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v1.54.1
...
pf/test-of
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b3fc8e3796 | ||
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5e7106b521 | ||
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30387af61c | ||
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1c2ffc9ed4 | ||
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574518ea74 | ||
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d5a274fa25 | ||
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3351db1178 | ||
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b70aa43727 | ||
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1f9a11802d | ||
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89835a7a67 |
@@ -1308,7 +1308,12 @@ Description
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declare a variable called `eyeDirection` you can access it in the fragment shader using
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`variable_eyeDirection`. In the vertex shader, the interpolant name is simply a member of
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the `MaterialVertexInputs` structure (`material.eyeDirection` in your example). Each
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interpolant is of type `float4` (`vec4`) in the shaders.
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interpolant is of type `float4` (`vec4`) in the shaders. By default the precision of the
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interpolant is `highp` in *both* the vertex and fragment shaders.
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An alternate syntax can be used to specify both the name and precision of the interpolant.
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In this case the specified precision is used as-is in both fragment and vertex stages, in
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particular if `default` is specified the default precision is used is the fragment shader
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(`mediump`) and in the vertex shader (`highp`).
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
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material {
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@@ -1320,7 +1325,11 @@ material {
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}
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],
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variables : [
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eyeDirection
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eyeDirection,
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{
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name : eyeColor,
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precision : medium
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}
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],
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vertexDomain : device,
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depthWrite : false,
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@@ -541,9 +541,6 @@ void OpenGLContext::initBugs(Bugs* bugs, Extensions const& exts,
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bugs->delay_fbo_destruction = true;
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// PowerVR seems to have no problem with this (which is good for us)
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bugs->allow_read_only_ancillary_feedback_loop = true;
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// PowerVR doesn't respect lengths passed to glShaderSource, so concatenate them into a
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// single string.
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bugs->concatenate_shader_strings = true;
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} else if (strstr(renderer, "Apple")) {
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// Apple GPU
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} else if (strstr(renderer, "Tegra") ||
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@@ -316,12 +316,6 @@ public:
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// bugs or performance issues.
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bool force_feature_level0;
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// Some drivers don't respect the length argument of glShaderSource() and (apparently)
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// require each shader source string to be null-terminated. This works around the issue by
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// concatenating the strings into a single null-terminated string before passing it to
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// glShaderSource().
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bool concatenate_shader_strings;
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} bugs = {};
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// state getters -- as needed.
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@@ -568,9 +562,6 @@ private:
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{ bugs.force_feature_level0,
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"force_feature_level0",
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""},
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{ bugs.concatenate_shader_strings,
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"concatenate_shader_strings",
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""},
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}};
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// this is chosen to minimize code size
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@@ -597,40 +597,30 @@ void ShaderCompilerService::compileShaders(OpenGLContext& context,
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version = "#version 310 es\n";
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}
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const std::array<const char*, 5> sources = {
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version.data(),
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prolog.data(),
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specializationConstantString.c_str(),
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packingFunctions.data(),
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body.data()
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std::array<std::string_view, 5> sources = {
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version,
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prolog,
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specializationConstantString,
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packingFunctions,
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{ body.data(), body.size() - 1 } // null-terminated
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};
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const std::array<GLint, 5> lengths = {
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(GLint)version.length(),
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(GLint)prolog.length(),
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(GLint)specializationConstantString.length(),
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(GLint)packingFunctions.length(),
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(GLint)body.length() - 1 // null terminated
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};
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// Some of the sources may be zero-length. Remove them as to avoid passing lengths of
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// zero to glShaderSource(). glShaderSource should work with lengths of zero, but some
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// drivers instead interpret zero as a sentinel for a null-terminated string.
