diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
---|---|---|
committer | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
commit | 1b67dd855c41f5a0cda7ec2a68d98071986ca703 (patch) | |
tree | ab243607f74f78200787bba5b9b88f07ef1b966f /indra/llrender/llshadermgr.cpp | |
parent | 6d6eabca44d08d5b97bfe3e941d2b9687c2246ea (diff) | |
parent | e1623bb276f83a43ce7a197e388720c05bdefe61 (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/llshadermgr.cpp')
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 2846 |
1 files changed, 1423 insertions, 1423 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index edb5f65e1f..82f063d9c4 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1,1423 +1,1423 @@ -/** - * @file llshadermgr.cpp - * @brief Shader manager implementation. - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -#include "linden_common.h" -#include "llshadermgr.h" -#include "llrender.h" -#include "llfile.h" -#include "lldir.h" -#include "llsdutil.h" -#include "llsdserialize.h" -#include "hbxxh.h" - -#if LL_DARWIN -#include "OpenGL/OpenGL.h" -#endif - -// Lots of STL stuff in here, using namespace std to keep things more readable -using std::vector; -using std::pair; -using std::make_pair; -using std::string; - -LLShaderMgr * LLShaderMgr::sInstance = NULL; - -LLShaderMgr::LLShaderMgr() -{ -} - - -LLShaderMgr::~LLShaderMgr() -{ -} - -// static -LLShaderMgr * LLShaderMgr::instance() -{ - if(NULL == sInstance) - { - LL_ERRS("Shaders") << "LLShaderMgr should already have been instantiated by the application!" << LL_ENDL; - } - - return sInstance; -} - -bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) -{ - llassert_always(shader != NULL); - LLShaderFeatures *features = & shader->mFeatures; - - if (features->attachNothing) - { - return true; - } - ////////////////////////////////////// - // Attach Vertex Shader Features First - ////////////////////////////////////// - - // NOTE order of shader object attaching is VERY IMPORTANT!!! - if (features->calculatesAtmospherics) - { - if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl")) - { - return false; - } - } - - if (features->calculatesLighting || features->calculatesAtmospherics) - { - if (!shader->attachVertexObject("windlight/atmosphericsHelpersV.glsl")) - { - return false; - } - } - - if (features->calculatesLighting) - { - if (features->isSpecular) - { - if (!shader->attachVertexObject("lighting/lightFuncSpecularV.glsl")) - { - return false; - } - - if (!features->isAlphaLighting) - { - if (!shader->attachVertexObject("lighting/sumLightsSpecularV.glsl")) - { - return false; - } - } - - if (!shader->attachVertexObject("lighting/lightSpecularV.glsl")) - { - return false; - } - } - else - { - if (!shader->attachVertexObject("lighting/lightFuncV.glsl")) - { - return false; - } - - if (!features->isAlphaLighting) - { - if (!shader->attachVertexObject("lighting/sumLightsV.glsl")) - { - return false; - } - } - - if (!shader->attachVertexObject("lighting/lightV.glsl")) - { - return false; - } - } - } - - // NOTE order of shader object attaching is VERY IMPORTANT!!! - if (features->calculatesAtmospherics) - { - if (!shader->attachVertexObject("environment/srgbF.glsl")) // NOTE -- "F" suffix is superfluous here, there is nothing fragment specific in srgbF - { - return false; - } - - if (!shader->attachVertexObject("windlight/atmosphericsFuncs.glsl")) { - return false; - } - - if (!shader->attachVertexObject("windlight/atmosphericsV.glsl")) - { - return false; - } - } - - if (features->hasSkinning) - { - if (!shader->attachVertexObject("avatar/avatarSkinV.glsl")) - { - return false; - } - } - - if (features->hasObjectSkinning) - { - shader->mRiggedVariant = shader; - if (!shader->attachVertexObject("avatar/objectSkinV.glsl")) - { - return false; - } - } - - if (!shader->attachVertexObject("deferred/textureUtilV.glsl")) - { - return false; - } - - /////////////////////////////////////// - // Attach Fragment Shader Features Next - /////////////////////////////////////// - -// NOTE order of shader object attaching is VERY IMPORTANT!!! - if (features->hasSrgb || features->hasAtmospherics || features->calculatesAtmospherics || features->isDeferred) - { - if (!shader->attachFragmentObject("environment/srgbF.glsl")) - { - return false; - } - } - - if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred) - { - if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl")) - { - return false; - } - } - - if (features->calculatesLighting || features->calculatesAtmospherics) - { - if (!shader->attachFragmentObject("windlight/atmosphericsHelpersF.glsl")) - { - return false; - } - } - - // we want this BEFORE shadows and AO because those facilities use pos/norm access - if (features->isDeferred || features->hasReflectionProbes) - { - if (!shader->attachFragmentObject("deferred/deferredUtil.glsl")) - { - return false; - } - } - - if (features->hasScreenSpaceReflections || features->hasReflectionProbes) - { - if (!shader->attachFragmentObject("deferred/screenSpaceReflUtil.glsl")) - { - return false; - } - } - - if (features->hasShadows) - { - if (!shader->attachFragmentObject("deferred/shadowUtil.glsl")) - { - return false; - } - } - - if (features->hasReflectionProbes) - { - if (!shader->attachFragmentObject("deferred/reflectionProbeF.glsl")) - { - return false; - } - } - - if (features->hasAmbientOcclusion) - { - if (!shader->attachFragmentObject("deferred/aoUtil.glsl")) - { - return false; - } - } - - if (features->hasGamma || features->isDeferred) - { - if (!shader->attachFragmentObject("windlight/gammaF.glsl")) - { - return false; - } - } - - if (features->encodesNormal) - { - if (!shader->attachFragmentObject("environment/encodeNormF.glsl")) - { - return false; - } - } - - if (features->hasAtmospherics || features->isDeferred) - { - if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) { - return false; - } - - if (!shader->attachFragmentObject("windlight/atmosphericsF.glsl")) - { - return false; - } - } - - // NOTE order of shader object attaching is VERY IMPORTANT!!! - if (features->hasAtmospherics) - { - if (!shader->attachFragmentObject("environment/waterFogF.glsl")) - { - return false; - } - } - - if (features->hasLighting) - { - if (features->disableTextureIndex) - { - if (features->hasAlphaMask) - { - if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl")) - { - return false; - } - } - else - { - if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl")) - { - return false; - } - } - } - else - { - if (features->hasAlphaMask) - { - if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl")) - { - return false; - } - } - else - { - if (!shader->attachFragmentObject("lighting/lightF.glsl")) - { - return false; - } - } - shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); - } - } - - if (features->mIndexedTextureChannels <= 1) - { - if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl")) - { - return false; - } - } - else - { - if (!shader->attachVertexObject("objects/indexedTextureV.glsl")) - { - return false; - } - } - - return true; -} - -//============================================================================ -// Load Shader - -static std::string get_shader_log(GLuint ret) -{ - std::string res; - - //get log length - GLint length; - glGetShaderiv(ret, GL_INFO_LOG_LENGTH, &length); - if (length > 0) - { - //the log could be any size, so allocate appropriately - GLchar* log = new GLchar[length]; - glGetShaderInfoLog(ret, length, &length, log); - res = std::string((char *)log); - delete[] log; - } - return res; -} - -static std::string get_program_log(GLuint ret) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; - std::string res; - - //get log length - GLint length; - glGetProgramiv(ret, GL_INFO_LOG_LENGTH, &length); - if (length > 0) - { - //the log could be any size, so allocate appropriately - GLchar* log = new GLchar[length]; - glGetProgramInfoLog(ret, length, &length, log); - res = std::string((char*)log); - delete[] log; - } - return res; -} - -// get the info log for the given object, be it a shader or program object -// NOTE: ret MUST be a shader OR a program object -static std::string get_object_log(GLuint ret) -{ - if (glIsProgram(ret)) - { - return get_program_log(ret); - } - else - { - llassert(glIsShader(ret)); - return get_shader_log(ret); - } -} - -//dump shader source for debugging -void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text) -{ - char num_str[16]; // U32 = max 10 digits - - LL_SHADER_LOADING_WARNS() << "\n"; - - for (U32 i = 0; i < shader_code_count; i++) - { - snprintf(num_str, sizeof(num_str), "%4d: ", i+1); - std::string line_number(num_str); - LL_CONT << line_number << shader_code_text[i]; - } - LL_CONT << LL_ENDL; -} - -void LLShaderMgr::dumpObjectLog(GLuint ret, bool warns, const std::string& filename) -{ - std::string log; - log = get_object_log(ret); - std::string fname = filename; - if (filename.empty()) - { - fname = "unknown shader file"; - } - - if (log.length() > 0) - { - LL_SHADER_LOADING_WARNS() << "Shader loading from " << fname << LL_ENDL; - LL_SHADER_LOADING_WARNS() << "\n" << log << LL_ENDL; - } - } - -GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines, S32 texture_index_channels) -{ - -// endsure work-around for missing GLSL funcs gets propogated to feature shader files (e.g. srgbF.glsl) -#if LL_DARWIN - if (defines) - { - (*defines)["OLD_SELECT"] = "1"; - } -#endif - - GLenum error = GL_NO_ERROR; - - error = glGetError(); - if (error != GL_NO_ERROR) - { - LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << " for file: " << filename << LL_ENDL; - } - - if (filename.empty()) - { - return 0; - } - - - //read in from file - LLFILE* file = NULL; - - S32 try_gpu_class = shader_level; - S32 gpu_class; - - std::string open_file_name; - -#if 0 // WIP -- try to come up with a way to fallback to an error shader without needing debug stubs all over the place in the shader tree - if (shader_level == -1) - { - // use "error" fallback - if (type == GL_VERTEX_SHADER) - { - open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorV.glsl"); - } - else - { - llassert(type == GL_FRAGMENT_SHADER); // type must be vertex or fragment shader - open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorF.glsl"); - } - - file = LLFile::fopen(open_file_name, "r"); - } - else -#endif - { - //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 - std::stringstream fname; - fname << getShaderDirPrefix(); - fname << gpu_class << "/" << filename; - - 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: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL; - break; // done - } - } - } - - if (file == NULL) - { - LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << open_file_name << LL_ENDL; - return 0; - } - - //we can't have any lines longer than 1024 characters - //or any shaders longer than 4096 lines... deal - DaveP - GLchar buff[1024]; - GLchar *extra_code_text[1024]; - GLchar *shader_code_text[4096 + LL_ARRAY_SIZE(extra_code_text)] = { NULL }; - GLuint extra_code_count = 0, shader_code_count = 0; - BOOST_STATIC_ASSERT(LL_ARRAY_SIZE(extra_code_text) < LL_ARRAY_SIZE(shader_code_text)); - - - S32 major_version = gGLManager.mGLSLVersionMajor; - S32 minor_version = gGLManager.mGLSLVersionMinor; - - if (major_version == 1 && minor_version < 30) - { - llassert(false); // GL 3.1 or later required - } - else - { - if (major_version >= 4) - { - //set version to 400 or 420 - if (minor_version >= 20) - { - shader_code_text[shader_code_count++] = strdup("#version 420\n"); - } - else - { - shader_code_text[shader_code_count++] = strdup("#version 400\n"); - } - } - else if (major_version == 3) - { - if (minor_version < 10) - { - shader_code_text[shader_code_count++] = strdup("#version 300\n"); - } - else if (minor_version <= 19) - { - shader_code_text[shader_code_count++] = strdup("#version 310\n"); - } - else if (minor_version <= 29) - { - shader_code_text[shader_code_count++] = strdup("#version 320\n"); - } - else - { - shader_code_text[shader_code_count++] = strdup("#version 330\n"); - } - } - else - { - //set version to 1.40 - shader_code_text[shader_code_count++] = strdup("#version 140\n"); - //some implementations of GLSL 1.30 require integer precision be explicitly declared - extra_code_text[extra_code_count++] = strdup("precision mediump int;\n"); - extra_code_text[extra_code_count++] = strdup("precision highp float;\n"); - } - - extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n"); - } - - // Use alpha float to store bit flags - // See: C++: addDeferredAttachment(), shader: frag_data[2] - extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n"); // atmo kill - extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n"); // bit 0 - extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_PBR 0.67\n"); // bit 1 - extra_code_text[extra_code_count++] = strdup("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)< 0.1)\n"); - - if (defines) - { - for (auto iter = defines->begin(); iter != defines->end(); ++iter) - { - std::string define = "#define " + iter->first + " " + iter->second + "\n"; - extra_code_text[extra_code_count++] = (GLchar *) strdup(define.c_str()); - } - } - - if( gGLManager.mIsAMD ) - { - extra_code_text[extra_code_count++] = strdup( "#define IS_AMD_CARD 1\n" ); - } - - if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER) - { - //use specified number of texture channels for indexed texture rendering - - /* prepend shader code that looks like this: - - uniform sampler2D tex0; - uniform sampler2D tex1; - uniform sampler2D tex2; - . - . - . - uniform sampler2D texN; - - flat in int vary_texture_index; - - vec4 ret = vec4(1,0,1,1); - - vec4 diffuseLookup(vec2 texcoord) - { - switch (vary_texture_index) - { - case 0: ret = texture(tex0, texcoord); break; - case 1: ret = texture(tex1, texcoord); break; - case 2: ret = texture(tex2, texcoord); break; - . - . - . - case N: return texture(texN, texcoord); break; - } - - return ret; - } - */ - - extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP\n"); - - //uniform declartion - for (S32 i = 0; i < texture_index_channels; ++i) - { - std::string decl = llformat("uniform sampler2D tex%d;\n", i); - extra_code_text[extra_code_count++] = strdup(decl.c_str()); - } - - if (texture_index_channels > 1) - { - extra_code_text[extra_code_count++] = strdup("flat in int vary_texture_index;\n"); - } - - extra_code_text[extra_code_count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); - extra_code_text[extra_code_count++] = strdup("{\n"); - - - if (texture_index_channels == 1) - { //don't use flow control, that's silly - extra_code_text[extra_code_count++] = strdup("return texture(tex0, texcoord);\n"); - extra_code_text[extra_code_count++] = strdup("}\n"); - } - else if (major_version > 1 || minor_version >= 30) - { //switches are supported in GLSL 1.30 and later - if (gGLManager.mIsNVIDIA) - { //switches are unreliable on some NVIDIA drivers - for (U32 i = 0; i < texture_index_channels; ++i) - { - std::string if_string = llformat("\t%sif (vary_texture_index == %d) { return texture(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i); - extra_code_text[extra_code_count++] = strdup(if_string.c_str()); - } - extra_code_text[extra_code_count++] = strdup("\treturn vec4(1,0,1,1);\n"); - extra_code_text[extra_code_count++] = strdup("}\n"); - } - else - { - extra_code_text[extra_code_count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n"); - extra_code_text[extra_code_count++] = strdup("\tswitch (vary_texture_index)\n"); - extra_code_text[extra_code_count++] = strdup("\t{\n"); - - //switch body - for (S32 i = 0; i < texture_index_channels; ++i) - { - std::string case_str = llformat("\t\tcase %d: return texture(tex%d, texcoord);\n", i, i); - extra_code_text[extra_code_count++] = strdup(case_str.c_str()); - } - - extra_code_text[extra_code_count++] = strdup("\t}\n"); - extra_code_text[extra_code_count++] = strdup("\treturn ret;\n"); - extra_code_text[extra_code_count++] = strdup("}\n"); - } - } - else - { //should never get here. Indexed texture rendering requires GLSL 1.30 or later - // (for passing integers between vertex and fragment shaders) - LL_ERRS() << "Indexed texture rendering requires GLSL 1.30 or later." << LL_ENDL; - } - } - - //copy file into memory - enum { - flag_write_to_out_of_extra_block_area = 0x01 - , flag_extra_block_marker_was_found = 0x02 - }; - - unsigned char flags = flag_write_to_out_of_extra_block_area; - - GLuint out_of_extra_block_counter = 0, start_shader_code = shader_code_count, file_lines_count = 0; - -#define TOUCH_SHADERS 0 - -#if TOUCH_SHADERS - const char* marker = "// touched"; - bool touched = false; -#endif - - while(NULL != fgets((char *)buff, 1024, file) - && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text))) - { - file_lines_count++; - - bool extra_block_area_found = NULL != strstr((const char*)buff, "[EXTRA_CODE_HERE]"); - -#if TOUCH_SHADERS - if (NULL != strstr((const char*)buff, marker)) - { - touched = true; - } -#endif - - if(extra_block_area_found && !(flag_extra_block_marker_was_found & flags)) - { - if(!(flag_write_to_out_of_extra_block_area & flags)) - { - //shift - for(GLuint to = start_shader_code, from = extra_code_count + start_shader_code; - from < shader_code_count; ++to, ++from) - { - shader_code_text[to] = shader_code_text[from]; - } - - shader_code_count -= extra_code_count; - } - - //copy extra code - for(GLuint n = 0; n < extra_code_count - && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)); ++n) - { - shader_code_text[shader_code_count++] = extra_code_text[n]; - } - - extra_code_count = 0; - - flags &= ~flag_write_to_out_of_extra_block_area; - flags |= flag_extra_block_marker_was_found; - } - else - { - shader_code_text[shader_code_count] = (GLchar *)strdup((char *)buff); - - if(flag_write_to_out_of_extra_block_area & flags) - { - shader_code_text[extra_code_count + start_shader_code + out_of_extra_block_counter] - = shader_code_text[shader_code_count]; - out_of_extra_block_counter++; - - if(out_of_extra_block_counter == extra_code_count) - { - shader_code_count += extra_code_count; - flags &= ~flag_write_to_out_of_extra_block_area; - } - } - - ++shader_code_count; - } - } //while - - if(!(flag_extra_block_marker_was_found & flags)) - { - for(GLuint n = start_shader_code; n < extra_code_count + start_shader_code; ++n) - { - shader_code_text[n] = extra_code_text[n - start_shader_code]; - } - - if (file_lines_count < extra_code_count) - { - shader_code_count += extra_code_count; - } - - extra_code_count = 0; - } - -#if TOUCH_SHADERS - if (!touched) - { - fprintf(file, "\n%s\n", marker); - } -#endif - - fclose(file); - - //create shader object - GLuint ret = glCreateShader(type); - - error = glGetError(); - if (error != GL_NO_ERROR) - { - LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShader: " << error << " for file: " << open_file_name << LL_ENDL; - if (ret) - { - glDeleteShader(ret); //no longer need handle - ret = 0; - } - } - - //load source - if (ret) - { - glShaderSource(ret, shader_code_count, (const GLchar**)shader_code_text, NULL); - - error = glGetError(); - if (error != GL_NO_ERROR) - { - LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSource: " << error << " for file: " << open_file_name << LL_ENDL; - glDeleteShader(ret); //no longer need handle - ret = 0; - } - } - - //compile source - if (ret) - { - glCompileShader(ret); - - error = glGetError(); - if (error != GL_NO_ERROR) - { - LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShader: " << error << " for file: " << open_file_name << LL_ENDL; - glDeleteShader(ret); //no longer need handle - ret = 0; - } - } - - if (error == GL_NO_ERROR) - { - //check for errors - GLint success = GL_TRUE; - glGetShaderiv(ret, GL_COMPILE_STATUS, &success); - - error = glGetError(); - if (error != GL_NO_ERROR || success == GL_FALSE) - { - //an error occured, print log - LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL; - dumpObjectLog(ret, true, open_file_name); - dumpShaderSource(shader_code_count, shader_code_text); - glDeleteShader(ret); //no