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authorAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 19:04:52 +0200
committerAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 19:04:52 +0200
commit1b67dd855c41f5a0cda7ec2a68d98071986ca703 (patch)
treeab243607f74f78200787bba5b9b88f07ef1b966f /indra/llrender/llglslshader.h
parent6d6eabca44d08d5b97bfe3e941d2b9687c2246ea (diff)
parente1623bb276f83a43ce7a197e388720c05bdefe61 (diff)
Merge remote-tracking branch 'origin/main' into DRTVWR-600-maint-A
# Conflicts: # autobuild.xml # indra/cmake/CMakeLists.txt # indra/cmake/GoogleMock.cmake # indra/llaudio/llaudioengine_fmodstudio.cpp # indra/llaudio/llaudioengine_fmodstudio.h # indra/llaudio/lllistener_fmodstudio.cpp # indra/llaudio/lllistener_fmodstudio.h # indra/llaudio/llstreamingaudio_fmodstudio.cpp # indra/llaudio/llstreamingaudio_fmodstudio.h # indra/llcharacter/llmultigesture.cpp # indra/llcharacter/llmultigesture.h # indra/llimage/llimage.cpp # indra/llimage/llimagepng.cpp # indra/llimage/llimageworker.cpp # indra/llimage/tests/llimageworker_test.cpp # indra/llmessage/tests/llmockhttpclient.h # indra/llprimitive/llgltfmaterial.h # indra/llrender/llfontfreetype.cpp # indra/llui/llcombobox.cpp # indra/llui/llfolderview.cpp # indra/llui/llfolderviewmodel.h # indra/llui/lllineeditor.cpp # indra/llui/lllineeditor.h # indra/llui/lltextbase.cpp # indra/llui/lltextbase.h # indra/llui/lltexteditor.cpp # indra/llui/lltextvalidate.cpp # indra/llui/lltextvalidate.h # indra/llui/lluictrl.h # indra/llui/llview.cpp # indra/llwindow/llwindowmacosx.cpp # indra/newview/app_settings/settings.xml # indra/newview/llappearancemgr.cpp # indra/newview/llappearancemgr.h # indra/newview/llavatarpropertiesprocessor.cpp # indra/newview/llavatarpropertiesprocessor.h # indra/newview/llbreadcrumbview.cpp # indra/newview/llbreadcrumbview.h # indra/newview/llbreastmotion.cpp # indra/newview/llbreastmotion.h # indra/newview/llconversationmodel.h # indra/newview/lldensityctrl.cpp # indra/newview/lldensityctrl.h # indra/newview/llface.inl # indra/newview/llfloatereditsky.cpp # indra/newview/llfloatereditwater.cpp # indra/newview/llfloateremojipicker.h # indra/newview/llfloaterimsessiontab.cpp # indra/newview/llfloaterprofiletexture.cpp # indra/newview/llfloaterprofiletexture.h # indra/newview/llgesturemgr.cpp # indra/newview/llgesturemgr.h # indra/newview/llimpanel.cpp # indra/newview/llimpanel.h # indra/newview/llinventorybridge.cpp # indra/newview/llinventorybridge.h # indra/newview/llinventoryclipboard.cpp # indra/newview/llinventoryclipboard.h # indra/newview/llinventoryfunctions.cpp # indra/newview/llinventoryfunctions.h # indra/newview/llinventorygallery.cpp # indra/newview/lllistbrowser.cpp # indra/newview/lllistbrowser.h # indra/newview/llpanelobjectinventory.cpp # indra/newview/llpanelprofile.cpp # indra/newview/llpanelprofile.h # indra/newview/llpreviewgesture.cpp # indra/newview/llsavedsettingsglue.cpp # indra/newview/llsavedsettingsglue.h # indra/newview/lltooldraganddrop.cpp # indra/newview/llurllineeditorctrl.cpp # indra/newview/llvectorperfoptions.cpp # indra/newview/llvectorperfoptions.h # indra/newview/llviewerparceloverlay.cpp # indra/newview/llviewertexlayer.cpp # indra/newview/llviewertexturelist.cpp # indra/newview/macmain.h # indra/test/test.cpp
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r--indra/llrender/llglslshader.h688
1 files changed, 344 insertions, 344 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index b67e06a5f2..0148323df5 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -1,344 +1,344 @@
-/**
- * @file llglslshader.h
- * @brief GLSL shader wrappers
- *
- * $LicenseInfo:firstyear=2001&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLGLSLSHADER_H
-#define LL_LLGLSLSHADER_H
-
-#include "llgl.h"
-#include "llrender.h"
-#include "llstaticstringtable.h"
-#include <unordered_map>
-
-class LLShaderFeatures
-{
-public:
