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Author SHA1 Message Date
Powei Feng 5a2b46e134 [WIP] Trying to fix issue 2025-08-14 23:48:03 -07:00
401 changed files with 14101 additions and 13878 deletions
@@ -1,23 +0,0 @@
name: 'Get and cache glTF Assets'
description: 'Downloads and caches glTF assets by calling the get-gltf-sample-assets.sh script.'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Hash models file
id: hash-models
shell: bash
run: echo "hash=$(cat test/renderdiff/tests/gltf_models.txt | md5sum | sed 's/ -//g')" >> $GITHUB_OUTPUT
- name: Cache glTF assets
id: cache-gltf
uses: actions/cache@v4
with:
path: gltf
key: gltf-assets-${{ env.GITHUB_GLTF_SAMPLE_ASSETS_COMMIT }}-${{ steps.hash-models.outputs.hash }}
- name: Download assets via script if cache not found
if: steps.cache-gltf.outputs.cache-hit != 'true'
shell: bash
run: |
echo "Cache miss for commit ${{ env.GITHUB_GLTF_SAMPLE_ASSETS_COMMIT }}. Running download script..."
xargs bash build/common/get-gltf-sample-assets.sh < test/renderdiff/tests/gltf_models.txt
+2 -3
View File
@@ -1,6 +1,5 @@
name: 'Get and cache Mesa'
description: 'Get and cache Mesa'
name: 'Get Mesa'
description: 'Caches and installs Mesa'
runs:
using: "composite"
steps:
+2 -9
View File
@@ -8,8 +8,8 @@ runs:
uses: actions/cache@v3
id: cache-vulkan-sdk
with:
path: ~/VulkanSDK
key: vulkansdk-${{ env.GITHUB_VULKANSDK_VERSION }}-2-${{ runner.os }}
path: vulkansdk
key: vulkansdk-${{ env.GITHUB_VULKANSDK_VERSION }}-${{ runner.os }}
- name: Download Vulkan SDK
if: steps.cache-vulkan-sdk.outputs.cache-hit != 'true'
run: |
@@ -21,11 +21,4 @@ runs:
run: |
source ${{ github.workspace }}/build/common/get-vulkan-sdk.sh
unpack_vulkan_installer
shell: bash
- name: Run Vulkan SDK setup
run: |
pushd .
cd ~/VulkanSDK/${GITHUB_VULKANSDK_VERSION}
sudo ./install_vulkan.py
popd
shell: bash
+1 -3
View File
@@ -14,12 +14,10 @@ runs:
id: brew-cache
uses: actions/cache@v4 # Use a specific version
with:
path: ~/Library/Caches/Homebrew
path: $HOME/Library/Caches/Homebrew
key: ${{ runner.os }}-brew-20250424
- name: Install Mac Prerequisites
shell: bash
run: |
# Install brew prereqs
brew install coreutils
# Install ninja
source ./build/common/get-ninja.sh
+1 -1
View File
@@ -12,7 +12,7 @@ jobs:
name: build-android
# We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time).
runs-on: 'ubuntu-24.04-16core'
runs-on: 'ubuntu-24.04-32core'
steps:
- uses: actions/checkout@v4.1.6
+180 -173
View File
@@ -9,36 +9,6 @@ on:
- main
jobs:
build-desktop-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
build-desktop-linux:
name: build-linux
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
build-windows:
name: build-windows
runs-on: windows-2022-32core
@@ -48,157 +18,194 @@ jobs:
fetch-depth: 0
- name: Run build script
run: |
build\windows\build-github.bat presubmit
build\windows\build-github.bat continuous
shell: cmd
build-android:
name: build-android
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- name: Run build script
# Only build 1 64 bit target during presubmit to cut down build times during presubmit
# Continuous builds will build everything
run: |
cd build/android && printf "y" | ./build.sh presubmit arm64-v8a
# build-desktop-mac:
# name: build-mac
# runs-on: macos-14-xlarge
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/mac-prereq
# - name: Run build script
# run: |
# cd build/mac && printf "y" | ./build.sh presubmit
# - name: Test material parser
# run: |
# out/cmake-release/filament/test/test_material_parser
build-ios:
name: build-iOS
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh presubmit
- name: Build iOS samples
run: |
cd build/ios && ./build-samples.sh presubmit
# build-desktop-linux:
# name: build-linux
# runs-on: ubuntu-22.04-16core
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/linux-prereq
# - name: Run build script
# run: |
# cd build/linux && printf "y" | ./build.sh presubmit
# - name: Test material parser
# run: |
# out/cmake-release/filament/test/test_material_parser
build-web:
name: build-web
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh presubmit
# build-windows:
# name: build-windows
# runs-on: windows-2022-32core
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - name: Run build script
# run: |
# build\windows\build-github.bat presubmit
# shell: cmd
validate-docs:
name: validate-docs
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Check for manual edits to /docs
run: |
COMMIT_ID=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | head -n 1 | sed "s/commit //g")
bash docs_src/build/presubmit_check.sh ${COMMIT_ID}
# build-android:
# name: build-android
# runs-on: 'ubuntu-24.04-16core'
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/linux-prereq
# - uses: actions/setup-java@v3
# with:
# distribution: 'temurin'
# java-version: '17'
# - name: Run build script
# # Only build 1 64 bit target during presubmit to cut down build times during presubmit
# # Continuous builds will build everything
# run: |
# cd build/android && printf "y" | ./build.sh presubmit arm64-v8a
test-renderdiff:
name: test-renderdiff
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- uses: ./.github/actions/get-gltf-assets
- uses: ./.github/actions/get-mesa
- uses: ./.github/actions/get-vulkan-sdk
- id: get_commit_msg
uses: ./.github/actions/get-commit-msg
- name: Prerequisites
run: |
pip install tifffile numpy
# Must have at least clang-16 for a webgpu/dawn build.
sudo xcode-select -s /Applications/Xcode_16.2.app/Contents/Developer
shell: bash
- name: Render and compare
id: render_compare
run: |
ls ./gltf/Models
TEST_DIR=test/renderdiff
source ${TEST_DIR}/src/preamble.sh
start_
GOLDEN_BRANCH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | python3 ${TEST_DIR}/src/commit_msg.py)
bash ${TEST_DIR}/generate.sh && \
python3 ${TEST_DIR}/src/golden_manager.py \
--branch=${GOLDEN_BRANCH} \
--output=${GOLDEN_OUTPUT_DIR}
# build-ios:
# name: build-iOS
# runs-on: macos-14-xlarge
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/mac-prereq
# - name: Run build script
# run: |
# cd build/ios && printf "y" | ./build.sh presubmit
# - name: Build iOS samples
# run: |
# cd build/ios && ./build-samples.sh presubmit
# Note that we need to upload the output even if comparison fails, so we undo `set -ex`
end_
# build-web:
# name: build-web
# runs-on: 'ubuntu-24.04-16core'
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/linux-prereq
# - uses: ./.github/actions/web-prereq
# - name: Run build script
# run: |
# cd build/web && printf "y" | ./build.sh presubmit
python3 ${TEST_DIR}/src/compare.py \
--src=${GOLDEN_OUTPUT_DIR} \
--dest=${RENDER_OUTPUT_DIR} \
--out=${DIFF_OUTPUT_DIR} 2>&1 | tee compare_output.txt
# validate-docs:
# name: validate-docs
# runs-on: 'ubuntu-24.04-4core'
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - id: get_commit_msg
# uses: ./.github/actions/get-commit-msg
# - name: Check for manual edits to /docs
# run: |
# COMMIT_ID=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | head -n 1 | sed "s/commit //g")
# bash docs_src/build/presubmit_check.sh ${COMMIT_ID}
if grep "Failed" compare_output.txt > /dev/null; then
DELIMITER="EOF_FILE_CONTENT_$(date +%s)" # Using timestamp to make it more unique
echo "err<<$DELIMITER" >> "$GITHUB_OUTPUT"
cat compare_output.txt >> "$GITHUB_OUTPUT"
echo "$DELIMITER" >> "$GITHUB_OUTPUT"
fi
- uses: actions/upload-artifact@v4
with:
name: presubmit-renderdiff-result
path: ./out/renderdiff
- name: Compare result
run: |
ERROR_STR="${{ steps.render_compare.outputs.err }}"
if [ -n "${ERROR_STR}" ]; then
echo "${ERROR_STR}"
exit 1
fi
# test-renderdiff:
# name: test-renderdiff
# runs-on: macos-14-xlarge
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - id: get_commit_msg
# uses: ./.github/actions/get-commit-msg
# - uses: ./.github/actions/mac-prereq
# - uses: ./.github/actions/get-mesa
# - name: Prerequisites
# run: |
# pip install tifffile numpy
# shell: bash
# - name: Render and compare
# id: render_compare
# run: |
# TEST_DIR=test/renderdiff
# source ${TEST_DIR}/src/preamble.sh
# start_
# GOLDEN_BRANCH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | python3 ${TEST_DIR}/src/commit_msg.py)
# bash ${TEST_DIR}/generate.sh && \
# python3 ${TEST_DIR}/src/golden_manager.py \
# --branch=${GOLDEN_BRANCH} \
# --output=${GOLDEN_OUTPUT_DIR}
validate-wgsl-webgpu:
name: validate-wgsl-webgpu
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: ./build.sh -W debug test_filamat filament
- name: Run test
run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
# # Note that we need to upload the output even if comparison fails, so we undo `set -ex`
# end_
test-code-correctness:
name: test-code-correctness
runs-on: 'macos-14-xlarge'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Install clang-tidy and deps
run: |
pip install pyyaml
brew install llvm@${GITHUB_LLVM_VERSION}
sudo ln -s "$(brew --prefix llvm)@${GITHUB_LLVM_VERSION}/bin/clang-tidy" "/usr/local/bin/clang-tidy"
- name: Run build script
# We need to build before clang-tidy can run analysis
run: |
# This will build for all three desktop backends on mac
./build.sh -p desktop debug gltf_viewer
- name: Run test
run: bash test/code-correctness/test.sh
# python3 ${TEST_DIR}/src/compare.py \
# --src=${GOLDEN_OUTPUT_DIR} \
# --dest=${RENDER_OUTPUT_DIR} \
# --out=${DIFF_OUTPUT_DIR} 2>&1 | tee compare_output.txt
# if grep "Failed" compare_output.txt > /dev/null; then
# DELIMITER="EOF_FILE_CONTENT_$(date +%s)" # Using timestamp to make it more unique
# echo "err<<$DELIMITER" >> "$GITHUB_OUTPUT"
# cat compare_output.txt >> "$GITHUB_OUTPUT"
# echo "$DELIMITER" >> "$GITHUB_OUTPUT"
# fi
# - uses: actions/upload-artifact@v4
# with:
# name: presubmit-renderdiff-result
# path: ./out/renderdiff
# - name: Compare result
# run: |
# ERROR_STR="${{ steps.render_compare.outputs.err }}"
# if [ -n "${ERROR_STR}" ]; then
# echo "${ERROR_STR}"
# exit 1
# fi
# validate-wgsl-webgpu:
# name: validate-wgsl-webgpu
# runs-on: 'ubuntu-24.04-8core'
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/linux-prereq
# - name: Run build script
# run: ./build.sh -W debug test_filamat filament
# - name: Run test
# run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
# test-code-correctness:
# name: test-code-correctness
# runs-on: 'macos-14-xlarge'
# steps:
# - uses: actions/checkout@v4.1.6
# with:
# fetch-depth: 0
# - uses: ./.github/actions/mac-prereq
# - name: Install clang-tidy and deps
# run: |
# pip install pyyaml
# brew install llvm@${GITHUB_LLVM_VERSION}
# sudo ln -s "$(brew --prefix llvm)@${GITHUB_LLVM_VERSION}/bin/clang-tidy" "/usr/local/bin/clang-tidy"
# - name: Run build script
# # We need to build before clang-tidy can run analysis
# run: |
# # This will build for all three desktop backends on mac
# ./build.sh -p desktop debug gltf_viewer
# - name: Run test
# run: bash test/code-correctness/test.sh
+1 -1
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@@ -31,7 +31,7 @@ on:
jobs:
build-linux:
name: build-linux
runs-on: 'ubuntu-24.04-16core'
runs-on: ubuntu-22.04-32core
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
steps:
-6
View File
@@ -18,9 +18,3 @@ test*.json
results
/compile_commands.json
/.cache
# For /test/renderdiff dependencies
/mesa
/gltf
/filament-assets
/venv
+2 -10
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@@ -532,15 +532,6 @@ if (FILAMENT_SUPPORTS_OPENGL)
add_definitions(-DFILAMENT_SUPPORTS_OPENGL)
endif()
if (CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel")
option(FILAMENT_ENABLE_PERFETTO "Enable perfetto SDK on Android" OFF)
else()
option(FILAMENT_ENABLE_PERFETTO "Enable perfetto SDK on Android" ON)
endif()
if (FILAMENT_ENABLE_PERFETTO)
add_definitions(-DFILAMENT_ENABLE_PERFETTO)
endif()
# By default, build with Vulkan support on desktop platforms, although clients must request to use
# it at run time.
if (WIN32 OR WEBGL OR IOS)
@@ -553,6 +544,7 @@ if (FILAMENT_SUPPORTS_VULKAN)
endif()
if (FILAMENT_SUPPORTS_WEBGPU)
message(AUTHOR_WARNING "WebGPU is in development stage and broken at this stage. Its support is very limited.")
add_definitions(-DFILAMENT_SUPPORTS_WEBGPU)
endif()
@@ -642,7 +634,7 @@ endif()
# With WebGPU, Tint does not support ClipDistance which is used in Stereo. Mentioned in comment
# https://github.com/google/dawn/blob/855d17b08abdf02f9142bf5a8f14d0ea088810a4/src/tint/lang/spirv/reader/ast_parser/function.cc#L4434
if (FILAMENT_SUPPORTS_WEBGPU)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -a webgpu --variant-filter=stereo)
set(MATC_API_FLAGS ${MATC_API_FLAGS} -a webgpu --variant-filter=skinning,stereo)
endif()
# Disable ESSL 1.0 code generation.
+3
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@@ -7,3 +7,6 @@ We are chaning the way Vulkan buffers are handled. We need to switch over to a m
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut
- Update CMake minimum version to 3.22.1
- material: Add a material parameter to control shadow far attenuation (b/436680157)
+6 -6
View File
@@ -18,7 +18,7 @@ Filament release archives contains host-side tools that are required to generate
Make sure you always use tools from the same release as the runtime library. This is particularly
important for `matc` (material compiler).
If you'd rather build Filament yourself, please refer to our [build manual](/BUILDING.md).
If you'd rather build Filament yourself, please refer to our [build manual](BUILDING.md).
### Android
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.65.4'
implementation 'com.google.android.filament:filament-android:1.63.1'
}
```
@@ -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', '~> 1.65.4'
pod 'Filament', '~> 1.63.1'
```
## Documentation
@@ -222,7 +222,7 @@ MaterialInstance* materialInstance = material->createInstance();
```
To learn more about materials and `matc`, please refer to the
[materials documentation](https://google.github.io/filament/Materials.html).
[materials documentation](./docs/Materials.md.html).
To render, simply pass the `View` to the `Renderer`:
@@ -240,7 +240,7 @@ in the `samples/` directory. These samples are all based on `libs/filamentapp/`
code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.
For more information on how to prepare environment maps for image-based lighting please refer to
[BUILDING.md](/BUILDING.md#running-the-native-samples).
[BUILDING.md](https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples).
### Android
@@ -272,7 +272,7 @@ To get started you can use the textures and environment maps found respectively
refer to their respective `URL.txt` files to know more about the original authors.
Environments must be pre-processed using
[`cmgen`](/BUILDING.md#running-the-native-samples) or
[`cmgen`](https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples) or
using the `libiblprefilter` library.
## How to make contributions
-26
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@@ -7,32 +7,6 @@ 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).
## v1.65.4
## v1.65.3
## v1.65.2
## v1.65.1
- `setFrameScheduledCallback` now works on all backends (frame presentation scheduling is still only
available on Metal). Non-Metal backends can use the callback to be notified when Filament has
finished processing a frame on the CPU.
- materials: added `getEyeFromViewMatrix()` for vertex shader [⚠️ **Recompile Materials**]
- matc: make `--workarounds=none` the default [**Recompile Materials to take effect**]
## v1.65.0
lighting: the intermediate froxel record buffer is now dynamically sized [⚠️ **New Material Version**]
## v1.64.1
- Update CMake minimum version to 3.22.1
- material: Add a material parameter to control shadow far attenuation (b/436680157)
## v1.64.0
- engine: add a `linearFog` material parameter. [⚠️ **New Material Version**]
-2
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@@ -178,8 +178,6 @@ nexusPublishing {
repositories {
sonatype {
stagingProfileId = '9a75a224a4f17b'
nexusUrl.set(uri("https://ossrh-staging-api.central.sonatype.com/service/local/"))
snapshotRepositoryUrl.set(uri("https://central.sonatype.com/repository/maven-snapshots/"))
}
}
}
@@ -146,7 +146,7 @@ abstract class MaterialCompiler extends TaskWithBinary {
.gradleProperty("com.google.android.filament.include-webgpu")
.forUseAtConfigurationTime().present
if (include_webgpu) {
matcArgs += ['-a', 'webgpu', '--variant-filter=stereo']
matcArgs += ['-a', 'webgpu', '--variant-filter=skinning,stereo']
}
def mat_no_opt = providers
-2
View File
@@ -1,8 +1,6 @@
cmake_minimum_required(VERSION 3.19)
project(filamat-android)
set(CMAKE_CXX_STANDARD 20)
option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
+17 -19
View File
@@ -7,8 +7,6 @@ option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
option(FILAMENT_DISABLE_MATOPT "Disables material optimizations" OFF)
option(FILAMENT_SUPPORTS_WEBGPU "Enables WebGPU on Android" OFF)
set(CMAKE_CXX_STANDARD 20)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
add_library(filament STATIC IMPORTED)
@@ -132,14 +130,6 @@ add_library(filament-jni SHARED
../common/NioUtils.cpp
)
target_include_directories(filament-jni PRIVATE
..
${FILAMENT_DIR}/include
../../filament/backend/include
../../third_party/robin-map
../../third_party/perfetto
../../libs/utils/include)
# Ordering is significant in the following list. The PRIVATE qualifier prevents transitive deps.
target_link_libraries(filament-jni
PRIVATE filament-generatePrefilterMipmap
@@ -154,21 +144,29 @@ target_link_libraries(filament-jni
PRIVATE android
PRIVATE jnigraphics
PRIVATE utils
PRIVATE perfetto # needed only when FILAMENT_ENABLE_PERFETTO is defined
PRIVATE abseil # needed only when FILAMENT_USE_ABSEIL_LOGGING is defined
PRIVATE perfetto
PRIVATE abseil
PRIVATE zstd
# libgeometry is PUBLIC because gltfio uses it.
PUBLIC geometry
PRIVATE $<$<STREQUAL:${FILAMENT_ENABLE_FGVIEWER},ON>:fgviewer>
PRIVATE $<$<STREQUAL:${FILAMENT_ENABLE_MATDBG},ON>:matdbg>
PRIVATE $<$<STREQUAL:${FILAMENT_ENABLE_MATDBG},ON>:filamat>
PRIVATE $<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:bluevk>
PRIVATE $<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:vkshaders>
PRIVATE $<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:smol-v>
PRIVATE $<$<STREQUAL:${FILAMENT_SUPPORTS_WEBGPU},ON>:webgpu_dawn>
$<$<STREQUAL:${FILAMENT_ENABLE_FGVIEWER},ON>:fgviewer>
$<$<STREQUAL:${FILAMENT_ENABLE_MATDBG},ON>:matdbg>
$<$<STREQUAL:${FILAMENT_ENABLE_MATDBG},ON>:filamat>
$<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:bluevk>
$<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:vkshaders>
$<$<STREQUAL:${FILAMENT_SUPPORTS_WEBGPU},ON>:webgpu_dawn>
$<$<STREQUAL:${FILAMENT_SUPPORTS_VULKAN},ON>:smol-v>
)
target_include_directories(filament-jni PRIVATE
..
${FILAMENT_DIR}/include
../../filament/backend/include
../../third_party/robin-map
../../third_party/perfetto
../../libs/utils/include)
# Force a relink when the version script is changed:
set_target_properties(filament-jni PROPERTIES LINK_DEPENDS ${VERSION_SCRIPT})
@@ -450,13 +450,6 @@ Java_com_google_android_filament_RenderableManager_nGetPrimitiveCount(JNIEnv*, j
return (jint) rm->getPrimitiveCount((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT jint JNICALL
Java_com_google_android_filament_RenderableManager_nGetInstanceCount(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i) {
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
return (jint) rm->getInstanceCount((RenderableManager::Instance) i);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_RenderableManager_nSetMaterialInstanceAt(JNIEnv*, jclass,
jlong nativeRenderableManager, jint i, jint primitiveIndex, jlong nativeMaterialInstance) {
@@ -28,8 +28,9 @@ Java_com_google_android_filament_SwapChain_nSetFrameCompletedCallback(JNIEnv* en
jlong nativeSwapChain, jobject handler, jobject runnable) {
SwapChain* swapChain = (SwapChain*) nativeSwapChain;
auto* callback = JniCallback::make(env, handler, runnable);
swapChain->setFrameCompletedCallback(callback->getHandler(),
[callback](SwapChain* swapChain) { JniCallback::postToJavaAndDestroy(callback); });
swapChain->setFrameCompletedCallback(nullptr, [callback](SwapChain* swapChain) {
JniCallback::postToJavaAndDestroy(callback);
});
}
extern "C" JNIEXPORT jboolean JNICALL
@@ -39,35 +40,9 @@ Java_com_google_android_filament_SwapChain_nIsSRGBSwapChainSupported(
return (jboolean)SwapChain::isSRGBSwapChainSupported(*engine);
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsMSAASwapChainSupported(
JNIEnv *, jclass, jlong nativeEngine, jint samples) {
Engine* engine = (Engine*) nativeEngine;
return (jboolean)SwapChain::isMSAASwapChainSupported(*engine, samples);
}
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);
}
extern "C" JNIEXPORT void JNICALL
Java_com_google_android_filament_SwapChain_nSetFrameScheduledCallback(JNIEnv* env, jclass,
jlong nativeSwapChain, jobject handler, jobject runnable) {
SwapChain* swapChain = (SwapChain*) nativeSwapChain;
auto* callback = JniCallback::make(env, handler, runnable);
swapChain->setFrameScheduledCallback(callback->getHandler(),
[callback](backend::PresentCallable) {
// Ignore PresentCallable, which is only meaningful with the Metal backend.
JniCallback::postToJavaAndDestroy(callback);
});
}
extern "C" JNIEXPORT jboolean JNICALL
Java_com_google_android_filament_SwapChain_nIsFrameScheduledCallbackSet(
JNIEnv *, jclass, jlong nativeSwapChain) {
SwapChain* swapChain = (SwapChain*) nativeSwapChain;
return (jboolean)swapChain->isFrameScheduledCallbackSet();
}
@@ -851,14 +851,6 @@ public class RenderableManager {
return nGetPrimitiveCount(mNativeObject, i);
}
/**
* Gets the immutable number of instances in the given renderable.
*/
@IntRange(from = 0)
public int getInstanceCount(@EntityInstance int i) {
return nGetInstanceCount(mNativeObject, i);
}
/**
* Changes the material instance binding for the given primitive.
*
@@ -1026,7 +1018,6 @@ public class RenderableManager {
private static native boolean nIsShadowReceiver(long nativeRenderableManager, int i);
private static native void nGetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float[] center, float[] halfExtent);
private static native int nGetPrimitiveCount(long nativeRenderableManager, int i);
private static native int nGetInstanceCount(long nativeRenderableManager, int i);
private static native void nSetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex, long nativeMaterialInstance);
private static native void nClearMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex);
private static native long nGetMaterialInstanceAt(long nativeRenderableManager, int i, int primitiveIndex);
@@ -97,19 +97,6 @@ public class SwapChain {
return nIsSRGBSwapChainSupported(engine.getNativeObject());
}
/**
* Return whether createSwapChain supports the CONFIG_MSAA_*_SAMPLES flag.
* The default implementation returns false.
*
* @param engine A reference to the filament Engine
* @param samples The number of samples
* @return true if CONFIG_MSAA_*_SAMPLES is supported, false otherwise.
* @see SwapChainFlags#CONFIG_MSAA_*_SAMPLES
*/
public static boolean isMSAASwapChainSupported(@NonNull Engine engine, int samples) {
return nIsMSAASwapChainSupported(engine.getNativeObject(), samples);
}
/**
* @return the native <code>Object</code> this <code>SwapChain</code> was created from or null
* for a headless SwapChain.
@@ -139,78 +126,6 @@ public class SwapChain {
nSetFrameCompletedCallback(getNativeObject(), handler, callback);
}
/**
* FrameScheduledCallback is a callback function that notifies an application about the status
* of a frame after Filament has finished its processing.
*
* <p>
* The exact timing and semantics of this callback differ depending on the graphics backend in
* use.
* </p>
*
* <h3>Metal Backend</h3>
* <p>
* With the Metal backend, this callback signifies that Filament has completed all CPU-side
* processing for a frame and the frame is ready to be scheduled for presentation.
* </p>
*
* <p>
* Typically, Filament is responsible for scheduling the frame's presentation to the SwapChain.
* If a FrameScheduledCallback is set, however, the application bears the responsibility of
* scheduling the frame for presentation by calling the PresentCallable passed to the callback
* function. In this mode, Filament will not automatically schedule the frame for presentation.
* </p>
*
* <p>
* When using the Metal backend, if your application delays the call to the PresentCallable
* (e.g., by invoking it on a separate thread), you must ensure all PresentCallables have been
* called before shutting down the Filament Engine. You can guarantee this by calling
* Engine.flushAndWait() before Engine.shutdown(). This is necessary to ensure the Engine has
* a chance to clean up all memory related to frame presentation.
* </p>
*
* <h3>Other Backends (OpenGL, Vulkan, WebGPU)</h3>
* <p>
* On other backends, this callback serves as a notification that Filament has completed all
* CPU-side processing for a frame. Filament proceeds with its normal presentation logic
* automatically, and the PresentCallable passed to the callback is a no-op that can be safely
* ignored.
* </p>
*
* <h3>General Behavior</h3>
* <p>
* A FrameScheduledCallback can be set on an individual SwapChain through
* setFrameScheduledCallback. Each SwapChain can have only one callback set per frame. If
* setFrameScheduledCallback is called multiple times on the same SwapChain before
* Renderer.endFrame(), the most recent call effectively overwrites any previously set callback.
* </p>
*
* <p>
* The callback set by setFrameScheduledCallback is "latched" when Renderer.endFrame() is
* executed. At this point, the callback is fixed for the frame that was just encoded.
* Subsequent calls to setFrameScheduledCallback after endFrame() will apply to the next frame.
* </p>
*
* <p>
* Use setFrameScheduledCallback() (with default arguments) to unset the callback.
* </p>
*
* @param handler A {@link java.util.concurrent.Executor Executor}.
* @param callback The Runnable callback to invoke when frame processing is complete.
*/
public void setFrameScheduledCallback(@NonNull Object handler, @NonNull Runnable callback) {
nSetFrameScheduledCallback(getNativeObject(), handler, callback);
}
/**
* Returns whether this SwapChain currently has a FrameScheduledCallback set.
*
* @return true, if the last call to setFrameScheduledCallback set a callback
*/
public boolean isFrameScheduledCallbackSet() {
return nIsFrameScheduledCallbackSet(getNativeObject());
}
public long getNativeObject() {
if (mNativeObject == 0) {
throw new IllegalStateException("Calling method on destroyed SwapChain");
@@ -223,9 +138,6 @@ public class SwapChain {
}
private static native void nSetFrameCompletedCallback(long nativeSwapChain, Object handler, Runnable callback);
private static native void nSetFrameScheduledCallback(long nativeSwapChain, Object handler, Runnable callback);
private static native boolean nIsFrameScheduledCallbackSet(long nativeSwapChain);
private static native boolean nIsSRGBSwapChainSupported(long nativeEngine);
private static native boolean nIsMSAASwapChainSupported(long nativeEngine, int samples);
private static native boolean nIsProtectedContentSupported(long nativeEngine);
}
@@ -92,15 +92,6 @@ public final class SwapChainFlags {
* The SwapChain contains protected content. Only supported when isProtectedContentSupported()
* is true.
