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Author SHA1 Message Date
Sungun Park 6fc16bdcda Release Filament 1.51.8 2024-05-13 20:53:36 +00:00
Mathias Agopian 4f021583f1 backend tests were broken by a change in TargetBufferInfo
- a field was added, which broke the layout of the structure. We fix it
by adding constructors which will handle the old and new way of
initializing this structure.

- one of the test needed a hash update

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

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

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

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

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

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

---------

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

* Update samples/skinningtest.cpp

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

* Update samples/helloskinningbuffer_morebones.cpp

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

* Update samples/hellomorphing.cpp

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

* Update samples/helloskinningbuffer.cpp

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

---------

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

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

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

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

A couple other changes:

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

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

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

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

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

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

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

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

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

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

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

* Update filament/src/details/Material.h

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

---------

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

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

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

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

---------

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

BUGS=[333907416]

* Update filament/include/filament/Engine.h

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

* Update filament/include/filament/Engine.h

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

---------

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

This might help catch b/330407429.

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

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

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

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

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

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

This allows clients to reuse RenderPrimitives and ultimately Pipelines.

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

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

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

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

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

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

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


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

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

The underlaying EGL implementation must support protected contexts.

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

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

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

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

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

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

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

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

Also cleaned up `updateBoneIndicesAndWeights` indexing

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

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

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

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

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

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

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

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

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

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

NDK 26.1.10909125 is used by default

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* clenaup CircularBuffer implementation and API

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

* Fix a couple threading vs. allocations

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

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

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

* Rework RenderPass to improve allocations and API

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

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

Additionally, RenderPass cannot be copied anymore.

Where allocations happen is now much clearer.

* new LinearAllocatorWithFallback 

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

FIXES=[277115740]

* Update filament/src/RenderPass.h

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

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

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

---------

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

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

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

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

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

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

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

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

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

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

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

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

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

---------

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

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

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

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

update web demos remote ui.

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

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

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

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

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

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

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

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

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

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

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

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

1. Support skinning/morphing in Feature Level 0.

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

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

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

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

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

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

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

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

- Simplify the resolve APIs on the filament side

- implement generateMipmaps for the vulkan backend

simplify MetalBlitter

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

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

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

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

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

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

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

---------

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

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

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

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

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

FIXES=[311775564]

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

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

OpenGL:
BackendTest.FeedbackLoops

Metal:
BackendTest.ColorResolve
BackendTest.BufferObjectUpdateWithOffset
BasicStencilBufferTest.StencilBufferMSAA

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

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

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

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

* Add Engine.flush() java binding

* Add Scene.forEach java binding

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

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

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

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

Also reorganzied the pSempaphores array code for better
readability.

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

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

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

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

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

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

Then, the following GLSL code would be generated.

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

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

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

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

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

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

Include _maskThreshold and _doubleSided in ESSL 1.0 shaders.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* improve EntityManger and Component managers

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

- Scene now has getEntityCount()

- EntityManager now has getEntityCount()