- S32 mIndexedTextureChannels = 0;
- bool calculatesLighting = false;
- bool calculatesAtmospherics = false;
- bool hasLighting = false; // implies no transport (it's possible to have neither though)
- bool isAlphaLighting = false; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
- bool isSpecular = false;
- bool hasTransport = false; // implies no lighting (it's possible to have neither though)
- bool hasSkinning = false;
- bool hasObjectSkinning = false;
- bool hasAtmospherics = false;
- bool hasGamma = false;
- bool hasShadows = false;
- bool hasAmbientOcclusion = false;
- bool hasSrgb = false;
- bool encodesNormal = false; // include: shaders\class1\environment\encodeNormF.glsl
- bool isDeferred = false;
- bool hasScreenSpaceReflections = false;
- bool disableTextureIndex = false;
- bool hasAlphaMask = false;
- bool hasReflectionProbes = false;
- bool attachNothing = false;
-};
-
-// ============= Structure for caching shader uniforms ===============
-class LLGLSLShader;
-
-class LLShaderUniforms
-{
-public:
-
- template<typename T>
- struct UniformSetting
- {
- S32 mUniform;
- T mValue;
- };
-
- typedef UniformSetting<S32> IntSetting;
- typedef UniformSetting<F32> FloatSetting;
- typedef UniformSetting<LLVector4> VectorSetting;
- typedef UniformSetting<LLVector3> Vector3Setting;
-
- void clear()
- {
- mIntegers.resize(0);
- mFloats.resize(0);
- mVectors.resize(0);
- mVector3s.resize(0);
- }
-
- void uniform1i(S32 index, S32 value)
- {
- mIntegers.push_back({ index, value });
- }
-
- void uniform1f(S32 index, F32 value)
- {
- mFloats.push_back({ index, value });
- }
-
- void uniform4fv(S32 index, const LLVector4& value)
- {
- mVectors.push_back({ index, value });
- }
-
- void uniform4fv(S32 index, const F32* value)
- {
- mVectors.push_back({ index, LLVector4(value) });
- }
-
- void uniform3fv(S32 index, const LLVector3& value)
- {
- mVector3s.push_back({ index, value });
- }
-
- void uniform3fv(S32 index, const F32* value)
- {
- mVector3s.push_back({ index, LLVector3(value) });
- }
-
- void apply(LLGLSLShader* shader);
-
-
- std::vector<IntSetting> mIntegers;
- std::vector<FloatSetting> mFloats;
- std::vector<VectorSetting> mVectors;
- std::vector<Vector3Setting> mVector3s;
-};
-class LLGLSLShader
-{
-public:
- // NOTE: Keep gShaderConsts and LLGLSLShader::ShaderConsts_e in sync!
- enum eShaderConsts
- {
- SHADER_CONST_CLOUD_MOON_DEPTH
- , SHADER_CONST_STAR_DEPTH
- , NUM_SHADER_CONSTS
- };
-
- // enum primarily used to control application sky settings uniforms
- typedef enum
- {
- SG_DEFAULT = 0, // not sky or water specific
- SG_SKY, //
- SG_WATER,
- SG_ANY,
- SG_COUNT
- } eGroup;
-
- static std::set<LLGLSLShader*> sInstances;
- static bool sProfileEnabled;
-
- LLGLSLShader();
- ~LLGLSLShader();
-
- static GLuint sCurBoundShader;
- static LLGLSLShader* sCurBoundShaderPtr;
- static S32 sIndexedTextureChannels;
-
- static void initProfile();
- static void finishProfile(bool emit_report = true);
-
- static void startProfile();
- static void stopProfile();
-
- void unload();
- void clearStats();
- void dumpStats();
-
- // place query objects for profiling if profiling is enabled
- // if for_runtime is true, will place timer query only whether or not profiling is enabled
- void placeProfileQuery(bool for_runtime = false);
-
- // Readback query objects if profiling is enabled
- // If for_runtime is true, will readback timer query iff query is available
- // Will return false if a query is pending (try again later)
- // If force_read is true, will force an immediate readback (severe performance penalty)
- bool readProfileQuery(bool for_runtime = false, bool force_read = false);
-
- bool createShader(std::vector<LLStaticHashedString>* attributes,
- std::vector<LLStaticHashedString>* uniforms,
- U32 varying_count = 0,
- const char** varyings = NULL);
- bool attachFragmentObject(std::string object);
- bool attachVertexObject(std::string object);
- void attachObject(GLuint object);
