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filament/libs/filamat/src/shaders/ShaderGenerator.cpp
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Mathias AgopianandPowei Feng 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

841 lines
36 KiB
C++

/*
* Copyright (C) 2017 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.
*/
#include "ShaderGenerator.h"
#include "CodeGenerator.h"
#include "SibGenerator.h"
#include "UibGenerator.h"
#include <filament/MaterialEnums.h>
#include <private/filament/DescriptorSets.h>
#include <private/filament/EngineEnums.h>
#include <private/filament/Variant.h>
#include <filamat/MaterialBuilder.h>
#include <backend/DriverEnums.h>
#include <utils/CString.h>
#include <utils/debug.h>
#include <utils/sstream.h>
#include <algorithm>
#include <iterator>
#include <utility>
#include <stddef.h>
#include <stdint.h>
namespace filamat {
using namespace filament;
using namespace filament::backend;
using namespace utils;
void ShaderGenerator::generateSurfaceMaterialVariantDefines(io::sstream& out,
ShaderStage const stage, MaterialBuilder::FeatureLevel featureLevel,
MaterialInfo const& material, filament::Variant const variant) noexcept {
bool const litVariants = material.isLit || material.hasShadowMultiplier;
CodeGenerator::generateDefine(out, "VARIANT_HAS_DIRECTIONAL_LIGHTING",
litVariants && variant.hasDirectionalLighting());
CodeGenerator::generateDefine(out, "VARIANT_HAS_DYNAMIC_LIGHTING",
litVariants && variant.hasDynamicLighting());
CodeGenerator::generateDefine(out, "VARIANT_HAS_SHADOWING",
litVariants && filament::Variant::isShadowReceiverVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_VSM",
filament::Variant::isShadowSampler2DVariant(variant) ||
filament::Variant::isDepthMomentsVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_STEREO",
hasStereo(variant, featureLevel));
CodeGenerator::generateDefine(out, "VARIANT_DEPTH",
filament::Variant::isValidDepthVariant(variant));
switch (stage) {
case ShaderStage::VERTEX:
CodeGenerator::generateDefine(out, "VARIANT_HAS_SKINNING_OR_MORPHING",
hasSkinningOrMorphing(variant, featureLevel));
break;
case ShaderStage::FRAGMENT:
CodeGenerator::generateDefine(out, "VARIANT_HAS_FOG",
filament::Variant::isFogVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_PICKING",
filament::Variant::isPickingVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_SSR",
filament::Variant::isSSRVariant(variant));
break;
case ShaderStage::COMPUTE:
break;
}
out << '\n';
CodeGenerator::generateDefine(out, "MATERIAL_FEATURE_LEVEL", uint32_t(featureLevel));
CodeGenerator::generateDefine(out, "MATERIAL_HAS_SHADOW_MULTIPLIER",
material.hasShadowMultiplier);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_INSTANCES", material.instanced);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_VERTEX_DOMAIN_DEVICE_JITTERED",
material.vertexDomainDeviceJittered);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_TRANSPARENT_SHADOW",
material.hasTransparentShadow);
if (stage == ShaderStage::FRAGMENT) {
// We only support both screen-space refractions and reflections at the same time.
// And the MATERIAL_HAS_REFRACTION/MATERIAL_HAS_REFLECTIONS defines signify if
// refraction/reflections are supported by the material.
