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author | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2021-10-20 14:06:09 +0100 |
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committer | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2021-10-20 14:06:09 +0100 |
commit | da183230b0f08d50ad35330fc8ef51307a8b6f84 (patch) | |
tree | 5cb837f469f2984ee5da54dec9d30647b4b879ab /indra/llrender/llglslshader.h | |
parent | e0ea20a3c95197c042da9684b5e9e2f7d4f126fd (diff) | |
parent | d2dce17803a545378407d6b7c62fdcd3007a92bc (diff) |
Merge branch 'DRTVWR-546' of ssh://bitbucket.org/lindenlab/viewer into DRTVWR-546
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r-- | indra/llrender/llglslshader.h | 82 |
1 files changed, 74 insertions, 8 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 7cf6d3c941..3b23cf1b28 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -30,6 +30,7 @@ #include "llgl.h" #include "llrender.h" #include "llstaticstringtable.h" +#include <unordered_map> class LLShaderFeatures { @@ -64,16 +65,79 @@ public: LLShaderFeatures(); }; +// ============= 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 apply(LLGLSLShader* shader); + + + std::vector<IntSetting> mIntegers; + std::vector<FloatSetting> mFloats; + std::vector<VectorSetting> mVectors; + std::vector<Vector3Setting> mVector3s; +}; class LLGLSLShader { public: - enum + // enum primarily used to control application sky settings uniforms + typedef enum { - SG_DEFAULT = 0, - SG_SKY, - SG_WATER - }; + 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; @@ -190,13 +254,15 @@ public: 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 - std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name - std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value + typedef std::unordered_map<GLint, std::string> uniform_name_map_t; + typedef std::unordered_map<GLint, LLVector4> uniform_value_map_t; + uniform_name_map_t mUniformNameMap; //lookup map of uniform location to uniform name + 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; + S32 mShaderGroup; // see LLGLSLShader::eGroup BOOL mUniformsDirty; LLShaderFeatures mFeatures; std::vector< std::pair< std::string, GLenum > > mShaderFiles; |