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10 Commits

Author SHA1 Message Date
Powei Feng
e4fa86fb01 renderdiff: bump golden again
Transimssion.webgpu.TransmissionRoughnessTest seems to have small,
non-flaky differences.

RDIFF_ACCEPT_NEW_GOLDENS
2026-02-26 09:48:30 -08:00
Mathias Agopian
7da2a08df6 replace Variant::VSM with MNT and S2D (#9750)
The VSM variant bit was overloaded, it meant two different things
depending on the DEP bit (depth).

For standard variants (DEP = 0), it decides the type of the shadow
sampler used (PCF or 2D).

For depth variants (DEP = 1), it decides what is written during the
shadow pass (nothing, i.e. depth only, or EVSM depth moments).

We now clearly separate the two bits throughout the code.

This change should be purely source-cosmetic, there shouldn't be any
behavior changes.

Co-authored-by: Powei Feng <powei@google.com>
2026-02-25 16:16:07 -08:00
Powei Feng
82246d934d renderdiff: fix update_golden.py
And fix other python bugs

RDIFF_ACCEPT_NEW_GOLDENS
2026-02-25 15:35:02 -08:00
Filament Bot
c60969ef67 [automated] Updating /docs due to commit ce37f21
Full commit hash is ce37f216bc

DOCS_ALLOW_DIRECT_EDITS
2026-02-25 23:01:55 +00:00
Powei Feng
ce37f216bc Update renderdiff README
RDIFF_ACCEPT_NEW_GOLDENS
2026-02-25 14:58:35 -08:00
Mathias Agopian
81c71fbbb9 Improve shadow normal bias calculation (#9734)
The previous code used the max of the texel's width or height footprint
in world space to compute the offset; this could both overestimate or
underestimate the bias causing some peter panning or acne.

The new code replaces a sqrt with a dot, but is otherwise similar.
2026-02-25 12:16:13 -08:00
Mathias Agopian
07a7c6003a better computation of the jacobian of a projection (#9731)
The previous code was a bit clunky and not generic, it made assumptions
about the shape of the projection matrix. 
This just uses the generic, correct calculation.

In addition the previous code used the wrong matrix, it assumed that
Wp wasn't needed, but it was because translations do change the
jacobian value at a given point.

RDIFF_ACCEPT_NEW_GOLDENS
2026-02-25 12:04:55 -08:00
Sungun Park
804a74c205 Remove unused member in OpenGLContext (#9741) 2026-02-25 19:46:34 +00:00
Anish Goyal
dde49a410a Add inferred template to View.cpp (#9746)
In some cases, this missing template causes build issues when locally
building Impress prebuilts.
2026-02-25 09:19:19 -08:00
Filament Bot
770ce7f8ec [automated] Updating /docs due to commit 11714d3
Full commit hash is 11714d3adc

DOCS_ALLOW_DIRECT_EDITS
2026-02-25 03:44:07 +00:00
36 changed files with 266 additions and 236 deletions

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@@ -6,3 +6,6 @@
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
## Release notes for next branch cut
- engine: fix crash when using variance shadow maps
- materials: better shadow normal-bias calculations [⚠️ **New Material Version**]

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@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.69.5'
implementation 'com.google.android.filament:filament-android:1.69.4'
}
```
@@ -50,7 +50,7 @@ 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', '~> 1.69.5'
pod 'Filament', '~> 1.69.4'
```
## Documentation

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@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.69.5
VERSION_NAME=1.69.4
POM_DESCRIPTION=Real-time physically based rendering engine for Android.

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@@ -181,7 +181,7 @@ important for <code>matc</code> (material compiler).</p>
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.69.3'
implementation 'com.google.android.filament:filament-android:1.69.4'
}
</code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
@@ -195,7 +195,7 @@ 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; 1.69.3'
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.69.4'
</code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul>

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@@ -228,6 +228,7 @@ branch called <code>my-pr-branch</code>, to <code>filament</code>. This PR requi
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>Make sure you've completed the steps in 'Setting up python'</li>
<li>Run interactive mode in the <code>update_golden.py</code> script.
<pre><code>python3 test/renderdiff/src/update_golden.py
</code></pre>

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

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@@ -91,7 +91,7 @@ public:
GLenum getIndicesType() const noexcept {
return indicesType;
}
} gl;
};
static bool queryOpenGLVersion(GLint* major, GLint* minor) noexcept;

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@@ -271,8 +271,8 @@ std::unique_ptr<MaterialDefinition> MaterialDefinition::create(FEngine& engine,
void MaterialDefinition::terminate(FEngine& engine) {
DriverApi& driver = engine.getDriverApi();
perViewDescriptorSetLayout.terminate(engine.getDescriptorSetLayoutFactory(), driver);
perViewDescriptorSetLayoutVsm.terminate(engine.getDescriptorSetLayoutFactory(), driver);
perViewDescriptorSetLayoutPcf.terminate(engine.getDescriptorSetLayoutFactory(), driver);
perViewDescriptorSetLayoutS2d.terminate(engine.getDescriptorSetLayoutFactory(), driver);
descriptorSetLayout.terminate(engine.getDescriptorSetLayoutFactory(), driver);
}
@@ -607,23 +607,23 @@ void MaterialDefinition::processDescriptorSets(FEngine& engine) {
refractionMode == RefractionMode::SCREEN_SPACE;
bool const hasFog = !(variantFilterMask & UserVariantFilterMask(UserVariantFilterBit::FOG));
this->perViewDescriptorSetLayoutDescription = descriptor_sets::getPerViewDescriptorSetLayout(
this->perViewDescriptorSetLayoutPcfDescription = descriptor_sets::getPerViewDescriptorSetLayout(
materialDomain, isLit, isSSR, hasFog, false);
this->perViewDescriptorSetLayoutVsmDescription = descriptor_sets::getPerViewDescriptorSetLayout(
this->perViewDescriptorSetLayoutS2dDescription = descriptor_sets::getPerViewDescriptorSetLayout(
materialDomain, isLit, isSSR, hasFog, true);
// set the labels
this->descriptorSetLayoutDescription.label = CString{ name }.append("_perMat");
this->perViewDescriptorSetLayoutDescription.label = CString{ name }.append("_perView");
this->perViewDescriptorSetLayoutVsmDescription.label = CString{ name }.append("_perViewVsm");
this->perViewDescriptorSetLayoutPcfDescription.label = CString{ name }.append("_perView");
this->perViewDescriptorSetLayoutS2dDescription.label = CString{ name }.append("_perViewVsm");
// get the PER_RENDERABLE and PER_VIEW descriptor binding info
for (auto&& [bindingPoint, dsl] : {
std::pair{ DescriptorSetBindingPoints::PER_RENDERABLE,
descriptor_sets::getPerRenderableLayout() },
std::pair{ DescriptorSetBindingPoints::PER_VIEW,
this->perViewDescriptorSetLayoutDescription }}) {
this->perViewDescriptorSetLayoutPcfDescription }}) {
Program::DescriptorBindingsInfo& descriptors = programDescriptorBindings[+bindingPoint];
descriptors.reserve(dsl.descriptors.size());
for (auto const& entry: dsl.descriptors) {
@@ -636,17 +636,17 @@ void MaterialDefinition::processDescriptorSets(FEngine& engine) {
descriptorSetLayoutFactory, driver,
this->descriptorSetLayoutDescription };
this->perViewDescriptorSetLayout = {
this->perViewDescriptorSetLayoutPcf = {
descriptorSetLayoutFactory, driver,
this->perViewDescriptorSetLayoutDescription };
this->perViewDescriptorSetLayoutPcfDescription };
this->perViewDescriptorSetLayoutVsm = {
this->perViewDescriptorSetLayoutS2d = {
descriptorSetLayoutFactory, driver,
this->perViewDescriptorSetLayoutVsmDescription };
this->perViewDescriptorSetLayoutS2dDescription };
}
backend::DescriptorSetLayout const& MaterialDefinition::getPerViewDescriptorSetLayoutDescription(
Variant const variant, bool const useVsmDescriptorSetLayout) const noexcept {
Variant const variant, bool const useS2dDescriptorSetLayout) const noexcept {
if (materialDomain == MaterialDomain::SURFACE) {
if (Variant::isValidDepthVariant(variant)) {
// Use the layout description used to create the per view depth variant layout.
@@ -657,10 +657,10 @@ backend::DescriptorSetLayout const& MaterialDefinition::getPerViewDescriptorSetL
return descriptor_sets::getSsrVariantLayout();
}
}
if (useVsmDescriptorSetLayout) {
return perViewDescriptorSetLayoutVsmDescription;
if (useS2dDescriptorSetLayout) {
return perViewDescriptorSetLayoutS2dDescription;
}
return perViewDescriptorSetLayoutDescription;
return perViewDescriptorSetLayoutPcfDescription;
}
Handle<HwProgram> MaterialDefinition::compileProgram(
@@ -689,7 +689,7 @@ Handle<HwProgram> MaterialDefinition::compileProgram(
pb.descriptorLayout(+DescriptorSetBindingPoints::PER_VIEW,
getPerViewDescriptorSetLayoutDescription(
specialization.variant,
Variant::isVSMVariant(specialization.variant)));
Variant::isShadowSampler2DVariant(specialization.variant)));
pb.descriptorLayout(+DescriptorSetBindingPoints::PER_RENDERABLE,
descriptor_sets::getPerRenderableLayout());
pb.descriptorLayout(