*/
public static final long CONFIG_PROTECTED_CONTENT = 0x40;
/**
* Indicates that the SwapChain is configured to use Multi-Sample Anti-Aliasing (MSAA) with the
* given sample points within each pixel. Only supported when isMSAASwapChainSupported(4) is
* true.
*
* This is only supported by EGL(Android). Other GL platforms (GLX, WGL, etc) don't support it
* because the swapchain MSAA settings must be configured before window creation.
*/
public static final long CONFIG_MSAA_4_SAMPLES = 0x80;
public static final long CONFIG_PROTECTED_CONTENT = 0x40;
}
@@ -231,7 +231,7 @@ public class View {
*
* <p>
* The View does not take ownership of the Scene pointer. Before destroying a Camera, be sure
* to remove it from all associated Views. If the camera isn't set, Renderer::render() will result in a no-op.
* to remove it from all assoicated Views.
* </p>
*
* @see #getCamera
@@ -1949,18 +1949,6 @@ public class View {
* Ground Truth-base Ambient Occlusion (GTAO) options
*/
public float gtaoThicknessHeuristic = 0.004f;
/**
* Ground Truth-base Ambient Occlusion (GTAO) options
*/
public boolean gtaoUseVisibilityBitmasks = false;
/**
* Ground Truth-base Ambient Occlusion (GTAO) options
*/
public float gtaoConstThickness = 0.5f;
/**
* Ground Truth-base Ambient Occlusion (GTAO) options
*/
public boolean gtaoLinearThickness = false;
}
+11 -31
View File
@@ -1,14 +1,6 @@
cmake_minimum_required(VERSION 3.19)
project(filament-utils-android)
option(FILAMENT_SUPPORTS_VULKAN "Enables Vulkan on Android" OFF)
option(FILAMENT_ENABLE_FGVIEWER "Enables Frame Graph Viewer" OFF)
option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
option(FILAMENT_DISABLE_MATOPT "Disables material optimizations" OFF)
option(FILAMENT_SUPPORTS_WEBGPU "Enables WebGPU on Android" OFF)
set(CMAKE_CXX_STANDARD 20)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
set(IMAGEIO_DIR ../../libs/imageio)
@@ -38,16 +30,7 @@ add_library(iblprefilter STATIC IMPORTED)
set_target_properties(iblprefilter PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilament-iblprefilter.a)
add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(perfetto STATIC IMPORTED)
set_target_properties(perfetto PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libperfetto.a)
set(VERSION_SCRIPT "${CMAKE_CURRENT_SOURCE_DIR}/libfilament-utils-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${VERSION_SCRIPT}")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/libfilament-utils-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384")
add_library(filament-utils-jni SHARED
@@ -70,25 +53,22 @@ add_library(filament-utils-jni SHARED
target_compile_definitions(filament-utils-jni PUBLIC IMAGEIO_LITE=1)
target_include_directories(filament-utils-jni PRIVATE
..
${FILAMENT_DIR}/include
..
../../filament/backend/include
${IMAGEIO_DIR}/include
../../libs/utils/include)
set_target_properties(filament-utils-jni PROPERTIES LINK_DEPENDS ${VERSION_SCRIPT})
set_target_properties(filament-utils-jni PROPERTIES LINK_DEPENDS
${CMAKE_CURRENT_SOURCE_DIR}/libfilament-utils-jni.symbols)
# The ordering in the following list is important because CMake does not have dependency information.
target_link_libraries(filament-utils-jni
PRIVATE gltfio-jni
PRIVATE civetweb
PRIVATE camutils
PRIVATE iblprefilter
PRIVATE image
PRIVATE filament-jni
PRIVATE ktxreader
PRIVATE viewer
PRIVATE log
PRIVATE utils
PRIVATE perfetto # needed only when FILAMENT_ENABLE_PERFETTO is defined
gltfio-jni
civetweb
camutils
iblprefilter
image
ktxreader
viewer
)
+69 -37
View File
@@ -1,27 +1,20 @@
cmake_minimum_required(VERSION 3.19)
project(gltfio-android)
option(FILAMENT_SUPPORTS_VULKAN "Enables Vulkan on Android" OFF)
option(FILAMENT_ENABLE_FGVIEWER "Enables Frame Graph Viewer" OFF)
option(FILAMENT_ENABLE_MATDBG "Enables Material debugger" OFF)
option(FILAMENT_DISABLE_MATOPT "Disables material optimizations" OFF)
option(FILAMENT_SUPPORTS_WEBGPU "Enables WebGPU on Android" OFF)
set(CMAKE_CXX_STANDARD 20)
set(FILAMENT_DIR ${FILAMENT_DIST_DIR})
set(GLTFIO_DIR ../../libs/gltfio)
set(DRACO_DIR ../../third_party/draco)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../filament-android ${CMAKE_CURRENT_BINARY_DIR}/filament-android)
add_library(gltfio_core STATIC IMPORTED)
set_target_properties(gltfio_core PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libgltfio_core.a)
add_library(dracodec STATIC IMPORTED)
set_target_properties(dracodec PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libdracodec.a)
add_library(meshoptimizer STATIC IMPORTED)
set_target_properties(meshoptimizer PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libmeshoptimizer.a)
add_library(ktxreader STATIC IMPORTED)
set_target_properties(ktxreader PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libktxreader.a)
@@ -34,6 +27,10 @@ add_library(basis_transcoder STATIC IMPORTED)
set_target_properties(basis_transcoder PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libbasis_transcoder.a)
add_library(zstd STATIC IMPORTED)
set_target_properties(zstd PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libzstd.a)
add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
@@ -50,11 +47,60 @@ add_library(uberarchive STATIC IMPORTED)
set_target_properties(uberarchive PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libuberarchive.a)
set(VERSION_SCRIPT "${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${VERSION_SCRIPT}")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} -Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,-z,max-page-size=16384")
set(GLTFIO_SRCS
${GLTFIO_DIR}/include/gltfio/Animator.h
${GLTFIO_DIR}/include/gltfio/AssetLoader.h
${GLTFIO_DIR}/include/gltfio/FilamentAsset.h
${GLTFIO_DIR}/include/gltfio/FilamentInstance.h
${GLTFIO_DIR}/include/gltfio/MaterialProvider.h
${GLTFIO_DIR}/include/gltfio/NodeManager.h
${GLTFIO_DIR}/include/gltfio/TrsTransformManager.h
${GLTFIO_DIR}/include/gltfio/ResourceLoader.h
${GLTFIO_DIR}/include/gltfio/TextureProvider.h
${GLTFIO_DIR}/include/gltfio/math.h
${GLTFIO_DIR}/src/ArchiveCache.cpp
${GLTFIO_DIR}/src/ArchiveCache.h
${GLTFIO_DIR}/src/Animator.cpp
${GLTFIO_DIR}/src/AssetLoader.cpp
${GLTFIO_DIR}/src/DependencyGraph.cpp
${GLTFIO_DIR}/src/DependencyGraph.h
${GLTFIO_DIR}/src/DracoCache.cpp
${GLTFIO_DIR}/src/DracoCache.h
${GLTFIO_DIR}/src/FFilamentAsset.h
${GLTFIO_DIR}/src/FFilamentInstance.h
${GLTFIO_DIR}/src/FilamentAsset.cpp
${GLTFIO_DIR}/src/FilamentInstance.cpp
${GLTFIO_DIR}/src/FNodeManager.h
${GLTFIO_DIR}/src/FTrsTransformManager.h
${GLTFIO_DIR}/src/GltfEnums.h
${GLTFIO_DIR}/src/Ktx2Provider.cpp
${GLTFIO_DIR}/src/MaterialProvider.cpp
${GLTFIO_DIR}/src/NodeManager.cpp
${GLTFIO_DIR}/src/TrsTransformManager.cpp
${GLTFIO_DIR}/src/ResourceLoader.cpp
${GLTFIO_DIR}/src/StbProvider.cpp
${GLTFIO_DIR}/src/TangentsJob.cpp
${GLTFIO_DIR}/src/TangentsJob.h
${GLTFIO_DIR}/src/UbershaderProvider.cpp
${GLTFIO_DIR}/src/Utility.cpp
${GLTFIO_DIR}/src/Utility.h
${GLTFIO_DIR}/src/Wireframe.cpp
${GLTFIO_DIR}/src/Wireframe.h
${GLTFIO_DIR}/src/downcast.h
${GLTFIO_DIR}/src/extended/AssetLoaderExtended.cpp
${GLTFIO_DIR}/src/extended/AssetLoaderExtended.h
${GLTFIO_DIR}/src/extended/ResourceLoaderExtended.cpp
${GLTFIO_DIR}/src/extended/ResourceLoaderExtended.h
${GLTFIO_DIR}/src/extended/TangentsJobExtended.cpp
${GLTFIO_DIR}/src/extended/TangentsJobExtended.h
${GLTFIO_DIR}/src/extended/TangentSpaceMeshWrapper.cpp
${GLTFIO_DIR}/src/extended/TangentSpaceMeshWrapper.h
src/main/cpp/Animator.cpp
src/main/cpp/AssetLoader.cpp
src/main/cpp/FilamentAsset.cpp
@@ -72,38 +118,24 @@ set(GLTFIO_SRCS
set(GLTFIO_INCLUDE_DIRS
..
${FILAMENT_DIR}/include
${FILAMENT_DIR}/backend/include
../../filament/backend/include
../../libs/gltfio/include
../../third_party/zstd/lib
../../third_party/cgltf
../../third_party/meshoptimizer/src
../../third_party/robin-map
../../third_party/stb
../../third_party/perfetto
../../libs/utils/include
../../libs/ktxreader/include
)
add_library(gltfio-jni SHARED ${GLTFIO_SRCS})
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
target_include_directories(gltfio-jni PRIVATE ${GLTFIO_INCLUDE_DIRS})
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.symbols)
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map)
target_link_libraries(gltfio-jni filament-jni utils perfetto uberzlib log stb ktxreader basis_transcoder zstd uberarchive)
target_link_libraries(gltfio-jni dracodec meshoptimizer)
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/src)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/tnt)
# Force a relink when the version script is changed:
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS
"${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.symbols;${VERSION_SCRIPT}")
# The ordering in the following list is important because CMake does not have dependency information.
target_link_libraries(gltfio-jni
PRIVATE gltfio_core
PRIVATE ktxreader
PUBLIC filament-jni
PRIVATE stb
PRIVATE basis_transcoder
PRIVATE uberarchive
PRIVATE dracodec
PRIVATE utils
PRIVATE uberzlib
PRIVATE perfetto # needed only when FILAMENT_ENABLE_PERFETTO is defined
PRIVATE log # needed only when perfetto above is used
)
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.65.4
VERSION_NAME=1.63.1
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
@@ -24,7 +24,7 @@ android {
compileSdkVersion versions.compileSdk
defaultConfig {
applicationId "com.google.android.filament.hellocam"
applicationId "com.google.android.filament.hellocamera"
minSdkVersion 23
targetSdkVersion versions.targetSdk
}
+1 -8
View File
@@ -75,8 +75,6 @@ function print_help {
echo " -S type"
echo " Enable stereoscopic rendering where type is one of [instanced|multiview]. This is only"
echo " meant for building the samples."
echo " -P"
echo " Enable perfetto traces on Android. Disabled by default on the Release build, enabled otherwise."
echo ""
echo "Build types:"
echo " release"
@@ -206,7 +204,6 @@ MATOPT_GRADLE_OPTION=""
ASAN_UBSAN_OPTION=""
COVERAGE_OPTION=""
ENABLE_PERFETTO=""
BACKEND_DEBUG_FLAG_OPTION=""
@@ -416,7 +413,6 @@ function build_android_target {
${WEBGPU_OPTION} \
${BACKEND_DEBUG_FLAG_OPTION} \
${STEREOSCOPIC_OPTION} \
${ENABLE_PERFETTO} \
../..
ln -sf "out/cmake-android-${lc_target}-${arch}/compile_commands.json" \
../../compile_commands.json
@@ -810,7 +806,7 @@ function check_debug_release_build {
pushd "$(dirname "$0")" > /dev/null
while getopts ":hacCfgimp:q:uvWslwedtk:bVx:S:X:P" opt; do
while getopts ":hacCfgimp:q:uvWslwedtk:bVx:S:X:" opt; do
case ${opt} in
h)
print_help
@@ -958,9 +954,6 @@ while getopts ":hacCfgimp:q:uvWslwedtk:bVx:S:X:P" opt; do
V) COVERAGE_OPTION="-DFILAMENT_ENABLE_COVERAGE=ON"
echo "Enabled coverage"
;;
P) ENABLE_PERFETTO="-DFILAMENT_ENABLE_PERFETTO=ON"
echo "Enabled perfetto"
;;
x) BACKEND_DEBUG_FLAG_OPTION="-DFILAMENT_BACKEND_DEBUG_FLAG=${OPTARG}"
;;
S) case $(echo "${OPTARG}" | tr '[:upper:]' '[:lower:]') in
@@ -1,349 +0,0 @@
#!/usr/bin/env python3
# Copyright (C) 2025 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.
"""
This script automates the process of closing a Sonatype OSSRH staging repository.
To run the script:
python3 ./close-sonatype-staging-repository.py
To run the embedded unit tests:
python3 ./close-sonatype-staging-repository.py test
"""
import sys
import os
import base64
import json
import pathlib
import unittest
import io
from unittest import mock
import urllib.request
import urllib.error
PROPERTIES_PATH = pathlib.Path.home() / ".gradle" / "gradle.properties"
API_BASE_URL = "https://ossrh-staging-api.central.sonatype.com/manual"
def get_gradle_credentials(file_path: pathlib.Path) -> (str, str):
"""
Reads sonatypeUsername and sonatypePassword from the properties file.
"""
if not file_path.exists():
print(f"Error: Properties file not found at {file_path}", file=sys.stderr)
sys.exit(1)
username = None
password = None
try:
with open(file_path, 'r') as f:
for line in f:
line = line.strip()
# Ignore blank lines and comments
if not line or line.startswith("#"):
continue
if line.startswith("sonatypeUsername="):
username = line.split("=", 1)[1].strip()
elif line.startswith("sonatypePassword="):
password = line.split("=", 1)[1].strip()
if not username or not password:
print(f"Error: 'sonatypeUsername' or 'sonatypePassword' not found in {file_path}", file=sys.stderr)
sys.exit(1)
return username, password
except Exception as e:
print(f"Error reading properties file: {e}", file=sys.stderr)
sys.exit(1)
def generate_auth_token(username: str, password: str) -> str:
"""
Generates a Base64 encoded auth token from username and password.
"""
auth_string = f"{username}:{password}"
auth_bytes = auth_string.encode('utf-8')
token_bytes = base64.b64encode(auth_bytes)
return token_bytes.decode('utf-8')
def find_staging_repository(token: str) -> str:
"""
Finds the 'open' staging repository key from the Sonatype API.
"""
print("Searching for staging repository...")
url = f"{API_BASE_URL}/search/repositories"
headers = {
"Authorization": f"Bearer {token}",
"Accept": "application/json"
}
req = urllib.request.Request(url, headers=headers, method="GET")
try:
with urllib.request.urlopen(req) as response:
response_body = response.read().decode('utf-8')
data = json.loads(response_body)
repositories = data.get("repositories", [])
open_repositories = list(filter(lambda repo: repo.get("state") == "open", repositories))
if len(open_repositories) == 0:
print("Error: No 'open' staging repositories found.", file=sys.stderr)
sys.exit(1)
if len(open_repositories) > 1:
print(f"Error: Expected 1 'open' repository, but found {len(repositories)}.", file=sys.stderr)
sys.exit(1)
repo_key = open_repositories[0].get("key")
if not repo_key:
print("Error: Repository found, but it has no 'key'.", file=sys.stderr)
sys.exit(1)
return repo_key
except urllib.error.HTTPError as e:
# Handle HTTP errors (e.g., 401 Unauthorized, 404 Not Found, 500 Server Error)
print(f"Error during repository search: HTTP {e.code} {e.reason}", file=sys.stderr)
try:
# Try to read the error response body for more context
error_body = e.read().decode('utf-8')
print(f"Response body: {error_body}", file=sys.stderr)
except Exception:
pass # Ignore if we can't read the body
sys.exit(1)
except urllib.error.URLError as e:
# Handle network errors (e.g., connection refused)
print(f"Error during repository search: {e.reason}", file=sys.stderr)
sys.exit(1)
except json.JSONDecodeError:
print("Error: Failed to decode JSON response from server.", file=sys.stderr)
sys.exit(1)
def close_staging_repository(token: str, repo_key: str):
"""
Closes (promotes) the staging repository with the given key.
"""
print(f"Attempting to close staging repository: {repo_key}")
url = f"{API_BASE_URL}/upload/repository/{repo_key}"
headers = {"Authorization": f"Bearer {token}"}
req = urllib.request.Request(url, headers=headers, method="POST")
try:
with urllib.request.urlopen(req) as response:
print(f"Successfully submitted request. Server responded with: {response.status} {response.reason}")
print("It may take a few moments to process.")
except urllib.error.HTTPError as e:
print(f"Error closing repository: HTTP {e.code} {e.reason}", file=sys.stderr)
try:
error_body = e.read().decode('utf-8')
print(f"Response body: {error_body}", file=sys.stderr)
except Exception:
pass
sys.exit(1)
except urllib.error.URLError as e:
print(f"Error closing repository: {e.reason}", file=sys.stderr)
sys.exit(1)
def main():
username, password = get_gradle_credentials(PROPERTIES_PATH)
token = generate_auth_token(username, password)
print("Successfully generated auth token.")
repo_key = find_staging_repository(token)
print(f"Found staging repository: {repo_key}")
close_staging_repository(token, repo_key)
print("\nScript completed successfully.")
# --- Unit Tests ---
class TestSonatypeScript(unittest.TestCase):
@mock.patch('pathlib.Path.exists', return_value=True)
@mock.patch('builtins.open', new_callable=mock.mock_open,
read_data="# This is a comment\nsonatypeUsername=testuser\n\nsonatypePassword=testpass\nother=data")
def test_get_gradle_credentials_success(self, mock_file, mock_exists):
"""Tests successful credential parsing, ignoring comments."""
user, pw = get_gradle_credentials(pathlib.Path("/fake/path"))
self.assertEqual(user, "testuser")
self.assertEqual(pw, "testpass")
@mock.patch('pathlib.Path.exists', return_value=False)
def test_get_gradle_credentials_no_file(self, mock_exists):
"""Tests error exit when file is missing."""
with self.assertRaises(SystemExit) as cm:
get_gradle_credentials(pathlib.Path("/fake/path"))
@mock.patch('pathlib.Path.exists', return_value=True)
@mock.patch('builtins.open', new_callable=mock.mock_open, read_data="# Only comments\nsonatypeUsername=testuser")
def test_get_gradle_credentials_missing_key(self, mock_file, mock_exists):
"""Tests error exit when a key is missing."""
with self.assertRaises(SystemExit) as cm:
get_gradle_credentials(pathlib.Path("/fake/path"))
def test_generate_auth_token(self):
"""Tests the Base64 token encoding."""
token = generate_auth_token("foobar", "abc123")
# echo -n "foobar:abc123" | base64
self.assertEqual(token, "Zm9vYmFyOmFiYzEyMw==")
@mock.patch('urllib.request.urlopen')
def test_find_repository_success(self, mock_urlopen):
"""Tests finding exactly one open repository."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.reason = "OK"
mock_response.read.return_value = json.dumps({
"repositories": [{"key": "test-repo-key-123", "state": "open"}]
}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
key = find_staging_repository("fake-token")
self.assertEqual(key, "test-repo-key-123")
@mock.patch('urllib.request.urlopen')
def test_find_repository_success(self, mock_urlopen):
"""Tests finding exactly one open repository."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.reason = "OK"
mock_response.read.return_value = json.dumps({
"repositories": [{"key": "test-repo-key-123", "state": "open"}, {"key": "test-repo-key-456", "state": "closed"}]
}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
key = find_staging_repository("fake-token")
self.assertEqual(key, "test-repo-key-123")
@mock.patch('urllib.request.urlopen')
def test_find_repository_success(self, mock_urlopen):
"""Tests error exit when only a closed repository is found."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.reason = "OK"
mock_response.read.return_value = json.dumps({
"repositories": [{"key": "test-repo-key-123", "state": "closed"}]
}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
with self.assertRaises(SystemExit) as cm:
key = find_staging_repository("fake-token")
@mock.patch('urllib.request.urlopen')
def test_find_repository_not_found(self, mock_urlopen):
"""Tests error exit when zero repositories are found."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.read.return_value = json.dumps({"repositories": []}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
with self.assertRaises(SystemExit) as cm:
find_staging_repository("fake-token")
@mock.patch('urllib.request.urlopen')
def test_find_repository_too_many(self, mock_urlopen):
"""Tests error exit when multiple open repositories are found."""
mock_response = mock.Mock()
mock_response.status = 200
mock_response.read.return_value = json.dumps({
"repositories": [{"key": "key1", "state": "open"}, {"key": "key2", "state": "open"}]
}).encode('utf-8')
mock_urlopen.return_value.__enter__.return_value = mock_response
with self.assertRaises(SystemExit) as cm:
find_staging_repository("fake-token")
@mock.patch('urllib.request.urlopen')
def test_find_repository_http_error(self, mock_urlopen):
"""Tests error exit on a network HTTP error."""
# Mock an HTTPError
mock_urlopen.side_effect = urllib.error.HTTPError(
url='http://fake.com',
code=401,
msg="Unauthorized",
hdrs={},
fp=io.BytesIO(b'{"error":"bad token"}')
)
with self.assertRaises(SystemExit) as cm:
find_staging_repository("fake-token")
@mock.patch('urllib.request.urlopen')
def test_close_repository_success(self, mock_urlopen):
"""Tests successful repository close."""
mock_response = mock.Mock()
mock_response.status = 202 # 202 Accepted is a common response for POST
mock_response.reason = "Accepted"
mock_urlopen.return_value.__enter__.return_value = mock_response
close_staging_repository("fake-token", "test-repo-key")
# Check that the request object was created correctly
called_request = mock_urlopen.call_args[0][0]
self.assertEqual(called_request.full_url, f"{API_BASE_URL}/upload/repository/test-repo-key")
self.assertEqual(called_request.method, "POST")
self.assertEqual(called_request.headers["Authorization"], "Bearer fake-token")
@mock.patch('urllib.request.urlopen')
def test_close_repository_http_error(self, mock_urlopen):
"""Tests error exit on close network failure."""
mock_urlopen.side_effect = urllib.error.HTTPError(
url='http://fake.com',
code=500,
msg="Server Error",
hdrs={},
fp=io.BytesIO(b'{"error":"failed to close"}')
)
with self.assertRaises(SystemExit) as cm:
close_staging_repository("fake-token", "test-repo-key")
def run_unit_tests():
"""
Configures and runs the unit tests.
"""
print("Running unit tests...")
# We replace sys.argv to prevent unittest.main from
# trying to parse the 'test' argument.
original_argv = sys.argv
sys.argv = [original_argv[0]] # Keep only the script name
unittest.main()
sys.argv = original_argv # Restore original args
if __name__ == '__main__':
# Check if the user wants to run tests
if len(sys.argv) > 1 and sys.argv[1].lower() == 'test':
run_unit_tests()
else:
# Run the main script logic
main()
-60
View File
@@ -1,60 +0,0 @@
# Copyright (C) 2025 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.
#!/usr/bin/bash
set -e
GLTF_SAMPLE_ASSETS_COMMIT=${GITHUB_GLTF_SAMPLE_ASSETS_COMMIT:-d441dfdb87413ff412c620849a649d61789a470f}
COMMIT_HASH="${GLTF_SAMPLE_ASSETS_COMMIT}"
REPO_URL="https://github.com/KhronosGroup/glTF-Sample-Assets.git"
TARGET_DIR="gltf"
# The default directories to check out if none are specified
DEFAULT_SPARSE_PATHS=(
"Models/Box/"
"Models/Triangle/"
"Models/AnimatedCube/"
)
# Check if command-line arguments are provided
if [ "$#" -gt 0 ]; then
# If arguments are provided, use them as the paths
SPARSE_PATHS=()
for model_name in "$@"; do
SPARSE_PATHS+=("Models/${model_name}/")
done
echo "Downloading specified models: $@"
else
# Otherwise, use the default list
SPARSE_PATHS=("${DEFAULT_SPARSE_PATHS[@]}")
echo "No models specified, downloading default set."
fi
echo "Removing old directory..."
rm -rf "${TARGET_DIR}"
# Clone the repository using a "treeless" clone, which is highly efficient.
# --filter=tree:0: Clones only the repository structure without file content (no historical directory listings), making the initial clone very small.
# --no-checkout: Prevents automatically checking out the main branch. We will check out a specific commit later.
# --sparse: Initializes the repository for sparse checkout, allowing us to fetch only specific directories.
git clone --filter=tree:0 --no-checkout --sparse "${REPO_URL}" "${TARGET_DIR}"
cd "${TARGET_DIR}"
git sparse-checkout set "${SPARSE_PATHS[@]}"
echo "Checking out commit ${COMMIT_HASH}..."
git checkout "${COMMIT_HASH}"
echo "Successfully checked out the specified models into the '${TARGET_DIR}' directory."
-3
View File
@@ -137,9 +137,6 @@ if [[ "$OS_NAME" == "Darwin" ]]; then
# This is necessary to be able to build vk (lavapipe) on macOS. Doesn't seem like a real dependency.
sed -I '' "s/error('Vulkan drivers require dri3 for X11 support')//g" meson.build
# This is to properly link lib-xcb-present on the mac build (though we won't be drawing to any
# real hardware surface).
sed -I '' "s/dep_xcb_present = null_dep/dep_xcb_present = dependency('xcb-present')/g" meson.build
fi
# -Dosmesa=true => builds OSMesa, which is an offscreen GL context
+6 -1
View File
@@ -109,8 +109,13 @@ function install_mac() {
unzip -t vulkan_sdk.zip
fi
echo "recognized zip layout 'vulkan_sdk.zip' ${InstallVulkan}.app/Contents" >&2
${InstallVulkan}.app/Contents/MacOS/${InstallVulkan} --accept-licenses --default-answer --confirm-command install
local sdk_temp=${VULKAN_SDK_DIR}.tmp
sudo ${InstallVulkan}.app/Contents/MacOS/${InstallVulkan} --root "$sdk_temp" --accept-licenses --default-answer --confirm-command install
du -hs $sdk_temp
test -d $sdk_temp/macOS || { echo "unrecognized dmg folder layout: $sdk_temp" ; ls -l $sdk_temp ; }
cp -r $sdk_temp/macOS/* $VULKAN_SDK_DIR/
if [[ -d ${InstallVulkan}.app/Contents ]] ; then
sudo rm -rf "$sdk_temp"
rm -rf ${InstallVulkan}.app
fi
}
+1 -2
View File
@@ -5,5 +5,4 @@ GITHUB_MESA_VERSION=24.2.1
GITHUB_LLVM_VERSION=16
GITHUB_NDK_VERSION=27.0.11718014
GITHUB_EMSDK_VERSION=3.1.60
GITHUB_VULKANSDK_VERSION=1.4.321.0
GITHUB_GLTF_SAMPLE_ASSETS_COMMIT=d441dfdb87413ff412c620849a649d61789a470f
GITHUB_VULKANSDK_VERSION=1.4.321.0
+3 -1
View File
@@ -135,7 +135,9 @@ set build_flags=-j %NUMBER_OF_PROCESSORS%
:: cmake --build . --target sample-resources --config %config% %build_flags% || exit /b
:: cmake --build . --target suzanne-resources --config %config% %build_flags% || exit /b
cmake --build . %INSTALL% --config %config% %build_flags% -- /m || exit /b
cmake --build . --target sample-resources --config %config% %build_flags% -- /m || exit /b
:: cmake --build . %INSTALL% --config %config% %build_flags% -- /m || exit /b
@echo off
echo Disk info after building variant: %variant%
+22 -25
View File
@@ -212,7 +212,7 @@ when using textures.
