConstantValue:&arg
type:type
atIndex:sc.id];
}, sc.value);
}
id<MTLFunction> function = [library newFunctionWithName:@"main0"
constantValues:constants
error:&error];
if (!program.getName().empty()) {
function.label = @(program.getName().c_str());
}
assert_invariant(function);
functions[i] = function;
}
static_assert(Program::SHADER_TYPE_COUNT == 3,
"Only vertex, fragment, and/or compute shaders expected.");
id<MTLFunction> vertexFunction = functions[0];
id<MTLFunction> fragmentFunction = functions[1];
id<MTLFunction> computeFunction = functions[2];
const bool isRasterizationProgram = vertexFunction != nil && fragmentFunction != nil;
const bool isComputeProgram = computeFunction != nil;
// The program must be either a rasterization program XOR a compute program.
assert_invariant(isRasterizationProgram != isComputeProgram);
if (isRasterizationProgram) {
return {fragmentFunction, vertexFunction};
}
if (isComputeProgram) {
return MetalFunctionBundle{computeFunction};
}
return {};
}
MetalShaderCompiler::program_token_t MetalShaderCompiler::createProgram(
CString const& name, Program&& program) {
auto token = std::make_shared<MetalProgramToken>(*this);
token->handle = mCallbackManager.get();
CompilerPriorityQueue const priorityQueue = program.getPriorityQueue();
mCompilerThreadPool.queue(priorityQueue, token,
[this, name, device = mDevice, program = std::move(program), token]() {
MetalFunctionBundle compiledProgram = compileProgram(program, device);
token->set(compiledProgram);
mCallbackManager.put(token->handle);
});
return token;
}
MetalShaderCompiler::MetalFunctionBundle MetalShaderCompiler::getProgram(program_token_t& token) {
assert_invariant(token);
if (!token->isReady()) {
auto job = mCompilerThreadPool.dequeue(token);
if (job) {
job();
}
}
MetalShaderCompiler::MetalFunctionBundle program = token->get();
token = nullptr;
return program;
}
/* static */ void MetalShaderCompiler::terminate(program_token_t& token) {
assert_invariant(token);
auto job = token->compiler.mCompilerThreadPool.dequeue(token);
if (!job) {
// The job is being executed right now (or has already executed).
token->wait();
} else {
// The job has not executed yet.
token->compiler.mCallbackManager.put(token->handle);
}
token.reset();
}
void MetalShaderCompiler::notifyWhenAllProgramsAreReady(
CallbackHandler* handler, CallbackHandler::Callback callback, void* user) {
mCallbackManager.setCallback(handler, callback, user);
}
} // namespace filament::backend
+16 -5
View File
@@ -182,6 +182,10 @@ bool NoopDriver::isParallelShaderCompileSupported() {
return false;
}
bool NoopDriver::isDepthStencilResolveSupported() {
return true;
}
bool NoopDriver::isWorkaroundNeeded(Workaround) {
return false;
}
@@ -252,10 +256,6 @@ void NoopDriver::setExternalStream(Handle<HwTexture> th, Handle<HwStream> sh) {
void NoopDriver::generateMipmaps(Handle<HwTexture> th) { }
bool NoopDriver::canGenerateMipmaps() {
return true;
}
void NoopDriver::updateSamplerGroup(Handle<HwSamplerGroup> sbh,
BufferDescriptor&& data) {
scheduleDestroy(std::move(data));
@@ -322,12 +322,23 @@ void NoopDriver::readBufferSubData(backend::BufferObjectHandle boh,
scheduleDestroy(std::move(p));
}
void NoopDriver::blit(TargetBufferFlags buffers,
void NoopDriver::blitDEPRECATED(TargetBufferFlags buffers,
Handle<HwRenderTarget> dst, Viewport dstRect,
Handle<HwRenderTarget> src, Viewport srcRect,
SamplerMagFilter filter) {
}
void NoopDriver::resolve(
Handle<HwTexture> dst, uint8_t srcLevel, uint8_t srcLayer,
Handle<HwTexture> src, uint8_t dstLevel, uint8_t dstLayer) {
}
void NoopDriver::blit(
Handle<HwTexture> dst, uint8_t srcLevel, uint8_t srcLayer, math::uint2 dstOrigin,
Handle<HwTexture> src, uint8_t dstLevel, uint8_t dstLayer, math::uint2 srcOrigin,
math::uint2 size) {
}
void NoopDriver::draw(PipelineState pipelineState, Handle<HwRenderPrimitive> rph,
uint32_t instanceCount) {
}
+12 -9
View File
@@ -373,16 +373,19 @@ constexpr inline GLenum getCullingMode(CullingMode mode) noexcept {
constexpr inline std::pair<GLenum, GLenum> textureFormatToFormatAndType(
TextureFormat format) noexcept {
switch (format) {
case TextureFormat::RGB8: return { GL_RGB, GL_UNSIGNED_BYTE };
case TextureFormat::RGBA8: return { GL_RGBA, GL_UNSIGNED_BYTE };
case TextureFormat::RGB565: return { GL_RGB, GL_UNSIGNED_SHORT_5_6_5 };
case TextureFormat::RGB5_A1: return { GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 };
case TextureFormat::RGBA4: return { GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 };
case TextureFormat::DEPTH16: return { GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT };
case TextureFormat::DEPTH24: return { GL_DEPTH_COMPONENT, GL_UNSIGNED_INT };
case TextureFormat::R8: return { 0x1909 /*GL_LUMINANCE*/, GL_UNSIGNED_BYTE };
case TextureFormat::RGB8: return { GL_RGB, GL_UNSIGNED_BYTE };
case TextureFormat::SRGB8: return { GL_RGB, GL_UNSIGNED_BYTE };
case TextureFormat::RGBA8: return { GL_RGBA, GL_UNSIGNED_BYTE };
case TextureFormat::SRGB8_A8: return { GL_RGBA, GL_UNSIGNED_BYTE };
case TextureFormat::RGB565: return { GL_RGB, GL_UNSIGNED_SHORT_5_6_5 };
case TextureFormat::RGB5_A1: return { GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 };
case TextureFormat::RGBA4: return { GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 };
case TextureFormat::DEPTH16: return { GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT };
case TextureFormat::DEPTH24: return { GL_DEPTH_COMPONENT, GL_UNSIGNED_INT };
case TextureFormat::DEPTH24_STENCIL8:
return { GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8 };
default: return { GL_NONE, GL_NONE };
return { GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8 };
default: return { GL_NONE, GL_NONE };
}
}
+32 -32
View File
@@ -16,6 +16,8 @@
#include "OpenGLBlobCache.h"
#include "OpenGLContext.h"
#include <backend/Platform.h>
#include <backend/Program.h>
@@ -28,17 +30,18 @@ struct OpenGLBlobCache::Blob {
char data[];
};
GLuint OpenGLBlobCache::retrieve(BlobCacheKey* outKey, Platform& platform,
Program const& program) noexcept {
SYSTRACE_CALL();
OpenGLBlobCache::OpenGLBlobCache(OpenGLContext& gl) noexcept
: mCachingSupported(gl.gets.num_program_binary_formats >= 1) {
}
if (!platform.hasBlobFunc()) {
GLuint OpenGLBlobCache::retrieve(BlobCacheKey* outKey, Platform& platform,
Program const& program) const noexcept {
SYSTRACE_CALL();
if (!mCachingSupported || !platform.hasRetrieveBlobFunc()) {
// the key is never updated in that case
return 0;
}
SYSTRACE_CONTEXT();
GLuint programId = 0;
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
@@ -64,8 +67,10 @@ GLuint OpenGLBlobCache::retrieve(BlobCacheKey* outKey, Platform& platform,
programId = glCreateProgram();
SYSTRACE_NAME("glProgramBinary");
glProgramBinary(programId, blob->format, blob->data, programBinarySize);
{ // scope for systrace
SYSTRACE_NAME("glProgramBinary");
glProgramBinary(programId, blob->format, blob->data, programBinarySize);
}
if (UTILS_UNLIKELY(glGetError() != GL_NO_ERROR)) {
// glProgramBinary can fail if for instance the driver has been updated
@@ -85,19 +90,28 @@ GLuint OpenGLBlobCache::retrieve(BlobCacheKey* outKey, Platform& platform,
void OpenGLBlobCache::insert(Platform& platform,
BlobCacheKey const& key, GLuint program) noexcept {
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
SYSTRACE_CALL();
if (platform.hasBlobFunc()) {
SYSTRACE_CONTEXT();
GLenum format;
GLint programBinarySize;
if (!mCachingSupported || !platform.hasInsertBlobFunc()) {
// the key is never updated in that case
return;
}
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
GLenum format;
GLint programBinarySize = 0;
{ // scope for systrace
SYSTRACE_NAME("glGetProgramiv");
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programBinarySize);
if (programBinarySize) {
size_t const size = sizeof(Blob) + programBinarySize;
std::unique_ptr<Blob, decltype(&::free)> blob{ (Blob*)malloc(size), &::free };
SYSTRACE_NAME("glGetProgramBinary");
glGetProgramBinary(program, programBinarySize, &programBinarySize, &format, blob->data);
}
if (programBinarySize) {
size_t const size = sizeof(Blob) + programBinarySize;
std::unique_ptr<Blob, decltype(&::free)> blob{ (Blob*)malloc(size), &::free };
if (UTILS_LIKELY(blob)) {
{ // scope for systrace
SYSTRACE_NAME("glGetProgramBinary");
glGetProgramBinary(program, programBinarySize,
&programBinarySize, &format, blob->data);
}
GLenum const error = glGetError();
if (error == GL_NO_ERROR) {
blob->format = format;
@@ -108,18 +122,4 @@ void OpenGLBlobCache::insert(Platform& platform,
#endif
}
void OpenGLBlobCache::insert(Platform& platform, BlobCacheKey const& key,
GLenum format, void* data, GLsizei programBinarySize) noexcept {
SYSTRACE_CALL();
if (platform.hasBlobFunc()) {
if (programBinarySize) {
size_t const size = sizeof(Blob) + programBinarySize;
std::unique_ptr<Blob, decltype(&::free)> blob{ (Blob*)malloc(size), &::free };
blob->format = format;
memcpy(blob->data, data, programBinarySize);
platform.insertBlob(key.data(), key.size(), blob.get(), size);
}
}
}
} // namespace filament::backend
@@ -25,20 +25,21 @@ namespace filament::backend {