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auto partitionPoint = std::stable_partition(
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sources.begin(), sources.end(), [](std::string_view s) { return !s.empty(); });
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size_t count = std::distance(sources.begin(), partitionPoint);
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std::array<const char*, 5> shaderStrings;
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std::array<GLint, 5> lengths;
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for (size_t i = 0; i < count; i++) {
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shaderStrings[i] = sources[i].data();
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lengths[i] = sources[i].size();
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}
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GLuint const shaderId = glCreateShader(glShaderType);
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if (UTILS_UNLIKELY(context.bugs.concatenate_shader_strings)) {
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size_t totalSize = 0;
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for (size_t i = 0; i < sources.size(); i++) {
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totalSize += lengths[i];
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}
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std::string concatenatedShaderSource;
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concatenatedShaderSource.reserve(totalSize);
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for (size_t i = 0; i < sources.size(); i++) {
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concatenatedShaderSource.append(sources[i], lengths[i]);
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}
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const GLchar* ptr = concatenatedShaderSource.c_str();
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GLint length = concatenatedShaderSource.length();
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glShaderSource(shaderId, 1, &ptr, &length);
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} else {
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glShaderSource(shaderId, sources.size(), sources.data(), lengths.data());
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}
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glShaderSource(shaderId, count, shaderStrings.data(), lengths.data());
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glCompileShader(shaderId);
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@@ -16,16 +16,22 @@
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#include "FrameSkipper.h"
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#include <utils/Log.h>
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#include <backend/DriverEnums.h>
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#include <utils/compiler.h>
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#include <utils/debug.h>
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#include <algorithm>
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#include <stddef.h>
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namespace filament {
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using namespace utils;
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using namespace backend;
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FrameSkipper::FrameSkipper(size_t latency) noexcept
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: mLast(latency - 1) {
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: mLast(std::max(latency, MAX_FRAME_LATENCY) - 1) {
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assert_invariant(latency <= MAX_FRAME_LATENCY);
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}
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@@ -41,31 +47,32 @@ void FrameSkipper::terminate(DriverApi& driver) noexcept {
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bool FrameSkipper::beginFrame(DriverApi& driver) noexcept {
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auto& fences = mDelayedFences;
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auto fence = fences.front();
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if (fence) {
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auto status = driver.getFenceStatus(fence);
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if (status == FenceStatus::TIMEOUT_EXPIRED) {
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// Sync not ready, skip frame
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if (fences.front()) {
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// Do we have a latency old fence?
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auto status = driver.getFenceStatus(fences.front());
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if (UTILS_UNLIKELY(status == FenceStatus::TIMEOUT_EXPIRED)) {
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// The fence hasn't signaled yet, skip this frame
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return false;
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}
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assert_invariant(status == FenceStatus::CONDITION_SATISFIED);
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driver.destroyFence(fence);
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}
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// shift all fences down by 1
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std::move(fences.begin() + 1, fences.end(), fences.begin());
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fences.back() = {};
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return true;
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}
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void FrameSkipper::endFrame(DriverApi& driver) noexcept {
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// If the user produced a new frame despite the fact that the previous one wasn't finished
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// (i.e. FrameSkipper::beginFrame() returned false), we need to make sure to replace
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// a fence that might be here already)
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auto& fence = mDelayedFences[mLast];
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if (fence) {
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driver.destroyFence(fence);
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auto& fences = mDelayedFences;
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size_t const last = mLast;
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// pop the oldest fence and advance the other ones
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if (fences.front()) {
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driver.destroyFence(fences.front());
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}
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fence = driver.createFence();
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std::move(fences.begin() + 1, fences.end(), fences.begin());
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// add a new fence to the end
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assert_invariant(!fences[last]);
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fences[last] = driver.createFence();
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}
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} // namespace filament
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@@ -22,6 +22,9 @@
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#include <array>
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#include <stddef.h>
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#include <stdint.h>
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namespace filament {
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/*
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@@ -60,7 +63,7 @@ public:
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private:
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using Container = std::array<backend::Handle<backend::HwFence>, MAX_FRAME_LATENCY>;
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mutable Container mDelayedFences{};
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size_t mLast;
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uint8_t const mLast;
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};
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} // namespace filament
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@@ -616,7 +616,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
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// Here, objects close to the camera (but behind) will be drawn first.
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// An alternative that keeps the mathematical ordering is given here:
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// distanceBits ^= ((int32_t(distanceBits) >> 31) | 0x80000000u);
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float const distance = -dot(soaWorldAABBCenter[i], cameraForward) - cameraPositionDotCameraForward;
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float const distance = -(dot(soaWorldAABBCenter[i], cameraForward) - cameraPositionDotCameraForward);
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uint32_t const distanceBits = reinterpret_cast<uint32_t const&>(distance);
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// calculate the per-primitive face winding order inversion
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@@ -75,7 +75,6 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
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TargetBufferFlags const clearColorFlags = config.clearFlags & TargetBufferFlags::COLOR;
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TargetBufferFlags clearDepthFlags = config.clearFlags & TargetBufferFlags::DEPTH;
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TargetBufferFlags clearStencilFlags = config.clearFlags & TargetBufferFlags::STENCIL;
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uint8_t layerCount = 1;
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data.shadows = blackboard.get<FrameGraphTexture>("shadows");
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data.ssao = blackboard.get<FrameGraphTexture>("ssao");
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@@ -172,9 +171,6 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
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data.color = builder.write(data.color, FrameGraphTexture::Usage::COLOR_ATTACHMENT);
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data.depth = builder.write(data.depth, FrameGraphTexture::Usage::DEPTH_ATTACHMENT);
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if (view.hasStereo() && engine.getConfig().stereoscopicType == StereoscopicType::MULTIVIEW) {
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layerCount = engine.getConfig().stereoscopicEyeCount;
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}
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||||
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||||
/*
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* There is a bit of magic happening here regarding the viewport used.
