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authorTodd Stinson <stinson@lindenlab.com>2011-12-13 11:15:18 -0800
committerTodd Stinson <stinson@lindenlab.com>2011-12-13 11:15:18 -0800
commit9d1db4f19ae7ca044e47d0fe4e605e14882351c5 (patch)
tree2d499d53b60b2486f1e6666f8b9fe2063f984d22 /indra/llrender/llshadermgr.cpp
parent817c97c2f836948f210599a6f67e36a411b22c21 (diff)
parentdbc91a7fac9513bdd879c5c2dc82208e08eaad2d (diff)
Pull and merge from https://bitbucket.org/lindenlab/viewer-development.
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r--indra/llrender/llshadermgr.cpp359
1 files changed, 318 insertions, 41 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 986c1f2774..ac9dc9544d 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -81,7 +81,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
{
return FALSE;
}
@@ -161,7 +168,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if(features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
{
return FALSE;
}
@@ -241,7 +255,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -280,7 +294,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
@@ -304,7 +318,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
else if (features->hasWaterFog)
@@ -336,7 +350,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -355,7 +369,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -395,7 +409,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
@@ -419,7 +433,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -438,10 +452,26 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
+
+ if (features->mIndexedTextureChannels <= 1)
+ {
+ if (!shader->attachObject("objects/nonindexedTextureV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("objects/indexedTextureV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
return TRUE;
}
@@ -477,7 +507,7 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
}
else
{
- LL_DEBUGS("ShaderLoading") << log << LL_ENDL;
+ LL_INFOS("ShaderLoading") << log << LL_ENDL;
}
}
}
@@ -531,23 +561,64 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
//we can't have any lines longer than 1024 characters
- //or any shaders longer than 1024 lines... deal - DaveP
+ //or any shaders longer than 4096 lines... deal - DaveP
GLcharARB buff[1024];
- GLcharARB* text[1024];
+ GLcharARB* text[4096];
GLuint count = 0;
- if (gGLManager.mGLVersion < 2.1f)
+ F32 version = gGLManager.mGLVersion;
+
+//hack to never use GLSL > 1.20 on OSX
+#if LL_DARWIN
+ version = llmin(version, 2.9f);
+#endif
+
+ if (version < 2.1f)
{
text[count++] = strdup("#version 110\n");
+ text[count++] = strdup("#define ATTRIBUTE attribute\n");
+ text[count++] = strdup("#define VARYING varying\n");
}
- else if (gGLManager.mGLVersion < 3.f)
+ else if (version < 3.f)
{
//set version to 1.20
text[count++] = strdup("#version 120\n");
+ text[count++] = strdup("#define FXAA_GLSL_120 1\n");
+ text[count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n");
+ text[count++] = strdup("#define ATTRIBUTE attribute\n");
+ text[count++] = strdup("#define VARYING varying\n");
}
else
- { //set version to 1.30
- text[count++] = strdup("#version 130\n");
+ {
+ if (version < 4.f)
+ {
+ //set version to 1.30
+ text[count++] = strdup("#version 130\n");
+ }
+ else
+ { //set version to 400
+ text[count++] = strdup("#version 400\n");
+ }
+
+ text[count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n");
+ text[count++] = strdup("#define FXAA_GLSL_130 1\n");
+
+ text[count++] = strdup("#define ATTRIBUTE in\n");
+
+ if (type == GL_VERTEX_SHADER_ARB)
+ { //"varying" state is "out" in a vertex program, "in" in a fragment program
+ // ("varying" is deprecated after version 1.20)
+ text[count++] = strdup("#define VARYING out\n");
+ }
+ else
+ {
+ text[count++] = strdup("#define VARYING in\n");
+ }
+
+ //backwards compatibility with legacy texture lookup syntax
+ text[count++] = strdup("#define textureCube texture\n");
+ text[count++] = strdup("#define texture2DLod textureLod\n");
+ text[count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");
}
//copy preprocessor definitions into buffer
@@ -571,7 +642,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
.