class Platform;
class Program;
class OpenGLContext;
class OpenGLBlobCache {
public:
static GLuint retrieve(BlobCacheKey* key, Platform& platform,
Program const& program) noexcept;
explicit OpenGLBlobCache(OpenGLContext& gl) noexcept;
static void insert(Platform& platform,
GLuint retrieve(BlobCacheKey* key, Platform& platform,
Program const& program) const noexcept;
void insert(Platform& platform,
BlobCacheKey const& key, GLuint program) noexcept;
static void insert(Platform& platform, BlobCacheKey const& key,
GLenum format, void* data, GLsizei programBinarySize) noexcept;
private:
struct Blob;
bool mCachingSupported = false;
};
} // namespace filament::backend
+58 -27
View File
@@ -99,38 +99,41 @@ OpenGLContext::OpenGLContext() noexcept {
if (mFeatureLevel >= FeatureLevel::FEATURE_LEVEL_1) {
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,
&gets.max_uniform_block_size);
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS,
&gets.max_uniform_buffer_bindings);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
&gets.uniform_buffer_offset_alignment);
glGetIntegerv(GL_MAX_SAMPLES,
&gets.max_samples);
glGetIntegerv(GL_MAX_DRAW_BUFFERS,
&gets.max_draw_buffers);
glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
&gets.max_transform_feedback_separate_attribs);
#ifdef GL_EXT_texture_filter_anisotropic
if (ext.EXT_texture_filter_anisotropic) {
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gets.max_anisotropy);
}
#endif
glGetIntegerv(GL_MAX_DRAW_BUFFERS,
&gets.max_draw_buffers);
glGetIntegerv(GL_MAX_SAMPLES,
&gets.max_samples);
glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
&gets.max_transform_feedback_separate_attribs);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,
&gets.max_uniform_block_size);
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS,
&gets.max_uniform_buffer_bindings);
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS,
&gets.num_program_binary_formats);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
&gets.uniform_buffer_offset_alignment);
#endif
}
#ifdef BACKEND_OPENGL_VERSION_GLES
else {
gets.max_anisotropy = 1;
gets.max_draw_buffers = 1;
gets.max_samples = 1;
gets.max_transform_feedback_separate_attribs = 0;
gets.max_uniform_block_size = 0;
gets.max_uniform_buffer_bindings = 0;
gets.num_program_binary_formats = 0;
gets.uniform_buffer_offset_alignment = 0;
gets.max_samples = 1;
gets.max_draw_buffers = 1;
gets.max_transform_feedback_separate_attribs = 0;
gets.max_anisotropy = 1;
}
#endif
slog.v << "Feature level: " << +mFeatureLevel << '\n';
slog.v << "Active workarounds: " << '\n';
UTILS_NOUNROLL
@@ -143,13 +146,29 @@ OpenGLContext::OpenGLContext() noexcept {
#ifndef NDEBUG
// this is useful for development
slog.v << "GL_MAX_DRAW_BUFFERS = " << gets.max_draw_buffers << '\n'
<< "GL_MAX_RENDERBUFFER_SIZE = " << gets.max_renderbuffer_size << '\n'
<< "GL_MAX_SAMPLES = " << gets.max_samples << '\n'
<< "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = " << gets.max_anisotropy << '\n'
<< "GL_MAX_UNIFORM_BLOCK_SIZE = " << gets.max_uniform_block_size << '\n'
<< "GL_MAX_TEXTURE_IMAGE_UNITS = " << gets.max_texture_image_units << '\n'
<< "GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = " << gets.uniform_buffer_offset_alignment << '\n'
slog.v
<< "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = "
<< gets.max_anisotropy << '\n'
<< "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = "
<< gets.max_combined_texture_image_units << '\n'
<< "GL_MAX_DRAW_BUFFERS = "
<< gets.max_draw_buffers << '\n'
<< "GL_MAX_RENDERBUFFER_SIZE = "
<< gets.max_renderbuffer_size << '\n'
<< "GL_MAX_SAMPLES = "
<< gets.max_samples << '\n'
<< "GL_MAX_TEXTURE_IMAGE_UNITS = "
<< gets.max_texture_image_units << '\n'
<< "GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = "
<< gets.max_transform_feedback_separate_attribs << '\n'
<< "GL_MAX_UNIFORM_BLOCK_SIZE = "
<< gets.max_uniform_block_size << '\n'
<< "GL_MAX_UNIFORM_BUFFER_BINDINGS = "
<< gets.max_uniform_buffer_bindings << '\n'
<< "GL_NUM_PROGRAM_BINARY_FORMATS = "
<< gets.num_program_binary_formats << '\n'
<< "GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = "
<< gets.uniform_buffer_offset_alignment << '\n'
;
flush(slog.v);
#endif
@@ -255,6 +274,7 @@ void OpenGLContext::setDefaultState() noexcept {
glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_NICEST);
#endif
#if !defined(__EMSCRIPTEN__)
if (ext.EXT_clip_control) {
#if defined(BACKEND_OPENGL_VERSION_GL)
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
@@ -262,9 +282,11 @@ void OpenGLContext::setDefaultState() noexcept {
glClipControlEXT(GL_LOWER_LEFT_EXT, GL_ZERO_TO_ONE_EXT);
#endif
}
#endif
if (ext.EXT_clip_cull_distance) {
glEnable(GL_CLIP_DISTANCE0);
glEnable(GL_CLIP_DISTANCE1);
}
}
@@ -289,7 +311,9 @@ void OpenGLContext::initProcs(Procs* procs,
# ifdef BACKEND_OPENGL_VERSION_GL
procs->getQueryObjectui64v = glGetQueryObjectui64v; // only core in GL
# elif defined(GL_EXT_disjoint_timer_query)
procs->getQueryObjectui64v = glGetQueryObjectui64vEXT;
# ifndef __EMSCRIPTEN__
procs->getQueryObjectui64v = glGetQueryObjectui64vEXT;
# endif
# endif // BACKEND_OPENGL_VERSION_GL
// core in ES 3.0 and GL 4.3
@@ -301,6 +325,7 @@ void OpenGLContext::initProcs(Procs* procs,
#ifdef BACKEND_OPENGL_VERSION_GLES
# ifndef IOS // IOS is guaranteed to have ES3.x
# ifndef __EMSCRIPTEN__
if (UTILS_UNLIKELY(major == 2)) {
// Runtime OpenGL version is ES 2.x
if (UTILS_LIKELY(ext.OES_vertex_array_object)) {
@@ -328,6 +353,7 @@ void OpenGLContext::initProcs(Procs* procs,
procs->maxShaderCompilerThreadsKHR = glMaxShaderCompilerThreadsKHR;
}
# endif // __EMSCRIPTEN__
# endif // IOS
#else
procs->maxShaderCompilerThreadsKHR = glMaxShaderCompilerThreadsARB;
@@ -456,7 +482,6 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
// (that should be regardless of ANGLE, but we should double-check)
bugs->split_easu = true;
}
// TODO: see if we could use `bugs.allow_read_only_ancillary_feedback_loop = true`
}
#ifdef BACKEND_OPENGL_VERSION_GLES
@@ -561,17 +586,23 @@ void OpenGLContext::initExtensionsGLES(Extensions* ext, GLint major, GLint minor
// figure out and initialize the extensions we need
using namespace std::literals;
ext->APPLE_color_buffer_packed_float = exts.has("GL_APPLE_color_buffer_packed_float"sv);
#ifndef __EMSCRIPTEN__
ext->EXT_clip_control = exts.has("GL_EXT_clip_control"sv);
#endif
ext->EXT_clip_cull_distance = exts.has("GL_EXT_clip_cull_distance"sv);
ext->EXT_color_buffer_float = exts.has("GL_EXT_color_buffer_float"sv);
ext->EXT_color_buffer_half_float = exts.has("GL_EXT_color_buffer_half_float"sv);
#ifndef __EMSCRIPTEN__
ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
#endif
ext->EXT_discard_framebuffer = exts.has("GL_EXT_discard_framebuffer"sv);
#ifndef __EMSCRIPTEN__
ext->EXT_disjoint_timer_query = exts.has("GL_EXT_disjoint_timer_query"sv);
ext->EXT_multisampled_render_to_texture = exts.has("GL_EXT_multisampled_render_to_texture"sv);
ext->EXT_multisampled_render_to_texture2 = exts.has("GL_EXT_multisampled_render_to_texture2"sv);
#endif
ext->EXT_shader_framebuffer_fetch = exts.has("GL_EXT_shader_framebuffer_fetch"sv);
#if !defined(__EMSCRIPTEN__)
#ifndef __EMSCRIPTEN__
ext->EXT_texture_compression_etc2 = true;
#endif
ext->EXT_texture_compression_s3tc = exts.has("GL_EXT_texture_compression_s3tc"sv);
+4 -3
View File
@@ -153,14 +153,15 @@ public:
// glGet*() values
struct Gets {
GLfloat max_anisotropy;
GLint max_combined_texture_image_units;
GLint max_draw_buffers;
GLint max_renderbuffer_size;
GLint max_samples;
GLint max_uniform_block_size;
GLint max_texture_image_units;
GLint max_combined_texture_image_units;
GLint max_transform_feedback_separate_attribs;
GLint max_uniform_buffer_bindings;
GLint max_uniform_block_size;
GLint max_uniform_buffer_bindings;
GLint num_program_binary_formats;
GLint uniform_buffer_offset_alignment;
} gets = {};
+297 -94
View File
@@ -147,8 +147,8 @@ Driver* OpenGLDriver::create(OpenGLPlatform* const platform,
#endif
size_t const defaultSize = FILAMENT_OPENGL_HANDLE_ARENA_SIZE_IN_MB * 1024U * 1024U;
Platform::DriverConfig const validConfig {
.handleArenaSize = std::max(driverConfig.handleArenaSize, defaultSize) };
Platform::DriverConfig validConfig {driverConfig};
validConfig.handleArenaSize = std::max(driverConfig.handleArenaSize, defaultSize);
OpenGLDriver* const driver = new OpenGLDriver(ec, validConfig);
return driver;
}
@@ -172,7 +172,7 @@ OpenGLDriver::OpenGLDriver(OpenGLPlatform* platform, const Platform::DriverConfi
mShaderCompilerService(*this),
mHandleAllocator("Handles", driverConfig.handleArenaSize),
mSamplerMap(32) {
std::fill(mSamplerBindings.begin(), mSamplerBindings.end(), nullptr);
// set a reasonable default value for our stream array
@@ -262,21 +262,27 @@ void OpenGLDriver::bindTexture(GLuint unit, GLTexture const* t) noexcept {
mContext.bindTexture(unit, t->gl.target, t->gl.id, t->gl.targetIndex);
}
void OpenGLDriver::useProgram(OpenGLProgram* p) noexcept {
bool OpenGLDriver::useProgram(OpenGLProgram* p) noexcept {
if (UTILS_UNLIKELY(!p->isValid())) {
// If the program is not valid, we can't call use().