This property can dramatically change the appearance of a surface. Non-metallic surfaces have
chromatic diffuse reflection and achromatic specular reflection (reflected light does not change
color). Metallic surfaces do not have any diffuse reflection and chromatic specular reflection
(reflected light takes on the color of the surfaced as defined by `baseColor`).
(reflected light takes on the color of the surfaced as defined by `baseColor`).
The effect of `metallic` is shown in figure [metallicProperty] (click on the image to see a
larger version).
@@ -248,7 +248,7 @@ The effect of `roughness` on metallic surfaces is shown in figure [roughnessCond
When refraction through an object is enabled (using a `refractonType` of `thin` or `solid`), the
`roughness` property will also affect the refractions, as shown in figure
[roughnessRefractionProperty] (click on the image to see a larger version).
![Figure [roughnessRefractionProperty]: Refractive sphere with `roughness` varying from 0.0
(left) to 1.0 (right)](images/materials/refraction_roughness.png)
@@ -307,7 +307,7 @@ The sheen color controls the color appearance and strength of an optional sheen
base layer described by the properties above. The sheen layer always sits below the clear coat layer
if such a layer is present.
The sheen layer can be used to represent cloth and fabric materials. Please refer to
The sheen layer can be used to represent cloth and fabric materials. Please refer to
section [Cloth model] for more information about cloth and fabric materials.
The effect of `sheenColor` is shown in figure [materialSheenColor]
@@ -520,14 +520,14 @@ light to bend further away from the initial path.
Table [commonMatIOR] describes acceptable refractive indices for various types of materials.
Material | IOR
Material | IOR
--------------------------:|:-----------------
Air | 1.0
Water | 1.33
Common liquids | 1.33 to 1.5
Common gemstones | 1.58 to 2.33
Plastics, glass | 1.5 to 1.58
Other dielectric materials | 1.33 to 1.58
Water | 1.33
Common liquids | 1.33 to 1.5
Common gemstones | 1.58 to 2.33
Plastics, glass | 1.5 to 1.58
Other dielectric materials | 1.33 to 1.58
[Table [commonMatIOR]: Index of refraction of common materials]
The appearance of a refractive material will greatly depend on the `refractionType` and
@@ -995,10 +995,10 @@ Value
name must be a valid GLSL identifier. Entries have an optional `precision`, which can be
one of `default` (best precision for the platform, typically `high` on desktop, `medium` on
mobile), `low`, `medium`, `high`. The type must be one of the types described in
table [materialParamsTypes]. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be
table [materialParamsTypes]. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be
used to expose the transform matrix associated with the external sampler. In iOS and Vulkan,
this will always be identity.
this will always be identity.
Type | Description
:----------------------|:---------------------------------
@@ -2476,17 +2476,14 @@ type aliases:
### Matrices
Name | Type | Description
:-----------------------------------------|:--------:|:------------------------------------
**getViewFromWorldMatrix()** | float4x4 | Matrix that converts from world space to view/eye space
**getWorldFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to world space
**getClipFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to clip (NDC) space
**getViewFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to view/eye space
**getEyeFromViewMatrix()** | float4x4 | Matrix that converts from view space to eye space
**getEyeFromViewMatrix(int eyeIndex)** | float4x4 | Matrix that converts from view space to eye space for the eye referred to by eyeIndex
**getClipFromWorldMatrix()** | float4x4 | Matrix that converts from world to clip (NDC) space
**getClipFromWorldMatrix(int eyeIndex)** | float4x4 | Matrix that converts from world to clip (NDC) space for the eye referred to by eyeIndex
**getWorldFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to world space
Name | Type | Description
:-----------------------------------|:--------:|:------------------------------------
**getViewFromWorldMatrix()** | float4x4 | Matrix that converts from world space to view/eye space
**getWorldFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to world space
**getClipFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to clip (NDC) space
**getViewFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to view/eye space
**getClipFromWorldMatrix()** | float4x4 | Matrix that converts from world to clip (NDC) space
**getWorldFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to world space
### Frame constants
@@ -2642,7 +2639,7 @@ standard skybox material. It produces a list of 2 parameters, named `showSun` an
respectively a boolean and a cubemap texture.
```text
$ matc --reflect parameters filament/src/materials/skybox.mat
$ matc --reflect parameters filament/src/materials/skybox.mat
{
"parameters": [
{
@@ -2658,7 +2655,7 @@ $ matc --reflect parameters filament/src/materials/skybox.mat
}
]
}
```
```
### --variant-filter
-267
View File
@@ -1,267 +0,0 @@
<!DOCTYPE HTML>
<html lang="en" class="light sidebar-visible" dir="ltr">
<head>
<!-- Book generated using mdBook -->
<meta charset="UTF-8">
<title>Maven Release - Filament</title>
<!-- Custom HTML head -->
<meta name="description" content="">
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta name="theme-color" content="#ffffff">
<link rel="shortcut icon" href="../favicon.png">
<link rel="stylesheet" href="../css/variables.css">
<link rel="stylesheet" href="../css/general.css">
<link rel="stylesheet" href="../css/chrome.css">
<!-- Fonts -->
<link rel="stylesheet" href="../FontAwesome/css/font-awesome.css">
<link rel="stylesheet" href="../fonts/fonts.css">
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<link rel="stylesheet" href="../tomorrow-night.css">
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<script>
var path_to_root = "../";
var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? "light" : "light";
</script>
<!-- Start loading toc.js asap -->
<script src="../toc.js"></script>
</head>
<body>
<div id="body-container">
<!-- Work around some values being stored in localStorage wrapped in quotes -->
<script>
try {
var theme = localStorage.getItem('mdbook-theme');
var sidebar = localStorage.getItem('mdbook-sidebar');
if (theme.startsWith('"') && theme.endsWith('"')) {
localStorage.setItem('mdbook-theme', theme.slice(1, theme.length - 1));
}
if (sidebar.startsWith('"') && sidebar.endsWith('"')) {
localStorage.setItem('mdbook-sidebar', sidebar.slice(1, sidebar.length - 1));
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} catch (e) { }
</script>
<!-- Set the theme before any content is loaded, prevents flash -->
<script>
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try { theme = localStorage.getItem('mdbook-theme'); } catch(e) { }
if (theme === null || theme === undefined) { theme = default_theme; }
const html = document.documentElement;
html.classList.remove('light')
html.classList.add(theme);
html.classList.add("js");
</script>
<input type="checkbox" id="sidebar-toggle-anchor" class="hidden">
<!-- Hide / unhide sidebar before it is displayed -->
<script>
var sidebar = null;
var sidebar_toggle = document.getElementById("sidebar-toggle-anchor");
if (document.body.clientWidth >= 1080) {
try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { }
sidebar = sidebar || 'visible';
} else {
sidebar = 'hidden';
}
sidebar_toggle.checked = sidebar === 'visible';
html.classList.remove('sidebar-visible');
html.classList.add("sidebar-" + sidebar);
</script>
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
<div style="display:flex;align-items:center;justify-content:center">
<img class="flogo" src="../images/filament_logo_small.png"></img>
</div>
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<mdbook-sidebar-scrollbox class="sidebar-scrollbox"></mdbook-sidebar-scrollbox>
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</label>
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<div class="right-buttons">
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<input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header">
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<h1 id="maven-release"><a class="header" href="#maven-release">Maven Release</a></h1>
<h2 id="register-for-a-sonatype-account"><a class="header" href="#register-for-a-sonatype-account">Register for a Sonatype Account</a></h2>
<p>First, you'll need to register for a Sonatype account at the <a href="https://central.sonatype.org/register/central-portal/">Central
Portal</a>.</p>
<p>To publish under the <code>com.google.android</code> namespace, you'll also need to email
<code>central-support@sonatype.com</code> with your account information to request access.</p>
<p>Then, generate a user token through the Sonatype website. Navigate to
<a href="https://central.sonatype.com/account">https://central.sonatype.com/account</a> and select <strong>Generate
User Token</strong>.</p>
<p>Finally, add the generated token credentials to <code>~/.gradle/gradle.properties</code>. (Note: these are
different from the credentials used to log into your Sonatype account):</p>
<pre><code class="language-gradle"># Generated Sonatype token
sonatypeUsername=&lt;username&gt;
sonatypePassword=&lt;password&gt;
</code></pre>
<hr />
<h2 id="signing-key"><a class="header" href="#signing-key">Signing Key</a></h2>
<p>All release artifacts must be signed. You'll need to create an OpenPGP key pair. See Gradle's
documentation on <a href="https://docs.gradle.org/current/userguide/signing_plugin.html#sec:signatory_credentials">Signatory
credentials</a>
for instructions.</p>
<p>Update <code>~/.gradle/gradle.properties</code> with your new key's credentials:</p>
<pre><code class="language-gradle">signing.keyId=&lt;key id&gt;
signing.password=&lt;key password&gt;
signing.secretKeyRingFile=&lt;secret key ring file&gt;
</code></pre>
<hr />
<h2 id="build-the-android-release"><a class="header" href="#build-the-android-release">Build the Android Release</a></h2>
<p>Make sure <code>JAVA_HOME</code> is set correctly. For example:</p>
<pre><code class="language-bash">export JAVA_HOME=/Library/Java/JavaVirtualMachines/zulu-17.jdk/Contents/Home
./build.sh -C -i -p android release
</code></pre>
<hr />
<h2 id="publish-to-sonatype"><a class="header" href="#publish-to-sonatype">Publish to Sonatype</a></h2>
<h3 id="a-note-on-the-legacy-staging-service"><a class="header" href="#a-note-on-the-legacy-staging-service">A Note on the Legacy Staging Service</a></h3>
<p>Previously, Filament was published to Maven via OSSRH (Open Source Software Repository Hosting). In
2025, this service was <a href="https://central.sonatype.org/pages/ossrh-eol/">sunsetted</a>. Now, we use
Sonatype's <a href="https://central.sonatype.org/">Central Publisher Portal</a>.</p>
<p>The new Central Publisher Portal does not officially support Gradle. However, Sonatype provides a
staging API compatibility service, which works with Filament's Gradle setup.</p>
<hr />
<h3 id="1-upload-to-the-staging-api-compatibility-service"><a class="header" href="#1-upload-to-the-staging-api-compatibility-service">1. Upload to the Staging API Compatibility Service</a></h3>
<pre><code class="language-bash">cd android
./gradlew publishToSonatype
</code></pre>
<h3 id="2-move-the-repository-to-the-central-publisher-portal"><a class="header" href="#2-move-the-repository-to-the-central-publisher-portal">2. Move the Repository to the Central Publisher Portal</a></h3>
<p>We have a script to automate this. It reads the <code>sonatypeUsername</code> and <code>sonatypePassword</code> from your
<code>~/.gradle/gradle.properties</code> file.</p>
<pre><code class="language-bash">python3 build/common/close-sonatype-staging-repository.py
</code></pre>
<h3 id="3-publish-the-release-on-sonatype"><a class="header" href="#3-publish-the-release-on-sonatype">3. Publish the Release on Sonatype</a></h3>
<p>Navigate to <a href="https://central.sonatype.com/publishing/deployments">Maven Central Repository Deployments</a>.</p>
<p>Here, you should see a new deployment with a <strong>Validated</strong> status and all your artifacts listed. Click
the <strong>Publish</strong> button to publish the artifacts. It typically takes around 5 minutes after clicking
<strong>Publish</strong> for the artifacts to go live.</p>
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+2 -2
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@@ -273,7 +273,7 @@ copy filament-android\build\outputs\aar\filament-android-release.aar ..\..\out\
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@@ -287,7 +287,7 @@ copy filament-android\build\outputs\aar\filament-android-release.aar ..\..\out\
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+2 -2
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@@ -209,7 +209,7 @@ as possible. The current external dependencies of the runtime library include:</
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@@ -223,7 +223,7 @@ as possible. The current external dependencies of the runtime library include:</
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+2 -4
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@@ -221,8 +221,6 @@ export is an html with the output captured in a <code>&lt;pre&gt;</code> tag).</
<li>Replace css styling in the exported output as needed (so they don't interfere with the book's css.</li>
<li>Replace resource urls to refer to locations relative to the mdbook structure.</li>
</ul>
<p>Any <code>markdeep</code> doc can be placed in <code>docs_src/src_markdeep/</code> and they will be parsed to html and included
in the book as above.</p>
<h3 id="readmes"><a class="header" href="#readmes">READMEs</a></h3>
<p>Filament depends on a number of libraries, which reside in the directory <code>libs</code>. These individual
libaries often have README.md in their root to describe itself. We collect these descriptions into our
@@ -231,7 +229,7 @@ located in <code>tools</code>. Some of tools also have README.md as description.
<p>The process for copying and processing these READMEs is outlined in <a href="#introductory-doc">Introductory docs</a>.</p>
<h3 id="other-technical-notes"><a class="header" href="#other-technical-notes">Other technical notes</a></h3>
<p>These are technical documents that do not fit into a library, tool, or directory of the
Filament source tree. We collect them into the <code>docs_src/src_mdbook/src/notes</code> directory. No additional
Filament source tree. We collect them into the <code>docs_src/src/notes</code> directory. No additional
processing is needed for these documents.</p>
<h3 id="raw-source-files"><a class="header" href="#raw-source-files">Raw source files</a></h3>
<p>These are files that are not part of the <code>mdbook</code> generation, but should be included output in <code>/docs</code>
@@ -244,7 +242,7 @@ add a link in <code>SUMMARY.md</code>, and perform the steps outlined in
<a href="#how-to-create">how-to create section</a>.</p>
<p>For example, if you are adding a general technical note, then you would</p>
<ul>
<li>Place the document (file with extension <code>.md</code>) in <code>docs_src/src_mdbook/src/notes</code></li>
<li>Place the document (file with extension <code>.md</code>) in <code>docs_src/src/notes</code></li>
<li>Add a link in <a href="https://github.com/google/filament/blob/main/docs_src/src_mdbook/src/SUMMARY.md"><code>docs_src/src_mdbook/src/SUMMARY.md</code></a></li>
<li>Run the commands in the <a href="#how-to-generate">Generate</a> section</li>
</ul>
+9 -9
View File
@@ -181,7 +181,7 @@ important for <code>matc</code> (material compiler).</p>
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.65.2'
implementation 'com.google.android.filament:filament-android:1.63.1'
}
</code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
@@ -196,18 +196,18 @@ dependencies {
</div>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<p>iOS projects can use CocoaPods to install the latest release:</p>
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.65.2'
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.63.1'
</code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul>
<li><a href="../main/filament.html">Filament</a>, an in-depth explanation of
<li><a href="https://google.github.io/filament/Filament.html">Filament</a>, an in-depth explanation of
real-time physically based rendering, the graphics capabilities and implementation of Filament.
This document explains the math and reasoning behind most of our decisions. This document is a
good introduction to PBR for graphics programmers.</li>
<li><a href="../main/materials.html">Materials</a>, the full reference
<li><a href="https://google.github.io/filament/Materials.html">Materials</a>, the full reference
documentation for our material system. This document explains our different material models, how
to use the material compiler <code>matc</code> and how to write custom materials.</li>
<li><a href="../notes/material_properties.html">Material Properties</a>, a reference
<li><a href="https://google.github.io/filament/notes/material_properties.html">Material Properties</a>, a reference
sheet for the standard material model.</li>
</ul>
<h2 id="examples"><a class="header" href="#examples">Examples</a></h2>
@@ -395,7 +395,7 @@ by <code>matc</code>:</p>
MaterialInstance* materialInstance = material-&gt;createInstance();
</code></pre>
<p>To learn more about materials and <code>matc</code>, please refer to the
<a href="../main/materials.html">materials documentation</a>.</p>
<a href="./docs/Materials.html">materials documentation</a>.</p>
<p>To render, simply pass the <code>View</code> to the <code>Renderer</code>:</p>
<pre><code class="language-c++">// beginFrame() returns false if we need to skip a frame
if (renderer-&gt;beginFrame(swapChain)) {
@@ -408,7 +408,7 @@ if (renderer-&gt;beginFrame(swapChain)) {
in the <code>samples/</code> directory. These samples are all based on <code>libs/filamentapp/</code> which contains the
code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.</p>
<p>For more information on how to prepare environment maps for image-based lighting please refer to
<a href="building.html#running-the-native-samples">BUILDING.md</a>.</p>
<a href="https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples">BUILDING.md</a>.</p>
<h3 id="android-1"><a class="header" href="#android-1">Android</a></h3>
<p>See <code>android/samples</code> for examples of how to use Filament on Android.</p>
<p>You must always first initialize Filament by calling <code>Filament.init()</code>.</p>
@@ -430,7 +430,7 @@ OpenGL ES.</p>
<code>third_party/textures</code> and <code>third_party/environments</code>. These assets are under CC0 license. Please
refer to their respective <code>URL.txt</code> files to know more about the original authors.</p>
<p>Environments must be pre-processed using
<a href="building.html#running-the-native-samples"><code>cmgen</code></a> or
<a href="https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples"><code>cmgen</code></a> or
using the <code>libiblprefilter</code> library.</p>
<h2 id="how-to-make-contributions"><a class="header" href="#how-to-make-contributions">How to make contributions</a></h2>
<p>Please read and follow the steps in <a href="contributing.html">CONTRIBUTING.md</a>. Make sure you are
@@ -513,7 +513,7 @@ and tools.</p>
<li><code>web</code>: JavaScript bindings, documentation, and samples</li>
</ul>
<h2 id="license"><a class="header" href="#license">License</a></h2>
<p>Please see <a href="https://github.com/google/filament/blob/main/LICENSE">LICENSE</a>.</p>
<p>Please see <a href="/LICENSE">LICENSE</a>.</p>
<h2 id="disclaimer"><a class="header" href="#disclaimer">Disclaimer</a></h2>
<p>This is not an officially supported Google product.</p>
-330
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@@ -1,330 +0,0 @@
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<h1 id="rendering-difference-test"><a class="header" href="#rendering-difference-test">Rendering Difference Test</a></h1>
<p>We created a few scripts to run <code>gltf_viewer</code> and produce headless renderings.</p>
<p>This is mainly useful for continuous integration where GPUs are generally not available on cloud
machines. To perform software rasterization, these scripts are centered around <a href="https://docs.mesa3d.org">Mesa</a>'s
software rasterizers, but nothing bars us from using another rasterizer like <a href="https://github.com/google/swiftshader">SwiftShader</a>.
Additionally, we should be able to use GPUs where available (though this is more of a future
work).</p>
<p>The script <code>render.py</code> contains the core logic for taking input parameters (such as the test
description file) and then running gltf_viewer to produce the renderings.</p>
<p>In the <code>test</code> directory is a list of test descriptions that are specified in json. Please see
<code>sample.json</code> to parse the structure.</p>
<h2 id="setting-up-python"><a class="header" href="#setting-up-python">Setting up python</a></h2>
<p>The <code>renderdiff</code> project uses <code>python</code> extensively. To install the dependencies for producing
renderings, do the following step</p>
<ul>
<li>Set up a virtual environment (from the root directory)
<pre><code>python3 -m venv venv
. ./venv/bin/activate
</code></pre>
</li>
<li>Install the rendering dependencies
<pre><code>pip install -r test/renderdiff/src/rendering_requirements.txt
</code></pre>
</li>
<li>Install the viewer depdencies
<pre><code>pip install -r test/renderdiff/src/viewer_requirements.txt
</code></pre>
</li>
<li>For the commands in the following section, do not exit the virtual environment. Once you've
completed all your work, you can exit with
<pre><code>deactivate
</code></pre>
</li>
</ul>
<h2 id="running-the-test-locally"><a class="header" href="#running-the-test-locally">Running the test locally</a></h2>
<ul>
<li>To run the same presbumit as <a href="presubmit-renderdiff"><code>test-renderdiff</code></a>, you can do
<pre><code>bash test/renderdiff/local_test.sh
</code></pre>
</li>
<li>This script will generate the renderings based on the current state of your repo.
Additionally, it will also compare the generated images with corresponding images in the
golden repo.</li>
<li>To just render without running the test, you could use the following script
<pre><code>bash test/renderdiff/generate.sh
</code></pre>
</li>
</ul>
<h2 id="filtering-tests"><a class="header" href="#filtering-tests">Filtering Tests</a></h2>
<p>You can run a subset of the tests by passing the <code>--test_filter</code> flag to <code>local_test.sh</code>. The
filter supports wildcards (<code>*</code>) to match test names. For example, to run all tests in the
<code>ClearCoat</code> suite, you can use the following command:</p>
<pre><code>bash test/renderdiff/local_test.sh --test_filter='ClearCoat.*.*'
</code></pre>
<h2 id="update-the-golden-images"><a class="header" href="#update-the-golden-images">Update the golden images</a></h2>
<p>The golden images are stored in a github repository:
https://github.com/google/filament-assets. Filament team members should have access to write
to the repository. A typical flow for updating the goldens is to upload your changed images
into <strong>branch</strong> of <code>filament-assets</code>. This branch is paired with a PR or commit on the
<code>filament</code> repo.</p>
<p>As an example, imagine I am working on a PR, and I've uploaded my change, which is in a
branch called <code>my-pr-branch</code>, to <code>filament</code>. This PR requires updating the golden. We would do
it in the following fashion</p>
<h3 id="using-a-script-to-update-the-golden-repo"><a class="header" href="#using-a-script-to-update-the-golden-repo">Using a script to update the golden repo</a></h3>
<ul>
<li>Run interactive mode in the <code>update_golden.py</code> script.
<pre><code>python3 test/renderdiff/src/update_golden.py
</code></pre>
</li>
<li>This will guide you through a series of steps to push the changes to a remote branch on
<code>filament-assets</code>.</li>
</ul>
<h3 id="manually-updating-the-golden-repo"><a class="header" href="#manually-updating-the-golden-repo">Manually updating the golden repo</a></h3>
<ul>
<li>Check out the golden repo
<pre><code>git clone git@github.com:google/filament-assets.git
</code></pre>
</li>
<li>Create a branch on the golden repo
<pre><code>cd filament-assets
git switch -c my-pr-branch-golden
</code></pre>
</li>
<li>Copy the new images to their appropriate place in <code>filament-assets</code></li>
<li>Push the <code>filament-assets</code> working branch to remote
<pre><code>git push origin my-pr-branch-golden
</code></pre>
</li>
<li>In the commit message of your working branch on <code>filament</code>, add the following line
<pre><code>RDIFF_BBRANCH=my-pr-branch-golden
</code></pre>
</li>
</ul>
<p>Doing the above has multiple effects:</p>
<ul>
<li>The presubmit test <a href="https://github.com/google/filament/blob/e85dfe75c86106a05019e13ccdbef67e030af675/.github/workflows/presubmit.yml#L118"><code>test-renderdiff</code></a> will test against the provided
branch of the golden repo (i.e. <code>my-pr-branch-golden</code>).</li>
<li>If the PR is merged, then there is another workflow that will merge <code>my-pr-branch-golden</code>
to the <code>main</code> branch of the golden repo.</li>
</ul>
<h2 id="viewing-test-results"><a class="header" href="#viewing-test-results">Viewing test results</a></h2>
<p>We provide a viewer for looking at the result of a test run. The viewer is a webapp that can
be used by pointing your browser to a localhost port. If you input the viewer with a PR or a
directory, it will parse the test result and show the results and the rendered and/or golden
images.</p>
<p><img src="../images/renderdiff_example.png" alt="Viewer" /></p>
<p>To run the viewer of a test output directory that has been generated locally, you would run
the following</p>
<pre><code>python3 test/renderdiff/src/viewer.py --diff=[test output]
</code></pre>
<p>where <code>[test output]</code> is a directory containing the <code>compare_results.json</code> of the test run.
For example, it could be <code>out/renderdiff/diffs/presubmit</code> for the standard path to the
<code>presubmit</code> test output.</p>
<p>To see the results of a Pull Request initiated test run, you would do the following</p>
<pre><code>python3 test/renderdiff/src/viewer.py --pr_number=[PR #] --github_token=[github token]
</code></pre>
<p>where <code>[PR #]</code> is the numeric ID of your pull request, and the <code>[github token]</code> is an acess
token that you (as a github user) needs to generate (<a href="https://docs.github.com/en/authentication/keeping-your-account-and-data-secure/managing-your-personal-access-tokens">reference</a>).</p>
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<p>This tool makes it easy to analyze the composition of Android applications that use Filament.</p>
<ul>
<li>Filament materials are shown in the treemap if <code>resgen --json</code> was used in the build.</li>
<li>The input path can be a <code>.so</code> or <code>.a</code> file, a folder, or a zip archive (apk or aar).</li>
<li>The input path can be a so file, folder, or zip archive (apk or aar).</li>
<li>If the path is a zip or folder, interactively finds the file to analyze.</li>
<li>The generated web report is a self-contained HTML file.</li>
<li>Reports the gzipped size of all Filament materials.</li>
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<h1 id="filament"><a class="header" href="#filament">Filament</a></h1>
<p><a href="https://github.com/google/filament/actions?query=workflow%3AAndroid"><img src="https://github.com/google/filament/workflows/Android/badge.svg" alt="Android Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3AiOS"><img src="https://github.com/google/filament/workflows/iOS/badge.svg" alt="iOS Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3ALinux"><img src="https://github.com/google/filament/workflows/Linux/badge.svg" alt="Linux Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3AmacOS"><img src="https://github.com/google/filament/workflows/macOS/badge.svg" alt="macOS Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3AWindows"><img src="https://github.com/google/filament/workflows/Windows/badge.svg" alt="Windows Build Status" /></a>
<a href="https://github.com/google/filament/actions?query=workflow%3AWeb"><img src="https://github.com/google/filament/workflows/Web/badge.svg" alt="Web Build Status" /></a></p>
<p>Filament is a real-time physically based rendering engine for Android, iOS, Linux, macOS, Windows,
and WebGL. It is designed to be as small as possible and as efficient as possible on Android.</p>
<h2 id="download"><a class="header" href="#download">Download</a></h2>
<p><a href="https://github.com/google/filament/releases">Download Filament releases</a> to access stable builds.
Filament release archives contains host-side tools that are required to generate assets.</p>
<p>Make sure you always use tools from the same release as the runtime library. This is particularly
important for <code>matc</code> (material compiler).</p>
<p>If you'd rather build Filament yourself, please refer to our <a href="building.html">build manual</a>.</p>
<h3 id="android"><a class="header" href="#android">Android</a></h3>
<p>Android projects can simply declare Filament libraries as Maven dependencies:</p>
<pre><code class="language-gradle">repositories {
// ...
mavenCentral()
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.63.1'
}
</code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
<div class="table-wrapper"><table><thead><tr><th>Artifact</th><th>Description</th></tr></thead><tbody>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android/badge.svg?subject=filament-android" alt="filament-android" /></a></td><td>The Filament rendering engine itself.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android-debug/badge.svg?subject=filament-android-debug" alt="filament-android-debug" /></a></td><td>Debug version of <code>filament-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android/badge.svg?subject=gltfio-android" alt="gltfio-android" /></a></td><td>A glTF 2.0 loader for Filament, depends on <code>filament-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android/badge.svg?subject=filament-utils-android" alt="filament-utils-android" /></a></td><td>KTX loading, Kotlin math, and camera utilities, depends on <code>gltfio-android</code>.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android/badge.svg?subject=filamat-android" alt="filamat-android" /></a></td><td>A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan.</td></tr>
<tr><td><a href="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite"><img src="https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite/badge.svg?subject=filamat-android-lite" alt="filamat-android-lite" /></a></td><td>A much smaller alternative to <code>filamat-android</code> that can only generate OpenGL shaders. It does not provide validation or optimizations.</td></tr>
</tbody></table>
</div>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<p>iOS projects can use CocoaPods to install the latest release:</p>
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.63.1'
</code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul>
<li><a href="https://google.github.io/filament/Filament.html">Filament</a>, an in-depth explanation of
real-time physically based rendering, the graphics capabilities and implementation of Filament.