CodeGenerator::generateDefine(out, "MATERIAL_HAS_REFRACTION",
material.refractionMode != RefractionMode::NONE);
if (material.refractionMode != RefractionMode::NONE) {
CodeGenerator::generateDefine(out, "REFRACTION_MODE_CUBEMAP",
uint32_t(RefractionMode::CUBEMAP));
CodeGenerator::generateDefine(out, "REFRACTION_MODE_SCREEN_SPACE",
uint32_t(RefractionMode::SCREEN_SPACE));
switch (material.refractionMode) {
case RefractionMode::NONE:
// can't be here
break;
case RefractionMode::CUBEMAP:
CodeGenerator::generateDefine(out, "REFRACTION_MODE",
"REFRACTION_MODE_CUBEMAP");
break;
case RefractionMode::SCREEN_SPACE:
CodeGenerator::generateDefine(out, "REFRACTION_MODE",
"REFRACTION_MODE_SCREEN_SPACE");
break;
}
CodeGenerator::generateDefine(out, "REFRACTION_TYPE_SOLID",
uint32_t(RefractionType::SOLID));
CodeGenerator::generateDefine(out, "REFRACTION_TYPE_THIN",
uint32_t(RefractionType::THIN));
switch (material.refractionType) {
case RefractionType::SOLID:
CodeGenerator::generateDefine(out, "REFRACTION_TYPE", "REFRACTION_TYPE_SOLID");
break;
case RefractionType::THIN:
CodeGenerator::generateDefine(out, "REFRACTION_TYPE", "REFRACTION_TYPE_THIN");
break;
}
}
CodeGenerator::generateDefine(out, "MATERIAL_HAS_REFLECTIONS",
material.reflectionMode == ReflectionMode::SCREEN_SPACE);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_DOUBLE_SIDED_CAPABILITY",
material.hasDoubleSidedCapability);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_CUSTOM_SURFACE_SHADING",
material.hasCustomSurfaceShading);
out << '\n';
switch (material.blendingMode) {
case BlendingMode::OPAQUE:
CodeGenerator::generateDefine(out, "BLEND_MODE_OPAQUE", true);
break;
case BlendingMode::TRANSPARENT:
CodeGenerator::generateDefine(out, "BLEND_MODE_TRANSPARENT", true);
break;
case BlendingMode::ADD:
CodeGenerator::generateDefine(out, "BLEND_MODE_ADD", true);
break;
case BlendingMode::MASKED:
CodeGenerator::generateDefine(out, "BLEND_MODE_MASKED", true);
break;
case BlendingMode::FADE:
// Fade is a special case of transparent
CodeGenerator::generateDefine(out, "BLEND_MODE_TRANSPARENT", true);
CodeGenerator::generateDefine(out, "BLEND_MODE_FADE", true);
break;
case BlendingMode::MULTIPLY:
CodeGenerator::generateDefine(out, "BLEND_MODE_MULTIPLY", true);
break;
case BlendingMode::SCREEN:
CodeGenerator::generateDefine(out, "BLEND_MODE_SCREEN", true);
break;
case BlendingMode::CUSTOM:
CodeGenerator::generateDefine(out, "BLEND_MODE_CUSTOM", true);
break;
}
switch (material.postLightingBlendingMode) {
case BlendingMode::OPAQUE:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_OPAQUE", true);
break;
case BlendingMode::TRANSPARENT:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_TRANSPARENT", true);
break;
case BlendingMode::ADD:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_ADD", true);
break;
case BlendingMode::MULTIPLY:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_MULTIPLY", true);
break;
case BlendingMode::SCREEN:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_SCREEN", true);
break;
case BlendingMode::CUSTOM:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_CUSTOM", true);
break;
default:
break;
}
out << '\n';
CodeGenerator::generateDefine(out, "GEOMETRIC_SPECULAR_AA",
material.specularAntiAliasing && material.isLit);
CodeGenerator::generateDefine(out, "CLEAR_COAT_IOR_CHANGE",
material.clearCoatIorChange);
}
}
void ShaderGenerator::generateSurfaceMaterialVariantProperties(io::sstream& out,
MaterialBuilder::PropertyList const properties,
const MaterialBuilder::PreprocessorDefineList& defines) noexcept {
UTILS_NOUNROLL
for (size_t i = 0; i < MaterialBuilder::MATERIAL_PROPERTIES_COUNT; i++) {
CodeGenerator::generateMaterialProperty(out,
static_cast<MaterialBuilder::Property>(i), properties[i]);
}
// synthetic defines
bool const hasTBN =
properties[static_cast<int>(MaterialBuilder::Property::ANISOTROPY)] ||
properties[static_cast<int>(MaterialBuilder::Property::NORMAL)] ||
properties[static_cast<int>(MaterialBuilder::Property::BENT_NORMAL)] ||
properties[static_cast<int>(MaterialBuilder::Property::CLEAR_COAT_NORMAL)];
CodeGenerator::generateDefine(out, "MATERIAL_NEEDS_TBN", hasTBN);
// Additional, user-provided defines.
