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...

20 Commits

Author SHA1 Message Date
Benjamin Doherty
d3be6a99e3 Test commit 2024-09-16 12:09:26 -07:00
Powei Feng
3e556588fc Merge branch 'rc/1.54.3' into release 2024-09-10 12:26:56 -07:00
Powei Feng
32b0625f36 Revert "reenable the SimplificationPass in spirv-opt"
This reverts commit 30387af61c.

Causes breakage on Pixel 8pro for 1P apps.
2024-09-09 10:37:11 -07:00
Sungun Park
c967fb7860 Bump version to 1.54.3 2024-09-04 18:55:59 +00:00
Sungun Park
1b4afbab51 Release Filament 1.54.2 2024-09-04 18:55:52 +00:00
Powei Feng
c677607353 github: Split Android CI to per ABI builds
- Pulled the android continuous workflow into an action
 - Split the android continuous build into 3 ABIs armv7, armv8a,
   and x86_64 (note that x86 is not present).
 - Remove the upload artifacts step from previous workflow.
   This was meant for letting client try a tip-of-tree Android
   build.  We can revisit this later. (Also removed mention
   in README.md)
 - Split the android continous into debug build and a release
   build commands, enabling deletion of intermediate output
   directory.
2024-09-04 11:22:43 -07:00
Powei Feng
cdb539b3cf Make builderMakeName public
This call is used in the BuilderNameMixin template definition,
which is a public API.
2024-09-04 10:04:20 -07:00
Ben Doherty
16bed4de00 Enable mmap on iOS (#8100) 2024-09-03 09:58:13 -07:00
Mathias Agopian
2b620e65fd fix potential framegraph textures use-after free
make sure to unset all textures in the per-view sampler group after
they are used, because the resource could be destroyed after the
pass is finished

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

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

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

This change was previously added in 6c0bd36 but then reverted
in a7317e7. We re-enable it and separate it from the shadow
changes in this commit.
2024-08-28 06:17:26 +00:00
41 changed files with 251 additions and 136 deletions

View File

@@ -0,0 +1,17 @@
name: 'Android Continuous'
inputs:
build-abi:
description: 'The target platform ABI'
required: true
default: 'armeabi-v7a'
runs:
using: "composite"
steps:
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
run: |
cd build/android && printf "y" | ./build.sh continuous ${{ inputs.build-abi }}
shell: bash

View File

@@ -8,32 +8,35 @@ on:
- rc/**
jobs:
build-android:
name: build-android
build-android-armv7:
name: build-android-armv7
runs-on: macos-14
steps:
- uses: actions/checkout@v4.1.6
- uses: actions/setup-java@v3
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
run: |
cd build/android && printf "y" | ./build.sh continuous
- uses: actions/upload-artifact@v1.0.0
build-abi: armeabi-v7a
build-android-armv8a:
name: build-android-armv8a
runs-on: macos-14
steps:
- uses: actions/checkout@v4.1.6
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
name: filament-android
path: out/filament-android-release.aar
- uses: actions/upload-artifact@v1.0.0
build-abi: arm64-v8a
build-android-x86_64:
name: build-android-x86_64
runs-on: macos-14
steps:
- uses: actions/checkout@v4.1.6
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
name: filamat-android-full
path: out/filamat-android-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: gltfio-android-release
path: out/gltfio-android-release.aar
- uses: actions/upload-artifact@v1.0.0
with:
name: filament-utils-android-release
path: out/filament-utils-android-release.aar
build-abi: x86_64

View File

@@ -49,8 +49,10 @@ jobs:
distribution: 'temurin'
java-version: '17'
- name: Run build script
# Only build 1 64 bit target during presubmit to cut down build times during presubmit
# Continuous builds will build everything
run: |
cd build/android && printf "y" | ./build.sh presubmit
cd build/android && printf "y" | ./build.sh presubmit arm64-v8a
build-ios:
name: build-iOS

View File

@@ -120,7 +120,7 @@ jobs:
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/android && printf "y" | ./build.sh release
cd build/android && printf "y" | ./build.sh release armeabi-v7a,arm64-v8a,x86,x86_64
cd ../..
mv out/filament-android-release.aar out/filament-${TAG}-android.aar
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar

View File

@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.54.2'
implementation 'com.google.android.filament:filament-android:1.54.3'
}
```
@@ -51,19 +51,9 @@ Here are all the libraries available in the group `com.google.android.filament`:
iOS projects can use CocoaPods to install the latest release:
```shell
pod 'Filament', '~> 1.54.2'
pod 'Filament', '~> 1.54.3'
```
### Snapshots
If you prefer to live on the edge, you can download a continuous build by following the following
steps:
1. Find the [commit](https://github.com/google/filament/commits/main) you're interested in.
2. Click the green check mark under the commit message.
3. Click on the _Details_ link for the platform you're interested in.
4. On the top left click _Summary_, then in the _Artifacts_ section choose the desired artifact.
## Documentation
- [Filament](https://google.github.io/filament/Filament.html), an in-depth explanation of

View File

@@ -7,6 +7,9 @@ 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).
## v1.54.3
## v1.54.2
- Add a `name` API to Filament objects for debugging handle use-after-free assertions

View File

@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.54.2
VERSION_NAME=1.54.3
POM_DESCRIPTION=Real-time physically based rendering engine for Android.

View File

@@ -60,13 +60,7 @@ if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
yes | ${ANDROID_HOME}/cmdline-tools/latest/bin/sdkmanager --licenses
${ANDROID_HOME}/cmdline-tools/latest/bin/sdkmanager "ndk;$FILAMENT_NDK_VERSION"
fi
# Only build 1 64 bit target during presubmit to cut down build times during presubmit
# Continuous builds will build everything
ANDROID_ABIS=
if [[ "$TARGET" == "presubmit" ]]; then
ANDROID_ABIS="-q arm64-v8a"
fi
# Build the Android sample-gltf-viewer APK during release.
BUILD_SAMPLES=
@@ -74,5 +68,19 @@ if [[ "$TARGET" == "release" ]]; then
BUILD_SAMPLES="-k sample-gltf-viewer"
fi
function build_android() {
local ABI=$1
# Do the following in two steps so that we do not run out of space
if [[ -n "${BUILD_DEBUG}" ]]; then
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION} ./build.sh -p android -q ${ABI} -c ${BUILD_SAMPLES} ${GENERATE_ARCHIVES} ${BUILD_DEBUG}
rm -rf out/cmake-android-debug-*
fi
if [[ -n "${BUILD_RELEASE}" ]]; then
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION} ./build.sh -p android -q ${ABI} -c ${BUILD_SAMPLES} ${GENERATE_ARCHIVES} ${BUILD_RELEASE}
rm -rf out/cmake-android-release-*
fi
}
pushd `dirname $0`/../.. > /dev/null
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION} ./build.sh -p android $ANDROID_ABIS -c $BUILD_SAMPLES $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
build_android $2

View File

@@ -1058,7 +1058,7 @@ struct RasterState {
bool inverseFrontFaces : 1; // 31
//! padding, must be 0
uint8_t padding : 1; // 32
bool depthClamp : 1; // 32
};
uint32_t u = 0;
};

View File

@@ -309,6 +309,7 @@ DECL_DRIVER_API_SYNCHRONOUS_0(bool, isParallelShaderCompileSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthStencilResolveSupported)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isDepthStencilBlitSupported, backend::TextureFormat, format)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isProtectedTexturesSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthClampSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(uint8_t, getMaxDrawBuffers)
DECL_DRIVER_API_SYNCHRONOUS_0(size_t, getMaxUniformBufferSize)
DECL_DRIVER_API_SYNCHRONOUS_0(math::float2, getClipSpaceParams)
@@ -443,12 +444,10 @@ DECL_DRIVER_API_N(setPushConstant,
backend::PushConstantVariant, value)
DECL_DRIVER_API_N(insertEventMarker,
const char*, string,
uint32_t, len = 0)
const char*, string)
DECL_DRIVER_API_N(pushGroupMarker,
const char*, string,
uint32_t, len = 0)
const char*, string)
DECL_DRIVER_API_0(popGroupMarker)

View File

@@ -24,7 +24,7 @@
#include <utils/debug.h>
#include <utils/ostream.h>
#if !defined(WIN32) && !defined(__EMSCRIPTEN__) && !defined(IOS)
#if !defined(WIN32) && !defined(__EMSCRIPTEN__)
# include <sys/mman.h>
# include <unistd.h>
# define HAS_MMAP 1

View File

@@ -112,6 +112,7 @@ struct MetalContext {
std::array<BufferState, MAX_SSBO_COUNT> ssboState;
CullModeStateTracker cullModeState;
WindingStateTracker windingState;
DepthClampStateTracker depthClampState;
Handle<HwRenderPrimitive> currentRenderPrimitive;
// State caches.

View File

@@ -857,6 +857,10 @@ bool MetalDriver::isProtectedTexturesSupported() {
return false;
}
bool MetalDriver::isDepthClampSupported() {
return true;
}
bool MetalDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU:
@@ -1298,11 +1302,11 @@ void MetalDriver::setPushConstant(backend::ShaderStage stage, uint8_t index,
pushConstants.setPushConstant(value, index);
}
void MetalDriver::insertEventMarker(const char* string, uint32_t len) {