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@@ -94,17 +94,17 @@ struct MaterialDefinition {
backend::ShaderModel const sm, bool isStereoSupported) const noexcept;
backend::DescriptorSetLayout const& getPerViewDescriptorSetLayoutDescription(
Variant const variant, bool useVsmDescriptorSetLayout) const noexcept;
Variant const variant, bool useS2dDescriptorSetLayout) const noexcept;
// Keep track of the definitions of the descriptor set layouts, as these
// may be used by some backends in parallel compilation of programs.
backend::DescriptorSetLayout perViewDescriptorSetLayoutDescription;
backend::DescriptorSetLayout perViewDescriptorSetLayoutVsmDescription;
backend::DescriptorSetLayout perViewDescriptorSetLayoutPcfDescription;
backend::DescriptorSetLayout perViewDescriptorSetLayoutS2dDescription;
backend::DescriptorSetLayout descriptorSetLayoutDescription;
// try to order by frequency of use
filament::DescriptorSetLayout perViewDescriptorSetLayout;
filament::DescriptorSetLayout perViewDescriptorSetLayoutVsm;
filament::DescriptorSetLayout perViewDescriptorSetLayoutPcf;
filament::DescriptorSetLayout perViewDescriptorSetLayoutS2d;
filament::DescriptorSetLayout descriptorSetLayout;
backend::Program::DescriptorSetInfo programDescriptorBindings;

View File

@@ -802,7 +802,7 @@ FrameGraphId<FrameGraphTexture> PostProcessManager::ssr(FrameGraph& fg,
// use our special SSR variant, it can only be applied to object that have
// the SCREEN_SPACE ReflectionMode.
passBuilder.variant(Variant{ Variant::SPECIAL_SSR });
passBuilder.variant(Variant{ Variant::SPECIAL_SSR_VARIANT });
// generate all our drawing commands, except blended objects.
passBuilder.commandTypeFlags(RenderPass::CommandTypeFlags::SCREEN_SPACE_REFLECTIONS);

View File

@@ -568,7 +568,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(CommandTypeFlags extraFlag
if constexpr (isDepthPass) {
cmd.info.materialVariant = variant;
cmd.info.rasterState = {};
cmd.info.rasterState.colorWrite = Variant::isPickingVariant(variant) || Variant::isVSMVariant(variant);
cmd.info.rasterState.colorWrite = Variant::isPickingVariant(variant) || Variant::isDepthMomentsVariant(variant);
cmd.info.rasterState.depthWrite = true;
cmd.info.rasterState.depthFunc = RasterState::DepthFunc::GE;
cmd.info.rasterState.alphaToCoverage = false;
@@ -616,7 +616,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(CommandTypeFlags extraFlag
bool const hasSkinningOrMorphing = hasSkinning || hasMorphing;
// if we are already an SSR variant, the SRE bit is already set
static_assert(Variant::SPECIAL_SSR & Variant::SRE);
static_assert(Variant::SPECIAL_SSR_VARIANT & Variant::SRE);
Variant renderableVariant{ variant };
// we can't have SSR and shadowing together by construction