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@@ -196,7 +192,7 @@ FrameGraphId<FrameGraphTexture> RendererUtils::colorPass(
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.stencil = data.stencil },
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.clearColor = config.clearColor,
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.samples = config.msaa,
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.layerCount = layerCount,
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.layerCount = static_cast<uint8_t>(colorBufferDesc.depth),
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.clearFlags = clearColorFlags | clearDepthFlags | clearStencilFlags});
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blackboard["depth"] = data.depth;
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},
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||||
|
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@@ -371,7 +371,13 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
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if (view.isFrontFaceWindingInverted()) {
|
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renderPassFlags |= RenderPass::HAS_INVERSE_FRONT_FACES;
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}
|
||||
if (mIsDepthClampSupported && engine.debug.shadowmap.depth_clamp) {
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||||
|
||||
bool const canUseDepthClamp =
|
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!view.hasVSM() &&
|
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mIsDepthClampSupported &&
|
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engine.debug.shadowmap.depth_clamp;
|
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|
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if (canUseDepthClamp) {
|
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renderPassFlags |= RenderPass::HAS_DEPTH_CLAMP;
|
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}
|
||||
|
||||
@@ -650,9 +656,14 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
|
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cameraInfo.zf = -nearFarPlanes[i + 1];
|
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updateNearFarPlanes(&cameraInfo.cullingProjection, cameraInfo.zn, cameraInfo.zf);
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|
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bool const canUseDepthClamp =
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!view.hasVSM() &&
|
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mIsDepthClampSupported &&
|
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engine.debug.shadowmap.depth_clamp;
|
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|
||||
auto shaderParameters = shadowMap.updateDirectional(engine,
|
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lightData, 0, cameraInfo, shadowMapInfo, sceneInfo,
|
||||
mIsDepthClampSupported && engine.debug.shadowmap.depth_clamp);
|
||||
canUseDepthClamp);
|
||||
|
||||
if (shadowMap.hasVisibleShadows()) {
|
||||
const size_t shadowIndex = shadowMap.getShadowIndex();
|
||||
|
||||
@@ -190,10 +190,10 @@ void RenderPassNode::resolve() noexcept {
|
||||
minHeight = std::min(minHeight, h);
|
||||
maxHeight = std::max(maxHeight, h);
|
||||
}
|
||||
// additionally, clear implies discardStart
|
||||
rt.backend.params.flags.discardStart |= (
|
||||
rt.descriptor.clearFlags & rt.targetBufferFlags);
|
||||
}
|
||||
// additionally, clear implies discardStart
|
||||
rt.backend.params.flags.discardStart |= (
|
||||
rt.descriptor.clearFlags & rt.targetBufferFlags);
|
||||
|
||||
assert_invariant(minWidth == maxWidth);
|
||||
assert_invariant(minHeight == maxHeight);
|
||||
|
||||
@@ -323,6 +323,9 @@ public:
|
||||
//! Custom variables (all float4).
|
||||
MaterialBuilder& variable(Variable v, const char* name) noexcept;
|
||||
|
||||
MaterialBuilder& variable(Variable v, const char* name,
|
||||
ParameterPrecision precision) noexcept;
|
||||
|
||||
/**
|
||||
* Require a specified attribute.