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

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

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

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

- removed unused code

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

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

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

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

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

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

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

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

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

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

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

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

* dynamic shadowmap visualization

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

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

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

* Update main.fs

* Update filament/src/details/Material.cpp

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

---------

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

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

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

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

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

- fix some out-dated comments

- remove dead code

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

This is an API break because BloomOptions::anamorphism has been removed.
2023-09-18 16:09:21 -07:00
Ben Doherty 13df6652ae Add npm deploy GitHub workflow (#7184) 2023-09-18 15:11:58 -07:00
Ben Doherty 4f925f07e8 Add CocoaPods Deploy GitHub workflow (#7176) 2023-09-18 14:39:20 -07:00
891 changed files with 49891 additions and 33783 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
+1 -5
View File
@@ -10,7 +10,7 @@ on:
jobs:
build-android:
name: build-android
runs-on: macos-latest
runs-on: macos-14
steps:
- uses: actions/checkout@v3.3.0
@@ -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-14
steps:
- name: Check out iOS/CocoaPods directory
uses: Bhacaz/checkout-files@49fc3050859046bf4f4873678d46099985640e89
with:
files: ios/CocoaPods
token: ${{ secrets.GITHUB_TOKEN }}
branch: ${{ github.event.inputs.release_tag }}
- name: Move podspec to root
run: mv ios/CocoaPods/*.podspec .
- name: Install CocoaPods
run: gem install cocoapods
- uses: michaelhenry/deploy-to-cocoapods-github-action@745686ab065f90596e0d5cfcf97bb2416d94262e
env:
COCOAPODS_TRUNK_TOKEN: ${{ secrets.COCOAPODS_TRUNK_TOKEN }}
+1 -1
View File
@@ -10,7 +10,7 @@ on:
jobs:
build-ios:
name: build-ios
runs-on: macos-latest
runs-on: macos-14
steps:
- uses: actions/checkout@v3.3.0
+1 -1
View File
@@ -10,7 +10,7 @@ on:
jobs:
build-mac:
name: build-mac
runs-on: macos-latest
runs-on: macos-14
steps:
- uses: actions/checkout@v3.3.0
+33
View File
@@ -0,0 +1,33 @@
name: Npm Deploy
on:
workflow_dispatch:
inputs:
release_tag:
description: 'Release tag to deploy (e.g., v1.42.2)'
required: true
default: 'v1.42.2'
jobs:
npm-deploy:
name: npm-deploy
runs-on: macos-14
steps:
- uses: actions/checkout@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: ${{ secrets.NPM_TOKEN }}
+4 -4
View File
@@ -15,7 +15,7 @@ jobs:
strategy:
matrix:
os: [macos-latest, ubuntu-22.04]
os: [macos-14, ubuntu-22.04]
steps:
- uses: actions/checkout@v3.3.0
@@ -40,7 +40,7 @@ jobs:
build-android:
name: build-android
runs-on: macos-latest
runs-on: macos-14
steps:
- uses: actions/checkout@v3.3.0
@@ -54,7 +54,7 @@ jobs:
build-ios:
name: build-iOS
runs-on: macos-latest
runs-on: macos-14
steps:
- uses: actions/checkout@v3.3.0
@@ -67,7 +67,7 @@ jobs:
build-web:
name: build-web
runs-on: macos-latest
runs-on: macos-14
steps:
- uses: actions/checkout@v3.3.0
+6 -7
View File
@@ -31,7 +31,7 @@ jobs:
strategy:
matrix:
os: [macos-latest, ubuntu-22.04]
os: [macos-14, ubuntu-22.04]
steps:
- name: Decide Git ref
@@ -65,7 +65,7 @@ jobs:
build-web:
name: build-web
runs-on: macos-latest
runs-on: macos-14
if: github.event_name == 'release' || github.event.inputs.platform == 'web'
steps:
@@ -98,7 +98,7 @@ jobs:
build-android:
name: build-android
runs-on: macos-latest
runs-on: macos-14
if: github.event_name == 'release' || github.event.inputs.platform == 'android'
steps:
@@ -124,13 +124,12 @@ jobs:
cd ../..
mv out/filament-android-release.aar out/filament-${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
run: |
echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
base64 --decode filament.jks.base64 > filament.jks
base64 --decode -i filament.jks.base64 > filament.jks
BUILD_TOOLS_VERSION=$(ls ${ANDROID_HOME}/build-tools | sort -V | tail -n 1)
APKSIGNER=${ANDROID_HOME}/build-tools/${BUILD_TOOLS_VERSION}/apksigner
IN_FILE="out/sample-gltf-viewer-release.apk"
@@ -153,7 +152,7 @@ jobs:
build-ios:
name: build-ios
runs-on: macos-latest
runs-on: macos-14
if: github.event_name == 'release' || github.event.inputs.platform == 'ios'
steps:
@@ -206,7 +205,7 @@ jobs:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
build\windows\build-github.bat release
move out\filament-windows.tgz out\filament-$Env:TAG-windows.tgz
move out\filament-windows.tgz out\filament-%TAG%-windows.tgz
shell: cmd
- uses: actions/github-script@v6
env:
+1 -1
View File
@@ -10,7 +10,7 @@ on:
jobs:
build-web:
name: build-web
runs-on: macos-latest
runs-on: macos-14
steps:
- uses: actions/checkout@v3.3.0
+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)
+77 -15
View File
@@ -41,6 +41,12 @@ option(FILAMENT_LINUX_IS_MOBILE "Treat Linux as Mobile" OFF)
option(FILAMENT_ENABLE_ASAN_UBSAN "Enable Address and Undefined Behavior Sanitizers" OFF)
option(FILAMENT_ENABLE_TSAN "Enable Thread Sanitizer" OFF)
option(FILAMENT_ENABLE_FEATURE_LEVEL_0 "Enable Feature Level 0" ON)
option(FILAMENT_ENABLE_MULTIVIEW "Enable multiview for Filament" OFF)
set(FILAMENT_NDK_VERSION "" CACHE STRING
"Android NDK version or version prefix to be used when building for Android."
)
@@ -65,6 +71,13 @@ set(FILAMENT_METAL_HANDLE_ARENA_SIZE_IN_MB "8" CACHE STRING
"Size of the Metal handle arena, default 8."
)
set(FILAMENT_BACKEND_DEBUG_FLAG "" CACHE STRING
"A debug flag meant for enabling/disabling backend debugging paths"
)
# Enable exceptions by default in spirv-cross.
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS OFF)
# ==================================================================================================
# CMake policies
# ==================================================================================================
@@ -160,15 +173,6 @@ if (NOT ANDROID AND NOT WEBGL AND NOT IOS AND NOT FILAMENT_LINUX_IS_MOBILE)
set(IS_HOST_PLATFORM TRUE)
endif()
if (IOS)
# Remove the headerpad_max_install_names linker flag on iOS. It causes warnings when linking
# executables with bitcode.
string(REPLACE "-Wl,-headerpad_max_install_names" "" CMAKE_C_LINK_FLAGS ${CMAKE_C_LINK_FLAGS})
string(REPLACE "-Wl,-headerpad_max_install_names" "" CMAKE_CXX_LINK_FLAGS ${CMAKE_CXX_LINK_FLAGS})
string(REPLACE "-Wl,-headerpad_max_install_names" "" CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS ${CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS})
string(REPLACE "-Wl,-headerpad_max_install_names" "" CMAKE_SHARED_LIBRARY_CREATE_CXX_FLAGS ${CMAKE_SHARED_LIBRARY_CREATE_CXX_FLAGS})
endif()
if (WIN32)
# Link statically against c/c++ lib to avoid missing redistriburable such as
# "VCRUNTIME140.dll not found. Try reinstalling the app.", but give users
@@ -225,6 +229,21 @@ 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 +356,7 @@ endif()
if (CYGWIN)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-exceptions -fno-rtti")
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS ON)
endif()
if (MSVC)
@@ -364,8 +384,9 @@ endif()
if (NOT MSVC AND NOT IOS)
# Omitting stack frame pointers prevents the generation of readable stack traces in crash reports on iOS
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -fomit-frame-pointer")
endif()
# These aren't compatible with -fembed-bitcode (and seem to have no effect on Apple platforms anyway)
if (NOT MSVC)
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -ffunction-sections -fdata-sections")
endif()
@@ -373,6 +394,7 @@ endif()
# saved by -fno-exception and 10 KiB saved by -fno-rtti).
if (ANDROID OR IOS OR WEBGL)
set(CMAKE_CXX_FLAGS_RELEASE "${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 +406,7 @@ endif()
# std::visit, which is not supported on iOS 11.0 when exceptions are enabled.
if (IOS)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fno-exceptions")
set(SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS ON)
endif()
# With WebGL, we disable RTTI even for debug builds because we pass emscripten::val back and forth
@@ -403,7 +426,13 @@ endif()
if (FILAMENT_ENABLE_ASAN_UBSAN)
set(EXTRA_SANITIZE_OPTIONS "-fsanitize=address -fsanitize=undefined")
endif()
if (FILAMENT_ENABLE_TSAN)
set(EXTRA_SANITIZE_OPTIONS "-fsanitize=thread")
endif()
if (ANDROID)
# keep STL debug infos (mimics what the NDK does)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fno-limit-debug-info")
endif()
if (NOT MSVC AND NOT WEBGL)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fstack-protector")
endif()
@@ -500,6 +529,27 @@ else()
option(FILAMENT_DISABLE_MATOPT "Disable material optimizations" ON)
endif()
# This only affects the prebuilt shader files in gltfio and samples, not filament library.
# The value can be either "instanced" or "multiview".
set(FILAMENT_SAMPLES_STEREO_TYPE "instanced" CACHE STRING
"Stereoscopic type that shader files in gltfio and samples are built for."
)
string(TOLOWER "${FILAMENT_SAMPLES_STEREO_TYPE}" FILAMENT_SAMPLES_STEREO_TYPE)
if (NOT FILAMENT_SAMPLES_STEREO_TYPE STREQUAL "instanced" AND NOT FILAMENT_SAMPLES_STEREO_TYPE STREQUAL "multiview")
message(FATAL_ERROR "Invalid stereo type: \"${FILAMENT_SAMPLES_STEREO_TYPE}\" choose either \"instanced\" or \"multiview\" ")
endif ()
# Compiling samples for multiview implies enabling multiview feature as well.
if (FILAMENT_SAMPLES_STEREO_TYPE STREQUAL "multiview")
set(FILAMENT_ENABLE_MULTIVIEW ON)
endif ()
# Define backend flag for debug only
if (CMAKE_BUILD_TYPE STREQUAL "Debug" AND NOT FILAMENT_BACKEND_DEBUG_FLAG STREQUAL "")
add_definitions(-DFILAMENT_BACKEND_DEBUG_FLAG=${FILAMENT_BACKEND_DEBUG_FLAG})
unset(FILAMENT_BACKEND_DEBUG_FLAG)
endif()
# ==================================================================================================
# Material compilation flags
# ==================================================================================================
@@ -523,6 +573,11 @@ 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)
@@ -598,9 +653,9 @@ function(combine_static_libs TARGET OUTPUT DEPS)
# Loop through the dependent libraries and query their location on disk.
set(DEPS_FILES )
foreach(DEPENDENCY ${DEPS})
if(TARGET ${DEPENDENCY})
if (TARGET ${DEPENDENCY})
get_property(dep_type TARGET ${DEPENDENCY} PROPERTY TYPE)
if(dep_type STREQUAL "STATIC_LIBRARY")
if (dep_type STREQUAL "STATIC_LIBRARY")
list(APPEND DEPS_FILES "$<TARGET_FILE:${DEPENDENCY}>")
endif()
endif()
@@ -670,7 +725,7 @@ function(get_resgen_vars ARCHIVE_DIR ARCHIVE_NAME)
set(RESGEN_OUTPUTS "${OUTPUTS}" PARENT_SCOPE)
set(RESGEN_FLAGS -qx ${ARCHIVE_DIR} -p ${ARCHIVE_NAME} PARENT_SCOPE)
set(RESGEN_SOURCE "${ARCHIVE_DIR}/${ARCHIVE_NAME}${ASM_SUFFIX}.S" PARENT_SCOPE)
set(RESGEN_SOURCE_FLAGS "-I${ARCHIVE_DIR} ${ASM_ARCH_FLAG}" PARENT_SCOPE)
set(RESGEN_SOURCE_FLAGS "-I'${ARCHIVE_DIR}' ${ASM_ARCH_FLAG}" PARENT_SCOPE)
endif()
endfunction()
@@ -685,7 +740,6 @@ add_subdirectory(${LIBRARIES}/filabridge)
add_subdirectory(${LIBRARIES}/filaflat)
add_subdirectory(${LIBRARIES}/filagui)
add_subdirectory(${LIBRARIES}/filameshio)
add_subdirectory(${LIBRARIES}/geometry)
add_subdirectory(${LIBRARIES}/gltfio)
add_subdirectory(${LIBRARIES}/ibl)
add_subdirectory(${LIBRARIES}/iblprefilter)
@@ -713,6 +767,9 @@ add_subdirectory(${EXTERNAL}/jsmn/tnt)
add_subdirectory(${EXTERNAL}/stb/tnt)
add_subdirectory(${EXTERNAL}/getopt)
# Note that this has to be placed after mikktspace in order for combine_static_libs to work.
add_subdirectory(${LIBRARIES}/geometry)
if (FILAMENT_BUILD_FILAMAT OR IS_HOST_PLATFORM)
# spirv-tools must come before filamat, as filamat relies on the presence of the
# spirv-tools_SOURCE_DIR variable.
@@ -730,6 +787,8 @@ endif()
if (FILAMENT_SUPPORTS_VULKAN)
add_subdirectory(${LIBRARIES}/bluevk)
add_subdirectory(${EXTERNAL}/vkmemalloc/tnt)
set(SPIRV_HEADERS_SKIP_EXAMPLES ON)
add_subdirectory(${EXTERNAL}/spirv-headers)
endif()
set(FILAMENT_SAMPLES_BINARY_DIR ${PROJECT_BINARY_DIR}/samples)
@@ -762,6 +821,9 @@ if (IS_HOST_PLATFORM)
add_subdirectory(${TOOLS}/glslminifier)
add_subdirectory(${TOOLS}/matc)
add_subdirectory(${TOOLS}/matinfo)
if (NOT WIN32) # matedit not yet supported on Windows
add_subdirectory(${TOOLS}/matedit)
endif()
add_subdirectory(${TOOLS}/mipgen)
add_subdirectory(${TOOLS}/normal-blending)
add_subdirectory(${TOOLS}/resgen)
+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:1.51.8'
}
```
@@ -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', '~> 1.51.8'
```
### 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).
+136
View File
@@ -7,6 +7,142 @@ 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).
## v1.51.9
## v1.51.8
- filagui: Fix regression which broke WebGL
- Add a new Engine::Config setting to control preferred shader language
- Add `getEyeIndex` vertex API
- ios: Remove bitcode from iOS builds
## v1.51.7
- Add new matedit tool
- filagui: Support rendering `GL_TEXTURE_EXTERNAL_OES` textures.
- `setFrameScheduledCallback` now takes a `utils::Invocable`.
- engine: Add `isPaused()`
## v1.51.6
- Add new matedit tool
- filagui: Support rendering `GL_TEXTURE_EXTERNAL_OES` textures.
## v1.51.5
## v1.51.4
## v1.51.3
## v1.51.2
- engine: Add experimental APIs `Engine::builder::paused()` and `Engine::setPaused()`
## v1.51.1
## v1.51.0
- materials: add support for post-lighting mix factor (b/328498606) [⚠️ **New Material Version**]
## v1.50.6
- Add new API `SwapChain::getFrameScheduledCallback`
- vulkan: fixed validation error VUID-vkAcquireNextImageKHR-semaphore-01779
- opengl: Add support for protected content swapchains and contexts
## v1.50.5
- android: NDK 26.1.10909125 is used by default
- android: Minimum API level on Android is now API 21 instead of API 19. This allows the use of OpenGL ES 3.1
- rendering: New PBR Neutral tone mapper, designed to preserve materials color appearance
- android: Change default frameRateOptions.interval to 1.0
## v1.50.4
## v1.50.3
## v1.50.2
## v1.50.1
- Metal: fix some shader artifacts by disabling fast math optimizations.
- backend: remove `atan2` overload which had a typo and wasn't useful. Fixes b/320856413.
- utils: remove usages of `SpinLock`. Fixes b/321101014.
## v1.50.0
- engine: TAA now supports 4x upscaling [BETA] [⚠️ **New Material Version**]
## v1.49.3
- matc: Generate stereo variants for FL0 materials [⚠️ **Recompile materials**]
## v1.49.2
## v1.49.1
## v1.49.0
- matc: Fix ESSL 1.0 codegen when using external samplers [⚠️ **Recompile materials**]
## v1.48.0
- matc: New option `-1` to disable generation of ESSL 1.0 code in Feature Level 0 materials
- matc: Support optimizations for ESSL 1.0 code [⚠️ **Recompile materials**]
## v1.47.0
- engine: Support up to 4 side-by-side stereoscopic eyes, configurable at Engine creation time. See
`Engine::Config::stereoscopicEyeCount`. [⚠️ **Recompile Materials**]
## v1.46.0
- engine: Allow instantiating Engine at a given feature level via `Engine::Builder::featureLevel`
- matc: Enable `GL_OES_standard_derivatives` extension in ESSL 1.0 shaders
- matc: Fix code generation of double sided and masked materials in ESSL 1.0 shaders
- filagui: Add support for feature level 0
- matc: Add support for post-process materials in feature level 0
- engine: Add `Material::getFeatureLevel()`
- engine: Add missing `Material::getReflectionMode()` method in Java
- engine: Support basic usage of post-processing materials on feature level 0
- engine: Fix critical GLES 2.0 bugs
- engine: Add `FILAMENT_ENABLE_FEATURE_LEVEL_0` build-time option optionally allow building Filament
without FL0 support.
## v1.45.1
- engine: Added parameter for configuring JobSystem thread count
- engine: In Java, introduce Engine.Builder
- gltfio: fix ubershader index for transmission&volume material
- engine: New tone mapper: `AgXTonemapper`.
- matinfo: Add support for viewing ESSL 1.0 shaders
- engine: Add `Renderer::getClearOptions()` [b/243846268]
- engine: Fix stable shadows (again) when an IBL rotation is used
## v1.45.0
- materials: fix alpha masked materials when MSAA is turned on [⚠️ **Recompile materials**]
- materials: better support materials with custom depth [**Recompile Materials**]
- engine: fade shadows at shadowFar distance instead of hard cutoff [⚠️ **New Material Version**]
## v1.44.0
- engine: add support for skinning with more than four bones per vertex.
- engine: remove `BloomOptions::anamorphism` which wasn't working well in most cases [**API CHANGE**]
- engine: new API to return a Material's supported variants, C++ only (b/297456590)
- build: fix emscripten-1.3.46 build
- engine: materials built for feature level 0 can now also be loaded in higher feature levels [⚠️
**New Material Version**]
## v1.43.1
## v1.43.0
+9 -9
View File
@@ -80,15 +80,15 @@ buildscript {
ext.versions = [
'jdk': 17,
'minSdk': 19,
'targetSdk': 33,
'compileSdk': 33,
'kotlin': '1.9.0',
'kotlin_coroutines': '1.7.2',
'minSdk': 21,
'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);
}
@@ -349,6 +342,21 @@ Java_com_google_android_filament_Engine_nIsValidMaterial(JNIEnv*, jclass,
return (jboolean)engine->isValid((Material*)nativeMaterial);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidMaterialInstance(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMaterial, jlong nativeMaterialInstance) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValid((Material*)nativeMaterial,
(MaterialInstance*)nativeMaterialInstance);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidExpensiveMaterialInstance(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeMaterialInstance) {
Engine* engine = (Engine *)nativeEngine;
return (jboolean)engine->isValidExpensive((MaterialInstance*)nativeMaterialInstance);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsValidSkybox(JNIEnv*, jclass,
jlong nativeEngine, jlong nativeSkybox) {
@@ -391,6 +399,27 @@ Java_com_google_android_filament_Engine_nFlushAndWait(JNIEnv*, jclass,
engine->flushAndWait();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nFlush(JNIEnv*, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
engine->flush();
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_Engine_nIsPaused(JNIEnv*, jclass,
jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean)engine->isPaused();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_Engine_nSetPaused(JNIEnv*, jclass,
jlong nativeEngine, jboolean paused) {
Engine* engine = (Engine*) nativeEngine;
engine->setPaused(paused);
}
// Managers...
extern "C" JNIEXPORT jlong JNICALL
@@ -435,6 +464,13 @@ 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 +490,77 @@ 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 textureUseAfterFreePoolSize, jboolean disableParallelShaderCompile,
jint stereoscopicType, jlong stereoscopicEyeCount,
jlong resourceAllocatorCacheSizeMB, jlong resourceAllocatorCacheMaxAge,
jboolean disableHandleUseAfterFreeCheck,
jint preferredShaderLanguage,
jboolean forceGLES2Context) {
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,