return false;
}
// set-up textures and samplers in the proper TMUs (as specified in setSamplers)
p->use(this, mContext);
if (UTILS_UNLIKELY(mContext.isES2())) {
for (uint32_t i = 0; i < Program::UNIFORM_BINDING_COUNT; i++) {
auto [buffer, age] = mUniformBindings[i];
auto [id, buffer, age] = mUniformBindings[i];
if (buffer) {
p->updateUniforms(i, buffer, age);
p->updateUniforms(i, id, buffer, age);
}
}
// Set the output colorspace for this program (linear or rec709). This in only relevant
// when mPlatform.isSRGBSwapChainSupported() is false (no need to check though).
p->setRec709ColorSpace(mRec709OutputColorspace);
}
return true;
}
@@ -479,6 +485,7 @@ void OpenGLDriver::createBufferObjectR(Handle<HwBufferObject> boh,
GLBufferObject* bo = construct<GLBufferObject>(boh, byteCount, bindingType, usage);
if (UTILS_UNLIKELY(bindingType == BufferObjectBinding::UNIFORM && gl.isES2())) {
bo->gl.id = ++mLastAssignedEmulatedUboId;
bo->gl.buffer = malloc(byteCount);
memset(bo->gl.buffer, 0, byteCount);
} else {
@@ -530,7 +537,7 @@ void OpenGLDriver::createProgramR(Handle<HwProgram> ph, Program&& program) {
if (UTILS_UNLIKELY(mContext.isES2())) {
// Here we patch the specification constants to enable or not the rec709 output
// Here we patch the specialization constants to enable or not the rec709 output
// color space emulation in this program. Obviously, the backend shouldn't know about
// specific spec-constants, so we need to handle failures gracefully. This cannot be
// done at Material creation time because only the backend has access to
@@ -555,7 +562,8 @@ void OpenGLDriver::createProgramR(Handle<HwProgram> ph, Program&& program) {
CHECK_GL_ERROR(utils::slog.e)
}
void OpenGLDriver::createSamplerGroupR(Handle<HwSamplerGroup> sbh, uint32_t size) {
void OpenGLDriver::createSamplerGroupR(Handle<HwSamplerGroup> sbh, uint32_t size,
utils::FixedSizeString<32> debugName) {
DEBUG_MARKER()
construct<GLSamplerGroup>(sbh, size);
@@ -594,8 +602,9 @@ void OpenGLDriver::textureStorage(OpenGLDriver::GLTexture* t,
}
} else {
glTexImage2D(t->gl.target, level, GLint(t->gl.internalFormat),
GLsizei(width), GLsizei(height), 0,
format, type, nullptr);
std::max(GLsizei(1), GLsizei(width >> level)),
std::max(GLsizei(1), GLsizei(height >> level)),
0, format, type, nullptr);
}
}
}
@@ -1055,6 +1064,7 @@ void OpenGLDriver::framebufferTexture(TargetBufferInfo const& binfo,
}
CHECK_GL_ERROR(utils::slog.e)
} else
#ifndef __EMSCRIPTEN__
#ifdef GL_EXT_multisampled_render_to_texture
// EXT_multisampled_render_to_texture only support GL_COLOR_ATTACHMENT0
if (!attachmentTypeNotSupportedByMSRTT && (t->depth <= 1)
@@ -1067,7 +1077,7 @@ void OpenGLDriver::framebufferTexture(TargetBufferInfo const& binfo,
// This extension only exists on OpenGL ES.
gl.bindFramebuffer(GL_FRAMEBUFFER, rt->gl.fbo);
if (any(t->usage & TextureUsage::SAMPLEABLE)) {
glext::glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER,
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER,
attachment, target, t->gl.id, binfo.level, rt->gl.samples);
} else {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment,
@@ -1075,7 +1085,8 @@ void OpenGLDriver::framebufferTexture(TargetBufferInfo const& binfo,
}
CHECK_GL_ERROR(utils::slog.e)
} else
#endif
#endif // GL_EXT_multisampled_render_to_texture
#endif // __EMSCRIPTEN__
if (!any(t->usage & TextureUsage::SAMPLEABLE) && t->samples > 1) {
assert_invariant(rt->gl.samples > 1);
assert_invariant(glIsRenderbuffer(t->gl.id));
@@ -1174,6 +1185,7 @@ void OpenGLDriver::renderBufferStorage(GLuint rbo, GLenum internalformat, uint32
uint32_t height, uint8_t samples) const noexcept {
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
if (samples > 1) {
#ifndef __EMSCRIPTEN__
#ifdef GL_EXT_multisampled_render_to_texture
auto& gl = mContext;
if (gl.ext.EXT_multisampled_render_to_texture ||
@@ -1181,7 +1193,8 @@ void OpenGLDriver::renderBufferStorage(GLuint rbo, GLenum internalformat, uint32
glext::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER,
samples, internalformat, width, height);
} else
#endif
#endif // GL_EXT_multisampled_render_to_texture
#endif // __EMSCRIPTEN__
{
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
glRenderbufferStorageMultisample(GL_RENDERBUFFER,
@@ -1289,7 +1302,9 @@ void OpenGLDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
checkDimensions(rt->gl.color[i], color[i].level);
}
}
glDrawBuffers((GLsizei)maxDrawBuffers, bufs);
if (UTILS_LIKELY(!getContext().isES2())) {
glDrawBuffers((GLsizei)maxDrawBuffers, bufs);
}
CHECK_GL_ERROR(utils::slog.e)
}
#endif
@@ -1450,6 +1465,11 @@ void OpenGLDriver::destroySamplerGroup(Handle<HwSamplerGroup> sbh) {
DEBUG_MARKER()
if (sbh) {
GLSamplerGroup* sb = handle_cast<GLSamplerGroup*>(sbh);
for (auto& binding : mSamplerBindings) {
if (binding == sb) {
binding = nullptr;
}
}
destruct(sbh, sb);
}
}
@@ -1458,9 +1478,9 @@ void OpenGLDriver::destroyTexture(Handle<HwTexture> th) {
DEBUG_MARKER()
if (th) {
auto& gl = mContext;
GLTexture* t = handle_cast<GLTexture*>(th);
if (UTILS_LIKELY(!t->gl.imported)) {
auto& gl = mContext;
if (UTILS_LIKELY(t->usage & TextureUsage::SAMPLEABLE)) {
gl.unbindTexture(t->gl.target, t->gl.id);
if (UTILS_UNLIKELY(t->hwStream)) {
@@ -1478,6 +1498,8 @@ void OpenGLDriver::destroyTexture(Handle<HwTexture> th) {
if (t->gl.sidecarRenderBufferMS) {
glDeleteRenderbuffers(1, &t->gl.sidecarRenderBufferMS);
}
} else {
gl.unbindTexture(t->gl.target, t->gl.id);
}
destruct(th, t);
}
@@ -1774,6 +1796,10 @@ bool OpenGLDriver::isRenderTargetFormatSupported(TextureFormat format) {
// support more formats, but it requires querying GL_INTERNALFORMAT_SUPPORTED which is not
// available in OpenGL ES.
auto& gl = mContext;
if (UTILS_UNLIKELY(gl.isES2())) {
auto [es2format, type] = textureFormatToFormatAndType(format);
return es2format != GL_NONE && type != GL_NONE;
}
switch (format) {
// Core formats.
case TextureFormat::R8:
@@ -1884,6 +1910,10 @@ bool OpenGLDriver::isParallelShaderCompileSupported() {
return mShaderCompilerService.isParallelShaderCompileSupported();
}
bool OpenGLDriver::isDepthStencilResolveSupported() {
return true;
}
bool OpenGLDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU:
@@ -1953,6 +1983,13 @@ void OpenGLDriver::makeCurrent(Handle<HwSwapChain> schDraw, Handle<HwSwapChain>
GLSwapChain* scRead = handle_cast<GLSwapChain*>(schRead);
mPlatform.makeCurrent(scDraw->swapChain, scRead->swapChain);
mCurrentDrawSwapChain = scDraw;
// From the GL spec for glViewport and glScissor:
// When a GL context is first attached to a window, width and height are set to the
// dimensions of that window.