This document explains the math and reasoning behind most of our decisions. This document is a
good introduction to PBR for graphics programmers.</li>
<li><a href="https://google.github.io/filament/Materials.html">Materials</a>, the full reference
documentation for our material system. This document explains our different material models, how
to use the material compiler <code>matc</code> and how to write custom materials.</li>
<li><a href="https://google.github.io/filament/notes/material_properties.html">Material Properties</a>, a reference
sheet for the standard material model.</li>
</ul>
<h2 id="examples"><a class="header" href="#examples">Examples</a></h2>
<p><img src="../images/samples/example_bistro1.jpg" alt="Night scene" />
<img src="../images/samples/example_bistro2.jpg" alt="Night scene" />
<img src="../images/samples/example_materials1.jpg" alt="Materials" />
<img src="../images/samples/example_materials2.jpg" alt="Materials" />
<img src="../images/samples/example_helmet.jpg" alt="Helmet" />
<img src="../images/samples/example_ssr.jpg" alt="Screen-space refraction" /></p>
<h2 id="features"><a class="header" href="#features">Features</a></h2>
<h3 id="apis"><a class="header" href="#apis">APIs</a></h3>
<ul>
<li>Native C++ API for Android, iOS, Linux, macOS and Windows</li>
<li>Java/JNI API for Android</li>
<li>JavaScript API</li>
</ul>
<h3 id="backends"><a class="header" href="#backends">Backends</a></h3>
<ul>
<li>OpenGL 4.1+ for Linux, macOS and Windows</li>
<li>OpenGL ES 3.0+ for Android and iOS</li>
<li>Metal for macOS and iOS</li>
<li>Vulkan 1.0 for Android, Linux, macOS, and Windows</li>
<li>WebGL 2.0 for all platforms</li>
</ul>
<h3 id="rendering"><a class="header" href="#rendering">Rendering</a></h3>
<ul>
<li>Clustered forward renderer</li>
<li>Cook-Torrance microfacet specular BRDF</li>
<li>Lambertian diffuse BRDF</li>
<li>Custom lighting/surface shading</li>
<li>HDR/linear lighting</li>
<li>Metallic workflow</li>
<li>Clear coat</li>
<li>Anisotropic lighting</li>
<li>Approximated translucent (subsurface) materials</li>
<li>Cloth/fabric/sheen shading</li>
<li>Normal mapping &amp; ambient occlusion mapping</li>
<li>Image-based lighting</li>
<li>Physically-based camera (shutter speed, sensitivity and aperture)</li>
<li>Physical light units</li>
<li>Point lights, spot lights, and directional light</li>
<li>Specular anti-aliasing</li>
<li>Point, spot, and directional light shadows</li>
<li>Cascaded shadows</li>
<li>EVSM, PCSS, DPCF, or PCF shadows</li>
<li>Transparent shadows</li>
<li>Contact shadows</li>
<li>Screen-space ambient occlusion</li>
<li>Screen-space reflections</li>
<li>Screen-space refraction</li>
<li>Global fog</li>
<li>Dynamic resolution (with support for AMD FidelityFX FSR)</li>
</ul>
<h3 id="post-processing"><a class="header" href="#post-processing">Post processing</a></h3>
<ul>
<li>HDR bloom</li>
<li>Depth of field bokeh</li>
<li>Multiple tone mappers: generic (customizable), ACES, filmic, etc.</li>
<li>Color and tone management: luminance scaling, gamut mapping</li>
<li>Color grading: exposure, night adaptation, white balance, channel mixer,
shadows/mid-tones/highlights, ASC CDL, contrast, saturation, etc.</li>
<li>TAA, FXAA, MSAA</li>
<li>Screen-space lens flares</li>
</ul>
<h3 id="gltf-20"><a class="header" href="#gltf-20">glTF 2.0</a></h3>
<ul>
<li>
<p>Encodings</p>
<ul>
<li><input disabled="" type="checkbox" checked=""/>
Embeded</li>
<li><input disabled="" type="checkbox" checked=""/>
Binary</li>
</ul>
</li>
<li>
<p>Primitive Types</p>
<ul>
<li><input disabled="" type="checkbox" checked=""/>
Points</li>
<li><input disabled="" type="checkbox" checked=""/>
Lines</li>
<li><input disabled="" type="checkbox"/>
Line Loop</li>
<li><input disabled="" type="checkbox" checked=""/>
Line Strip</li>
<li><input disabled="" type="checkbox" checked=""/>
Triangles</li>
<li><input disabled="" type="checkbox" checked=""/>
Triangle Strip</li>
<li><input disabled="" type="checkbox"/>
Triangle Fan</li>
</ul>
</li>
<li>
<p>Animation</p>
<ul>
<li><input disabled="" type="checkbox" checked=""/>
Transform animation</li>
<li><input disabled="" type="checkbox" checked=""/>
Linear interpolation</li>
<li><input disabled="" type="checkbox" checked=""/>
Morph animation
<ul>
<li><input disabled="" type="checkbox" checked=""/>
Sparse accessor</li>
</ul>
</li>
<li><input disabled="" type="checkbox" checked=""/>
Skin animation</li>
<li><input disabled="" type="checkbox" checked=""/>
Joint animation</li>
</ul>
</li>
<li>
<p>Extensions</p>
<ul>
<li><input disabled="" type="checkbox" checked=""/>
KHR_draco_mesh_compression</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_lights_punctual</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_clearcoat</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_emissive_strength</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_ior</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_pbrSpecularGlossiness</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_sheen</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_transmission</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_unlit</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_variants</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_volume</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_materials_specular</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_mesh_quantization</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_texture_basisu</li>
<li><input disabled="" type="checkbox" checked=""/>
KHR_texture_transform</li>
<li><input disabled="" type="checkbox" checked=""/>
EXT_meshopt_compression</li>
</ul>
</li>
</ul>
<h2 id="rendering-with-filament"><a class="header" href="#rendering-with-filament">Rendering with Filament</a></h2>
<h3 id="native-linux-macos-and-windows"><a class="header" href="#native-linux-macos-and-windows">Native Linux, macOS and Windows</a></h3>
<p>You must create an <code>Engine</code>, a <code>Renderer</code> and a <code>SwapChain</code>. The <code>SwapChain</code> is created from a
native window pointer (an <code>NSView</code> on macOS or a <code>HWND</code> on Windows for instance):</p>
<pre><code class="language-c++">Engine* engine = Engine::create();
SwapChain* swapChain = engine-&gt;createSwapChain(nativeWindow);
Renderer* renderer = engine-&gt;createRenderer();
</code></pre>
<p>To render a frame you must then create a <code>View</code>, a <code>Scene</code> and a <code>Camera</code>:</p>
<pre><code class="language-c++">Camera* camera = engine-&gt;createCamera(EntityManager::get().create());
View* view = engine-&gt;createView();
Scene* scene = engine-&gt;createScene();
view-&gt;setCamera(camera);
view-&gt;setScene(scene);
</code></pre>
<p>Renderables are added to the scene:</p>
<pre><code class="language-c++">Entity renderable = EntityManager::get().create();
// build a quad
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, materialInstance)
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, vertexBuffer, indexBuffer, 0, 6)
.culling(false)
.build(*engine, renderable);
scene-&gt;addEntity(renderable);
</code></pre>
<p>The material instance is obtained from a material, itself loaded from a binary blob generated
by <code>matc</code>:</p>
<pre><code class="language-c++">Material* material = Material::Builder()
.package((void*) BAKED_MATERIAL_PACKAGE, sizeof(BAKED_MATERIAL_PACKAGE))
.build(*engine);
MaterialInstance* materialInstance = material-&gt;createInstance();
</code></pre>
<p>To learn more about materials and <code>matc</code>, please refer to the
<a href="./docs/Materials.html">materials documentation</a>.</p>
<p>To render, simply pass the <code>View</code> to the <code>Renderer</code>:</p>
<pre><code class="language-c++">// beginFrame() returns false if we need to skip a frame
if (renderer-&gt;beginFrame(swapChain)) {
// for each View
renderer-&gt;render(view);
renderer-&gt;endFrame();
}
</code></pre>
<p>For complete examples of Linux, macOS and Windows Filament applications, look at the source files
in the <code>samples/</code> directory. These samples are all based on <code>libs/filamentapp/</code> which contains the
code that creates a native window with SDL2 and initializes the Filament engine, renderer and views.</p>
<p>For more information on how to prepare environment maps for image-based lighting please refer to
<a href="https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples">BUILDING.md</a>.</p>
<h3 id="android-1"><a class="header" href="#android-1">Android</a></h3>
<p>See <code>android/samples</code> for examples of how to use Filament on Android.</p>
<p>You must always first initialize Filament by calling <code>Filament.init()</code>.</p>
<p>Rendering with Filament on Android is similar to rendering from native code (the APIs are largely
the same across languages). You can render into a <code>Surface</code> by passing a <code>Surface</code> to the
<code>createSwapChain</code> method. This allows you to render to a <code>SurfaceTexture</code>, a <code>TextureView</code> or
a <code>SurfaceView</code>. To make things easier we provide an Android specific API called <code>UiHelper</code> in the
package <code>com.google.android.filament.android</code>. All you need to do is set a render callback on the
helper and attach your <code>SurfaceView</code> or <code>TextureView</code> to it. You are still responsible for
creating the swap chain in the <code>onNativeWindowChanged()</code> callback.</p>
<h3 id="ios-1"><a class="header" href="#ios-1">iOS</a></h3>
<p>Filament is supported on iOS 11.0 and above. See <code>ios/samples</code> for examples of using Filament on
iOS.</p>
<p>Filament on iOS is largely the same as native rendering with C++. A <code>CAEAGLLayer</code> or <code>CAMetalLayer</code>
is passed to the <code>createSwapChain</code> method. Filament for iOS supports both Metal (preferred) and
OpenGL ES.</p>
<h2 id="assets"><a class="header" href="#assets">Assets</a></h2>
<p>To get started you can use the textures and environment maps found respectively in
<code>third_party/textures</code> and <code>third_party/environments</code>. These assets are under CC0 license. Please
refer to their respective <code>URL.txt</code> files to know more about the original authors.</p>
<p>Environments must be pre-processed using
<a href="https://github.com/google/filament/blob/main/BUILDING.md#running-the-native-samples"><code>cmgen</code></a> or
using the <code>libiblprefilter</code> library.</p>
<h2 id="how-to-make-contributions"><a class="header" href="#how-to-make-contributions">How to make contributions</a></h2>
<p>Please read and follow the steps in <a href="contributing.html">CONTRIBUTING.md</a>. Make sure you are
familiar with the <a href="code_style.html">code style</a>.</p>
<h2 id="directory-structure"><a class="header" href="#directory-structure">Directory structure</a></h2>
<p>This repository not only contains the core Filament engine, but also its supporting libraries
and tools.</p>
<ul>
<li><code>android</code>: Android libraries and projects
<ul>
<li><code>filamat-android</code>: Filament material generation library (AAR) for Android</li>
<li><code>filament-android</code>: Filament library (AAR) for Android</li>
<li><code>filament-utils-android</code>: Extra utilities (KTX loader, math types, etc.)</li>
<li><code>gltfio-android</code>: Filament glTF loading library (AAR) for Android</li>
<li><code>samples</code>: Android-specific Filament samples</li>
</ul>
</li>
<li><code>art</code>: Source for various artworks (logos, PDF manuals, etc.)</li>
<li><code>assets</code>: 3D assets to use with sample applications</li>
<li><code>build</code>: CMake build scripts</li>
<li><code>docs</code>: Documentation
<ul>
<li><code>math</code>: Mathematica notebooks used to explore BRDFs, equations, etc.</li>
</ul>
</li>
<li><code>filament</code>: Filament rendering engine (minimal dependencies)
<ul>
<li><code>backend</code>: Rendering backends/drivers (Vulkan, Metal, OpenGL/ES)</li>
</ul>
</li>
<li><code>ide</code>: Configuration files for IDEs (CLion, etc.)</li>
<li><code>ios</code>: Sample projects for iOS</li>
<li><code>libs</code>: Libraries
<ul>
<li><code>bluegl</code>: OpenGL bindings for macOS, Linux and Windows</li>
<li><code>bluevk</code>: Vulkan bindings for macOS, Linux, Windows and Android</li>
<li><code>camutils</code>: Camera manipulation utilities</li>
<li><code>filabridge</code>: Library shared by the Filament engine and host tools</li>
<li><code>filaflat</code>: Serialization/deserialization library used for materials</li>
<li><code>filagui</code>: Helper library for <a href="https://github.com/ocornut/imgui">Dear ImGui</a></li>
<li><code>filamat</code>: Material generation library</li>
<li><code>filamentapp</code>: SDL2 skeleton to build sample apps</li>
<li><code>filameshio</code>: Tiny filamesh parsing library (see also <code>tools/filamesh</code>)</li>
<li><code>geometry</code>: Mesh-related utilities</li>
<li><code>gltfio</code>: Loader for glTF 2.0</li>
<li><code>ibl</code>: IBL generation tools</li>
<li><code>image</code>: Image filtering and simple transforms</li>
<li><code>imageio</code>: Image file reading / writing, only intended for internal use</li>
<li><code>matdbg</code>: DebugServer for inspecting shaders at run-time (debug builds only)</li>
<li><code>math</code>: Math library</li>
<li><code>mathio</code>: Math types support for output streams</li>
<li><code>utils</code>: Utility library (threads, memory, data structures, etc.)</li>
<li><code>viewer</code>: glTF viewer library (requires gltfio)</li>
</ul>
</li>
<li><code>samples</code>: Sample desktop applications</li>
<li><code>shaders</code>: Shaders used by <code>filamat</code> and <code>matc</code></li>
<li><code>third_party</code>: External libraries and assets
<ul>
<li><code>environments</code>: Environment maps under CC0 license that can be used with <code>cmgen</code></li>
<li><code>models</code>: Models under permissive licenses</li>
<li><code>textures</code>: Textures under CC0 license</li>
</ul>
</li>
<li><code>tools</code>: Host tools
<ul>
<li><code>cmgen</code>: Image-based lighting asset generator</li>
<li><code>filamesh</code>: Mesh converter</li>
<li><code>glslminifier</code>: Minifies GLSL source code</li>
<li><code>matc</code>: Material compiler</li>
<li><code>filament-matp</code>: Material parser</li>
<li><code>matinfo</code> Displays information about materials compiled with <code>matc</code></li>
<li><code>mipgen</code> Generates a series of miplevels from a source image</li>
<li><code>normal-blending</code>: Tool to blend normal maps</li>
<li><code>resgen</code> Aggregates binary blobs into embeddable resources</li>
<li><code>roughness-prefilter</code>: Pre-filters a roughness map from a normal map to reduce aliasing</li>
<li><code>specular-color</code>: Computes the specular color of conductors based on spectral data</li>
</ul>
</li>
<li><code>web</code>: JavaScript bindings, documentation, and samples</li>
</ul>
<h2 id="license"><a class="header" href="#license">License</a></h2>
<p>Please see <a href="/LICENSE">LICENSE</a>.</p>
<h2 id="disclaimer"><a class="header" href="#disclaimer">Disclaimer</a></h2>
<p>This is not an officially supported Google product.</p>
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@@ -178,9 +178,9 @@ content:counter(h1) "."counter(h2) "."counter(h3) "."counter(h4) "."counter(h5)
counter-increment: h6;margin-right:10px}
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<style>img { max-width: 100%; }</style>
<p><span style="display:none">$$\newcommand{\n}{\hat{n}}\newcommand{\thetai}{\theta_\mathrm{i}}\newcommand{\thetao}{\theta_\mathrm{o}}\newcommand{\d}[1]{\mathrm{d}#1}\newcommand{\w}{\hat{\omega}}\newcommand{\wi}{\w_\mathrm{i}}\newcommand{\wo}{\w_\mathrm{o}}\newcommand{\wh}{\w_\mathrm{h}}\newcommand{\Li}{L_\mathrm{i}}\newcommand{\Lo}{L_\mathrm{o}}\newcommand{\Le}{L_\mathrm{e}}\newcommand{\Lr}{L_\mathrm{r}}\newcommand{\Lt}{L_\mathrm{t}}\newcommand{\O}{\mathrm{O}}\newcommand{\degrees}{{^{\large\circ}}}\newcommand{\T}{\mathsf{T}}\newcommand{\mathset}[1]{\mathbb{#1}}\newcommand{\Real}{\mathset{R}}\newcommand{\Integer}{\mathset{Z}}\newcommand{\Boolean}{\mathset{B}}\newcommand{\Complex}{\mathset{C}}\newcommand{\un}[1]{,\mathrm{#1}}$$
<script type="text/x-mathjax-config">MathJax.Hub.Config({ TeX: { equationNumbers: {autoNumber: "AMS"} } });</script><span style="display:none">$$\newcommand{\n}{\hat{n}}\newcommand{\thetai}{\theta_\mathrm{i}}\newcommand{\thetao}{\theta_\mathrm{o}}\newcommand{\d}[1]{\mathrm{d}#1}\newcommand{\w}{\hat{\omega}}\newcommand{\wi}{\w_\mathrm{i}}\newcommand{\wo}{\w_\mathrm{o}}\newcommand{\wh}{\w_\mathrm{h}}\newcommand{\Li}{L_\mathrm{i}}\newcommand{\Lo}{L_\mathrm{o}}\newcommand{\Le}{L_\mathrm{e}}\newcommand{\Lr}{L_\mathrm{r}}\newcommand{\Lt}{L_\mathrm{t}}\newcommand{\O}{\mathrm{O}}\newcommand{\degrees}{{^{\large\circ}}}\newcommand{\T}{\mathsf{T}}\newcommand{\mathset}[1]{\mathbb{#1}}\newcommand{\Real}{\mathset{R}}\newcommand{\Integer}{\mathset{Z}}\newcommand{\Boolean}{\mathset{B}}\newcommand{\Complex}{\mathset{C}}\newcommand{\un}[1]{\,\mathrm{#1}}$$
</span>
<span class="md"><p><title>Physically Based Rendering in Filament</title><div class="title"> Physically Based Rendering in Filament </div></p>
<span class="md"><p><title>Physically Based Rendering in Filament</title><div class="title"> Physically Based Rendering in Filament </div>
<div class="afterTitles"></div>
</p><p>
</p>
@@ -2060,7 +2060,7 @@ In practice only 4 or 9 coefficients (i.e.: 2 or 3 bands) are enough for \(\cosT
In practice we pre-convolve \(\Lt\) with \(\cosTheta\) and pre-scale these coefficients by the basis scaling factors \(K_l^m\) so that the reconstruction code is as simple as possible in the shader:
</p><a class="target" name="listing_irradiancesh">&nbsp;</a><pre class="listing tilde"><code><span class="line"></span>vec3 irradianceSH(vec3 n) {
<span class="line"></span> // uniform vec3 sphericalHarmonics<span class="hljs-selector-attr">[9]</span>
<span class="line"></span> // We can <span class="hljs-selector-tag">use</span> only the first <span class="hljs-number">2</span> bands for better performance
<span class="line"></span> // We can use only the first <span class="hljs-number">2</span> bands for better performance
<span class="line"></span> return
<span class="line"></span> sphericalHarmonics<span class="hljs-selector-attr">[0]</span>
<span class="line"></span> + sphericalHarmonics<span class="hljs-selector-attr">[1]</span> * (n<span class="hljs-selector-class">.y</span>)
@@ -4395,7 +4395,7 @@ For Fast Realistic Image Display. <em class="asterisk">SIGGRAPH '00 Proceedings
</div><div class="bib">[<a class="target" name="citation-schlick94">&nbsp;</a><b>Schlick94</b>] Christophe Schlick. 1994. An Inexpensive BRDF Model for Physically-Based Rendering. <em class="asterisk">Computer Graphics Forum</em>, 13 (3), 233–246.
</div><div class="bib">[<a class="target" name="citation-walter07">&nbsp;</a><b>Walter07</b>] Bruce Walter et al. 2007. Microfacet Models for Refraction through Rough Surfaces. <em class="asterisk">Proceedings of the Eurographics Symposium on Rendering</em>.
</div>
</sample></float></sample></float></float></p></span><div id="mdContextMenu" style="visibility:hidden"></div><div class="markdeepFooter"><i>formatted by <a href="https://casual-effects.com/markdeep" style="color:#999">Markdeep&nbsp;1.18&nbsp;&nbsp;</a></i><div style="display:inline-block;font-size:13px;font-family:'Times New Roman',serif;vertical-align:middle;transform:translate(-3px,-1px)rotate(135deg);">&#x2712;</div></div><script src="https://cdn.jsdelivr.net/npm/mathjax@3/es5/tex-chtml.js"></script>
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@@ -160,8 +160,8 @@
<main>
<h1 id="core-concepts"><a class="header" href="#core-concepts">Core Concepts</a></h1>
<ul>
<li><a href="filament.html">Filament</a> - High-level designs; Filament's PBR/math assumptions; implementation details.</li>
<li><a href="materials.html">Materials</a> - A guide to Filament's material definition.</li>
<li><a href="main/filament.html">Filament</a> - High-level designs; Filament's PBR/math assumptions; implementation details.</li>
<li><a href="main/materials.html">Materials</a> - A guide to Filament's material definition.</li>
</ul>
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@@ -178,9 +178,9 @@ content:counter(h1) "."counter(h2) "."counter(h3) "."counter(h4) "."counter(h5)
counter-increment: h6;margin-right:10px}
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<p><span style="display:none">$$\newcommand{\n}{\hat{n}}\newcommand{\thetai}{\theta_\mathrm{i}}\newcommand{\thetao}{\theta_\mathrm{o}}\newcommand{\d}[1]{\mathrm{d}#1}\newcommand{\w}{\hat{\omega}}\newcommand{\wi}{\w_\mathrm{i}}\newcommand{\wo}{\w_\mathrm{o}}\newcommand{\wh}{\w_\mathrm{h}}\newcommand{\Li}{L_\mathrm{i}}\newcommand{\Lo}{L_\mathrm{o}}\newcommand{\Le}{L_\mathrm{e}}\newcommand{\Lr}{L_\mathrm{r}}\newcommand{\Lt}{L_\mathrm{t}}\newcommand{\O}{\mathrm{O}}\newcommand{\degrees}{{^{\large\circ}}}\newcommand{\T}{\mathsf{T}}\newcommand{\mathset}[1]{\mathbb{#1}}\newcommand{\Real}{\mathset{R}}\newcommand{\Integer}{\mathset{Z}}\newcommand{\Boolean}{\mathset{B}}\newcommand{\Complex}{\mathset{C}}\newcommand{\un}[1]{,\mathrm{#1}}$$
<script type="text/x-mathjax-config">MathJax.Hub.Config({ TeX: { equationNumbers: {autoNumber: "AMS"} } });</script><span style="display:none">$$\newcommand{\n}{\hat{n}}\newcommand{\thetai}{\theta_\mathrm{i}}\newcommand{\thetao}{\theta_\mathrm{o}}\newcommand{\d}[1]{\mathrm{d}#1}\newcommand{\w}{\hat{\omega}}\newcommand{\wi}{\w_\mathrm{i}}\newcommand{\wo}{\w_\mathrm{o}}\newcommand{\wh}{\w_\mathrm{h}}\newcommand{\Li}{L_\mathrm{i}}\newcommand{\Lo}{L_\mathrm{o}}\newcommand{\Le}{L_\mathrm{e}}\newcommand{\Lr}{L_\mathrm{r}}\newcommand{\Lt}{L_\mathrm{t}}\newcommand{\O}{\mathrm{O}}\newcommand{\degrees}{{^{\large\circ}}}\newcommand{\T}{\mathsf{T}}\newcommand{\mathset}[1]{\mathbb{#1}}\newcommand{\Real}{\mathset{R}}\newcommand{\Integer}{\mathset{Z}}\newcommand{\Boolean}{\mathset{B}}\newcommand{\Complex}{\mathset{C}}\newcommand{\un}[1]{\,\mathrm{#1}}$$
</span>
<span class="md"><p><title>Filament Materials Guide</title><div class="title"> Filament Materials Guide </div></p>
<span class="md"><p><title>Filament Materials Guide</title><div class="title"> Filament Materials Guide </div>
<div class="afterTitles"></div>
</p><p>
</p>
@@ -504,7 +504,7 @@ when using textures.</p>
This property can dramatically change the appearance of a surface. Non-metallic surfaces have
chromatic diffuse reflection and achromatic specular reflection (reflected light does not change
color). Metallic surfaces do not have any diffuse reflection and chromatic specular reflection
(reflected light takes on the color of the surfaced as defined by <code>baseColor</code>).
(reflected light takes on the color of the surfaced as defined by <code>baseColor</code>).
</p><p>
The effect of <code>metallic</code> is shown in <a href="#figure_metallicproperty" target="_self">figure&nbsp;1</a> (click on the image to see a
larger version).
@@ -597,7 +597,7 @@ indices.
base layer described by the properties above. The sheen layer always sits below the clear coat layer
if such a layer is present.</p>
</p><p>
The sheen layer can be used to represent cloth and fabric materials. Please refer to
The sheen layer can be used to represent cloth and fabric materials. Please refer to
section <a href="#toc3.3" target="_self">3.3</a> for more information about cloth and fabric materials.
</p><p>
The effect of <code>sheenColor</code> is shown in <a href="#figure_materialsheencolor" target="_self">figure&nbsp;7</a>
@@ -1220,10 +1220,10 @@ non-shader data.</p>
name must be a valid GLSL identifier. Entries have an optional <code>precision</code>, which can be
one of <code>default</code> (best precision for the platform, typically <code>high</code> on desktop, <code>medium</code> on
mobile), <code>low</code>, <code>medium</code>, <code>high</code>. The type must be one of the types described in
<a href="#table_materialparamstypes" target="_self">table&nbsp;14</a>. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be
<a href="#table_materialparamstypes" target="_self">table&nbsp;14</a>. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be
used to expose the transform matrix associated with the external sampler. In iOS and Vulkan,
this will always be identity.
this will always be identity.
</p></dd></dl><div class='table'>
<a class="target" name="table_materialparamstypes">&nbsp;</a><table class="table longtable"><tr><th style="text-align:left"> Type </th><th style="text-align:left"> Description </th></tr>
<tr><td style="text-align:left"> bool </td><td style="text-align:left"> Single boolean </td></tr>
@@ -2361,10 +2361,7 @@ type aliases:</p>
<tr><td style="text-align:left"> <strong class="asterisk">getWorldFromViewMatrix()</strong> </td><td style="text-align:center"> float4&times;4 </td><td style="text-align:left"> Matrix that converts from view/eye space to world space </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getClipFromViewMatrix()</strong> </td><td style="text-align:center"> float4&times;4 </td><td style="text-align:left"> Matrix that converts from view/eye space to clip (NDC) space </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getViewFromClipMatrix()</strong> </td><td style="text-align:center"> float4&times;4 </td><td style="text-align:left"> Matrix that converts from clip (NDC) space to view/eye space </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getEyeFromViewMatrix()</strong> </td><td style="text-align:center"> float4&times;4 </td><td style="text-align:left"> Matrix that converts from view space to eye space </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getEyeFromViewMatrix(int eyeIndex)</strong> </td><td style="text-align:center"> float4&times;4 </td><td style="text-align:left"> Matrix that converts from view space to eye space for the eye referred to by eyeIndex </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getClipFromWorldMatrix()</strong> </td><td style="text-align:center"> float4&times;4 </td><td style="text-align:left"> Matrix that converts from world to clip (NDC) space </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getClipFromWorldMatrix(int eyeIndex)</strong> </td><td style="text-align:center"> float4&times;4 </td><td style="text-align:left"> Matrix that converts from world to clip (NDC) space for the eye referred to by eyeIndex </td></tr>
<tr><td style="text-align:left"> <strong class="asterisk">getWorldFromClipMatrix()</strong> </td><td style="text-align:center"> float4&times;4 </td><td style="text-align:left"> Matrix that converts from clip (NDC) space to world space </td></tr>
</table></div>
</p>
@@ -2504,7 +2501,7 @@ a good compromise between runtime performance and size.</p>
metadata in JSON format. The example below prints out the list of parameters defined in Filament's
standard skybox material. It produces a list of 2 parameters, named <code>showSun</code> and <code>skybox</code>,
respectively a boolean and a cubemap texture.</p>
</p><pre class="listing backtick"><code><span class="line"></span>$ matc --reflect parameters filament/src/materials/skybox.mat
</p><pre class="listing backtick"><code><span class="line"></span>$ matc --reflect parameters filament/src/materials/skybox.mat
<span class="line"></span>{
<span class="line"></span> &quot;parameters&quot;: [
<span class="line"></span> {
@@ -2603,7 +2600,7 @@ Finally if <code>variantFilter</code> contains the <code>fog</code> filter, an e
</p><p>
Be aware that <code>external</code> samplers account for 2 regular samplers.</div>
</p><p>
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<h1 id="performance-analysis"><a class="header" href="#performance-analysis">Performance Analysis</a></h1>
<h2 id="android"><a class="header" href="#android">Android</a></h2>
<h3 id="prerequisites"><a class="header" href="#prerequisites">Prerequisites</a></h3>
<ul>
<li>Download and install Android GPU Inspector (AGI). See https://developer.android.com/agi.</li>
</ul>
<hr />
<h4 id="profiling"><a class="header" href="#profiling">Profiling</a></h4>
<ol>
<li>
<p>Before profiling the application or analyzing the performance in a consistent way, ideally
the <strong>GPU frequency on the target hardware should get locked</strong>. In order to do this, you need to do the following:</p>
<ol>
<li>Ensure your device is OEM unlocked. If your phone is carrier-locked, you may need
to wait a period, such as 60 or 90 days after activation to be eligible for unlocking.