for (const auto& define : defines) {
CodeGenerator::generateDefine(out, define.name.c_str(), define.value.c_str());
}
}
void ShaderGenerator::generateVertexDomainDefines(io::sstream& out, VertexDomain const domain) noexcept {
switch (domain) {
case VertexDomain::OBJECT:
CodeGenerator::generateDefine(out, "VERTEX_DOMAIN_OBJECT", true);
break;
case VertexDomain::WORLD:
CodeGenerator::generateDefine(out, "VERTEX_DOMAIN_WORLD", true);
break;
case VertexDomain::VIEW:
CodeGenerator::generateDefine(out, "VERTEX_DOMAIN_VIEW", true);
break;
case VertexDomain::DEVICE:
CodeGenerator::generateDefine(out, "VERTEX_DOMAIN_DEVICE", true);
break;
}
}
void ShaderGenerator::generatePostProcessMaterialVariantDefines(io::sstream& out,
PostProcessVariant const variant) noexcept {
switch (variant) {
case PostProcessVariant::OPAQUE:
CodeGenerator::generateDefine(out, "POST_PROCESS_OPAQUE", 1u);
break;
case PostProcessVariant::TRANSLUCENT:
CodeGenerator::generateDefine(out, "POST_PROCESS_OPAQUE", 0u);
break;
}
}
void ShaderGenerator::appendShader(io::sstream& ss,
const CString& shader, size_t const lineOffset) noexcept {
auto countLines = [](const char* s) -> size_t {
size_t lines = 0;
size_t i = 0;
while (s[i]) {
if (s[i++] == '\n') lines++;
}
return lines;
};
if (!shader.empty()) {
size_t lines = countLines(ss.c_str());
ss << "#line " << lineOffset + 1 << '\n';
ss << shader.c_str();
if (shader[shader.size() - 1] != '\n') {
ss << "\n";
lines++;
}
// + 2 to account for the #line directives we just added
ss << "#line " << lines + countLines(shader.c_str()) + 2 << "\n";
}
}
void ShaderGenerator::generateUserSpecConstants(
const CodeGenerator& cg, io::sstream& fs, MaterialBuilder::ConstantList const& constants) {
// Constants 0 to CONFIG_MAX_RESERVED_SPEC_CONSTANTS - 1 are reserved by Filament.
size_t index = CONFIG_MAX_RESERVED_SPEC_CONSTANTS;
for (const auto& constant : constants) {
std::string const fullName = std::string("materialConstants_") + constant.name.c_str();
switch (constant.type) {
case ConstantType::INT:
cg.generateSpecializationConstant(
fs, fullName.c_str(), index++, constant.defaultValue.i);
break;
case ConstantType::FLOAT:
cg.generateSpecializationConstant(
fs, fullName.c_str(), index++, constant.defaultValue.f);
break;
case ConstantType::BOOL:
cg.generateSpecializationConstant(
fs, fullName.c_str(), index++, constant.defaultValue.b);
break;
}
}
}
// ------------------------------------------------------------------------------------------------
ShaderGenerator::ShaderGenerator(
MaterialBuilder::PropertyList const& properties,
MaterialBuilder::VariableList const& variables,
MaterialBuilder::OutputList const& outputs,
MaterialBuilder::PreprocessorDefineList const& defines,
MaterialBuilder::ConstantList const& constants,
MaterialBuilder::PushConstantList const& pushConstants,
CString const& materialCode, size_t const lineOffset,
CString const& materialVertexCode, size_t const vertexLineOffset,
MaterialBuilder::MaterialDomain const materialDomain) noexcept {
if (materialDomain == MaterialBuilder::MaterialDomain::COMPUTE) {
// we shouldn't have a vertex shader in a compute material
assert_invariant(materialVertexCode.empty());
}
std::copy(std::begin(properties), std::end(properties), std::begin(mProperties));
std::copy(std::begin(variables), std::end(variables), std::begin(mVariables));
std::copy(std::begin(outputs), std::end(outputs), std::back_inserter(mOutputs));
mMaterialFragmentCode = materialCode;
mMaterialVertexCode = materialVertexCode;
mIsMaterialVertexShaderEmpty = materialVertexCode.empty();
mMaterialLineOffset = lineOffset;
mMaterialVertexLineOffset = vertexLineOffset;
mMaterialDomain = materialDomain;