// So basically, our viewport/scissor can be reset to "something" here.
mContext.state.window.viewport = {};
mContext.state.window.scissor = {};
}
// ------------------------------------------------------------------------------------------------
@@ -2198,8 +2235,7 @@ void OpenGLDriver::setMinMaxLevels(Handle<HwTexture> th, uint32_t minLevel, uint
t->gl.baseLevel = (int8_t)minLevel;
glTexParameteri(t->gl.target, GL_TEXTURE_BASE_LEVEL, t->gl.baseLevel);
t->gl
.maxLevel = (int8_t)maxLevel; // NOTE: according to the GL spec, the default value of this 1000
t->gl.maxLevel = (int8_t)maxLevel; // NOTE: according to the GL spec, the default value of this 1000
glTexParameteri(t->gl.target, GL_TEXTURE_MAX_LEVEL, t->gl.maxLevel);
}
#endif
@@ -2249,16 +2285,13 @@ void OpenGLDriver::generateMipmaps(Handle<HwTexture> th) {
CHECK_GL_ERROR(utils::slog.e)
}
bool OpenGLDriver::canGenerateMipmaps() {
return true;
}
void OpenGLDriver::setTextureData(GLTexture* t, uint32_t level,
uint32_t xoffset, uint32_t yoffset, uint32_t zoffset,
uint32_t width, uint32_t height, uint32_t depth,
PixelBufferDescriptor&& p) {
auto& gl = mContext;
assert_invariant(t != nullptr);
assert_invariant(xoffset + width <= std::max(1u, t->width >> level));
assert_invariant(yoffset + height <= std::max(1u, t->height >> level));
assert_invariant(t->samples <= 1);
@@ -2268,8 +2301,16 @@ void OpenGLDriver::setTextureData(GLTexture* t, uint32_t level,
return;
}
GLenum const glFormat = getFormat(p.format);
GLenum const glType = getType(p.type);
GLenum glFormat;
GLenum glType;
if (mContext.isES2()) {
auto formatAndType = textureFormatToFormatAndType(t->format);
glFormat = formatAndType.first;
glType = formatAndType.second;
} else {
glFormat = getFormat(p.format);
glType = getType(p.type);
}
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
if (!gl.isES2()) {
@@ -2879,7 +2920,11 @@ void OpenGLDriver::bindBufferRange(BufferObjectBinding bindingType, uint32_t ind
assert_invariant(offset + size <= ub->byteCount);
if (UTILS_UNLIKELY(ub->bindingType == BufferObjectBinding::UNIFORM && gl.isES2())) {
mUniformBindings[index] = { static_cast<uint8_t const*>(ub->gl.buffer) + offset, ub->age };
mUniformBindings[index] = {
ub->gl.id,
static_cast<uint8_t const*>(ub->gl.buffer) + offset,
ub->age,
};
} else {
GLenum const target = GLUtils::getBufferBindingType(bindingType);
@@ -2945,16 +2990,18 @@ GLuint OpenGLDriver::getSamplerSlow(SamplerParams params) const noexcept {
#endif
void OpenGLDriver::insertEventMarker(char const* string, uint32_t len) {
#ifndef __EMSCRIPTEN__
#ifdef GL_EXT_debug_marker
auto& gl = mContext;
if (gl.ext.EXT_debug_marker) {
glInsertEventMarkerEXT(GLsizei(len ? len : strlen(string)), string);
}
#endif
#endif
}
void OpenGLDriver::pushGroupMarker(char const* string, uint32_t len) {
#ifndef __EMSCRIPTEN__
#ifdef GL_EXT_debug_marker
#if DEBUG_MARKER_LEVEL & DEBUG_MARKER_OPENGL
if (UTILS_LIKELY(mContext.ext.EXT_debug_marker)) {
@@ -2967,9 +3014,11 @@ void OpenGLDriver::pushGroupMarker(char const* string, uint32_t len) {
SYSTRACE_CONTEXT();
SYSTRACE_NAME_BEGIN(string);
#endif
#endif
}
void OpenGLDriver::popGroupMarker(int) {
#ifndef __EMSCRIPTEN__
#ifdef GL_EXT_debug_marker
#if DEBUG_MARKER_LEVEL & DEBUG_MARKER_OPENGL
if (UTILS_LIKELY(mContext.ext.EXT_debug_marker)) {
@@ -2982,6 +3031,7 @@ void OpenGLDriver::popGroupMarker(int) {
SYSTRACE_CONTEXT();
SYSTRACE_NAME_END();
#endif
#endif
}
void OpenGLDriver::startCapture(int) {
@@ -3397,75 +3447,230 @@ void OpenGLDriver::clearWithRasterPipe(TargetBufferFlags clearFlags,
CHECK_GL_ERROR(utils::slog.e)
}
void OpenGLDriver::blit(TargetBufferFlags buffers,
Handle<HwRenderTarget> dst, Viewport dstRect,
Handle<HwRenderTarget> src, Viewport srcRect,
SamplerMagFilter filter) {
void OpenGLDriver::resolve(
Handle<HwTexture> dst, uint8_t srcLevel, uint8_t srcLayer,
Handle<HwTexture> src, uint8_t dstLevel, uint8_t dstLayer) {
DEBUG_MARKER()
GLTexture const* const s = handle_cast<GLTexture*>(src);
GLTexture const* const d = handle_cast<GLTexture*>(dst);
assert_invariant(s);
assert_invariant(d);
ASSERT_PRECONDITION(
d->width == s->width && d->height == s->height,
"invalid resolve: src and dst sizes don't match");
ASSERT_PRECONDITION(s->samples > 1 && d->samples == 1,
"invalid resolve: src.samples=%u, dst.samples=%u",
+s->samples, +d->samples);
blit( dst, dstLevel, dstLayer, {},
src, srcLevel, srcLayer, {},
{ d->width, d->height });
}
void OpenGLDriver::blit(
Handle<HwTexture> dst, uint8_t srcLevel, uint8_t srcLayer, uint2 dstOrigin,
Handle<HwTexture> src, uint8_t dstLevel, uint8_t dstLayer, uint2 srcOrigin,
uint2 size) {
DEBUG_MARKER()
UTILS_UNUSED_IN_RELEASE auto& gl = mContext;
assert_invariant(!gl.isES2());
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
GLbitfield const mask = getAttachmentBitfield(buffers);
if (mask) {
GLenum glFilterMode = (filter == SamplerMagFilter::NEAREST) ? GL_NEAREST : GL_LINEAR;
if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) {
// GL_INVALID_OPERATION is generated if mask contains any of the GL_DEPTH_BUFFER_BIT or
// GL_STENCIL_BUFFER_BIT and filter is not GL_NEAREST.
glFilterMode = GL_NEAREST;
}
// note: for msaa RenderTargets with non-msaa attachments, we copy from the msaa sidecar
// buffer -- this should produce the same output that if we copied from the resolved
// texture. EXT_multisampled_render_to_texture seems to allow both behaviours, and this
// is an emulation of that. We cannot use the resolved texture easily because it's not
// actually attached to the RenderTarget. Another implementation would be to do a
// reverse-resolve, but that wouldn't buy us anything.
GLRenderTarget const* s = handle_cast<GLRenderTarget const*>(src);
GLRenderTarget const* d = handle_cast<GLRenderTarget const*>(dst);
GLTexture* d = handle_cast<GLTexture*>(dst);
GLTexture* s = handle_cast<GLTexture*>(src);
assert_invariant(d);
assert_invariant(s);
// blit operations are only supported from RenderTargets that have only COLOR0 (or
// no color buffer at all)
assert_invariant(
!(s->targets & (TargetBufferFlags::COLOR_ALL & ~TargetBufferFlags::COLOR0)));
ASSERT_PRECONDITION_NON_FATAL(any(d->usage & TextureUsage::BLIT_DST),
"texture doesn't have BLIT_DST");
assert_invariant(
!(d->targets & (TargetBufferFlags::COLOR_ALL & ~TargetBufferFlags::COLOR0)));
ASSERT_PRECONDITION_NON_FATAL(any(s->usage & TextureUsage::BLIT_SRC),
"texture doesn't have BLIT_SRC");
// With GLES 3.x, GL_INVALID_OPERATION is generated if the value of GL_SAMPLE_BUFFERS
// for the draw buffer is greater than zero. This works with OpenGL, so we want to
// make sure to catch this scenario.
assert_invariant(d->gl.samples <= 1);
ASSERT_PRECONDITION_NON_FATAL(s->format == d->format,
"src and dst texture format don't match");
// GL_INVALID_OPERATION is generated if GL_SAMPLE_BUFFERS for the read buffer is greater
// than zero and the formats of draw and read buffers are not identical.
// However, it's not well-defined in the spec what "format" means. So it's difficult
// to have an assert here -- especially when dealing with the default framebuffer
enum class AttachmentType : GLenum {
COLOR = GL_COLOR_ATTACHMENT0,
DEPTH = GL_DEPTH_ATTACHMENT,
STENCIL = GL_STENCIL_ATTACHMENT,
DEPTH_STENCIL = GL_DEPTH_STENCIL_ATTACHMENT,
};
// GL_INVALID_OPERATION is generated if GL_SAMPLE_BUFFERS for the read buffer is greater
// than zero and (...) the source and destination rectangles are not defined with the
// same (X0, Y0) and (X1, Y1) bounds.
auto getFormatType = [](TextureFormat format) -> AttachmentType {
bool const depth = isDepthFormat(format);
bool const stencil = isStencilFormat(format);
if (depth && stencil) return AttachmentType::DEPTH_STENCIL;
if (depth) return AttachmentType::DEPTH;
if (stencil) return AttachmentType::STENCIL;
return AttachmentType::COLOR;
};
// Additionally, the EXT_multisampled_render_to_texture extension doesn't specify what
// happens when blitting from an "implicit" resolve render target (does it work?), so
// to ere on the safe side, we don't allow it.
if (s->gl.samples > 1) {
assert_invariant(!memcmp(&dstRect, &srcRect, sizeof(srcRect)));
}
AttachmentType const type = getFormatType(d->format);
assert_invariant(type == getFormatType(s->format));
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, s->gl.fbo);
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, d->gl.fbo);
// GL_INVALID_OPERATION is generated if mask contains any of the GL_DEPTH_BUFFER_BIT or
// GL_STENCIL_BUFFER_BIT and filter is not GL_NEAREST.