- void attachObjects(GLuint* objects = NULL, S32 count = 0);
- bool mapAttributes(const std::vector<LLStaticHashedString>* attributes);
- bool mapUniforms(const std::vector<LLStaticHashedString>*);
- void mapUniform(GLint index, const std::vector<LLStaticHashedString>*);
- void uniform1i(U32 index, GLint i);
- void uniform1f(U32 index, GLfloat v);
- void fastUniform1f(U32 index, GLfloat v);
- void uniform2f(U32 index, GLfloat x, GLfloat y);
- void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
- void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- void uniform1iv(U32 index, U32 count, const GLint* i);
- void uniform4iv(U32 index, U32 count, const GLint* i);
- void uniform1fv(U32 index, U32 count, const GLfloat* v);
- void uniform2fv(U32 index, U32 count, const GLfloat* v);
- void uniform3fv(U32 index, U32 count, const GLfloat* v);
- void uniform4fv(U32 index, U32 count, const GLfloat* v);
- void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
- void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v);
- void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v);
- void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v);
- void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v);
- void uniform1i(const LLStaticHashedString& uniform, GLint i);
- void uniform1iv(const LLStaticHashedString& uniform, U32 count, const GLint* v);
- void uniform4iv(const LLStaticHashedString& uniform, U32 count, const GLint* v);
- void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
- void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
- void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
- void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
- void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
- void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
- void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
- void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v);
-
- void setMinimumAlpha(F32 minimum);
-
- void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- void vertexAttrib4fv(U32 index, GLfloat* v);
-
- //GLint getUniformLocation(const std::string& uniform);
- GLint getUniformLocation(const LLStaticHashedString& uniform);
- GLint getUniformLocation(U32 index);
-
- GLint getAttribLocation(U32 attrib);
- GLint mapUniformTextureChannel(GLint location, GLenum type, GLint size);
-
- void clearPermutations();
- void addPermutation(std::string name, std::string value);
- void removePermutation(std::string name);
-
- void addConstant(const LLGLSLShader::eShaderConsts shader_const);
-
- //enable/disable texture channel for specified uniform
- //if given texture uniform is active in the shader,
- //the corresponding channel will be active upon return
- //returns channel texture is enabled in from [0-MAX)
- S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
- S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
-
- // get the texture channel of the given uniform, or -1 if uniform is not used as a texture
- S32 getTextureChannel(S32 uniform) const;
-
- // bindTexture returns the texture unit we've bound the texture to.
- // You can reuse the return value to unbind a texture when required.
- S32 bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
- S32 bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
- S32 bindTexture(const std::string& uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR);
- S32 bindTexture(S32 uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR, U32 index = 0);
- S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
- S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
-
- bool link(bool suppress_errors = false);
- void bind();
- //helper to conditionally bind mRiggedVariant instead of this
- void bind(bool rigged);
-
- bool isComplete() const { return mProgramObject != 0; }
-
- LLUUID hash();
-
- // Unbinds any previously bound shader by explicitly binding no shader.