Some phones don't support this at all. You will need to enable developer options
(e.g. Settings &gt; About Phone and tap the Build number 7 times). You need to go to
Settings &gt; System &gt; Developer options and toggle on "OEM unlocking".</li>
<li>Next, you need to unlock the phone. You will need to install Android SDK Platform
Tools on you computer, enable "USB debugging" in your phone's Settings &gt; System &gt; Developer options.</li>
<li>Connect the phone to the computer via a USB cable and run from the command line:
<pre><code class="language-shell">adb reboot bootloader
# once the phone is in bootloader mode, run the following to begin the unlocking
# process:
fastboot flashing unlock
</code></pre>
A warning will appear on your phone's screen. Use the volume buttons to navigate and
the power button to select the "Unlock the bootloader" option. The phone will perform
a factory data reset and reboot with an unlocked bootloader.</li>
<li>You would need to flash an image to the phone with root permissions, such as a *-userdebug or *-eng
build. One way to do this is with the <a href="https://flash.android.com/">Android Flash Tool</a>. Connect the
tool to your device and find a build to flash ending in <code>-userdebug</code> or <code>-eng</code>. Once you have that
selected run <code>Install build</code>.</li>
<li>Shell into your device as root and configure the gpu frequency to be locked, e.g.:
<pre><code class="language-shell">adb shell
su
# navigate to the system GPU directory. this varies on different phones. One phone might have
# it at /sys/class/kgsl/kgsl-3d0 and another might be in something similar, maybe with "mali" instead
# of "kgsl". At the time of writing this for the device at hand it was /sys/devices/platform/1f000000.mali
cd /sys/devices/platform/1f000000.mali
# get the current available GPU governors and frequencies.
# note that some systems may have these at gpu_available_governors and gpu_available_frequencies, but
# the system at the time of writing this had available_governors and available_frequences
cat available_governors
cat available_frequencies
# depending on the governors, you may want to set it prioritize performance over other things like
# battery. Some systems allow you to do this with something like (although, for the device used at the
# time of writing this did not have an equivalent option):
echo performance &gt; gpu_governor
# finally, lock your frequency in, usually to something high like 897 MHz. Some systems may have you
# pipe the value to gpu_min_freq and gpu_max_freq, but the system used at the time of writing this had:
echo 940000 &gt; hint_min_freq
echo 940000 &gt; hint_max_freq
# you can typically verify the GPU is running at that frequency consistently by running something like
# the following a few times over time, which should show the frequency you want to lock the device to:
cat cur_freq
</code></pre>
</li>
<li>You may need to re-apply the <code>hint_min_freq</code> just before starting the profiling trace and check before and after
that the frequency remained at the value expected. Some systems may adjust the frequency on you, but you
may want to ensure the frequency remains the same through the analysis.</li>
<li>The GPU frequency settings should be undone after restarting the device, but after you have done your app profiling,
you can revert the state of the device, such as the OS build image, back to the way you had it
initially, as needed.</li>
</ol>
</li>
<li>
<p>Build a release build of Filament with the applicable backend(s) enabled
<em>(+ any special flags for enabling sys strace. Nothing special is needed for Vulkan or WebGPU aside from
building a release build with no flags)</em> <em>(debug builds for this are useless)</em></p>
<pre><code class="language-shell"># the following command assumes you are in the root filament directory
# and ANDROID_HOME is exported (and possibly also CC and CXX on linux as needed)
#
# NOTE: to build with WebGPU support you need to explicitly include the -W flag
# (it doesn't get compiled in by default), e.g.:
# ./build.sh -W -p android,desktop -i release
#
# Note that you can speed this up a bit (and reduce disk space usage) by limiting the target to just
# the ABI you plan on testing with the -q flag, e.g. -q arm64-v8a. If you do this, you
# will need to update the android/gradle.properties file to specify the ABI(s) you are targeting
# with the com.google.android.filament.abis property.
# Thus, a build command that would target BOTH Vulkan AND WebGPU AND only target the ARM64 ABI would look something
# like:
# ./build.sh -W -q arm64-v8a -p android,desktop -i release
./build.sh -p android,desktop -i release
</code></pre>
</li>
<li>
<p>Connect your Android device to your computer via a USB cord with USB debugging enabled and configure
the system property to default to the desired backend, e.g.
<em>(to determine how these numbers map to the backends, see the <code>enum class Backend</code>
definition in <a href="../../../../filament/backend/include/backend/DriverEnums.h">filament/filament/backend/include/backend/DriverEnums.h</a>)</em>:</p>
<pre><code class="language-shell"># to set the backend to Vulkan:
adb shell setprop debug.filament.backend 2
# to set the backend to WebGPU:
adb shell setprop debug.filament.backend 4
# to view the current property:
adb shell getprop debug.filament.backend
</code></pre>
</li>
<li>
<p>Build and run a sample, e.g. sample-gltf-viewer, on your Android device
<em>(<a href="https://developer.android.com/studio">Android Studio</a> recommended)</em>.</p>
</li>
<li>
<p>Run <a href="https://developer.android.com/agi">AGI</a> and follow instructions to profile the app/system
with trace capture(s). See https://developer.android.com/agi/start for more details to
get started.</p>
<ul>
<li>We typically only run "Capture System Profiler trace" <em>(not necessarily "Capture Frame Profiler trace")</em></li>
<li>When configuring the trace:
<ul>
<li>For both the WebGPU and Vulkan backends configure the profiler for the Vulkan API
<em>(since WebGPU should be using Vulkan under the hood as well)</em></li>
<li>Running for ~1 seconds should suffice</li>
<li>Hit the "Configure" button in Trace objects, select "Switch to advanced mode" and add:
<pre><code>data_sources {
config {
name: "track_event"
track_event_config {
disabled_categories: "*"
enabled_categories: "filament/filament"
enabled_categories: "filament/jobsystem"
enabled_categories: "filament/gltfio"
}
}
}
</code></pre>
</li>
</ul>
</li>
<li>One you open the trace, zoom into a series of frames to get a sense of generally how long they typically take
<em>(use <code>W</code>, <code>S</code>, <code>A</code> and <code>D</code> keys and mouse wheel for navigation)</em> and find a representative one.
We are most interested in the performance of the
<code>FEngine::loop</code> thread, how long it takes, overlap in activities/processes/commands, reduction in queue submissions,
etc. Similarly, we can view GPU timeline as it relates to that. We want to see overlapping
shader invocations and non-interrupted fragment shader runs.</li>
</ul>
</li>
</ol>
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<h1 id="tests"><a class="header" href="#tests">Tests</a></h1>
<p>Filament has a collection of tests that can be run locally. Many of them are used
for in our Continuation Integration flow <a href="https://https://github.com/google/filament/tree/main/.github/workflows">on github</a>.</p>
</main>
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@@ -65,9 +65,6 @@ We describe step 1 in detail for the sake of record:
- Replace css styling in the exported output as needed (so they don't interfere with the book's css.
- Replace resource urls to refer to locations relative to the mdbook structure.
Any `markdeep` doc can be placed in `docs_src/src_markdeep/` and they will be parsed to html and included
in the book as above.
### READMEs
Filament depends on a number of libraries, which reside in the directory `libs`. These individual
libaries often have README.md in their root to describe itself. We collect these descriptions into our
@@ -78,7 +75,7 @@ The process for copying and processing these READMEs is outlined in [Introductor
### Other technical notes
These are technical documents that do not fit into a library, tool, or directory of the
Filament source tree. We collect them into the `docs_src/src_mdbook/src/notes` directory. No additional
Filament source tree. We collect them into the `docs_src/src/notes` directory. No additional
processing is needed for these documents.
### Raw source files
@@ -93,7 +90,7 @@ add a link in `SUMMARY.md`, and perform the steps outlined in
[how-to create section](#how-to-create).
For example, if you are adding a general technical note, then you would
- Place the document (file with extension `.md`) in `docs_src/src_mdbook/src/notes`
- Place the document (file with extension `.md`) in `docs_src/src/notes`
- Add a link in [`docs_src/src_mdbook/src/SUMMARY.md`]
- Run the commands in the [Generate](#how-to-generate) section
+1 -12
View File
@@ -2,14 +2,9 @@
"README.md": {
"dest": "dup/intro.md",
"link_transforms": {
"/BUILDING.md#running-the-native-samples": "building.md#running-the-native-samples",
"/BUILDING.md": "building.md",
"BUILDING.md": "building.md",
"/CONTRIBUTING.md": "contributing.md",
"/CODE_STYLE.md": "code_style.md",
"/LICENSE": "https://github.com/google/filament/blob/main/LICENSE",
"https://google.github.io/filament/Filament.html": "../main/filament.md",
"https://google.github.io/filament/Materials.html": "../main/materials.md",
"https://google.github.io/filament/notes/material_properties.html": "../notes/material_properties.md",
"docs/images/samples": "../images/samples"
}
},
@@ -78,11 +73,5 @@
},
"docs_src/README.md": {
"dest": "dup/docs.md"
},
"test/renderdiff/README.md": {
"dest": "dup/renderdiff.md",
"link_transforms": {
"docs/images/": "../images/"
}
}
}
+22 -25
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@@ -212,7 +212,7 @@ when using textures.
This property can dramatically change the appearance of a surface. Non-metallic surfaces have
chromatic diffuse reflection and achromatic specular reflection (reflected light does not change
color). Metallic surfaces do not have any diffuse reflection and chromatic specular reflection
(reflected light takes on the color of the surfaced as defined by `baseColor`).
(reflected light takes on the color of the surfaced as defined by `baseColor`).
The effect of `metallic` is shown in figure [metallicProperty] (click on the image to see a
larger version).
@@ -248,7 +248,7 @@ The effect of `roughness` on metallic surfaces is shown in figure [roughnessCond
When refraction through an object is enabled (using a `refractonType` of `thin` or `solid`), the
`roughness` property will also affect the refractions, as shown in figure
[roughnessRefractionProperty] (click on the image to see a larger version).
![Figure [roughnessRefractionProperty]: Refractive sphere with `roughness` varying from 0.0
(left) to 1.0 (right)](images/materials/refraction_roughness.png)
@@ -307,7 +307,7 @@ The sheen color controls the color appearance and strength of an optional sheen
base layer described by the properties above. The sheen layer always sits below the clear coat layer
if such a layer is present.
The sheen layer can be used to represent cloth and fabric materials. Please refer to
The sheen layer can be used to represent cloth and fabric materials. Please refer to
section [Cloth model] for more information about cloth and fabric materials.
The effect of `sheenColor` is shown in figure [materialSheenColor]
@@ -520,14 +520,14 @@ light to bend further away from the initial path.
Table [commonMatIOR] describes acceptable refractive indices for various types of materials.
Material | IOR
Material | IOR
--------------------------:|:-----------------
Air | 1.0
Water | 1.33
Common liquids | 1.33 to 1.5
Common gemstones | 1.58 to 2.33
Plastics, glass | 1.5 to 1.58
Other dielectric materials | 1.33 to 1.58
Water | 1.33
Common liquids | 1.33 to 1.5
Common gemstones | 1.58 to 2.33
Plastics, glass | 1.5 to 1.58
Other dielectric materials | 1.33 to 1.58
[Table [commonMatIOR]: Index of refraction of common materials]
The appearance of a refractive material will greatly depend on the `refractionType` and
@@ -995,10 +995,10 @@ Value
name must be a valid GLSL identifier. Entries have an optional `precision`, which can be
one of `default` (best precision for the platform, typically `high` on desktop, `medium` on
mobile), `low`, `medium`, `high`. The type must be one of the types described in
table [materialParamsTypes]. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be
table [materialParamsTypes]. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be
used to expose the transform matrix associated with the external sampler. In iOS and Vulkan,
this will always be identity.
this will always be identity.
Type | Description
:----------------------|:---------------------------------
@@ -2476,17 +2476,14 @@ type aliases:
### Matrices
Name | Type | Description
:-----------------------------------------|:--------:|:------------------------------------
**getViewFromWorldMatrix()** | float4x4 | Matrix that converts from world space to view/eye space
**getWorldFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to world space
**getClipFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to clip (NDC) space
**getViewFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to view/eye space
**getEyeFromViewMatrix()** | float4x4 | Matrix that converts from view space to eye space
**getEyeFromViewMatrix(int eyeIndex)** | float4x4 | Matrix that converts from view space to eye space for the eye referred to by eyeIndex
**getClipFromWorldMatrix()** | float4x4 | Matrix that converts from world to clip (NDC) space
**getClipFromWorldMatrix(int eyeIndex)** | float4x4 | Matrix that converts from world to clip (NDC) space for the eye referred to by eyeIndex
**getWorldFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to world space
Name | Type | Description
:-----------------------------------|:--------:|:------------------------------------
**getViewFromWorldMatrix()** | float4x4 | Matrix that converts from world space to view/eye space
**getWorldFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to world space
**getClipFromViewMatrix()** | float4x4 | Matrix that converts from view/eye space to clip (NDC) space
**getViewFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to view/eye space
**getClipFromWorldMatrix()** | float4x4 | Matrix that converts from world to clip (NDC) space
**getWorldFromClipMatrix()** | float4x4 | Matrix that converts from clip (NDC) space to world space
### Frame constants
@@ -2642,7 +2639,7 @@ standard skybox material. It produces a list of 2 parameters, named `showSun` an
respectively a boolean and a cubemap texture.
```text
$ matc --reflect parameters filament/src/materials/skybox.mat
$ matc --reflect parameters filament/src/materials/skybox.mat
{
"parameters": [
{
@@ -2658,7 +2655,7 @@ $ matc --reflect parameters filament/src/materials/skybox.mat
}
]
}
```
```
### --variant-filter
-4
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@@ -3,7 +3,6 @@
- [Introduction](./dup/intro.md)
- [Build](./dup/building.md)
- [Build for Android on Windows](./build/windows_android.md)
- [Maven Release](./build/maven_release.md)
- [Contribute](./dup/contributing.md)
- [Coding Style](./dup/code_style.md)
- [Core Concepts](./main/README.md)
@@ -25,10 +24,7 @@
- [Running with ASAN and UBSAN](./notes/asan_ubsan.md)
- [Using Instruments on macOS](./notes/instruments.md)
- [Code coverage analysis](./notes/coverage.md)
- [Performance analysis](./notes/performance_analysis.md)
- [Framegraph](./notes/framegraph.md)
- [Tests](./notes/tests.md)
- [renderdiff](./dup/renderdiff.md)
- [Libraries](./notes/libs.md)
- [bluegl](./dup/bluegl.md)
- [bluevk](./dup/bluevk.md)
@@ -1,89 +0,0 @@
# Maven Release
## Register for a Sonatype Account
First, you'll need to register for a Sonatype account at the [Central
Portal](https://central.sonatype.org/register/central-portal/).
To publish under the `com.google.android` namespace, you'll also need to email
`central-support@sonatype.com` with your account information to request access.
Then, generate a user token through the Sonatype website. Navigate to
[https://central.sonatype.com/account](https://central.sonatype.com/account) and select **Generate
User Token**.
Finally, add the generated token credentials to `~/.gradle/gradle.properties`. (Note: these are
different from the credentials used to log into your Sonatype account):
```gradle
# Generated Sonatype token
sonatypeUsername=<username>
sonatypePassword=<password>
```
-----
## Signing Key
All release artifacts must be signed. You'll need to create an OpenPGP key pair. See Gradle's
documentation on [Signatory
credentials](https://docs.gradle.org/current/userguide/signing_plugin.html#sec:signatory_credentials)
for instructions.
Update `~/.gradle/gradle.properties` with your new key's credentials:
```gradle
signing.keyId=<key id>
signing.password=<key password>
signing.secretKeyRingFile=<secret key ring file>
```
-----
## Build the Android Release
Make sure `JAVA_HOME` is set correctly. For example:
```bash
export JAVA_HOME=/Library/Java/JavaVirtualMachines/zulu-17.jdk/Contents/Home
./build.sh -C -i -p android release
```
-----
## Publish to Sonatype
### A Note on the Legacy Staging Service
Previously, Filament was published to Maven via OSSRH (Open Source Software Repository Hosting). In
2025, this service was [sunsetted](https://central.sonatype.org/pages/ossrh-eol/). Now, we use
Sonatype's [Central Publisher Portal](https://central.sonatype.org/).
The new Central Publisher Portal does not officially support Gradle. However, Sonatype provides a
staging API compatibility service, which works with Filament's Gradle setup.
-----
### 1\. Upload to the Staging API Compatibility Service
```bash
cd android
./gradlew publishToSonatype
```
### 2\. Move the Repository to the Central Publisher Portal
We have a script to automate this. It reads the `sonatypeUsername` and `sonatypePassword` from your
`~/.gradle/gradle.properties` file.
```bash
python3 build/common/close-sonatype-staging-repository.py
```
### 3\. Publish the Release on Sonatype
Navigate to [Maven Central Repository Deployments](https://central.sonatype.com/publishing/deployments).
Here, you should see a new deployment with a **Validated** status and all your artifacts listed. Click
the **Publish** button to publish the artifacts. It typically takes around 5 minutes after clicking
**Publish** for the artifacts to go live.
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+2 -2
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@@ -1,5 +1,5 @@
# Core Concepts
- [Filament](filament.md) - High-level designs; Filament's PBR/math assumptions; implementation details.
- [Materials](materials.md) - A guide to Filament's material definition.
- [Filament](main/filament.md) - High-level designs; Filament's PBR/math assumptions; implementation details.
- [Materials](main/materials.md) - A guide to Filament's material definition.
@@ -1,129 +0,0 @@
# Performance Analysis
## Android
### Prerequisites
- Download and install Android GPU Inspector (AGI). See https://developer.android.com/agi.
---
#### Profiling
1. Before profiling the application or analyzing the performance in a consistent way, ideally
the **GPU frequency on the target hardware should get locked**. In order to do this, you need to do the following:
1. Ensure your device is OEM unlocked. If your phone is carrier-locked, you may need
to wait a period, such as 60 or 90 days after activation to be eligible for unlocking.
Some phones don't support this at all. You will need to enable developer options
(e.g. Settings > About Phone and tap the Build number 7 times). You need to go to
Settings > System > Developer options and toggle on "OEM unlocking".
1. Next, you need to unlock the phone. You will need to install Android SDK Platform
Tools on you computer, enable "USB debugging" in your phone's Settings > System > Developer options.
1. Connect the phone to the computer via a USB cable and run from the command line:
```shell
adb reboot bootloader
# once the phone is in bootloader mode, run the following to begin the unlocking
# process:
fastboot flashing unlock
```
A warning will appear on your phone's screen. Use the volume buttons to navigate and
the power button to select the "Unlock the bootloader" option. The phone will perform
a factory data reset and reboot with an unlocked bootloader.
1. You would need to flash an image to the phone with root permissions, such as a *-userdebug or *-eng
build. One way to do this is with the [Android Flash Tool](https://flash.android.com/). Connect the
tool to your device and find a build to flash ending in `-userdebug` or `-eng`. Once you have that
selected run `Install build`.
1. Shell into your device as root and configure the gpu frequency to be locked, e.g.:
```shell
adb shell
su
# navigate to the system GPU directory. this varies on different phones. One phone might have
# it at /sys/class/kgsl/kgsl-3d0 and another might be in something similar, maybe with "mali" instead
# of "kgsl". At the time of writing this for the device at hand it was /sys/devices/platform/1f000000.mali
cd /sys/devices/platform/1f000000.mali
# get the current available GPU governors and frequencies.
# note that some systems may have these at gpu_available_governors and gpu_available_frequencies, but
# the system at the time of writing this had available_governors and available_frequences
cat available_governors
cat available_frequencies
# depending on the governors, you may want to set it prioritize performance over other things like
# battery. Some systems allow you to do this with something like (although, for the device used at the
# time of writing this did not have an equivalent option):
echo performance > gpu_governor
# finally, lock your frequency in, usually to something high like 897 MHz. Some systems may have you
# pipe the value to gpu_min_freq and gpu_max_freq, but the system used at the time of writing this had:
echo 940000 > hint_min_freq
echo 940000 > hint_max_freq
# you can typically verify the GPU is running at that frequency consistently by running something like
# the following a few times over time, which should show the frequency you want to lock the device to:
cat cur_freq
```
1. You may need to re-apply the `hint_min_freq` just before starting the profiling trace and check before and after
that the frequency remained at the value expected. Some systems may adjust the frequency on you, but you
may want to ensure the frequency remains the same through the analysis.
1. The GPU frequency settings should be undone after restarting the device, but after you have done your app profiling,
you can revert the state of the device, such as the OS build image, back to the way you had it
initially, as needed.
1. Build a release build of Filament with the applicable backend(s) enabled
_(+ any special flags for enabling sys strace. Nothing special is needed for Vulkan or WebGPU aside from
building a release build with no flags)_ _(debug builds for this are useless)_
```shell
# the following command assumes you are in the root filament directory
# and ANDROID_HOME is exported (and possibly also CC and CXX on linux as needed)
#
# NOTE: to build with WebGPU support you need to explicitly include the -W flag
# (it doesn't get compiled in by default), e.g.:
# ./build.sh -W -p android,desktop -i release
#
# Note that you can speed this up a bit (and reduce disk space usage) by limiting the target to just
# the ABI you plan on testing with the -q flag, e.g. -q arm64-v8a. If you do this, you
# will need to update the android/gradle.properties file to specify the ABI(s) you are targeting
# with the com.google.android.filament.abis property.
# Thus, a build command that would target BOTH Vulkan AND WebGPU AND only target the ARM64 ABI would look something
# like:
# ./build.sh -W -q arm64-v8a -p android,desktop -i release
./build.sh -p android,desktop -i release
```
1. Connect your Android device to your computer via a USB cord with USB debugging enabled and configure
the system property to default to the desired backend, e.g.
_(to determine how these numbers map to the backends, see the `enum class Backend`
definition in [filament/filament/backend/include/backend/DriverEnums.h](../../../../filament/backend/include/backend/DriverEnums.h))_:
```shell
# to set the backend to Vulkan:
adb shell setprop debug.filament.backend 2
# to set the backend to WebGPU:
adb shell setprop debug.filament.backend 4
# to view the current property:
adb shell getprop debug.filament.backend
```
1. Build and run a sample, e.g. sample-gltf-viewer, on your Android device
_([Android Studio](https://developer.android.com/studio) recommended)_.
1. Run [AGI](https://developer.android.com/agi) and follow instructions to profile the app/system
with trace capture(s). See https://developer.android.com/agi/start for more details to
get started.
- We typically only run "Capture System Profiler trace" _(not necessarily "Capture Frame Profiler trace")_
- When configuring the trace:
- For both the WebGPU and Vulkan backends configure the profiler for the Vulkan API
_(since WebGPU should be using Vulkan under the hood as well)_
- Running for ~1 seconds should suffice
- Hit the "Configure" button in Trace objects, select "Switch to advanced mode" and add:
```
data_sources {
config {
name: "track_event"
track_event_config {
disabled_categories: "*"
enabled_categories: "filament/filament"
enabled_categories: "filament/jobsystem"
enabled_categories: "filament/gltfio"
}
}
}
```
- One you open the trace, zoom into a series of frames to get a sense of generally how long they typically take
_(use `W`, `S`, `A` and `D` keys and mouse wheel for navigation)_ and find a representative one.
We are most interested in the performance of the
`FEngine::loop` thread, how long it takes, overlap in activities/processes/commands, reduction in queue submissions,
etc. Similarly, we can view GPU timeline as it relates to that. We want to see overlapping
shader invocations and non-interrupted fragment shader runs.
-4
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@@ -1,4 +0,0 @@
# Tests
Filament has a collection of tests that can be run locally. Many of them are used
for in our Continuation Integration flow [on github](https://https://github.com/google/filament/tree/main/.github/workflows).