GLbitfield mask = {};
switch (type) {
case AttachmentType::COLOR:
mask = GL_COLOR_BUFFER_BIT;
break;
case AttachmentType::DEPTH:
mask = GL_DEPTH_BUFFER_BIT;
break;
case AttachmentType::STENCIL:
mask = GL_STENCIL_BUFFER_BIT;
break;
case AttachmentType::DEPTH_STENCIL:
mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
break;
};
CHECK_GL_FRAMEBUFFER_STATUS(utils::slog.e, GL_READ_FRAMEBUFFER)
CHECK_GL_FRAMEBUFFER_STATUS(utils::slog.e, GL_DRAW_FRAMEBUFFER)
GLuint fbo[2] = {};
glGenFramebuffers(2, fbo);
gl.disable(GL_SCISSOR_TEST);
glBlitFramebuffer(
srcRect.left, srcRect.bottom, srcRect.right(), srcRect.top(),
dstRect.left, dstRect.bottom, dstRect.right(), dstRect.top(),
mask, glFilterMode);
CHECK_GL_ERROR(utils::slog.e)
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo[0]);
switch (d->target) {
case SamplerType::SAMPLER_2D:
if (any(d->usage & TextureUsage::SAMPLEABLE)) {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GLenum(type),
GL_TEXTURE_2D, d->gl.id, dstLevel);
} else {
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GLenum(type),
GL_RENDERBUFFER, d->gl.id);
}
break;
case SamplerType::SAMPLER_CUBEMAP:
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GLenum(type),
GL_TEXTURE_CUBE_MAP_POSITIVE_X + dstLayer, d->gl.id, dstLevel);
break;
case SamplerType::SAMPLER_2D_ARRAY:
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
case SamplerType::SAMPLER_3D:
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GLenum(type),
d->gl.id, dstLevel, dstLayer);
break;
case SamplerType::SAMPLER_EXTERNAL:
break;
}
CHECK_GL_FRAMEBUFFER_STATUS(utils::slog.e, GL_READ_FRAMEBUFFER)
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, fbo[1]);
switch (s->target) {
case SamplerType::SAMPLER_2D:
if (any(s->usage & TextureUsage::SAMPLEABLE)) {
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GLenum(type),
GL_TEXTURE_2D, s->gl.id, srcLevel);
} else {
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GLenum(type),
GL_RENDERBUFFER, s->gl.id);
}
break;
case SamplerType::SAMPLER_CUBEMAP:
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GLenum(type),
GL_TEXTURE_CUBE_MAP_POSITIVE_X + srcLayer, s->gl.id, srcLevel);
break;
case SamplerType::SAMPLER_2D_ARRAY:
case SamplerType::SAMPLER_CUBEMAP_ARRAY:
case SamplerType::SAMPLER_3D:
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GLenum(type),
s->gl.id, srcLevel, srcLayer);
break;
case SamplerType::SAMPLER_EXTERNAL:
break;
}
CHECK_GL_FRAMEBUFFER_STATUS(utils::slog.e, GL_DRAW_FRAMEBUFFER)
gl.disable(GL_SCISSOR_TEST);
glBlitFramebuffer(
srcOrigin.x, srcOrigin.y, srcOrigin.x + size.x, srcOrigin.y + size.y,
dstOrigin.x, dstOrigin.y, dstOrigin.x + size.x, dstOrigin.y + size.y,
mask, GL_NEAREST);
CHECK_GL_ERROR(utils::slog.e)
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glDeleteFramebuffers(2, fbo);
if (any(d->usage & TextureUsage::SAMPLEABLE)) {
// In a sense, blitting to a texture level is similar to calling setTextureData on it; in
// both cases, we update the base/max LOD to give shaders access to levels as they become
// available. Note that this can only expand the LOD range (never shrink it), and that
// users can override this range by calling setMinMaxLevels().
updateTextureLodRange(d, int8_t(dstLevel));
}
#endif
}
void OpenGLDriver::blitDEPRECATED(TargetBufferFlags buffers,
Handle<HwRenderTarget> dst, Viewport dstRect,
Handle<HwRenderTarget> src, Viewport srcRect,
SamplerMagFilter filter) {
// Note: blitDEPRECATED is only used by Renderer::copyFrame
DEBUG_MARKER()
UTILS_UNUSED_IN_RELEASE auto& gl = mContext;
assert_invariant(!gl.isES2());
ASSERT_PRECONDITION(buffers == TargetBufferFlags::COLOR0,
"blitDEPRECATED only supports COLOR0");
ASSERT_PRECONDITION(srcRect.left >= 0 && srcRect.bottom >= 0 &&
dstRect.left >= 0 && dstRect.bottom >= 0,
"Source and destination rects must be positive.");
#ifndef FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2
GLenum const glFilterMode = (filter == SamplerMagFilter::NEAREST) ? GL_NEAREST : GL_LINEAR;
// note: for msaa RenderTargets with non-msaa attachments, we copy from the msaa sidecar
// buffer -- this should produce the same output that if we copied from the resolved
// texture. EXT_multisampled_render_to_texture seems to allow both behaviours, and this
// is an emulation of that. We cannot use the resolved texture easily because it's not
// actually attached to the RenderTarget. Another implementation would be to do a
// reverse-resolve, but that wouldn't buy us anything.
GLRenderTarget const* s = handle_cast<GLRenderTarget const*>(src);
GLRenderTarget const* d = handle_cast<GLRenderTarget const*>(dst);
// With GLES 3.x, GL_INVALID_OPERATION is generated if the value of GL_SAMPLE_BUFFERS
// for the draw buffer is greater than zero. This works with OpenGL, so we want to
// make sure to catch this scenario.
assert_invariant(d->gl.samples <= 1);
// GL_INVALID_OPERATION is generated if GL_SAMPLE_BUFFERS for the read buffer is greater
// than zero and the formats of draw and read buffers are not identical.
// However, it's not well-defined in the spec what "format" means. So it's difficult
// to have an assert here -- especially when dealing with the default framebuffer
// GL_INVALID_OPERATION is generated if GL_SAMPLE_BUFFERS for the read buffer is greater
// than zero and (...) the source and destination rectangles are not defined with the
// same (X0, Y0) and (X1, Y1) bounds.
// Additionally, the EXT_multisampled_render_to_texture extension doesn't specify what
// happens when blitting from an "implicit" resolve render target (does it work?), so
// to ere on the safe side, we don't allow it.
if (s->gl.samples > 1) {
assert_invariant(!memcmp(&dstRect, &srcRect, sizeof(srcRect)));
}
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, s->gl.fbo);
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, d->gl.fbo);
CHECK_GL_FRAMEBUFFER_STATUS(utils::slog.e, GL_READ_FRAMEBUFFER)
CHECK_GL_FRAMEBUFFER_STATUS(utils::slog.e, GL_DRAW_FRAMEBUFFER)
gl.disable(GL_SCISSOR_TEST);
glBlitFramebuffer(
srcRect.left, srcRect.bottom, srcRect.right(), srcRect.top(),
dstRect.left, dstRect.bottom, dstRect.right(), dstRect.top(),
GL_COLOR_BUFFER_BIT, glFilterMode);
CHECK_GL_ERROR(utils::slog.e)
#endif
}
@@ -3496,18 +3701,17 @@ void OpenGLDriver::draw(PipelineState state, Handle<HwRenderPrimitive> rph, uint
DEBUG_MARKER()
auto& gl = mContext;
OpenGLProgram* p = handle_cast<OpenGLProgram*>(state.program);
OpenGLProgram* const p = handle_cast<OpenGLProgram*>(state.program);
// If the material debugger is enabled, avoid fatal (or cascading) errors and that can occur
// during the draw call when the program is invalid. The shader compile error has already been
// dumped to the console at this point, so it's fine to simply return early.
if (FILAMENT_ENABLE_MATDBG && UTILS_UNLIKELY(!p->isValid())) {
bool const success = useProgram(p);
if (UTILS_UNLIKELY(!success)) {
// Avoid fatal (or cascading) errors that can occur during the draw call when the program
// is invalid. The shader compile error has already been dumped to the console at this
// point, so it's fine to simply return early.
return;
}
useProgram(p);
GLRenderPrimitive* rp = handle_cast<GLRenderPrimitive *>(rph);
GLRenderPrimitive* const rp = handle_cast<GLRenderPrimitive*>(rph);
// Gracefully do nothing if the render primitive has not been set up.