- static void unbind();
-
- U32 mMatHash[LLRender::NUM_MATRIX_MODES];
- U32 mLightHash;
-
- GLuint mProgramObject;
-#if LL_RELEASE_WITH_DEBUG_INFO
- struct attr_name
- {
- GLint loc;
- const char* name;
- void operator = (GLint _loc) { loc = _loc; }
- operator GLint () { return loc; }
- };
- std::vector<attr_name> mAttribute; //lookup table of attribute enum to attribute channel
-#else
- std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
-#endif
- U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
- std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
- LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
- typedef std::unordered_map<GLint, LLVector4> uniform_value_map_t;
- uniform_value_map_t mValue; //lookup map of uniform location to last known value
- std::vector<GLint> mTexture;
- S32 mTotalUniformSize;
- S32 mActiveTextureChannels;
- S32 mShaderLevel;
- S32 mShaderGroup; // see LLGLSLShader::eGroup
- bool mUniformsDirty;
- LLShaderFeatures mFeatures;
- std::vector< std::pair< std::string, GLenum > > mShaderFiles;
- std::string mName;
- typedef std::map<std::string, std::string> defines_map_t; //NOTE: this must be an ordered map to maintain hash consistency
- defines_map_t mDefines;
- static defines_map_t sGlobalDefines;
- LLUUID mShaderHash;
- bool mUsingBinaryProgram = false;
-
- //statistics for profiling shader performance
- bool mProfilePending = false;
- U32 mTimerQuery;
- U32 mSamplesQuery;
- U32 mPrimitivesQuery;
-
- U64 mTimeElapsed;
- static U64 sTotalTimeElapsed;
- U32 mTrianglesDrawn;
- static U32 sTotalTrianglesDrawn;
- U64 mSamplesDrawn;
- static U64 sTotalSamplesDrawn;
- U32 mBinds;
- static U32 sTotalBinds;
-
- // this pointer should be set to whichever shader represents this shader's rigged variant
- LLGLSLShader* mRiggedVariant = nullptr;
-
- // hacky flag used for optimization in LLDrawPoolAlpha
- bool mCanBindFast = false;
-
-#ifdef LL_PROFILER_ENABLE_RENDER_DOC
- void setLabel(const char* label);
-#endif
-
-private:
- void unloadInternal();
-};
-
-//UI shader (declared here so llui_libtest will link properly)
-extern LLGLSLShader gUIProgram;
-//output vec4(color.rgb,color.a*tex0[tc0].a)
-extern LLGLSLShader gSolidColorProgram;
-//Alpha mask shader (declared here so llappearance can access properly)
-extern LLGLSLShader gAlphaMaskProgram;
-
-#ifdef LL_PROFILER_ENABLE_RENDER_DOC
-#define LL_SET_SHADER_LABEL(shader) shader.setLabel(#shader)
-#else
-#define LL_SET_SHADER_LABEL(shader, label)
-#endif
-
-#endif
+/**
+ * @file llglslshader.h
+ * @brief GLSL shader wrappers
+ *
+ * $LicenseInfo:firstyear=2001&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_LLGLSLSHADER_H
+#define LL_LLGLSLSHADER_H
+
+#include "llgl.h"
+#include "llrender.h"
+#include "llstaticstringtable.h"
+#include <unordered_map>
+
+class LLShaderFeatures
+{
+public:
+ S32 mIndexedTextureChannels = 0;
+ bool calculatesLighting = false;
+ bool calculatesAtmospherics = false;
+ bool hasLighting = false; // implies no transport (it's possible to have neither though)
+ bool isAlphaLighting = false; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
+ bool isSpecular = false;
+ bool hasTransport = false; // implies no lighting (it's possible to have neither though)
+ bool hasSkinning = false;
+ bool hasObjectSkinning = false;
+ bool hasAtmospherics = false;
+ bool hasGamma = false;
+ bool hasShadows = false;
+ bool hasAmbientOcclusion = false;
+ bool hasSrgb = false;
+ bool encodesNormal = false; // include: shaders\class1\environment\encodeNormF.glsl
+ bool isDeferred = false;
+ bool hasScreenSpaceReflections = false;
+ bool disableTextureIndex = false;
+ bool hasAlphaMask = false;
+ bool hasReflectionProbes = false;
+ bool attachNothing = false;
+};
+
+// ============= Structure for caching shader uniforms ===============
+class LLGLSLShader;
+
+class LLShaderUniforms
+{
+public:
+
+ template<typename T>
+ struct UniformSetting
+ {
+ S32 mUniform;
+ T mValue;
+ };
+
+ typedef UniformSetting<S32> IntSetting;
+ typedef UniformSetting<F32> FloatSetting;
+ typedef UniformSetting<LLVector4> VectorSetting;
+ typedef UniformSetting<LLVector3> Vector3Setting;
+
+ void clear()
+ {
+ mIntegers.resize(0);
+ mFloats.resize(0);
+ mVectors.resize(0);
+ mVector3s.resize(0);
+ }
+
+ void uniform1i(S32 index, S32 value)
+ {
+ mIntegers.push_back({ index, value });
+ }
+
+ void uniform1f(S32 index, F32 value)
+ {
+ mFloats.push_back({ index, value });
+ }
+
+ void uniform4fv(S32 index, const LLVector4& value)
+ {
+ mVectors.push_back({ index, value });
+ }
+
+ void uniform4fv(S32 index, const F32* value)
+ {
+ mVectors.push_back({ index, LLVector4(value) });
+ }
+
+ void uniform3fv(S32 index, const LLVector3& value)
+ {
+ mVector3s.push_back({ index, value });
+ }
+
+ void uniform3fv(S32 index, const F32* value)
+ {
+ mVector3s.push_back({ index, LLVector3(value) });
+ }
+
+ void apply(LLGLSLShader* shader);
+
+
+ std::vector<IntSetting> mIntegers;
+ std::vector<FloatSetting> mFloats;
+ std::vector<VectorSetting> mVectors;
+ std::vector<Vector3Setting> mVector3s;
+};
+class LLGLSLShader
+{
+public:
+ // NOTE: Keep gShaderConsts and LLGLSLShader::ShaderConsts_e in sync!