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@@ -213,12 +213,14 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
* Final shadow map transform
*/
// Final shadow transform (focused warped light-space)
// Final shadow transform (focused warped light-space), world space to clip space
const mat4f S = F * (W * LMpMv);
// Computes St the transform to use in the shader to access the shadow map texture
// i.e. it transforms a world-space vertex to a texture coordinate in the shadowmap
const auto [Mt, Mn] = getTextureCoordsMapping(shadowMapInfo, getViewport());
// world space to texture atlas space
const mat4f St = highPrecisionMultiply(Mt, S);
ShaderParameters shaderParameters;
@@ -226,14 +228,12 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine,
// note: in texelSizeWorldSpace() below, we can use Mb * Mt * F * W because
// L * Mp * Mv is a rigid transform for directional lights, and doesn't matter.
// if Wp[3][1] is 0, then LISPSM was cancelled.
// if Wp[3][1] is 0, then LiSPSM was canceled.
if (useLispsm && Wp[3][1] != 0.0f) {
shaderParameters.texelSizeAtOneMeterWs =
texelSizeWorldSpace(Wp, mat4f(Mt * F), shadowMapInfo.shadowDimension);
shaderParameters.texelSizeAtOneMeterWs = texelSizeWorldSpace(S, shadowMapInfo.shadowDimension);
} else {
// We know we're using an ortho projection
shaderParameters.texelSizeAtOneMeterWs =
texelSizeWorldSpace(St.upperLeft(), shadowMapInfo.shadowDimension);
shaderParameters.texelSizeAtOneMeterWs = texelSizeWorldSpace(S.upperLeft(), shadowMapInfo.shadowDimension);
}
if (!shadowMapInfo.vsm) {
shaderParameters.lightSpace = St;
@@ -1117,84 +1117,67 @@ bool ShadowMap::intersectSegmentWithPlanarQuad(float3& UTILS_RESTRICT p,
return hit;
}
float ShadowMap::texelSizeWorldSpace(const mat3f& worldToShadowTexture,
uint16_t shadowDimension) noexcept {
float2 ShadowMap::texelSizeWorldSpace(const mat3f& clipFromWorld, uint16_t shadowDimension) noexcept {
// The Jacobian of the transformation from texture-to-world is the matrix itself for
// orthographic projections. We just need to inverse worldToShadowTexture,
// orthographic projections. We just need to inverse shadowMapFromWorld,
// which is guaranteed to be orthographic.
// The two first columns give us how a texel maps in world-space.
const float ures = 1.0f / float(shadowDimension);
const float vres = 1.0f / float(shadowDimension);
const mat3f shadowTextureToWorld(inverse(worldToShadowTexture));
const float3 Jx = shadowTextureToWorld[0];
const float3 Jy = shadowTextureToWorld[1];
const float s = std::max(length(Jx) * ures, length(Jy) * vres);
float const oneTexel = 2.0f / float(shadowDimension);
mat3f const worldFromClip(inverse(clipFromWorld));
float3 const Jx = worldFromClip[0];
float3 const Jy = worldFromClip[1];
float2 const s = float2{ length(Jx), length(Jy) } * oneTexel;
return s;
}
float ShadowMap::texelSizeWorldSpace(const mat4f& Wp, const mat4f& MbMtF,
uint16_t shadowDimension) noexcept {
// Here we compute the Jacobian of inverse(MbMtF * Wp).
// The expression below has been computed with Mathematica. However, it's not very hard,
// albeit error-prone, to do it by hand because MbMtF is a linear transform.
// So we really only need to calculate the Jacobian of inverse(Wp) at inverse(MbMtF).
//
// Because we're only interested in the length of the columns of the Jacobian, we can use
// Mb * Mt * F * Wp instead of the full expression Mb * Mt * F * Wp * Wv * L * Mp * Mv,
// because Wv * L * Mp * Mv is a rigid transform, which doesn't affect the length of
// the Jacobian's column vectors.
/**
* Calculates the Jacobian matrix J = ∂(u,v,d)/∂(x,y,z) for a 4x4 perspective projection.
*
* Given a view-space point P = [x, y, z, 1]^T and a projection matrix M,
* the projected homogeneous coordinates are [X, Y, Z, W]^T = M * P.
* The resulting NDC coordinates are u = X/W, v = Y/W, and depth d = Z/W.
*
* To find the Jacobian on the CPU, we apply the quotient rule to each component:
* ∂(X/W) / ∂xi = ( (∂X/∂xi) * W - X * (∂W/∂xi) ) / W^2
*
* In matrix form, this can be expressed as:
* J = (1/W) * [ M_sub - (1/W) * (T ⊗ w_grad) ]
*
* Where:
* - W: The homogeneous w-component after projection (usually -z for standard mats).
* - M_sub: The top-left 3x3 submatrix of M.
* - T: The column vector [X, Y, Z]^T (pre-perspective divide).
* - w_grad: The row vector [m30, m31, m32] (the first three elements of M's last row).
* - ⊗: The outer product, resulting in a 3x3 matrix.
*
* This Jacobian describes the local "stretch" of the projection. For LiSPSM or
* shadow mapping, the inverse Jacobian J^-1 provides the world-space footprint
* of a shadow texel, which is essential for calculating an accurate,
* non-constant depth bias to eliminate shadow acne.
*
* @param M The 4x4 projection matrix.
* @param p The 3D point in view-space where the Jacobian is evaluated.
* @return A 3x3 matrix representing the partial derivatives of (u,v,d) w.r.t (x,y,z).
*/
static mat3f jacobian(mat4f const& M, float3 const& p) noexcept {
float4 const T = M * p;
mat3f const M_sub = M.upperLeft();
float3 const w_grad = { M[0].w, M[1].w, M[2].w };
mat3f const t_cross_w{
w_grad.x * T.xyz,
w_grad.y * T.xyz,
w_grad.z * T.xyz
};
return (M_sub - t_cross_w / T.w) / T.w;
}
float2 ShadowMap::texelSizeWorldSpace(mat4f const& S, uint16_t const shadowDimension) noexcept {
// The Jacobian is not constant, so we evaluate it in the center of the shadow-map texture.
// It might be better to do this computation in the vertex shader.
float3 const p = { 0.5f, 0.5f, 0.0f };
const float ures = 1.0f / float(shadowDimension);
const float vres = 1.0f / float(shadowDimension);
const float dres = 1.0f / 65536.0f;
constexpr bool JACOBIAN_ESTIMATE = false;
if constexpr (JACOBIAN_ESTIMATE) {
// This estimates the Jacobian -- this is a lot heavier. This is mostly for reference
// and testing.
const mat4f Si(inverse(MbMtF * Wp));
const float3 p0 = mat4f::project(Si, p);
const float3 p1 = mat4f::project(Si, p + float3{ 1, 0, 0 } * ures);
const float3 p2 = mat4f::project(Si, p + float3{ 0, 1, 0 } * vres);
const float3 p3 = mat4f::project(Si, p + float3{ 0, 0, 1 } * dres);
const float3 Jx = p1 - p0;
const float3 Jy = p2 - p0;
const float3 UTILS_UNUSED Jz = p3 - p0;
const float s = std::max(length(Jx), length(Jy));
return s;
}
const float n = Wp[0][0];
const float A = Wp[1][1];
const float B = Wp[3][1];
const float sx = MbMtF[0][0];
const float sy = MbMtF[1][1];
const float sz = MbMtF[2][2];
const float ox = MbMtF[3][0];
const float oy = MbMtF[3][1];
const float oz = MbMtF[3][2];
const float X = p.x - ox;
const float Y = p.y - oy;
const float Z = p.z - oz;
const float dz = A * sy - Y;
const float nsxsz = n * sx * sz;
const float j = -(B * sy) / (nsxsz * dz * dz);
const mat3f J(mat3f::row_major_init{
j * dz * sz, j * X * sz, 0.0f,
0.0f, j * nsxsz, 0.0f,
0.0f, j * Z * sx, j * dz * sx
});
float3 const Jx = J[0] * ures;
float3 const Jy = J[1] * vres;
UTILS_UNUSED float3 const Jz = J[2] * dres;
const float s = std::max(length(Jx), length(Jy));
float3 const p = { 0.0f, 0.0f, 0.0f }; // clip-space
float const oneTexel = 2.0f / float(shadowDimension);
mat3f const J = jacobian(inverse(S), p);
float2 const s = float2{ length(J[0]), length(J[1]) } * oneTexel;
return s;
}