.textureUseAfterFreePoolSize = (uint32_t) textureUseAfterFreePoolSize,
.disableParallelShaderCompile = (bool) disableParallelShaderCompile,
.stereoscopicType = (Engine::StereoscopicType) stereoscopicType,
.stereoscopicEyeCount = (uint8_t) stereoscopicEyeCount,
.resourceAllocatorCacheSizeMB = (uint32_t) resourceAllocatorCacheSizeMB,
.resourceAllocatorCacheMaxAge = (uint8_t) resourceAllocatorCacheMaxAge,
.disableHandleUseAfterFreeCheck = (bool) disableHandleUseAfterFreeCheck,
.preferredShaderLanguage = (Engine::Config::ShaderLanguage) preferredShaderLanguage,
.forceGLES2Context = (bool) forceGLES2Context,
};
builder->config(&config);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderFeatureLevel(
JNIEnv*, jclass, jlong nativeBuilder, jint ordinal) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->featureLevel((Engine::FeatureLevel)ordinal);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderSharedContext(
JNIEnv*, jclass, jlong nativeBuilder, jlong sharedContext) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->sharedContext((void*) sharedContext);
}
extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBuilderPaused(
JNIEnv*, jclass, jlong nativeBuilder, jboolean paused) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
builder->paused((bool) paused);
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_Engine_nBuilderBuild(JNIEnv*, jclass, jlong nativeBuilder) {
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
return (jlong) builder->build();
}
@@ -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);
}
@@ -104,6 +104,14 @@ Java_com_google_android_filament_RenderableManager_nBuilderGeometry__JIIJJIIII(J
(size_t) count);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderGeometryType(JNIEnv*, jclass,
jlong nativeBuilder, int type) {
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
builder->geometryType((RenderableManager::Builder::GeometryType)type);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nBuilderMaterial(JNIEnv*, jclass,
@@ -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;
}
@@ -34,7 +34,15 @@ Java_com_google_android_filament_SwapChain_nSetFrameCompletedCallback(JNIEnv* en
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsSRGBSwapChainSupported(JNIEnv *, jclass, jlong nativeEngine) {
Java_com_google_android_filament_SwapChain_nIsSRGBSwapChainSupported(
JNIEnv *, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (bool)SwapChain::isSRGBSwapChainSupported(*engine);
return (jboolean)SwapChain::isSRGBSwapChainSupported(*engine);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsProtectedContentSupported(
JNIEnv *, jclass, jlong nativeEngine) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean)SwapChain::isProtectedContentSupported(*engine);
}
@@ -47,6 +47,16 @@ Java_com_google_android_filament_ToneMapper_nCreateFilmicToneMapper(JNIEnv*, jcl
return (jlong) new FilmicToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreatePBRNeutralToneMapper(JNIEnv*, jclass) {
return (jlong) new PBRNeutralToneMapper();
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateAgxToneMapper(JNIEnv*, jclass, jint look) {
return (jlong) new AgxToneMapper(AgxToneMapper::AgxLook(look));
}
extern "C" JNIEXPORT jlong JNICALL
Java_com_google_android_filament_ToneMapper_nCreateGenericToneMapper(JNIEnv*, jclass,
jfloat contrast, jfloat midGrayIn, jfloat midGrayOut, jfloat hdrMax) {
+18 -2
View File
@@ -49,6 +49,12 @@ Java_com_google_android_filament_View_nSetCamera(JNIEnv*, jclass,
view->setCamera(camera);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_View_nHasCamera(JNIEnv*, jclass, jlong nativeView) {
View* view = (View*) nativeView;
return (jboolean)view->hasCamera();
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetColorGrading(JNIEnv*, jclass,
jlong nativeView, jlong nativeColorGrading) {
@@ -282,7 +288,7 @@ Java_com_google_android_filament_View_nSetSSCTOptions(JNIEnv *, jclass, jlong na
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
jlong nativeView, jlong nativeTexture,
jfloat dirtStrength, jfloat strength, jint resolution, jfloat anamorphism, jint levels,
jfloat dirtStrength, jfloat strength, jint resolution, jint levels,
jint blendMode, jboolean threshold, jboolean enabled, jfloat highlight,
jboolean lensFlare, jboolean starburst, jfloat chromaticAberration, jint ghostCount,
jfloat ghostSpacing, jfloat ghostThreshold, jfloat haloThickness, jfloat haloRadius,
@@ -294,7 +300,6 @@ Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
.dirtStrength = dirtStrength,
.strength = strength,
.resolution = (uint32_t)resolution,
.anamorphism = anamorphism,
.levels = (uint8_t)levels,
.blendMode = (View::BloomOptions::BlendMode)blendMode,
.threshold = (bool)threshold,
@@ -481,6 +486,17 @@ Java_com_google_android_filament_View_nIsStencilBufferEnabled(JNIEnv *, jclass,
return view->isStencilBufferEnabled();
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetStereoscopicOptions(JNIEnv *, jclass, jlong nativeView,
jboolean enabled) {
View* view = (View*) nativeView;
View::StereoscopicOptions options {
.enabled = (bool) enabled
};
view->setStereoscopicOptions(options);
}
extern "C"
JNIEXPORT void JNICALL
Java_com_google_android_filament_View_nSetGuardBandOptions(JNIEnv *, jclass,
@@ -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 +152,322 @@ public class Engine {
FEATURE_LEVEL_0,
/** OpenGL ES 3.0 features (default) */
FEATURE_LEVEL_1,
/** OpenGL ES 3.1 features + 16 textures units + cubemap arrays */
FEATURE_LEVEL_2,
/** OpenGL ES 3.1 features + 31 textures units + cubemap arrays */
FEATURE_LEVEL_2
FEATURE_LEVEL_3,
};
private Engine(long nativeEngine) {
/**
* The type of technique for stereoscopic rendering
*/
public enum StereoscopicType {
/** Stereoscopic rendering is performed using instanced rendering technique. */
INSTANCED,
/** Stereoscopic rendering is performed using the multiview feature from the graphics backend. */
MULTIVIEW,
};
/**
* Constructs <code>Engine</code> objects using a builder pattern.
*/
public static class Builder {
@SuppressWarnings({"FieldCanBeLocal", "UnusedDeclaration"})
private final BuilderFinalizer mFinalizer;
private final long mNativeBuilder;
private Config mConfig;
public Builder() {
mNativeBuilder = nCreateBuilder();
mFinalizer = new BuilderFinalizer(mNativeBuilder);
}
/**
* Sets the {@link Backend} for the Engine.
*
* @param backend Driver backend to use
* @return A reference to this Builder for chaining calls.
*/
public Builder backend(Backend backend) {
nSetBuilderBackend(mNativeBuilder, backend.ordinal());
return this;
}
/**
* Sets a sharedContext for the Engine.
*
* @param sharedContext A platform-dependant OpenGL context used as a shared context
* when creating filament's internal context. On Android this parameter
* <b>must be</b> an instance of {@link android.opengl.EGLContext}.
* @return A reference to this Builder for chaining calls.
*/
public Builder sharedContext(Object sharedContext) {
if (Platform.get().validateSharedContext(sharedContext)) {
nSetBuilderSharedContext(mNativeBuilder,
Platform.get().getSharedContextNativeHandle(sharedContext));
return this;
}
throw new IllegalArgumentException("Invalid shared context " + sharedContext);
}
/**
* Configure the Engine with custom parameters.
*
* @param config A {@link Config} object
* @return A reference to this Builder for chaining calls.
*/
public Builder config(Config config) {
mConfig = config;
nSetBuilderConfig(mNativeBuilder, config.commandBufferSizeMB,
config.perRenderPassArenaSizeMB, config.driverHandleArenaSizeMB,
config.minCommandBufferSizeMB, config.perFrameCommandsSizeMB,
config.jobSystemThreadCount,
config.textureUseAfterFreePoolSize, config.disableParallelShaderCompile,
config.stereoscopicType.ordinal(), config.stereoscopicEyeCount,
config.resourceAllocatorCacheSizeMB, config.resourceAllocatorCacheMaxAge,
config.disableHandleUseAfterFreeCheck,
config.preferredShaderLanguage.ordinal(),
config.forceGLES2Context);
return this;
}
/**
* Sets the initial featureLevel for the Engine.
*
* @param featureLevel The feature level at which initialize Filament.
* @return A reference to this Builder for chaining calls.
*/
public Builder featureLevel(FeatureLevel featureLevel) {
nSetBuilderFeatureLevel(mNativeBuilder, featureLevel.ordinal());
return this;
}
/**
* Sets the initial paused state of the rendering thread.
*
* <p>Warning: This is an experimental API. See {@link Engine#setPaused(boolean)} for
* caveats.
*
* @param paused Whether to start the rendering thread paused.
* @return A reference to this Builder for chaining calls.
*/
public Builder paused(boolean paused) {
nSetBuilderPaused(mNativeBuilder, paused);
return this;
}
/**
* Creates an instance of Engine
*
* @return A newly created <code>Engine</code>, or <code>null</code> if the GPU driver couldn't
* be initialized, for instance if it doesn't support the right version of OpenGL or
* OpenGL ES.
*
* @exception IllegalStateException can be thrown if there isn't enough memory to
* allocate the command buffer.
*/
public Engine build() {
long nativeEngine = nBuilderBuild(mNativeBuilder);
if (nativeEngine == 0) throw new IllegalStateException("Couldn't create Engine");
return new Engine(nativeEngine, mConfig);
}
private static class BuilderFinalizer {
private final long mNativeObject;
BuilderFinalizer(long nativeObject) {
mNativeObject = nativeObject;
}
@Override
public void finalize() {
try {
super.finalize();
} catch (Throwable t) { // Ignore
} finally {
nDestroyBuilder(mNativeObject);
}
}
}
}
/**
* Parameters for customizing the initialization of {@link Engine}.
*/
public static class Config {
// #defines in Engine.h
private static final long FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB = 3;
private static final long FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB = 2;
private static final long FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB = 1;
private static final long FILAMENT_COMMAND_BUFFER_SIZE_IN_MB =
FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB * 3;
/**
* Size in MiB of the low-level command buffer arena.
*
* Each new command buffer is allocated from here. If this buffer is too small the program
* might terminate or rendering errors might occur.
*
* This is typically set to minCommandBufferSizeMB * 3, so that up to 3 frames can be
* batched-up at once.
*
* This value affects the application's memory usage.
*/
public long commandBufferSizeMB = FILAMENT_COMMAND_BUFFER_SIZE_IN_MB;
/**
* Size in MiB of the per-frame data arena.
*
* This is the main arena used for allocations when preparing a frame.
* e.g.: Froxel data and high-level commands are allocated from this arena.
*
* If this size is too small, the program will abort on debug builds and have undefined
* behavior otherwise.
*
* This value affects the application's memory usage.
*/
public long perRenderPassArenaSizeMB = FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB;
/**
* Size in MiB of the backend's handle arena.
*
* Backends will fallback to slower heap-based allocations when running out of space and
* log this condition.
*
* If 0, then the default value for the given platform is used
*
* This value affects the application's memory usage.
*/
public long driverHandleArenaSizeMB = 0;
/**
* Minimum size in MiB of a low-level command buffer.
*
* This is how much space is guaranteed to be available for low-level commands when a new
* buffer is allocated. If this is too small, the engine might have to stall to wait for
* more space to become available, this situation is logged.
*
* This value does not affect the application's memory usage.
*/
public long minCommandBufferSizeMB = FILAMENT_MIN_COMMAND_BUFFERS_SIZE_IN_MB;
/**
* Size in MiB of the per-frame high level command buffer.
*
* This buffer is related to the number of draw calls achievable within a frame, if it is
* too small, the program will abort on debug builds and have undefined behavior otherwise.
*
* It is allocated from the 'per-render-pass arena' above. Make sure that at least 1 MiB is
* left in the per-render-pass arena when deciding the size of this buffer.
*
* This value does not affect the application's memory usage.
*/
public long perFrameCommandsSizeMB = FILAMENT_PER_FRAME_COMMANDS_SIZE_IN_MB;
/**
* Number of threads to use in Engine's JobSystem.
*
* Engine uses a utils::JobSystem to carry out paralleization of Engine workloads. This
* value sets the number of threads allocated for JobSystem. Configuring this value can be
* helpful in CPU-constrained environments where too many threads can cause contention of
* CPU and reduce performance.
*
* The default value is 0, which implies that the Engine will use a heuristic to determine
* the number of threads to use.
*/
public long jobSystemThreadCount = 0;
/**
* Number of most-recently destroyed textures to track for use-after-free.
*
* This will cause the backend to throw an exception when a texture is freed but still bound
* to a SamplerGroup and used in a draw call. 0 disables completely.
*
* Currently only respected by the Metal backend.
*/
public long textureUseAfterFreePoolSize = 0;
/**
* Set to `true` to forcibly disable parallel shader compilation in the backend.
* Currently only honored by the GL backend.
*/
public boolean disableParallelShaderCompile = false;
/**
* The type of technique for stereoscopic rendering.
*
* This setting determines the algorithm used when stereoscopic rendering is enabled. This
* decision applies to the entire Engine for the lifetime of the Engine. E.g., multiple
* Views created from the Engine must use the same stereoscopic type.
*
* Each view can enable stereoscopic rendering via the StereoscopicOptions::enable flag.
*
* @see View#setStereoscopicOptions
*/
public StereoscopicType stereoscopicType = StereoscopicType.INSTANCED;
/**
* The number of eyes to render when stereoscopic rendering is enabled. Supported values are
* between 1 and Engine#getMaxStereoscopicEyes() (inclusive).
*
* @see View#setStereoscopicOptions
* @see Engine#getMaxStereoscopicEyes
*/
public long stereoscopicEyeCount = 2;
/*
* @Deprecated This value is no longer used.
*/
public long resourceAllocatorCacheSizeMB = 64;
/*
* This value determines for how many frames are texture entries kept in the cache.
*/
public long resourceAllocatorCacheMaxAge = 2;
/*
* Disable backend handles use-after-free checks.
*/
public boolean disableHandleUseAfterFreeCheck = false;
/*
* Sets a preferred shader language for Filament to use.
*
* The Metal backend supports two shader languages: MSL (Metal Shading Language) and
* METAL_LIBRARY (precompiled .metallib). This option controls which shader language is
* used when materials contain both.
*
* By default, when preferredShaderLanguage is unset, Filament will prefer METAL_LIBRARY
* shaders if present within a material, falling back to MSL. Setting
* preferredShaderLanguage to ShaderLanguage::MSL will instead instruct Filament to check
* for the presence of MSL in a material first, falling back to METAL_LIBRARY if MSL is not
* present.
*
* When using a non-Metal backend, setting this has no effect.
*/
public enum ShaderLanguage {
DEFAULT,
MSL,
METAL_LIBRARY,
};
public ShaderLanguage preferredShaderLanguage = ShaderLanguage.DEFAULT;
/*
* When the OpenGL ES backend is used, setting this value to true will force a GLES2.0
* context if supported by the Platform, or if not, will have the backend pretend
* it's a GLES2 context. Ignored on other backends.
*/
public boolean forceGLES2Context = false;
}
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 +485,7 @@ 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 +505,9 @@ 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 +529,9 @@ 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 +598,23 @@ 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 +660,37 @@ public class Engine {
return nIsAutomaticInstancingEnabled(getNativeObject());
}
/**
* Retrieves the configuration settings of this {@link Engine}.
*
* This method returns the configuration object that was supplied to the Engine's {@link
* Builder#config} method during the creation of this Engine. If the {@link Builder::config}
* method was not explicitly called (or called with null), this method returns the default
* configuration settings.
*
* @return a {@link Config} object with this Engine's configuration
* @see Builder#config
*/
@NonNull
public Config getConfig() {
if (mConfig == null) {
mConfig = new Config();
}
return mConfig;
}
/**
* Returns the maximum number of stereoscopic eyes supported by Filament. The actual number of
* eyes rendered is set at Engine creation time with the {@link
* Engine#Config#stereoscopicEyeCount} setting.
*
* @return the max number of stereoscopic eyes supported
* @see Engine#Config#stereoscopicEyeCount
*/
public long getMaxStereoscopicEyes() {
return nGetMaxStereoscopicEyes(getNativeObject());
}
// SwapChain
@@ -366,7 +705,7 @@ public class Engine {
*/
@NonNull
public SwapChain createSwapChain(@NonNull Object surface) {
return createSwapChain(surface, SwapChain.CONFIG_DEFAULT);
return createSwapChain(surface, SwapChainFlags.CONFIG_DEFAULT);
}
/**
@@ -374,15 +713,15 @@ public class Engine {
*
* @param surface on Android, <b>must be</b> an instance of {@link android.view.Surface}
*
* @param flags configuration flags, see {@link SwapChain}
* @param flags configuration flags, see {@link SwapChainFlags}
*
* @return a newly created {@link SwapChain} object
*
* @exception IllegalStateException can be thrown if the SwapChain couldn't be created
*
* @see SwapChain#CONFIG_DEFAULT
* @see SwapChain#CONFIG_TRANSPARENT
* @see SwapChain#CONFIG_READABLE
* @see SwapChainFlags#CONFIG_DEFAULT
* @see SwapChainFlags#CONFIG_TRANSPARENT
* @see SwapChainFlags#CONFIG_READABLE
*
*/
@NonNull
@@ -400,21 +739,22 @@ public class Engine {
*
* @param width width of the rendering buffer
* @param height height of the rendering buffer
* @param flags configuration flags, see {@link SwapChain}
* @param flags configuration flags, see {@link SwapChainFlags}
*
* @return a newly created {@link SwapChain} object
*
* @exception IllegalStateException can be thrown if the SwapChain couldn't be created
*
* @see SwapChain#CONFIG_DEFAULT
* @see SwapChain#CONFIG_TRANSPARENT
* @see SwapChain#CONFIG_READABLE
* @see SwapChainFlags#CONFIG_DEFAULT
* @see SwapChainFlags#CONFIG_TRANSPARENT
* @see SwapChainFlags#CONFIG_READABLE
*
*/
@NonNull
public SwapChain createSwapChain(int width, int height, long flags) {
if (width >= 0 && height >= 0) {
long nativeSwapChain = nCreateSwapChainHeadless(getNativeObject(), width, height, flags);
long nativeSwapChain =
nCreateSwapChainHeadless(getNativeObject(), width, height, flags);
if (nativeSwapChain == 0) throw new IllegalStateException("Couldn't create SwapChain");
return new SwapChain(nativeSwapChain, null);
}
@@ -426,11 +766,12 @@ public class Engine {
*
* @param surface a properly initialized {@link NativeSurface}
*
* @param flags configuration flags, see {@link SwapChain}
* @param flags configuration flags, see {@link SwapChainFlags}
*
* @return a newly created {@link SwapChain} object
*
* @exception IllegalStateException can be thrown if the {@link SwapChain} couldn't be created
* @exception IllegalStateException can be thrown if the {@link SwapChainFlags} couldn't be
* created
*/
@NonNull
public SwapChain createSwapChainFromNativeSurface(@NonNull NativeSurface surface, long flags) {
@@ -539,6 +880,24 @@ public class Engine {
return nIsValidMaterial(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidMaterialInstance(@NonNull Material ma, MaterialInstance mi) {
return nIsValidMaterialInstance(getNativeObject(), ma.getNativeObject(), mi.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