|
||||
*
|
||||
@@ -708,11 +711,17 @@ public:
|
||||
ShaderStage stage;
|
||||
};
|
||||
|
||||
struct CustomVariable {
|
||||
utils::CString name;
|
||||
Precision precision = Precision::DEFAULT;
|
||||
bool hasPrecision = false;
|
||||
};
|
||||
|
||||
static constexpr size_t MATERIAL_PROPERTIES_COUNT = filament::MATERIAL_PROPERTIES_COUNT;
|
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using Property = filament::Property;
|
||||
|
||||
using PropertyList = bool[MATERIAL_PROPERTIES_COUNT];
|
||||
using VariableList = utils::CString[MATERIAL_VARIABLES_COUNT];
|
||||
using VariableList = CustomVariable[MATERIAL_VARIABLES_COUNT];
|
||||
using OutputList = std::vector<Output>;
|
||||
|
||||
static constexpr size_t MAX_COLOR_OUTPUT = filament::backend::MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT;
|
||||
|
||||
@@ -671,13 +671,15 @@ void GLSLPostProcessor::fixupClipDistance(
|
||||
// - triggers a crash on some Adreno drivers (b/291140208, b/289401984, b/289393290)
|
||||
// However Metal requires this pass in order to correctly generate half-precision MSL
|
||||
//
|
||||
// CreateSimplificationPass() creates a lot of problems:
|
||||
// Note: CreateSimplificationPass() used to creates a lot of problems:
|
||||
// - Adreno GPU show artifacts after running simplification passes (Vulkan)
|
||||
// - spirv-cross fails generating working glsl
|
||||
// (https://github.com/KhronosGroup/SPIRV-Cross/issues/2162)
|
||||
// - generally it makes the code more complicated, e.g.: replacing for loops with
|
||||
// while-if-break, unclear if it helps for anything.
|
||||
// However, the simplification passes below are necessary when targeting Metal, otherwise the
|
||||
//
|
||||
// However this problem was addressed in spirv-cross here:
|
||||
// https://github.com/KhronosGroup/SPIRV-Cross/pull/2163
|
||||
//
|
||||
// The simplification passes below are necessary when targeting Metal, otherwise the
|
||||
// result is mismatched half / float assignments in MSL.
|
||||
|
||||
|
||||
@@ -710,11 +712,11 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
|
||||
RegisterPass(CreateAggressiveDCEPass());
|
||||
RegisterPass(CreateRedundancyEliminationPass());
|
||||
RegisterPass(CreateCombineAccessChainsPass());
|
||||
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
|
||||
RegisterPass(CreateSimplificationPass());
|
||||
RegisterPass(CreateVectorDCEPass());
|
||||
RegisterPass(CreateDeadInsertElimPass());
|
||||
RegisterPass(CreateDeadBranchElimPass());
|
||||
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
|
||||
RegisterPass(CreateSimplificationPass());
|
||||
RegisterPass(CreateIfConversionPass());
|
||||
RegisterPass(CreateCopyPropagateArraysPass());
|
||||
RegisterPass(CreateReduceLoadSizePass());
|
||||
@@ -723,7 +725,7 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
|
||||
RegisterPass(CreateRedundancyEliminationPass());
|
||||
RegisterPass(CreateDeadBranchElimPass());
|
||||
RegisterPass(CreateBlockMergePass());
|
||||
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
|
||||
RegisterPass(CreateSimplificationPass());
|
||||
}
|
||||
|
||||
void GLSLPostProcessor::registerSizePasses(Optimizer& optimizer, Config const& config) {
|
||||
|
||||
@@ -234,7 +234,21 @@ MaterialBuilder& MaterialBuilder::variable(Variable v, const char* name) noexcep
|
||||
case Variable::CUSTOM2:
|
||||
case Variable::CUSTOM3:
|
||||
assert(size_t(v) < MATERIAL_VARIABLES_COUNT);
|
||||
mVariables[size_t(v)] = CString(name);
|
||||
mVariables[size_t(v)] = { CString(name), Precision::DEFAULT, false };
|
||||
break;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
MaterialBuilder& MaterialBuilder::variable(Variable v,
|
||||
const char* name, ParameterPrecision precision) noexcept {
|
||||
switch (v) {
|
||||
case Variable::CUSTOM0:
|
||||
case Variable::CUSTOM1:
|
||||
case Variable::CUSTOM2:
|
||||
case Variable::CUSTOM3:
|
||||
assert(size_t(v) < MATERIAL_VARIABLES_COUNT);
|
||||
mVariables[size_t(v)] = { CString(name), precision, true };