uniform sampler2D texN;
- varying float vary_texture_index;
+ VARYING float vary_texture_index;
vec4 diffuseLookup(vec2 texcoord)
{
@@ -597,7 +668,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup(decl.c_str());
}
- text[count++] = strdup("varying float vary_texture_index;\n");
+ if (texture_index_channels > 1)
+ {
+ text[count++] = strdup("VARYING float vary_texture_index;\n");
+ }
+
text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
text[count++] = strdup("{\n");
@@ -620,7 +695,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
text[count++] = strdup("\t}\n");
- text[count++] = strdup("\treturn vec4(0,0,0,0);\n");
+ text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
text[count++] = strdup("}\n");
}
else
@@ -643,13 +718,13 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup(if_str.c_str());
}
- text[count++] = strdup("\treturn vec4(0,0,0,0);\n");
+ text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
text[count++] = strdup("}\n");
}
}
//copy file into memory
- while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) )
+ while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(text) )
{
text[count++] = (GLcharARB *)strdup((char *)buff);
}
@@ -704,14 +779,24 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
dumpObjectLog(ret);
+#if LL_WINDOWS
std::stringstream ostr;
//dump shader source for debugging
for (GLuint i = 0; i < count; i++)
{
ostr << i << ": " << text[i];
+
+ if (i % 128 == 0)
+ { //dump every 128 lines
+
+ LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
+ ostr = std::stringstream();
+ }
+
}
LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
+#endif // LL_WINDOWS
ret = 0;
}
@@ -760,28 +845,42 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL;
}
-// NOTE: Removing LL_DARWIN block as it doesn't seem to actually give the correct answer,
-// but want it for reference once I move it.
-#if 0
- // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
- // per Apple's suggestion
- glBegin(gGL.mMode);
- glEnd();
+#if LL_DARWIN
- // Query whether the shader can or cannot run in hardware
- // http://developer.apple.com/qa/qa2007/qa1502.html
- long vertexGPUProcessing;
- CGLContextObj ctx = CGLGetCurrentContext();
- CGLGetParameter (ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
- long fragmentGPUProcessing;
- CGLGetParameter (ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
- if (!fragmentGPUProcessing || !vertexGPUProcessing)
+ // For some reason this absolutely kills the frame rate when VBO's are enabled
+ if (0)
{
- LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
- success = GL_FALSE;
- suppress_errors = FALSE;
+ // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
+ // per Apple's suggestion
+ LLGLSLShader::sNoFixedFunction = false;
+
+ glUseProgramObjectARB(obj);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.end();
+ gGL.flush();
+
+ glUseProgramObjectARB(0);
+
+ LLGLSLShader::sNoFixedFunction = true;
+
+ // Query whether the shader can or cannot run in hardware
+ // http://developer.apple.com/qa/qa2007/qa1502.html
+ GLint vertexGPUProcessing, fragmentGPUProcessing;
+ CGLContextObj ctx = CGLGetCurrentContext();
+ CGLGetParameter(ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
+ CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
+ if (!fragmentGPUProcessing || !vertexGPUProcessing)
+ {
+ LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
+ success = GL_FALSE;
+ suppress_errors = FALSE;
+ }
}
-
+
#else
std::string log = get_object_log(obj);
LLStringUtil::toLower(log);
@@ -819,3 +918,181 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj)
return success;
}
+//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("binormal");
+ 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("normal_matrix");
+ mReservedUniforms.push_back("texture_matrix0");
+ mReservedUniforms.push_back("texture_matrix1");
+ mReservedUniforms.push_back("texture_matrix2");
+ mReservedUniforms.push_back("texture_matrix3");
+ llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_MATRIX3+1);
+
+ mReservedUniforms.push_back("viewport");
+
+ mReservedUniforms.push_back("light_position");
+ mReservedUniforms.push_back("light_direction");
+ mReservedUniforms.push_back("light_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);
+
+
+ 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("diffuseMap");
+ mReservedUniforms.push_back("specularMap");
+ mReservedUniforms.push_back("bumpMap");
+ mReservedUniforms.push_back("environmentMap");
+ mReservedUniforms.push_back("cloude_noise_texture");
+ mReservedUniforms.push_back("fullbright");
+ mReservedUniforms.push_back("lightnorm");
+ mReservedUniforms.push_back("sunlight_color_copy");
+ mReservedUniforms.push_back("ambient");
+ 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("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");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_DELTA+1);
+
+
+ mReservedUniforms.push_back("minimum_alpha");
+
+ 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("shadow_res");
+ mReservedUniforms.push_back("proj_shadow_res");
+ mReservedUniforms.push_back("depth_cutoff");
+ mReservedUniforms.push_back("norm_cutoff");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_NORM_CUTOFF+1);
+
+ 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("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("noiseMap");
+ mReservedUniforms.push_back("lightFunc");
+ mReservedUniforms.push_back("lightMap");
+ mReservedUniforms.push_back("bloomMap");
+ mReservedUniforms.push_back("projectionMap");
+
+ 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())
+ {
+ llerrs << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << llendl;
+ }
+ dupe_check.insert(mReservedUniforms[i]);
+ }
+}
+