void MetalDriver::insertEventMarker(const char* string) {
}
void MetalDriver::pushGroupMarker(const char* string, uint32_t len) {
void MetalDriver::pushGroupMarker(const char* string) {
mContext->groupMarkers.push(string);
}
@@ -1774,6 +1778,13 @@ void MetalDriver::bindPipeline(PipelineState const& ps) {
[mContext->currentRenderPassEncoder setFrontFacingWinding:winding];
}
// depth clip mode
MTLDepthClipMode depthClipMode = rs.depthClamp ? MTLDepthClipModeClamp : MTLDepthClipModeClip;
mContext->depthClampState.updateState(depthClipMode);
if (mContext->depthClampState.stateChanged()) {
[mContext->currentRenderPassEncoder setDepthClipMode:depthClipMode];
}
// Set the depth-stencil state, if a state change is needed.
DepthStencilState depthState;
if (depthAttachment) {
@@ -1783,6 +1794,8 @@ void MetalDriver::bindPipeline(PipelineState const& ps) {
if (stencilAttachment) {
const auto& ss = ps.stencilState;
// Ben test
auto& front = depthState.front;
front.stencilCompare = getMetalCompareFunction(ss.front.stencilFunc);
front.stencilOperationStencilFail = getMetalStencilOperation(ss.front.stencilOpStencilFail);

View File

@@ -382,6 +382,7 @@ using SamplerStateCache = StateCache<SamplerState, id<MTLSamplerState>, SamplerS
using CullModeStateTracker = StateTracker<MTLCullMode>;
using WindingStateTracker = StateTracker<MTLWinding>;
using DepthClampStateTracker = StateTracker<MTLDepthClipMode>;
// Argument encoder

View File

@@ -202,6 +202,10 @@ bool NoopDriver::isProtectedTexturesSupported() {
return true;
}
bool NoopDriver::isDepthClampSupported() {
return false;
}
bool NoopDriver::isWorkaroundNeeded(Workaround) {
return false;
}
@@ -316,10 +320,10 @@ void NoopDriver::setPushConstant(backend::ShaderStage stage, uint8_t index,
backend::PushConstantVariant value) {
}
void NoopDriver::insertEventMarker(char const* string, uint32_t len) {
void NoopDriver::insertEventMarker(char const* string) {
}
void NoopDriver::pushGroupMarker(char const* string, uint32_t len) {
void NoopDriver::pushGroupMarker(char const* string) {
}
void NoopDriver::popGroupMarker(int) {

View File

@@ -676,6 +676,7 @@ void OpenGLContext::initExtensionsGLES(Extensions* ext, GLint major, GLint minor
#ifndef __EMSCRIPTEN__
ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
#endif
ext->EXT_depth_clamp = exts.has("GL_EXT_depth_clamp"sv);
ext->EXT_discard_framebuffer = exts.has("GL_EXT_discard_framebuffer"sv);
#ifndef __EMSCRIPTEN__
ext->EXT_disjoint_timer_query = exts.has("GL_EXT_disjoint_timer_query"sv);
@@ -746,6 +747,7 @@ void OpenGLContext::initExtensionsGL(Extensions* ext, GLint major, GLint minor)
ext->EXT_color_buffer_half_float = true; // Assumes core profile.
ext->EXT_clip_cull_distance = true;
ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
ext->EXT_depth_clamp = true;
ext->EXT_discard_framebuffer = false;
ext->EXT_disjoint_timer_query = true;
ext->EXT_multisampled_render_to_texture = false;

View File

@@ -220,8 +220,9 @@ public:
bool EXT_color_buffer_float;
bool EXT_color_buffer_half_float;
bool EXT_debug_marker;
bool EXT_disjoint_timer_query;
bool EXT_depth_clamp;
bool EXT_discard_framebuffer;
bool EXT_disjoint_timer_query;
bool EXT_multisampled_render_to_texture2;
bool EXT_multisampled_render_to_texture;
bool EXT_protected_textures;
@@ -239,10 +240,10 @@ public:
bool KHR_parallel_shader_compile;
bool KHR_texture_compression_astc_hdr;
bool KHR_texture_compression_astc_ldr;
bool OES_depth_texture;
bool OES_depth24;
bool OES_packed_depth_stencil;
bool OES_EGL_image_external_essl3;
bool OES_depth24;
bool OES_depth_texture;
bool OES_packed_depth_stencil;
bool OES_rgb8_rgba8;
bool OES_standard_derivatives;
bool OES_texture_npot;
@@ -627,6 +628,7 @@ constexpr size_t OpenGLContext::getIndexForCap(GLenum cap) noexcept { //NOLINT
#ifdef BACKEND_OPENGL_VERSION_GL
case GL_PROGRAM_POINT_SIZE: index = 10; break;
#endif
case GL_DEPTH_CLAMP: index = 11; break;
default: break;
}
assert_invariant(index < state.enables.caps.size());

View File

@@ -451,6 +451,14 @@ void OpenGLDriver::setRasterState(RasterState rs) noexcept {
} else {
gl.disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
if (gl.ext.EXT_depth_clamp) {
if (rs.depthClamp) {
gl.enable(GL_DEPTH_CLAMP);
} else {
gl.disable(GL_DEPTH_CLAMP);
}
}
}
void OpenGLDriver::setStencilState(StencilState ss) noexcept {
@@ -2119,6 +2127,10 @@ bool OpenGLDriver::isProtectedTexturesSupported() {
return getContext().ext.EXT_protected_textures;
}
bool OpenGLDriver::isDepthClampSupported() {
return getContext().ext.EXT_depth_clamp;
}
bool OpenGLDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU:
@@ -3184,23 +3196,23 @@ void OpenGLDriver::bindSamplers(uint32_t index, Handle<HwSamplerGroup> sbh) {
CHECK_GL_ERROR(utils::slog.e)
}
void OpenGLDriver::insertEventMarker(char const* string, uint32_t len) {