-11
View File
@@ -1,11 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Redirecting...</title>
<meta http-equiv="refresh" content="0; url=./dup/intro.html">
</head>
<body>
</body>
</html>
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View File
@@ -40,7 +40,6 @@ set(PUBLIC_HDRS
include/filament/Skybox.h
include/filament/Stream.h
include/filament/SwapChain.h
include/filament/Sync.h
include/filament/Texture.h
include/filament/TextureSampler.h
include/filament/ToneMapper.h
@@ -84,8 +83,6 @@ set(SRCS
src/InstanceBuffer.cpp
src/LightManager.cpp
src/Material.cpp
src/MaterialCache.cpp
src/MaterialDefinition.cpp
src/MaterialInstance.cpp
src/MaterialInstanceManager.cpp
src/MaterialParser.cpp
@@ -106,7 +103,6 @@ set(SRCS
src/Skybox.cpp
src/Stream.cpp
src/SwapChain.cpp
src/Sync.cpp
src/Texture.cpp
src/ToneMapper.cpp
src/TransformManager.cpp
@@ -136,7 +132,6 @@ set(SRCS
src/details/Skybox.cpp
src/details/Stream.cpp
src/details/SwapChain.cpp
src/details/Sync.cpp
src/details/Texture.cpp
src/details/VertexBuffer.cpp
src/details/View.cpp
@@ -177,8 +172,6 @@ set(PRIVATE_HDRS
src/HwRenderPrimitiveFactory.h
src/HwVertexBufferInfoFactory.h
src/Intersections.h
src/MaterialCache.h
src/MaterialDefinition.h
src/MaterialParser.h
src/MaterialInstanceManager.h
src/PIDController.h
+4 -26
View File
@@ -78,8 +78,6 @@ if (FILAMENT_SUPPORTS_OPENGL AND NOT FILAMENT_USE_EXTERNAL_GLES3)
src/opengl/GLTexture.h
src/opengl/GLUtils.cpp
src/opengl/GLUtils.h
src/opengl/GLMemoryMappedBuffer.cpp
src/opengl/GLMemoryMappedBuffer.h
src/opengl/OpenGLBlobCache.cpp
src/opengl/OpenGLBlobCache.h
src/opengl/OpenGLContext.cpp
@@ -179,7 +177,6 @@ endif()
if (FILAMENT_SUPPORTS_VULKAN)
list(APPEND SRCS
include/backend/platforms/VulkanPlatform.h
src/vulkan/VulkanAsyncHandles.cpp
src/vulkan/VulkanAsyncHandles.h
src/vulkan/VulkanBlitter.cpp
src/vulkan/VulkanBlitter.h
@@ -218,10 +215,6 @@ if (FILAMENT_SUPPORTS_VULKAN)
src/vulkan/VulkanReadPixels.h
src/vulkan/VulkanSamplerCache.cpp
src/vulkan/VulkanSamplerCache.h
src/vulkan/VulkanSemaphore.cpp
src/vulkan/VulkanSemaphore.h
src/vulkan/VulkanSemaphoreManager.cpp
src/vulkan/VulkanSemaphoreManager.h
src/vulkan/VulkanStagePool.cpp
src/vulkan/VulkanStagePool.h
src/vulkan/VulkanSwapChain.cpp
@@ -265,8 +258,6 @@ if (FILAMENT_SUPPORTS_WEBGPU)
include/backend/platforms/WebGPUPlatform.h
src/webgpu/platform/WebGPUPlatform.cpp
src/webgpu/SpdMipmapGenerator/SpdMipmapGenerator.cpp
src/webgpu/utils/AsyncTaskCounter.cpp
src/webgpu/utils/AsyncTaskCounter.h
src/webgpu/utils/StringPlaceholderTemplateProcessor.cpp
src/webgpu/utils/StringPlaceholderTemplateProcessor.h
src/webgpu/WebGPUBlitter.cpp
@@ -302,7 +293,6 @@ if (FILAMENT_SUPPORTS_WEBGPU)
src/webgpu/WebGPUStrings.h
src/webgpu/WebGPUSwapChain.cpp
src/webgpu/WebGPUSwapChain.h
src/webgpu/WebGPUSync.h
src/webgpu/WebGPUTexture.cpp
src/webgpu/WebGPUTexture.h
src/webgpu/WebGPUTextureHelpers.h
@@ -422,7 +412,6 @@ endif()
if (APPLE AND NOT IOS)
target_link_libraries(${TARGET} PRIVATE "-framework Cocoa")
target_link_libraries(${TARGET} PRIVATE "-framework QuartzCore")
endif()
target_link_libraries(${TARGET} PUBLIC math)
@@ -502,6 +491,9 @@ else()
-Wover-aligned -Wreorder-init-list
-Werror
)
if (CMAKE_CXX_STANDARD EQUAL 20)
list(APPEND FILAMENT_WARNINGS -Wno-deprecated-this-capture)
endif()
endif()
if (APPLE)
@@ -535,7 +527,7 @@ target_link_libraries(${TARGET} PRIVATE
if (LINUX AND FILAMENT_SUPPORTS_WEBGPU)
# Unclear why this needs to be explicit while other linux libs do not, but it is necessary for
# WebGPU to build on linux.
target_link_libraries(${TARGET} PRIVATE -lxcb -lX11)
target_link_libraries(${TARGET} PRIVATE -lxcb)
endif()
# ==================================================================================================
@@ -573,7 +565,6 @@ if (APPLE OR LINUX)
test/test_ReadPixels.cpp
test/test_BufferUpdates.cpp
test/test_Callbacks.cpp
test/test_MemoryMappedBuffer.cpp
test/test_MRT.cpp
test/test_PushConstants.cpp
test/test_LoadImage.cpp
@@ -585,11 +576,6 @@ if (APPLE OR LINUX)
test/test_CommandBufferQueue.cpp
test/test_Template.cpp
)
if (FILAMENT_SUPPORTS_WEBGPU)
list(APPEND BACKEND_TEST_SRC
test/test_WebGPUAsyncTaskCounter.cpp
test/test_WebGPUComposeSwizzle.cpp)
endif()
if (APPLE)
# Metal-specific tests
list(APPEND BACKEND_TEST_SRC
@@ -607,7 +593,6 @@ if (APPLE OR LINUX)
spirv-cross-glsl)
# Create input/output directories for test result images.
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/images/actual_images)
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/images/diff_images)
file(COPY test/expected_images DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/images)
endif()
@@ -637,10 +622,6 @@ if (APPLE AND NOT IOS)
target_link_libraries(backend_test PRIVATE image imageio)
list(APPEND BACKEND_TEST_DEPS image)
endif()
if (FILAMENT_SUPPORTS_WEBGPU)
target_link_libraries(backend_test PRIVATE webgpu_dawn dawncpp_headers)
list(APPEND BACKEND_TEST_DEPS webgpu_dawn dawncpp_headers)
endif()
set(BACKEND_TEST_COMBINED_OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/libbackendtest_combined.a")
combine_static_libs(backend_test "${BACKEND_TEST_COMBINED_OUTPUT}" "${BACKEND_TEST_DEPS}")
@@ -672,9 +653,6 @@ 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)
if (FILAMENT_SUPPORTS_WEBGPU)
target_link_libraries(backend_test_linux PRIVATE webgpu_dawn dawncpp_headers)
endif()
endif()
# ==================================================================================================
+4 -52
View File
@@ -101,16 +101,6 @@ static constexpr uint64_t SWAP_CHAIN_HAS_STENCIL_BUFFER = SWAP_CHAIN_CON
*/
static constexpr uint64_t SWAP_CHAIN_CONFIG_PROTECTED_CONTENT = 0x40;
/**
* Indicates that the SwapChain is configured to use Multi-Sample Anti-Aliasing (MSAA) with the
* given sample points within each pixel. Only supported when isMSAASwapChainSupported(4) is
* true.
*
* This is only supported by EGL(Android). Other GL platforms (GLX, WGL, etc) don't support it
* because the swapchain MSAA settings must be configured before window creation.
*/
static constexpr uint64_t SWAP_CHAIN_CONFIG_MSAA_4_SAMPLES = 0x80;
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.
@@ -197,7 +187,6 @@ constexpr std::string_view to_string(Backend const backend) noexcept {
* - The Metal backend can prefer precompiled Metal libraries, while falling back to MSL.
*/
enum class ShaderLanguage {
UNSPECIFIED = -1,
ESSL1 = 0,
ESSL3 = 1,
SPIRV = 2,
@@ -220,8 +209,6 @@ constexpr const char* shaderLanguageToString(ShaderLanguage shaderLanguage) noex
return "Metal precompiled library";
case ShaderLanguage::WGSL:
return "WGSL";
case ShaderLanguage::UNSPECIFIED:
return "Unspecified";
}
return "UNKNOWN";
}
@@ -559,21 +546,12 @@ constexpr TargetBufferFlags getTargetBufferFlagsAt(size_t index) noexcept {
}
/**
* How the buffer will be used.
* Frequency at which a buffer is expected to be modified and used. This is used as an hint
* for the driver to make better decisions about managing memory internally.
*/
enum class BufferUsage : uint8_t {
STATIC = 0, //!< (legacy) content modified once, used many times
DYNAMIC = 1, //!< (legacy) content modified frequently, used many times
DYNAMIC_BIT = 0x1, //!< buffer can be modified frequently, used many times
SHARED_WRITE_BIT = 0x04, //!< buffer can be memory mapped for write operations
};
/**
* How the buffer will be mapped.
*/
enum class MapBufferAccessFlags : uint8_t {
WRITE_BIT = 0x2, //!< buffer is mapped from writing
INVALIDATE_RANGE_BIT = 0x4, //!< the mapped range content is lost
STATIC, //!< content modified once, used many times
DYNAMIC, //!< content modified frequently, used many times
};
/**
@@ -639,15 +617,6 @@ enum class ShaderModel : uint8_t {
};
static constexpr size_t SHADER_MODEL_COUNT = 2;
constexpr std::string_view to_string(ShaderModel model) noexcept {
switch (model) {
case ShaderModel::MOBILE:
return "mobile";
case ShaderModel::DESKTOP:
return "desktop";
}
}
/**
* Primitive types
*/
@@ -660,18 +629,6 @@ enum class PrimitiveType : uint8_t {
TRIANGLE_STRIP = 5 //!< triangle strip
};
[[nodiscard]] constexpr bool isStripPrimitiveType(const PrimitiveType type) {
switch (type) {
case PrimitiveType::POINTS:
case PrimitiveType::LINES:
case PrimitiveType::TRIANGLES:
return false;
case PrimitiveType::LINE_STRIP:
case PrimitiveType::TRIANGLE_STRIP:
return true;
}
}
/**
* Supported uniform types
*/
@@ -1713,11 +1670,6 @@ template<> struct utils::EnableBitMaskOperators<filament::backend::TextureUsage>
: public std::true_type {};
template<> struct utils::EnableBitMaskOperators<filament::backend::StencilFace>
: public std::true_type {};
template<> struct utils::EnableBitMaskOperators<filament::backend::BufferUsage>
: public std::true_type {};
template<> struct utils::EnableBitMaskOperators<filament::backend::MapBufferAccessFlags>
: public std::true_type {};
template<> struct utils::EnableIntegerOperators<filament::backend::TextureCubemapFace>
: public std::true_type {};
template<> struct utils::EnableIntegerOperators<filament::backend::FeatureLevel>
@@ -38,14 +38,12 @@ struct HwRenderPrimitive;
struct HwRenderTarget;
struct HwStream;
struct HwSwapChain;
struct HwSync;
struct HwTexture;
struct HwTimerQuery;
struct HwVertexBufferInfo;
struct HwVertexBuffer;
struct HwDescriptorSetLayout;
struct HwDescriptorSet;
struct HwMemoryMappedBuffer;
/*
* A handle to a backend resource. HandleBase is for internal use only.
@@ -153,14 +151,12 @@ using RenderPrimitiveHandle = Handle<HwRenderPrimitive>;
using RenderTargetHandle = Handle<HwRenderTarget>;
using StreamHandle = Handle<HwStream>;
using SwapChainHandle = Handle<HwSwapChain>;
using SyncHandle = Handle<HwSync>;
using TextureHandle = Handle<HwTexture>;
using TimerQueryHandle = Handle<HwTimerQuery>;
using VertexBufferHandle = Handle<HwVertexBuffer>;
using VertexBufferInfoHandle = Handle<HwVertexBufferInfo>;
using DescriptorSetLayoutHandle = Handle<HwDescriptorSetLayout>;
using DescriptorSetHandle = Handle<HwDescriptorSet>;
using MemoryMappedBufferHandle = Handle<HwMemoryMappedBuffer>;
} // namespace filament::backend
+1 -5
View File
@@ -29,7 +29,6 @@
namespace filament::backend {
class CallbackHandler;
class Driver;
/**
@@ -43,9 +42,6 @@ public:
struct SwapChain {};
struct Fence {};
struct Stream {};
struct Sync {};
using SyncCallback = void(*)(Sync* UTILS_NONNULL sync, void* UTILS_NULLABLE userData);
class ExternalImageHandle;
@@ -160,7 +156,7 @@ public:
* Set to `true` to forcibly disable amortized shader compilation in the backend.
* Currently only honored by the GL backend.
*/
bool disableAmortizedShaderCompile = true;
bool disableAmortizedShaderCompile = false;
/**
* Disable backend handles use-after-free checks.
@@ -27,12 +27,12 @@ namespace filament::backend {
* A PresentCallable is a callable object that, when called, schedules a frame for presentation on
* a SwapChain.
*
* Typically, Filament's backend is responsible for scheduling a frame's presentation. However,
* there are certain cases where the application might want to control when a frame is scheduled for
* Typically, Filament's backend is responsible scheduling a frame's presentation. However, there
* are certain cases where the application might want to control when a frame is scheduled for
* presentation.
*
* For example, on iOS, UIKit elements can be synchronized to 3D content by scheduling a present
* within a CATransaction:
* within a CATransation:
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* void myFrameScheduledCallback(PresentCallable presentCallable, void* user) {
@@ -55,13 +55,12 @@ namespace filament::backend {
* }
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*
* @remark The PresentCallable mechanism for user-controlled presentation is only supported by
* Filament's Metal backend. On other backends, the FrameScheduledCallback is still invoked, but the
* PresentCallable passed to it is a no-op and calling it has no effect.
* @remark Only Filament's Metal backend supports PresentCallables and frame callbacks. Other
* backends ignore the callback (which will never be called) and proceed normally.
*
* When using the Metal backend, applications *must* call each PresentCallable they receive. Each
* PresentCallable represents a frame that is waiting to be presented, and failing to call it
* will result in a memory leak. To "cancel" the presentation of a frame, pass false to the
* 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
* PresentCallable, which will cancel the presentation of the frame and release associated memory.
*
* @see Renderer, SwapChain::setFrameScheduledCallback
@@ -70,7 +69,6 @@ class UTILS_PUBLIC PresentCallable {
public:
using PresentFn = void(*)(bool presentFrame, void* user);
static void noopPresent(bool, void*) {}
PresentCallable(PresentFn fn, void* user) noexcept;
~PresentCallable() noexcept = default;
@@ -85,15 +85,6 @@ public:
*/
virtual bool isSRGBSwapChainSupported() const noexcept;
/**
* Return whether createSwapChain supports the SWAP_CHAIN_CONFIG_MSAA_*_SAMPLES flag.
* The default implementation returns false.
*
* @param samples The number of samples
* @return true if SWAP_CHAIN_CONFIG_MSAA_*_SAMPLES is supported, false otherwise.
*/
virtual bool isMSAASwapChainSupported(uint32_t samples) 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
@@ -285,26 +276,6 @@ public:
*/
virtual backend::FenceStatus waitFence(Fence* UTILS_NONNULL fence, uint64_t timeout) noexcept;
// --------------------------------------------------------------------------------------------
// Sync support
/**
* Creates a Sync. These can be used for frame synchronization externally
* (certain platform implementations can be exported to handles that can
* be used in other processes).
*
* @return A Sync object.
*/
virtual Platform::Sync* UTILS_NONNULL createSync() noexcept;
/**
* Destroys a sync. If called with a sync not created by this platform
* object, this will lead to undefined behavior.
*
* @param sync The sync to destroy, that was created by this platform
* instance.
*/
virtual void destroySync(Platform::Sync* UTILS_NONNULL sync) noexcept;
// --------------------------------------------------------------------------------------------
// Streaming support
@@ -98,9 +98,8 @@ protected:
void terminate() noexcept override;
bool isProtectedContextSupported() const noexcept override;
bool isSRGBSwapChainSupported() const noexcept override;
bool isMSAASwapChainSupported(uint32_t samples) 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;
@@ -168,7 +167,6 @@ protected:
EGLConfig mEGLConfig = EGL_NO_CONFIG_KHR;
Config mContextAttribs;
std::vector<EGLContext> mAdditionalContexts;
bool mMSAA4XSupport = false;
// supported extensions detected at runtime
struct {
@@ -219,8 +217,6 @@ private:
return makeCurrent(mCurrentContext, drawSurface, readSurface);
}
} egl{ mEGLDisplay };
bool checkIfMSAASwapChainSupported(uint32_t samples) const noexcept;
};
} // namespace filament::backend
@@ -58,17 +58,6 @@ public:
ExternalImageDescAndroid UTILS_PUBLIC getExternalImageDesc(ExternalImageHandle externalImage) noexcept;
/**
* Converts a sync to an external file descriptor, if possible. Accepts an
* opaque handle to a sync, as well as a pointer to where the fd should be
* stored.
* @param sync The sync to be converted to a file descriptor.
* @param fd A pointer to where the file descriptor should be stored.
* @return `true` on success, `false` on failure. The default implementation
* returns `false`.
*/
bool convertSyncToFd(Platform::Sync* sync, int* fd) noexcept;
protected:
// --------------------------------------------------------------------------------------------
// Platform Interface
@@ -85,10 +74,6 @@ protected:
// --------------------------------------------------------------------------------------------
// OpenGLPlatform Interface
struct SyncEGLAndroid : public Platform::Sync {
EGLSyncKHR sync;
};
void terminate() noexcept override;
void beginFrame(
@@ -104,10 +89,9 @@ protected:
*/
void setPresentationTime(int64_t presentationTimeInNanosecond) noexcept override;
Stream* createStream(void* nativeStream) noexcept override;
void destroyStream(Stream* stream) noexcept override;
Platform::Sync* createSync() noexcept override;
void destroySync(Platform::Sync* sync) noexcept override;
void attach(Stream* stream, intptr_t tname) noexcept override;
void detach(Stream* stream) noexcept override;
void updateTexImage(Stream* stream, int64_t* timestamp) noexcept override;
@@ -17,9 +17,8 @@
#ifndef TNT_FILAMENT_BACKEND_PLATFORMS_VULKANPLATFORM_H
#define TNT_FILAMENT_BACKEND_PLATFORMS_VULKANPLATFORM_H
#include <backend/CallbackHandler.h>
#include <backend/DriverEnums.h>
#include <backend/Platform.h>
#include <backend/DriverEnums.h>
#include <bluevk/BlueVK.h>
@@ -30,9 +29,9 @@
#include <cstddef>
#include <functional>
#include <string>
#include <tuple>
#include <unordered_set>
#include <string>
#include <stddef.h>
#include <stdint.h>
@@ -46,10 +45,6 @@ using SwapChain = Platform::SwapChain;
*/
struct VulkanPlatformPrivate;
// Forward declare the fence status that will be maintained by the command
// buffer manager.
struct VulkanCmdFence;
/**
* A Platform interface that creates a Vulkan backend.
*/
@@ -234,25 +229,6 @@ public:
virtual SwapChainPtr createSwapChain(void* nativeWindow, uint64_t flags = 0,
VkExtent2D extent = {0, 0});
/**
* Creates a Platform::Sync object, which tracks a fence and its status,
* and allows conversion to an external sync.
* @param fence The underlying VkFence to use for synchronization.
* @param fenceStatus An object tracking the fence's state
* @return A Platform::Sync object tracking the provided fence.
*/
virtual Platform::Sync* createSync(VkFence fence,
std::shared_ptr<VulkanCmdFence> fenceStatus) noexcept;
/**
* Destroys a sync. If called with a sync not created by this platform
* object, this will lead to undefined behavior.
*
* @param sync The sync to destroy, which was created by this platform
* instance.
*/
virtual void destroySync(Platform::Sync* sync) noexcept;
/**
* Allows implementers to provide instance extensions that they'd like to include in the
* instance creation.
@@ -432,19 +408,12 @@ public:
}
protected:
struct VulkanSync : public Platform::Sync {
VkFence fence;
std::shared_ptr<VulkanCmdFence> fenceStatus;
};
virtual ExtensionSet getSwapchainInstanceExtensions() const;
using SurfaceBundle = std::tuple<VkSurfaceKHR, VkExtent2D>;
virtual SurfaceBundle createVkSurfaceKHR(void* nativeWindow, VkInstance instance,
uint64_t flags) const noexcept;
virtual VkExternalFenceHandleTypeFlagBits getFenceExportFlags() const noexcept;
private:
// Platform dependent helper methods
static ExtensionSet getSwapchainInstanceExtensionsImpl();
@@ -44,17 +44,6 @@ public:
virtual ImageData createVkImageFromExternal(ExternalImageHandleRef image) const override;
/**
* Converts a sync to an external file descriptor, if possible. Accepts an
* opaque handle to a sync, as well as a pointer to where the fd should be
* stored.
* @param sync The sync to be converted to a file descriptor.
* @param fd A pointer to where the file descriptor should be stored.
* @return `true` on success, `false` on failure. The default implementation
* returns `false`.
*/
bool convertSyncToFd(Platform::Sync* sync, int* fd) const noexcept;
protected:
virtual ExtensionSet getSwapchainInstanceExtensions() const override;
@@ -62,8 +51,6 @@ protected:
virtual SurfaceBundle createVkSurfaceKHR(void* nativeWindow, VkInstance instance,
uint64_t flags) const noexcept override;
virtual VkExternalFenceHandleTypeFlagBits getFenceExportFlags() const noexcept override;
private:
struct ExternalImageVulkanAndroid : public Platform::ExternalImage {
AHardwareBuffer* aHardwareBuffer = nullptr;
@@ -19,16 +19,6 @@
#include <backend/Platform.h>
#if defined(__linux__) && defined(FILAMENT_SUPPORTS_X11)
// Resolve the conflicts between webgpu_cpp.h and X11 defines
#undef Always
#undef Success
#undef None
#undef True
#undef False
#undef Status
#undef Bool
#endif
#include <webgpu/webgpu_cpp.h>
#include <cstdint>
@@ -40,7 +30,7 @@ namespace filament::backend {
* A Platform interface, handling the environment-specific concerns, e.g. OS, for creating a WebGPU
* driver (backend).
*/
class WebGPUPlatform : public Platform {
class WebGPUPlatform final : public Platform {
public:
WebGPUPlatform();
~WebGPUPlatform() override = default;
@@ -62,14 +52,6 @@ public:
// either returns a valid device or panics
[[nodiscard]] wgpu::Device requestDevice(wgpu::Adapter const& adapter);
struct Configuration {
wgpu::BackendType forceBackendType = wgpu::BackendType::Undefined;
};
[[nodiscard]] virtual Configuration getConfiguration() const noexcept {
return {};
}
protected:
[[nodiscard]] Driver* createDriver(void* sharedContext,
const Platform::DriverConfig& driverConfig) noexcept override;
@@ -27,7 +27,6 @@
#include <backend/AcquiredImage.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/compiler.h>
#include <functional>
@@ -72,11 +71,7 @@ public:
virtual ShaderModel getShaderModel() const noexcept = 0;
// The shader languages used for shaders for this driver in order of preference, used to inform
// matdbg.
//
// The `preferredLanguage` is only a hint. If the backend supports it, it will appear first in
// the list.
// The shader language used for shaders for this driver, used to inform matdbg.
//
// For OpenGL, this distinguishes whether the driver's shaders are powered by ESSL1 or ESSL3.
// This information is used by matdbg to display the correct shader code to the web UI and patch
@@ -84,8 +79,7 @@ public:
//
// Metal shaders can either be MSL or Metal libraries, but at time of writing, matdbg can only
// interface with MSL.
virtual utils::FixedCapacityVector<ShaderLanguage> getShaderLanguages(
ShaderLanguage preferredLanguage) const noexcept = 0;
virtual ShaderLanguage getShaderLanguage() const noexcept = 0;
// Returns the dispatcher. This is only called once during initialization of the CommandStream,
// so it doesn't matter that it's virtual.