|
||||
break;
|
||||
}
|
||||
return *this;
|
||||
@@ -1383,7 +1397,7 @@ bool MaterialBuilder::checkMaterialLevelFeatures(MaterialInfo const& info) const
|
||||
|
||||
bool MaterialBuilder::hasCustomVaryings() const noexcept {
|
||||
for (const auto& variable : mVariables) {
|
||||
if (!variable.empty()) {
|
||||
if (!variable.name.empty()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -451,15 +451,20 @@ io::sstream& CodeGenerator::generatePostProcessMain(io::sstream& out, ShaderStag
|
||||
}
|
||||
|
||||
io::sstream& CodeGenerator::generateVariable(io::sstream& out, ShaderStage stage,
|
||||
const CString& name, size_t index) {
|
||||
|
||||
const MaterialBuilder::CustomVariable& variable, size_t index) {
|
||||
auto const& name = variable.name;
|
||||
const char* precisionString = getPrecisionQualifier(variable.precision);
|
||||
if (!name.empty()) {
|
||||
if (stage == ShaderStage::VERTEX) {
|
||||
out << "\n#define VARIABLE_CUSTOM" << index << " " << name.c_str() << "\n";
|
||||
out << "\n#define VARIABLE_CUSTOM_AT" << index << " variable_" << name.c_str() << "\n";
|
||||
out << "LAYOUT_LOCATION(" << index << ") VARYING vec4 variable_" << name.c_str() << ";\n";
|
||||
out << "LAYOUT_LOCATION(" << index << ") VARYING " << precisionString << " vec4 variable_" << name.c_str() << ";\n";
|
||||
} else if (stage == ShaderStage::FRAGMENT) {
|
||||
out << "\nLAYOUT_LOCATION(" << index << ") VARYING highp vec4 variable_" << name.c_str() << ";\n";
|
||||
if (!variable.hasPrecision && variable.precision == Precision::DEFAULT) {
|
||||
// for backward compatibility
|
||||
precisionString = "highp";
|
||||
}
|
||||
out << "\nLAYOUT_LOCATION(" << index << ") VARYING " << precisionString << " vec4 variable_" << name.c_str() << ";\n";
|
||||
}
|
||||
}
|
||||
return out;
|
||||
|
||||
@@ -103,7 +103,7 @@ public:
|
||||
|
||||
// generate declarations for custom interpolants
|
||||
static utils::io::sstream& generateVariable(utils::io::sstream& out, ShaderStage stage,
|
||||
const utils::CString& name, size_t index);
|
||||
const MaterialBuilder::CustomVariable& variable, size_t index);
|
||||
|
||||
// generate declarations for non-custom "in" variables
|
||||
utils::io::sstream& generateShaderInputs(utils::io::sstream& out, ShaderStage type,
|
||||
|
||||
@@ -224,6 +224,9 @@ public:
|
||||
*/
|
||||
static void exportSettings(const Settings& settings, const char* filename);
|
||||
|
||||
static void exportScreenshot(View* view, Renderer* renderer, std::string filename,
|
||||
bool autoclose, AutomationEngine* automationEngine);
|
||||
|
||||
Options getOptions() const { return mOptions; }
|
||||
bool isRunning() const { return mIsRunning; }
|
||||
size_t currentTest() const { return mCurrentTest; }
|
||||
|
||||
@@ -56,7 +56,7 @@ static void convertRGBAtoRGB(void* buffer, uint32_t width, uint32_t height) {
|
||||
}
|
||||
}
|
||||
|
||||
static void exportScreenshot(View* view, Renderer* renderer, std::string filename,
|
||||
void AutomationEngine::exportScreenshot(View* view, Renderer* renderer, std::string filename,
|
||||
bool autoclose, AutomationEngine* automationEngine) {
|
||||
const Viewport& vp = view->getViewport();
|
||||
const size_t byteCount = vp.width * vp.height * 4;
|
||||
@@ -244,7 +244,8 @@ void AutomationEngine::tick(Engine* engine, const ViewerContent& content, float
|
||||
}
|
||||
|
||||
if (mOptions.exportScreenshots) {
|
||||
exportScreenshot(content.view, content.renderer, prefix + ".ppm", isLastTest, this);
|
||||
AutomationEngine::exportScreenshot(
|
||||
content.view, content.renderer, prefix + ".ppm", isLastTest, this);
|
||||
}
|
||||
|
||||
if (isLastTest) {
|
||||
|
||||
@@ -61,8 +61,10 @@
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <fstream>
|
||||
#include <iomanip>
|
||||
#include <iostream>
|
||||
#include <set>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
|
||||
#include "generated/resources/gltf_demo.h"
|
||||
@@ -137,6 +139,8 @@ struct App {
|
||||
|
||||