mDefines = defines;
mConstants = constants;
mPushConstants = pushConstants;
if (mMaterialFragmentCode.empty()) {
if (mMaterialDomain == MaterialBuilder::MaterialDomain::SURFACE) {
mMaterialFragmentCode =
CString("void material(inout MaterialInputs m) {\n prepareMaterial(m);\n}\n");
} else if (mMaterialDomain == MaterialBuilder::MaterialDomain::POST_PROCESS) {
mMaterialFragmentCode =
CString("void postProcess(inout PostProcessInputs p) {\n}\n");
} else if (mMaterialDomain == MaterialBuilder::MaterialDomain::COMPUTE) {
mMaterialFragmentCode =
CString("void compute() {\n}\n");
}
}
if (mMaterialVertexCode.empty()) {
if (mMaterialDomain == MaterialBuilder::MaterialDomain::SURFACE) {
mMaterialVertexCode =
CString("void materialVertex(inout MaterialVertexInputs m) {\n}\n");
} else if (mMaterialDomain == MaterialBuilder::MaterialDomain::POST_PROCESS) {
mMaterialVertexCode =
CString("void postProcessVertex(inout PostProcessVertexInputs m) {\n}\n");
}
}
}
void ShaderGenerator::fixupExternalSamplers(ShaderModel const sm, std::string& shader,
MaterialBuilder::FeatureLevel const featureLevel,
MaterialInfo const& material) noexcept {
// External samplers are only supported on GL ES at the moment, we must
// skip the fixup on desktop targets
if (material.hasExternalSamplers && sm == ShaderModel::MOBILE) {
CodeGenerator::fixupExternalSamplers(shader, material.sib, featureLevel);
}
}
std::string ShaderGenerator::createSurfaceVertexProgram(ShaderModel const shaderModel,
MaterialBuilder::TargetApi const targetApi, MaterialBuilder::TargetLanguage const targetLanguage,
MaterialBuilder::FeatureLevel const featureLevel,
MaterialInfo const& material, const filament::Variant variant, Interpolation const interpolation,
VertexDomain const vertexDomain, uint32_t apiLevel) const noexcept {
assert_invariant(filament::Variant::isValid(variant));
assert_invariant(mMaterialDomain != MaterialBuilder::MaterialDomain::COMPUTE);
if (mMaterialDomain == MaterialBuilder::MaterialDomain::POST_PROCESS) {
return createPostProcessVertexProgram(
shaderModel, targetApi,
targetLanguage, featureLevel, material, variant.key, apiLevel);
}
io::sstream vs;
const CodeGenerator cg(shaderModel, targetApi, targetLanguage, featureLevel);
cg.generateCommonProlog(vs, ShaderStage::VERTEX, material, variant, apiLevel);
generateUserSpecConstants(cg, vs, mConstants);
// note: even if the user vertex shader is empty, we can't use the "optimized" version if
// we're in masked mode because fragment shader needs the color varyings
const bool useOptimizedDepthVertexShader =
// must be a depth variant
filament::Variant::isValidDepthVariant(variant) &&
// must have an empty vertex shader
mIsMaterialVertexShaderEmpty &&
// but must not be MASKED mode
material.blendingMode != BlendingMode::MASKED &&
// and must not have transparent shadows
!(material.hasTransparentShadow &&
(material.blendingMode == BlendingMode::TRANSPARENT ||
material.blendingMode == BlendingMode::FADE));
CodeGenerator::generateDefine(vs, "USE_OPTIMIZED_DEPTH_VERTEX_SHADER",
useOptimizedDepthVertexShader);
generateSurfaceMaterialVariantDefines(vs, ShaderStage::VERTEX, featureLevel, material, variant);
generateSurfaceMaterialVariantProperties(vs, mProperties, mDefines);
AttributeBitset attributes = material.requiredAttributes;
if (hasSkinningOrMorphing(variant, featureLevel)) {
attributes.set(BONE_INDICES);
attributes.set(BONE_WEIGHTS);
if (material.useLegacyMorphing) {
attributes.set(MORPH_POSITION_0);
attributes.set(MORPH_POSITION_1);
attributes.set(MORPH_POSITION_2);
attributes.set(MORPH_POSITION_3);
attributes.set(MORPH_TANGENTS_0);
attributes.set(MORPH_TANGENTS_1);
attributes.set(MORPH_TANGENTS_2);