View File

@@ -135,7 +135,7 @@ public:
math::mat4f lightSpace{};
math::float4 lightFromWorldZ{};
math::float4 scissorNormalized{};
float texelSizeAtOneMeterWs{};
math::float2 texelSizeAtOneMeterWs{};
};
// Call once per frame if the light, scene (or visible layers) or camera changes.
@@ -319,11 +319,8 @@ private:
math::float4 getClampToEdgeCoords(ShadowMapInfo const& shadowMapInfo) const noexcept;
static float texelSizeWorldSpace(const math::mat3f& worldToShadowTexture,
uint16_t shadowDimension) noexcept;
static float texelSizeWorldSpace(const math::mat4f& W, const math::mat4f& MbMtF,
uint16_t shadowDimension) noexcept;
static math::float2 texelSizeWorldSpace(const math::mat3f& clipFromWorld, uint16_t shadowDimension) noexcept;
static math::float2 texelSizeWorldSpace(const math::mat4f& clipFromWorld, uint16_t shadowDimension) noexcept;
static constexpr Segment sBoxSegments[12] = {
{ 0, 1 }, { 1, 3 }, { 3, 2 }, { 2, 0 },

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@@ -742,17 +742,16 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
// Texel size is constant for directional light (although that's not true when LISPSM
// is used, but in that case we're pretending it is).
const float wsTexelSize = shaderParameters.texelSizeAtOneMeterWs;
float2 const wsTexelSize = shaderParameters.texelSizeAtOneMeterWs;
auto& s = mShadowUb.edit();
s.shadows[shadowIndex].layer = shadowMap.getLayer();
s.shadows[shadowIndex].lightFromWorldMatrix = shaderParameters.lightSpace;
s.shadows[shadowIndex].scissorNormalized = shaderParameters.scissorNormalized;
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSize;
s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSize;
s.shadows[shadowIndex].normalBias = wsTexelSize * normalBias;
s.shadows[shadowIndex].elvsm = options.vsm.elvsm;
s.shadows[shadowIndex].bulbRadiusLs =
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / wsTexelSize;
mSoftShadowOptions.penumbraScale * options.shadowBulbRadius / length(wsTexelSize);
shadowTechnique |= ShadowTechnique::SHADOW_MAP;
cascadeHasVisibleShadows |= 0x1u << i;
@@ -833,7 +832,7 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap, FEngine& engin
// and if we need to generate it, update all the UBO data
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();
const float wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
const float2 wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
// note: normalBias is set to zero for VSM
const float normalBias = shadowMapInfo.vsm ? 0.0f : options->normalBias;
@@ -845,12 +844,11 @@ void ShadowMapManager::prepareSpotShadowMap(ShadowMap& shadowMap, FEngine& engin
s.shadows[shadowIndex].scissorNormalized = shaderParameters.scissorNormalized;
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
s.shadows[shadowIndex].lightFromWorldZ = shaderParameters.lightFromWorldZ;
s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSizeAtOneMeter;
s.shadows[shadowIndex].nearOverFarMinusNear = float(n / (f - n));
s.shadows[shadowIndex].elvsm = options->vsm.elvsm;
s.shadows[shadowIndex].bulbRadiusLs =
mSoftShadowOptions.penumbraScale * options->shadowBulbRadius
/ wsTexelSizeAtOneMeter;
/ length(wsTexelSizeAtOneMeter);
}
}
@@ -926,7 +924,7 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
// and if we need to generate it, update all the UBO data
if (shadowMap.hasVisibleShadows()) {
const size_t shadowIndex = shadowMap.getShadowIndex();
const float wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
const float2 wsTexelSizeAtOneMeter = shaderParameters.texelSizeAtOneMeterWs;
// note: normalBias is set to zero for VSM
const float normalBias = shadowMapInfo.vsm ? 0.0f : options->normalBias;
@@ -938,12 +936,11 @@ void ShadowMapManager::preparePointShadowMap(ShadowMap& shadowMap,
s.shadows[shadowIndex].scissorNormalized = shaderParameters.scissorNormalized;
s.shadows[shadowIndex].normalBias = normalBias * wsTexelSizeAtOneMeter;
s.shadows[shadowIndex].lightFromWorldZ = shaderParameters.lightFromWorldZ;
s.shadows[shadowIndex].texelSizeAtOneMeter = wsTexelSizeAtOneMeter;
s.shadows[shadowIndex].nearOverFarMinusNear = float(n / (f - n));
s.shadows[shadowIndex].elvsm = options->vsm.elvsm;
s.shadows[shadowIndex].bulbRadiusLs =
mSoftShadowOptions.penumbraScale * options->shadowBulbRadius
/ wsTexelSizeAtOneMeter;
/ length(wsTexelSizeAtOneMeter);
}
}

View File

@@ -257,9 +257,9 @@ filament::DescriptorSetLayout const& FMaterial::getPerViewDescriptorSetLayout(
}
// mDefinition.perViewDescriptorSetLayout{Vsm} is already resolved for MaterialDomain
if (useVsmDescriptorSetLayout) {
return mDefinition.perViewDescriptorSetLayoutVsm;
return mDefinition.perViewDescriptorSetLayoutS2d;
}
return mDefinition.perViewDescriptorSetLayout;
return mDefinition.perViewDescriptorSetLayoutPcf;
}
void FMaterial::compile(CompilerPriorityQueue const priority,

View File

@@ -139,7 +139,7 @@ public:
// This is mostly intended to be used for post-process materials; but it's also useful for
// Surface material that behave like post-process material (i.e. that don't really have variants or for
// which VSM is nonsensical, like for unlit materials)
return mDefinition.perViewDescriptorSetLayout;
return mDefinition.perViewDescriptorSetLayoutPcf;
}
DescriptorSetLayout const& getPerViewDescriptorSetLayout(
@@ -378,11 +378,11 @@ private:
Variant variant = {}) const noexcept;
bool isSharedVariant(Variant const variant) const {
// HACK: The default material "should" have VSM | DEP, but then we'd have to compile it as a
// HACK: The default material "should" have MNT | DEP, but then we'd have to compile it as a
// lit material, which would increase binary size. Perhaps we could specially compile it
// with this variant, but with the shader program cache in active development, the days of
// the default material are numbered anyway.
constexpr Variant::type_t vsmAndDep = Variant::VSM | Variant::DEP;
constexpr Variant::type_t vsmAndDep = Variant::MNT | Variant::DEP;
return mDefinition.materialDomain == MaterialDomain::SURFACE && !mIsDefaultMaterial &&
!mDefinition.hasCustomDepthShader && Variant::isValidDepthVariant(variant) &&
(variant.key & vsmAndDep) != vsmAndDep;

View File

@@ -969,10 +969,7 @@ void FRenderer::renderJob(DriverApi& driver, RootArenaScope& rootArenaScope, FVi
variant.setDirectionalLighting(view.hasDirectionalLighting());
variant.setDynamicLighting(view.hasDynamicLighting());
variant.setFog(view.hasFog());
// The VSM bit has a different meaning for STANDARD_VARIANT (as opposed to DEPTH_VARIANT),
// In the STANDARD_VARIANT case, we are *using* the shadow-map, and the VSM only decides which
// type of sampler is used (samplerShadow or sampler2D).
variant.setVsm(view.hasShadowing() && view.getShadowType() != ShadowType::PCF);
variant.setShadowSampler2D(view.hasShadowing() && view.getShadowType() != ShadowType::PCF);
variant.setStereo(view.hasStereo());
/*
@@ -981,10 +978,7 @@ void FRenderer::renderJob(DriverApi& driver, RootArenaScope& rootArenaScope, FVi
if (view.needsShadowMap()) {
Variant shadowVariant(Variant::DEPTH_VARIANT);
// The VSM bit has a different meaning for DEPTH_VARIANT (as opposed to STANDARD_VARIANT),
// In the DEPTH_VARIANT case, we are *generating* the shadow-map, and some computations
// are handled differently. In addition, the color buffer is used.
shadowVariant.setVsm(view.getShadowType() == ShadowType::VSM);
shadowVariant.setDepthMoments(view.getShadowType() == ShadowType::VSM);
auto shadows = view.renderShadowMaps(engine, fg, cameraInfo, mShaderUserTime,
RenderPassBuilder{ commandArena }