void OpenGLDriver::insertEventMarker(char const* string) {
#ifndef __EMSCRIPTEN__
#ifdef GL_EXT_debug_marker
auto& gl = mContext;
if (gl.ext.EXT_debug_marker) {
glInsertEventMarkerEXT(GLsizei(len ? len : strlen(string)), string);
glInsertEventMarkerEXT(GLsizei(strlen(string)), string);
}
#endif
#endif
}
void OpenGLDriver::pushGroupMarker(char const* string, uint32_t len) {
void OpenGLDriver::pushGroupMarker(char const* string) {
#ifndef __EMSCRIPTEN__
#ifdef GL_EXT_debug_marker
#if DEBUG_GROUP_MARKER_LEVEL & DEBUG_GROUP_MARKER_OPENGL
if (UTILS_LIKELY(mContext.ext.EXT_debug_marker)) {
glPushGroupMarkerEXT(GLsizei(len ? len : strlen(string)), string);
glPushGroupMarkerEXT(GLsizei(strlen(string)), string);
}
#endif
#endif

View File

@@ -201,6 +201,12 @@ using namespace glext;
# define GL_CLIP_DISTANCE1 0x3001
#endif
#if defined(GL_EXT_depth_clamp)
# define GL_DEPTH_CLAMP GL_DEPTH_CLAMP_EXT
#else
# define GL_DEPTH_CLAMP 0x864F
#endif
#if defined(GL_KHR_debug)
# define GL_DEBUG_OUTPUT GL_DEBUG_OUTPUT_KHR
# define GL_DEBUG_OUTPUT_SYNCHRONOUS GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR

View File

@@ -125,6 +125,10 @@ public:
return mPhysicalDeviceFeatures.imageCubeArray == VK_TRUE;
}
inline bool isDepthClampSupported() const noexcept {
return mPhysicalDeviceFeatures.depthClamp == VK_TRUE;
}
inline bool isDebugMarkersSupported() const noexcept {
return mDebugMarkersSupported;
}

View File

@@ -944,6 +944,10 @@ bool VulkanDriver::isProtectedTexturesSupported() {
return false;
}
bool VulkanDriver::isDepthClampSupported() {
return mContext.isDepthClampSupported();
}
bool VulkanDriver::isWorkaroundNeeded(Workaround workaround) {
switch (workaround) {
case Workaround::SPLIT_EASU: {
@@ -1602,13 +1606,13 @@ void VulkanDriver::setPushConstant(backend::ShaderStage stage, uint8_t index,
value);
}
void VulkanDriver::insertEventMarker(char const* string, uint32_t len) {
void VulkanDriver::insertEventMarker(char const* string) {
#if FVK_ENABLED(FVK_DEBUG_GROUP_MARKERS)
mCommands.insertEventMarker(string, len);
mCommands.insertEventMarker(string, strlen(string));
#endif
}
void VulkanDriver::pushGroupMarker(char const* string, uint32_t) {
void VulkanDriver::pushGroupMarker(char const* string) {
// Turns out all the markers are 0-terminated, so we can just pass it without len.
#if FVK_ENABLED(FVK_DEBUG_GROUP_MARKERS)
mCommands.pushGroupMarker(string);
@@ -1816,6 +1820,7 @@ void VulkanDriver::bindPipeline(PipelineState const& pipelineState) {
.dstAlphaBlendFactor = getBlendFactor(rasterState.blendFunctionDstAlpha),
.colorWriteMask = (VkColorComponentFlags) (rasterState.colorWrite ? 0xf : 0x0),
.rasterizationSamples = rt->getSamples(),
.depthClamp = rasterState.depthClamp,
.colorTargetCount = rt->getColorTargetCount(mCurrentRenderPass),
.colorBlendOp = rasterState.blendEquationRGB,
.alphaBlendOp = rasterState.blendEquationAlpha,

View File

@@ -16,7 +16,6 @@
#include "VulkanHandles.h"
#include "VulkanDriver.h"
#include "VulkanConstants.h"
#include "VulkanDriver.h"
#include "VulkanMemory.h"

View File

@@ -184,6 +184,7 @@ VulkanPipelineCache::PipelineCacheEntry* VulkanPipelineCache::createPipeline() n
vkRaster.polygonMode = VK_POLYGON_MODE_FILL;
vkRaster.cullMode = raster.cullMode;
vkRaster.frontFace = raster.frontFace;
vkRaster.depthClampEnable = raster.depthClamp;
vkRaster.depthBiasEnable = raster.depthBiasEnable;
vkRaster.depthBiasConstantFactor = raster.depthBiasConstantFactor;
vkRaster.depthBiasClamp = 0.0f;

View File

@@ -90,7 +90,8 @@ public:
VkBlendFactor srcAlphaBlendFactor : 5;
VkBlendFactor dstAlphaBlendFactor : 5;
VkColorComponentFlags colorWriteMask : 4;
uint8_t rasterizationSamples; // offset = 4 bytes
uint8_t rasterizationSamples : 4;// offset = 4 bytes
uint8_t depthClamp : 4;
uint8_t colorTargetCount; // offset = 5 bytes
BlendEquation colorBlendOp : 4; // offset = 6 bytes
BlendEquation alphaBlendOp : 4;

View File

@@ -97,13 +97,11 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
imageInfo.extent.depth = 1;
}
// Filament expects blit() to work with any texture, so we almost always set these usage flags.
// TODO: investigate performance implications of setting these flags.
constexpr VkImageUsageFlags blittable = VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
if (any(usage & (TextureUsage::BLIT_DST | TextureUsage::BLIT_SRC))) {
imageInfo.usage |= blittable;
if (any(usage & TextureUsage::BLIT_SRC)) {
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
if (any(usage & TextureUsage::BLIT_DST)) {
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
}
if (any(usage & TextureUsage::SAMPLEABLE)) {
@@ -121,7 +119,7 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
imageInfo.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
}
if (any(usage & TextureUsage::COLOR_ATTACHMENT)) {
