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authorAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 19:04:52 +0200
committerAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 19:04:52 +0200
commit1b67dd855c41f5a0cda7ec2a68d98071986ca703 (patch)
treeab243607f74f78200787bba5b9b88f07ef1b966f /indra/llrender/llshadermgr.cpp
parent6d6eabca44d08d5b97bfe3e941d2b9687c2246ea (diff)
parente1623bb276f83a43ce7a197e388720c05bdefe61 (diff)
Merge remote-tracking branch 'origin/main' into DRTVWR-600-maint-A
# Conflicts: # autobuild.xml # indra/cmake/CMakeLists.txt # indra/cmake/GoogleMock.cmake # indra/llaudio/llaudioengine_fmodstudio.cpp # indra/llaudio/llaudioengine_fmodstudio.h # indra/llaudio/lllistener_fmodstudio.cpp # indra/llaudio/lllistener_fmodstudio.h # indra/llaudio/llstreamingaudio_fmodstudio.cpp # indra/llaudio/llstreamingaudio_fmodstudio.h # indra/llcharacter/llmultigesture.cpp # indra/llcharacter/llmultigesture.h # indra/llimage/llimage.cpp # indra/llimage/llimagepng.cpp # indra/llimage/llimageworker.cpp # indra/llimage/tests/llimageworker_test.cpp # indra/llmessage/tests/llmockhttpclient.h # indra/llprimitive/llgltfmaterial.h # indra/llrender/llfontfreetype.cpp # indra/llui/llcombobox.cpp # indra/llui/llfolderview.cpp # indra/llui/llfolderviewmodel.h # indra/llui/lllineeditor.cpp # indra/llui/lllineeditor.h # indra/llui/lltextbase.cpp # indra/llui/lltextbase.h # indra/llui/lltexteditor.cpp # indra/llui/lltextvalidate.cpp # indra/llui/lltextvalidate.h # indra/llui/lluictrl.h # indra/llui/llview.cpp # indra/llwindow/llwindowmacosx.cpp # indra/newview/app_settings/settings.xml # indra/newview/llappearancemgr.cpp # indra/newview/llappearancemgr.h # indra/newview/llavatarpropertiesprocessor.cpp # indra/newview/llavatarpropertiesprocessor.h # indra/newview/llbreadcrumbview.cpp # indra/newview/llbreadcrumbview.h # indra/newview/llbreastmotion.cpp # indra/newview/llbreastmotion.h # indra/newview/llconversationmodel.h # indra/newview/lldensityctrl.cpp # indra/newview/lldensityctrl.h # indra/newview/llface.inl # indra/newview/llfloatereditsky.cpp # indra/newview/llfloatereditwater.cpp # indra/newview/llfloateremojipicker.h # indra/newview/llfloaterimsessiontab.cpp # indra/newview/llfloaterprofiletexture.cpp # indra/newview/llfloaterprofiletexture.h # indra/newview/llgesturemgr.cpp # indra/newview/llgesturemgr.h # indra/newview/llimpanel.cpp # indra/newview/llimpanel.h # indra/newview/llinventorybridge.cpp # indra/newview/llinventorybridge.h # indra/newview/llinventoryclipboard.cpp # indra/newview/llinventoryclipboard.h # indra/newview/llinventoryfunctions.cpp # indra/newview/llinventoryfunctions.h # indra/newview/llinventorygallery.cpp # indra/newview/lllistbrowser.cpp # indra/newview/lllistbrowser.h # indra/newview/llpanelobjectinventory.cpp # indra/newview/llpanelprofile.cpp # indra/newview/llpanelprofile.h # indra/newview/llpreviewgesture.cpp # indra/newview/llsavedsettingsglue.cpp # indra/newview/llsavedsettingsglue.h # indra/newview/lltooldraganddrop.cpp # indra/newview/llurllineeditorctrl.cpp # indra/newview/llvectorperfoptions.cpp # indra/newview/llvectorperfoptions.h # indra/newview/llviewerparceloverlay.cpp # indra/newview/llviewertexlayer.cpp # indra/newview/llviewertexturelist.cpp # indra/newview/macmain.h # indra/test/test.cpp
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r--indra/llrender/llshadermgr.cpp2846
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]);
+ }
+}
+