Files
filament/libs/filamat/src/MaterialVariants.cpp
T
Mathias Agopian 3e1ea7cdfd clean-up our handling of descriptor-sets a bit more
the main aim of this PR is to consolidate how we access the
"per view" descriptor set to a single place.

some validation code is moved into DescriptorSets.cpp, so we get a
more centralized idea of what we do with the descriptors.

also factorize in one place the filtering of sampler list by layouts.
2025-05-06 11:10:06 -07:00

80 lines
2.8 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 "MaterialVariants.h"
#include <private/filament/EngineEnums.h>
#include <private/filament/Variant.h>
#include <backend/DriverEnums.h>
#include <filament/MaterialEnums.h>
#include <vector>
namespace filamat {
std::vector<Variant> determineSurfaceVariants(
filament::UserVariantFilterMask userVariantFilter, bool isLit, bool shadowMultiplier) {
std::vector<Variant> variants;
for (size_t k = 0; k < filament::VARIANT_COUNT; k++) {
filament::Variant const variant(k);
if (filament::Variant::isReserved(variant)) {
continue;
}
filament::Variant filteredVariant =
filament::Variant::filterUserVariant(variant, userVariantFilter);
// Remove variants for unlit materials
filteredVariant = filament::Variant::filterVariant(
filteredVariant, isLit || shadowMultiplier);
auto const vertexVariant = filament::Variant::filterVariantVertex(filteredVariant);
if (vertexVariant == variant) {
variants.emplace_back(variant, filament::backend::ShaderStage::VERTEX);
}
auto const fragmentVariant = filament::Variant::filterVariantFragment(filteredVariant);
if (fragmentVariant == variant) {
variants.emplace_back(variant, filament::backend::ShaderStage::FRAGMENT);
}
}
return variants;
}
std::vector<Variant> determinePostProcessVariants() {
std::vector<Variant> variants;
// TODO: add a way to filter out post-process variants (e.g., the transparent variant if only
// opaque is needed)
for (filament::Variant::type_t k = 0; k < filament::POST_PROCESS_VARIANT_COUNT; k++) {
filament::Variant const variant(k);
variants.emplace_back(variant, filament::backend::ShaderStage::VERTEX);
variants.emplace_back(variant, filament::backend::ShaderStage::FRAGMENT);
}
return variants;
}
std::vector<Variant> determineComputeVariants() {
// TODO: should we have variants for compute shaders?
std::vector<Variant> variants;
filament::Variant const variant(0);
variants.emplace_back(variant, filament::backend::ShaderStage::COMPUTE);
return variants;
}
} // namespace filamat