* @return returns true if the specified object is valid.
*/
public boolean isValidExpensiveMaterialInstance(@NonNull MaterialInstance object) {
return nIsValidExpensiveMaterialInstance(getNativeObject(), object.getNativeObject());
}
/**
* Returns whether the object is valid.
* @param object Object to check for validity
@@ -888,6 +1247,45 @@ public class Engine {
nFlushAndWait(getNativeObject());
}
/**
* Kicks the hardware thread (e.g. the OpenGL, Vulkan or Metal thread) but does not wait
* for commands to be either executed or the hardware finished.
*
* <p>This is typically used after creating a lot of objects to start draining the command
* queue which has a limited size.</p>
*/
public void flush() {
nFlush(getNativeObject());
}
/**
* Get paused state of rendering thread.
*
* <p>Warning: This is an experimental API.
*
* @see #setPaused
*/
public boolean isPaused() {
return nIsPaused(getNativeObject());
}
/**
* Pause or resume the rendering thread.
*
* <p>Warning: This is an experimental API. In particular, note the following caveats.
*
* <ul><li>
* Buffer callbacks will never be called as long as the rendering thread is paused.
* Do not rely on a buffer callback to unpause the thread.
* </li><li>
* While the rendering thread is paused, rendering commands will continue to be queued until the
* buffer limit is reached. When the limit is reached, the program will abort.
* </li></ul>
*/
public void setPaused(boolean paused) {
nSetPaused(getNativeObject(), paused);
}
@UsedByReflection("TextureHelper.java")
public long getNativeObject() {
if (mNativeObject == 0) {
@@ -914,7 +1312,6 @@ 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);
@@ -954,6 +1351,8 @@ public class Engine {
private static native boolean nIsValidSkinningBuffer(long nativeEngine, long nativeSkinningBuffer);
private static native boolean nIsValidIndirectLight(long nativeEngine, long nativeIndirectLight);
private static native boolean nIsValidMaterial(long nativeEngine, long nativeMaterial);
private static native boolean nIsValidMaterialInstance(long nativeEngine, long nativeMaterial, long nativeMaterialInstance);
private static native boolean nIsValidExpensiveMaterialInstance(long nativeEngine, long nativeMaterialInstance);
private static native boolean nIsValidSkybox(long nativeEngine, long nativeSkybox);
private static native boolean nIsValidColorGrading(long nativeEngine, long nativeColorGrading);
private static native boolean nIsValidTexture(long nativeEngine, long nativeTexture);
@@ -961,6 +1360,9 @@ 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 boolean nIsPaused(long nativeEngine);
private static native void nSetPaused(long nativeEngine, boolean paused);
private static native long nGetTransformManager(long nativeEngine);
private static native long nGetLightManager(long nativeEngine);
private static native long nGetRenderableManager(long nativeEngine);
@@ -968,7 +1370,25 @@ 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 textureUseAfterFreePoolSize, boolean disableParallelShaderCompile,
int stereoscopicType, long stereoscopicEyeCount,
long resourceAllocatorCacheSizeMB, long resourceAllocatorCacheMaxAge,
boolean disableHandleUseAfterFreeCheck,
int preferredShaderLanguage,
boolean forceGLES2Context);
private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
private static native void nSetBuilderPaused(long nativeBuilder, boolean paused);
private static native long nBuilderBuild(long nativeBuilder);
}
@@ -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);
@@ -175,6 +175,32 @@ public class RenderableManager {
return this;
}
/**
* Type of geometry for a Renderable
*/
public enum GeometryType {
/** dynamic gemoetry has no restriction */
DYNAMIC,
/** bounds and world space transform are immutable */
STATIC_BOUNDS,
/** skinning/morphing not allowed and Vertex/IndexBuffer immutables */
STATIC
}
/**
* Specify whether this renderable has static bounds. In this context his means that
* the renderable's bounding box cannot change and that the renderable's transform is
* assumed immutable. Changing the renderable's transform via the TransformManager
* can lead to corrupted graphics. Note that skinning and morphing are not forbidden.
* Disabled by default.
* @param enable whether this renderable has static bounds. false by default.
*/
@NonNull
public Builder geometryType(GeometryType type) {
nBuilderGeometryType(mNativeBuilder, type.ordinal());
return this;
}
/**
* Binds a material instance to the specified primitive.
*
@@ -964,6 +990,7 @@ public class RenderableManager {
private static native void nBuilderGeometry(long nativeBuilder, int index, int value, long nativeVertexBuffer, long nativeIndexBuffer);
private static native void nBuilderGeometry(long nativeBuilder, int index, int value, long nativeVertexBuffer, long nativeIndexBuffer, int offset, int count);
private static native void nBuilderGeometry(long nativeBuilder, int index, int value, long nativeVertexBuffer, long nativeIndexBuffer, int offset, int minIndex, int maxIndex, int count);
private static native void nBuilderGeometryType(long nativeBuilder, int type);
private static native void nBuilderMaterial(long nativeBuilder, int index, long nativeMaterialInstance);
private static native void nBuilderBlendOrder(long nativeBuilder, int index, int blendOrder);
private static native void nBuilderGlobalBlendOrderEnabled(long nativeBuilder, int index, boolean enabled);
@@ -101,7 +101,7 @@ public class Renderer {
/**
* Desired frame interval in unit of 1 / DisplayInfo.refreshRate.
*/
public float interval = 1.0f / 60.0f;
public float interval = 1.0f;
/**
* Additional headroom for the GPU as a ratio of the targetFrameTime.
@@ -16,6 +16,7 @@
package com.google.android.filament;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
/**
@@ -146,18 +147,29 @@ public class Scene {
}
/**
* Returns the number of {@link RenderableManager} components in the <code>Scene</code>.
* Returns the total number of Entities in the <code>Scene</code>, whether alive or not.
*
* @return number of {@link RenderableManager} components in the <code>Scene</code>..
* @return the total number of Entities in the <code>Scene</code>.
*/
public int getEntityCount() {
return nGetEntityCount(getNativeObject());
}
/**
* Returns the number of active (alive) {@link RenderableManager} components in the
* <code>Scene</code>.
*
* @return number of {@link RenderableManager} components in the <code>Scene</code>.
*/
public int getRenderableCount() {
return nGetRenderableCount(getNativeObject());
}
/**
* Returns the number of {@link LightManager} components in the <code>Scene</code>.
* Returns the number of active (alive) {@link LightManager} components in the
* <code>Scene</code>.
*
* @return number of {@link LightManager} components in the <code>Scene</code>..
* @return number of {@link LightManager} components in the <code>Scene</code>.
*/
public int getLightCount() {
return nGetLightCount(getNativeObject());
@@ -179,6 +191,52 @@ public class Scene {
return mNativeObject;
}
/**
* Returns the list of all entities in the Scene. If outArray is provided and large enough,
* it is used to store the list and returned, otherwise a new array is allocated and returned.
* @param outArray an array to store the list of entities in the scene.
* @return outArray if it was used or a newly allocated array.
* @see #getEntityCount
*/
public int[] getEntities(@Nullable int[] outArray) {
int c = getEntityCount();
if (outArray == null || outArray.length < c) {
outArray = new int[c];
}
boolean success = nGetEntities(getNativeObject(), outArray, outArray.length);
if (!success) {
throw new IllegalStateException("Error retriving Scene's entities");
}
return outArray;
}
/**
* Returns the list of all entities in the Scene in a newly allocated array.
* @return an array containing the list of all entities in the scene.
* @see #getEntityCount
*/
public int[] getEntities() {
return getEntities(null);
}
public interface EntityProcessor {
void process(@Entity int entity);
}
/**
* Invokes user functor on each entity in the scene.
*
* It is not allowed to add or remove an entity from the scene within the functor.
*
* @param entityProcessor User provided functor called for each entity in the scene
*/
public void forEach(@NonNull EntityProcessor entityProcessor) {
int[] entities = getEntities(null);
for (int entity : entities) {
entityProcessor.process(entity);
}
}
void clearNativeObject() {
mNativeObject = 0;
}
@@ -189,7 +247,9 @@ public class Scene {
private static native void nAddEntities(long nativeScene, int[] entities);
private static native void nRemove(long nativeScene, int entity);
private static native void nRemoveEntities(long nativeScene, int[] entities);
private static native int nGetEntityCount(long nativeScene);
private static native int nGetRenderableCount(long nativeScene);
private static native int nGetLightCount(long nativeScene);
private static native boolean nHasEntity(long nativeScene, int entity);
private static native boolean nGetEntities(long nativeScene, int[] outArray, int length);
}
@@ -68,52 +68,30 @@ public class SwapChain {
private final Object mSurface;
private long mNativeObject;
public static final long CONFIG_DEFAULT = 0x0;
/**
* This flag indicates that the <code>SwapChain</code> must be allocated with an
* alpha-channel.
*/
public static final long CONFIG_TRANSPARENT = 0x1;
/**
* This flag indicates that the <code>SwapChain</code> may be used as a source surface
* for reading back render results. This config must be set when creating
* any <code>SwapChain</code> that will be used as the source for a blit operation.
*
* @see Renderer#copyFrame
*/
public static final long CONFIG_READABLE = 0x2;
/**
* Indicates that the native X11 window is an XCB window rather than an XLIB window.
* This is ignored on non-Linux platforms and in builds that support only one X11 API.
*/
public static final long CONFIG_ENABLE_XCB = 0x4;
/**
* Indicates that the SwapChain must automatically perform linear to sRGB encoding.
*
* This flag is ignored if isSRGBSwapChainSupported() is false.
*
* When using this flag, post-processing should be disabled.
*
* @see SwapChain#isSRGBSwapChainSupported
* @see View#setPostProcessingEnabled
*/
public static final long CONFIG_SRGB_COLORSPACE = 0x10;
SwapChain(long nativeSwapChain, Object surface) {
mNativeObject = nativeSwapChain;
mSurface = surface;
}
/**
* Return whether createSwapChain supports the SWAP_CHAIN_CONFIG_SRGB_COLORSPACE flag.
* Return whether createSwapChain supports the CONFIG_PROTECTED_CONTENT flag.
* The default implementation returns false.
*
* @param engine A reference to the filament Engine
* @return true if SWAP_CHAIN_CONFIG_SRGB_COLORSPACE is supported, false otherwise.
* @return true if CONFIG_PROTECTED_CONTENT is supported, false otherwise.
* @see SwapChainFlags#CONFIG_PROTECTED_CONTENT
*/
public static boolean isProtectedContentSupported(@NonNull Engine engine) {
return nIsProtectedContentSupported(engine.getNativeObject());
}
/**
* Return whether createSwapChain supports the CONFIG_SRGB_COLORSPACE flag.
* The default implementation returns false.
*
* @param engine A reference to the filament Engine
* @return true if CONFIG_SRGB_COLORSPACE is supported, false otherwise.
* @see SwapChainFlags#CONFIG_SRGB_COLORSPACE
*/
public static boolean isSRGBSwapChainSupported(@NonNull Engine engine) {
return nIsSRGBSwapChainSupported(engine.getNativeObject());
@@ -161,4 +139,5 @@ public class SwapChain {
private static native void nSetFrameCompletedCallback(long nativeSwapChain, Object handler, Runnable callback);
private static native boolean nIsSRGBSwapChainSupported(long nativeEngine);
private static native boolean nIsProtectedContentSupported(long nativeEngine);
}
@@ -0,0 +1,97 @@
/*
* Copyright (C) 2024 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.filament;
// Note: SwapChainFlags is kept separate from SwapChain so that UiHelper does not need to depend
// on SwapChain. This allows clients to use UiHelper without requiring all of Filament's Java
// classes.
/**
* Flags that a <code>SwapChain</code> can be created with to control behavior.
*
* @see Engine#createSwapChain
* @see Engine#createSwapChainFromNativeSurface
*/
public final class SwapChainFlags {
public static final long CONFIG_DEFAULT = 0x0;
/**
* This flag indicates that the <code>SwapChain</code> must be allocated with an
* alpha-channel.
*/
public static final long CONFIG_TRANSPARENT = 0x1;
/**
* This flag indicates that the <code>SwapChain</code> may be used as a source surface
* for reading back render results. This config must be set when creating
* any <code>SwapChain</code> that will be used as the source for a blit operation.
*
* @see Renderer#copyFrame
*/
public static final long CONFIG_READABLE = 0x2;
/**
* Indicates that the native X11 window is an XCB window rather than an XLIB window.
* This is ignored on non-Linux platforms and in builds that support only one X11 API.
*/
public static final long CONFIG_ENABLE_XCB = 0x4;
/**
* Indicates that the SwapChain must automatically perform linear to sRGB encoding.
*
* This flag is ignored if isSRGBSwapChainSupported() is false.
*
* When using this flag, post-processing should be disabled.
*
* @see SwapChain#isSRGBSwapChainSupported
* @see View#setPostProcessingEnabled
*/
public static final long CONFIG_SRGB_COLORSPACE = 0x10;
/**
* Indicates that this SwapChain should allocate a stencil buffer in addition to a depth buffer.
*
* This flag is necessary when using View::setStencilBufferEnabled and rendering directly into
* the SwapChain (when post-processing is disabled).
*
* The specific format of the stencil buffer depends on platform support. The following pixel
* formats are tried, in order of preference:
*
* Depth only (without CONFIG_HAS_STENCIL_BUFFER):
* - DEPTH32F
* - DEPTH24
*
* Depth + stencil (with CONFIG_HAS_STENCIL_BUFFER):
* - DEPTH32F_STENCIL8
* - DEPTH24F_STENCIL8
*
* Note that enabling the stencil buffer may hinder depth precision and should only be used if
* necessary.
*
* @see View#setStencilBufferEnabled
* @see View#setPostProcessingEnabled
*/
public static final long CONFIG_HAS_STENCIL_BUFFER = 0x20;
/**
* The SwapChain contains protected content. Only supported when isProtectedContentSupported()
* is true.
*/
public static final long CONFIG_PROTECTED_CONTENT = 0x40;
}
@@ -849,6 +849,10 @@ public class Texture {
public static final int SAMPLEABLE = 0x10;
/** Texture can be used as a subpass input */
public static final int SUBPASS_INPUT = 0x20;
/** Texture can be used the source of a blit() */
public static final int BLIT_SRC = 0x40;
/** Texture can be used the destination of a blit() */
public static final int BLIT_DST = 0x80;
/** by default textures are <code>UPLOADABLE</code> and <code>SAMPLEABLE</code>*/
public static final int DEFAULT = UPLOADABLE | SAMPLEABLE;
}
@@ -16,12 +16,14 @@ package com.google.android.filament;
* <li>Configurable tone mapping operators</li>
* <ul>
* <li>GenericToneMapper</li>
* <li>AgXToneMapper</li>
* </ul>
* <li>Fixed-aesthetic tone mapping operators</li>
* <ul>
* <li>ACESToneMapper</li>
* <li>ACESLegacyToneMapper</li>
* <li>FilmicToneMapper</li>
* <li>PBRNeutralToneMapper</li>
* </ul>
* <li>Debug/validation tone mapping operators</li>
* <ul>
@@ -100,6 +102,55 @@ public class ToneMapper {
}
}
/**
* Khronos PBR Neutral tone mapping operator. This tone mapper was designed
* to preserve the appearance of materials across lighting conditions while
* avoiding artifacts in the highlights in high dynamic range conditions.
*/
public static class PBRNeutralToneMapper extends ToneMapper {
public PBRNeutralToneMapper() {
super(nCreatePBRNeutralToneMapper());
}
}
/**
* AgX tone mapping operator.
*/
public static class Agx extends ToneMapper {
public enum AgxLook {
/**
* Base contrast with no look applied
*/
NONE,
/**
* A punchy and more chroma laden look for sRGB displays
*/
PUNCHY,
/**
* A golden tinted, slightly washed look for BT.1886 displays
*/
GOLDEN
}
/**
* Builds a new AgX tone mapper with no look applied.
*/
public Agx() {
this(AgxLook.NONE);
}
/**
* Builds a new AgX tone mapper.
*
* @param look: an optional creative adjustment to contrast and saturation
*/
public Agx(AgxLook look) {
super(nCreateAgxToneMapper(look.ordinal()));
}
}
/**
* Generic tone mapping operator that gives control over the tone mapping
* curve. This operator can be used to control the aesthetics of the final
@@ -194,6 +245,8 @@ public class ToneMapper {
private static native long nCreateACESToneMapper();
private static native long nCreateACESLegacyToneMapper();
private static native long nCreateFilmicToneMapper();
private static native long nCreatePBRNeutralToneMapper();
private static native long nCreateAgxToneMapper(int look);
private static native long nCreateGenericToneMapper(
float contrast, float midGrayIn, float midGrayOut, float hdrMax);
@@ -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;
@@ -240,6 +241,15 @@ public class View {
nSetCamera(getNativeObject(), camera == null ? 0 : camera.getNativeObject());
}
/**
* Query whether a camera is set.
* @return true if a camera is set, false otherwise
* @see #setCamera
*/
public boolean hasCamera() {
return nHasCamera(getNativeObject());
}
/**
* Gets this View's associated Camera, or null if none has been assigned.
*
@@ -904,7 +914,7 @@ public class View {
mBloomOptions = options;
nSetBloomOptions(getNativeObject(), options.dirt != null ? options.dirt.getNativeObject() : 0,
options.dirtStrength, options.strength, options.resolution,
options.anamorphism, options.levels, options.blendMode.ordinal(),
options.levels, options.blendMode.ordinal(),
options.threshold, options.enabled, options.highlight,
options.lensFlare, options.starburst, options.chromaticAberration,
options.ghostCount, options.ghostSpacing, options.ghostThreshold,
@@ -1032,7 +1042,8 @@ public class View {
* </p>
*
* <p>
* Post-processing must be enabled in order to use the stencil buffer.
* If post-processing is disabled, then the SwapChain must have the CONFIG_HAS_STENCIL_BUFFER
* flag set in order to use the stencil buffer.
* </p>
*
* <p>
@@ -1054,6 +1065,51 @@ public class View {
return nIsStencilBufferEnabled(getNativeObject());
}
/**
* Sets the stereoscopic rendering options for this view.
*
* <p>
* Currently, only one type of stereoscopic rendering is supported: side-by-side.
* Side-by-side stereo rendering splits the viewport into two halves: a left and right half.
* Eye 0 will render to the left half, while Eye 1 will render into the right half.
* </p>
*
* <p>
* Currently, the following features are not supported with stereoscopic rendering:
* - post-processing
* - shadowing
* - punctual lights
* </p>
*
* <p>
* Stereo rendering depends on device and platform support. To check if stereo rendering is
* supported, use {@link Engine#isStereoSupported()}. If stereo rendering is not supported, then
* the stereoscopic options have no effect.
* </p>
*
* @param options The stereoscopic options to use on this view
* @see #getStereoscopicOptions
*/
public void setStereoscopicOptions(@NonNull StereoscopicOptions options) {
mStereoscopicOptions = options;
nSetStereoscopicOptions(getNativeObject(), options.enabled);
}
/**
* Gets the stereoscopic options.
*
* @return options Stereoscopic options currently set.
* @see #setStereoscopicOptions
*/
@NonNull
public StereoscopicOptions getStereoscopicOptions() {
if (mStereoscopicOptions == null) {
mStereoscopicOptions = new StereoscopicOptions();
}
return mStereoscopicOptions;
}
/**
* A class containing the result of a picking query
*/
@@ -1191,6 +1247,7 @@ public class View {
private static native void nSetName(long nativeView, String name);
private static native void nSetScene(long nativeView, long nativeScene);
