downgrade Filament libs to v1.34.2 for Windows
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@@ -22,11 +22,9 @@
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#include <filament/MaterialEnums.h>
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#include <filament/MaterialInstance.h>
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#include <backend/CallbackHandler.h>
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#include <backend/DriverEnums.h>
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#include <utils/compiler.h>
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#include <utils/Invocable.h>
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#include <math/mathfwd.h>
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@@ -152,60 +150,6 @@ public:
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friend class FMaterial;
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};
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using CompilerPriorityQueue = backend:: CompilerPriorityQueue;
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/**
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* Asynchronously ensures that a subset of this Material's variants are compiled. After issuing
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* several Material::compile() calls in a row, it is recommended to call Engine::flush()
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* such that the backend can start the compilation work as soon as possible.
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* The provided callback is guaranteed to be called on the main thread after all specified
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* variants of the material are compiled. This can take hundreds of milliseconds.
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*
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* If all the material's variants are already compiled, the callback will be scheduled as
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* soon as possible, but this might take a few dozen millisecond, corresponding to how
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* many previous frames are enqueued in the backend. This also varies by backend. Therefore,
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* it is recommended to only call this method once per material shortly after creation.
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*
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* If the same variant is scheduled for compilation multiple times, the first scheduling
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* takes precedence; later scheduling are ignored.
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*
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* caveat: A consequence is that if a variant is scheduled on the low priority queue and later
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* scheduled again on the high priority queue, the later scheduling is ignored.
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* Therefore, the second callback could be called before the variant is compiled.
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* However, the first callback, if specified, will trigger as expected.
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*
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* The callback is guaranteed to be called. If the engine is destroyed while some material
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* variants are still compiling or in the queue, these will be discarded and the corresponding
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* callback will be called. In that case however the Material pointer passed to the callback
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* is guaranteed to be invalid (either because it's been destroyed by the user already, or,
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* because it's been cleaned-up by the Engine).
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*
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* @param priority Which priority queue to use, LOW or HIGH.
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* @param variants Variants to include to the compile command.
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* @param handler Handler to dispatch the callback or nullptr for the default handler
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* @param callback callback called on the main thread when the compilation is done on
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* by backend.
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*/
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void compile(CompilerPriorityQueue priority,
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UserVariantFilterMask variants,
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backend::CallbackHandler* handler = nullptr,
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utils::Invocable<void(Material*)>&& callback = {}) noexcept;
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inline void compile(CompilerPriorityQueue priority,
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UserVariantFilterBit variants,
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backend::CallbackHandler* handler = nullptr,
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utils::Invocable<void(Material*)>&& callback = {}) noexcept {
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compile(priority, UserVariantFilterMask(variants), handler,
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std::forward<utils::Invocable<void(Material*)>>(callback));
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}
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inline void compile(CompilerPriorityQueue priority,
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backend::CallbackHandler* handler = nullptr,
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utils::Invocable<void(Material*)>&& callback = {}) noexcept {
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compile(priority, UserVariantFilterBit::ALL, handler,
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std::forward<utils::Invocable<void(Material*)>>(callback));
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}
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/**
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* Creates a new instance of this material. Material instances should be freed using
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* Engine::destroy(const MaterialInstance*).
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