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revert-932
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bd073119d2 |
@@ -557,8 +557,7 @@ extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBu
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jboolean disableHandleUseAfterFreeCheck,
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jboolean disableHandleUseAfterFreeCheck,
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jint preferredShaderLanguage,
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jint preferredShaderLanguage,
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jboolean forceGLES2Context, jboolean assertNativeWindowIsValid,
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jboolean forceGLES2Context, jboolean assertNativeWindowIsValid,
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jint gpuContextPriority,
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jint gpuContextPriority) {
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jboolean enableMaterialInstanceUniformBatching) {
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Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
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Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
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Engine::Config config = {
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Engine::Config config = {
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.commandBufferSizeMB = (uint32_t) commandBufferSizeMB,
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.commandBufferSizeMB = (uint32_t) commandBufferSizeMB,
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@@ -577,7 +576,6 @@ extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBu
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.forceGLES2Context = (bool) forceGLES2Context,
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.forceGLES2Context = (bool) forceGLES2Context,
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.assertNativeWindowIsValid = (bool) assertNativeWindowIsValid,
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.assertNativeWindowIsValid = (bool) assertNativeWindowIsValid,
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.gpuContextPriority = (Engine::GpuContextPriority) gpuContextPriority,
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.gpuContextPriority = (Engine::GpuContextPriority) gpuContextPriority,
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.enableMaterialInstanceUniformBatching = (bool) enableMaterialInstanceUniformBatching,
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};
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};
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builder->config(&config);
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builder->config(&config);
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}
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}
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@@ -264,8 +264,7 @@ public class Engine {
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config.disableHandleUseAfterFreeCheck,
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config.disableHandleUseAfterFreeCheck,
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config.preferredShaderLanguage.ordinal(),
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config.preferredShaderLanguage.ordinal(),
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config.forceGLES2Context, config.assertNativeWindowIsValid,
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config.forceGLES2Context, config.assertNativeWindowIsValid,
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config.gpuContextPriority.ordinal(),
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config.gpuContextPriority.ordinal());
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config.enableMaterialInstanceUniformBatching);
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return this;
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return this;
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}
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}
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@@ -526,15 +525,6 @@ public class Engine {
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* GPU context priority level. Controls GPU work scheduling and preemption.
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* GPU context priority level. Controls GPU work scheduling and preemption.
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*/
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*/
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public GpuContextPriority gpuContextPriority = GpuContextPriority.DEFAULT;
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public GpuContextPriority gpuContextPriority = GpuContextPriority.DEFAULT;
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/**
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* Enables uniform batching for all material instances.
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*
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* When enabled, material instances will share a common large uniform buffer
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* and use sub-allocations within it. This is expected to reduce CPU overhead
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* by minimizing the number of buffer updates sent to the driver.
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*/
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public boolean enableMaterialInstanceUniformBatching = false;
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}
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}
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private Engine(long nativeEngine, Config config) {
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private Engine(long nativeEngine, Config config) {
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@@ -1539,7 +1529,7 @@ public class Engine {
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boolean disableHandleUseAfterFreeCheck,
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boolean disableHandleUseAfterFreeCheck,
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int preferredShaderLanguage,
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int preferredShaderLanguage,
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boolean forceGLES2Context, boolean assertNativeWindowIsValid,
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boolean forceGLES2Context, boolean assertNativeWindowIsValid,
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int gpuContextPriority, boolean enableMaterialInstanceUniformBatching);
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int gpuContextPriority);
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private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
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private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
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private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
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private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
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private static native void nSetBuilderPaused(long nativeBuilder, boolean paused);
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private static native void nSetBuilderPaused(long nativeBuilder, boolean paused);
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@@ -417,15 +417,6 @@ public:
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* GPU context priority level. Controls GPU work scheduling and preemption.
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* GPU context priority level. Controls GPU work scheduling and preemption.
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*/
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*/
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GpuContextPriority gpuContextPriority = GpuContextPriority::DEFAULT;
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GpuContextPriority gpuContextPriority = GpuContextPriority::DEFAULT;
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/**
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* Enables uniform batching for all material instances.
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*
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* When enabled, material instances will share a common large uniform buffer
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* and use sub-allocations within it. This is expected to reduce CPU overhead
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* by minimizing the number of buffer updates sent to the driver.
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*/
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bool enableMaterialInstanceUniformBatching = false;
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};
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};
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