@@ -107,17 +107,9 @@
#define DECL_DRIVER_API_R_N(R, N, ...) \
DECL_DRIVER_API_RETURN(R, N, PAIR_ARGS_N(ARG, ##__VA_ARGS__), PAIR_ARGS_N(PARAM, ##__VA_ARGS__))
#define DECL_DRIVER_API_TAGGED_R_N(R, N, ...) \
DECL_DRIVER_API_RETURN(R, N, PAIR_ARGS_N(ARG, ##__VA_ARGS__, utils::CString&&, tag = {}), \
PAIR_ARGS_N(PARAM, ##__VA_ARGS__, utils::CString&&, tag))
#define DECL_DRIVER_API_SYNCHRONOUS_N(R, N, ...) \
DECL_DRIVER_API_SYNCHRONOUS(R, N, PAIR_ARGS_N(ARG, ##__VA_ARGS__), PAIR_ARGS_N(PARAM, ##__VA_ARGS__))
#define DECL_DRIVER_API_SYNCHRONOUS_TAGGED_N(R, N, ...) \
DECL_DRIVER_API_SYNCHRONOUS(R, N, PAIR_ARGS_N(ARG, ##__VA_ARGS__, utils::CString, tag = {}), \
PAIR_ARGS_N(PARAM, ##__VA_ARGS__, utils::CString, tag))
// on some compilers the ##__VA_ARGS__ hack is not supported, so we can't handle 0-parameter APIs
// with DECL_DRIVER_API_SYNCHRONOUS_N
#define DECL_DRIVER_API_SYNCHRONOUS_0(R, N) \
@@ -173,31 +165,35 @@ DECL_DRIVER_API_0(finish)
// reset state tracking, if the driver does any state tracking (e.g. GL)
DECL_DRIVER_API_0(resetState)
DECL_DRIVER_API_N(setDebugTag,
backend::HandleBase::HandleId, handleId,
utils::CString, tag)
/*
* Creating driver objects
* -----------------------
*/
DECL_DRIVER_API_TAGGED_R_N(backend::VertexBufferInfoHandle, createVertexBufferInfo,
DECL_DRIVER_API_R_N(backend::VertexBufferInfoHandle, createVertexBufferInfo,
uint8_t, bufferCount,
uint8_t, attributeCount,
backend::AttributeArray, attributes)
DECL_DRIVER_API_TAGGED_R_N(backend::VertexBufferHandle, createVertexBuffer,
DECL_DRIVER_API_R_N(backend::VertexBufferHandle, createVertexBuffer,
uint32_t, vertexCount,
backend::VertexBufferInfoHandle, vbih)
DECL_DRIVER_API_TAGGED_R_N(backend::IndexBufferHandle, createIndexBuffer,
DECL_DRIVER_API_R_N(backend::IndexBufferHandle, createIndexBuffer,
backend::ElementType, elementType,
uint32_t, indexCount,
backend::BufferUsage, usage)
DECL_DRIVER_API_TAGGED_R_N(backend::BufferObjectHandle, createBufferObject,
DECL_DRIVER_API_R_N(backend::BufferObjectHandle, createBufferObject,
uint32_t, byteCount,
backend::BufferObjectBinding, bindingType,
backend::BufferUsage, usage)
DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTexture,
DECL_DRIVER_API_R_N(backend::TextureHandle, createTexture,
backend::SamplerType, target,
uint8_t, levels,
backend::TextureFormat, format,
@@ -207,19 +203,19 @@ DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTexture,
uint32_t, depth,
backend::TextureUsage, usage)
DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTextureView,
DECL_DRIVER_API_R_N(backend::TextureHandle, createTextureView,
backend::TextureHandle, texture,
uint8_t, baseLevel,
uint8_t, levelCount)
DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTextureViewSwizzle,
DECL_DRIVER_API_R_N(backend::TextureHandle, createTextureViewSwizzle,
backend::TextureHandle, texture,
backend::TextureSwizzle, r,
backend::TextureSwizzle, g,
backend::TextureSwizzle, b,
backend::TextureSwizzle, a)
DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTextureExternalImage2,
DECL_DRIVER_API_R_N(backend::TextureHandle, createTextureExternalImage2,
backend::SamplerType, target,
backend::TextureFormat, format,
uint32_t, width,
@@ -227,7 +223,7 @@ DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTextureExternalImage2,
backend::TextureUsage, usage,
backend::Platform::ExternalImageHandleRef, image)
DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTextureExternalImage,
DECL_DRIVER_API_R_N(backend::TextureHandle, createTextureExternalImage,
backend::SamplerType, target,
backend::TextureFormat, format,
uint32_t, width,
@@ -235,7 +231,7 @@ DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTextureExternalImage,
backend::TextureUsage, usage,
void*, image)
DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTextureExternalImagePlane,
DECL_DRIVER_API_R_N(backend::TextureHandle, createTextureExternalImagePlane,
backend::TextureFormat, format,
uint32_t, width,
uint32_t, height,
@@ -243,7 +239,7 @@ DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, createTextureExternalImagePla
void*, image,
uint32_t, plane)
DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, importTexture,
DECL_DRIVER_API_R_N(backend::TextureHandle, importTexture,
intptr_t, id,
backend::SamplerType, target,
uint8_t, levels,
@@ -254,17 +250,17 @@ DECL_DRIVER_API_TAGGED_R_N(backend::TextureHandle, importTexture,
uint32_t, depth,
backend::TextureUsage, usage)
DECL_DRIVER_API_TAGGED_R_N(backend::RenderPrimitiveHandle, createRenderPrimitive,
DECL_DRIVER_API_R_N(backend::RenderPrimitiveHandle, createRenderPrimitive,
backend::VertexBufferHandle, vbh,
backend::IndexBufferHandle, ibh,
backend::PrimitiveType, pt)
DECL_DRIVER_API_TAGGED_R_N(backend::ProgramHandle, createProgram,
DECL_DRIVER_API_R_N(backend::ProgramHandle, createProgram,
backend::Program&&, program)
DECL_DRIVER_API_TAGGED_R_N(backend::RenderTargetHandle, createDefaultRenderTarget)
DECL_DRIVER_API_R_0(backend::RenderTargetHandle, createDefaultRenderTarget)
DECL_DRIVER_API_TAGGED_R_N(backend::RenderTargetHandle, createRenderTarget,
DECL_DRIVER_API_R_N(backend::RenderTargetHandle, createRenderTarget,
backend::TargetBufferFlags, targetBufferFlags,
uint32_t, width,
uint32_t, height,
@@ -274,32 +270,46 @@ DECL_DRIVER_API_TAGGED_R_N(backend::RenderTargetHandle, createRenderTarget,
backend::TargetBufferInfo, depth,
backend::TargetBufferInfo, stencil)
DECL_DRIVER_API_TAGGED_R_N(backend::FenceHandle, createFence)
DECL_DRIVER_API_R_0(backend::FenceHandle, createFence)
DECL_DRIVER_API_TAGGED_R_N(backend::SyncHandle, createSync)
DECL_DRIVER_API_TAGGED_R_N(backend::SwapChainHandle, createSwapChain,
DECL_DRIVER_API_R_N(backend::SwapChainHandle, createSwapChain,
void*, nativeWindow,
uint64_t, flags)
DECL_DRIVER_API_TAGGED_R_N(backend::SwapChainHandle, createSwapChainHeadless,
DECL_DRIVER_API_R_N(backend::SwapChainHandle, createSwapChainHeadless,
uint32_t, width,
uint32_t, height,
uint64_t, flags)
DECL_DRIVER_API_TAGGED_R_N(backend::TimerQueryHandle, createTimerQuery)
DECL_DRIVER_API_R_0(backend::TimerQueryHandle, createTimerQuery)
DECL_DRIVER_API_TAGGED_R_N(backend::DescriptorSetLayoutHandle, createDescriptorSetLayout,
DECL_DRIVER_API_R_N(backend::DescriptorSetLayoutHandle, createDescriptorSetLayout,
backend::DescriptorSetLayout&&, info)
DECL_DRIVER_API_TAGGED_R_N(backend::DescriptorSetHandle, createDescriptorSet,
DECL_DRIVER_API_R_N(backend::DescriptorSetHandle, createDescriptorSet,
backend::DescriptorSetLayoutHandle, dslh)
DECL_DRIVER_API_TAGGED_R_N(backend::MemoryMappedBufferHandle, mapBuffer,
DECL_DRIVER_API_N(updateDescriptorSetBuffer,
backend::DescriptorSetHandle, dsh,
backend::descriptor_binding_t, binding,
backend::BufferObjectHandle, boh,
size_t, offset,
size_t, size,
backend::MapBufferAccessFlags, access)
uint32_t, offset,
uint32_t, size
)
DECL_DRIVER_API_N(updateDescriptorSetTexture,
backend::DescriptorSetHandle, dsh,
backend::descriptor_binding_t, binding,
backend::TextureHandle, th,
SamplerParams, params
)
DECL_DRIVER_API_N(bindDescriptorSet,
backend::DescriptorSetHandle, dsh,
backend::descriptor_set_t, set,
backend::DescriptorSetOffsetArray&&, offsets
)
/*
* Destroying driver objects
@@ -309,7 +319,7 @@ DECL_DRIVER_API_TAGGED_R_N(backend::MemoryMappedBufferHandle, mapBuffer,
DECL_DRIVER_API_N(destroyVertexBuffer, backend::VertexBufferHandle, vbh)
DECL_DRIVER_API_N(destroyVertexBufferInfo, backend::VertexBufferInfoHandle, vbih)
DECL_DRIVER_API_N(destroyIndexBuffer, backend::IndexBufferHandle, ibh)
DECL_DRIVER_API_N(destroyBufferObject, backend::BufferObjectHandle, boh)
DECL_DRIVER_API_N(destroyBufferObject, backend::BufferObjectHandle, ibh)
DECL_DRIVER_API_N(destroyRenderPrimitive, backend::RenderPrimitiveHandle, rph)
DECL_DRIVER_API_N(destroyProgram, backend::ProgramHandle, ph)
DECL_DRIVER_API_N(destroyTexture, backend::TextureHandle, th)
@@ -318,10 +328,8 @@ DECL_DRIVER_API_N(destroySwapChain, backend::SwapChainHandle, sch)
DECL_DRIVER_API_N(destroyStream, backend::StreamHandle, sh)
DECL_DRIVER_API_N(destroyTimerQuery, backend::TimerQueryHandle, sh)
DECL_DRIVER_API_N(destroyFence, backend::FenceHandle, fh)
DECL_DRIVER_API_N(destroySync, backend::SyncHandle, sh)
DECL_DRIVER_API_N(destroyDescriptorSetLayout, backend::DescriptorSetLayoutHandle, dslh)
DECL_DRIVER_API_N(destroyDescriptorSet, backend::DescriptorSetHandle, dsh)
DECL_DRIVER_API_N(unmapBuffer, backend::MemoryMappedBufferHandle, mmbh)
/*
* Synchronous APIs
@@ -329,16 +337,13 @@ DECL_DRIVER_API_N(unmapBuffer, backend::MemoryMappedBufferHandl
*/
DECL_DRIVER_API_SYNCHRONOUS_0(void, terminate)
DECL_DRIVER_API_SYNCHRONOUS_TAGGED_N(backend::StreamHandle, createStreamNative, void*, stream)
DECL_DRIVER_API_SYNCHRONOUS_TAGGED_N(backend::StreamHandle, createStreamAcquired)
DECL_DRIVER_API_SYNCHRONOUS_N(backend::StreamHandle, createStreamNative, void*, stream)
DECL_DRIVER_API_SYNCHRONOUS_0(backend::StreamHandle, createStreamAcquired)
DECL_DRIVER_API_SYNCHRONOUS_N(void, setAcquiredImage, backend::StreamHandle, stream, void*, image, const math::mat3f&, transform, backend::CallbackHandler*, handler, backend::StreamCallback, cb, void*, userData)
DECL_DRIVER_API_SYNCHRONOUS_N(void, setStreamDimensions, backend::StreamHandle, stream, uint32_t, width, uint32_t, height)
DECL_DRIVER_API_SYNCHRONOUS_N(int64_t, getStreamTimestamp, backend::StreamHandle, stream)
DECL_DRIVER_API_SYNCHRONOUS_N(void, updateStreams, backend::DriverApi*, driver)
DECL_DRIVER_API_SYNCHRONOUS_N(backend::FenceStatus, getFenceStatus, backend::FenceHandle, fh)
DECL_DRIVER_API_SYNCHRONOUS_N(backend::FenceStatus, fenceWait, backend::FenceHandle, fh, uint64_t, timeout)
DECL_DRIVER_API_SYNCHRONOUS_N(void, getPlatformSync, backend::SyncHandle, sh,
backend::CallbackHandler*, handler, backend::Platform::SyncCallback, cb, void*, userData)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isTextureFormatSupported, backend::TextureFormat, format)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isTextureSwizzleSupported)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isTextureFormatMipmappable, backend::TextureFormat, format)
@@ -348,7 +353,6 @@ DECL_DRIVER_API_SYNCHRONOUS_0(bool, isFrameBufferFetchMultiSampleSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isFrameTimeSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isAutoDepthResolveSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isSRGBSwapChainSupported)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isMSAASwapChainSupported, uint32_t, samples)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isProtectedContentSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isStereoSupported)
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isParallelShaderCompileSupported)
@@ -363,7 +367,7 @@ DECL_DRIVER_API_SYNCHRONOUS_0(size_t, getMaxArrayTextureLayers)
DECL_DRIVER_API_SYNCHRONOUS_0(math::float2, getClipSpaceParams)
DECL_DRIVER_API_SYNCHRONOUS_N(void, setupExternalImage2, backend::Platform::ExternalImageHandleRef, image)
DECL_DRIVER_API_SYNCHRONOUS_N(void, setupExternalImage, void*, image)
DECL_DRIVER_API_SYNCHRONOUS_N(backend::TimerQueryResult, getTimerQueryValue, backend::TimerQueryHandle, tqh, uint64_t*, elapsedTime)
DECL_DRIVER_API_SYNCHRONOUS_N(backend::TimerQueryResult, getTimerQueryValue, backend::TimerQueryHandle, query, uint64_t*, elapsedTime)
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isWorkaroundNeeded, backend::Workaround, workaround)
DECL_DRIVER_API_SYNCHRONOUS_0(backend::FeatureLevel, getFeatureLevel)
@@ -388,16 +392,16 @@ DECL_DRIVER_API_N(updateBufferObject,
uint32_t, byteOffset)
DECL_DRIVER_API_N(registerBufferObjectStreams,
backend::BufferObjectHandle, boh,
backend::BufferObjectHandle, ibh,
backend::BufferObjectStreamDescriptor&&, streams)
DECL_DRIVER_API_N(updateBufferObjectUnsynchronized,
backend::BufferObjectHandle, boh,
backend::BufferObjectHandle, ibh,
backend::BufferDescriptor&&, data,
uint32_t, byteOffset)
DECL_DRIVER_API_N(resetBufferObject,
backend::BufferObjectHandle, boh)
backend::BufferObjectHandle, ibh)
DECL_DRIVER_API_N(update3DImage,
backend::TextureHandle, th,
@@ -426,10 +430,10 @@ DECL_DRIVER_API_0(endRenderPass)
DECL_DRIVER_API_0(nextSubpass)
DECL_DRIVER_API_N(beginTimerQuery,
backend::TimerQueryHandle, tqh)
backend::TimerQueryHandle, query)
DECL_DRIVER_API_N(endTimerQuery,
backend::TimerQueryHandle, tqh)
backend::TimerQueryHandle, query)
DECL_DRIVER_API_N(compilePrograms,
backend::CompilerPriorityQueue, priority,
@@ -437,26 +441,6 @@ DECL_DRIVER_API_N(compilePrograms,
backend::CallbackHandler::Callback, callback,
void*, user)
DECL_DRIVER_API_N(updateDescriptorSetBuffer,
backend::DescriptorSetHandle, dsh,
backend::descriptor_binding_t, binding,
backend::BufferObjectHandle, boh,
uint32_t, offset,
uint32_t, size
)
DECL_DRIVER_API_N(updateDescriptorSetTexture,
backend::DescriptorSetHandle, dsh,
backend::descriptor_binding_t, binding,
backend::TextureHandle, th,
SamplerParams, params
)
DECL_DRIVER_API_N(copyToMemoryMappedBuffer,
backend::MemoryMappedBufferHandle, mmbh,
size_t, offset,
backend::BufferDescriptor&&, data)
/*
* Swap chain
*/
@@ -545,12 +529,6 @@ DECL_DRIVER_API_N(bindPipeline,
DECL_DRIVER_API_N(bindRenderPrimitive,
backend::RenderPrimitiveHandle, rph)
DECL_DRIVER_API_N(bindDescriptorSet,
backend::DescriptorSetHandle, dsh,
backend::descriptor_set_t, set,
backend::DescriptorSetOffsetArray&&, offsets
)
DECL_DRIVER_API_N(draw2,
uint32_t, indexOffset,
uint32_t, indexCount,
@@ -249,9 +249,8 @@ public:
}
void associateTagToHandle(HandleBase::HandleId id, utils::CString&& tag) noexcept {
if (tag.empty()) {
return;
}
// TODO: for now, only pool handles check for use-after-free, so we only keep tags for
// those
uint32_t key = id;
if (UTILS_LIKELY(isPoolHandle(id))) {
// Truncate the age to get the debug tag
+4 -10
View File
@@ -18,16 +18,10 @@
#include "DataReshaper.h"
#include <backend/PixelBufferDescriptor.h>
#include <backend/DriverEnums.h>
#include <utils/BitmaskEnum.h>
#include <utils/compiler.h>
#include <utils/CString.h>
#include <cstddef>
#include <cstdint>
#include <utility>
#include <string_view>
namespace filament::backend {
@@ -642,7 +636,7 @@ bool reshape(const PixelBufferDescriptor& data, PixelBufferDescriptor& reshaped)
switch (data.type) {
case PixelDataType::BYTE:
case PixelDataType::UBYTE: {
uint8_t* bytes = static_cast<uint8_t*>(malloc(reshapedSize));
uint8_t* bytes = (uint8_t*) malloc(reshapedSize);
DataReshaper::reshape<uint8_t, 3, 4>(bytes, data.buffer, data.size);
PixelBufferDescriptor pbd(bytes, reshapedSize, reshapedFormat, data.type,
data.alignment, data.left, data.top, data.stride, freeFunc);
@@ -652,7 +646,7 @@ bool reshape(const PixelBufferDescriptor& data, PixelBufferDescriptor& reshaped)
case PixelDataType::SHORT:
case PixelDataType::USHORT:
case PixelDataType::HALF: {
uint8_t* bytes = static_cast<uint8_t*>(malloc(reshapedSize));
uint8_t* bytes = (uint8_t*) malloc(reshapedSize);
DataReshaper::reshape<uint16_t, 3, 4>(bytes, data.buffer, data.size);
PixelBufferDescriptor pbd(bytes, reshapedSize, reshapedFormat, data.type,
data.alignment, data.left, data.top, data.stride, freeFunc);
@@ -661,7 +655,7 @@ bool reshape(const PixelBufferDescriptor& data, PixelBufferDescriptor& reshaped)
}
case PixelDataType::INT:
case PixelDataType::UINT: {
uint8_t* bytes = static_cast<uint8_t*>(malloc(reshapedSize));
uint8_t* bytes = (uint8_t*) malloc(reshapedSize);
DataReshaper::reshape<uint32_t, 3, 4>(bytes, data.buffer, data.size);
PixelBufferDescriptor pbd(bytes, reshapedSize, reshapedFormat, data.type,
data.alignment, data.left, data.top, data.stride, freeFunc);
@@ -669,7 +663,7 @@ bool reshape(const PixelBufferDescriptor& data, PixelBufferDescriptor& reshaped)
return true;
}
case PixelDataType::FLOAT: {
uint8_t* bytes = static_cast<uint8_t*>(malloc(reshapedSize));
uint8_t* bytes = (uint8_t*) malloc(reshapedSize);
DataReshaper::reshape<float, 3, 4>(bytes, data.buffer, data.size);
PixelBufferDescriptor pbd(bytes, reshapedSize, reshapedFormat, data.type,
data.alignment, data.left, data.top, data.stride, freeFunc);
-24
View File
@@ -38,11 +38,6 @@
#include <stdlib.h>
#include <string.h>
#if defined(WIN32)
# include <windows.h> // for VirtualAlloc, VirtualProtect, VirtualFree
# include <utils/unwindows.h>
#endif
using namespace utils;
namespace filament::backend {
@@ -139,21 +134,6 @@ void* CircularBuffer::alloc(size_t size) {
mprotect(guard, BLOCK_SIZE, PROT_NONE);
}
return data;
#elif defined(WIN32)
size_t const BLOCK_SIZE = getBlockSize();
// On Windows, use VirtualAlloc instead of malloc to allocate virtual memory.
// This allows us to set page protection by VirtualProtect.
void* data = VirtualAlloc(nullptr, size * 2 + BLOCK_SIZE, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
FILAMENT_CHECK_POSTCONDITION(data != nullptr)
<< "couldn't allocate " << (size * 2 / 1024)
<< " KiB of virtual address space for the command buffer";
// guard page at the end
void* guard = (void*)(uintptr_t(data) + size * 2);
DWORD oldProtect = 0;
BOOL ok = VirtualProtect(guard, BLOCK_SIZE, PAGE_NOACCESS, &oldProtect);
FILAMENT_CHECK_POSTCONDITION(ok) << "VirtualProtect failed to set guard page";
return data;
#else
return ::malloc(2 * size);
#endif
@@ -170,10 +150,6 @@ void CircularBuffer::dealloc() noexcept {
mAshmemFd = -1;
}
}
#elif defined(WIN32)
if (mData) {
VirtualFree(mData, 0, MEM_RELEASE);
}
#else
::free(mData);
#endif
+10 -12
View File
@@ -57,7 +57,7 @@ static void printParameterPack(io::ostream& out, const FIRST& first, const REMAI
printParameterPack(out, rest...);
}
static UTILS_NOINLINE UTILS_UNUSED std::string_view extractMethodName(std::string_view command) noexcept {
static UTILS_NOINLINE UTILS_UNUSED std::string extractMethodName(std::string& command) noexcept {
constexpr const char startPattern[] = "::Command<&filament::backend::Driver::";
auto pos = command.rfind(startPattern);
auto end = command.rfind('(');
@@ -97,13 +97,11 @@ void CommandStream::execute(void* buffer) {
}
}
Driver& UTILS_RESTRICT driver = mDriver;
CommandBase* UTILS_RESTRICT base = static_cast<CommandBase*>(buffer);
mDriver.execute([&driver, base] {
auto& d = driver;
auto p = base;
while (UTILS_LIKELY(p)) {
p = p->execute(d);
mDriver.execute([this, buffer]() {
Driver& UTILS_RESTRICT driver = mDriver;
CommandBase* UTILS_RESTRICT base = static_cast<CommandBase*>(buffer);
while (UTILS_LIKELY(base)) {
base = base->execute(driver);
}
});
@@ -133,9 +131,9 @@ template<std::size_t... I>
void CommandType<void (Driver::*)(ARGS...)>::Command<METHOD>::log(std::index_sequence<I...>) noexcept {
#if DEBUG_COMMAND_STREAM
static_assert(UTILS_HAS_RTTI, "DEBUG_COMMAND_STREAM can only be used with RTTI");
CString command = CallStack::demangleTypeName(typeid(Command).name());
DLOG(INFO) << extractMethodName({command.data(), command.size()}) << " : size=" << sizeof(Command);
io::sstream parameterPack;
std::string command = utils::CallStack::demangleTypeName(typeid(Command).name()).c_str();
DLOG(INFO) << extractMethodName(command) << " : size=" << sizeof(Command);
utils::io::sstream parameterPack;
printParameterPack(parameterPack, std::get<I>(mArgs)...);
DLOG(INFO) << "\t" << parameterPack.c_str();
#endif
@@ -164,7 +162,7 @@ void CommandType<void (Driver::*)(ARGS...)>::Command<METHOD>::log() noexcept {
// ------------------------------------------------------------------------------------------------
void CustomCommand::execute(Driver&, CommandBase* base, intptr_t* next) {
*next = align(sizeof(CustomCommand));
*next = CustomCommand::align(sizeof(CustomCommand));
static_cast<CustomCommand*>(base)->mCommand();
static_cast<CustomCommand*>(base)->~CustomCommand();
}
+8 -25
View File
@@ -63,7 +63,6 @@ public:
static void copyImage(uint8_t* UTILS_RESTRICT dest,
const uint8_t* UTILS_RESTRICT src,
size_t srcBytesPerRow, size_t /*srcChannelCount*/,
size_t /*dstRowOffset */, size_t /*dstColumnOffset */,
size_t dstBytesPerRow, size_t /*dstChannelCount*/,
size_t /*width*/, size_t height, bool /*swizzle*/) {
if (srcBytesPerRow == dstBytesPerRow) {
@@ -80,20 +79,17 @@ public:
template<typename dstComponentType, typename srcComponentType>
static void reshapeImage(uint8_t* UTILS_RESTRICT dest, const uint8_t* UTILS_RESTRICT src,
size_t srcBytesPerRow,
size_t srcChannelCount,
size_t dstRowOffset, size_t dstColumnOffset,
size_t dstBytesPerRow, size_t dstChannelCount,
size_t srcChannelCount, size_t dstBytesPerRow, size_t dstChannelCount,
size_t width, size_t height, bool swizzle) {
const dstComponentType dstMaxValue = getMaxValue<dstComponentType>();
const srcComponentType srcMaxValue = getMaxValue<srcComponentType>();
const size_t minChannelCount = math::min(srcChannelCount, dstChannelCount);
assert_invariant(minChannelCount <= 4);
UTILS_ASSUME(minChannelCount <= 4);
dest += (dstRowOffset * dstBytesPerRow);
const int inds[4] = { swizzle ? 2 : 0, 1, swizzle ? 0 : 2, 3 };
for (size_t row = 0; row < height; ++row) {
const srcComponentType* in = (const srcComponentType*) src;
dstComponentType* out = (dstComponentType*)dest + (dstColumnOffset * dstChannelCount);
const srcComponentType* in = (const srcComponentType*)src;
dstComponentType* out = (dstComponentType*)dest;
for (size_t column = 0; column < width; ++column) {
for (size_t channel = 0; channel < minChannelCount; ++channel) {
if constexpr (std::is_same_v<dstComponentType, srcComponentType>) {
@@ -132,23 +128,17 @@ public:
default: return false;
}
void (*reshaper)(uint8_t* dest, const uint8_t* src, size_t srcBytesPerRow,
size_t srcChannelCount,
size_t srcRowOffset, size_t srcColumnOffset,
size_t dstBytesPerRow, size_t dstChannelCount,
size_t srcChannelCount, size_t dstBytesPerRow, size_t dstChannelCount,
size_t width, size_t height, bool swizzle) = nullptr;
constexpr auto UBYTE = PixelDataType::UBYTE;
constexpr auto FLOAT = PixelDataType::FLOAT;
constexpr auto UINT = PixelDataType::UINT;
constexpr auto INT = PixelDataType::INT;
constexpr auto HALF = PixelDataType::HALF;
constexpr auto UBYTE = PixelDataType::UBYTE, FLOAT = PixelDataType::FLOAT,
UINT = PixelDataType::UINT, INT = PixelDataType::INT;
switch (dst->type) {
case UBYTE:
switch (srcType) {
case UBYTE:
reshaper = reshapeImage<uint8_t, uint8_t>;
if (dst->format == PixelDataFormat::RGBA &&
dstChannelCount == srcChannelCount && !swizzle && dst->top == 0 &&
dst->left == 0) {
dstChannelCount == srcChannelCount && !swizzle) {
reshaper = copyImage;
}
break;
@@ -185,20 +175,13 @@ public:
default: return false;
}
break;
case HALF:
switch (srcType) {
case HALF: reshaper = copyImage; break;
default: return false;
}
break;
default:
return false;
}
uint8_t* dstBytes = (uint8_t*) dst->buffer;
const int dstBytesPerRow = PixelBufferDescriptor::computeDataSize(dst->format, dst->type,
dst->stride ? dst->stride : width, 1, dst->alignment);
reshaper(dstBytes, srcBytes, srcBytesPerRow, srcChannelCount,
dst->top, dst->left, dstBytesPerRow,
reshaper(dstBytes, srcBytes, srcBytesPerRow, srcChannelCount, dstBytesPerRow,
dstChannelCount, width, height, swizzle);
return true;
}
+1 -8
View File
@@ -78,9 +78,6 @@ struct HwBufferObject : public HwBase {
explicit HwBufferObject(uint32_t byteCount) noexcept : byteCount(byteCount) {}
};
struct HwMemoryMappedBuffer : public HwBase {
};
struct HwIndexBuffer : public HwBase {
uint32_t count : 27;
uint32_t elementSize : 5;
@@ -143,10 +140,6 @@ struct HwFence : public HwBase {
Platform::Fence* fence = nullptr;
};
struct HwSync : public HwBase {
Platform::Sync* sync = nullptr;
};
struct HwSwapChain : public HwBase {
Platform::SwapChain* swapChain = nullptr;
};
@@ -214,7 +207,7 @@ public:
protected:
class CallbackDataDetails;
void scheduleDestroy(BufferDescriptor&& buffer) noexcept {
inline void scheduleDestroy(BufferDescriptor&& buffer) noexcept {
if (buffer.hasCallback()) {
scheduleDestroySlow(std::move(buffer));
}
+6 -7
View File
@@ -21,8 +21,7 @@
#include <utils/ostream.h>
#ifndef NDEBUG
# include <utils/CString.h>
# include <string_view>
# include <string>
#endif
#include <stddef.h>
@@ -37,11 +36,11 @@ static char const * const kOurNamespace = "filament::backend::";
// removes all occurrences of "what" from "str"
UTILS_NOINLINE
static CString& removeAll(CString& str, const std::string_view what) noexcept {
static std::string& removeAll(std::string& str, const std::string& what) noexcept {
if (!what.empty()) {
const CString empty;
const std::string empty;
size_t pos = 0;
while ((pos = std::string_view{ str.data(), str.size() }.find(what, pos)) != std::string_view::npos) {
while ((pos = str.find(what, pos)) != std::string::npos) {
str.replace(pos, what.length(), empty);
}
}
@@ -50,13 +49,13 @@ static CString& removeAll(CString& str, const std::string_view what) noexcept {
template <typename T>
UTILS_NOINLINE
static io::ostream& logHandle(io::ostream& out, CString& typeName, T id) noexcept {
static io::ostream& logHandle(io::ostream& out, std::string& typeName, T id) noexcept {
return out << removeAll(typeName, kOurNamespace) << " @ " << id;
}
template <typename T>
io::ostream& operator<<(io::ostream& out, const Handle<T>& h) noexcept {
CString s{ CallStack::typeName<Handle<T>>() };
std::string s(CallStack::typeName<Handle<T>>().c_str());
return logHandle(out, s, h.getId());
}
-10
View File
@@ -18,7 +18,6 @@
#define TNT_FILAMENT_DRIVER_METALBUFFER_H
#include "MetalContext.h"
#include "MetalFlags.h"
#include <backend/DriverEnums.h>
#include <backend/platforms/PlatformMetal.h>
@@ -192,15 +191,6 @@ public:
void* getCpuBuffer() const noexcept { return mCpuBuffer; }
void setLabel(const utils::CString& label) {
#if FILAMENT_METAL_DEBUG_LABELS
if (label.empty()) {
return;
}
mBuffer.get().label = @(label.c_str_safe());
#endif
}
enum Stage : uint8_t {
VERTEX = 1u << 0u,
FRAGMENT = 1u << 1u,
+1 -6
View File
@@ -102,7 +102,7 @@ id<MTLCommandBuffer> getPendingCommandBuffer(MetalContext* context) {
context->pendingCommandBuffer = [context->commandQueue commandBuffer];
// It's safe for this block to capture the context variable. MetalDriver::terminate will ensure
// all frames and their completion handlers finish before context is deallocated.
const uint64_t thisCommandBufferId = context->pendingCommandBufferId;
uint64_t thisCommandBufferId = context->pendingCommandBufferId;
[context->pendingCommandBuffer addCompletedHandler:^(id <MTLCommandBuffer> buffer) {
context->resourceTracker.clearResources((__bridge void*) buffer);
@@ -118,11 +118,6 @@ id<MTLCommandBuffer> getPendingCommandBuffer(MetalContext* context) {
context->memorylessLimitsReached = true;
}
}
if (UTILS_UNLIKELY(errorCode != MTLCommandBufferErrorNone)) {
LOG(ERROR) << "Filament Metal command buffer errored with code: " << errorCode << " ("
<< stringifyMTLCommandBufferError(errorCode) << ").";
}
}];
FILAMENT_CHECK_POSTCONDITION(context->pendingCommandBuffer)
<< "Could not obtain command buffer.";
+2 -4
View File
@@ -25,9 +25,8 @@
#include <backend/SamplerDescriptor.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Log.h>
#include <utils/compiler.h>
#include <utils/Log.h>
#include <utils/debug.h>
#include <functional>
@@ -70,8 +69,7 @@ private:
MetalContext* mContext;
ShaderModel getShaderModel() const noexcept final;
utils::FixedCapacityVector<ShaderLanguage> getShaderLanguages(
ShaderLanguage preferredLanguage) const noexcept final;
ShaderLanguage getShaderLanguage() const noexcept final;
// Overrides the default implementation by wrapping the call to fn in an @autoreleasepool block.
void execute(std::function<void(void)> const& fn) noexcept final;
+65 -156
View File
@@ -418,42 +418,49 @@ void MetalDriver::finish(int) {
}
void MetalDriver::createVertexBufferInfoR(Handle<HwVertexBufferInfo> vbih, uint8_t bufferCount,
uint8_t attributeCount, AttributeArray attributes, utils::CString&& tag) {
uint8_t attributeCount, AttributeArray attributes) {
construct_handle<MetalVertexBufferInfo>(vbih, *mContext,
bufferCount, attributeCount, attributes);
mHandleAllocator.associateTagToHandle(vbih.getId(), std::move(tag));
}
void MetalDriver::createVertexBufferR(Handle<HwVertexBuffer> vbh,
uint32_t vertexCount, Handle<HwVertexBufferInfo> vbih, utils::CString&& tag) {
uint32_t vertexCount, Handle<HwVertexBufferInfo> vbih) {
MetalVertexBufferInfo const* const vbi = handle_cast<const MetalVertexBufferInfo>(vbih);
construct_handle<MetalVertexBuffer>(vbh, *mContext, vertexCount, vbi->bufferCount, vbih);
mHandleAllocator.associateTagToHandle(vbh.getId(), std::move(tag));
// No actual GPU memory is allocated here, so no need to check for allocation success.
