downgrade Filament libs to v1.34.2 for Windows

This commit is contained in:
Nick Fisher
2023-09-25 21:52:09 +10:00
parent 609e349d58
commit 6cdc9bd3dc
545 changed files with 3521 additions and 53329 deletions

View File

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