longer need handle - ret = 0; - } - } - else - { - ret = 0; - } - stop_glerror(); - - //free memory - for (GLuint i = 0; i < shader_code_count; i++) - { - free(shader_code_text[i]); - } - - //successfully loaded, save results - if (ret) - { - // Add shader file to map - if (type == GL_VERTEX_SHADER) { - mVertexShaderObjects[filename] = ret; - } - else if (type == GL_FRAGMENT_SHADER) { - mFragmentShaderObjects[filename] = ret; - } - shader_level = try_gpu_class; - } - else - { - if (shader_level > 1) - { - shader_level--; - return loadShaderFile(filename, shader_level, type, defines, texture_index_channels); - } - LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL; - } - return ret; -} - -bool LLShaderMgr::linkProgramObject(GLuint obj, bool suppress_errors) -{ - //check for errors - { - LL_PROFILE_ZONE_NAMED_CATEGORY_SHADER("glLinkProgram"); - glLinkProgram(obj); - } - - GLint success = GL_TRUE; - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_SHADER("glsl check link status"); - glGetProgramiv(obj, GL_LINK_STATUS, &success); - if (!suppress_errors && success == GL_FALSE) - { - //an error occured, print log - LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL; - dumpObjectLog(obj, true, "linker"); - return success; - } - } - - std::string log = get_program_log(obj); - LLStringUtil::toLower(log); - if (log.find("software") != std::string::npos) - { - LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL; - success = GL_FALSE; - suppress_errors = false; - } - return success; -} - -bool LLShaderMgr::validateProgramObject(GLuint obj) -{ - //check program validity against current GL - glValidateProgram(obj); - GLint success = GL_TRUE; - glGetProgramiv(obj, GL_LINK_STATUS, &success); - if (success == GL_FALSE) - { - LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL; - dumpObjectLog(obj); - } - else - { - dumpObjectLog(obj, false); - } - - return success; -} - -void LLShaderMgr::initShaderCache(bool enabled, const LLUUID& old_cache_version, const LLUUID& current_cache_version) -{ - LL_INFOS() << "Initializing shader cache" << LL_ENDL; - - mShaderCacheEnabled = gGLManager.mGLVersion >= 4.09 && enabled; - - if(!mShaderCacheEnabled || mShaderCacheInitialized) - return; - - mShaderCacheInitialized = true; - - mShaderCacheDir = gDirUtilp->getExpandedFilename(LL_PATH_CACHE, "shader_cache"); - LLFile::mkdir(mShaderCacheDir); - - { - std::string meta_out_path = gDirUtilp->add(mShaderCacheDir, "shaderdata.llsd"); - if (gDirUtilp->fileExists(meta_out_path)) - { - LL_INFOS() << "Loading shader cache metadata" << LL_ENDL; - - llifstream instream(meta_out_path); - LLSD in_data; - LLSDSerialize::fromNotation(in_data, instream, LLSDSerialize::SIZE_UNLIMITED); - instream.close(); - - if (old_cache_version == current_cache_version) - { - for (const auto& data_pair : llsd::inMap(in_data)) - { - ProgramBinaryData binary_info = ProgramBinaryData(); - binary_info.mBinaryFormat = data_pair.second["binary_format"].asInteger(); - binary_info.mBinaryLength = data_pair.second["binary_size"].asInteger(); - binary_info.mLastUsedTime = data_pair.second["last_used"].asReal(); - mShaderBinaryCache.insert_or_assign(LLUUID(data_pair.first), binary_info); - } - } - else - { - LL_INFOS() << "Shader cache version mismatch detected. Purging." << LL_ENDL; - clearShaderCache(); - } - } - } -} - -void LLShaderMgr::clearShaderCache() -{ - std::string shader_cache = gDirUtilp->getExpandedFilename(LL_PATH_CACHE, "shader_cache"); - LL_INFOS() << "Removing shader cache at " << shader_cache << LL_ENDL; - const std::string mask = "*"; - gDirUtilp->deleteFilesInDir(shader_cache, mask); - mShaderBinaryCache.clear(); -} - -void LLShaderMgr::persistShaderCacheMetadata() -{ - if(!mShaderCacheEnabled) return; - - LL_INFOS() << "Persisting shader cache metadata to disk" << LL_ENDL; - - LLSD out = LLSD::emptyMap(); - - static const F32 LRU_TIME = (60.f * 60.f) * 24.f * 7.f; // 14 days - const F32 current_time = LLTimer::getTotalSeconds(); - for (auto it = mShaderBinaryCache.begin(); it != mShaderBinaryCache.end();) - { - const ProgramBinaryData& shader_metadata = it->second; - if ((shader_metadata.mLastUsedTime + LRU_TIME) < current_time) - { - std::string shader_path = gDirUtilp->add(mShaderCacheDir, it->first.asString() + ".shaderbin"); - LLFile::remove(shader_path); - it = mShaderBinaryCache.erase(it); - } - else - { - LLSD data = LLSD::emptyMap(); - data["binary_format"] = LLSD::Integer(shader_metadata.mBinaryFormat); - data["binary_size"] = LLSD::Integer(shader_metadata.mBinaryLength); - data["last_used"] = LLSD::Real(shader_metadata.mLastUsedTime); - out[it->first.asString()] = data; - ++it; - } - } - - std::string meta_out_path = gDirUtilp->add(mShaderCacheDir, "shaderdata.llsd"); - llofstream outstream(meta_out_path); - LLSDSerialize::toNotation(out, outstream); - outstream.close(); -} - -bool LLShaderMgr::loadCachedProgramBinary(LLGLSLShader* shader) -{ - if (!mShaderCacheEnabled) return false; - - glProgramParameteri(shader->mProgramObject, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); - - auto binary_iter = mShaderBinaryCache.find(shader->mShaderHash); - if (binary_iter != mShaderBinaryCache.end()) - { - std::string in_path = gDirUtilp->add(mShaderCacheDir, shader->mShaderHash.asString() + ".shaderbin"); - auto& shader_info = binary_iter->second; - if (shader_info.mBinaryLength > 0) - { - std::vector<U8> in_data; - in_data.resize(shader_info.mBinaryLength); - - LLUniqueFile filep = LLFile::fopen(in_path, "rb"); - if (filep) - { - size_t result = fread(in_data.data(), sizeof(U8), in_data.size(), filep); - filep.close(); - - if (result == in_data.size()) - { - GLenum error = glGetError(); // Clear current error - glProgramBinary(shader->mProgramObject, shader_info.mBinaryFormat, in_data.data(), shader_info.mBinaryLength); - - error = glGetError(); - GLint success = GL_TRUE; - glGetProgramiv(shader->mProgramObject, GL_LINK_STATUS, &success); - if (error == GL_NO_ERROR && success == GL_TRUE) - { - binary_iter->second.mLastUsedTime = LLTimer::getTotalSeconds(); - LL_INFOS() << "Loaded cached binary for shader: " << shader->mName << LL_ENDL; - return true; - } - } - } - } - //an error occured, normally we would print log but in this case it means the shader needs recompiling. - LL_INFOS() << "Failed to load cached binary for shader: " << shader->mName << " falling back to compilation" << LL_ENDL; - LLFile::remove(in_path); - mShaderBinaryCache.erase(binary_iter); - } - return false; -} - -bool LLShaderMgr::saveCachedProgramBinary(LLGLSLShader* shader) -{ - if (!mShaderCacheEnabled) return true; - - ProgramBinaryData binary_info = ProgramBinaryData(); - glGetProgramiv(shader->mProgramObject, GL_PROGRAM_BINARY_LENGTH, &binary_info.mBinaryLength); - if (binary_info.mBinaryLength > 0) - { - std::vector<U8> program_binary; - program_binary.resize(binary_info.mBinaryLength); - - GLenum error = glGetError(); // Clear current error - glGetProgramBinary(shader->mProgramObject, program_binary.size() * sizeof(U8), nullptr, &binary_info.mBinaryFormat, program_binary.data()); - error = glGetError(); - if (error == GL_NO_ERROR) - { - std::string out_path = gDirUtilp->add(mShaderCacheDir, shader->mShaderHash.asString() + ".shaderbin"); - LLUniqueFile outfile = LLFile::fopen(out_path, "wb"); - if (outfile) - { - fwrite(program_binary.data(), sizeof(U8), program_binary.size(), outfile); - outfile.close(); - - binary_info.mLastUsedTime = LLTimer::getTotalSeconds(); - - mShaderBinaryCache.insert_or_assign(shader->mShaderHash, binary_info); - return true; - } - } - } - return false; -} - -//virtual -void LLShaderMgr::initAttribsAndUniforms() -{ - //MUST match order of enum in LLVertexBuffer.h - mReservedAttribs.push_back("position"); - mReservedAttribs.push_back("normal"); - mReservedAttribs.push_back("texcoord0"); - mReservedAttribs.push_back("texcoord1"); - mReservedAttribs.push_back("texcoord2"); - mReservedAttribs.push_back("texcoord3"); - mReservedAttribs.push_back("diffuse_color"); - mReservedAttribs.push_back("emissive"); - mReservedAttribs.push_back("tangent"); - mReservedAttribs.push_back("weight"); - mReservedAttribs.push_back("weight4"); - mReservedAttribs.push_back("clothing"); - mReservedAttribs.push_back("texture_index"); - - //matrix state - mReservedUniforms.push_back("modelview_matrix"); - mReservedUniforms.push_back("projection_matrix"); - mReservedUniforms.push_back("inv_proj"); - mReservedUniforms.push_back("modelview_projection_matrix"); - mReservedUniforms.push_back("inv_modelview"); - mReservedUniforms.push_back("identity_matrix"); - mReservedUniforms.push_back("normal_matrix"); - mReservedUniforms.push_back("texture_matrix0"); - mReservedUniforms.push_back("texture_matrix1"); - mReservedUniforms.push_back("texture_matrix2"); - mReservedUniforms.push_back("texture_matrix3"); - mReservedUniforms.push_back("object_plane_s"); - mReservedUniforms.push_back("object_plane_t"); - - mReservedUniforms.push_back("texture_base_color_transform"); // (GLTF) - mReservedUniforms.push_back("texture_normal_transform"); // (GLTF) - mReservedUniforms.push_back("texture_metallic_roughness_transform"); // (GLTF) - mReservedUniforms.push_back("texture_emissive_transform"); // (GLTF) - - llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM+1); - - mReservedUniforms.push_back("viewport"); - - mReservedUniforms.push_back("light_position"); - mReservedUniforms.push_back("light_direction"); - mReservedUniforms.push_back("light_attenuation"); - mReservedUniforms.push_back("light_deferred_attenuation"); - mReservedUniforms.push_back("light_diffuse"); - mReservedUniforms.push_back("light_ambient"); - mReservedUniforms.push_back("light_count"); - mReservedUniforms.push_back("light"); - mReservedUniforms.push_back("light_col"); - mReservedUniforms.push_back("far_z"); - - llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1); - - //NOTE: MUST match order in