View File

@@ -143,7 +143,7 @@ FView::FView(FEngine& engine)
#ifndef NDEBUG
// This can fail if another view has already registered this data source
mDebugState->owner = debugRegistry.registerDataSource("d.view.frame_info",
[weak = std::weak_ptr(mDebugState)]() -> DebugRegistry::DataSource {
[weak = std::weak_ptr<DebugState>(mDebugState)]() -> DebugRegistry::DataSource {
// the View could have been destroyed by the time we do this
auto const state = weak.lock();
if (!state) {

View File

@@ -1,12 +1,12 @@
Pod::Spec.new do |spec|
spec.name = "Filament"
spec.version = "1.69.5"
spec.version = "1.69.4"
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
spec.homepage = "https://google.github.io/filament"
spec.authors = "Google LLC."
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
spec.platform = :ios, "11.0"
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.69.5/filament-v1.69.5-ios.tgz" }
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.69.4/filament-v1.69.4-ios.tgz" }
spec.libraries = 'c++'

View File

@@ -36,7 +36,7 @@ backend::DescriptorSetLayout const& getPerRenderableLayout() noexcept;
backend::DescriptorSetLayout getPerViewDescriptorSetLayout(
MaterialDomain domain,
bool isLit, bool isSSR, bool hasFog,
bool isVSM) noexcept;
bool isShadowSampler2D) noexcept;
backend::DescriptorSetLayout getPerViewDescriptorSetLayoutWithVariant(
Variant variant,

View File

@@ -299,10 +299,9 @@ struct ShadowUib { // NOLINT(cppcoreguidelines-pro-type-member-init)
math::mat4f lightFromWorldMatrix; // 64
math::float4 lightFromWorldZ; // 16
math::float4 scissorNormalized; // 16
float texelSizeAtOneMeter; // 4
float bulbRadiusLs; // 4
float nearOverFarMinusNear; // 4
float normalBias; // 4
math::float2 normalBias; // 4
bool elvsm; // 4
uint32_t layer; // 4
uint32_t reserved1; // 4

View File

@@ -48,20 +48,21 @@ struct Variant {
// SRE: Shadow Receiver
// SKN: Skinning
// DEP: Depth only
// FOG: Fog
// PCK: Picking (depth variant only)
// VSM: Variance shadow maps (depth) / sampler type (standard)
// FOG: Fog (standard)
// PCK: Picking (depth)
// MNT: Output depth moments (depth)
// S2D: Sampler type for shadows (0: samplerShadowArray, 1: sampler2DArray) (standard)
// STE: Instanced stereo rendering
//
// X: either 1 or 0
// +-----+-----+-----+-----+-----+-----+-----+-----+
// Variant | STE | VSM | FOG | DEP | SKN | SRE | DYN | DIR | 256
// Variant | STE | S2D | FOG | DEP | SKN | SRE | DYN | DIR | 256
// +-----+-----+-----+-----+-----+-----+-----+-----+
// PCK
// MNT PCK
//
// Standard variants:
// +-----+-----+-----+-----+-----+-----+-----+-----+
// | STE | VSM | FOG | 0 | SKN | SRE | DYN | DIR | 128 - 44 = 84
// | STE | S2D | FOG | 0 | SKN | SRE | DYN | DIR | 128 - 44 = 84
// +-----+-----+-----+-----+-----+-----+-----+-----+
// Vertex shader X 0 0 0 X X X X
// Fragment shader 0 X X 0 0 X X X
@@ -72,7 +73,7 @@ struct Variant {
//
// Depth variants:
// +-----+-----+-----+-----+-----+-----+-----+-----+
// | STE | VSM | PCK | 1 | SKN | 0 | 0 | 0 | 16 - 4 = 12
// | STE | MNT | PCK | 1 | SKN | 0 | 0 | 0 | 16 - 4 = 12
// +-----+-----+-----+-----+-----+-----+-----+-----+
// Vertex depth X X 0 1 X 0 0 0
// Fragment depth 0 0 X 1 0 0 0 0
@@ -96,13 +97,15 @@ struct Variant {
static constexpr type_t DEP = 0x10; // depth only variants
static constexpr type_t FOG = 0x20; // fog (standard)
static constexpr type_t PCK = 0x20; // picking (depth)
static constexpr type_t VSM = 0x40; // variance shadow maps / sampler type
static constexpr type_t S2D = 0x40; // sampler type
static constexpr type_t MNT = 0x40; // variance shadow maps
static constexpr type_t STE = 0x80; // instanced stereo
static constexpr type_t NO_VARIANT = 0u;
// special variants (variants that use the reserved space)
static constexpr type_t SPECIAL_SSR = VSM | SRE; // screen-space reflections variant
static constexpr type_t SPECIAL_SSR_VARIANT= S2D | SRE ;
static constexpr type_t SPECIAL_SSR_MASK = STE | S2D | DEP | SRE | DYN | DIR;
static constexpr type_t STANDARD_MASK = DEP;
static constexpr type_t STANDARD_VARIANT = 0u;
@@ -127,29 +130,30 @@ struct Variant {
void setSkinning(bool v) noexcept { set(v, SKN); }
void setFog(bool v) noexcept { set(v, FOG); }
void setPicking(bool v) noexcept { set(v, PCK); }
void setVsm(bool v) noexcept { set(v, VSM); }
void setShadowSampler2D(bool v) noexcept { set(v, S2D); }
void setDepthMoments(bool v) noexcept { set(v, MNT); }
void setStereo(bool v) noexcept { set(v, STE); }
static constexpr bool isValidDepthVariant(Variant variant) noexcept {
// Can't have VSM and PICKING together with DEPTH variants
constexpr type_t RESERVED_MASK = VSM | PCK | DEP | SRE | DYN | DIR;
constexpr type_t RESERVED_VALUE = VSM | PCK | DEP;
constexpr type_t RESERVED_MASK = MNT | PCK | DEP | SRE | DYN | DIR;
constexpr type_t RESERVED_VALUE = MNT | PCK | DEP;
return ((variant.key & DEPTH_MASK) == DEPTH_VARIANT) &&
((variant.key & RESERVED_MASK) != RESERVED_VALUE);
}
static constexpr bool isValidStandardVariant(Variant variant) noexcept {
// can't have shadow receiver if we don't have any lighting
constexpr type_t RESERVED0_MASK = VSM | FOG | SRE | DYN | DIR;
constexpr type_t RESERVED0_VALUE = VSM | FOG | SRE;
constexpr type_t RESERVED0_MASK = S2D | FOG | SRE | DYN | DIR;
constexpr type_t RESERVED0_VALUE = S2D | FOG | SRE;
// can't have shadow receiver if we don't have any lighting
constexpr type_t RESERVED1_MASK = VSM | SRE | DYN | DIR;
constexpr type_t RESERVED1_MASK = S2D | SRE | DYN | DIR;
constexpr type_t RESERVED1_VALUE = SRE;
// can't have VSM without shadow receiver
constexpr type_t RESERVED2_MASK = VSM | SRE;
constexpr type_t RESERVED2_VALUE = VSM;
constexpr type_t RESERVED2_MASK = S2D | SRE;
constexpr type_t RESERVED2_VALUE = S2D;
return ((variant.key & STANDARD_MASK) == STANDARD_VARIANT) &&
((variant.key & RESERVED0_MASK) != RESERVED0_VALUE) &&
@@ -174,11 +178,15 @@ struct Variant {
}
static constexpr bool isSSRVariant(Variant variant) noexcept {
return (variant.key & (STE | VSM | DEP | SRE | DYN | DIR)) == (VSM | SRE);
return (variant.key & SPECIAL_SSR_MASK) == SPECIAL_SSR_VARIANT;
}
static constexpr bool isVSMVariant(Variant variant) noexcept {
return !isSSRVariant(variant) && ((variant.key & VSM) == VSM);
static constexpr bool isShadowSampler2DVariant(Variant variant) noexcept {
return !isSSRVariant(variant) && ((variant.key & (S2D | DEP)) == S2D);
}
static constexpr bool isDepthMomentsVariant(Variant variant) noexcept {
return !isSSRVariant(variant) && ((variant.key & (MNT | DEP)) == (MNT | DEP));
}
static constexpr bool isShadowReceiverVariant(Variant variant) noexcept {
@@ -202,13 +210,13 @@ struct Variant {
// vertex shader.
if ((variant.key & STANDARD_MASK) == STANDARD_VARIANT) {
if (isSSRVariant(variant)) {
variant.key &= ~(VSM | SRE);
variant.key &= ~SPECIAL_SSR_VARIANT;
}
return variant & (STE | SKN | SRE | DYN | DIR);
}
if ((variant.key & DEPTH_MASK) == DEPTH_VARIANT) {
// Only VSM, skinning, and stereo affect the vertex shader's DEPTH variant
return variant & (STE | VSM | SKN | DEP);
// Only MNT, skinning, and stereo affect the vertex shader's DEPTH variant
return variant & (STE | MNT | SKN | DEP);
}
return {};
}
@@ -217,11 +225,11 @@ struct Variant {
// filter out fragment variants that are not needed. For e.g. skinning doesn't
// affect the fragment shader.
if ((variant.key & STANDARD_MASK) == STANDARD_VARIANT) {
return variant & (VSM | FOG | SRE | DYN | DIR);
return variant & (S2D | FOG | SRE | DYN | DIR);
}
if ((variant.key & DEPTH_MASK) == DEPTH_VARIANT) {
// Only VSM & PICKING affects the fragment shader's DEPTH variant
return variant & (VSM | PCK | DEP);
return variant & (MNT | PCK | DEP);
}
return {};
}
@@ -230,8 +238,8 @@ struct Variant {
// special case for depth variant
if (isValidDepthVariant(variant)) {
if (!isLit) {
// if we're unlit, we never need the VSM variant
return variant & ~VSM;
// if we're unlit, we never need the MNT variant
return variant & ~MNT;
}
return variant;
}
@@ -242,9 +250,9 @@ struct Variant {
// when the shading mode is unlit, remove all the lighting variants
return variant & UNLIT_MASK;
}
// if shadow receiver is disabled, turn off VSM
// if shadow receiver is disabled, we pick the shadow sampler
if (!(variant.key & SRE)) {
return variant & ~VSM;
return variant & ~S2D;
}
return variant;
}