+ enum eShaderConsts
+ {
+ SHADER_CONST_CLOUD_MOON_DEPTH
+ , SHADER_CONST_STAR_DEPTH
+ , NUM_SHADER_CONSTS
+ };
+
+ // enum primarily used to control application sky settings uniforms
+ typedef enum
+ {
+ SG_DEFAULT = 0, // not sky or water specific
+ SG_SKY, //
+ SG_WATER,
+ SG_ANY,
+ SG_COUNT
+ } eGroup;
+
+ static std::set<LLGLSLShader*> sInstances;
+ static bool sProfileEnabled;
+
+ LLGLSLShader();
+ ~LLGLSLShader();
+
+ static GLuint sCurBoundShader;
+ static LLGLSLShader* sCurBoundShaderPtr;
+ static S32 sIndexedTextureChannels;
+
+ static void initProfile();
+ static void finishProfile(bool emit_report = true);
+
+ static void startProfile();
+ static void stopProfile();
+
+ void unload();
+ void clearStats();
+ void dumpStats();
+
+ // place query objects for profiling if profiling is enabled
+ // if for_runtime is true, will place timer query only whether or not profiling is enabled
+ void placeProfileQuery(bool for_runtime = false);
+
+ // Readback query objects if profiling is enabled
+ // If for_runtime is true, will readback timer query iff query is available
+ // Will return false if a query is pending (try again later)
+ // If force_read is true, will force an immediate readback (severe performance penalty)
+ bool readProfileQuery(bool for_runtime = false, bool force_read = false);
+
+ bool createShader(std::vector<LLStaticHashedString>* attributes,
+ std::vector<LLStaticHashedString>* uniforms,
+ U32 varying_count = 0,
+ const char** varyings = NULL);
+ bool attachFragmentObject(std::string object);
+ bool attachVertexObject(std::string object);
+ void attachObject(GLuint object);
+ void attachObjects(GLuint* objects = NULL, S32 count = 0);
+ bool mapAttributes(const std::vector<LLStaticHashedString>* attributes);
+ bool mapUniforms(const std::vector<LLStaticHashedString>*);
+ void mapUniform(GLint index, const std::vector<LLStaticHashedString>*);
+ void uniform1i(U32 index, GLint i);
+ void uniform1f(U32 index, GLfloat v);
+ void fastUniform1f(U32 index, GLfloat v);
+ void uniform2f(U32 index, GLfloat x, GLfloat y);
+ void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
+ void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void uniform1iv(U32 index, U32 count, const GLint* i);
+ void uniform4iv(U32 index, U32 count, const GLint* i);
+ void uniform1fv(U32 index, U32 count, const GLfloat* v);
+ void uniform2fv(U32 index, U32 count, const GLfloat* v);
+ void uniform3fv(U32 index, U32 count, const GLfloat* v);
+ void uniform4fv(U32 index, U32 count, const GLfloat* v);
+ void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
+ void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v);
+ void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v);
+ void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v);
+ void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v);
+ void uniform1i(const LLStaticHashedString& uniform, GLint i);
+ void uniform1iv(const LLStaticHashedString& uniform, U32 count, const GLint* v);
+ void uniform4iv(const LLStaticHashedString& uniform, U32 count, const GLint* v);
+ void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
+ void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
+ void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
+ void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v);
+
+ void setMinimumAlpha(F32 minimum);
+
+ void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void vertexAttrib4fv(U32 index, GLfloat* v);
+
+ //GLint getUniformLocation(const std::string& uniform);
+ GLint getUniformLocation(const LLStaticHashedString& uniform);
+ GLint getUniformLocation(U32 index);
+
+ GLint getAttribLocation(U32 attrib);
+ GLint mapUniformTextureChannel(GLint location, GLenum type, GLint size);
+
+ void clearPermutations();
+ void addPermutation(std::string name, std::string value);
+ void removePermutation(std::string name);
+
+ void addConstant(const LLGLSLShader::eShaderConsts shader_const);
+
+ //enable/disable texture channel for specified uniform
+ //if given texture uniform is active in the shader,
+ //the corresponding channel will be active upon return
+ //returns channel texture is enabled in from [0-MAX)
+ S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
+ S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
+
+ // get the texture channel of the given uniform, or -1 if uniform is not used as a texture
+ S32 getTextureChannel(S32 uniform) const;
+
+ // bindTexture returns the texture unit we've bound the texture to.