eGLSLReservedUniforms - mReservedUniforms.push_back("proj_mat"); - mReservedUniforms.push_back("proj_near"); - mReservedUniforms.push_back("proj_p"); - mReservedUniforms.push_back("proj_n"); - mReservedUniforms.push_back("proj_origin"); - mReservedUniforms.push_back("proj_range"); - mReservedUniforms.push_back("proj_ambiance"); - mReservedUniforms.push_back("proj_shadow_idx"); - mReservedUniforms.push_back("shadow_fade"); - mReservedUniforms.push_back("proj_focus"); - mReservedUniforms.push_back("proj_lod"); - mReservedUniforms.push_back("proj_ambient_lod"); - - llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1); - - mReservedUniforms.push_back("color"); - mReservedUniforms.push_back("emissiveColor"); - mReservedUniforms.push_back("metallicFactor"); - mReservedUniforms.push_back("roughnessFactor"); - - mReservedUniforms.push_back("diffuseMap"); - mReservedUniforms.push_back("altDiffuseMap"); - mReservedUniforms.push_back("specularMap"); - mReservedUniforms.push_back("emissiveMap"); - mReservedUniforms.push_back("bumpMap"); - mReservedUniforms.push_back("bumpMap2"); - mReservedUniforms.push_back("environmentMap"); - mReservedUniforms.push_back("sceneMap"); - mReservedUniforms.push_back("sceneDepth"); - mReservedUniforms.push_back("reflectionProbes"); - mReservedUniforms.push_back("irradianceProbes"); - mReservedUniforms.push_back("cloud_noise_texture"); - mReservedUniforms.push_back("cloud_noise_texture_next"); - mReservedUniforms.push_back("fullbright"); - mReservedUniforms.push_back("lightnorm"); - mReservedUniforms.push_back("sunlight_color"); - mReservedUniforms.push_back("ambient_color"); - mReservedUniforms.push_back("sky_hdr_scale"); - mReservedUniforms.push_back("sky_sunlight_scale"); - mReservedUniforms.push_back("sky_ambient_scale"); - mReservedUniforms.push_back("blue_horizon"); - mReservedUniforms.push_back("blue_density"); - mReservedUniforms.push_back("haze_horizon"); - mReservedUniforms.push_back("haze_density"); - mReservedUniforms.push_back("cloud_shadow"); - mReservedUniforms.push_back("density_multiplier"); - mReservedUniforms.push_back("distance_multiplier"); - mReservedUniforms.push_back("max_y"); - mReservedUniforms.push_back("glow"); - mReservedUniforms.push_back("cloud_color"); - mReservedUniforms.push_back("cloud_pos_density1"); - mReservedUniforms.push_back("cloud_pos_density2"); - mReservedUniforms.push_back("cloud_scale"); - mReservedUniforms.push_back("gamma"); - mReservedUniforms.push_back("scene_light_strength"); - - llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1); - - mReservedUniforms.push_back("center"); - mReservedUniforms.push_back("size"); - mReservedUniforms.push_back("falloff"); - - mReservedUniforms.push_back("box_center"); - mReservedUniforms.push_back("box_size"); - - - mReservedUniforms.push_back("minLuminance"); - mReservedUniforms.push_back("maxExtractAlpha"); - mReservedUniforms.push_back("lumWeights"); - mReservedUniforms.push_back("warmthWeights"); - mReservedUniforms.push_back("warmthAmount"); - mReservedUniforms.push_back("glowStrength"); - mReservedUniforms.push_back("glowDelta"); - mReservedUniforms.push_back("glowNoiseMap"); - - llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_NOISE_MAP+1); - - - mReservedUniforms.push_back("minimum_alpha"); - mReservedUniforms.push_back("emissive_brightness"); - - // Deferred - mReservedUniforms.push_back("shadow_matrix"); - mReservedUniforms.push_back("env_mat"); - mReservedUniforms.push_back("shadow_clip"); - mReservedUniforms.push_back("sun_wash"); - mReservedUniforms.push_back("shadow_noise"); - mReservedUniforms.push_back("blur_size"); - mReservedUniforms.push_back("ssao_radius"); - mReservedUniforms.push_back("ssao_max_radius"); - mReservedUniforms.push_back("ssao_factor"); - mReservedUniforms.push_back("ssao_factor_inv"); - mReservedUniforms.push_back("ssao_effect_mat"); - mReservedUniforms.push_back("screen_res"); - mReservedUniforms.push_back("near_clip"); - mReservedUniforms.push_back("shadow_offset"); - mReservedUniforms.push_back("shadow_bias"); - mReservedUniforms.push_back("spot_shadow_bias"); - mReservedUniforms.push_back("spot_shadow_offset"); - mReservedUniforms.push_back("sun_dir"); - mReservedUniforms.push_back("moon_dir"); - mReservedUniforms.push_back("shadow_res"); - mReservedUniforms.push_back("proj_shadow_res"); - mReservedUniforms.push_back("depth_cutoff"); - mReservedUniforms.push_back("norm_cutoff"); - mReservedUniforms.push_back("shadow_target_width"); - - llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH + 1); - - mReservedUniforms.push_back("iterationCount"); - mReservedUniforms.push_back("rayStep"); - mReservedUniforms.push_back("distanceBias"); - mReservedUniforms.push_back("depthRejectBias"); - mReservedUniforms.push_back("glossySampleCount"); - mReservedUniforms.push_back("noiseSine"); - mReservedUniforms.push_back("adaptiveStepMultiplier"); - - mReservedUniforms.push_back("modelview_delta"); - mReservedUniforms.push_back("inv_modelview_delta"); - mReservedUniforms.push_back("cube_snapshot"); - - mReservedUniforms.push_back("tc_scale"); - mReservedUniforms.push_back("rcp_screen_res"); - mReservedUniforms.push_back("rcp_frame_opt"); - mReservedUniforms.push_back("rcp_frame_opt2"); - - mReservedUniforms.push_back("focal_distance"); - mReservedUniforms.push_back("blur_constant"); - mReservedUniforms.push_back("tan_pixel_angle"); - mReservedUniforms.push_back("magnification"); - mReservedUniforms.push_back("max_cof"); - mReservedUniforms.push_back("res_scale"); - mReservedUniforms.push_back("dof_width"); - mReservedUniforms.push_back("dof_height"); - - mReservedUniforms.push_back("depthMap"); - mReservedUniforms.push_back("shadowMap0"); - mReservedUniforms.push_back("shadowMap1"); - mReservedUniforms.push_back("shadowMap2"); - mReservedUniforms.push_back("shadowMap3"); - mReservedUniforms.push_back("shadowMap4"); - mReservedUniforms.push_back("shadowMap5"); - - llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1); - - mReservedUniforms.push_back("normalMap"); - mReservedUniforms.push_back("positionMap"); - mReservedUniforms.push_back("diffuseRect"); - mReservedUniforms.push_back("specularRect"); - mReservedUniforms.push_back("emissiveRect"); - mReservedUniforms.push_back("exposureMap"); - mReservedUniforms.push_back("brdfLut"); - mReservedUniforms.push_back("noiseMap"); - mReservedUniforms.push_back("lightFunc"); - mReservedUniforms.push_back("lightMap"); - mReservedUniforms.push_back("bloomMap"); - mReservedUniforms.push_back("projectionMap"); - mReservedUniforms.push_back("norm_mat"); - mReservedUniforms.push_back("texture_gamma"); - - mReservedUniforms.push_back("specular_color"); - mReservedUniforms.push_back("env_intensity"); - - mReservedUniforms.push_back("matrixPalette"); - mReservedUniforms.push_back("translationPalette"); - - mReservedUniforms.push_back("screenTex"); - mReservedUniforms.push_back("screenDepth"); - mReservedUniforms.push_back("refTex"); - mReservedUniforms.push_back("eyeVec"); - mReservedUniforms.push_back("time"); - mReservedUniforms.push_back("waveDir1"); - mReservedUniforms.push_back("waveDir2"); - mReservedUniforms.push_back("lightDir"); - mReservedUniforms.push_back("specular"); - mReservedUniforms.push_back("lightExp"); - mReservedUniforms.push_back("waterFogColor"); - mReservedUniforms.push_back("waterFogColorLinear"); - mReservedUniforms.push_back("waterFogDensity"); - mReservedUniforms.push_back("waterFogKS"); - mReservedUniforms.push_back("refScale"); - mReservedUniforms.push_back("waterHeight"); - mReservedUniforms.push_back("waterPlane"); - mReservedUniforms.push_back("normScale"); - mReservedUniforms.push_back("fresnelScale"); - mReservedUniforms.push_back("fresnelOffset"); - mReservedUniforms.push_back("blurMultiplier"); - mReservedUniforms.push_back("sunAngle"); - mReservedUniforms.push_back("scaledAngle"); - mReservedUniforms.push_back("sunAngle2"); - - mReservedUniforms.push_back("camPosLocal"); - - mReservedUniforms.push_back("gWindDir"); - mReservedUniforms.push_back("gSinWaveParams"); - mReservedUniforms.push_back("gGravity"); - - mReservedUniforms.push_back("detail_0"); - mReservedUniforms.push_back("detail_1"); - mReservedUniforms.push_back("detail_2"); - mReservedUniforms.push_back("detail_3"); - mReservedUniforms.push_back("alpha_ramp"); - - mReservedUniforms.push_back("origin"); - mReservedUniforms.push_back("display_gamma"); - - mReservedUniforms.push_back("inscatter"); - mReservedUniforms.push_back("sun_size"); - mReservedUniforms.push_back("fog_color"); - - mReservedUniforms.push_back("transmittance_texture"); - mReservedUniforms.push_back("scattering_texture"); - mReservedUniforms.push_back("single_mie_scattering_texture"); - mReservedUniforms.push_back("irradiance_texture"); - mReservedUniforms.push_back("blend_factor"); - mReservedUniforms.push_back("moisture_level"); - mReservedUniforms.push_back("droplet_radius"); - mReservedUniforms.push_back("ice_level"); - mReservedUniforms.push_back("rainbow_map"); - mReservedUniforms.push_back("halo_map"); - mReservedUniforms.push_back("moon_brightness"); - mReservedUniforms.push_back("cloud_variance"); - mReservedUniforms.push_back("reflection_probe_ambiance"); - mReservedUniforms.push_back("max_probe_lod"); - - mReservedUniforms.push_back("sh_input_r"); - mReservedUniforms.push_back("sh_input_g"); - mReservedUniforms.push_back("sh_input_b"); - - mReservedUniforms.push_back("sun_moon_glow_factor"); - mReservedUniforms.push_back("water_edge"); - mReservedUniforms.push_back("sun_up_factor"); - mReservedUniforms.push_back("moonlight_color"); - - llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); - - std::set<std::string> dupe_check; - - for (U32 i = 0; i < mReservedUniforms.size(); ++i) - { - if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end()) - { - LL_ERRS() << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << LL_ENDL; - } - dupe_check.insert(mReservedUniforms[i]); - } -} - +/**
+ * @file llshadermgr.cpp
+ * @brief Shader manager implementation.