imageInfo.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | blittable;
imageInfo.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
if (any(usage & TextureUsage::SUBPASS_INPUT)) {
imageInfo.usage |= VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT;
}
@@ -130,10 +128,9 @@ VulkanTexture::VulkanTexture(VkDevice device, VkPhysicalDevice physicalDevice,
imageInfo.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
}
if (any(usage & TextureUsage::UPLOADABLE)) {
imageInfo.usage |= blittable;
imageInfo.usage |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
}
if (any(usage & TextureUsage::DEPTH_ATTACHMENT)) {
imageInfo.usage |= blittable;
imageInfo.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
// Depth resolves uses a custom shader and therefore needs to be sampleable.

View File

@@ -325,6 +325,7 @@ VkDevice createLogicalDevice(VkPhysicalDevice physicalDevice,
// We could simply enable all supported features, but since that may have performance
// consequences let's just enable the features we need.
VkPhysicalDeviceFeatures enabledFeatures{
.depthClamp = features.depthClamp,
.samplerAnisotropy = features.samplerAnisotropy,
.textureCompressionETC2 = features.textureCompressionETC2,
.textureCompressionBC = features.textureCompressionBC,

View File

@@ -459,10 +459,12 @@ void PerViewUniforms::bind(backend::DriverApi& driver) noexcept {
void PerViewUniforms::unbindSamplers() noexcept {
auto& samplerGroup = mSamplers;
samplerGroup.clearSampler(PerViewSib::SHADOW_MAP);
samplerGroup.clearSampler(PerViewSib::IBL_SPECULAR);
samplerGroup.clearSampler(PerViewSib::SSAO);
samplerGroup.clearSampler(PerViewSib::SSR);
samplerGroup.clearSampler(PerViewSib::STRUCTURE);
samplerGroup.clearSampler(PerViewSib::SHADOW_MAP);
samplerGroup.clearSampler(PerViewSib::FOG);
}
} // namespace filament

View File

@@ -419,7 +419,8 @@ RenderPass::Command* RenderPass::instanceify(FEngine& engine,
UTILS_ALWAYS_INLINE // This function exists only to make the code more readable. we want it inlined.
inline // and we don't need it in the compilation unit
void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
FMaterialInstance const* const UTILS_RESTRICT mi, bool inverseFrontFaces) noexcept {
FMaterialInstance const* const UTILS_RESTRICT mi,
bool inverseFrontFaces, bool hasDepthClamp) noexcept {
FMaterial const * const UTILS_RESTRICT ma = mi->getMaterial();
variant = Variant::filterVariant(variant, ma->isVariantLit());
@@ -460,6 +461,7 @@ void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
cmdDraw.info.rasterState.colorWrite = mi->isColorWriteEnabled();
cmdDraw.info.rasterState.depthWrite = mi->isDepthWriteEnabled();
cmdDraw.info.rasterState.depthFunc = mi->getDepthFunc();
cmdDraw.info.rasterState.depthClamp = hasDepthClamp;
cmdDraw.info.materialVariant = variant;
// we keep "RasterState::colorWrite" to the value set by material (could be disabled)
}
@@ -558,6 +560,9 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
bool const hasInstancedStereo =
renderFlags & IS_INSTANCED_STEREOSCOPIC;
bool const hasDepthClamp =
renderFlags & HAS_DEPTH_CLAMP;
float const cameraPositionDotCameraForward = dot(cameraPosition, cameraForward);
auto const* const UTILS_RESTRICT soaWorldAABBCenter = soa.data<FScene::WORLD_AABB_CENTER>();
@@ -577,6 +582,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
cmd.info.rasterState.depthWrite = true;
cmd.info.rasterState.depthFunc = RasterState::DepthFunc::GE;
cmd.info.rasterState.alphaToCoverage = false;
cmd.info.rasterState.depthClamp = hasDepthClamp;
}
for (uint32_t i = range.first; i < range.last; ++i) {
@@ -691,7 +697,8 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
cmd.info.morphingOffset = primitive.getMorphingBufferOffset();
if constexpr (isColorPass) {
RenderPass::setupColorCommand(cmd, renderableVariant, mi, inverseFrontFaces);
RenderPass::setupColorCommand(cmd, renderableVariant, mi,
inverseFrontFaces, hasDepthClamp);
const bool blendPass = Pass(cmd.key & PASS_MASK) == Pass::BLENDED;
if (blendPass) {
// TODO: at least for transparent objects, AABB should be per primitive

View File

@@ -284,6 +284,7 @@ public:
static constexpr RenderFlags HAS_SHADOWING = 0x01;
static constexpr RenderFlags HAS_INVERSE_FRONT_FACES = 0x02;
static constexpr RenderFlags IS_INSTANCED_STEREOSCOPIC = 0x04;
static constexpr RenderFlags HAS_DEPTH_CLAMP = 0x08;
// Arena used for commands
using Arena = utils::Arena<
@@ -444,7 +445,7 @@ private:
uint8_t instancedStereoEyeCount) noexcept;
static void setupColorCommand(Command& cmdDraw, Variant variant,
FMaterialInstance const* mi, bool inverseFrontFaces) noexcept;
FMaterialInstance const* mi, bool inverseFrontFaces, bool hasDepthClamp) noexcept;
static void updateSummedPrimitiveCounts(
FScene::RenderableSoa& renderableData, utils::Range<uint32_t> vr) noexcept;