attributes.set(MORPH_TANGENTS_3);
}
}
MaterialBuilder::PushConstantList vertexPushConstants;
std::copy_if(mPushConstants.begin(), mPushConstants.end(),
std::back_insert_iterator(vertexPushConstants),
[](MaterialBuilder::PushConstant const& constant) {
return constant.stage == ShaderStage::VERTEX;
});
cg.generateSurfaceShaderInputs(vs, ShaderStage::VERTEX, attributes, interpolation,
vertexPushConstants);
CodeGenerator::generateSurfaceTypes(vs, ShaderStage::VERTEX);
// custom material variables
size_t variableIndex = 0;
for (const auto& variable : mVariables) {
CodeGenerator::generateCommonVariable(vs, ShaderStage::VERTEX, variable, variableIndex++);
}
// materials defines
generateVertexDomainDefines(vs, vertexDomain);
// uniforms
cg.generateUniforms(vs, ShaderStage::VERTEX,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::FRAME_UNIFORMS,
UibGenerator::getPerViewUib());
cg.generateUniforms(vs, ShaderStage::VERTEX,
DescriptorSetBindingPoints::PER_RENDERABLE,
+PerRenderableBindingPoints::OBJECT_UNIFORMS,
UibGenerator::getPerRenderableUib());
const bool litVariants = material.isLit || material.hasShadowMultiplier;
if (litVariants && filament::Variant::isShadowReceiverVariant(variant)) {
cg.generateUniforms(vs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::SHADOWS,
UibGenerator::getShadowUib());
}
if (hasSkinningOrMorphing(variant, featureLevel)) {
cg.generateUniforms(vs, ShaderStage::VERTEX,
DescriptorSetBindingPoints::PER_RENDERABLE,
+PerRenderableBindingPoints::BONES_UNIFORMS,
UibGenerator::getPerRenderableBonesUib());
cg.generateUniforms(vs, ShaderStage::VERTEX,
DescriptorSetBindingPoints::PER_RENDERABLE,
+PerRenderableBindingPoints::MORPHING_UNIFORMS,
UibGenerator::getPerRenderableMorphingUib());
cg.generateCommonSamplers(vs, DescriptorSetBindingPoints::PER_RENDERABLE,
SibGenerator::getPerRenderableSib(variant));
}
cg.generateUniforms(vs, ShaderStage::VERTEX,
DescriptorSetBindingPoints::PER_MATERIAL,
+PerMaterialBindingPoints::MATERIAL_PARAMS,
material.uib);
CodeGenerator::generateSeparator(vs);
cg.generateCommonSamplers(vs, DescriptorSetBindingPoints::PER_MATERIAL, material.sib);
// shader code
CodeGenerator::generateSurfaceCommon(vs, ShaderStage::VERTEX);
CodeGenerator::generateSurfaceGetters(vs, ShaderStage::VERTEX);
CodeGenerator::generateSurfaceMaterial(vs, ShaderStage::VERTEX);
// main entry point
appendShader(vs, mMaterialVertexCode, mMaterialVertexLineOffset);
CodeGenerator::generateSurfaceMain(vs, ShaderStage::VERTEX);
CodeGenerator::generateCommonEpilog(vs);
return vs.c_str();
}
std::string ShaderGenerator::createSurfaceFragmentProgram(ShaderModel const shaderModel,
MaterialBuilder::TargetApi const targetApi, MaterialBuilder::TargetLanguage const targetLanguage,
MaterialBuilder::FeatureLevel const featureLevel,
MaterialInfo const& material, const filament::Variant variant,
Interpolation const interpolation, UserVariantFilterMask const variantFilter,
uint32_t apiLevel) const noexcept {
assert_invariant(filament::Variant::isValid(variant));
assert_invariant(mMaterialDomain != MaterialBuilder::MaterialDomain::COMPUTE);
if (mMaterialDomain == MaterialBuilder::MaterialDomain::POST_PROCESS) {
return createPostProcessFragmentProgram(shaderModel, targetApi, targetLanguage,
featureLevel, material, variant.key, apiLevel);
}
const CodeGenerator cg(shaderModel, targetApi, targetLanguage, featureLevel);
io::sstream fs;
cg.generateCommonProlog(fs, ShaderStage::FRAGMENT, material, variant, apiLevel);
generateUserSpecConstants(cg, fs, mConstants);
generateSurfaceMaterialVariantDefines(
fs, ShaderStage::FRAGMENT, featureLevel, material, variant);
auto const defaultSpecularAO = shaderModel == ShaderModel::MOBILE ?