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+#include "llshadermgr.h"
+#include "llrender.h"
+#include "llfile.h"
+#include "lldir.h"
+#include "llsdutil.h"
+#include "llsdserialize.h"
+#include "hbxxh.h"
+
+#if LL_DARWIN
+#include "OpenGL/OpenGL.h"
+#endif
+
+// Lots of STL stuff in here, using namespace std to keep things more readable
+using std::vector;
+using std::pair;
+using std::make_pair;
+using std::string;
+
+LLShaderMgr * LLShaderMgr::sInstance = NULL;
+
+LLShaderMgr::LLShaderMgr()
+{
+}
+
+
+LLShaderMgr::~LLShaderMgr()
+{
+}
+
+// static
+LLShaderMgr * LLShaderMgr::instance()
+{
+ if(NULL == sInstance)
+ {
+ LL_ERRS("Shaders") << "LLShaderMgr should already have been instantiated by the application!" << LL_ENDL;
+ }
+
+ return sInstance;
+}
+
+bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
+{
+ llassert_always(shader != NULL);
+ LLShaderFeatures *features = & shader->mFeatures;
+
+ if (features->attachNothing)
+ {
+ return true;
+ }
+ //////////////////////////////////////
+ // Attach Vertex Shader Features First
+ //////////////////////////////////////
+
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+ if (features->calculatesAtmospherics)
+ {
+ if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->calculatesLighting || features->calculatesAtmospherics)
+ {
+ if (!shader->attachVertexObject("windlight/atmosphericsHelpersV.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->calculatesLighting)
+ {
+ if (features->isSpecular)
+ {
+ if (!shader->attachVertexObject("lighting/lightFuncSpecularV.glsl"))
+ {
+ return false;
+ }
+
+ if (!features->isAlphaLighting)
+ {
+ if (!shader->attachVertexObject("lighting/sumLightsSpecularV.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (!shader->attachVertexObject("lighting/lightSpecularV.glsl"))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ if (!shader->attachVertexObject("lighting/lightFuncV.glsl"))
+ {
+ return false;
+ }
+
+ if (!features->isAlphaLighting)
+ {
+ if (!shader->attachVertexObject("lighting/sumLightsV.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (!shader->attachVertexObject("lighting/lightV.glsl"))
+ {
+ return false;
+ }
+ }
+ }
+
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+ if (features->calculatesAtmospherics)
+ {
+ if (!shader->attachVertexObject("environment/srgbF.glsl")) // NOTE -- "F" suffix is superfluous here, there is nothing fragment specific in srgbF
+ {
+ return false;
+ }
+
+ if (!shader->attachVertexObject("windlight/atmosphericsFuncs.glsl")) {
+ return false;
+ }
+
+ if (!shader->attachVertexObject("windlight/atmosphericsV.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasSkinning)
+ {
+ if (!shader->attachVertexObject("avatar/avatarSkinV.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasObjectSkinning)
+ {
+ shader->mRiggedVariant = shader;
+ if (!shader->attachVertexObject("avatar/objectSkinV.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (!shader->attachVertexObject("deferred/textureUtilV.glsl"))
+ {
+ return false;
+ }
+
+ ///////////////////////////////////////
+ // Attach Fragment Shader Features Next
+ ///////////////////////////////////////
+
+// NOTE order of shader object attaching is VERY IMPORTANT!!!
+ if (features->hasSrgb || features->hasAtmospherics || features->calculatesAtmospherics || features->isDeferred)
+ {
+ if (!shader->attachFragmentObject("environment/srgbF.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred)
+ {
+ if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->calculatesLighting || features->calculatesAtmospherics)
+ {
+ if (!shader->attachFragmentObject("windlight/atmosphericsHelpersF.glsl"))
+ {
+ return false;
+ }
+ }
+
+ // we want this BEFORE shadows and AO because those facilities use pos/norm access
+ if (features->isDeferred || features->hasReflectionProbes)
+ {
+ if (!shader->attachFragmentObject("deferred/deferredUtil.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasScreenSpaceReflections || features->hasReflectionProbes)
+ {
+ if (!shader->attachFragmentObject("deferred/screenSpaceReflUtil.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasShadows)
+ {
+ if (!shader->attachFragmentObject("deferred/shadowUtil.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasReflectionProbes)
+ {
+ if (!shader->attachFragmentObject("deferred/reflectionProbeF.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasAmbientOcclusion)
+ {
+ if (!shader->attachFragmentObject("deferred/aoUtil.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasGamma || features->isDeferred)
+ {
+ if (!shader->attachFragmentObject("windlight/gammaF.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->encodesNormal)
+ {
+ if (!shader->attachFragmentObject("environment/encodeNormF.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasAtmospherics || features->isDeferred)
+ {
+ if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) {
+ return false;
+ }
+
+ if (!shader->attachFragmentObject("windlight/atmosphericsF.glsl"))
+ {
+ return false;
+ }
+ }
+
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+ if (features->hasAtmospherics)
+ {
+ if (!shader->attachFragmentObject("environment/waterFogF.glsl"))
+ {
+ return false;
+ }
+ }
+
+ if (features->hasLighting)
+ {
+ if (features->disableTextureIndex)
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
+ {
+ return false;
+ }
+ }
+ }
+ else
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ if (!shader->attachFragmentObject("lighting/lightF.glsl"))
+ {
+ return false;
+ }
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+
+ if (features->mIndexedTextureChannels <= 1)
+ {
+ if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl"))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ if (!shader->attachVertexObject("objects/indexedTextureV.glsl"))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+//============================================================================
+// Load Shader
+
+static std::string get_shader_log(GLuint ret)
+{
+ std::string res;
+
+ //get log length
+ GLint length;
+ glGetShaderiv(ret, GL_INFO_LOG_LENGTH, &length);
+ if (length > 0)
+ {
+ //the log could be any size, so allocate appropriately
+ GLchar* log = new GLchar[length];
+ glGetShaderInfoLog(ret, length, &length, log);
+ res = std::string((char *)log);
+ delete[] log;
+ }
+ return res;
+}
+
+static std::string get_program_log(GLuint ret)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+ std::string res;
+
+ //get log length
+ GLint length;
+ glGetProgramiv(ret, GL_INFO_LOG_LENGTH, &length);
+ if (length > 0)
+ {
+ //the log could be any size, so allocate appropriately
+ GLchar* log = new GLchar[length];
+ glGetProgramInfoLog(ret, length, &length, log);
+ res = std::string((char*)log);
+ delete[] log;
+ }
+ return res;
+}
+
+// get the info log for the given object, be it a shader or program object
+// NOTE: ret MUST be a shader OR a program object
+static std::string get_object_log(GLuint ret)
+{
+ if (glIsProgram(ret))
+ {
+ return get_program_log(ret);
+ }
+ else
+ {
+ llassert(glIsShader(ret));
+ return get_shader_log(ret);
+ }
+}
+
+//dump shader source for debugging
+void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text)
+{
+ char num_str[16]; // U32 = max 10 digits
+
+ LL_SHADER_LOADING_WARNS() << "\n";
+
+ for (U32 i = 0; i < shader_code_count; i++)
+ {
+ snprintf(num_str, sizeof(num_str), "%4d: ", i+1);
+ std::string line_number(num_str);
+ LL_CONT << line_number << shader_code_text[i];
+ }
+ LL_CONT << LL_ENDL;
+}
+
+void LLShaderMgr::dumpObjectLog(GLuint ret, bool warns, const std::string& filename)
+{
+ std::string log;
+ log = get_object_log(ret);
+ std::string fname = filename;
+ if (filename.empty())
+ {
+ fname = "unknown shader file";
+ }
+
+ if (log.length() > 0)
+ {
+ LL_SHADER_LOADING_WARNS() << "Shader loading from " << fname << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "\n" << log << LL_ENDL;
+ }
+ }
+
+GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines, S32 texture_index_channels)
+{
+
+// endsure work-around for missing GLSL funcs gets propogated to feature shader files (e.g. srgbF.glsl)
+#if LL_DARWIN
+ if (defines)
+ {
+ (*defines)["OLD_SELECT"] = "1";
+ }
+#endif
+
+ GLenum error = GL_NO_ERROR;
+
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << " for file: " << filename << LL_ENDL;
+ }
+
+ if (filename.empty())
+ {
+ return 0;
+ }
+
+
+ //read in from file
+ LLFILE* file = NULL;
+
+ S32 try_gpu_class = shader_level;
+ S32 gpu_class;
+
+ std::string open_file_name;
+
+#if 0 // WIP -- try to come up with a way to fallback to an error shader without needing debug stubs all over the place in the shader tree
+ if (shader_level == -1)
+ {
+ // use "error" fallback
+ if (type == GL_VERTEX_SHADER)
+ {
+ open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorV.glsl");
+ }
+ else
+ {
+ llassert(type == GL_FRAGMENT_SHADER); // type must be vertex or fragment shader
+ open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorF.glsl");
+ }
+
+ file = LLFile::fopen(open_file_name, "r");
+ }
+ else
+#endif
+ {
+ //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
+ std::stringstream fname;
+ fname << getShaderDirPrefix();
+ fname << gpu_class << "/" << filename;
+
+ 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: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
+ break; // done
+ }
+ }
+ }
+
+ if (file == NULL)
+ {
+ LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << open_file_name << LL_ENDL;
+ return 0;
+ }
+
+ //we can't have any lines longer than 1024 characters
+ //or any shaders longer than 4096 lines... deal - DaveP
+ GLchar buff[1024];
+ GLchar *extra_code_text[1024];
+ GLchar *shader_code_text[4096 + LL_ARRAY_SIZE(extra_code_text)] = { NULL };
+ GLuint extra_code_count = 0, shader_code_count = 0;
+ BOOST_STATIC_ASSERT(LL_ARRAY_SIZE(extra_code_text) < LL_ARRAY_SIZE(shader_code_text));
+
+
+ S32 major_version = gGLManager.mGLSLVersionMajor;
+ S32 minor_version = gGLManager.mGLSLVersionMinor;
+
+ if (major_version == 1 && minor_version < 30)
+ {
+ llassert(false); // GL 3.1 or later required
+ }
+ else
+ {
+ if (major_version >= 4)
+ {
+ //set version to 400 or 420
+ if (minor_version >= 20)
+ {
+ shader_code_text[shader_code_count++] = strdup("#version 420\n");
+ }
+ else
+ {
+ shader_code_text[shader_code_count++] = strdup("#version 400\n");
+ }
+ }
+ else if (major_version == 3)
+ {
+ if (minor_version < 10)
+ {
+ shader_code_text[shader_code_count++] = strdup("#version 300\n");
+ }
+ else if (minor_version <= 19)
+ {
+ shader_code_text[shader_code_count++] = strdup("#version 310\n");
+ }
+ else if (minor_version <= 29)
+ {
+ shader_code_text[shader_code_count++] = strdup("#version 320\n");
+ }
+ else
+ {
+ shader_code_text[shader_code_count++] = strdup("#version 330\n");
+ }
+ }
+ else
+ {
+ //set version to 1.40
+ shader_code_text[shader_code_count++] = strdup("#version 140\n");
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
+ extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ }
+
+ extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n");
+ }
+
+ // Use alpha float to store bit flags
+ // See: C++: addDeferredAttachment(), shader: frag_data[2]
+ extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n"); // atmo kill
+ extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n"); // bit 0
+ extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_PBR 0.67\n"); // bit 1
+ extra_code_text[extra_code_count++] = strdup("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)< 0.1)\n");
+
+ if (defines)
+ {
+ for (auto iter = defines->begin(); iter != defines->end(); ++iter)
+ {
+ std::string define = "#define " + iter->first + " " + iter->second + "\n";
+ extra_code_text[extra_code_count++] = (GLchar *) strdup(define.c_str());
+ }
+ }
+
+ if( gGLManager.mIsAMD )
+ {
+ extra_code_text[extra_code_count++] = strdup( "#define IS_AMD_CARD 1\n" );
+ }
+
+ if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER)
+ {
+ //use specified number of texture channels for indexed texture rendering
+
+ /* prepend shader code that looks like this:
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform sampler2D tex2;
+ .