@@ -528,7 +529,9 @@ public:
// like above but allows to set specific flags
RenderPassBuilder& renderFlags(
RenderPass::RenderFlags mask, RenderPass::RenderFlags value) noexcept {
mFlags = (mFlags & mask) | (value & mask);
value &= mask;
mFlags &= ~mask;
mFlags |= value;
return *this;
}

View File

@@ -143,12 +143,14 @@ void ResourceAllocator::terminate() noexcept {
}
}
RenderTargetHandle ResourceAllocator::createRenderTarget(const char*,
RenderTargetHandle ResourceAllocator::createRenderTarget(const char* name,
TargetBufferFlags targetBufferFlags, uint32_t width, uint32_t height,
uint8_t samples, uint8_t layerCount, MRT color, TargetBufferInfo depth,
TargetBufferInfo stencil) noexcept {
return mBackend.createRenderTarget(targetBufferFlags,
auto handle = mBackend.createRenderTarget(targetBufferFlags,
width, height, samples ? samples : 1u, layerCount, color, depth, stencil);
mBackend.setDebugTag(handle.getId(), CString{ name });
return handle;
}
void ResourceAllocator::destroyRenderTarget(RenderTargetHandle h) noexcept {
@@ -170,9 +172,9 @@ backend::TextureHandle ResourceAllocator::createTexture(const char* name,
// do we have a suitable texture in the cache?
TextureHandle handle;
TextureKey const key{ name, target, levels, format, samples, width, height, depth, usage, swizzle };
if constexpr (mEnabled) {
auto& textureCache = mTextureCache;
const TextureKey key{ name, target, levels, format, samples, width, height, depth, usage, swizzle };
auto it = textureCache.find(key);
if (UTILS_LIKELY(it != textureCache.end())) {
// we do, move the entry to the in-use list, and remove from the cache
@@ -190,7 +192,6 @@ backend::TextureHandle ResourceAllocator::createTexture(const char* name,
swizzle[0], swizzle[1], swizzle[2], swizzle[3]);
}
}
mDisposer->checkout(handle, key);
} else {
if (swizzle == defaultSwizzle) {
handle = mBackend.createTexture(
@@ -201,12 +202,14 @@ backend::TextureHandle ResourceAllocator::createTexture(const char* name,
swizzle[0], swizzle[1], swizzle[2], swizzle[3]);
}
}
mDisposer->checkout(handle, key);
mBackend.setDebugTag(handle.getId(), CString{ name });
return handle;
}
void ResourceAllocator::destroyTexture(TextureHandle h) noexcept {
auto const key = mDisposer->checkin(h);
if constexpr (mEnabled) {
auto const key = mDisposer->checkin(h);
if (UTILS_LIKELY(key.has_value())) {
uint32_t const size = key.value().getSize();
mTextureCache.emplace(key.value(), TextureCachePayload{ h, mAge, size });

View File

@@ -829,13 +829,13 @@ ShadowMap::Corners ShadowMap::computeFrustumCorners(
Corners const csViewFrustumCorners = {
.vertices = {
{ -1, -1, far },
{ 1, -1, far },
{ -1, 1, far },
{ 1, 1, far },
{ 1, -1, far },
{ -1, 1, far },
{ 1, 1, far },
{ -1, -1, near },
{ 1, -1, near },
{ -1, 1, near },
{ 1, 1, near },
{ 1, -1, near },
{ -1, 1, near },
{ 1, 1, near },
}
};

View File

@@ -66,15 +66,15 @@ namespace filament {
using namespace backend;
using namespace math;
// do this only if depth-clamp is available
static constexpr bool USE_DEPTH_CLAMP = false;
ShadowMapManager::ShadowMapManager(FEngine& engine) {
ShadowMapManager::ShadowMapManager(FEngine& engine)
: mIsDepthClampSupported(engine.getDriverApi().isDepthClampSupported()) {
FDebugRegistry& debugRegistry = engine.getDebugRegistry();
debugRegistry.registerProperty("d.shadowmap.visualize_cascades",
&engine.debug.shadowmap.visualize_cascades);
debugRegistry.registerProperty("d.shadowmap.disable_light_frustum_align",
&engine.debug.shadowmap.disable_light_frustum_align);
debugRegistry.registerProperty("d.shadowmap.depth_clamp",
&engine.debug.shadowmap.depth_clamp);
}
ShadowMapManager::~ShadowMapManager() {
@@ -367,7 +367,20 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
// generate and sort the commands for rendering the shadow map
RenderPass::RenderFlags renderPassFlags{};
bool const canUseDepthClamp =
shadowMap.getShadowType() == ShadowType::DIRECTIONAL &&
!view.hasVSM() &&
mIsDepthClampSupported &&
engine.debug.shadowmap.depth_clamp;
if (canUseDepthClamp) {
renderPassFlags |= RenderPass::HAS_DEPTH_CLAMP;
}
RenderPass const pass = passBuilder
.renderFlags(RenderPass::HAS_DEPTH_CLAMP, renderPassFlags)
.camera(cameraInfo)
.visibilityMask(entry.visibilityMask)
.geometry(scene->getRenderableData(),
@@ -641,8 +654,14 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
cameraInfo.zf = -nearFarPlanes[i + 1];
updateNearFarPlanes(&cameraInfo.cullingProjection, cameraInfo.zn, cameraInfo.zf);
bool const canUseDepthClamp =
!view.hasVSM() &&
mIsDepthClampSupported &&
engine.debug.shadowmap.depth_clamp;
auto shaderParameters = shadowMap.updateDirectional(engine,
lightData, 0, cameraInfo, shadowMapInfo, sceneInfo, USE_DEPTH_CLAMP);
lightData, 0, cameraInfo, shadowMapInfo, sceneInfo,
canUseDepthClamp);
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();