VertexBufferHandle vb = rp->gl.vertexBufferWithObjects;
@@ -3518,7 +3722,7 @@ void OpenGLDriver::draw(PipelineState state, Handle<HwRenderPrimitive> rph, uint
gl.bindVertexArray(&rp->gl);
// If necessary, mutate the bindings in the VAO.
const GLVertexBuffer* glvb = handle_cast<GLVertexBuffer*>(vb);
GLVertexBuffer const* const glvb = handle_cast<GLVertexBuffer*>(vb);
if (UTILS_UNLIKELY(rp->gl.vertexBufferVersion != glvb->bufferObjectsVersion)) {
updateVertexArrayObject(rp, glvb);
}
@@ -3552,17 +3756,16 @@ void OpenGLDriver::draw(PipelineState state, Handle<HwRenderPrimitive> rph, uint
void OpenGLDriver::dispatchCompute(Handle<HwProgram> program, math::uint3 workGroupCount) {
getShaderCompilerService().tick();
OpenGLProgram* p = handle_cast<OpenGLProgram*>(program);
OpenGLProgram* const p = handle_cast<OpenGLProgram*>(program);
// If the material debugger is enabled, avoid fatal (or cascading) errors and that can occur
// during the draw call when the program is invalid. The shader compile error has already been
// dumped to the console at this point, so it's fine to simply return early.
if (FILAMENT_ENABLE_MATDBG && UTILS_UNLIKELY(!p->isValid())) {
bool const success = useProgram(p);
if (UTILS_UNLIKELY(!success)) {
// Avoid fatal (or cascading) errors that can occur during the draw call when the program
// is invalid. The shader compile error has already been dumped to the console at this
// point, so it's fine to simply return early.
return;
}
useProgram(p);
#if defined(BACKEND_OPENGL_LEVEL_GLES31)
#if defined(__ANDROID__)
+5 -6
View File
@@ -83,11 +83,9 @@ public:
}
struct {
GLuint id;
union {
struct {
GLuint id;
GLenum binding;
};
GLenum binding;
void* buffer;
};
} gl;
@@ -320,7 +318,7 @@ private:
void bindTexture(GLuint unit, GLTexture const* t) noexcept;
void bindSampler(GLuint unit, GLuint sampler) noexcept;
inline void useProgram(OpenGLProgram* p) noexcept;
inline bool useProgram(OpenGLProgram* p) noexcept;
enum class ResolveAction { LOAD, STORE };
void resolvePass(ResolveAction action, GLRenderTarget const* rt,
@@ -363,7 +361,8 @@ private:
void setScissor(Viewport const& scissor) noexcept;
// ES2 only. Uniform buffer emulation binding points
std::array<std::pair<void const*, uint16_t>, Program::UNIFORM_BINDING_COUNT> mUniformBindings = {};
GLuint mLastAssignedEmulatedUboId = 0;
std::array<std::tuple<GLuint, void const*, uint16_t>, Program::UNIFORM_BINDING_COUNT> mUniformBindings = {};
// sampler buffer binding points (nullptr if not used)
std::array<GLSamplerGroup*, Program::SAMPLER_BINDING_COUNT> mSamplerBindings = {}; // 4 pointers
@@ -129,7 +129,7 @@ void OpenGLProgram::initializeProgramState(OpenGLContext& context, GLuint progra
#endif
{
// ES2 initialization of (fake) UBOs
UniformsRecord* const uniformsRecords = new UniformsRecord[Program::UNIFORM_BINDING_COUNT];
UniformsRecord* const uniformsRecords = new(std::nothrow) UniformsRecord[Program::UNIFORM_BINDING_COUNT];
UTILS_NOUNROLL
for (GLuint binding = 0, n = Program::UNIFORM_BINDING_COUNT; binding < n; binding++) {
Program::UniformInfo& uniforms = lazyInitializationData.bindingUniformInfo[binding];
@@ -208,9 +208,11 @@ void OpenGLProgram::updateSamplers(OpenGLDriver* const gld) const noexcept {
auto const& UTILS_RESTRICT usedBindingPoints = mUsedSamplerBindingPoints;
for (uint8_t i = 0, tmu = 0, n = mUsedBindingsCount; i < n; i++) {
auto const binding = usedBindingPoints[i];
size_t const binding = usedBindingPoints[i];
assert_invariant(binding < Program::SAMPLER_BINDING_COUNT);
auto const * const sb = samplerBindings[binding];
assert_invariant(sb);
if (!sb) continue; // should never happen, this would be a user error.
for (uint8_t j = 0, m = sb->textureUnitEntries.size(); j < m; ++j, ++tmu) { // "<=" on purpose here
const GLTexture* const t = sb->textureUnitEntries[j].texture;
if (t) { // program may not use all samplers of sampler group
@@ -227,15 +229,16 @@ void OpenGLProgram::updateSamplers(OpenGLDriver* const gld) const noexcept {
CHECK_GL_ERROR(utils::slog.e)
}
void OpenGLProgram::updateUniforms(uint32_t index, void const* buffer, uint16_t age) noexcept {
void OpenGLProgram::updateUniforms(uint32_t index, GLuint id, void const* buffer, uint16_t age) noexcept {
assert_invariant(mUniformsRecords);
assert_invariant(buffer);
// only update the uniforms if the UBO has changed since last time we updated
UniformsRecord const& records = mUniformsRecords[index];
if (records.age == age) {
if (records.id == id && records.age == age) {
return;
}
records.id = id;
records.age = age;
assert_invariant(records.uniforms.size() == records.locations.size());
+3 -2
View File
@@ -59,7 +59,7 @@ public:
// - the content of any bound sampler buffer has changed
// ... since last time we used this program
// turns out the former might be relatively cheap to check, the later requires
// Turns out the former might be relatively cheap to check, the latter requires
// a bit less. Compared to what updateSamplers() actually does, which is
// pretty little, I'm not sure if we'll get ahead.
@@ -72,7 +72,7 @@ public:
} gl; // 12 bytes
// For ES2 only
void updateUniforms(uint32_t index, void const* buffer, uint16_t age) noexcept;
void updateUniforms(uint32_t index, GLuint id, void const* buffer, uint16_t age) noexcept;
void setRec709ColorSpace(bool rec709) const noexcept;
private:
@@ -98,6 +98,7 @@ private:
struct UniformsRecord {
Program::UniformInfo uniforms;
LocationInfo locations;
mutable GLuint id = 0;
mutable uint16_t age = std::numeric_limits<uint16_t>::max();
};
UniformsRecord const* mUniformsRecords = nullptr;
@@ -22,7 +22,6 @@
#include <private/backend/BackendUtils.h>
#include <backend/platforms/OpenGLPlatform.h>
#include <backend/Program.h>
#include <utils/compiler.h>
@@ -140,20 +139,38 @@ void* ShaderCompilerService::getUserData(const program_token_t& token) noexcept
ShaderCompilerService::ShaderCompilerService(OpenGLDriver& driver)
: mDriver(driver),
mCallbackManager(driver),
KHR_parallel_shader_compile(driver.getContext().ext.KHR_parallel_shader_compile) {
mBlobCache(driver.getContext()),
mCallbackManager(driver) {
}
ShaderCompilerService::~ShaderCompilerService() noexcept = default;
bool ShaderCompilerService::isParallelShaderCompileSupported() const noexcept {
return KHR_parallel_shader_compile || mShaderCompilerThreadCount;
assert_invariant(mMode != Mode::UNDEFINED);
return mMode != Mode::SYNCHRONOUS;
}
void ShaderCompilerService::init() noexcept {
// If we have KHR_parallel_shader_compile, we always use it, it should be more resource
// friendly.
if (!KHR_parallel_shader_compile) {
// Here we decide which mode we'll be using. We always prefer our own thread-pool if
// that mode is available because, we have no control on how the compilation queues are
// handled if done by the driver (so at the very least we'd need to decode this per-driver).
// In theory, using Mode::ASYNCHRONOUS (a.k.a. KHR_parallel_shader_compile) could be more
// efficient, since it doesn't require shared contexts.
// In practice, we already know that with ANGLE, Mode::ASYNCHRONOUS can cause very long
// pauses at glDraw() time in the situation where glLinkProgram() has been emitted, but has
// other programs ahead of it in ANGLE's queue.
if (mDriver.mPlatform.isExtraContextSupported()) {
// our thread-pool if possible
mMode = Mode::THREAD_POOL;
} else if (mDriver.getContext().ext.KHR_parallel_shader_compile) {
// if not, async shader compilation and link if the driver supports it
mMode = Mode::ASYNCHRONOUS;
} else {
// fallback to synchronous shader compilation
mMode = Mode::SYNCHRONOUS;
}
if (mMode == Mode::THREAD_POOL) {
// - on Adreno there is a single compiler object. We can't use a pool > 1
// also glProgramBinary blocks if other threads are compiling.
// - on Mali shader compilation can be multi-threaded, but program linking happens on
@@ -163,37 +180,42 @@ void ShaderCompilerService::init() noexcept {
// - on macOS (M1 MacBook Pro/Ventura) there is global lock around all GL APIs when using
// a shared context, so parallel shader compilation yields no benefit.