View File

@@ -216,7 +216,7 @@ utils::CString getDescriptorName(DescriptorSetBindingPoints const set,
DescriptorSetLayout getPerViewDescriptorSetLayout(
MaterialDomain const domain,
bool const isLit, bool const isSSR, bool const hasFog,
bool const isVSM) noexcept {
bool const isShadowSampler2D) noexcept {
switch (domain) {
case MaterialDomain::SURFACE: {
@@ -255,7 +255,7 @@ DescriptorSetLayout getPerViewDescriptorSetLayout(
}
// change the SHADOW_MAP descriptor type for VSM
if (isVSM) {
if (isShadowSampler2D) {
auto const pos = std::find_if(layout.descriptors.begin(), layout.descriptors.end(),
[](auto const& v) {
return v.binding == PerViewBindingPoints::SHADOW_MAP;
@@ -285,8 +285,7 @@ DescriptorSetLayout getPerViewDescriptorSetLayoutWithVariant(
return ssrVariantDescriptorSetLayout;
}
// We need to filter out all the descriptors not included in the "resolved" layout below
return getPerViewDescriptorSetLayout(domain, isLit, isSSR, hasFog,
Variant::isVSMVariant(variant));
return getPerViewDescriptorSetLayout(domain, isLit, isSSR, hasFog, Variant::isShadowSampler2DVariant(variant));
}
DescriptorType getDescriptorType(SamplerType const type, SamplerFormat const format) {

View File

@@ -32,41 +32,46 @@ namespace filament {
Variant Variant::filterUserVariant(
Variant variant, UserVariantFilterMask filterMask) noexcept {
// these are easy to filter by just removing the corresponding bit
if (filterMask & (uint32_t)UserVariantFilterBit::DIRECTIONAL_LIGHTING) {
if (filterMask & uint32_t(UserVariantFilterBit::DIRECTIONAL_LIGHTING)) {
variant.key &= ~DIR;
}
if (filterMask & (uint32_t)UserVariantFilterBit::DYNAMIC_LIGHTING) {
if (filterMask & uint32_t(UserVariantFilterBit::DYNAMIC_LIGHTING)) {
variant.key &= ~DYN;
}
if (filterMask & (uint32_t)UserVariantFilterBit::SKINNING) {
if (filterMask & uint32_t(UserVariantFilterBit::SKINNING)) {
variant.key &= ~SKN;
}
if (filterMask & (uint32_t)UserVariantFilterBit::STE) {
if (filterMask & uint32_t(UserVariantFilterBit::STE)) {
variant.key &= ~(filterMask & STE);
}
if (!isValidDepthVariant(variant)) {
// we can't remove FOG from depth variants, this would, in fact, remove picking
if (filterMask & (uint32_t)UserVariantFilterBit::FOG) {
variant.key &= ~FOG;
if (isValidDepthVariant(variant)) {
// depth variants can have their MNT bit filtered
if (filterMask & uint32_t(UserVariantFilterBit::VSM)) {
variant.key &= ~MNT;
}
} else {
// depth variants can have their VSM bit filtered
if (filterMask & (uint32_t)UserVariantFilterBit::VSM) {
variant.key &= ~VSM;
// we can't remove FOG from depth variants, this would, in fact, remove picking
if (filterMask & uint32_t(UserVariantFilterBit::FOG)) {
variant.key &= ~FOG;
}
}
if (!isSSRVariant(variant)) {
// SSR variant needs to be handled separately
if (filterMask & (uint32_t)UserVariantFilterBit::SHADOW_RECEIVER) {
if (filterMask & uint32_t(UserVariantFilterBit::SHADOW_RECEIVER)) {
variant.key &= ~SRE;
}
if (filterMask & (uint32_t)UserVariantFilterBit::VSM) {
variant.key &= ~VSM;
if (filterMask & uint32_t(UserVariantFilterBit::VSM)) {
variant.key &= ~S2D;
}
} else {
// see if we need to filter out the SSR variants
if (filterMask & (uint32_t)UserVariantFilterBit::SSR) {
variant.key &= ~SPECIAL_SSR;
if (filterMask & uint32_t(UserVariantFilterBit::SSR)) {
variant.key &= ~SPECIAL_SSR_VARIANT;
}
}
return variant;