View File

@@ -232,6 +232,7 @@ private:
ShadowMapCacheContainer mShadowMapCache;
uint32_t mDirectionalShadowMapCount = 0;
uint32_t mSpotShadowMapCount = 0;
bool const mIsDepthClampSupported;
bool mInitialized = false;
ShadowMap& getShadowMap(size_t index) noexcept {

View File

@@ -600,6 +600,7 @@ public:
bool focus_shadowcasters = true;
bool visualize_cascades = false;
bool disable_light_frustum_align = false;
bool depth_clamp = true;
float dzn = -1.0f;
float dzf = 1.0f;
float display_shadow_texture_scale = 0.25f;

View File

@@ -651,14 +651,19 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
const bool isProtectedContent = mSwapChain && mSwapChain->isProtected();
// Conditions to meet to be able to use the sub-pass rendering path. This is regardless of
// whether the backend supports subpasses (or if they are disabled in the debugRegistry).
const bool isSubpassPossible =
msaaSampleCount <= 1 &&
hasColorGrading &&
!bloomOptions.enabled && !dofOptions.enabled && !taaOptions.enabled;
// asSubpass is disabled with TAA (although it's supported) because performance was degraded
// on qualcomm hardware -- we might need a backend dependent toggle at some point
const PostProcessManager::ColorGradingConfig colorGradingConfig{
.asSubpass =
msaaSampleCount <= 1 &&
isSubpassPossible &&
driver.isFrameBufferFetchSupported() &&
hasColorGrading &&
!bloomOptions.enabled && !dofOptions.enabled && !taaOptions.enabled &&
!engine.debug.renderer.disable_subpasses,
.customResolve =
msaaSampleCount > 1 &&
@@ -702,8 +707,8 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
// this case, we would need an extra blit to "resolve" the buffer padding (because there are no
// other pass that can do it as a side effect). In this case, it is better to skip the padding,
// which won't be helping much.
const bool noBufferPadding
= (!hasFXAA && !scaled) || engine.debug.renderer.disable_buffer_padding;
const bool noBufferPadding = (isSubpassPossible &&
!hasFXAA && !scaled) || engine.debug.renderer.disable_buffer_padding;
// guardBand must be a multiple of 16 to guarantee the same exact rendering up to 4 mip levels.
float const guardBand = guardBandOptions.enabled ? 16.0f : 0.0f;
@@ -818,14 +823,14 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
blackboard["shadows"] = shadows;
}
// When we don't have a custom RenderTarget, currentRenderTarget below is nullptr and is
// When we don't have a custom RenderTarget, customRenderTarget below is nullptr and is
// recorded in the list of targets already rendered into -- this ensures that
// initializeClearFlags() is called only once for the default RenderTarget.
auto& previousRenderTargets = mPreviousRenderTargets;
FRenderTarget* const currentRenderTarget = downcast(view.getRenderTarget());
FRenderTarget* const customRenderTarget = downcast(view.getRenderTarget());
if (UTILS_LIKELY(
previousRenderTargets.find(currentRenderTarget) == previousRenderTargets.end())) {
previousRenderTargets.insert(currentRenderTarget);
previousRenderTargets.find(customRenderTarget) == previousRenderTargets.end())) {
previousRenderTargets.insert(customRenderTarget);
initializeClearFlags();
}
@@ -842,10 +847,10 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
const TargetBufferFlags keepOverrideStartFlags = TargetBufferFlags::ALL & ~discardStartFlags;
TargetBufferFlags keepOverrideEndFlags = TargetBufferFlags::NONE;
if (currentRenderTarget) {
if (customRenderTarget) {
// For custom RenderTarget, we look at each attachment flag and if they have their
// SAMPLEABLE usage bit set, we assume they must not be discarded after the render pass.
keepOverrideEndFlags |= currentRenderTarget->getSampleableAttachmentsMask();
keepOverrideEndFlags |= customRenderTarget->getSampleableAttachmentsMask();
}
// Renderer's ClearOptions apply once at the beginning of the frame (not for each View),
@@ -1014,6 +1019,10 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
{ .width = svp.width, .height = svp.height });
if (UTILS_LIKELY(reflections)) {
fg.addTrivialSideEffectPass("SSR Cleanup", [&view](DriverApi& driver) {
view.getPerViewUniforms().prepareStructure({});
view.commitUniforms(driver);
});
// generate the mipchain
PostProcessManager::generateMipmapSSR(ppm, fg,
reflections, ssrConfig.reflection, false, ssrConfig);
@@ -1129,6 +1138,12 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
}
}
fg.addTrivialSideEffectPass("Finish Color Passes", [&view](DriverApi& driver) {
// Unbind SSAO sampler, b/c the FrameGraph will delete the texture at the end of the pass.
view.cleanupRenderPasses();
view.commitUniforms(driver);
});
if (colorGradingConfig.customResolve) {
assert_invariant(fg.getDescriptor(colorPassOutput.linearColor).samples <= 1);
// TODO: we have to "uncompress" (i.e. detonemap) the color buffer here because it's used