+ // You can reuse the return value to unbind a texture when required.
+ S32 bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
+ S32 bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
+ S32 bindTexture(const std::string& uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR);
+ S32 bindTexture(S32 uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR, U32 index = 0);
+ S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+
+ bool link(bool suppress_errors = false);
+ void bind();
+ //helper to conditionally bind mRiggedVariant instead of this
+ void bind(bool rigged);
+
+ bool isComplete() const { return mProgramObject != 0; }
+
+ LLUUID hash();
+
+ // Unbinds any previously bound shader by explicitly binding no shader.
+ static void unbind();
+
+ U32 mMatHash[LLRender::NUM_MATRIX_MODES];
+ U32 mLightHash;
+
+ GLuint mProgramObject;
+#if LL_RELEASE_WITH_DEBUG_INFO
+ struct attr_name
+ {
+ GLint loc;
+ const char* name;
+ void operator = (GLint _loc) { loc = _loc; }
+ operator GLint () { return loc; }
+ };
+ std::vector<attr_name> mAttribute; //lookup table of attribute enum to attribute channel
+#else
+ std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
+#endif
+ U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
+ std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
+ LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
+ typedef std::unordered_map<GLint, LLVector4> uniform_value_map_t;
+ uniform_value_map_t mValue; //lookup map of uniform location to last known value
+ std::vector<GLint> mTexture;
+ S32 mTotalUniformSize;
+ S32 mActiveTextureChannels;
+ S32 mShaderLevel;
+ S32 mShaderGroup; // see LLGLSLShader::eGroup
+ bool mUniformsDirty;
+ LLShaderFeatures mFeatures;
+ std::vector< std::pair< std::string, GLenum > > mShaderFiles;
+ std::string mName;
+ typedef std::map<std::string, std::string> defines_map_t; //NOTE: this must be an ordered map to maintain hash consistency
+ defines_map_t mDefines;
+ static defines_map_t sGlobalDefines;
+ LLUUID mShaderHash;
+ bool mUsingBinaryProgram = false;
+
+ //statistics for profiling shader performance
+ bool mProfilePending = false;
+ U32 mTimerQuery;
+ U32 mSamplesQuery;
+ U32 mPrimitivesQuery;
+
+ U64 mTimeElapsed;
+ static U64 sTotalTimeElapsed;
+ U32 mTrianglesDrawn;
+ static U32 sTotalTrianglesDrawn;
+ U64 mSamplesDrawn;
+ static U64 sTotalSamplesDrawn;
+ U32 mBinds;
+ static U32 sTotalBinds;
+
+ // this pointer should be set to whichever shader represents this shader's rigged variant
+ LLGLSLShader* mRiggedVariant = nullptr;
+
+ // hacky flag used for optimization in LLDrawPoolAlpha
+ bool mCanBindFast = false;
+
+#ifdef LL_PROFILER_ENABLE_RENDER_DOC
+ void setLabel(const char* label);
+#endif
+
+private:
+ void unloadInternal();
+};
+
+//UI shader (declared here so llui_libtest will link properly)
+extern LLGLSLShader gUIProgram;
+//output vec4(color.rgb,color.a*tex0[tc0].a)
+extern LLGLSLShader gSolidColorProgram;
+//Alpha mask shader (declared here so llappearance can access properly)
+extern LLGLSLShader gAlphaMaskProgram;
+
+#ifdef LL_PROFILER_ENABLE_RENDER_DOC
+#define LL_SET_SHADER_LABEL(shader) shader.setLabel(#shader)
+#else
+#define LL_SET_SHADER_LABEL(shader, label)
+#endif
+
+#endif