// - on windows/linux we could use more threads, tbd.
if (mDriver.mPlatform.isExtraContextSupported()) {
// By default, we use one thread at the same priority as the gl thread. This is the
// safest choice that avoids priority inversions.
uint32_t poolSize = 1;
JobSystem::Priority priority = JobSystem::Priority::DISPLAY;
auto const& renderer = mDriver.getContext().state.renderer;
if (UTILS_UNLIKELY(strstr(renderer, "PowerVR"))) {
// The PowerVR driver support parallel shader compilation well, so we use 2
// threads, we can use lower priority threads here because urgent compilations
// will most likely happen on the main gl thread. Using too many thread can
// increase memory pressure significantly.
poolSize = 2;
priority = JobSystem::Priority::BACKGROUND;
}
// By default, we use one thread at the same priority as the gl thread. This is the
// safest choice that avoids priority inversions.
uint32_t poolSize = 1;
JobSystem::Priority priority = JobSystem::Priority::DISPLAY;
mShaderCompilerThreadCount = poolSize;
mCompilerThreadPool.init(mShaderCompilerThreadCount,
[&platform = mDriver.mPlatform, priority]() {
// give the thread a name
JobSystem::setThreadName("CompilerThreadPool");
// run at a slightly lower priority than other filament threads
JobSystem::setThreadPriority(priority);
// create a gl context current to this thread
platform.createContext(true);
},
[&platform = mDriver.mPlatform]() {
// release context and thread state
platform.releaseContext();
});
auto const& renderer = mDriver.getContext().state.renderer;
// Some drivers support parallel shader compilation well, so we use N
// threads, we can use lower priority threads here because urgent compilations
// will most likely happen on the main gl thread. Using too many thread can
// increase memory pressure significantly.
if (UTILS_UNLIKELY(strstr(renderer, "PowerVR"))) {
// For PowerVR, it's unclear what the cost of extra shared contexts is, so we only
// use 2 to be safe.
poolSize = 2;
priority = JobSystem::Priority::BACKGROUND;
} else if (UTILS_UNLIKELY(strstr(renderer, "ANGLE"))) {
// Angle shared contexts are not expensive once we have two.
poolSize = (std::thread::hardware_concurrency() + 1) / 2;
priority = JobSystem::Priority::BACKGROUND;
}
mShaderCompilerThreadCount = poolSize;
mCompilerThreadPool.init(mShaderCompilerThreadCount,
[&platform = mDriver.mPlatform, priority]() {
// give the thread a name
JobSystem::setThreadName("CompilerThreadPool");
// run at a slightly lower priority than other filament threads
JobSystem::setThreadPriority(priority);
// create a gl context current to this thread
platform.createContext(true);
},
[&platform = mDriver.mPlatform]() {
// release context and thread state
platform.releaseContext();
});
}
}
@@ -219,7 +241,7 @@ ShaderCompilerService::program_token_t ShaderCompilerService::createProgram(
token->attributes = std::move(program.getAttributes());
}
token->gl.program = OpenGLBlobCache::retrieve(&token->key, mDriver.mPlatform, program);
token->gl.program = mBlobCache.retrieve(&token->key, mDriver.mPlatform, program);
if (token->gl.program) {
return token;
}
@@ -227,7 +249,7 @@ ShaderCompilerService::program_token_t ShaderCompilerService::createProgram(
token->handle = mCallbackManager.get();
CompilerPriorityQueue const priorityQueue = program.getPriorityQueue();
if (mShaderCompilerThreadCount) {
if (mMode == Mode::THREAD_POOL) {
// queue a compile job
mCompilerThreadPool.queue(priorityQueue, token,
[this, &gl, program = std::move(program), token]() mutable {
@@ -249,12 +271,10 @@ ShaderCompilerService::program_token_t ShaderCompilerService::createProgram(
// We need to query the link status here to guarantee that the
// program is compiled and linked now (we don't want this to be
// deferred to later). We don't care about the result at this point.
GLint status;
GLint status = GL_FALSE;
glGetProgramiv(glProgram, GL_LINK_STATUS, &status);
programData.program = glProgram;
token->gl.program = programData.program;
// we don't need to check for success here, it'll be done on the
// main thread side.
token->set(programData);
@@ -262,9 +282,9 @@ ShaderCompilerService::program_token_t ShaderCompilerService::createProgram(
mCallbackManager.put(token->handle);
// caching must be the last thing we do
if (token->key) {
if (token->key && status == GL_TRUE) {
// Attempt to cache. This calls glGetProgramBinary.
OpenGLBlobCache::insert(mDriver.mPlatform, token->key, glProgram);
mBlobCache.insert(mDriver.mPlatform, token->key, glProgram);
}
});
@@ -278,7 +298,8 @@ ShaderCompilerService::program_token_t ShaderCompilerService::createProgram(
token->shaderSourceCode);
runAtNextTick(priorityQueue, token, [this, token](Job const&) {
if (KHR_parallel_shader_compile) {
assert_invariant(mMode != Mode::THREAD_POOL);
if (mMode == Mode::ASYNCHRONOUS) {
// don't attempt to link this program if all shaders are not done compiling
GLint status;
if (token->gl.program) {
@@ -302,7 +323,7 @@ ShaderCompilerService::program_token_t ShaderCompilerService::createProgram(
// link the program, this also cannot fail because status is checked later.
token->gl.program = linkProgram(mDriver.getContext(),
token->gl.shaders, token->attributes);
if (KHR_parallel_shader_compile) {
if (mMode == Mode::ASYNCHRONOUS) {
// wait until the link finishes...
return false;
}
@@ -317,7 +338,7 @@ ShaderCompilerService::program_token_t ShaderCompilerService::createProgram(
// do this later, maybe depending on CPU usage?
// attempt to cache if we don't have a thread pool (otherwise it's done
// by the pool).
OpenGLBlobCache::insert(mDriver.mPlatform, token->key, token->gl.program);
mBlobCache.insert(mDriver.mPlatform, token->key, token->gl.program);
}
return true;
@@ -336,14 +357,14 @@ GLuint ShaderCompilerService::getProgram(ShaderCompilerService::program_token_t&
return program;
}
/* static*/ void ShaderCompilerService::terminate(program_token_t& token) {
void ShaderCompilerService::terminate(program_token_t& token) {
assert_invariant(token);
token->canceled = true;
bool canceled = token->compiler.cancelTickOp(token);
bool const canceled = token->compiler.cancelTickOp(token);
if (token->compiler.mShaderCompilerThreadCount) {
if (token->compiler.mMode == Mode::THREAD_POOL) {
auto job = token->compiler.mCompilerThreadPool.dequeue(token);
if (!job) {
// The job is being executed right now. We need to wait for it to finish to avoid a
@@ -377,7 +398,7 @@ GLuint ShaderCompilerService::getProgram(ShaderCompilerService::program_token_t&
void ShaderCompilerService::tick() {
// we don't need to run executeTickOps() if we're using the thread-pool
if (UTILS_UNLIKELY(!mShaderCompilerThreadCount)) {
if (UTILS_UNLIKELY(mMode != Mode::THREAD_POOL)) {
executeTickOps();
}
}
@@ -402,7 +423,7 @@ void ShaderCompilerService::getProgramFromCompilerPool(program_token_t& token) n
GLuint ShaderCompilerService::initialize(program_token_t& token) noexcept {
SYSTRACE_CALL();
if (!token->gl.program) {
if (mShaderCompilerThreadCount) {
if (mMode == Mode::THREAD_POOL) {
// we need this program right now, remove it from the queue
auto job = mCompilerThreadPool.dequeue(token);
if (job) {
@@ -418,7 +439,7 @@ GLuint ShaderCompilerService::initialize(program_token_t& token) noexcept {
// Block until we get the program from the pool. Generally this wouldn't block
// because we just compiled the program above, when executing job.
ShaderCompilerService::getProgramFromCompilerPool(token);
} else if (KHR_parallel_shader_compile) {
} else if (mMode == Mode::ASYNCHRONOUS) {
// we force the program link -- which might stall, either here or below in
// checkProgramStatus(), but we don't have a choice, we need to use the program now.
token->compiler.cancelTickOp(token);
@@ -431,7 +452,7 @@ GLuint ShaderCompilerService::initialize(program_token_t& token) noexcept {
mCallbackManager.put(token->handle);
if (token->key) {
OpenGLBlobCache::insert(mDriver.mPlatform, token->key, token->gl.program);
mBlobCache.insert(mDriver.mPlatform, token->key, token->gl.program);
}
} else {
// if we don't have a program yet, block until we get it.
@@ -526,7 +547,8 @@ void ShaderCompilerService::compileShaders(OpenGLContext& context,
// add support for ARB_shading_language_packing if needed
auto const packingFunctions = process_ARB_shading_language_packing(context);
// split shader source, so we can insert the specification constants and the packing functions
// split shader source, so we can insert the specialization constants and the packing
// functions
auto const [prolog, body] = splitShaderSource(source);
const std::array<const char*, 4> sources = {
@@ -21,6 +21,7 @@
#include "CallbackManager.h"
#include "CompilerThreadPool.h"
#include "OpenGLBlobCache.h"
#include <backend/CallbackHandler.h>
#include <backend/Program.h>
@@ -94,18 +95,42 @@ public:
CallbackHandler* handler, CallbackHandler::Callback callback, void* user);
private:
struct Job {
template<typename FUNC>
Job(FUNC&& fn) : fn(std::forward<FUNC>(fn)) {}
Job(std::function<bool(Job const& job)> fn,
CallbackHandler* handler, void* user, CallbackHandler::Callback callback)
: fn(std::move(fn)), handler(handler), user(user), callback(callback) {
}
std::function<bool(Job const& job)> fn;
CallbackHandler* handler = nullptr;
void* user = nullptr;
CallbackHandler::Callback callback{};
};
enum class Mode {
UNDEFINED, // init() has not beed called yet.
SYNCHRONOUS, // synchronous shader compilation
THREAD_POOL, // asynchronous shader compilation using a thread-pool (most common)
ASYNCHRONOUS // asynchronous shader compilation using KHR_parallel_shader_compile
};
OpenGLDriver& mDriver;
OpenGLBlobCache mBlobCache;
CallbackManager mCallbackManager;
CompilerThreadPool mCompilerThreadPool;
const bool KHR_parallel_shader_compile;
uint32_t mShaderCompilerThreadCount = 0u;
Mode mMode = Mode::UNDEFINED; // valid after init() is called
using ContainerType = std::tuple<CompilerPriorityQueue, program_token_t, Job>;
std::vector<ContainerType> mRunAtNextTickOps;
GLuint initialize(ShaderCompilerService::program_token_t& token) noexcept;
static void getProgramFromCompilerPool(program_token_t& token) noexcept;
static void compileShaders(
static void compileShaders(
OpenGLContext& context,
Program::ShaderSource shadersSource,
utils::FixedCapacityVector<Program::SpecializationConstant> const& specializationConstants,
@@ -125,27 +150,11 @@ private:
static bool checkProgramStatus(program_token_t const& token) noexcept;
struct Job {
template<typename FUNC>
Job(FUNC&& fn) : fn(std::forward<FUNC>(fn)) {}
Job(std::function<bool(Job const& job)> fn,
CallbackHandler* handler, void* user, CallbackHandler::Callback callback)
: fn(std::move(fn)), handler(handler), user(user), callback(callback) {
}
std::function<bool(Job const& job)> fn;
CallbackHandler* handler = nullptr;
void* user = nullptr;
CallbackHandler::Callback callback{};
};
void runAtNextTick(CompilerPriorityQueue priority,
const program_token_t& token, Job job) noexcept;
void executeTickOps() noexcept;
bool cancelTickOp(program_token_t token) noexcept;
// order of insertion is important
using ContainerType = std::tuple<CompilerPriorityQueue, program_token_t, Job>;
std::vector<ContainerType> mRunAtNextTickOps;
};
} // namespace filament::backend
+4 -1
View File
@@ -28,6 +28,7 @@ static void getProcAddress(T& pfn, const char* name) noexcept {
}
namespace glext {
#ifndef __EMSCRIPTEN__
#ifdef GL_OES_EGL_image
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES;
#endif
@@ -72,10 +73,11 @@ PFNGLMAXSHADERCOMPILERTHREADSKHRPROC glMaxShaderCompilerThreadsKHR;
// use getProcAddress for ES3.1 and above entry points.