View File

@@ -60,7 +60,8 @@ void ShaderGenerator::generateSurfaceMaterialVariantDefines(io::sstream& out,
CodeGenerator::generateDefine(out, "VARIANT_HAS_SHADOWING",
litVariants && filament::Variant::isShadowReceiverVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_VSM",
filament::Variant::isVSMVariant(variant));
filament::Variant::isShadowSampler2DVariant(variant) ||
filament::Variant::isDepthMomentsVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_STEREO",
hasStereo(variant, featureLevel));
CodeGenerator::generateDefine(out, "VARIANT_DEPTH",

View File

@@ -49,7 +49,7 @@ SamplerInterfaceBlock const& SibGenerator::getPerViewSib(Variant variant) noexce
// reason we name them "unused*" to ensure we're not using them by mistake (type/format don't
// matter).
static SamplerInterfaceBlock const sibPcf{ SamplerInterfaceBlock::Builder()
static SamplerInterfaceBlock const sibShadowSamplerPcf{ SamplerInterfaceBlock::Builder()
.name("sampler0")
.stageFlags(backend::ShaderStageFlags::FRAGMENT)
.add( {{ "shadowMap", +PerViewBindingPoints::SHADOW_MAP, Type::SAMPLER_2D_ARRAY, Format::SHADOW, Precision::MEDIUM, FILTERABLE, !MULTISAMPLE, ALL_STAGES },
@@ -62,7 +62,7 @@ SamplerInterfaceBlock const& SibGenerator::getPerViewSib(Variant variant) noexce
)
.build() };
static SamplerInterfaceBlock const sibVsm{ SamplerInterfaceBlock::Builder()
static SamplerInterfaceBlock const sibShadowSampler2D{ SamplerInterfaceBlock::Builder()
.name("sampler0")
.stageFlags(backend::ShaderStageFlags::FRAGMENT)
.add( {{ "shadowMap", +PerViewBindingPoints::SHADOW_MAP, Type::SAMPLER_2D_ARRAY, Format::FLOAT, Precision::HIGH, FILTERABLE, !MULTISAMPLE, ALL_STAGES },
@@ -85,10 +85,10 @@ SamplerInterfaceBlock const& SibGenerator::getPerViewSib(Variant variant) noexce
if (Variant::isSSRVariant(variant)) {
return sibSsr;
} else if (Variant::isVSMVariant(variant)) {
return sibVsm;
} else if (Variant::isShadowSampler2DVariant(variant)) {
return sibShadowSampler2D;
} else {
return sibPcf;
return sibShadowSamplerPcf;
}
}

View File

@@ -48,10 +48,11 @@ std::string formatVariantString(Variant variant, MaterialDomain domain) noexcept
if (variant.key & Variant::DEP) variantString += "DEP|";
if (variant.key & Variant::DEP) {
if (variant.key & Variant::PCK) variantString += "PCK|";
if (variant.key & Variant::MNT) variantString += "MNT|";
} else {
if (variant.key & Variant::FOG) variantString += "FOG|";
if (variant.key & Variant::S2D) variantString += "S2D|";
}
if (variant.key & Variant::VSM) variantString += "VSM|";
if (variant.key & Variant::STE) variantString += "STE|";
variantString = variantString.substr(0, variantString.length() - 1);
}

View File

@@ -111,7 +111,7 @@ highp vec4 getSpotLightSpacePosition(int index, highp vec3 dir, highp float zLig
highp mat4 lightFromWorldMatrix = shadowUniforms.shadows[index].lightFromWorldMatrix;
// for spotlights, the bias depends on z
float bias = shadowUniforms.shadows[index].normalBias * zLight;
highp vec2 bias = shadowUniforms.shadows[index].normalBias * zLight;
return computeLightSpacePosition(getWorldPosition(), getWorldGeometricNormalVector(),
dir, bias, lightFromWorldMatrix);

View File

@@ -12,12 +12,51 @@
*/
highp vec4 computeLightSpacePosition(highp vec3 p, const highp vec3 n,
const highp vec3 dir, const float b, highp_mat4 lightFromWorldMatrix) {
const highp vec3 dir, const highp vec2 b, highp_mat4 lightFromWorldMatrix) {
#if !defined(VARIANT_HAS_VSM)
highp float cosTheta = saturate(dot(n, dir));
highp float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
p += n * (sinTheta * b);
// --------------------------------------------------------------------------------------
// Anisotropic Normal Bias for Shadow Mapping
// --------------------------------------------------------------------------------------
// To prevent shadow acne, we must push the geometry along its normal to clear the
// quantization steps of the shadow map's discrete depth grid. The exact physical depth
// error we must clear is proportional to the shadow texel's world-space dimensions.
//
// This implementation computes the exact geometric projection of the rectangular
// shadow map texel onto the surface normal.
//
// 1. Coordinate Space Transition:
// We project the world-space normal onto the light's X and Y basis vectors (L_right,
// L_up). This gives us the lateral components of the normal in Light Space (n_Lx, n_Ly).
//
// 2. The Implicit sin(theta) Slope Scale:
// Because the normal is a unit vector, the magnitude of its lateral components in
// light space inherently equals sin(theta), where theta is the angle of incidence.
// This perfectly and automatically scales the bias from 0.0 (top-down, flat surface)
// to maximum (grazing angle).
//
// 3. Exact Anisotropic Footprint (The L1 Norm):
// Shadow texels are rarely perfectly square due to Cascaded Shadow Maps (CSM) or
// Light Space Perspective Shadow Maps (LiSPSM). Jx and Jy are the physical world-space
// dimensions of the texel.
// By evaluating `abs(n_Lx * Jx) + abs(n_Ly * Jy)`, we compute the exact scalar
// projection of the rectangular texel footprint.
// - It is superior to `max(Jx, Jy)` which assumes a massive square and causes Peter Panning.
// - It is superior to `length()` which assumes an ellipse and under-biases the corners.
// --------------------------------------------------------------------------------------
// Extract the first row (Light's Right vector in World Space)
highp vec3 L_right = vec3(lightFromWorldMatrix[0][0], lightFromWorldMatrix[1][0], lightFromWorldMatrix[2][0]);
// Extract the second row (Light's Up vector in World Space)
highp vec3 L_up = vec3(lightFromWorldMatrix[0][1], lightFromWorldMatrix[1][1], lightFromWorldMatrix[2][1]);
// Project the world normal onto the shadow map's 2D grid
highp float n_Lx = dot(n, L_right);
highp float n_Ly = dot(n, L_up);
// Apply the anisotropic normal bias
p += n * (abs(n_Lx * b.x) + abs(n_Ly * b.y));
#endif
return mulMat4x4Float3(lightFromWorldMatrix, p);