private static native void nSetCamera(long nativeView, long nativeCamera);
private static native boolean nHasCamera(long nativeView);
private static native void nSetViewport(long nativeView, int left, int bottom, int width, int height);
private static native void nSetVisibleLayers(long nativeView, int select, int value);
private static native void nSetShadowingEnabled(long nativeView, boolean enabled);
@@ -1216,9 +1273,10 @@ 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 +1411,6 @@ 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 +1449,6 @@ 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 +1647,10 @@ 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 +1866,7 @@ 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 +1890,111 @@ public class View {
/**
* Options for Temporal Anti-aliasing (TAA)
* Most TAA parameters are extremely costly to change, as they will trigger the TAA post-process
* shaders to be recompiled. These options should be changed or set during initialization.
* `filterWidth`, `feedback` and `jitterPattern`, however, can be changed at any time.
*
* `feedback` of 0.1 effectively accumulates a maximum of 19 samples in steady state.
* see "A Survey of Temporal Antialiasing Techniques" by Lei Yang and all for more information.
*
* @see setTemporalAntiAliasingOptions()
*/
public static class TemporalAntiAliasingOptions {
public enum BoxType {
/**
* use an AABB neighborhood
*/
AABB,
/**
* use the variance of the neighborhood (not recommended)
*/
VARIANCE,
/**
* use both AABB and variance
*/
AABB_VARIANCE,
}
public enum BoxClipping {
/**
* Accurate box clipping
*/
ACCURATE,
/**
* clamping
*/
CLAMP,
/**
* no rejections (use for debugging)
*/
NONE,
}
public enum JitterPattern {
RGSS_X4,
UNIFORM_HELIX_X4,
HALTON_23_X8,
HALTON_23_X16,
HALTON_23_X32,
}
/**
* reconstruction filter width typically between 0 (sharper, aliased) and 1 (smoother)
* reconstruction filter width typically between 0.2 (sharper, aliased) and 1.5 (smoother)
*/
public float filterWidth = 1.0f;
/**
* history feedback, between 0 (maximum temporal AA) and 1 (no temporal AA).
*/
public float feedback = 0.04f;
public float feedback = 0.12f;
/**
* texturing lod bias (typically -1 or -2)
*/
public float lodBias = -1.0f;
/**
* post-TAA sharpen, especially useful when upscaling is true.
*/
public float sharpness = 0.0f;
/**
* enables or disables temporal anti-aliasing
*/
public boolean enabled = false;
/**
* 4x TAA upscaling. Disables Dynamic Resolution. [BETA]
*/
public boolean upscaling = false;
/**
* whether to filter the history buffer
*/
public boolean filterHistory = true;
/**
* whether to apply the reconstruction filter to the input
*/
public boolean filterInput = true;
/**
* whether to use the YcoCg color-space for history rejection
*/
public boolean useYCoCg = false;
/**
* type of color gamut box
*/
@NonNull
public TemporalAntiAliasingOptions.BoxType boxType = TemporalAntiAliasingOptions.BoxType.AABB;
/**
* clipping algorithm
*/
@NonNull
public TemporalAntiAliasingOptions.BoxClipping boxClipping = TemporalAntiAliasingOptions.BoxClipping.ACCURATE;
@NonNull
public TemporalAntiAliasingOptions.JitterPattern jitterPattern = TemporalAntiAliasingOptions.JitterPattern.HALTON_23_X16;
public float varianceGamma = 1.0f;
/**
* adjust the feedback dynamically to reduce flickering
*/
public boolean preventFlickering = false;
/**
* whether to apply history reprojection (debug option)
*/
public boolean historyReprojection = true;
}
/**
@@ -1935,6 +2081,7 @@ public class View {
* PCF with soft shadows and contact hardening
*/
PCSS,
PCFd,
}
/**
@@ -27,7 +27,7 @@ import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.TextureView;
import com.google.android.filament.SwapChain;
import com.google.android.filament.SwapChainFlags;
/**
* UiHelper is a simple class that can manage either a SurfaceView, TextureView, or a SurfaceHolder
@@ -182,28 +182,85 @@ public class UiHelper {
void detach();
}
private static class SurfaceViewHandler implements RenderSurface {
private final SurfaceView mSurfaceView;
private class SurfaceViewHandler implements RenderSurface, SurfaceHolder.Callback {
@NonNull private final SurfaceView mSurfaceView;
SurfaceViewHandler(SurfaceView surface) {
mSurfaceView = surface;
SurfaceViewHandler(@NonNull SurfaceView surfaceView) {
mSurfaceView = surfaceView;
@NonNull SurfaceHolder holder = surfaceView.getHolder();
holder.addCallback(this);
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
holder.setFixedSize(mDesiredWidth, mDesiredHeight);
}
// in case the SurfaceView's surface already existed
final Surface surface = holder.getSurface();
if (surface != null && surface.isValid()) {
surfaceCreated(holder);
// there is no way to retrieve the actual PixelFormat, since it is not used
// in the callback, we can use whatever we want.
surfaceChanged(holder, PixelFormat.RGBA_8888,
holder.getSurfaceFrame().width(), holder.getSurfaceFrame().height());
}
}
@Override
public void resize(int width, int height) {
mSurfaceView.getHolder().setFixedSize(width, height);
@NonNull SurfaceHolder holder = mSurfaceView.getHolder();
holder.setFixedSize(width, height);
}
@Override
public void detach() {
@NonNull SurfaceHolder holder = mSurfaceView.getHolder();
holder.removeCallback(this);
}
@Override
public void surfaceCreated(@NonNull SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceCreated()");
createSwapChain(holder.getSurface());
}
@Override
public void surfaceChanged(
@NonNull SurfaceHolder holder, int format, int width, int height) {
// Note: this is always called at least once after surfaceCreated()
if (LOGGING) Log.d(LOG_TAG, "surfaceChanged(" + width + ", " + height + ")");
if (mRenderCallback != null) {
mRenderCallback.onResized(width, height);
}
}
@Override
public void surfaceDestroyed(@NonNull SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceDestroyed()");
destroySwapChain();
}
}
private static class SurfaceHolderHandler implements RenderSurface {
private class SurfaceHolderHandler implements RenderSurface, SurfaceHolder.Callback {
private final SurfaceHolder mSurfaceHolder;
SurfaceHolderHandler(SurfaceHolder surface) {
mSurfaceHolder = surface;
SurfaceHolderHandler(@NonNull SurfaceHolder holder) {
mSurfaceHolder = holder;
holder.addCallback(this);
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
holder.setFixedSize(mDesiredWidth, mDesiredHeight);
}
// in case the SurfaceHolder's surface already existed
final Surface surface = holder.getSurface();
if (surface != null && surface.isValid()) {
surfaceCreated(holder);
// there is no way to retrieve the actual PixelFormat, since it is not used
// in the callback, we can use whatever we want.
surfaceChanged(holder, PixelFormat.RGBA_8888,
holder.getSurfaceFrame().width(), holder.getSurfaceFrame().height());
}
}
@Override
@@ -213,30 +270,127 @@ public class UiHelper {
@Override
public void detach() {
mSurfaceHolder.removeCallback(this);
}
@Override
public void surfaceCreated(@NonNull SurfaceHolder holder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceCreated()");
createSwapChain(holder.getSurface());
}
@Override
public void surfaceChanged(@NonNull SurfaceHolder holder, int format, int width, int height) {
// Note: this is always called at least once after surfaceCreated()
if (LOGGING) Log.d(LOG_TAG, "surfaceChanged(" + width + ", " + height + ")");
if (mRenderCallback != null) {
mRenderCallback.onResized(width, height);
}
}
@Override
public void surfaceDestroyed(@NonNull SurfaceHolder surfaceHolder) {
if (LOGGING) Log.d(LOG_TAG, "surfaceDestroyed()");
destroySwapChain();
}
}
private class TextureViewHandler implements RenderSurface {
private class TextureViewHandler implements RenderSurface, TextureView.SurfaceTextureListener {
private final TextureView mTextureView;
private Surface mSurface;
TextureViewHandler(TextureView surface) { mTextureView = surface; }
TextureViewHandler(@NonNull TextureView view) {
mTextureView = view;
mTextureView.setSurfaceTextureListener(this);
// in case the View's SurfaceTexture already existed
if (view.isAvailable()) {
SurfaceTexture surfaceTexture = view.getSurfaceTexture();
if (surfaceTexture != null) {
this.onSurfaceTextureAvailable(surfaceTexture,
mDesiredWidth, mDesiredHeight);
}
}
}
@Override
public void resize(int width, int height) {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH_MR1) {
mTextureView.getSurfaceTexture().setDefaultBufferSize(width, height);
final SurfaceTexture surfaceTexture = mTextureView.getSurfaceTexture();
if (surfaceTexture != null) {
surfaceTexture.setDefaultBufferSize(width, height);
}
}
if (mRenderCallback != null) {
// the call above won't cause TextureView.onSurfaceTextureSizeChanged()
mRenderCallback.onResized(width, height);
}
// the call above won't cause TextureView.onSurfaceTextureSizeChanged()
mRenderCallback.onResized(width, height);
}
@Override
public void detach() {
setSurface(null);
mTextureView.setSurfaceTextureListener(null);
}
void setSurface(Surface surface) {
@Override
public void onSurfaceTextureAvailable(
@NonNull SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureAvailable()");
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH_MR1) {
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
surfaceTexture.setDefaultBufferSize(mDesiredWidth, mDesiredHeight);
}
}
final Surface surface = new Surface(surfaceTexture);
setSurface(surface);
createSwapChain(surface);
if (mRenderCallback != null) {
// Call this the first time because onSurfaceTextureSizeChanged()
// isn't called at initialization time
mRenderCallback.onResized(width, height);
}
}
@Override
public void onSurfaceTextureSizeChanged(
@NonNull SurfaceTexture surfaceTexture, int width, int height) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureSizeChanged()");
if (mRenderCallback != null) {
if (mDesiredWidth > 0 && mDesiredHeight > 0) {
surfaceTexture.setDefaultBufferSize(mDesiredWidth, mDesiredHeight);
mRenderCallback.onResized(mDesiredWidth, mDesiredHeight);
} else {
mRenderCallback.onResized(width, height);
}
// We must recreate the SwapChain to guarantee that it sees the new size.
// More precisely, for an EGL client, the EGLSurface must be recreated. For
// a Vulkan client, the SwapChain must be recreated. Calling
// onNativeWindowChanged() will accomplish that.
// This requirement comes from SurfaceTexture.setDefaultBufferSize()
// documentation.
final Surface surface = getSurface();
if (surface != null) {
mRenderCallback.onNativeWindowChanged(surface);
}
}
}
@Override
public boolean onSurfaceTextureDestroyed(@NonNull SurfaceTexture surfaceTexture) {
if (LOGGING) Log.d(LOG_TAG, "onSurfaceTextureDestroyed()");
setSurface(null);
destroySwapChain();
return true;
}
@Override
public void onSurfaceTextureUpdated(@NonNull SurfaceTexture surface) { }
private void setSurface(@Nullable Surface surface) {
if (surface == null) {
if (mSurface != null) {
mSurface.release();
@@ -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
@@ -385,12 +538,11 @@ public class UiHelper {
* the options set on this UiHelper.
*/
public long getSwapChainFlags() {
return isOpaque() ? SwapChain.CONFIG_DEFAULT : SwapChain.CONFIG_TRANSPARENT;
return isOpaque() ? SwapChainFlags.CONFIG_DEFAULT : SwapChainFlags.CONFIG_TRANSPARENT;
}
/**
* Associate UiHelper with a SurfaceView.
*
* As soon as SurfaceView is ready (i.e. has a Surface), we'll create the
* EGL resources needed, and call user callbacks if needed.
*/
@@ -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
+11
View File
@@ -81,9 +81,20 @@ set(GLTFIO_SRCS
${GLTFIO_DIR}/src/TangentsJob.cpp
${GLTFIO_DIR}/src/TangentsJob.h
${GLTFIO_DIR}/src/UbershaderProvider.cpp
${GLTFIO_DIR}/src/Utility.cpp
${GLTFIO_DIR}/src/Utility.h
${GLTFIO_DIR}/src/Wireframe.cpp
${GLTFIO_DIR}/src/Wireframe.h
${GLTFIO_DIR}/src/downcast.h
${GLTFIO_DIR}/src/extended/AssetLoaderExtended.cpp
${GLTFIO_DIR}/src/extended/AssetLoaderExtended.h
${GLTFIO_DIR}/src/extended/ResourceLoaderExtended.cpp
${GLTFIO_DIR}/src/extended/ResourceLoaderExtended.h
${GLTFIO_DIR}/src/extended/TangentsJobExtended.cpp
${GLTFIO_DIR}/src/extended/TangentsJobExtended.h
${GLTFIO_DIR}/src/extended/TangentSpaceMeshWrapper.cpp
${GLTFIO_DIR}/src/extended/TangentSpaceMeshWrapper.h
src/main/cpp/Animator.cpp
src/main/cpp/AssetLoader.cpp
+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=1.51.8
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
@@ -30,9 +30,8 @@ android {
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.gltf"
minSdkVersion 19
minSdkVersion versions.minSdk
targetSdkVersion versions.targetSdk
missingDimensionStrategy 'functionality', 'full'
}
// NOTE: This is a workaround required because the AGP task collectReleaseDependencies
@@ -26,6 +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()
}
}
@@ -320,7 +321,7 @@ class MainActivity : Activity() {
var flags = uiHelper.swapChainFlags
if (engine.activeFeatureLevel == Engine.FeatureLevel.FEATURE_LEVEL_0) {
if (SwapChain.isSRGBSwapChainSupported(engine)) {
flags = flags or SwapChain.CONFIG_SRGB_COLORSPACE
flags = flags or SwapChainFlags.CONFIG_SRGB_COLORSPACE
}
}
@@ -17,7 +17,8 @@ material {
],
// This material disables all lighting
shadingModel : unlit
shadingModel : unlit,
featureLevel : 0
}
fragment {
@@ -1,33 +0,0 @@
// Simple unlit material that uses the colors associated with each vertex.
//
// This source material must be compiled to a binary material using the matc tool.
// The command used to compile this material is:
// matc -p mobile -a opengl -o app/src/main/assets/baked_color.filamat app/src/materials/baked_color.mat
//
// See build.gradle for an example of how to compile materials automatically
// Please refer to the documentation for more information about matc and the materials system.
material {
name : baked_color,
// Lists the required vertex attributes
// Here we only need a color (RGBA)
requires : [
color
],
// This material disables all lighting
shadingModel : unlit,
featureLevel : 0
}
fragment {
void material(inout MaterialInputs material) {
// You must always call the prepareMaterial() function
prepareMaterial(material);
// We set the material's color to the color interpolated from
// the model's vertices
material.baseColor = getColor();
}
}
@@ -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
+40 -9
View File
@@ -61,6 +61,11 @@ function print_help {
echo " -b"
echo " Enable Address and Undefined Behavior Sanitizers (asan/ubsan) for debugging."
echo " This is only for the desktop build."
echo " -x value"
echo " Define a preprocessor flag FILAMENT_BACKEND_DEBUG_FLAG with [value]. This is useful for"
echo " enabling debug paths in the backend from the build script. For example, make a"
echo " systrace-enabled build without directly changing #defines. Remember to add -f when"
echo " changing this option."
echo ""
echo "Build types:"
echo " release"
@@ -172,6 +177,8 @@ MATOPT_GRADLE_OPTION=""
ASAN_UBSAN_OPTION=""
BACKEND_DEBUG_FLAG_OPTION=""
IOS_BUILD_SIMULATOR=false
BUILD_UNIVERSAL_LIBRARIES=false
@@ -191,6 +198,7 @@ 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 {
@@ -230,8 +238,11 @@ function build_desktop_target {
${MATDBG_OPTION} \
${MATOPT_OPTION} \
${ASAN_UBSAN_OPTION} \
${BACKEND_DEBUG_FLAG_OPTION} \
${architectures} \
../..
ln -sf "out/cmake-${lc_target}/compile_commands.json" \
../../compile_commands.json
fi
${BUILD_COMMAND} ${build_targets}
@@ -286,7 +297,10 @@ function build_webgl_with_target {
-DCMAKE_BUILD_TYPE="$1" \
-DCMAKE_INSTALL_PREFIX="../webgl-${lc_target}/filament" \
-DWEBGL=1 \
${BACKEND_DEBUG_FLAG_OPTION} \
../..
ln -sf "out/cmake-webgl-${lc_target}/compile_commands.json" \
../../compile_commands.json
${BUILD_COMMAND} ${BUILD_TARGETS}
)
fi
@@ -358,7 +372,10 @@ function build_android_target {
${MATDBG_OPTION} \
${MATOPT_OPTION} \
${VULKAN_ANDROID_OPTION} \
${BACKEND_DEBUG_FLAG_OPTION} \
../..
ln -sf "out/cmake-android-${lc_target}-${arch}/compile_commands.json" \
../../compile_commands.json
fi
# We must always install Android libraries to build the AAR
@@ -495,13 +512,13 @@ function build_android {
if [[ "${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
@@ -509,7 +526,7 @@ function build_android {
if [[ "${BUILD_ANDROID_SAMPLES}" == "true" ]]; then
for sample in ${ANDROID_SAMPLES}; do
echo "Installing out/${sample}-debug.apk"
cp samples/${sample}/build/outputs/apk/debug/${sample}-debug-unsigned.apk \
cp samples/${sample}/build/outputs/apk/debug/${sample}-debug.apk \
../out/${sample}-debug.apk
done
fi
@@ -544,14 +561,13 @@ function build_android {
if [[ "${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
@@ -591,7 +607,10 @@ function build_ios_target {
-DCMAKE_TOOLCHAIN_FILE=../../third_party/clang/iOS.cmake \
${MATDBG_OPTION} \
${MATOPT_OPTION} \
${BACKEND_DEBUG_FLAG_OPTION} \
../..
ln -sf "out/cmake-ios-${lc_target}-${arch}/compile_commands.json" \
../../compile_commands.json
fi
${BUILD_COMMAND}
@@ -722,6 +741,13 @@ function validate_build_command {
exit 1
fi
fi
# Make sure FILAMENT_BACKEND_DEBUG_FLAG is only meant for debug builds
if [[ "${ISSUE_DEBUG_BUILD}" != "true" ]] && [[ ! -z "${BACKEND_DEBUG_FLAG_OPTION}" ]]; then
echo "Error: cannot specify FILAMENT_BACKEND_DEBUG_FLAG in non-debug build"
exit 1
fi
set -e
}
@@ -752,7 +778,10 @@ function run_tests {
}
function check_debug_release_build {
if [[ "${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 $@ builds."
@@ -765,7 +794,7 @@ function check_debug_release_build {
pushd "$(dirname "$0")" > /dev/null
while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
while getopts ":hacCfgijmp:q:uvslwtedk:bx:" opt; do
case ${opt} in
h)
print_help
@@ -829,7 +858,7 @@ while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
echo "Platform must be one of [desktop|android|ios|webgl|all]"
echo ""
exit 1
;;
;;
esac
done
;;
@@ -907,6 +936,8 @@ while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
b) ASAN_UBSAN_OPTION="-DFILAMENT_ENABLE_ASAN_UBSAN=ON"
echo "Enabled ASAN/UBSAN"
;;
x) BACKEND_DEBUG_FLAG_OPTION="-DFILAMENT_BACKEND_DEBUG_FLAG=${OPTARG}"
;;
\?)
echo "Invalid option: -${OPTARG}" >&2
echo ""
+1 -1
View File
@@ -1 +1 @@
25.1.8937393
26.1.10909125
+1 -1
View File
@@ -50,7 +50,7 @@ function replace {
FIND_STR="${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}/" "${FILE_NAME}"
-1
View File
@@ -5,7 +5,6 @@ libs/math/test_math
libs/image/test_image compare libs/image/tests/reference/
libs/utils/test_utils
libs/filamat/test_filamat
libs/filamat/test_filamat_lite
tools/matc/test_matc
tools/cmgen/test_cmgen compare
tools/glslminifier/test_glslminifier
+7 -1
View File
@@ -125,7 +125,13 @@ if [[ "${has_universal}" == "true" ]]; then
arch_output="${OUTPUT_PATH%.a}_${arch}.a"
arch_outputs+=("$arch_output")
combine_static_libs "$arch_output" $(find "$(pwd)/${archs_temp_dir}/${arch}" -iname '*.a')
archives=()
while IFS= read -r -d $'\0'; do
archives+=("$REPLY")
done < <(find "$(pwd)/${archs_temp_dir}/${arch}" -iname '*.a' -print0)
combine_static_libs "$arch_output" "$archives"
done
# Finally, combine the single-architecture archives into a universal binary.
+1 -1
View File
@@ -21,7 +21,7 @@ set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_VERSION 1)
# android
set(API_LEVEL 19)
set(API_LEVEL 21)
# architecture
set(ARCH armv7a-linux-androideabi)
+1 -1
View File
@@ -21,7 +21,7 @@ set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_VERSION 1)
# android
set(API_LEVEL 19)
set(API_LEVEL 21)
# architecture
set(ARCH i686-linux-android)
+2 -2
View File
@@ -476,7 +476,7 @@ Energy conservation is one of the key components of a good BRDF for physically b
<p>
For the specular term, \(f_m\) is a mirror BRDF that can be modeled with the Fresnel law, noted \(F\) in the Cook-Torrance approximation of the microfacet model integration:
For the specular term, \(f_r\) is a mirror BRDF that can be modeled with the Fresnel law, noted \(F\) in the Cook-Torrance approximation of the microfacet model integration:
</p><p>
@@ -857,7 +857,7 @@ The full GLSL implementation of the standard model is shown in <a href="#listing
<span class="line"> <span class="hljs-comment">// perceptually linear roughness to roughness (see parameterization)</span></span>
<span class="line"> <span class="hljs-type">float</span> roughness = perceptualRoughness * perceptualRoughness;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float</span> D = D_GGX(NoH, a);</span>
<span class="line"> <span class="hljs-type">float</span> D = D_GGX(NoH, roughness);</span>
<span class="line"> <span class="hljs-type">vec3</span> F = F_Schlick(LoH, f0);</span>
<span class="line"> <span class="hljs-type">float</span> V = V_SmithGGXCorrelated(NoV, NoL, roughness);</span>
<span class="line"></span>
+141 -53
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+33 -1
View File
@@ -1397,7 +1397,7 @@ Type
: `string`
Value
: Any of `opaque`, `transparent`, `fade`, `add`, `masked`, `multiply`, `screen`. Defaults to `opaque`.
: Any of `opaque`, `transparent`, `fade`, `add`, `masked`, `multiply`, `screen`, `custom`. Defaults to `opaque`.
Description
: Defines how/if the rendered object is blended with the content of the render target.
@@ -1420,6 +1420,7 @@ Description
of the material's output defines whether a fragment is discarded or not. Additionally,
ALPHA_TO_COVERAGE is enabled for non-translucent views. See the maskThreshold section for more
information.
- **Custom**: blending is enabled. But the blending function is user specified. See `blendFunction`.
!!! Note
When `blending` is set to `masked`, alpha to coverage is automatically enabled for the material.
@@ -1432,6 +1433,36 @@ material {
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Blending and transparency: blendFunction
Type
: `object`
Fields
: `srcRGB`, `srcA`, `dstRGB`, `dstA`
Description
: - *srcRGB*: source function applied to the RGB channels
- *srcA*: source function applied to the alpha channel
- *srcRGB*: destination function applied to the RGB channels
- *srcRGB*: destination function applied to the alpha channel
The values possible for each functions are one of `zero`, `one`, `srcColor`, `oneMinusSrcColor`,
`dstColor`, `oneMinusDstColor`, `srcAlpha`, `oneMinusSrcAlpha`, `dstAlpha`,
`oneMinusDstAlpha`, `srcAlphaSaturate`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
blending : custom,
blendFunction :
{
srcRGB: one,
srcA: one,
dstRGB: oneMinusSrcColor,
dstA: oneMinusSrcAlpha
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Blending and transparency: postLightingBlending
Type
@@ -2394,6 +2425,7 @@ The following APIs are only available from the vertex block:
**getWorldFromModelMatrix()** | float4x4 | Matrix that converts from model (object) space to world space
**getWorldFromModelNormalMatrix()** | float3x3 | Matrix that converts normals from model (object) space to world space
**getVertexIndex()** | int | Index of the current vertex
**getEyeIndex()** | int | Index of the eye being rendered, starting at 0
### Fragment only
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+11 -19
View File
@@ -15,7 +15,7 @@
*/
// If you are bundling this with rollup, webpack, or esbuild, the following URL should be trimmed.
import { LitElement, html, css } from "https://unpkg.com/lit?module";
import { LitElement, html, css } from "https://unpkg.com/lit@2.8.0?module";
// This little utility checks if the Filament module is ready for action.
// If so, it immediately calls the given function. If not, it asks the Filament
@@ -287,12 +287,12 @@ class FilamentViewer extends LitElement {
// Dropping a glb file is simple because there are no external resources.
if (this.srcBlob && this.srcBlob.name.endsWith(".glb")) {
this.srcBlob.arrayBuffer().then(buffer => {
this.asset = this.loader.createAssetFromBinary(new Uint8Array(buffer));
this.asset = this.loader.createAsset(new Uint8Array(buffer));
const aabb = this.asset.getBoundingBox();
this.assetRoot = this.asset.getRoot();
this.unitCubeTransform = Filament.fitIntoUnitCube(aabb, zoffset);
this.asset.loadResources();
this.animator = this.asset.getAnimator();
this.animator = this.asset.getInstance().getAnimator();
this.animationStartTime = Date.now();
this._updateOverlay();
});
@@ -304,8 +304,6 @@ class FilamentViewer extends LitElement {
const config = {
normalizeSkinningWeights: true,
recomputeBoundingBoxes: false,
ignoreBindTransform: false,
asyncInterval: 30
};
@@ -320,22 +318,20 @@ class FilamentViewer extends LitElement {
resourceLoader.delete();
stbProvider.delete();
ktx2Provider.delete();
this.animator = this.asset.getAnimator();
this.animator = this.asset.getInstance().getAnimator();
this.animationStartTime = Date.now();
}
}, config.asyncInterval);
};
this.srcBlob.arrayBuffer().then(buffer => {
this.asset = this.loader.createAssetFromJson(new Uint8Array(buffer));
this.asset = this.loader.createAsset(new Uint8Array(buffer));
const aabb = this.asset.getBoundingBox();
this.assetRoot = this.asset.getRoot();
this.unitCubeTransform = Filament.fitIntoUnitCube(aabb, zoffset);
const resourceLoader = new Filament.gltfio$ResourceLoader(this.engine,
config.normalizeSkinningWeights,
config.recomputeBoundingBoxes,
config.ignoreBindTransform);
config.normalizeSkinningWeights);
const stbProvider = new Filament.gltfio$StbProvider(this.engine);
const ktx2Provider = new Filament.gltfio$Ktx2Provider(this.engine);
@@ -367,12 +363,7 @@ class FilamentViewer extends LitElement {
return response.arrayBuffer();
}).then(arrayBuffer => {
const modelData = new Uint8Array(arrayBuffer);
if (this.src.endsWith(".glb")) {
this.asset = this.loader.createAssetFromBinary(modelData);
} else {
this.asset = this.loader.createAssetFromJson(modelData);
}
this.asset = this.loader.createAsset(modelData);
const aabb = this.asset.getBoundingBox();
this.assetRoot = this.asset.getRoot();
this.unitCubeTransform = Filament.fitIntoUnitCube(aabb, zoffset);
@@ -380,7 +371,7 @@ class FilamentViewer extends LitElement {
const basePath = '' + new URL(this.src, document.location);
this.asset.loadResources(() => {
this.animator = this.asset.getAnimator();
this.animator = this.asset.getInstance().getAnimator();
this.animationStartTime = Date.now();
this._applyMaterialVariant();
}, null, basePath);
@@ -441,14 +432,15 @@ class FilamentViewer extends LitElement {
if (!this.hasAttribute("materialVariant")) {
return;
}
const names = this.asset.getMaterialVariantNames();
const instance = this.asset.getInstance();
const names = instance.getMaterialVariantNames();
const index = this.materialVariant;
if (index < 0 || index >= names.length) {
console.error(`Material variant ${index} does not exist in this asset.`);
return;
}
console.info(this.src, `Applying material variant: ${names[index]}`);
this.asset.applyMaterialVariant(index);
instance.applyMaterialVariant(index);
}
}
+1 -1
View File
@@ -43,7 +43,7 @@ filament-viewer::part(canvas) {
</p>
</main>
<script src="https://unpkg.com/filament@1.25.3/filament.js"></script>
<script src="https://unpkg.com/filament@1.51.6/filament.js"></script>
<script src="https://unpkg.com/gltumble"></script>
<script src="filament-viewer.js" type="module"></script>
</body>
+19 -8
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+3
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@@ -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);
+68 -36
View File
@@ -66,6 +66,7 @@ set(SRCS
src/Froxelizer.cpp
src/Frustum.cpp
src/HwRenderPrimitiveFactory.cpp
src/HwVertexBufferInfoFactory.cpp
src/IndexBuffer.cpp
src/IndirectLight.cpp
src/InstanceBuffer.cpp
@@ -137,6 +138,7 @@ set(SRCS
set(PRIVATE_HDRS
src/Allocators.h
src/Bimap.h
src/BufferPoolAllocator.h
src/ColorSpaceUtils.h
src/Culler.h
@@ -147,6 +149,7 @@ set(PRIVATE_HDRS
src/FrameSkipper.h
src/Froxelizer.h
src/HwRenderPrimitiveFactory.h
src/HwVertexBufferInfoFactory.h
src/Intersections.h
src/MaterialParser.h
src/PerViewUniforms.h
@@ -160,6 +163,7 @@ set(PRIVATE_HDRS
src/ResourceList.h
src/ShadowMap.h
src/ShadowMapManager.h
src/SharedHandle.h
src/TypedUniformBuffer.h
src/UniformBuffer.h
src/components/CameraManager.h
@@ -209,10 +213,15 @@ 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/blitDepth.mat
src/materials/blitLow.mat
src/materials/blitArray.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
@@ -220,34 +229,38 @@ 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/shadowmap.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
src/materials/defaultMaterial0.mat
src/materials/skybox0.mat
set(MATERIAL_FL0_SRCS
src/materials/defaultMaterial.mat
src/materials/skybox.mat
)
set(MATERIAL_MULTIVIEW_SRCS
src/materials/defaultMaterial.mat
src/materials/skybox.mat
)
# Embed the binary resource blob for materials.
@@ -274,6 +287,16 @@ 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()
# Whether to include MULTIVIEW materials.
if (FILAMENT_ENABLE_MULTIVIEW)
add_definitions(-DFILAMENT_ENABLE_MULTIVIEW)
endif()
# ==================================================================================================
# Definitions
# ==================================================================================================
@@ -304,33 +327,42 @@ foreach (mat_src ${MATERIAL_SRCS})
get_filename_component(localname "${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 ${MATC_BASE_FLAGS} -o ${output_path} ${fullname}
MAIN_DEPENDENCY ${fullname}
DEPENDS matc
COMMENT "Compiling material ${mat_src} to ${output_path}"
COMMENT "Compiling material ${fullname} to ${output_path}"
)
list(APPEND MATERIAL_BINS ${output_path})
endforeach()
if (IS_MOBILE_TARGET AND FILAMENT_SUPPORTS_OPENGL)
foreach (mat_src ${MATERIAL_ES2_SRCS})
get_filename_component(localname "${mat_src}" NAME_WE)
get_filename_component(fullname "${mat_src}" ABSOLUTE)
set(output_path "${MATERIAL_DIR}/${localname}.filamat")
list(FIND MATERIAL_FL0_SRCS ${mat_src} index)
if (${index} GREATER -1 AND FILAMENT_ENABLE_FEATURE_LEVEL_0)
string(REGEX REPLACE "[.]filamat$" "_fl0.filamat" output_path_fl0 ${output_path})
add_custom_command(
OUTPUT ${output_path}
COMMAND matc -a opengl -p ${MATC_TARGET} ${MATC_OPT_FLAGS} -o ${output_path} ${fullname}
OUTPUT ${output_path_fl0}
COMMAND matc ${MATC_BASE_FLAGS} -PfeatureLevel=0 -o ${output_path_fl0} ${fullname}
MAIN_DEPENDENCY ${fullname}
DEPENDS matc
COMMENT "Compiling material ${mat_src} to ${output_path}"
COMMENT "Compiling material ${fullname} to ${output_path_fl0}"
)
list(APPEND MATERIAL_BINS ${output_path})
endforeach ()
endif ()
list(APPEND MATERIAL_BINS ${output_path_fl0})
endif ()
list(FIND MATERIAL_MULTIVIEW_SRCS ${mat_src} index)
if (${index} GREATER -1 AND FILAMENT_ENABLE_MULTIVIEW)
string(REGEX REPLACE "[.]filamat$" "_multiview.filamat" output_path_multiview ${output_path})
add_custom_command(
OUTPUT ${output_path_multiview}
COMMAND matc ${MATC_BASE_FLAGS} -PstereoscopicType=multiview -o ${output_path_multiview} ${fullname}
MAIN_DEPENDENCY ${fullname}
DEPENDS matc
COMMENT "Compiling material ${fullname} to ${output_path_multiview}"
)
list(APPEND MATERIAL_BINS ${output_path_multiview})
endif ()
endforeach()
# Additional dependencies on included files for materials
@@ -557,7 +589,7 @@ 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
+45 -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
@@ -67,10 +69,10 @@ 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/GLBufferObject.h
src/opengl/GLTexture.h
src/opengl/GLUtils.cpp
src/opengl/GLUtils.h
src/opengl/OpenGLBlobCache.cpp
@@ -133,6 +135,7 @@ 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
@@ -165,9 +168,15 @@ endif()
if (FILAMENT_SUPPORTS_VULKAN)
list(APPEND SRCS
include/backend/platforms/VulkanPlatform.h
src/vulkan/caching/VulkanDescriptorSetManager.cpp
src/vulkan/caching/VulkanDescriptorSetManager.h
src/vulkan/caching/VulkanPipelineLayoutCache.cpp
src/vulkan/caching/VulkanPipelineLayoutCache.h
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 +321,7 @@ 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 +365,7 @@ 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 +406,8 @@ 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 +419,26 @@ 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 ${BACKEND_TEST_LIBS})
set(BACKEND_TEST_DEPS
OGLCompiler
@@ -435,12 +452,11 @@ if (APPLE)
glslang
spirv-cross-core
spirv-cross-glsl
spirv-cross-msl
)
spirv-cross-msl)
if (NOT IOS)
target_link_libraries(backend_test PRIVATE image imageio)
list(APPEND BACKEND_TEST_DEPS image imageio)
list(APPEND BACKEND_TEST_DEPS image)
endif()
set(BACKEND_TEST_COMBINED_OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/libbackendtest_combined.a")
@@ -454,15 +470,25 @@ 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)
# This is needed after XCode 15.3
set_target_properties(backend_test_mac PROPERTIES BUILD_WITH_INSTALL_RPATH TRUE)
set_target_properties(backend_test_mac PROPERTIES INSTALL_RPATH /usr/local/lib)
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()
# ==================================================================================================
@@ -23,7 +23,6 @@
#include <utils/ostream.h>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
@@ -113,7 +112,7 @@ 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 +120,12 @@ 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 +144,14 @@ 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 +200,7 @@ public:
return mUser;
}
//! CPU mempry-buffer virtual address
//! CPU memory-buffer virtual address
void* buffer = nullptr;
//! CPU memory-buffer size in bytes
@@ -17,8 +17,6 @@
#ifndef TNT_FILAMENT_BACKEND_CALLBACKHANDLER_H
#define TNT_FILAMENT_BACKEND_CALLBACKHANDLER_H
#include <utils/compiler.h>
namespace filament::backend {
/**
+108 -18
View File
@@ -24,11 +24,14 @@
#include <backend/PresentCallable.h>
#include <utils/Invocable.h>
#include <utils/ostream.h>
#include <math/vec4.h>
#include <array> // FIXME: STL headers are not allowed in public headers
#include <array> // FIXME: STL headers are not allowed in public headers
#include <type_traits> // FIXME: STL headers are not allowed in public headers
#include <variant> // FIXME: STL headers are not allowed in public headers
#include <stddef.h>
#include <stdint.h>
@@ -77,12 +80,27 @@ 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_CONFIG_HAS_STENCIL_BUFFER = 0x20;
static constexpr uint64_t SWAP_CHAIN_HAS_STENCIL_BUFFER = SWAP_CHAIN_CONFIG_HAS_STENCIL_BUFFER;
/**
* The SwapChain contains protected content. Currently only supported by OpenGLPlatform and
* only when OpenGLPlatform::isProtectedContextSupported() is true.
*/
static constexpr uint64_t SWAP_CHAIN_CONFIG_PROTECTED_CONTENT = 0x40;
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.
static constexpr size_t MAX_VERTEX_BUFFER_COUNT = 16; // Max number of bound buffer objects.
static constexpr size_t MAX_SSBO_COUNT = 4; // This is guaranteed by OpenGL ES.
static constexpr size_t MAX_PUSH_CONSTANT_COUNT = 32; // Vulkan 1.1 spec allows for 128-byte
// of push constant (we assume 4-byte
// types).
// Per feature level caps
// Use (int)FeatureLevel to index this array
static constexpr struct {
@@ -123,6 +141,12 @@ enum class Backend : uint8_t {
NOOP = 4, //!< Selects the no-op driver for testing purposes.
};
enum class TimerQueryResult : int8_t {
ERROR = -1, // an error occurred, result won't be available
NOT_READY = 0, // result to ready yet
AVAILABLE = 1, // result is available
};
static constexpr const char* backendToString(Backend backend) {
switch (backend) {
case Backend::NOOP:
@@ -138,6 +162,34 @@ static constexpr const char* backendToString(Backend backend) {
}
}
/**
* Defines the shader language. Similar to the above backend enum, with some differences:
* - The OpenGL backend can select between two shader languages: ESSL 1.0 and ESSL 3.0.
* - The Metal backend can prefer precompiled Metal libraries, while falling back to MSL.
*/
enum class ShaderLanguage {
ESSL1 = 0,
ESSL3 = 1,
SPIRV = 2,
MSL = 3,
METAL_LIBRARY = 4,
};
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";
case ShaderLanguage::METAL_LIBRARY:
return "Metal precompiled library";
}
}
/**
* Bitmask for selecting render buffers
*/
@@ -198,6 +250,7 @@ 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.
*/
@@ -283,7 +336,7 @@ enum class UniformType : uint8_t {
/**
* Supported constant parameter types
*/
enum class ConstantType : uint8_t {
enum class ConstantType : uint8_t {
INT,
FLOAT,
BOOL
@@ -628,14 +681,17 @@ 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)
SAMPLEABLE = 0x10, //!< Texture can be sampled (default)
SUBPASS_INPUT = 0x20, //!< Texture can be used as a subpass input
enum class TextureUsage : uint16_t {
NONE = 0x0000,
COLOR_ATTACHMENT = 0x0001, //!< Texture can be used as a color attachment
DEPTH_ATTACHMENT = 0x0002, //!< Texture can be used as a depth attachment
STENCIL_ATTACHMENT = 0x0004, //!< Texture can be used as a stencil attachment
UPLOADABLE = 0x0008, //!< Data can be uploaded into this texture (default)
SAMPLEABLE = 0x0010, //!< Texture can be sampled (default)
SUBPASS_INPUT = 0x0020, //!< Texture can be used as a subpass input
BLIT_SRC = 0x0040, //!< Texture can be used the source of a blit()
BLIT_DST = 0x0080, //!< Texture can be used the destination of a blit()
PROTECTED = 0x0100, //!< Texture can be used for protected content
DEFAULT = UPLOADABLE | SAMPLEABLE //!< Default texture usage
};
@@ -663,6 +719,17 @@ 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:
@@ -1128,11 +1195,27 @@ struct StencilState {
//! Stencil operations for front-facing polygons
StencilOperations front = {
.stencilFunc = StencilFunction::A, .ref = 0, .readMask = 0xff, .writeMask = 0xff };
.stencilFunc = StencilFunction::A,
.stencilOpStencilFail = StencilOperation::KEEP,
.padding0 = 0,
.stencilOpDepthFail = StencilOperation::KEEP,
.stencilOpDepthStencilPass = StencilOperation::KEEP,
.padding1 = 0,
.ref = 0,
.readMask = 0xff,
.writeMask = 0xff };
//! Stencil operations for back-facing polygons
StencilOperations back = {
.stencilFunc = StencilFunction::A, .ref = 0, .readMask = 0xff, .writeMask = 0xff };
.stencilFunc = StencilFunction::A,
.stencilOpStencilFail = StencilOperation::KEEP,
.padding0 = 0,
.stencilOpDepthFail = StencilOperation::KEEP,
.stencilOpDepthStencilPass = StencilOperation::KEEP,
.padding1 = 0,
.ref = 0,
.readMask = 0xff,
.writeMask = 0xff };
//! Whether stencil-buffer writes are enabled
bool stencilWrite = false;
@@ -1140,19 +1223,21 @@ struct StencilState {
uint8_t padding = 0;
};
using PushConstantVariant = std::variant<int32_t, float, bool>;
static_assert(sizeof(StencilState::StencilOperations) == 5u,
"StencilOperations size not what was intended");
static_assert(sizeof(StencilState) == 12u,
"StencilState size not what was intended");
using FrameScheduledCallback = void(*)(PresentCallable callable, void* user);
using FrameScheduledCallback = utils::Invocable<void(backend::PresentCallable)>;
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,
@@ -1163,9 +1248,14 @@ enum class Workaround : uint16_t {
DISABLE_BLIT_INTO_TEXTURE_ARRAY,
// Multiple workarounds needed for PowerVR GPUs
POWER_VR_SHADER_WORKAROUNDS,
// The driver has some threads pinned, and we can't easily know on which core, it can hurt
// performance more if we end-up pinned on the same one.
DISABLE_THREAD_AFFINITY
};
//! The type of technique for stereoscopic rendering
enum class StereoscopicType : uint8_t {
// Stereoscopic rendering is performed using instanced rendering technique.
INSTANCED,
// Stereoscopic rendering is performed using the multiview feature from the graphics backend.
MULTIVIEW,
};
} // namespace filament::backend
+41 -26
View File
@@ -17,16 +17,14 @@
#ifndef TNT_FILAMENT_BACKEND_HANDLE_H