@@ -1167,16 +1182,11 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) {
// this is the output of the color pass / input to post processing,
// this is only used later for comparing it with the output after post-processing
FrameGraphId<FrameGraphTexture> const postProcessInput = colorGradingConfig.asSubpass ?
colorPassOutput.tonemappedColor :
colorPassOutput.linearColor;
colorPassOutput.tonemappedColor :
colorPassOutput.linearColor;
// input can change below
FrameGraphId<FrameGraphTexture> input = postProcessInput;
fg.addTrivialSideEffectPass("Finish Color Passes", [&view](DriverApi& driver) {
// Unbind SSAO sampler, b/c the FrameGraph will delete the texture at the end of the pass.
view.cleanupRenderPasses();
view.commitUniforms(driver);
});
// Resolve depth -- which might be needed because of TAA or DoF. This pass will be culled
// if the depth is not used below or if the depth is not MS (e.g. it could have been

View File

@@ -245,6 +245,8 @@ FTexture::FTexture(FEngine& engine, const Builder& builder) {
}
if (auto name = builder.getName(); !name.empty()) {
driver.setDebugTag(mHandle.getId(), std::move(name));
} else {
driver.setDebugTag(mHandle.getId(), CString{"FTexture"});
}
}

View File

@@ -1040,10 +1040,8 @@ void FView::commitFrameHistory(FEngine& engine) noexcept {
auto& frameHistory = mFrameHistory;
FrameHistoryEntry& last = frameHistory.back();
disposer.destroy(last.taa.color.handle);
disposer.destroy(last.ssr.color.handle);
last.taa.color.handle.clear();
last.ssr.color.handle.clear();
disposer.destroy(std::move(last.taa.color.handle));
disposer.destroy(std::move(last.ssr.color.handle));
// and then push the new history entry to the history stack
frameHistory.commit();
@@ -1055,10 +1053,8 @@ void FView::clearFrameHistory(FEngine& engine) noexcept {
auto& frameHistory = mFrameHistory;
for (size_t i = 0; i < frameHistory.size(); ++i) {
FrameHistoryEntry& last = frameHistory[i];
disposer.destroy(last.taa.color.handle);
disposer.destroy(last.ssr.color.handle);
last.taa.color.handle.clear();
last.ssr.color.handle.clear();
disposer.destroy(std::move(last.taa.color.handle));
disposer.destroy(std::move(last.ssr.color.handle));
}
}

View File

@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.54.2"
spec.version = "1.54.3"
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
spec.homepage = "https://google.github.io/filament"
spec.authors = "Google LLC."
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
spec.platform = :ios, "11.0"
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.54.2/filament-v1.54.2-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.54.3/filament-v1.54.3-ios.tgz" }
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
spec.pod_target_xcconfig = {

View File

@@ -671,15 +671,13 @@ 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
//
// Note: CreateSimplificationPass() used to creates a lot of problems:
// CreateSimplificationPass() 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)
//
// 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
// - 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
// result is mismatched half / float assignments in MSL.
@@ -712,11 +710,11 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
RegisterPass(CreateAggressiveDCEPass());
RegisterPass(CreateRedundancyEliminationPass());
RegisterPass(CreateCombineAccessChainsPass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
RegisterPass(CreateVectorDCEPass());
RegisterPass(CreateDeadInsertElimPass());
RegisterPass(CreateDeadBranchElimPass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
RegisterPass(CreateIfConversionPass());
RegisterPass(CreateCopyPropagateArraysPass());
RegisterPass(CreateReduceLoadSizePass());
@@ -725,7 +723,7 @@ void GLSLPostProcessor::registerPerformancePasses(Optimizer& optimizer, Config c
RegisterPass(CreateRedundancyEliminationPass());
RegisterPass(CreateDeadBranchElimPass());
RegisterPass(CreateBlockMergePass());
RegisterPass(CreateSimplificationPass());
RegisterPass(CreateSimplificationPass(), MaterialBuilder::TargetApi::METAL);
}
void GLSLPostProcessor::registerSizePasses(Optimizer& optimizer, Config const& config) {

View File

@@ -905,6 +905,8 @@ int main(int argc, char** argv) {
debug.getPropertyAddress<bool>("d.shadowmap.focus_shadowcasters"));
ImGui::Checkbox("Disable light frustum alignment",
debug.getPropertyAddress<bool>("d.shadowmap.disable_light_frustum_align"));
ImGui::Checkbox("Depth clamp",
debug.getPropertyAddress<bool>("d.shadowmap.depth_clamp"));
bool debugDirectionalShadowmap;
if (debug.getProperty("d.shadowmap.debug_directional_shadowmap",

View File

@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.54.2",
"version": "1.54.3",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",