View File

@@ -5,10 +5,9 @@ struct ShadowData {
highp mat4 lightFromWorldMatrix;
highp vec4 lightFromWorldZ;
highp vec4 scissorNormalized;
mediump float texelSizeAtOneMeter;
mediump float bulbRadiusLs;
mediump float nearOverFarMinusNear;
mediump float normalBias;
highp vec2 normalBias;
bool elvsm;
mediump uint layer;
mediump uint reserved1;

View File

@@ -76,10 +76,11 @@ into **branch** of `filament-assets`. This branch is paired with a PR or commit
As an example, imagine I am working on a PR, and I've uploaded my change, which is in a
branch called `my-pr-branch`, to `filament`. This PR requires updating the golden. We would do
it in the following fashion
it in the following fashion on a macOS machine:
### Using a script to update the golden repo
- Make sure you've completed the steps in 'Setting up python'
- Run interactive mode in the `update_golden.py` script.
```
python3 test/renderdiff/src/update_golden.py

View File

@@ -16,6 +16,7 @@ import os
import shutil
import re
import sys
import tempfile
from utils import execute, ArgParseImpl, mkdir_p
@@ -99,10 +100,11 @@ class GoldenManager:
code, old_commit = execute(f'git log --format=%B -n 1', cwd=assets_dir)
if tag and len(tag) > 0:
old_commit += f'\nFILAMENT={tag}'
COMMIT_FILE = '/tmp/golden_commit.txt'
with open(COMMIT_FILE, 'w') as f:
with tempfile.NamedTemporaryFile('w', delete=False) as f:
f.write(old_commit)
self._git_exec(f'commit --amend -F {COMMIT_FILE}')
commit_file = f.name
self._git_exec(f'commit --amend -F {commit_file}')
os.remove(commit_file)
# Do the actual merge
self._git_exec(f'checkout main')
@@ -139,11 +141,11 @@ class GoldenManager:
os.path.join(rdiff_dir, f))
self._git_exec(f'add {os.path.join(GOLDENS_DIR, f)}')
TMP_GOLDEN_COMMIT_FILE = '/tmp/golden_commit.txt'
with open(TMP_GOLDEN_COMMIT_FILE, 'w') as f:
with tempfile.NamedTemporaryFile('w', delete=False) as f:
f.write(commit_msg)
self._git_exec(f'commit -a -F {TMP_GOLDEN_COMMIT_FILE}')
tmp_golden_commit_file = f.name
self._git_exec(f'commit -a -F {tmp_golden_commit_file}')
os.remove(tmp_golden_commit_file)
if push_to_remote and \
(self.access_token_ or self.access_type_ == ACCESS_TYPE_SSH):
self._git_exec(f'push -f origin {branch}')

View File

@@ -64,19 +64,19 @@ def _do_update(golden_manager, config):
def _same_image_diffimg(diffimg_path, img1, img2):
cmd = [diffimg_path, img1, img2]
try:
result = subprocess.run(cmd, capture_output=True, text=True)
output = result.stdout.strip()
if not output:
return False
result = subprocess.run(cmd, capture_output=True, text=True)
if result.returncode != 0:
raise RuntimeError(f"diffimg failed with return code {result.returncode}:\n{result.stderr}")
try:
res_json = json.loads(output)
return res_json.get('passed', False)
except json.JSONDecodeError:
return False
except Exception:
return False
output = result.stdout.strip()
if not output:
raise RuntimeError("diffimg produced no output")
try:
res_json = json.loads(output)
return res_json.get('passed', False)
except json.JSONDecodeError as e:
raise RuntimeError(f"Failed to parse diffimg output: {e}\nOutput: {output}")
def _get_deletes_updates(update_dir, golden_dir, diffimg_path):
ret_delete = []
@@ -93,13 +93,13 @@ def _get_deletes_updates(update_dir, golden_dir, diffimg_path):
# However, update_golden typically only updates/adds based on the new render set.
# But strict sync might imply deleting missing ones.
# The original logic was: delete = list(base - new).
delete = list(base - new)
delete_files = list(base_files - new_files)
# Files in new but not in base are definitely updates (additions)
update = list(new - base)
update_files = list(new_files - base_files)
# Files in both need comparison
for fpath in base.intersection(new_files):
for fpath in base_files.intersection(new_files):
base_fpath = os.path.join(golden_dir, fpath)
new_fpath = os.path.join(update_dir, fpath)
@@ -110,10 +110,10 @@ def _get_deletes_updates(update_dir, golden_dir, diffimg_path):
is_different = _file_as_str(new_fpath) != _file_as_str(base_fpath)
if is_different:
update.append(fpath)
ret_update.append(fpath)
ret_update += update
ret_delete += delete
ret_update += update_files
ret_delete += delete_files
return ret_delete, ret_update
@@ -179,7 +179,7 @@ if __name__ == "__main__":
parser = ArgParseImpl()
parser.add_argument('--branch', help='Branch of the golden repo to write to')
parser.add_argument('--golden-repo-token', help='Access token for the golden repo')
parser.add_argument('--push-to-remote', action="store_true", help='Access token for the golden repo')
parser.add_argument('--push-to-remote', action="store_true", help='Push the golden repo changes to remote')
parser.add_argument('--diffimg', help='Path to the diffimg tool',
default='./out/cmake-release/tools/diffimg/diffimg')

View File

@@ -18,6 +18,7 @@ import shutil
import argparse
import sys
import pathlib
import shlex
def execute(cmd,
cwd=None,
@@ -25,7 +26,7 @@ def execute(cmd,
stdin=None,
env=None,
raise_errors=False):
in_env = os.environ
in_env = os.environ.copy()
in_env.update(env if env else {})
home = os.environ['HOME']
if f'{home}/bin' not in in_env['PATH']:
@@ -45,11 +46,11 @@ def execute(cmd,
'universal_newlines': True
}
if capture_output:
process = subprocess.Popen(cmd.split(' '), **kwargs)
process = subprocess.Popen(shlex.split(cmd), **kwargs)
output, err_output = process.communicate()
return_code = process.returncode
else:
return_code = subprocess.call(cmd.split(' '), **kwargs)
return_code = subprocess.call(shlex.split(cmd), **kwargs)
if return_code:
# Error

View File

@@ -1,6 +1,6 @@
{
"name": "filament",
"version": "1.69.5",
"version": "1.69.4",
"description": "Real-time physically based rendering engine",
"main": "filament.js",
"module": "filament.js",