#define TNT_FILAMENT_BACKEND_HANDLE_H
#include <utils/compiler.h>
#if !defined(NDEBUG)
#include <utils/Log.h>
#include <utils/ostream.h>
#endif
#include <utils/debug.h>
#include <stdint.h>
#include <type_traits> // FIXME: STL headers are not allowed in public headers
#include <limits>
#include <type_traits>
#include <stdint.h>
namespace filament::backend {
@@ -41,6 +39,7 @@ struct HwStream;
struct HwSwapChain;
struct HwTexture;
struct HwTimerQuery;
struct HwVertexBufferInfo;
struct HwVertexBuffer;
/*
@@ -54,7 +53,7 @@ struct HwVertexBuffer;
class HandleBase {
public:
using HandleId = uint32_t;
static constexpr const HandleId nullid = HandleId{ std::numeric_limits<HandleId>::max() };
static constexpr const HandleId nullid = HandleId{ UINT32_MAX };
constexpr HandleBase() noexcept: object(nullid) {}
@@ -64,14 +63,6 @@ public:
// clear the handle, this doesn't free associated resources
void clear() noexcept { object = nullid; }
// compare handles
bool operator==(const HandleBase& rhs) const noexcept { return object == rhs.object; }
bool operator!=(const HandleBase& rhs) const noexcept { return object != rhs.object; }
bool operator<(const HandleBase& rhs) const noexcept { return object < rhs.object; }
bool operator<=(const HandleBase& rhs) const noexcept { return object <= rhs.object; }
bool operator>(const HandleBase& rhs) const noexcept { return object > rhs.object; }
bool operator>=(const HandleBase& rhs) const noexcept { return object >= rhs.object; }
// get this handle's handleId
HandleId getId() const noexcept { return object; }
@@ -84,6 +75,19 @@ protected:
HandleBase(HandleBase const& rhs) noexcept = default;
HandleBase& operator=(HandleBase const& rhs) noexcept = default;
HandleBase(HandleBase&& rhs) noexcept
: object(rhs.object) {
rhs.object = nullid;
}
HandleBase& operator=(HandleBase&& rhs) noexcept {
if (this != &rhs) {
object = rhs.object;
rhs.object = nullid;
}
return *this;
}
private:
HandleId object;
};
@@ -98,11 +102,21 @@ struct Handle : public HandleBase {
Handle() noexcept = default;
Handle(Handle const& rhs) noexcept = default;
Handle(Handle&& rhs) noexcept = default;
Handle& operator=(Handle const& rhs) noexcept = default;
Handle& operator=(Handle&& rhs) noexcept = default;
explicit Handle(HandleId id) noexcept : HandleBase(id) { }
// compare handles of the same type
bool operator==(const Handle& rhs) const noexcept { return getId() == rhs.getId(); }
bool operator!=(const Handle& rhs) const noexcept { return getId() != rhs.getId(); }
bool operator<(const Handle& rhs) const noexcept { return getId() < rhs.getId(); }
bool operator<=(const Handle& rhs) const noexcept { return getId() <= rhs.getId(); }
bool operator>(const Handle& rhs) const noexcept { return getId() > rhs.getId(); }
bool operator>=(const Handle& rhs) const noexcept { return getId() >= rhs.getId(); }
// type-safe Handle cast
template<typename B, typename = std::enable_if_t<std::is_base_of<T, B>::value> >
Handle(Handle<B> const& base) noexcept : HandleBase(base) { } // NOLINT(hicpp-explicit-conversions,google-explicit-constructor)
@@ -116,18 +130,19 @@ private:
// Types used by the command stream
// (we use this renaming because the macro-system doesn't deal well with "<" and ">")
using BufferObjectHandle = Handle<HwBufferObject>;
using FenceHandle = Handle<HwFence>;
using IndexBufferHandle = Handle<HwIndexBuffer>;
using ProgramHandle = Handle<HwProgram>;
using RenderPrimitiveHandle = Handle<HwRenderPrimitive>;
using RenderTargetHandle = Handle<HwRenderTarget>;
using SamplerGroupHandle = Handle<HwSamplerGroup>;
using StreamHandle = Handle<HwStream>;
using SwapChainHandle = Handle<HwSwapChain>;
using TextureHandle = Handle<HwTexture>;
using TimerQueryHandle = Handle<HwTimerQuery>;
using VertexBufferHandle = Handle<HwVertexBuffer>;
using BufferObjectHandle = Handle<HwBufferObject>;
using FenceHandle = Handle<HwFence>;
using IndexBufferHandle = Handle<HwIndexBuffer>;
using ProgramHandle = Handle<HwProgram>;
using RenderPrimitiveHandle = Handle<HwRenderPrimitive>;
using RenderTargetHandle = Handle<HwRenderTarget>;
using SamplerGroupHandle = Handle<HwSamplerGroup>;
using StreamHandle = Handle<HwStream>;
using SwapChainHandle = Handle<HwSwapChain>;
using TextureHandle = Handle<HwTexture>;
using TimerQueryHandle = Handle<HwTimerQuery>;
using VertexBufferHandle = Handle<HwVertexBuffer>;
using VertexBufferInfoHandle = Handle<HwVertexBufferInfo>;
} // namespace filament::backend
@@ -20,7 +20,7 @@
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <limits>
#include <utils/ostream.h>
#include <stdint.h>
@@ -29,14 +29,13 @@ namespace filament::backend {
//! \privatesection
struct PipelineState {
Handle<HwProgram> program;
RasterState rasterState;
StencilState stencilState;
PolygonOffset polygonOffset;
Viewport scissor{ 0, 0,
(uint32_t)std::numeric_limits<int32_t>::max(),
(uint32_t)std::numeric_limits<int32_t>::max()
};
Handle<HwProgram> program; // 4
Handle<HwVertexBufferInfo> vertexBufferInfo; // 4
RasterState rasterState; // 4
StencilState stencilState; // 12
PolygonOffset polygonOffset; // 8
PrimitiveType primitiveType = PrimitiveType::TRIANGLES; // 1
uint8_t padding[3] = {}; // 3
};
} // namespace filament::backend
@@ -24,6 +24,7 @@
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/ostream.h>
#include <stddef.h>
#include <stdint.h>
@@ -141,7 +142,7 @@ 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 +150,7 @@ 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 +158,7 @@ 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 +169,9 @@ 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 +182,9 @@ 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 +195,9 @@ 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))
};
}
+84 -11
View File
@@ -19,11 +19,12 @@
#ifndef TNT_FILAMENT_BACKEND_PLATFORM_H
#define TNT_FILAMENT_BACKEND_PLATFORM_H
#include <backend/DriverEnums.h>
#include <utils/compiler.h>
#include <utils/Invocable.h>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
class Driver;
@@ -41,11 +42,35 @@ public:
struct Stream {};
struct DriverConfig {
/*
* size of handle arena in bytes. Setting to 0 indicates default value is to be used.
/**
* Size of handle arena in bytes. Setting to 0 indicates default value is to be used.
* 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;
/**
* Set to `true` to forcibly disable parallel shader compilation in the backend.
* Currently only honored by the GL and Metal backends.
*/
bool disableParallelShaderCompile = false;
/**
* Disable backend handles use-after-free checks.
*/
bool disableHandleUseAfterFreeCheck = false;
/**
* Force GLES2 context if supported, or pretend the context is ES2. Only meaningful on
* GLES 3.x backends.
*/
bool forceGLES2Context = false;
};
Platform() noexcept;
@@ -71,7 +96,7 @@ public:
*
* @return nullptr on failure, or a pointer to the newly created driver.
*/
virtual backend::Driver* createDriver(void* sharedContext,
virtual backend::Driver* UTILS_NULLABLE createDriver(void* UTILS_NULLABLE sharedContext,
const DriverConfig& driverConfig) noexcept = 0;
/**
@@ -89,7 +114,8 @@ public:
* cache.
*/
using InsertBlobFunc = utils::Invocable<
void(const void* key, size_t keySize, const void* value, size_t valueSize)>;
void(const void* UTILS_NONNULL key, size_t keySize,
const void* UTILS_NONNULL value, size_t valueSize)>;
/*
* RetrieveBlobFunc is an Invocable to an application-provided function that a
@@ -97,7 +123,8 @@ public:
* cache.
*/
using RetrieveBlobFunc = utils::Invocable<
size_t(const void* key, size_t keySize, void* value, size_t valueSize)>;
size_t(const void* UTILS_NONNULL key, size_t keySize,
void* UTILS_NONNULL value, size_t valueSize)>;
/**
* Sets the callback functions that the backend can use to interact with caching functionality
@@ -107,6 +134,7 @@ 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 +144,21 @@ 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
@@ -137,7 +177,8 @@ public:
* @param value pointer to the beginning of the value data that is to be inserted
* @param valueSize specifies the size in byte of the data pointed to by <value>
*/
void insertBlob(const void* key, size_t keySize, const void* value, size_t valueSize);
void insertBlob(const void* UTILS_NONNULL key, size_t keySize,
const void* UTILS_NONNULL value, size_t valueSize);
/**
* To retrieve the binary value associated with a given key from the cache, a
@@ -156,11 +197,43 @@ public:
* @return If the cache contains a value associated with the given key then the
* size of that binary value in bytes is returned. Otherwise 0 is returned.
*/
size_t retrieveBlob(const void* key, size_t keySize, void* value, size_t valueSize);
size_t retrieveBlob(const void* UTILS_NONNULL key, size_t keySize,
void* UTILS_NONNULL value, size_t valueSize);
using DebugUpdateStatFunc = utils::Invocable<void(const char* UTILS_NONNULL key, uint64_t value)>;
/**
* Sets the callback function that the backend can use to update backend-specific statistics
* to aid with debugging. This callback is guaranteed to be called on the Filament driver
* thread.
*
* @param debugUpdateStat an Invocable that updates debug statistics
*/
void setDebugUpdateStatFunc(DebugUpdateStatFunc&& debugUpdateStat) noexcept;
/**
* @return true if debugUpdateStat is valid.
*/
bool hasDebugUpdateStatFunc() const noexcept;
/**
* To track backend-specific statistics, the backend implementation can call the
* application-provided callback function debugUpdateStatFunc to associate or update a value
* with a given key. It is possible for this function to be called multiple times with the
* same key, in which case newer values should overwrite older values.
*
* This function is guaranteed to be called only on a single thread, the Filament driver
* thread.
*
* @param key a null-terminated C-string with the key of the debug statistic
* @param value the updated value of key
*/
void debugUpdateStat(const char* UTILS_NONNULL key, uint64_t value);
private:
InsertBlobFunc mInsertBlob;
RetrieveBlobFunc mRetrieveBlob;
DebugUpdateStatFunc mDebugUpdateStat;
};
} // namespace filament
@@ -21,8 +21,7 @@
#include <utils/compiler.h>
namespace filament {
namespace backend {
namespace filament::backend {
/**
* A PresentCallable is a callable object that, when called, schedules a frame for presentation on
@@ -49,7 +48,7 @@ namespace backend {
* and optional user data:
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* swapChain->setFrameScheduledCallback(myFrameScheduledCallback, nullptr);
* swapChain->setFrameScheduledCallback(nullptr, myFrameScheduledCallback);
* if (renderer->beginFrame(swapChain)) {
* renderer->render(view);
* renderer->endFrame();
@@ -59,8 +58,6 @@ namespace backend {
* @remark Only Filament's Metal backend supports PresentCallables and frame callbacks. Other
* backends ignore the callback (which will never be called) and proceed normally.
*
* @remark The SwapChain::FrameScheduledCallback is called on an arbitrary thread.
*
* Applications *must* call each PresentCallable they receive. Each PresentCallable represents a
* frame that is waiting to be presented. If an application fails to call a PresentCallable, a
* memory leak could occur. To "cancel" the presentation of a frame, pass false to the
@@ -98,7 +95,6 @@ private:
*/
using FrameFinishedCallback UTILS_DEPRECATED = void(*)(PresentCallable callable, void* user);
} // namespace backend
} // namespace filament
} // namespace filament::backend
#endif // TNT_FILAMENT_BACKEND_PRESENTCALLABLE
+39 -4
View File
@@ -17,17 +17,19 @@
#ifndef TNT_FILAMENT_BACKEND_PRIVATE_PROGRAM_H
#define TNT_FILAMENT_BACKEND_PRIVATE_PROGRAM_H
#include <utils/compiler.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Invocable.h>
#include <utils/Log.h>
#include <utils/ostream.h>
#include <backend/DriverEnums.h>
#include <array>
#include <variant>
#include <array> // FIXME: STL headers are not allowed in public headers
#include <utility> // FIXME: STL headers are not allowed in public headers
#include <variant> // FIXME: STL headers are not allowed in public headers
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
@@ -82,6 +84,9 @@ public:
// null terminating character.
Program& shader(ShaderStage shader, void const* data, size_t size);
// sets the language of the shader sources provided with shader() (defaults to ESSL3)
Program& shaderLanguage(ShaderLanguage shaderLanguage);
// Note: This is only needed for GLES3.0 backends, because the layout(binding=) syntax is
// not permitted in glsl. The backend needs a way to associate a uniform block
// to a binding point.
@@ -112,8 +117,18 @@ public:
Program& specializationConstants(
utils::FixedCapacityVector<SpecializationConstant> specConstants) noexcept;
struct PushConstant {
utils::CString name;
ConstantType type;
};
Program& pushConstants(ShaderStage stage,
utils::FixedCapacityVector<PushConstant> constants) noexcept;
Program& cacheId(uint64_t cacheId) noexcept;
Program& multiview(bool multiview) noexcept;
ShaderSource const& getShadersSource() const noexcept { return mShadersSource; }
ShaderSource& getShadersSource() noexcept { return mShadersSource; }
@@ -132,6 +147,8 @@ public:
utils::CString const& getName() const noexcept { return mName; }
utils::CString& getName() noexcept { return mName; }
auto const& getShaderLanguage() const { return mShaderLanguage; }
utils::FixedCapacityVector<SpecializationConstant> const& getSpecializationConstants() const noexcept {
return mSpecializationConstants;
}
@@ -139,8 +156,19 @@ public:
return mSpecializationConstants;
}
utils::FixedCapacityVector<PushConstant> const& getPushConstants(
ShaderStage stage) const noexcept {
return mPushConstants[static_cast<uint8_t>(stage)];
}
utils::FixedCapacityVector<PushConstant>& getPushConstants(ShaderStage stage) noexcept {
return mPushConstants[static_cast<uint8_t>(stage)];
}
uint64_t getCacheId() const noexcept { return mCacheId; }
bool isMultiview() const noexcept { return mMultiview; }
CompilerPriorityQueue getPriorityQueue() const noexcept { return mPriorityQueue; }
private:
@@ -149,13 +177,20 @@ private:
UniformBlockInfo mUniformBlocks = {};
SamplerGroupInfo mSamplerGroups = {};
ShaderSource mShadersSource;
ShaderLanguage mShaderLanguage = ShaderLanguage::ESSL3;
utils::CString mName;
uint64_t mCacheId{};
utils::Invocable<utils::io::ostream&(utils::io::ostream& out)> mLogger;
utils::FixedCapacityVector<SpecializationConstant> mSpecializationConstants;
std::array<utils::FixedCapacityVector<PushConstant>, SHADER_TYPE_COUNT> mPushConstants;
utils::FixedCapacityVector<std::pair<utils::CString, uint8_t>> mAttributes;
std::array<UniformInfo, Program::UNIFORM_BINDING_COUNT> mBindingUniformInfo;
CompilerPriorityQueue mPriorityQueue = CompilerPriorityQueue::HIGH;
// Indicates the current engine was initialized with multiview stereo, and the variant for this
// program contains STE flag. This will be referred later for the OpenGL shader compiler to
// determine whether shader code replacement for the num_views should be performed.
// This variable could be promoted as a more generic variable later if other similar needs occur.
bool mMultiview = false;
};
} // namespace filament::backend
@@ -24,9 +24,6 @@
#include <utils/compiler.h>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
struct UTILS_PUBLIC SamplerDescriptor {
@@ -17,9 +17,11 @@
#ifndef TNT_FILAMENT_BACKEND_TARGETBUFFERINFO_H
#define TNT_FILAMENT_BACKEND_TARGETBUFFERINFO_H
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <utils/ostream.h>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
@@ -27,13 +29,36 @@ namespace filament::backend {
//! \privatesection
struct TargetBufferInfo {
// note: the parameters of this constructor are not in the order of this structure's fields
TargetBufferInfo(Handle<HwTexture> handle, uint8_t level, uint16_t layer, uint8_t baseViewIndex) noexcept
: handle(handle), baseViewIndex(baseViewIndex), level(level), layer(layer) {
}
TargetBufferInfo(Handle<HwTexture> handle, uint8_t level, uint16_t layer) noexcept
: handle(handle), level(level), layer(layer) {
}
TargetBufferInfo(Handle<HwTexture> handle, uint8_t level) noexcept
: handle(handle), level(level) {
}
TargetBufferInfo(Handle<HwTexture> handle) noexcept // NOLINT(*-explicit-constructor)
: handle(handle) {
}
TargetBufferInfo() noexcept = default;
// texture to be used as render target
Handle<HwTexture> handle;
// Starting layer index for multiview. This value is only used when the `layerCount` for the
// render target is greater than 1.
uint8_t baseViewIndex = 0;
// level to be used
uint8_t level = 0;
// for cubemaps and 3D textures. See TextureCubemapFace for the face->layer mapping
// For cubemaps and 3D textures. See TextureCubemapFace for the face->layer mapping
uint16_t layer = 0;
};
@@ -58,7 +83,7 @@ public:
MRT() noexcept = default;
MRT(TargetBufferInfo const& color) noexcept // NOLINT(hicpp-explicit-conversions)
MRT(TargetBufferInfo const& color) noexcept // NOLINT(hicpp-explicit-conversions, *-explicit-constructor)
: mInfos{ color } {
}
@@ -78,7 +103,7 @@ public:
// this is here for backward compatibility
MRT(Handle<HwTexture> handle, uint8_t level, uint16_t layer) noexcept
: mInfos{{ handle, level, layer }} {
: mInfos{{ handle, level, layer, 0 }} {
}
};
@@ -18,8 +18,15 @@
#define TNT_FILAMENT_BACKEND_PRIVATE_OPENGLPLATFORM_H
#include <backend/AcquiredImage.h>
#include <backend/DriverEnums.h>
#include <backend/Platform.h>
#include <utils/compiler.h>
#include <utils/Invocable.h>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
class Driver;
@@ -38,8 +45,8 @@ protected:
* Derived classes can use this to instantiate the default OpenGLDriver backend.
* This is typically called from your implementation of createDriver()
*/
static Driver* createDefaultDriver(OpenGLPlatform* platform,
void* sharedContext, const DriverConfig& driverConfig);
static Driver* UTILS_NULLABLE createDefaultDriver(OpenGLPlatform* UTILS_NONNULL platform,
void* UTILS_NULLABLE sharedContext, const DriverConfig& driverConfig);
~OpenGLPlatform() noexcept override;
@@ -57,6 +64,22 @@ public:
*/
virtual void terminate() noexcept = 0;
/**
* Return whether createSwapChain supports the SWAP_CHAIN_CONFIG_SRGB_COLORSPACE flag.
* The default implementation returns false.
*
* @return true if SWAP_CHAIN_CONFIG_SRGB_COLORSPACE is supported, false otherwise.
*/
virtual bool isSRGBSwapChainSupported() const noexcept;
/**
* Return whether protected contexts are supported by this backend.
* If protected context are supported, the SWAP_CHAIN_CONFIG_PROTECTED_CONTENT flag can be
* used when creating a SwapChain.
* The default implementation returns false.
*/
virtual bool isProtectedContextSupported() const noexcept;
/**
* Called by the driver to create a SwapChain for this driver.
*
@@ -66,15 +89,8 @@ public:
* @return The driver's SwapChain object.
*
*/
virtual SwapChain* createSwapChain(void* nativeWindow, uint64_t flags) noexcept = 0;
/**
* Return whether createSwapChain supports the SWAP_CHAIN_CONFIG_SRGB_COLORSPACE flag.
* The default implementation returns false.
*
* @return true if SWAP_CHAIN_CONFIG_SRGB_COLORSPACE is supported, false otherwise.
*/
virtual bool isSRGBSwapChainSupported() const noexcept;
virtual SwapChain* UTILS_NULLABLE createSwapChain(
void* UTILS_NULLABLE nativeWindow, uint64_t flags) noexcept = 0;
/**
* Called by the driver create a headless SwapChain.
@@ -87,13 +103,14 @@ public:
* TODO: we need a more generic way of passing construction parameters
* A void* might be enough.
*/
virtual SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept = 0;
virtual SwapChain* UTILS_NULLABLE createSwapChain(
uint32_t width, uint32_t height, uint64_t flags) noexcept = 0;
/**
* Called by the driver to destroys the SwapChain