AutomationSpec* automationSpec = nullptr;
|
||||
AutomationEngine* automationEngine = nullptr;
|
||||
bool screenshot = false;
|
||||
uint8_t screenshotSeq = 0;
|
||||
};
|
||||
|
||||
static const char* DEFAULT_IBL = "assets/ibl/lightroom_14b";
|
||||
@@ -877,10 +881,15 @@ int main(int argc, char** argv) {
|
||||
|
||||
if (ImGui::CollapsingHeader("Debug")) {
|
||||
auto& debug = engine->getDebugRegistry();
|
||||
if (ImGui::Button("Capture frame")) {
|
||||
bool* captureFrame =
|
||||
debug.getPropertyAddress<bool>("d.renderer.doFrameCapture");
|
||||
*captureFrame = true;
|
||||
if (engine->getBackend() == Engine::Backend::METAL) {
|
||||
if (ImGui::Button("Capture frame")) {
|
||||
bool* captureFrame =
|
||||
debug.getPropertyAddress<bool>("d.renderer.doFrameCapture");
|
||||
*captureFrame = true;
|
||||
}
|
||||
}
|
||||
if (ImGui::Button("Screenshot")) {
|
||||
app.screenshot = true;
|
||||
}
|
||||
ImGui::Checkbox("Disable buffer padding",
|
||||
debug.getPropertyAddress<bool>("d.renderer.disable_buffer_padding"));
|
||||
@@ -1138,6 +1147,14 @@ int main(int argc, char** argv) {
|
||||
};
|
||||
|
||||
auto postRender = [&app](Engine* engine, View* view, Scene*, Renderer* renderer) {
|
||||
if (app.screenshot) {
|
||||
std::ostringstream stringStream;
|
||||
stringStream << "screenshot" << std::setfill('0') << std::setw(2) << +app.screenshotSeq;
|
||||
AutomationEngine::exportScreenshot(
|
||||
view, renderer, stringStream.str() + ".ppm", false, app.automationEngine);
|
||||
++app.screenshotSeq;
|
||||
app.screenshot = false;
|
||||
}
|
||||
if (app.automationEngine->shouldClose()) {
|
||||
FilamentApp::get().close();
|
||||
return;
|
||||
|
||||
@@ -615,14 +615,51 @@ static bool processVariables(MaterialBuilder& builder, const JsonishValue& value
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < elements.size(); i++) {
|
||||
auto elementValue = elements[i];
|
||||
ParameterPrecision precision = ParameterPrecision::DEFAULT;
|
||||
MaterialBuilder::Variable v = intToVariable(i);
|
||||
if (elementValue->getType() != JsonishValue::Type::STRING) {
|
||||
std::string nameString;
|
||||
|
||||
auto elementValue = elements[i];
|
||||
if (elementValue->getType() == JsonishValue::Type::OBJECT) {
|
||||
|
||||
JsonishObject const& jsonObject = *elementValue->toJsonObject();
|
||||
|
||||
const JsonishValue* nameValue = jsonObject.getValue("name");
|
||||
if (!nameValue) {
|
||||
std::cerr << "variables: entry without 'name' key." << std::endl;
|
||||
return false;
|
||||
}
|
||||
if (nameValue->getType() != JsonishValue::STRING) {
|
||||
std::cerr << "variables: name value must be STRING." << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
const JsonishValue* precisionValue = jsonObject.getValue("precision");
|
||||
if (precisionValue) {
|
||||
if (precisionValue->getType() != JsonishValue::STRING) {
|
||||
std::cerr << "variables: precision must be a STRING." << std::endl;
|
||||
return false;
|
||||
}
|
||||
auto precisionString = precisionValue->toJsonString();
|
||||
if (!Enums::isValid<ParameterPrecision>(precisionString->getString())){
|
||||
return logEnumIssue("variables", *precisionString, Enums::map<ParameterPrecision>());
|
||||
}
|
||||
}
|
||||
|
||||
nameString = nameValue->toJsonString()->getString();
|
||||
if (precisionValue) {
|
||||
precision = Enums::toEnum<ParameterPrecision>(
|
||||
precisionValue->toJsonString()->getString());
|
||||
}
|
||||
builder.variable(v, nameString.c_str(), precision);
|
||||
} else if (elementValue->getType() == JsonishValue::Type::STRING) {
|
||||
nameString = elementValue->toJsonString()->getString();
|
||||
builder.variable(v, nameString.c_str());
|
||||
} else {
|
||||
std::cerr << "variables: array index " << i << " is not a STRING. found:" <<
|
||||
JsonishValue::typeToString(elementValue->getType()) << std::endl;
|
||||
return false;
|
||||
}
|
||||
builder.variable(v, elementValue->toJsonString()->getString().c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user