PFNGLDISPATCHCOMPUTEPROC glDispatchCompute;
#endif
static std::once_flag sGlExtInitialized;
#endif // __EMSCRIPTEN__
void importGLESExtensionsEntryPoints() {
#ifndef __EMSCRIPTEN__
std::call_once(sGlExtInitialized, +[]() {
#ifdef GL_OES_EGL_image
getProcAddress(glEGLImageTargetTexture2DOES, "glEGLImageTargetTexture2DOES");
@@ -119,6 +121,7 @@ void importGLESExtensionsEntryPoints() {
getProcAddress(glDispatchCompute, "glDispatchCompute");
#endif
});
#endif // __EMSCRIPTEN__
}
} // namespace glext
+4
View File
@@ -112,6 +112,7 @@ namespace glext {
// it is currently called from PlatformEGL.
void importGLESExtensionsEntryPoints();
#ifndef __EMSCRIPTEN__
#ifdef GL_OES_EGL_image
extern PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES;
#endif
@@ -153,6 +154,7 @@ extern PFNGLMAXSHADERCOMPILERTHREADSKHRPROC glMaxShaderCompilerThreadsKHR;
#if defined(__ANDROID__) && !defined(FILAMENT_SILENCE_NOT_SUPPORTED_BY_ES2)
extern PFNGLDISPATCHCOMPUTEPROC glDispatchCompute;
#endif
#endif // __EMSCRIPTEN__
} // namespace glext
using namespace glext;
@@ -190,8 +192,10 @@ using namespace glext;
#if defined(GL_EXT_clip_cull_distance)
# define GL_CLIP_DISTANCE0 GL_CLIP_DISTANCE0_EXT
# define GL_CLIP_DISTANCE1 GL_CLIP_DISTANCE1_EXT
#else
# define GL_CLIP_DISTANCE0 0x3000
# define GL_CLIP_DISTANCE1 0x3001
#endif
#if defined(GL_KHR_debug)
@@ -97,13 +97,32 @@ int PlatformEGL::getOSVersion() const noexcept {
return 0;
}
bool PlatformEGL::isOpenGL() const noexcept {
return false;
}
Driver* PlatformEGL::createDriver(void* sharedContext, const Platform::DriverConfig& driverConfig) noexcept {
mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
assert_invariant(mEGLDisplay != EGL_NO_DISPLAY);
EGLint major, minor;
EGLBoolean const initialized = eglInitialize(mEGLDisplay, &major, &minor);
EGLBoolean initialized = eglInitialize(mEGLDisplay, &major, &minor);
if (!initialized) {
EGLDeviceEXT eglDevice;
EGLint numDevices;
PFNEGLQUERYDEVICESEXTPROC eglQueryDevicesEXT =
(PFNEGLQUERYDEVICESEXTPROC)eglGetProcAddress("eglQueryDevicesEXT");
if (eglQueryDevicesEXT != nullptr) {
eglQueryDevicesEXT(1, &eglDevice, &numDevices);
if(auto* getPlatformDisplay = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(
eglGetProcAddress("eglGetPlatformDisplay"))) {
mEGLDisplay = getPlatformDisplay(EGL_PLATFORM_DEVICE_EXT, eglDevice, 0);
initialized = eglInitialize(mEGLDisplay, &major, &minor);
}
}
}
if (UTILS_UNLIKELY(!initialized)) {
slog.e << "eglInitialize failed" << io::endl;
return nullptr;
@@ -148,10 +167,16 @@ Driver* PlatformEGL::createDriver(void* sharedContext, const Platform::DriverCon
constexpr bool requestES2Context = false;
#endif
// Request a ES2 context, devices that support ES3 will return an ES3 context
Config contextAttribs = {
{ EGL_CONTEXT_CLIENT_VERSION, 2 },
};
Config contextAttribs;
if (isOpenGL()) {
// Request a OpenGL 4.1 context
contextAttribs[EGL_CONTEXT_MAJOR_VERSION] = 4;
contextAttribs[EGL_CONTEXT_MINOR_VERSION] = 1;
} else {
// Request a ES2 context, devices that support ES3 will return an ES3 context
contextAttribs[EGL_CONTEXT_CLIENT_VERSION] = 2;
}
// FOR TESTING ONLY, enforce the ES version we're asking for.
// FIXME: we should check EGL_ANGLE_create_context_backwards_compatible, however, at least
@@ -172,14 +197,17 @@ Driver* PlatformEGL::createDriver(void* sharedContext, const Platform::DriverCon
// config use for creating the context
EGLConfig eglConfig = EGL_NO_CONFIG_KHR;
// find a config we can use if we don't have "EGL_KHR_no_config_context" and that we can use
// for the dummy pbuffer surface.
mEGLConfig = findSwapChainConfig(0);
if (UTILS_UNLIKELY(mEGLConfig == EGL_NO_CONFIG_KHR)) {
goto error; // error already logged
}
if (UTILS_UNLIKELY(!ext.egl.KHR_no_config_context)) {
// find a config we can use if we don't have "EGL_KHR_no_config_context" and that we can use
// for the dummy pbuffer surface.
mEGLConfig = findSwapChainConfig(
SWAP_CHAIN_CONFIG_TRANSPARENT |
SWAP_CHAIN_HAS_STENCIL_BUFFER,
true, true);
if (UTILS_UNLIKELY(mEGLConfig == EGL_NO_CONFIG_KHR)) {
goto error; // error already logged
}
// if we don't have the EGL_KHR_no_config_context the context must be created with
// the same config as the swapchain, so we have no choice but to create a
// transparent config.
@@ -333,22 +361,36 @@ void PlatformEGL::terminate() noexcept {
eglReleaseThread();
}
EGLConfig PlatformEGL::findSwapChainConfig(uint64_t flags) const {
EGLConfig PlatformEGL::findSwapChainConfig(uint64_t flags, bool window, bool pbuffer) const {
// Find config that support ES3.
EGLConfig config = EGL_NO_CONFIG_KHR;
EGLint configsCount;
Config configAttribs = {
{ EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT },
{ EGL_RED_SIZE, 8 },
{ EGL_GREEN_SIZE, 8 },
{ EGL_BLUE_SIZE, 8 },
{ EGL_ALPHA_SIZE, (flags & SWAP_CHAIN_CONFIG_TRANSPARENT) ? 8 : 0 },
{ EGL_DEPTH_SIZE, 24 },
{ EGL_STENCIL_SIZE, (flags & SWAP_CHAIN_HAS_STENCIL_BUFFER) ? 8 : 0 }
};
if (!ext.egl.KHR_no_config_context) {
if (isOpenGL()) {
configAttribs[EGL_RENDERABLE_TYPE] = EGL_OPENGL_BIT;
} else {
configAttribs[EGL_RENDERABLE_TYPE] = EGL_OPENGL_ES2_BIT;
if (ext.egl.KHR_create_context) {
configAttribs[EGL_RENDERABLE_TYPE] |= EGL_OPENGL_ES3_BIT_KHR;
}
}
}
if (ext.egl.KHR_create_context) {
configAttribs[EGL_RECORDABLE_ANDROID] |= EGL_OPENGL_ES3_BIT_KHR;
if (window) {
configAttribs[EGL_SURFACE_TYPE] |= EGL_WINDOW_BIT;
}
if (pbuffer) {
configAttribs[EGL_SURFACE_TYPE] |= EGL_PBUFFER_BIT;
}
if (ext.egl.ANDROID_recordable) {
@@ -391,7 +433,7 @@ Platform::SwapChain* PlatformEGL::createSwapChain(
EGLConfig config = EGL_NO_CONFIG_KHR;
if (UTILS_LIKELY(ext.egl.KHR_no_config_context)) {
config = findSwapChainConfig(flags);
config = findSwapChainConfig(flags, true, false);
} else {
config = mEGLConfig;
}
@@ -427,7 +469,7 @@ Platform::SwapChain* PlatformEGL::createSwapChain(
EGLConfig config = EGL_NO_CONFIG_KHR;
if (UTILS_LIKELY(ext.egl.KHR_no_config_context)) {
config = findSwapChainConfig(flags);
config = findSwapChainConfig(flags, false, true);
} else {
config = mEGLConfig;
}
@@ -569,7 +611,7 @@ EGLint& PlatformEGL::Config::operator[](EGLint name) {
auto pos = std::find_if(mConfig.begin(), mConfig.end(),
[name](auto&& v) { return v.first == name; });
if (pos == mConfig.end()) {
mConfig.insert(pos - 1, { name, EGL_NONE });
mConfig.insert(pos - 1, { name, 0 });
pos = mConfig.end() - 2;
}
return pos->second;

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