SpecularAmbientOcclusion::NONE : SpecularAmbientOcclusion::SIMPLE;
auto specularAO = material.specularAOSet ? material.specularAO : defaultSpecularAO;
CodeGenerator::generateDefine(fs, "SPECULAR_AMBIENT_OCCLUSION", uint32_t(specularAO));
bool const multiBounceAO = material.multiBounceAOSet ?
material.multiBounceAO : shaderModel == ShaderModel::DESKTOP;
CodeGenerator::generateDefine(fs, "MULTI_BOUNCE_AMBIENT_OCCLUSION", multiBounceAO ? 1u : 0u);
generateSurfaceMaterialVariantProperties(fs, mProperties, mDefines);
MaterialBuilder::PushConstantList fragmentPushConstants;
std::copy_if(mPushConstants.begin(), mPushConstants.end(),
std::back_insert_iterator(fragmentPushConstants),
[](MaterialBuilder::PushConstant const& constant) {
return constant.stage == ShaderStage::FRAGMENT;
});
cg.generateSurfaceShaderInputs(fs, ShaderStage::FRAGMENT, material.requiredAttributes,
interpolation, fragmentPushConstants);
CodeGenerator::generateSurfaceTypes(fs, ShaderStage::FRAGMENT);
// custom material variables
size_t variableIndex = 0;
for (const auto& variable : mVariables) {
CodeGenerator::generateCommonVariable(fs, ShaderStage::FRAGMENT, variable, variableIndex++);
}
// uniforms and samplers
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::FRAME_UNIFORMS,
UibGenerator::getPerViewUib());
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_RENDERABLE,
+PerRenderableBindingPoints::OBJECT_UNIFORMS,
UibGenerator::getPerRenderableUib());
if (variant.hasDynamicLighting()) {
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::LIGHTS,
UibGenerator::getLightsUib());
}
bool const litVariants = material.isLit || material.hasShadowMultiplier;
if (litVariants && filament::Variant::isShadowReceiverVariant(variant)) {
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::SHADOWS,
UibGenerator::getShadowUib());
}
if (variant.hasDynamicLighting()) {
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::RECORD_BUFFER,
UibGenerator::getFroxelRecordUib());
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::FROXEL_BUFFER,
UibGenerator::getFroxelsUib());
}
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_MATERIAL,
+PerMaterialBindingPoints::MATERIAL_PARAMS,
material.uib);
CodeGenerator::generateSeparator(fs);
if (featureLevel >= FeatureLevel::FEATURE_LEVEL_1) {
assert_invariant(mMaterialDomain == MaterialDomain::SURFACE);
// this is the list of samplers we need to filter
bool const isLit = material.isLit || material.hasShadowMultiplier;
bool const isSSR = material.reflectionMode == ReflectionMode::SCREEN_SPACE ||
material.refractionMode == RefractionMode::SCREEN_SPACE;
bool const hasFog = !(variantFilter & UserVariantFilterMask(UserVariantFilterBit::FOG));
auto const list = SamplerInterfaceBlock::filterSamplerList(
SibGenerator::getPerViewSib(variant).getSamplerInfoList(),
descriptor_sets::getPerViewDescriptorSetLayoutWithVariant(
variant, mMaterialDomain, isLit, isSSR, hasFog));
cg.generateCommonSamplers(fs, DescriptorSetBindingPoints::PER_VIEW, list);
}
cg.generateCommonSamplers(fs, DescriptorSetBindingPoints::PER_MATERIAL, material.sib);
fs << "float filament_lodBias;\n";
// shading code
CodeGenerator::generateSurfaceCommon(fs, ShaderStage::FRAGMENT);
CodeGenerator::generateSurfaceGetters(fs, ShaderStage::FRAGMENT);
CodeGenerator::generateSurfaceMaterial(fs, ShaderStage::FRAGMENT);
CodeGenerator::generateSurfaceParameters(fs, ShaderStage::FRAGMENT);
if (filament::Variant::isFogVariant(variant)) {
CodeGenerator::generateSurfaceFog(fs, ShaderStage::FRAGMENT);
}
// shading model
if (filament::Variant::isValidDepthVariant(variant)) {
// In MASKED mode or with transparent shadows, we need the alpha channel computed by
// the material (user code), so we append it here.
if (material.userMaterialHasCustomDepth ||
material.blendingMode == BlendingMode::MASKED || ((
material.blendingMode == BlendingMode::TRANSPARENT ||
material.blendingMode == BlendingMode::FADE)
&& material.hasTransparentShadow)) {
appendShader(fs, mMaterialFragmentCode, mMaterialLineOffset);
}
// These variants are special and are treated as DEPTH variants. Filament will never
// request that variant for the color pass.
