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authorGraham Linden <graham@lindenlab.com>2018-10-29 23:02:20 +0100
committerGraham Linden <graham@lindenlab.com>2018-10-29 23:02:20 +0100
commit536799d07e4298ff8157ef51ed00040e10a5ba65 (patch)
tree3f9322b25efd552a4d4b1c617b39b81136d1b084 /indra/llrender/llshadermgr.cpp
parente9faa3cce8897af2a4303538672e2262ed39520a (diff)
SL-9977
SL-9973
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r--indra/llrender/llshadermgr.cpp63
1 files changed, 44 insertions, 19 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 8617b58d2e..9da705bb2d 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -25,18 +25,14 @@
*/
#include "linden_common.h"
-
#include "llshadermgr.h"
-
-#include "llfile.h"
#include "llrender.h"
+#include "llfile.h"
#if LL_DARWIN
#include "OpenGL/OpenGL.h"
#endif
-#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
-
// Lots of STL stuff in here, using namespace std to keep things more readable
using std::vector;
using std::pair;
@@ -537,6 +533,16 @@ static std::string get_object_log(GLhandleARB ret)
return res;
}
+//dump shader source for debugging
+void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text)
+{
+ for (GLuint i = 0; i < shader_code_count; i++)
+ {
+ LL_SHADER_LOADING_WARNS() << i << ": " << shader_code_text[i] << LL_ENDL;
+ }
+ LL_SHADER_LOADING_WARNS() << LL_ENDL;
+}
+
void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& filename)
{
std::string log = get_object_log(ret);
@@ -548,8 +554,8 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string&
if (log.length() > 0)
{
- LL_WARNS("ShaderLoading") << "Shader loading from " << fname << ":\n" << LL_ENDL;
- LL_WARNS("ShaderLoading") << log << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "Shader loading from " << fname << ":\n" << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << log << LL_ENDL;
}
}
@@ -570,11 +576,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
error = glGetError();
if (error != GL_NO_ERROR)
{
- LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL;
}
}
- LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL;
+ //LL_SHADER_LOADING_WARNS() << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL;
if (filename.empty())
{
@@ -588,6 +594,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
S32 try_gpu_class = shader_level;
S32 gpu_class;
+ std::string open_file_name;
//find the most relevant file
for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
{ //search from the current gpu class down to class 1 to find the most relevant shader
@@ -595,18 +602,33 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
fname << getShaderDirPrefix();
fname << gpu_class << "/" << filename;
- LL_DEBUGS("ShaderLoading") << "Looking in " << fname.str() << LL_ENDL;
- file = LLFile::fopen(fname.str(), "r"); /* Flawfinder: ignore */
+ open_file_name = fname.str();
+
+ /*
+ Would be awesome, if we didn't have shaders that re-use files
+ with different environments to say, add skinning, etc
+ can't depend on cached version to have evaluate ifdefs identically...
+ if we can define a deterministic hash for the shader based on
+ all the inputs, maybe we can save some time here.
+ if (mShaderObjects.count(filename) > 0)
+ {
+ return mShaderObjects[filename];
+ }
+
+ */
+
+ LL_DEBUGS("ShaderLoading") << "Looking in " << open_file_name << LL_ENDL;
+ file = LLFile::fopen(open_file_name, "r"); /* Flawfinder: ignore */
if (file)
{
- LL_DEBUGS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << filename << " (Want class " << gpu_class << ")" << LL_ENDL;
+ LL_DEBUGS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
break; // done
}
}
if (file == NULL)
{
- LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << filename << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "GLSL Shader file not found: " << filename << LL_ENDL;
return 0;
}
@@ -685,7 +707,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
extra_code_text[extra_code_count++] = strdup("#define texture2D texture\n");
extra_code_text[extra_code_count++] = strdup("#define textureCube texture\n");
extra_code_text[extra_code_count++] = strdup("#define texture2DLod textureLod\n");
- extra_code_text[extra_code_count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");
+ extra_code_text[extra_code_count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");
if (major_version > 1 || minor_version >= 40)
{ //GLSL 1.40 replaces texture2DRect et al with texture
@@ -1012,7 +1034,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
if (!suppress_errors && success == GL_FALSE)
{
//an error occured, print log
- LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL;
}
#if LL_DARWIN
@@ -1045,7 +1067,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
if (!fragmentGPUProcessing || !vertexGPUProcessing)
{
- LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;
success = GL_FALSE;
suppress_errors = FALSE;
}
@@ -1056,7 +1078,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
LLStringUtil::toLower(log);
if (log.find("software") != std::string::npos)
{
- LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;
success = GL_FALSE;
suppress_errors = FALSE;
}
@@ -1072,7 +1094,7 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj)
glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success);
if (success == GL_FALSE)
{
- LL_WARNS("ShaderLoading") << "GLSL program not valid: " << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL;
dumpObjectLog(obj);
}
else
@@ -1326,9 +1348,12 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("rainbow_map");
mReservedUniforms.push_back("halo_map");
mReservedUniforms.push_back("moon_brightness");
- mReservedUniforms.push_back("moon_phase");
mReservedUniforms.push_back("cloud_variance");
+ mReservedUniforms.push_back("sh_input_r");
+ mReservedUniforms.push_back("sh_input_g");
+ mReservedUniforms.push_back("sh_input_b");
+
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
std::set<std::string> dupe_check;