}
void MetalDriver::createIndexBufferR(Handle<HwIndexBuffer> ibh, ElementType elementType,
uint32_t indexCount, BufferUsage usage, utils::CString&& tag) {
uint32_t indexCount, BufferUsage usage) {
auto elementSize = (uint8_t)getElementTypeSize(elementType);
auto* indexBuffer =
construct_handle<MetalIndexBuffer>(ibh, *mContext, usage, elementSize, indexCount);
auto& buffer = indexBuffer->buffer;
FILAMENT_CHECK_POSTCONDITION(buffer.wasAllocationSuccessful())
<< "Could not allocate Metal index buffer of size " << buffer.getSize()
<< ", tag=" << tag.c_str_safe();
buffer.setLabel(tag);
mHandleAllocator.associateTagToHandle(ibh.getId(), std::move(tag));
// If the allocation was not successful, postpone the error message until the next tick, to give
// Filament a chance to call setDebugTag on the handle; this way we get a nicer error message.
if (UTILS_UNLIKELY(!buffer.wasAllocationSuccessful())) {
const size_t byteCount = buffer.getSize();
runAtNextTick([byteCount, this, ibh]() {
FILAMENT_CHECK_POSTCONDITION(false)
<< "Could not allocate Metal index buffer of size " << byteCount
<< ", tag=" << mHandleAllocator.getHandleTag(ibh.getId()).c_str_safe();
});
}
}
void MetalDriver::createBufferObjectR(Handle<HwBufferObject> boh, uint32_t byteCount,
BufferObjectBinding bindingType, BufferUsage usage, utils::CString&& tag) {
BufferObjectBinding bindingType, BufferUsage usage) {
auto* bufferObject =
construct_handle<MetalBufferObject>(boh, *mContext, bindingType, usage, byteCount);
FILAMENT_CHECK_POSTCONDITION(bufferObject->getBuffer()->wasAllocationSuccessful())
<< "Could not allocate Metal buffer of size " << byteCount
<< ", tag=" << tag.c_str_safe();
bufferObject->getBuffer()->setLabel(tag);
mHandleAllocator.associateTagToHandle(boh.getId(), std::move(tag));
// If the allocation was not successful, postpone the error message until the next tick, to give
// Filament a chance to call setDebugTag on the handle; this way we get a nicer error message.
if (UTILS_UNLIKELY(!bufferObject->getBuffer()->wasAllocationSuccessful())) {
runAtNextTick([byteCount, this, boh]() {
FILAMENT_CHECK_POSTCONDITION(false)
<< "Could not allocate Metal buffer of size " << byteCount
<< ", tag=" << mHandleAllocator.getHandleTag(boh.getId()).c_str_safe();
});
}
}
// fixme: TextureUsage is a bitfield
@@ -488,83 +495,67 @@ inline const char* stringify(SamplerType samplerType) {
void MetalDriver::createTextureR(Handle<HwTexture> th, SamplerType target, uint8_t levels,
TextureFormat format, uint8_t samples, uint32_t width, uint32_t height,
uint32_t depth, TextureUsage usage, utils::CString&& tag) {
uint32_t depth, TextureUsage usage) {
// Clamp sample count to what the device supports.
auto& sc = mContext->sampleCountLookup;
samples = sc[std::min(MAX_SAMPLE_COUNT, samples)];
MetalTexture* texture = construct_handle<MetalTexture>(th, *mContext, target, levels, format,
samples, width, height, depth, usage);
mContext->textures.insert(texture);
texture->setLabel(tag);
mContext->textures.insert(construct_handle<MetalTexture>(
th, *mContext, target, levels, format, samples, width, height, depth, usage));
DEBUG_LOG(
"createTextureR(th = %d, target = %s, levels = %d, format = ?, samples = %d, width = "
"%d, height = %d, depth = %d, usage = %s)\n",
th.getId(), stringify(target), levels, samples, width, height, depth, stringify(usage));
mHandleAllocator.associateTagToHandle(th.getId(), std::move(tag));
}
void MetalDriver::createTextureViewR(Handle<HwTexture> th, Handle<HwTexture> srch,
uint8_t baseLevel, uint8_t levelCount, utils::CString&& tag) {
void MetalDriver::createTextureViewR(
Handle<HwTexture> th, Handle<HwTexture> srch, uint8_t baseLevel, uint8_t levelCount) {
MetalTexture const* src = handle_cast<MetalTexture>(srch);
MetalTexture* texture =
construct_handle<MetalTexture>(th, *mContext, src, baseLevel, levelCount);
mContext->textures.insert(texture);
texture->setLabel(tag);
mHandleAllocator.associateTagToHandle(th.getId(), std::move(tag));
mContext->textures.insert(
construct_handle<MetalTexture>(th, *mContext, src, baseLevel, levelCount));
}
void MetalDriver::createTextureViewSwizzleR(Handle<HwTexture> th, Handle<HwTexture> srch,
backend::TextureSwizzle r, backend::TextureSwizzle g, backend::TextureSwizzle b,
backend::TextureSwizzle a, utils::CString&& tag) {
backend::TextureSwizzle a) {
MetalTexture const* src = handle_cast<MetalTexture>(srch);
MetalTexture* texture = construct_handle<MetalTexture>(th, *mContext, src, r, g, b, a);
mContext->textures.insert(texture);
texture->setLabel(tag);
mHandleAllocator.associateTagToHandle(th.getId(), std::move(tag));
mContext->textures.insert(construct_handle<MetalTexture>(th, *mContext, src, r, g, b, a));
}
void MetalDriver::createTextureExternalImage2R(Handle<HwTexture> th,
backend::SamplerType target,
backend::TextureFormat format,
uint32_t width, uint32_t height, backend::TextureUsage usage,
Platform::ExternalImageHandleRef image, utils::CString&& tag) {
Platform::ExternalImageHandleRef image) {
// FIXME: implement createTextureExternalImage2R
}
void MetalDriver::createTextureExternalImageR(Handle<HwTexture> th, backend::SamplerType target,
backend::TextureFormat format, uint32_t width, uint32_t height, backend::TextureUsage usage,
void* image, utils::CString&& tag) {
MetalTexture* texture = construct_handle<MetalTexture>(th, *mContext, format, width, height,
usage, (CVPixelBufferRef) image);
mContext->textures.insert(texture);
texture->setLabel(tag);
void MetalDriver::createTextureExternalImageR(Handle<HwTexture> th,
backend::SamplerType target,
backend::TextureFormat format,
uint32_t width, uint32_t height, backend::TextureUsage usage, void* image) {
mContext->textures.insert(construct_handle<MetalTexture>(
th, *mContext, format, width, height, usage, (CVPixelBufferRef)image));
// This release matches the retain call in setupExternalImage. The MetalTexture will have
// retained the buffer by now.
CVPixelBufferRelease((CVPixelBufferRef)image);
mHandleAllocator.associateTagToHandle(th.getId(), std::move(tag));
}
void MetalDriver::createTextureExternalImagePlaneR(Handle<HwTexture> th,
backend::TextureFormat format, uint32_t width, uint32_t height, backend::TextureUsage usage,
void* image, uint32_t plane, utils::CString&& tag) {
MetalTexture* texture = construct_handle<MetalTexture>(th, *mContext, format, width, height,
usage, (CVPixelBufferRef) image, plane);
mContext->textures.insert(texture);
texture->setLabel(tag);
void* image, uint32_t plane) {
mContext->textures.insert(construct_handle<MetalTexture>(
th, *mContext, format, width, height, usage, (CVPixelBufferRef)image, plane));
// This release matches the retain call in setupExternalImage. The MetalTexture will have
// retained the buffer by now.
CVPixelBufferRelease((CVPixelBufferRef)image);
mHandleAllocator.associateTagToHandle(th.getId(), std::move(tag));
}
void MetalDriver::importTextureR(Handle<HwTexture> th, intptr_t i,
SamplerType target, uint8_t levels,
TextureFormat format, uint8_t samples, uint32_t width, uint32_t height,
uint32_t depth, TextureUsage usage, utils::CString&& tag) {
uint32_t depth, TextureUsage usage) {
id<MTLTexture> metalTexture = (id<MTLTexture>) CFBridgingRelease((void*) i);
FILAMENT_CHECK_PRECONDITION(metalTexture.width == width)
<< "Imported id<MTLTexture> width (" << metalTexture.width
@@ -579,40 +570,34 @@ void MetalDriver::importTextureR(Handle<HwTexture> th, intptr_t i,
FILAMENT_CHECK_PRECONDITION(metalTexture.textureType == filamentMetalType)
<< "Imported id<MTLTexture> type (" << metalTexture.textureType
<< ") != Filament texture type (" << filamentMetalType << ")";
MetalTexture* texture = construct_handle<MetalTexture>(th, *mContext, target, levels, format,
samples, width, height, depth, usage, metalTexture);
mContext->textures.insert(texture);
texture->setLabel(tag);
mHandleAllocator.associateTagToHandle(th.getId(), std::move(tag));
mContext->textures.insert(construct_handle<MetalTexture>(th, *mContext,
target, levels, format, samples, width, height, depth, usage, metalTexture));
}
void MetalDriver::createRenderPrimitiveR(Handle<HwRenderPrimitive> rph,
Handle<HwVertexBuffer> vbh, Handle<HwIndexBuffer> ibh,
PrimitiveType pt, utils::CString&& tag) {
PrimitiveType pt) {
construct_handle<MetalRenderPrimitive>(rph);
MetalDriver::setRenderPrimitiveBuffer(rph, pt, vbh, ibh);
mHandleAllocator.associateTagToHandle(rph.getId(), std::move(tag));
}
void MetalDriver::createProgramR(Handle<HwProgram> rph, Program&& program, utils::CString&& tag) {
void MetalDriver::createProgramR(Handle<HwProgram> rph, Program&& program) {
#if FILAMENT_METAL_DEBUG_LOG
auto handleId = rph.getId();
DEBUG_LOG("createProgramR(rph = %d, program = ", handleId);
DLOG(INFO) << program;
#endif
construct_handle<MetalProgram>(rph, *mContext, std::move(program));
mHandleAllocator.associateTagToHandle(rph.getId(), std::move(tag));
}
void MetalDriver::createDefaultRenderTargetR(Handle<HwRenderTarget> rth, utils::CString&& tag) {
void MetalDriver::createDefaultRenderTargetR(Handle<HwRenderTarget> rth, int dummy) {
construct_handle<MetalRenderTarget>(rth, mContext);
mHandleAllocator.associateTagToHandle(rth.getId(), std::move(tag));
}
void MetalDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
TargetBufferFlags targetBufferFlags, uint32_t width, uint32_t height,
uint8_t samples, uint8_t layerCount, MRT color,
TargetBufferInfo depth, TargetBufferInfo stencil, utils::CString&& tag) {
TargetBufferInfo depth, TargetBufferInfo stencil) {
FILAMENT_CHECK_PRECONDITION(!isInRenderPass(mContext))
<< "createRenderTarget must be called outside of a render pass.";
// Clamp sample count to what the device supports.
@@ -655,20 +640,14 @@ void MetalDriver::createRenderTargetR(Handle<HwRenderTarget> rth,
construct_handle<MetalRenderTarget>(rth, mContext, width, height, samples,
colorAttachments, depthAttachment, stencilAttachment);
mHandleAllocator.associateTagToHandle(rth.getId(), std::move(tag));
}
void MetalDriver::createFenceR(Handle<HwFence> fh, utils::CString&& tag) {
void MetalDriver::createFenceR(Handle<HwFence> fh, int dummy) {
auto* fence = handle_cast<MetalFence>(fh);
fence->encode();
mHandleAllocator.associateTagToHandle(fh.getId(), std::move(tag));
}
void MetalDriver::createSwapChainR(Handle<HwSwapChain> sch, void* nativeWindow, uint64_t flags,
utils::CString&& tag) {
// TODO: support MSAA swapchain
void MetalDriver::createSwapChainR(Handle<HwSwapChain> sch, void* nativeWindow, uint64_t flags) {
if (UTILS_UNLIKELY(flags & SWAP_CHAIN_CONFIG_APPLE_CVPIXELBUFFER)) {
CVPixelBufferRef pixelBuffer = (CVPixelBufferRef) nativeWindow;
construct_handle<MetalSwapChain>(sch, *mContext, mPlatform, pixelBuffer, flags);
@@ -679,24 +658,15 @@ void MetalDriver::createSwapChainR(Handle<HwSwapChain> sch, void* nativeWindow,
auto* metalLayer = (__bridge CAMetalLayer*) nativeWindow;
construct_handle<MetalSwapChain>(sch, *mContext, mPlatform, metalLayer, flags);
}
mHandleAllocator.associateTagToHandle(sch.getId(), std::move(tag));
}
void MetalDriver::createSwapChainHeadlessR(Handle<HwSwapChain> sch,
uint32_t width, uint32_t height, uint64_t flags, utils::CString&& tag) {
uint32_t width, uint32_t height, uint64_t flags) {
construct_handle<MetalSwapChain>(sch, *mContext, mPlatform, width, height, flags);
mHandleAllocator.associateTagToHandle(sch.getId(), std::move(tag));
}
void MetalDriver::createSyncR(Handle<HwSync> sh, utils::CString&& tag) {
// TODO: Ensure sync is active, and then invoke and clear all pending
// callbacks.
mHandleAllocator.associateTagToHandle(sh.getId(), std::move(tag));
}
void MetalDriver::createTimerQueryR(Handle<HwTimerQuery> tqh, utils::CString&& tag) {
void MetalDriver::createTimerQueryR(Handle<HwTimerQuery> tqh, int) {
// nothing to do, timer query was constructed in createTimerQueryS
mHandleAllocator.associateTagToHandle(tqh.getId(), std::move(tag));
}
UTILS_UNUSED
@@ -733,7 +703,7 @@ const char* toString(DescriptorFlags flags) {
}
void MetalDriver::createDescriptorSetLayoutR(
Handle<HwDescriptorSetLayout> dslh, DescriptorSetLayout&& info, utils::CString&& tag) {
Handle<HwDescriptorSetLayout> dslh, DescriptorSetLayout&& info) {
#if FILAMENT_METAL_DEBUG_LOG == 1
const char* labelStr = "";
std::visit([&labelStr](auto&& arg) {
@@ -754,16 +724,13 @@ void MetalDriver::createDescriptorSetLayoutR(
DEBUG_LOG("})\n");
#endif
construct_handle<MetalDescriptorSetLayout>(dslh, std::move(info));
mHandleAllocator.associateTagToHandle(dslh.getId(), std::move(tag));
}
void MetalDriver::createDescriptorSetR(
Handle<HwDescriptorSet> dsh, Handle<HwDescriptorSetLayout> dslh, utils::CString&& tag) {
Handle<HwDescriptorSet> dsh, Handle<HwDescriptorSetLayout> dslh) {
DEBUG_LOG("createDescriptorSetR(dsh = %d, dslh = %d)\n", dsh.getId(), dslh.getId());
MetalDescriptorSetLayout* layout = handle_cast<MetalDescriptorSetLayout>(dslh);
MetalDescriptorSet* ds = construct_handle<MetalDescriptorSet>(dsh, layout);
ds->setLabel(tag);
mHandleAllocator.associateTagToHandle(dsh.getId(), std::move(tag));
construct_handle<MetalDescriptorSet>(dsh, layout);
}
Handle<HwVertexBufferInfo> MetalDriver::createVertexBufferInfoS() noexcept {
@@ -840,10 +807,6 @@ Handle<HwSwapChain> MetalDriver::createSwapChainHeadlessS() noexcept {
return alloc_handle<MetalSwapChain>();
}
Handle<HwSync> MetalDriver::createSyncS() noexcept {
return alloc_handle<MetalSync>();
}
Handle<HwTimerQuery> MetalDriver::createTimerQueryS() noexcept {
// The handle must be constructed here, as a synchronous call to getTimerQueryValue might happen
// before createTimerQueryR is executed.
@@ -1002,19 +965,15 @@ ShaderModel MetalDriver::getShaderModel() const noexcept {
#endif
}
utils::FixedCapacityVector<ShaderLanguage> MetalDriver::getShaderLanguages(
ShaderLanguage preferredLanguage) const noexcept {
if (preferredLanguage == backend::ShaderLanguage::MSL) {
return { backend::ShaderLanguage::MSL, backend::ShaderLanguage::METAL_LIBRARY };
}
return { backend::ShaderLanguage::METAL_LIBRARY, backend::ShaderLanguage::MSL };
ShaderLanguage MetalDriver::getShaderLanguage() const noexcept {
return ShaderLanguage::MSL;
}
Handle<HwStream> MetalDriver::createStreamNative(void* stream, utils::CString tag) {
Handle<HwStream> MetalDriver::createStreamNative(void* stream) {
return {};
}
Handle<HwStream> MetalDriver::createStreamAcquired(utils::CString tag) {
Handle<HwStream> MetalDriver::createStreamAcquired() {
return {};
}
@@ -1042,30 +1001,13 @@ void MetalDriver::destroyFence(Handle<HwFence> fh) {
}
FenceStatus MetalDriver::getFenceStatus(Handle<HwFence> fh) {
return fenceWait(fh, 0);
}
FenceStatus MetalDriver::fenceWait(FenceHandle fh, uint64_t const timeout) {
auto* fence = handle_cast<MetalFence>(fh);
if (!fence) {
return FenceStatus::ERROR;
}
return fence->wait(timeout);
return fence->wait(0);
}
void MetalDriver::destroySync(Handle<HwSync> sh) {
if (sh) {
destruct_handle<MetalSync>(sh);
}
}
void MetalDriver::getPlatformSync(Handle<HwSync> sh, CallbackHandler* handler,
Platform::SyncCallback cb, void* userData) {
// TODO: If the sync has been inserted into the command stream, execute
// the callback. Otherwise, enqueue it.
}
bool MetalDriver::isTextureFormatSupported(TextureFormat format) {
return MetalTexture::decidePixelFormat(mContext, format) != MTLPixelFormatInvalid;
}
@@ -1147,11 +1089,6 @@ bool MetalDriver::isSRGBSwapChainSupported() {
return false;
}
bool MetalDriver::isMSAASwapChainSupported(uint32_t) {
// TODO: support MSAA swapchain
return false;
}
bool MetalDriver::isProtectedContentSupported() {
// the SWAP_CHAIN_CONFIG_PROTECTED_CONTENT flag is not supported
return false;
@@ -2198,6 +2135,10 @@ void MetalDriver::endTimerQuery(Handle<HwTimerQuery> tqh) {
void MetalDriver::resetState(int) {
}
void MetalDriver::setDebugTag(HandleBase::HandleId handleId, utils::CString tag) {
mHandleAllocator.associateTagToHandle(handleId, std::move(tag));
}
void MetalDriver::runAtNextTick(const std::function<void()>& fn) noexcept {
mTickOps.push_back(fn);
}
@@ -2225,38 +2166,6 @@ void MetalDriver::executeDeferredOps() noexcept {
}
}
MemoryMappedBufferHandle MetalDriver::mapBufferS() noexcept {
return alloc_handle<MetalMemoryMappedBuffer>();
}
void MetalDriver::mapBufferR(MemoryMappedBufferHandle mmbh,
BufferObjectHandle boh, size_t offset,
size_t size, MapBufferAccessFlags access, utils::CString&& tag) {
construct_handle<MetalMemoryMappedBuffer>(mmbh, boh, offset, size, access);
mHandleAllocator.associateTagToHandle(mmbh.getId(), std::move(tag));
}
void MetalDriver::unmapBuffer(MemoryMappedBufferHandle mmbh) {
if (UTILS_UNLIKELY(!mmbh)) {
return;
}
destruct_handle<MetalMemoryMappedBuffer>(mmbh);
}
void MetalDriver::copyToMemoryMappedBuffer(MemoryMappedBufferHandle mmbh, size_t offset,
BufferDescriptor&& data) {
auto mmb = handle_cast<MetalMemoryMappedBuffer>(mmbh);
assert_invariant(any(mmb->access & MapBufferAccessFlags::WRITE_BIT));
assert_invariant(offset + data.size <= mmb->size);
// TODO: this isa zero-effort implementation of copyToMemoryMappedBuffer(), where we just
// call updateBufferObject(). This could be a fallback implementation for when
// shared memory is not available.
// On UMA systems, this should just be a memcpy into the memory-mapped buffer.
updateBufferObject(mmb->boh, std::move(data), mmb->offset + offset);
}
// explicit instantiation of the Dispatcher
template class ConcreteDispatcher<MetalDriver>;
-32
View File
@@ -451,38 +451,6 @@ inline MTLTextureSwizzleChannels getSwizzleChannels(TextureSwizzle r, TextureSwi
getSwizzle(a));
}
inline const char* stringifyMTLCommandBufferError(MTLCommandBufferError error) {
#if !defined(FILAMENT_IOS)
if (error == MTLCommandBufferErrorDeviceRemoved) {
return "MTLCommandBufferErrorDeviceRemoved";
}
#endif
switch (error) {
case MTLCommandBufferErrorNone:
return "MTLCommandBufferErrorNone";
case MTLCommandBufferErrorInternal:
return "MTLCommandBufferErrorInternal";
case MTLCommandBufferErrorTimeout:
return "MTLCommandBufferErrorTimeout";
case MTLCommandBufferErrorPageFault:
return "MTLCommandBufferErrorPageFault";
case MTLCommandBufferErrorAccessRevoked:
return "MTLCommandBufferErrorAccessRevoked";
case MTLCommandBufferErrorNotPermitted:
return "MTLCommandBufferErrorNotPermitted";
case MTLCommandBufferErrorOutOfMemory:
return "MTLCommandBufferErrorOutOfMemory";
case MTLCommandBufferErrorInvalidResource:
return "MTLCommandBufferErrorInvalidResource";
case MTLCommandBufferErrorMemoryless:
return "MTLCommandBufferErrorMemoryless";
case MTLCommandBufferErrorStackOverflow:
return "MTLCommandBufferErrorStackOverflow";
default:
return "Unknown";
}
}
} // namespace backend
} // namespace filament
-28
View File
@@ -1,28 +0,0 @@
/*
* Copyright (C) 2025 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef TNT_FILAMENT_DRIVER_METALFLAGS_H
#define TNT_FILAMENT_DRIVER_METALFLAGS_H
#ifndef FILAMENT_METAL_DEBUG_LABELS
#ifndef NDEBUG
#define FILAMENT_METAL_DEBUG_LABELS 1
#else
#define FILAMENT_METAL_DEBUG_LABELS 0
#endif
#endif
#endif
-40
View File
@@ -27,7 +27,6 @@
#include "MetalContext.h"
#include "MetalEnums.h"
#include "MetalExternalImage.h"
#include "MetalFlags.h"
#include "MetalState.h" // for MetalState::VertexDescription
#include <backend/DriverEnums.h>
@@ -267,16 +266,6 @@ public:
static MTLPixelFormat decidePixelFormat(MetalContext* context, TextureFormat format);
void setLabel(const utils::CString& label) {
#if FILAMENT_METAL_DEBUG_LABELS
if (label.empty()) {
return;
}
texture.label = @(label.c_str_safe());
swizzledTextureView.label = @(label.c_str_safe());
#endif
}
MetalContext& context;
// A "sidecar" texture used to implement automatic MSAA resolve.
@@ -448,10 +437,6 @@ private:
uint64_t value;
};
// TODO: Provide implementation for MetalSync.
class MetalSync : public HwSync {
};
struct MetalTimerQuery : public HwTimerQuery {
MetalTimerQuery() : status(std::make_shared<Status>()) {}
@@ -494,15 +479,6 @@ struct MetalDescriptorSet : public HwDescriptorSet {
void finalize(MetalDriver* driver);
void setLabel(const utils::CString& l) {
#if FILAMENT_METAL_DEBUG_LABELS
if (l.empty()) {
return;
}
label = l;
#endif
}
id<MTLBuffer> finalizeAndGetBuffer(MetalDriver* driver, ShaderStage stage);
MetalDescriptorSetLayout* layout;
@@ -525,22 +501,6 @@ struct MetalDescriptorSet : public HwDescriptorSet {
std::vector<std::shared_ptr<MetalExternalImage>> externalImages;
std::array<TrackedMetalBuffer, Program::SHADER_TYPE_COUNT> cachedBuffer = { nil };
#if FILAMENT_METAL_DEBUG_LABELS
utils::CString label;
#endif
};
struct MetalMemoryMappedBuffer : public HwMemoryMappedBuffer {
MetalMemoryMappedBuffer(BufferObjectHandle boh, size_t const offset,
size_t const size, MapBufferAccessFlags const access)
: boh(boh), access(access), size(size), offset(offset) {
}
BufferObjectHandle boh{};
MapBufferAccessFlags access{};
uint32_t size = 0;
uint32_t offset = 0;
};
} // namespace backend
@@ -118,10 +118,6 @@ MetalSwapChain::MetalSwapChain(
layerDrawableMutex(std::make_shared<std::mutex>()),
type(SwapChainType::CAMETALLAYER) {
FILAMENT_CHECK_PRECONDITION([nativeWindow isKindOfClass:[CAMetalLayer class]])
<< "nativeWindow pointer of class "
<< [NSStringFromClass([nativeWindow class]) UTF8String] << " is not a CAMetalLayer";
if (!(flags & SwapChain::CONFIG_TRANSPARENT) && !nativeWindow.opaque) {
LOG(WARNING) << "Warning: Filament SwapChain has no CONFIG_TRANSPARENT flag, but the "
"CAMetaLayer("
@@ -295,12 +291,6 @@ void MetalSwapChain::ensureDepthStencilTexture() {
void MetalSwapChain::setFrameScheduledCallback(
CallbackHandler* handler, FrameScheduledCallback&& callback, uint64_t flags) {
if (!callback) {
frameScheduled.handler = nullptr;
frameScheduled.callback.reset();
frameScheduled.flags = 0;
return;
}
frameScheduled.handler = handler;
frameScheduled.callback = std::make_shared<FrameScheduledCallback>(std::move(callback));
frameScheduled.flags = flags;
@@ -1492,11 +1482,6 @@ id<MTLBuffer> MetalDescriptorSet::finalizeAndGetBuffer(MetalDriver* driver, Shad
buffer = { [context.device newBufferWithLength:encoder.encodedLength
options:MTLResourceStorageModeShared],
TrackedMetalBuffer::Type::DESCRIPTOR_SET };
#if FILAMENT_METAL_DEBUG_LABELS
if (!label.empty()) {
buffer.get().label = @(label.c_str_safe());
}
#endif
}
[encoder setArgumentBuffer:buffer.get() offset:0];
@@ -134,7 +134,6 @@ bool MetalShaderCompiler::isParallelShaderCompileSupported() const noexcept {
case ShaderLanguage::ESSL3:
case ShaderLanguage::SPIRV:
case ShaderLanguage::WGSL:
case ShaderLanguage::UNSPECIFIED:
break;
}
+3 -5
View File
@@ -155,11 +155,9 @@ id<MTLSamplerState> SamplerStateCreator::operator()(id<MTLDevice> device,
// Older Apple devices (and the simulator) don't support setting a comparison function in
// MTLSamplerDescriptor.
// In practice, this means shadows are not supported when running in the simulator.
if (samplerDescriptor.compareFunction != MTLCompareFunctionNever) {
if (![device supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1]) {
LOG(WARNING) << "Warning: sample comparison not supported by this GPU";
samplerDescriptor.compareFunction = MTLCompareFunctionNever;
}
if (![device supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1]) {
LOG(WARNING) << "Warning: sample comparison not supported by this GPU";
samplerDescriptor.compareFunction = MTLCompareFunctionNever;
}
#endif

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