CodeGenerator::generateSurfaceDepthMain(fs, ShaderStage::FRAGMENT);
} else {
appendShader(fs, mMaterialFragmentCode, mMaterialLineOffset);
if (material.isLit) {
if (filament::Variant::isSSRVariant(variant)) {
CodeGenerator::generateSurfaceReflections(fs, ShaderStage::FRAGMENT);
} else {
CodeGenerator::generateSurfaceLit(fs, ShaderStage::FRAGMENT, variant,
material.shading,material.hasCustomSurfaceShading);
}
} else {
CodeGenerator::generateSurfaceUnlit(fs, ShaderStage::FRAGMENT, variant,
material.hasShadowMultiplier);
}
// entry point
CodeGenerator::generateSurfaceMain(fs, ShaderStage::FRAGMENT);
}
CodeGenerator::generateCommonEpilog(fs);
return fs.c_str();
}
std::string ShaderGenerator::createSurfaceComputeProgram(ShaderModel const shaderModel,
MaterialBuilder::TargetApi const targetApi, MaterialBuilder::TargetLanguage const targetLanguage,
MaterialBuilder::FeatureLevel const featureLevel,
MaterialInfo const& material, uint32_t apiLevel) const noexcept {
assert_invariant(mMaterialDomain == MaterialBuilder::MaterialDomain::COMPUTE);
assert_invariant(featureLevel >= FeatureLevel::FEATURE_LEVEL_2);
const CodeGenerator cg(shaderModel, targetApi, targetLanguage, featureLevel);
io::sstream s;
cg.generateCommonProlog(s, ShaderStage::COMPUTE, material, {}, apiLevel);
generateUserSpecConstants(cg, s, mConstants);
CodeGenerator::generateSurfaceTypes(s, ShaderStage::COMPUTE);
cg.generateUniforms(s, ShaderStage::COMPUTE,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::FRAME_UNIFORMS,
UibGenerator::getPerViewUib());
cg.generateUniforms(s, ShaderStage::COMPUTE,
DescriptorSetBindingPoints::PER_MATERIAL,
+PerMaterialBindingPoints::MATERIAL_PARAMS,
material.uib);
cg.generateCommonSamplers(s, DescriptorSetBindingPoints::PER_MATERIAL, material.sib);
// generate SSBO
cg.generateBuffers(s, material.buffers);
// TODO: generate images
CodeGenerator::generateSurfaceCommon(s, ShaderStage::COMPUTE);
CodeGenerator::generateSurfaceGetters(s, ShaderStage::COMPUTE);
appendShader(s, mMaterialFragmentCode, mMaterialLineOffset);
CodeGenerator::generateSurfaceMain(s, ShaderStage::COMPUTE);
CodeGenerator::generateCommonEpilog(s);
return s.c_str();
}
std::string ShaderGenerator::createPostProcessVertexProgram(ShaderModel const sm,
MaterialBuilder::TargetApi const targetApi, MaterialBuilder::TargetLanguage const targetLanguage,
MaterialBuilder::FeatureLevel const featureLevel,
MaterialInfo const& material, const filament::Variant::type_t variantKey,
uint32_t apiLevel) const noexcept {
const CodeGenerator cg(sm, targetApi, targetLanguage, featureLevel);
io::sstream vs;
cg.generateCommonProlog(vs, ShaderStage::VERTEX, material, {}, apiLevel);
generateUserSpecConstants(cg, vs, mConstants);
CodeGenerator::generateDefine(vs, "LOCATION_POSITION", uint32_t(POSITION));
// custom material variables
size_t variableIndex = 0;
for (const auto& variable : mVariables) {
CodeGenerator::generateCommonVariable(vs, ShaderStage::VERTEX, variable, variableIndex++);
}
CodeGenerator::generatePostProcessInputs(vs, ShaderStage::VERTEX);
generatePostProcessMaterialVariantDefines(vs, PostProcessVariant(variantKey));
cg.generateUniforms(vs, ShaderStage::VERTEX,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::FRAME_UNIFORMS,
UibGenerator::getPerViewUib());
cg.generateUniforms(vs, ShaderStage::VERTEX,
DescriptorSetBindingPoints::PER_MATERIAL,
+PerMaterialBindingPoints::MATERIAL_PARAMS,
material.uib);