* @param swapChain SwapChain to be destroyed.
*/
virtual void destroySwapChain(SwapChain* swapChain) noexcept = 0;
virtual void destroySwapChain(SwapChain* UTILS_NONNULL swapChain) noexcept = 0;
/**
* Returns the set of buffers that must be preserved up to the call to commit().
@@ -106,28 +123,103 @@ public:
* @return buffer that must be preserved
* @see commit()
*/
virtual TargetBufferFlags getPreservedFlags(SwapChain* swapChain) noexcept;
virtual TargetBufferFlags getPreservedFlags(SwapChain* UTILS_NONNULL swapChain) noexcept;
/**
* Returns true if the swapchain is protected
*/
virtual bool isSwapChainProtected(Platform::SwapChain* UTILS_NONNULL swapChain) noexcept;
/**
* Called by the driver to establish the default FBO. The default implementation returns 0.
* @return a GLuint casted to a uint32_t that is an OpenGL framebuffer object.
*
* This method can be called either on the regular or protected OpenGL contexts and can return
* a different or identical name, since these names exist in different namespaces.
*
* @return a GLuint casted to a uint32_t that is an OpenGL framebuffer object.
*/
virtual uint32_t createDefaultRenderTarget() noexcept;
virtual uint32_t getDefaultFramebufferObject() noexcept;
/**
* Called by the backend when a frame starts.
* @param steady_clock_ns vsync time point on the monotonic clock
* @param refreshIntervalNs refresh interval in nanosecond
* @param frameId a frame id
*/
virtual void beginFrame(
int64_t monotonic_clock_ns,
int64_t refreshIntervalNs,
uint32_t frameId) noexcept;
/**
* Called by the backend when a frame ends.
* @param frameId the frame id used in beginFrame
*/
virtual void endFrame(
uint32_t frameId) noexcept;
/**
* Type of contexts available
*/
enum class ContextType {
NONE, //!< No current context
UNPROTECTED, //!< current context is unprotected
PROTECTED //!< current context supports protected content
};
/**
* Returns the type of the context currently in use. This value is updated by makeCurrent()
* and therefore can be cached between calls. ContextType::PROTECTED can only be returned
* if isProtectedContextSupported() is true.
* @return ContextType
*/
virtual ContextType getCurrentContextType() const noexcept;
/**
* Binds the requested context to the current thread and drawSwapChain to the default FBO
* returned by getDefaultFramebufferObject().
*
* @param type type of context to bind to the current thread.
* @param drawSwapChain SwapChain to draw to. It must be bound to the default FBO.
* @param readSwapChain SwapChain to read from (for operation like `glBlitFramebuffer`)
* @return true on success, false on error.
*/
virtual bool makeCurrent(ContextType type,
SwapChain* UTILS_NONNULL drawSwapChain,
SwapChain* UTILS_NONNULL readSwapChain) noexcept = 0;
/**
* Called by the driver to make the OpenGL context active on the calling thread and bind
* the drawSwapChain to the default render target (FBO) created with createDefaultRenderTarget.
* the drawSwapChain to the default FBO returned by getDefaultFramebufferObject().
* The context used is either the default context or the protected context. When a context
* change is necessary, the preContextChange and postContextChange callbacks are called,
* before and after the context change respectively. postContextChange is given the index
* of the new context (0 for default and 1 for protected).
* The default implementation just calls makeCurrent(getCurrentContextType(), SwapChain*, SwapChain*).
*
* @param drawSwapChain SwapChain to draw to. It must be bound to the default FBO.
* @param readSwapChain SwapChain to read from (for operation like `glBlitFramebuffer`)
* @param preContextChange called before the context changes
* @param postContextChange called after the context changes
*/
virtual void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept = 0;
virtual void makeCurrent(
SwapChain* UTILS_NONNULL drawSwapChain,
SwapChain* UTILS_NONNULL readSwapChain,
utils::Invocable<void()> preContextChange,
utils::Invocable<void(size_t index)> postContextChange) noexcept;
/**
* Called by the backend just before calling commit()
* @see commit()
*/
virtual void preCommit() noexcept;
/**
* Called by the driver once the current frame finishes drawing. Typically, this should present
* the drawSwapChain. This is for example where `eglMakeCurrent()` would be called.
* @param swapChain the SwapChain to present.
*/
virtual void commit(SwapChain* swapChain) noexcept = 0;
virtual void commit(SwapChain* UTILS_NONNULL swapChain) noexcept = 0;
/**
* Set the time the next committed buffer should be presented to the user at.
@@ -152,14 +244,14 @@ public:
*
* @return A Fence object. The default implementation returns nullptr.
*/
virtual Fence* createFence() noexcept;
virtual Fence* UTILS_NULLABLE createFence() noexcept;
/**
* Destroys a Fence object. The default implementation does nothing.
*
* @param fence Fence to destroy.
*/
virtual void destroyFence(Fence* fence) noexcept;
virtual void destroyFence(Fence* UTILS_NONNULL fence) noexcept;
/**
* Waits on a Fence.
@@ -169,7 +261,7 @@ public:
* @return Whether the fence signaled or timed out. See backend::FenceStatus.
* The default implementation always return backend::FenceStatus::ERROR.
*/
virtual backend::FenceStatus waitFence(Fence* fence, uint64_t timeout) noexcept;
virtual backend::FenceStatus waitFence(Fence* UTILS_NONNULL fence, uint64_t timeout) noexcept;
// --------------------------------------------------------------------------------------------
@@ -183,13 +275,13 @@ public:
* @param nativeStream The native stream, this parameter depends on the concrete implementation.
* @return A new Stream object.
*/
virtual Stream* createStream(void* nativeStream) noexcept;
virtual Stream* UTILS_NULLABLE createStream(void* UTILS_NULLABLE nativeStream) noexcept;
/**
* Destroys a Stream.
* @param stream Stream to destroy.
*/
virtual void destroyStream(Stream* stream) noexcept;
virtual void destroyStream(Stream* UTILS_NONNULL stream) noexcept;
/**
* The specified stream takes ownership of the texture (tname) object
@@ -199,20 +291,21 @@ public:
* @param stream Stream to take ownership of the texture
* @param tname GL texture id to "bind" to the Stream.
*/
virtual void attach(Stream* stream, intptr_t tname) noexcept;
virtual void attach(Stream* UTILS_NONNULL stream, intptr_t tname) noexcept;
/**
* Destroys the texture associated to the stream
* @param stream Stream to detach from its texture
*/
virtual void detach(Stream* stream) noexcept;
virtual void detach(Stream* UTILS_NONNULL stream) noexcept;
/**
* Updates the content of the texture attached to the stream.
* @param stream Stream to update
* @param timestamp Output parameter: Timestamp of the image bound to the texture.
*/
virtual void updateTexImage(Stream* stream, int64_t* timestamp) noexcept;
virtual void updateTexImage(Stream* UTILS_NONNULL stream,
int64_t* UTILS_NONNULL timestamp) noexcept;
// --------------------------------------------------------------------------------------------
@@ -225,13 +318,13 @@ public:
* implementation could just return { 0, GL_TEXTURE_2D } at this point. The actual
* values can be delayed until setExternalImage.
*/
virtual ExternalTexture *createExternalImageTexture() noexcept;
virtual ExternalTexture* UTILS_NULLABLE createExternalImageTexture() noexcept;
/**
* Destroys an external texture handle and associated data.
* @param texture a pointer to the handle to destroy.
*/
virtual void destroyExternalImage(ExternalTexture* texture) noexcept;
virtual void destroyExternalImage(ExternalTexture* UTILS_NONNULL texture) noexcept;
// called on the application thread to allow Filament to take ownership of the image
@@ -244,7 +337,7 @@ public:
* @param externalImage A token representing the platform's external image.
* @see destroyExternalImage
*/
virtual void retainExternalImage(void* externalImage) noexcept;
virtual void retainExternalImage(void* UTILS_NONNULL externalImage) noexcept;
/**
* Called to bind the platform-specific externalImage to an ExternalTexture.
@@ -258,7 +351,8 @@ public:
* @param texture an in/out pointer to ExternalTexture, id and target can be updated if necessary.
* @return true on success, false on error.
*/
virtual bool setExternalImage(void* externalImage, ExternalTexture* texture) noexcept;
virtual bool setExternalImage(void* UTILS_NONNULL externalImage,
ExternalTexture* UTILS_NONNULL texture) noexcept;
/**
* The method allows platforms to convert a user-supplied external image object into a new type
@@ -17,11 +17,10 @@
#ifndef TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_COCOA_GL_H
#define TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_COCOA_GL_H
#include <stdint.h>
#include <backend/DriverEnums.h>
#include <backend/platforms/OpenGLPlatform.h>
#include <backend/DriverEnums.h>
#include <stdint.h>
namespace filament::backend {
@@ -58,7 +57,7 @@ protected:
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
void destroySwapChain(SwapChain* swapChain) noexcept override;
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
bool makeCurrent(ContextType type, SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
void commit(SwapChain* swapChain) noexcept override;
OpenGLPlatform::ExternalTexture* createExternalImageTexture() noexcept override;
void destroyExternalImage(ExternalTexture* texture) noexcept override;
@@ -30,7 +30,7 @@ struct PlatformCocoaTouchGLImpl;
class PlatformCocoaTouchGL : public OpenGLPlatform {
public:
PlatformCocoaTouchGL();
~PlatformCocoaTouchGL() noexcept;
~PlatformCocoaTouchGL() noexcept override;
// --------------------------------------------------------------------------------------------
// Platform Interface
@@ -45,7 +45,7 @@ public:
void terminate() noexcept override;
uint32_t createDefaultRenderTarget() noexcept override;
uint32_t getDefaultFramebufferObject() noexcept override;
bool isExtraContextSupported() const noexcept override;
void createContext(bool shared) override;
@@ -53,7 +53,7 @@ public:
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
void destroySwapChain(SwapChain* swapChain) noexcept override;
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
bool makeCurrent(ContextType type, SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
void commit(SwapChain* swapChain) noexcept override;
OpenGLPlatform::ExternalTexture* createExternalImageTexture() noexcept override;
@@ -17,18 +17,23 @@
#ifndef TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_EGL_H
#define TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_EGL_H
#include <stdint.h>
#include <backend/DriverEnums.h>
#include <backend/Platform.h>
#include <backend/platforms/OpenGLPlatform.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <EGL/eglplatform.h>
#include <backend/platforms/OpenGLPlatform.h>
#include <backend/DriverEnums.h>
#include <utils/Invocable.h>
#include <initializer_list>
#include <utility>
#include <vector>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
/**
@@ -38,12 +43,11 @@ class PlatformEGL : public OpenGLPlatform {
public:
PlatformEGL() noexcept;
bool isExtraContextSupported() const noexcept override;
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:
// --------------------------------------------------------------------------------------------
// Helper for EGL configs and attributes parameters
@@ -83,13 +87,30 @@ protected:
// --------------------------------------------------------------------------------------------
// OpenGLPlatform Interface
bool isExtraContextSupported() const noexcept override;
void createContext(bool shared) override;
void releaseContext() noexcept override;
void terminate() noexcept override;
bool isProtectedContextSupported() const noexcept override;
bool isSRGBSwapChainSupported() const noexcept override;
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
void destroySwapChain(SwapChain* swapChain) noexcept override;
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
bool isSwapChainProtected(SwapChain* swapChain) noexcept override;
ContextType getCurrentContextType() const noexcept override;
bool makeCurrent(ContextType type,
SwapChain* drawSwapChain,
SwapChain* readSwapChain) noexcept override;
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain,
utils::Invocable<void()> preContextChange,
utils::Invocable<void(size_t index)> postContextChange) noexcept override;
void commit(SwapChain* swapChain) noexcept override;
bool canCreateFence() noexcept override;
@@ -116,16 +137,28 @@ protected:
static void clearGlError() noexcept;
/**
* Always use this instead of eglMakeCurrent().
* Always use this instead of eglMakeCurrent(), as it tracks some state.
*/
EGLBoolean makeCurrent(EGLSurface drawSurface, EGLSurface readSurface) noexcept;
EGLContext getContextForType(ContextType type) const noexcept;
// makes the draw and read surface current without changing the current context
EGLBoolean makeCurrent(EGLSurface drawSurface, EGLSurface readSurface) noexcept {
return egl.makeCurrent(drawSurface, readSurface);
}
// makes context current and set draw and read surfaces to EGL_NO_SURFACE
EGLBoolean makeCurrent(EGLContext context) noexcept {
return egl.makeCurrent(context, mEGLDummySurface, mEGLDummySurface);
}
// TODO: this should probably use getters instead.
EGLDisplay mEGLDisplay = EGL_NO_DISPLAY;
EGLContext mEGLContext = EGL_NO_CONTEXT;
EGLSurface mCurrentDrawSurface = EGL_NO_SURFACE;
EGLSurface mCurrentReadSurface = EGL_NO_SURFACE;
EGLContext mEGLContextProtected = EGL_NO_CONTEXT;
EGLSurface mEGLDummySurface = EGL_NO_SURFACE;
ContextType mCurrentContextType = ContextType::NONE;
// 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;
@@ -141,13 +174,38 @@ protected:
bool KHR_gl_colorspace = false;
bool KHR_no_config_context = false;
bool KHR_surfaceless_context = false;
bool EXT_protected_content = false;
} egl;
} ext;
struct SwapChainEGL : public Platform::SwapChain {
EGLSurface sur = EGL_NO_SURFACE;
Config attribs{};
EGLNativeWindowType nativeWindow{};
EGLConfig config{};
uint64_t flags{};
};
void initializeGlExtensions() noexcept;
protected:
EGLConfig findSwapChainConfig(uint64_t flags, bool window, bool pbuffer) const;
private:
EGLConfig findSwapChainConfig(uint64_t flags) const;
class EGL {
EGLDisplay& mEGLDisplay;
EGLSurface mCurrentDrawSurface = EGL_NO_SURFACE;
EGLSurface mCurrentReadSurface = EGL_NO_SURFACE;
EGLContext mCurrentContext = EGL_NO_CONTEXT;
public:
explicit EGL(EGLDisplay& dpy) : mEGLDisplay(dpy) {}
EGLBoolean makeCurrent(EGLContext context,
EGLSurface drawSurface, EGLSurface readSurface) noexcept;
EGLBoolean makeCurrent(EGLSurface drawSurface, EGLSurface readSurface) noexcept {
return makeCurrent(mCurrentContext, drawSurface, readSurface);
}
} egl{ mEGLDisplay };
};
} // namespace filament::backend
@@ -17,8 +17,18 @@
#ifndef TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_EGL_ANDROID_H
#define TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_EGL_ANDROID_H
#include <backend/AcquiredImage.h>
#include <backend/Platform.h>
#include <backend/platforms/OpenGLPlatform.h>
#include <backend/platforms/PlatformEGL.h>
#include <utils/android/PerformanceHintManager.h>
#include <chrono>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
class ExternalStreamManagerAndroid;
@@ -52,6 +62,13 @@ protected:
void terminate() noexcept override;
void beginFrame(
int64_t monotonic_clock_ns,
int64_t refreshIntervalNs,
uint32_t frameId) noexcept override;
void preCommit() noexcept override;
/**
* Set the presentation time using `eglPresentationTimeANDROID`
* @param presentationTimeInNanosecond
@@ -75,6 +92,11 @@ protected:
private:
int mOSVersion;
ExternalStreamManagerAndroid& mExternalStreamManager;
utils::PerformanceHintManager mPerformanceHintManager;
utils::PerformanceHintManager::Session mPerformanceHintSession;
using clock = std::chrono::high_resolution_clock;
clock::time_point mStartTimeOfActualWork;
};
} // 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
@@ -51,7 +51,7 @@ protected:
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
void destroySwapChain(SwapChain* swapChain) noexcept override;
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
bool makeCurrent(ContextType type, SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
void commit(SwapChain* swapChain) noexcept override;
private:
@@ -53,7 +53,7 @@ protected:
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
void destroySwapChain(SwapChain* swapChain) noexcept override;
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
bool makeCurrent(ContextType type, SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
void commit(SwapChain* swapChain) noexcept override;
protected:
@@ -46,7 +46,7 @@ protected:
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
void destroySwapChain(SwapChain* swapChain) noexcept override;
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
bool makeCurrent(ContextType type, SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
void commit(SwapChain* swapChain) noexcept override;
};
@@ -20,12 +20,18 @@
#include <backend/Platform.h>
#include <bluevk/BlueVK.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/PrivateImplementation.h>
#include <string_view>
#include <tuple>
#include <unordered_set>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
using SwapChain = Platform::SwapChain;
@@ -89,36 +95,44 @@ 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().
@@ -17,7 +17,7 @@
#ifndef TNT_FILAMENT_BACKEND_PRIVATE_CIRCULARBUFFER_H
#define TNT_FILAMENT_BACKEND_PRIVATE_CIRCULARBUFFER_H
#include <utils/compiler.h>
#include <utils/debug.h>
#include <stddef.h>
#include <stdint.h>
@@ -40,28 +40,36 @@ public:
~CircularBuffer() noexcept;
// allocates 'size' bytes in the circular buffer and returns a pointer to the memory
// return the current head and moves it forward by size bytes
inline void* allocate(size_t size) noexcept {
static size_t getBlockSize() noexcept { return sPageSize; }
// Total size of circular buffer. This is a constant.
size_t size() const noexcept { return mSize; }
// Allocates `s` bytes in the circular buffer and returns a pointer to the memory. All
// allocations must not exceed size() bytes.
inline void* allocate(size_t s) noexcept {
// We can never allocate more that size().
assert_invariant(getUsed() + s <= size());
char* const cur = static_cast<char*>(mHead);
mHead = cur + size;
mHead = cur + s;
return cur;
}
// Total size of circular buffer
size_t size() const noexcept { return mSize; }
// returns true if the buffer is empty (e.g. after calling flush)
// Returns true if the buffer is empty, i.e.: no allocations were made since
// calling getBuffer();
bool empty() const noexcept { return mTail == mHead; }
void* getHead() const noexcept { return mHead; }
// Returns the size used since the last call to getBuffer()
size_t getUsed() const noexcept { return intptr_t(mHead) - intptr_t(mTail); }
void* getTail() const noexcept { return mTail; }
// call at least once every getRequiredSize() bytes allocated from the buffer
void circularize() noexcept;
static size_t getBlockSize() noexcept { return sPageSize; }
// Retrieves the current allocated range and frees it. It is the responsibility of the caller
// to make sure the returned range is no longer in use by the time allocate() allocates
// (size() - getUsed()) bytes.
struct Range {
void* tail;
void* head;
};
Range getBuffer() noexcept;
private:
void* alloc(size_t size) noexcept;
@@ -69,10 +77,10 @@ private:
// pointer to the beginning of the circular buffer (constant)
void* mData = nullptr;
int mUsesAshmem = -1;
int mAshmemFd = -1;
// size of the circular buffer (constant)
size_t mSize = 0;
size_t const mSize;
// pointer to the beginning of recorded data
void* mTail = nullptr;

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