+ .
+ .
+ uniform sampler2D texN;
+
+ flat in int vary_texture_index;
+
+ vec4 ret = vec4(1,0,1,1);
+
+ vec4 diffuseLookup(vec2 texcoord)
+ {
+ switch (vary_texture_index)
+ {
+ case 0: ret = texture(tex0, texcoord); break;
+ case 1: ret = texture(tex1, texcoord); break;
+ case 2: ret = texture(tex2, texcoord); break;
+ .
+ .
+ .
+ case N: return texture(texN, texcoord); break;
+ }
+
+ return ret;
+ }
+ */
+
+ extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP\n");
+
+ //uniform declartion
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string decl = llformat("uniform sampler2D tex%d;\n", i);
+ extra_code_text[extra_code_count++] = strdup(decl.c_str());
+ }
+
+ if (texture_index_channels > 1)
+ {
+ extra_code_text[extra_code_count++] = strdup("flat in int vary_texture_index;\n");
+ }
+
+ extra_code_text[extra_code_count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
+ extra_code_text[extra_code_count++] = strdup("{\n");
+
+
+ if (texture_index_channels == 1)
+ { //don't use flow control, that's silly
+ extra_code_text[extra_code_count++] = strdup("return texture(tex0, texcoord);\n");
+ extra_code_text[extra_code_count++] = strdup("}\n");
+ }
+ else if (major_version > 1 || minor_version >= 30)
+ { //switches are supported in GLSL 1.30 and later
+ if (gGLManager.mIsNVIDIA)
+ { //switches are unreliable on some NVIDIA drivers
+ for (U32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string if_string = llformat("\t%sif (vary_texture_index == %d) { return texture(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i);
+ extra_code_text[extra_code_count++] = strdup(if_string.c_str());
+ }
+ extra_code_text[extra_code_count++] = strdup("\treturn vec4(1,0,1,1);\n");
+ extra_code_text[extra_code_count++] = strdup("}\n");
+ }
+ else
+ {
+ extra_code_text[extra_code_count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
+ extra_code_text[extra_code_count++] = strdup("\tswitch (vary_texture_index)\n");
+ extra_code_text[extra_code_count++] = strdup("\t{\n");
+
+ //switch body
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string case_str = llformat("\t\tcase %d: return texture(tex%d, texcoord);\n", i, i);
+ extra_code_text[extra_code_count++] = strdup(case_str.c_str());
+ }
+
+ extra_code_text[extra_code_count++] = strdup("\t}\n");
+ extra_code_text[extra_code_count++] = strdup("\treturn ret;\n");
+ extra_code_text[extra_code_count++] = strdup("}\n");
+ }
+ }
+ else
+ { //should never get here. Indexed texture rendering requires GLSL 1.30 or later
+ // (for passing integers between vertex and fragment shaders)
+ LL_ERRS() << "Indexed texture rendering requires GLSL 1.30 or later." << LL_ENDL;
+ }
+ }
+
+ //copy file into memory
+ enum {
+ flag_write_to_out_of_extra_block_area = 0x01
+ , flag_extra_block_marker_was_found = 0x02
+ };
+
+ unsigned char flags = flag_write_to_out_of_extra_block_area;
+
+ GLuint out_of_extra_block_counter = 0, start_shader_code = shader_code_count, file_lines_count = 0;
+
+#define TOUCH_SHADERS 0
+
+#if TOUCH_SHADERS
+ const char* marker = "// touched";
+ bool touched = false;
+#endif
+
+ while(NULL != fgets((char *)buff, 1024, file)
+ && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)))
+ {
+ file_lines_count++;
+
+ bool extra_block_area_found = NULL != strstr((const char*)buff, "[EXTRA_CODE_HERE]");
+
+#if TOUCH_SHADERS
+ if (NULL != strstr((const char*)buff, marker))
+ {
+ touched = true;
+ }
+#endif
+
+ if(extra_block_area_found && !(flag_extra_block_marker_was_found & flags))
+ {
+ if(!(flag_write_to_out_of_extra_block_area & flags))
+ {
+ //shift
+ for(GLuint to = start_shader_code, from = extra_code_count + start_shader_code;
+ from < shader_code_count; ++to, ++from)
+ {
+ shader_code_text[to] = shader_code_text[from];
+ }
+
+ shader_code_count -= extra_code_count;
+ }
+
+ //copy extra code
+ for(GLuint n = 0; n < extra_code_count
+ && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)); ++n)
+ {
+ shader_code_text[shader_code_count++] = extra_code_text[n];
+ }
+
+ extra_code_count = 0;
+
+ flags &= ~flag_write_to_out_of_extra_block_area;
+ flags |= flag_extra_block_marker_was_found;
+ }
+ else
+ {
+ shader_code_text[shader_code_count] = (GLchar *)strdup((char *)buff);
+
+ if(flag_write_to_out_of_extra_block_area & flags)
+ {
+ shader_code_text[extra_code_count + start_shader_code + out_of_extra_block_counter]
+ = shader_code_text[shader_code_count];
+ out_of_extra_block_counter++;
+
+ if(out_of_extra_block_counter == extra_code_count)
+ {
+ shader_code_count += extra_code_count;
+ flags &= ~flag_write_to_out_of_extra_block_area;
+ }
+ }
+
+ ++shader_code_count;
+ }
+ } //while
+
+ if(!(flag_extra_block_marker_was_found & flags))
+ {
+ for(GLuint n = start_shader_code; n < extra_code_count + start_shader_code; ++n)
+ {
+ shader_code_text[n] = extra_code_text[n - start_shader_code];
+ }
+
+ if (file_lines_count < extra_code_count)
+ {
+ shader_code_count += extra_code_count;
+ }
+
+ extra_code_count = 0;
+ }
+
+#if TOUCH_SHADERS
+ if (!touched)
+ {
+ fprintf(file, "\n%s\n", marker);
+ }
+#endif
+
+ fclose(file);
+
+ //create shader object
+ GLuint ret = glCreateShader(type);
+
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShader: " << error << " for file: " << open_file_name << LL_ENDL;
+ if (ret)
+ {
+ glDeleteShader(ret); //no longer need handle
+ ret = 0;
+ }
+ }
+
+ //load source
+ if (ret)
+ {
+ glShaderSource(ret, shader_code_count, (const GLchar**)shader_code_text, NULL);
+
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSource: " << error << " for file: " << open_file_name << LL_ENDL;
+ glDeleteShader(ret); //no longer need handle
+ ret = 0;
+ }
+ }
+
+ //compile source
+ if (ret)
+ {
+ glCompileShader(ret);
+
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShader: " << error << " for file: " << open_file_name << LL_ENDL;
+ glDeleteShader(ret); //no longer need handle
+ ret = 0;
+ }
+ }
+
+ if (error == GL_NO_ERROR)
+ {
+ //check for errors
+ GLint success = GL_TRUE;
+ glGetShaderiv(ret, GL_COMPILE_STATUS, &success);
+
+ error = glGetError();
+ if (error != GL_NO_ERROR || success == GL_FALSE)
+ {
+ //an error occured, print log
+ LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL;
+ dumpObjectLog(ret, true, open_file_name);
+ dumpShaderSource(shader_code_count, shader_code_text);
+ glDeleteShader(ret); //no longer need handle
+ ret = 0;
+ }
+ }
+ else
+ {
+ ret = 0;
+ }
+ stop_glerror();
+
+ //free memory
+ for (GLuint i = 0; i < shader_code_count; i++)
+ {
+ free(shader_code_text[i]);
+ }
+
+ //successfully loaded, save results
+ if (ret)
+ {
+ // Add shader file to map
+ if (type == GL_VERTEX_SHADER) {
+ mVertexShaderObjects[filename] = ret;
+ }
+ else if (type == GL_FRAGMENT_SHADER) {
+ mFragmentShaderObjects[filename] = ret;
+ }
+ shader_level = try_gpu_class;
+ }
+ else
+ {
+ if (shader_level > 1)
+ {
+ shader_level--;
+ return loadShaderFile(filename, shader_level, type, defines, texture_index_channels);
+ }
+ LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL;
+ }
+ return ret;
+}
+
+bool LLShaderMgr::linkProgramObject(GLuint obj, bool suppress_errors)
+{
+ //check for errors
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_SHADER("glLinkProgram");
+ glLinkProgram(obj);
+ }
+
+ GLint success = GL_TRUE;
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_SHADER("glsl check link status");
+ glGetProgramiv(obj, GL_LINK_STATUS, &success);
+ if (!suppress_errors && success == GL_FALSE)
+ {
+ //an error occured, print log
+ LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL;
+ dumpObjectLog(obj, true, "linker");
+ return success;
+ }
+ }
+
+ std::string log = get_program_log(obj);
+ LLStringUtil::toLower(log);
+ if (log.find("software") != std::string::npos)
+ {
+ LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;
+ success = GL_FALSE;
+ suppress_errors = false;
+ }
+ return success;
+}
+
+bool LLShaderMgr::validateProgramObject(GLuint obj)
+{
+ //check program validity against current GL
+ glValidateProgram(obj);
+ GLint success = GL_TRUE;
+ glGetProgramiv(obj, GL_LINK_STATUS, &success);
+ if (success == GL_FALSE)
+ {
+ LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL;
+ dumpObjectLog(obj);
+ }
+ else
+ {
+ dumpObjectLog(obj, false);
+ }
+
+ return success;
+}
+
+void LLShaderMgr::initShaderCache(bool enabled, const LLUUID& old_cache_version, const LLUUID& current_cache_version)
+{
+ LL_INFOS() << "Initializing shader cache" << LL_ENDL;
+
+ mShaderCacheEnabled = gGLManager.mGLVersion >= 4.09 && enabled;
+
+ if(!mShaderCacheEnabled || mShaderCacheInitialized)
+ return;
+
+ mShaderCacheInitialized = true;
+
+ mShaderCacheDir = gDirUtilp->getExpandedFilename(LL_PATH_CACHE, "shader_cache");
+ LLFile::mkdir(mShaderCacheDir);