cg.generateCommonSamplers(vs, DescriptorSetBindingPoints::PER_MATERIAL, material.sib);
CodeGenerator::generatePostProcessCommon(vs, ShaderStage::VERTEX);
CodeGenerator::generatePostProcessGetters(vs, ShaderStage::VERTEX);
appendShader(vs, mMaterialVertexCode, mMaterialVertexLineOffset);
CodeGenerator::generatePostProcessMain(vs, ShaderStage::VERTEX);
CodeGenerator::generateCommonEpilog(vs);
return vs.c_str();
}
std::string ShaderGenerator::createPostProcessFragmentProgram(ShaderModel const sm,
MaterialBuilder::TargetApi const targetApi, MaterialBuilder::TargetLanguage const targetLanguage,
MaterialBuilder::FeatureLevel const featureLevel,
MaterialInfo const& material, uint8_t variant, uint32_t apiLevel) const noexcept {
const CodeGenerator cg(sm, targetApi, targetLanguage, featureLevel);
io::sstream fs;
cg.generateCommonProlog(fs, ShaderStage::FRAGMENT, material, {}, apiLevel);
generateUserSpecConstants(cg, fs, mConstants);
generatePostProcessMaterialVariantDefines(fs, PostProcessVariant(variant));
// custom material variables
size_t variableIndex = 0;
for (const auto& variable : mVariables) {
CodeGenerator::generateCommonVariable(fs, ShaderStage::FRAGMENT, variable, variableIndex++);
}
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_VIEW,
+PerViewBindingPoints::FRAME_UNIFORMS,
UibGenerator::getPerViewUib());
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
DescriptorSetBindingPoints::PER_MATERIAL,
+PerMaterialBindingPoints::MATERIAL_PARAMS,
material.uib);
cg.generateCommonSamplers(fs, DescriptorSetBindingPoints::PER_MATERIAL, material.sib);
// Subpasses are not yet in WebGPU, https://github.com/gpuweb/gpuweb/issues/435
CodeGenerator::generatePostProcessSubpass(fs, targetApi == MaterialBuilderBase::TargetApi::WEBGPU
? SubpassInfo{}
: material.subpass);
CodeGenerator::generatePostProcessCommon(fs, ShaderStage::FRAGMENT);
CodeGenerator::generatePostProcessGetters(fs, ShaderStage::FRAGMENT);
// Generate post-process outputs.
for (const auto& output : mOutputs) {
if (output.target == MaterialBuilder::OutputTarget::COLOR) {
cg.generateOutput(fs, ShaderStage::FRAGMENT, output.name, output.location,
output.qualifier, output.precision, output.type);
}
if (output.target == MaterialBuilder::OutputTarget::DEPTH) {
CodeGenerator::generateDefine(fs, "FRAG_OUTPUT_DEPTH", 1u);
}
}
CodeGenerator::generatePostProcessInputs(fs, ShaderStage::FRAGMENT);
appendShader(fs, mMaterialFragmentCode, mMaterialLineOffset);
CodeGenerator::generatePostProcessMain(fs, ShaderStage::FRAGMENT);
CodeGenerator::generateCommonEpilog(fs);
return fs.c_str();
}
bool ShaderGenerator::hasSkinningOrMorphing(
filament::Variant const variant, MaterialBuilder::FeatureLevel const featureLevel) noexcept {
return variant.hasSkinningOrMorphing()
// HACK(exv): Ignore skinning/morphing variant when targeting ESSL 1.0. We should
// either properly support skinning on FL0 or build a system in matc which allows
// the set of included variants to differ per-feature level.
&& featureLevel > MaterialBuilder::FeatureLevel::FEATURE_LEVEL_0;
}
bool ShaderGenerator::hasStereo(
filament::Variant const variant, MaterialBuilder::FeatureLevel const featureLevel) noexcept {
return variant.hasStereo()
// HACK(exv): Ignore stereo variant when targeting ESSL 1.0. We should properly build a
// system in matc which allows the set of included variants to differ per-feature level.
&& featureLevel > MaterialBuilder::FeatureLevel::FEATURE_LEVEL_0;
}
} // namespace filament