+
+ {
+ std::string meta_out_path = gDirUtilp->add(mShaderCacheDir, "shaderdata.llsd");
+ if (gDirUtilp->fileExists(meta_out_path))
+ {
+ LL_INFOS() << "Loading shader cache metadata" << LL_ENDL;
+
+ llifstream instream(meta_out_path);
+ LLSD in_data;
+ LLSDSerialize::fromNotation(in_data, instream, LLSDSerialize::SIZE_UNLIMITED);
+ instream.close();
+
+ if (old_cache_version == current_cache_version)
+ {
+ for (const auto& data_pair : llsd::inMap(in_data))
+ {
+ ProgramBinaryData binary_info = ProgramBinaryData();
+ binary_info.mBinaryFormat = data_pair.second["binary_format"].asInteger();
+ binary_info.mBinaryLength = data_pair.second["binary_size"].asInteger();
+ binary_info.mLastUsedTime = data_pair.second["last_used"].asReal();
+ mShaderBinaryCache.insert_or_assign(LLUUID(data_pair.first), binary_info);
+ }
+ }
+ else
+ {
+ LL_INFOS() << "Shader cache version mismatch detected. Purging." << LL_ENDL;
+ clearShaderCache();
+ }
+ }
+ }
+}
+
+void LLShaderMgr::clearShaderCache()
+{
+ std::string shader_cache = gDirUtilp->getExpandedFilename(LL_PATH_CACHE, "shader_cache");
+ LL_INFOS() << "Removing shader cache at " << shader_cache << LL_ENDL;
+ const std::string mask = "*";
+ gDirUtilp->deleteFilesInDir(shader_cache, mask);
+ mShaderBinaryCache.clear();
+}
+
+void LLShaderMgr::persistShaderCacheMetadata()
+{
+ if(!mShaderCacheEnabled) return;
+
+ LL_INFOS() << "Persisting shader cache metadata to disk" << LL_ENDL;
+
+ LLSD out = LLSD::emptyMap();
+
+ static const F32 LRU_TIME = (60.f * 60.f) * 24.f * 7.f; // 14 days
+ const F32 current_time = LLTimer::getTotalSeconds();
+ for (auto it = mShaderBinaryCache.begin(); it != mShaderBinaryCache.end();)
+ {
+ const ProgramBinaryData& shader_metadata = it->second;
+ if ((shader_metadata.mLastUsedTime + LRU_TIME) < current_time)
+ {
+ std::string shader_path = gDirUtilp->add(mShaderCacheDir, it->first.asString() + ".shaderbin");
+ LLFile::remove(shader_path);
+ it = mShaderBinaryCache.erase(it);
+ }
+ else
+ {
+ LLSD data = LLSD::emptyMap();
+ data["binary_format"] = LLSD::Integer(shader_metadata.mBinaryFormat);
+ data["binary_size"] = LLSD::Integer(shader_metadata.mBinaryLength);
+ data["last_used"] = LLSD::Real(shader_metadata.mLastUsedTime);
+ out[it->first.asString()] = data;
+ ++it;
+ }
+ }
+
+ std::string meta_out_path = gDirUtilp->add(mShaderCacheDir, "shaderdata.llsd");
+ llofstream outstream(meta_out_path);
+ LLSDSerialize::toNotation(out, outstream);
+ outstream.close();
+}
+
+bool LLShaderMgr::loadCachedProgramBinary(LLGLSLShader* shader)
+{
+ if (!mShaderCacheEnabled) return false;
+
+ glProgramParameteri(shader->mProgramObject, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
+
+ auto binary_iter = mShaderBinaryCache.find(shader->mShaderHash);
+ if (binary_iter != mShaderBinaryCache.end())
+ {
+ std::string in_path = gDirUtilp->add(mShaderCacheDir, shader->mShaderHash.asString() + ".shaderbin");
+ auto& shader_info = binary_iter->second;
+ if (shader_info.mBinaryLength > 0)
+ {
+ std::vector<U8> in_data;
+ in_data.resize(shader_info.mBinaryLength);
+
+ LLUniqueFile filep = LLFile::fopen(in_path, "rb");
+ if (filep)
+ {
+ size_t result = fread(in_data.data(), sizeof(U8), in_data.size(), filep);
+ filep.close();
+
+ if (result == in_data.size())
+ {
+ GLenum error = glGetError(); // Clear current error
+ glProgramBinary(shader->mProgramObject, shader_info.mBinaryFormat, in_data.data(), shader_info.mBinaryLength);
+
+ error = glGetError();
+ GLint success = GL_TRUE;
+ glGetProgramiv(shader->mProgramObject, GL_LINK_STATUS, &success);
+ if (error == GL_NO_ERROR && success == GL_TRUE)
+ {
+ binary_iter->second.mLastUsedTime = LLTimer::getTotalSeconds();
+ LL_INFOS() << "Loaded cached binary for shader: " << shader->mName << LL_ENDL;
+ return true;
+ }
+ }
+ }
+ }
+ //an error occured, normally we would print log but in this case it means the shader needs recompiling.
+ LL_INFOS() << "Failed to load cached binary for shader: " << shader->mName << " falling back to compilation" << LL_ENDL;
+ LLFile::remove(in_path);
+ mShaderBinaryCache.erase(binary_iter);
+ }
+ return false;
+}
+
+bool LLShaderMgr::saveCachedProgramBinary(LLGLSLShader* shader)
+{
+ if (!mShaderCacheEnabled) return true;
+
+ ProgramBinaryData binary_info = ProgramBinaryData();
+ glGetProgramiv(shader->mProgramObject, GL_PROGRAM_BINARY_LENGTH, &binary_info.mBinaryLength);
+ if (binary_info.mBinaryLength > 0)
+ {
+ std::vector<U8> program_binary;
+ program_binary.resize(binary_info.mBinaryLength);
+
+ GLenum error = glGetError(); // Clear current error
+ glGetProgramBinary(shader->mProgramObject, program_binary.size() * sizeof(U8), nullptr, &binary_info.mBinaryFormat, program_binary.data());
+ error = glGetError();
+ if (error == GL_NO_ERROR)
+ {
+ std::string out_path = gDirUtilp->add(mShaderCacheDir, shader->mShaderHash.asString() + ".shaderbin");
+ LLUniqueFile outfile = LLFile::fopen(out_path, "wb");
+ if (outfile)
+ {
+ fwrite(program_binary.data(), sizeof(U8), program_binary.size(), outfile);
+ outfile.close();
+
+ binary_info.mLastUsedTime = LLTimer::getTotalSeconds();
+
+ mShaderBinaryCache.insert_or_assign(shader->mShaderHash, binary_info);
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+//virtual
+void LLShaderMgr::initAttribsAndUniforms()
+{
+ //MUST match order of enum in LLVertexBuffer.h
+ mReservedAttribs.push_back("position");
+ mReservedAttribs.push_back("normal");
+ mReservedAttribs.push_back("texcoord0");
+ mReservedAttribs.push_back("texcoord1");
+ mReservedAttribs.push_back("texcoord2");
+ mReservedAttribs.push_back("texcoord3");
+ mReservedAttribs.push_back("diffuse_color");
+ mReservedAttribs.push_back("emissive");
+ mReservedAttribs.push_back("tangent");
+ mReservedAttribs.push_back("weight");
+ mReservedAttribs.push_back("weight4");
+ mReservedAttribs.push_back("clothing");
+ mReservedAttribs.push_back("texture_index");
+
+ //matrix state
+ mReservedUniforms.push_back("modelview_matrix");
+ mReservedUniforms.push_back("projection_matrix");
+ mReservedUniforms.push_back("inv_proj");
+ mReservedUniforms.push_back("modelview_projection_matrix");
+ mReservedUniforms.push_back("inv_modelview");
+ mReservedUniforms.push_back("identity_matrix");
+ mReservedUniforms.push_back("normal_matrix");
+ mReservedUniforms.push_back("texture_matrix0");
+ mReservedUniforms.push_back("texture_matrix1");
+ mReservedUniforms.push_back("texture_matrix2");
+ mReservedUniforms.push_back("texture_matrix3");
+ mReservedUniforms.push_back("object_plane_s");
+ mReservedUniforms.push_back("object_plane_t");
+
+ mReservedUniforms.push_back("texture_base_color_transform"); // (GLTF)
+ mReservedUniforms.push_back("texture_normal_transform"); // (GLTF)
+ mReservedUniforms.push_back("texture_metallic_roughness_transform"); // (GLTF)
+ mReservedUniforms.push_back("texture_emissive_transform"); // (GLTF)
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM+1);
+
+ mReservedUniforms.push_back("viewport");
+
+ mReservedUniforms.push_back("light_position");
+ mReservedUniforms.push_back("light_direction");
+ mReservedUniforms.push_back("light_attenuation");
+ mReservedUniforms.push_back("light_deferred_attenuation");
+ mReservedUniforms.push_back("light_diffuse");
+ mReservedUniforms.push_back("light_ambient");
+ mReservedUniforms.push_back("light_count");
+ mReservedUniforms.push_back("light");
+ mReservedUniforms.push_back("light_col");
+ mReservedUniforms.push_back("far_z");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1);
+
+ //NOTE: MUST match order in eGLSLReservedUniforms
+ mReservedUniforms.push_back("proj_mat");
+ mReservedUniforms.push_back("proj_near");
+ mReservedUniforms.push_back("proj_p");
+ mReservedUniforms.push_back("proj_n");
+ mReservedUniforms.push_back("proj_origin");
+ mReservedUniforms.push_back("proj_range");
+ mReservedUniforms.push_back("proj_ambiance");
+ mReservedUniforms.push_back("proj_shadow_idx");
+ mReservedUniforms.push_back("shadow_fade");
+ mReservedUniforms.push_back("proj_focus");
+ mReservedUniforms.push_back("proj_lod");
+ mReservedUniforms.push_back("proj_ambient_lod");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1);
+
+ mReservedUniforms.push_back("color");
+ mReservedUniforms.push_back("emissiveColor");
+ mReservedUniforms.push_back("metallicFactor");
+ mReservedUniforms.push_back("roughnessFactor");
+
+ mReservedUniforms.push_back("diffuseMap");
+ mReservedUniforms.push_back("altDiffuseMap");
+ mReservedUniforms.push_back("specularMap");
+ mReservedUniforms.push_back("emissiveMap");
+ mReservedUniforms.push_back("bumpMap");
+ mReservedUniforms.push_back("bumpMap2");
+ mReservedUniforms.push_back("environmentMap");
+ mReservedUniforms.push_back("sceneMap");
+ mReservedUniforms.push_back("sceneDepth");
+ mReservedUniforms.push_back("reflectionProbes");
+ mReservedUniforms.push_back("irradianceProbes");
+ mReservedUniforms.push_back("cloud_noise_texture");
+ mReservedUniforms.push_back("cloud_noise_texture_next");
+ mReservedUniforms.push_back("fullbright");
+ mReservedUniforms.push_back("lightnorm");
+ mReservedUniforms.push_back("sunlight_color");
+ mReservedUniforms.push_back("ambient_color");
+ mReservedUniforms.push_back("sky_hdr_scale");
+ mReservedUniforms.push_back("sky_sunlight_scale");
+ mReservedUniforms.push_back("sky_ambient_scale");
+ mReservedUniforms.push_back("blue_horizon");
+ mReservedUniforms.push_back("blue_density");
+ mReservedUniforms.push_back("haze_horizon");
+ mReservedUniforms.push_back("haze_density");
+ mReservedUniforms.push_back("cloud_shadow");
+ mReservedUniforms.push_back("density_multiplier");
+ mReservedUniforms.push_back("distance_multiplier");
+ mReservedUniforms.push_back("max_y");
+ mReservedUniforms.push_back("glow");
+ mReservedUniforms.push_back("cloud_color");
+ mReservedUniforms.push_back("cloud_pos_density1");
+ mReservedUniforms.push_back("cloud_pos_density2");
+ mReservedUniforms.push_back("cloud_scale");
+ mReservedUniforms.push_back("gamma");
+ mReservedUniforms.push_back("scene_light_strength");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1);
+
+ mReservedUniforms.push_back("center");
+ mReservedUniforms.push_back("size");
+ mReservedUniforms.push_back("falloff");
+
+ mReservedUniforms.push_back("box_center");
+ mReservedUniforms.push_back("box_size");
+
+
+ mReservedUniforms.push_back("minLuminance");
+ mReservedUniforms.push_back("maxExtractAlpha");
+ mReservedUniforms.push_back("lumWeights");
+ mReservedUniforms.push_back("warmthWeights");
+ mReservedUniforms.push_back("warmthAmount");
+ mReservedUniforms.push_back("glowStrength");
+ mReservedUniforms.push_back("glowDelta");
+ mReservedUniforms.push_back("glowNoiseMap");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_NOISE_MAP+1);
+
+
+ mReservedUniforms.push_back("minimum_alpha");
+ mReservedUniforms.push_back("emissive_brightness");
+
+ // Deferred
+ mReservedUniforms.push_back("shadow_matrix");
+ mReservedUniforms.push_back("env_mat");
+ mReservedUniforms.push_back("shadow_clip");
+ mReservedUniforms.push_back("sun_wash");
+ mReservedUniforms.push_back("shadow_noise");
+ mReservedUniforms.push_back("blur_size");
+ mReservedUniforms.push_back("ssao_radius");
+ mReservedUniforms.push_back("ssao_max_radius");
+ mReservedUniforms.push_back("ssao_factor");
+ mReservedUniforms.push_back("ssao_factor_inv");
+ mReservedUniforms.push_back("ssao_effect_mat");
+ mReservedUniforms.push_back("screen_res");
+ mReservedUniforms.push_back("near_clip");
+ mReservedUniforms.push_back("shadow_offset");
+ mReservedUniforms.push_back("shadow_bias");
+ mReservedUniforms.push_back("spot_shadow_bias");
+ mReservedUniforms.push_back("spot_shadow_offset");
+ mReservedUniforms.push_back("sun_dir");
+ mReservedUniforms.push_back("moon_dir");
+ mReservedUniforms.push_back("shadow_res");
+ mReservedUniforms.push_back("proj_shadow_res");
+ mReservedUniforms.push_back("depth_cutoff");
+ mReservedUniforms.push_back("norm_cutoff");
+ mReservedUniforms.push_back("shadow_target_width");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH + 1);
+
+ mReservedUniforms.push_back("iterationCount");
+ mReservedUniforms.push_back("rayStep");
+ mReservedUniforms.push_back("distanceBias");
+ mReservedUniforms.push_back("depthRejectBias");
+ mReservedUniforms.push_back("glossySampleCount");
+ mReservedUniforms.push_back("noiseSine");
+ mReservedUniforms.push_back("adaptiveStepMultiplier");
+
+ mReservedUniforms.push_back("modelview_delta");
+ mReservedUniforms.push_back("inv_modelview_delta");
+ mReservedUniforms.push_back("cube_snapshot");
+
+ mReservedUniforms.push_back("tc_scale");
+ mReservedUniforms.push_back("rcp_screen_res");
+ mReservedUniforms.push_back("rcp_frame_opt");
+ mReservedUniforms.push_back("rcp_frame_opt2");
+
+ mReservedUniforms.push_back("focal_distance");
+ mReservedUniforms.push_back("blur_constant");
+ mReservedUniforms.push_back("tan_pixel_angle");
+ mReservedUniforms.push_back("magnification");
+ mReservedUniforms.push_back("max_cof");
+ mReservedUniforms.push_back("res_scale");
+ mReservedUniforms.push_back("dof_width");
+ mReservedUniforms.push_back("dof_height");
+
+ mReservedUniforms.push_back("depthMap");
+ mReservedUniforms.push_back("shadowMap0");
+ mReservedUniforms.push_back("shadowMap1");
+ mReservedUniforms.push_back("shadowMap2");
+ mReservedUniforms.push_back("shadowMap3");
+ mReservedUniforms.push_back("shadowMap4");
+ mReservedUniforms.push_back("shadowMap5");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1);
+
+ mReservedUniforms.push_back("normalMap");
+ mReservedUniforms.push_back("positionMap");
+ mReservedUniforms.push_back("diffuseRect");
+ mReservedUniforms.push_back("specularRect");
+ mReservedUniforms.push_back("emissiveRect");
+ mReservedUniforms.push_back("exposureMap");
+ mReservedUniforms.push_back("brdfLut");
+ mReservedUniforms.push_back("noiseMap");
+ mReservedUniforms.push_back("lightFunc");
+ mReservedUniforms.push_back("lightMap");
+ mReservedUniforms.push_back("bloomMap");
+ mReservedUniforms.push_back("projectionMap");
+ mReservedUniforms.push_back("norm_mat");
+ mReservedUniforms.push_back("texture_gamma");
+
+ mReservedUniforms.push_back("specular_color");
+ mReservedUniforms.push_back("env_intensity");
+
+ mReservedUniforms.push_back("matrixPalette");
+ mReservedUniforms.push_back("translationPalette");
+
+ mReservedUniforms.push_back("screenTex");
+ mReservedUniforms.push_back("screenDepth");
+ mReservedUniforms.push_back("refTex");
+ mReservedUniforms.push_back("eyeVec");
+ mReservedUniforms.push_back("time");
+ mReservedUniforms.push_back("waveDir1");
+ mReservedUniforms.push_back("waveDir2");
+ mReservedUniforms.push_back("lightDir");
+ mReservedUniforms.push_back("specular");
+ mReservedUniforms.push_back("lightExp");
+ mReservedUniforms.push_back("waterFogColor");
+ mReservedUniforms.push_back("waterFogColorLinear");
+ mReservedUniforms.push_back("waterFogDensity");
+ mReservedUniforms.push_back("waterFogKS");
+ mReservedUniforms.push_back("refScale");
+ mReservedUniforms.push_back("waterHeight");
+ mReservedUniforms.push_back("waterPlane");
+ mReservedUniforms.push_back("normScale");
+ mReservedUniforms.push_back("fresnelScale");
+ mReservedUniforms.push_back("fresnelOffset");
+ mReservedUniforms.push_back("blurMultiplier");
+ mReservedUniforms.push_back("sunAngle");
+ mReservedUniforms.push_back("scaledAngle");
+ mReservedUniforms.push_back("sunAngle2");
+
+ mReservedUniforms.push_back("camPosLocal");
+
+ mReservedUniforms.push_back("gWindDir");
+ mReservedUniforms.push_back("gSinWaveParams");
+ mReservedUniforms.push_back("gGravity");
+
+ mReservedUniforms.push_back("detail_0");
+ mReservedUniforms.push_back("detail_1");
+ mReservedUniforms.push_back("detail_2");
+ mReservedUniforms.push_back("detail_3");
+ mReservedUniforms.push_back("alpha_ramp");
+
+ mReservedUniforms.push_back("origin");
+ mReservedUniforms.push_back("display_gamma");
+
+ mReservedUniforms.push_back("inscatter");
+ mReservedUniforms.push_back("sun_size");
+ mReservedUniforms.push_back("fog_color");
+
+ mReservedUniforms.push_back("transmittance_texture");
+ mReservedUniforms.push_back("scattering_texture");
+ mReservedUniforms.push_back("single_mie_scattering_texture");
+ mReservedUniforms.push_back("irradiance_texture");
+ mReservedUniforms.push_back("blend_factor");
+ mReservedUniforms.push_back("moisture_level");
+ mReservedUniforms.push_back("droplet_radius");
+ mReservedUniforms.push_back("ice_level");
+ mReservedUniforms.push_back("rainbow_map");
+ mReservedUniforms.push_back("halo_map");
+ mReservedUniforms.push_back("moon_brightness");
+ mReservedUniforms.push_back("cloud_variance");
+ mReservedUniforms.push_back("reflection_probe_ambiance");
+ mReservedUniforms.push_back("max_probe_lod");
+
+ mReservedUniforms.push_back("sh_input_r");
+ mReservedUniforms.push_back("sh_input_g");
+ mReservedUniforms.push_back("sh_input_b");
+
+ mReservedUniforms.push_back("sun_moon_glow_factor");
+ mReservedUniforms.push_back("water_edge");
+ mReservedUniforms.push_back("sun_up_factor");
+ mReservedUniforms.push_back("moonlight_color");
+
+ llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
+
+ std::set<std::string> dupe_check;
+
+ for (U32 i = 0; i < mReservedUniforms.size(); ++i)
+ {
+ if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end())
+ {
+ LL_ERRS() << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << LL_ENDL;
+ }
+ dupe_check.insert(mReservedUniforms[i]);
+ }
+}
+
|