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authorruslantproductengine <ruslantproductengine@lindenlab.com>2015-10-02 19:25:05 +0300
committerruslantproductengine <ruslantproductengine@lindenlab.com>2015-10-02 19:25:05 +0300
commit4f8f739a98f468ad726165769c9410bb6b18c026 (patch)
treeb61adbe53acf9475a26a50a9dbcda3183b8a9707 /indra/llrender
parentdf4fde18f614522dc64c176608a2b34a8d4fefb9 (diff)
MAINT-3568 Mac OS X, ALM, Full Bright, Shininess
The reason of this bug the same as was in MAINT-4165, MAINT-4839. I.e. in short: SL engine is sensitive to the uniform variable location.
Diffstat (limited to 'indra/llrender')
-rwxr-xr-xindra/llrender/llglslshader.cpp122
1 files changed, 78 insertions, 44 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index f9f7d07c89..0f260674ed 100755
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -702,104 +702,138 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
{
- BOOL res = TRUE;
-
- mTotalUniformSize = 0;
- mActiveTextureChannels = 0;
- mUniform.clear();
- mUniformMap.clear();
- mUniformNameMap.clear();
- mTexture.clear();
- mValue.clear();
- //initialize arrays
- U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size();
- mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
- mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
-
- bind();
-
- //get the number of active uniforms
- GLint activeCount;
- glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount);
+ BOOL res = TRUE;
+
+ mTotalUniformSize = 0;
+ mActiveTextureChannels = 0;
+ mUniform.clear();
+ mUniformMap.clear();
+ mUniformNameMap.clear();
+ mTexture.clear();
+ mValue.clear();
+ //initialize arrays
+ U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size();
+ mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
+ mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
+
+ bind();
+
+ //get the number of active uniforms
+ GLint activeCount;
+ glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount);
//........................................................................................................................................
//........................................................................................
/*
EXPLANATION:
- This is part of code is temporary because as the final result the mapUniform() should be rewrited.
- But it's a huge a volume of work which is need to be a more carefully performed for avoid possible
+ This is part of code is temporary because as the final result the mapUniform() should be rewrited.
+ But it's a huge a volume of work which is need to be a more carefully performed for avoid possible
regression's (i.e. it should be formalized a separate ticket in JIRA).
RESON:
- The reason of this code is that SL engine is very sensitive to fact that "diffuseMap" should be appear
- first as uniform parameter which is should get 0-"texture channel" index (see mapUniformTextureChannel() and mActiveTextureChannels)
+ The reason of this code is that SL engine is very sensitive to fact that "diffuseMap" should be appear
+ first as uniform parameter which is should get 0-"texture channel" index (see mapUniformTextureChannel() and mActiveTextureChannels)
it influence to which is texture matrix will be updated during rendering.
But, order of indexe's of uniform variables is not defined and GLSL compiler can change it as want
, even if the "diffuseMap" will be appear and use first in shader code.
As example where this situation appear see: "Deferred Material Shader 28/29/30/31"
- And tickets: MAINT-4165, MAINT-4839
+ And tickets: MAINT-4165, MAINT-4839, MAINT-3568
*/
-
+
S32 diffuseMap = glGetUniformLocationARB(mProgramObject, "diffuseMap");
S32 bumpMap = glGetUniformLocationARB(mProgramObject, "bumpMap");
+ S32 environmentMap = glGetUniformLocationARB(mProgramObject, "environmentMap");
std::set<S32> skip_index;
- if(diffuseMap != -1 && bumpMap != -1)
+ if (-1 != diffuseMap && (-1 != bumpMap || -1 != environmentMap))
{
GLenum type;
GLsizei length;
GLint size = -1;
- char name[1024];
+ char name[1024];
+
+ diffuseMap = bumpMap = environmentMap = -1;
- //diffuse map
for (S32 i = 0; i < activeCount; i++)
{
- name[0] = 0;
-
+ name[0] = '\0';
+
glGetActiveUniformARB(mProgramObject, i, 1024, &length, &size, &type, (GLcharARB *)name);
- if(std::string(name) == "diffuseMap") {
+ if (-1 == diffuseMap && std::string(name) == "diffuseMap")
+ {
diffuseMap = i;
+ continue;
}
- if(std::string(name) == "bumpMap") {
+ if (-1 == bumpMap && std::string(name) == "bumpMap")
+ {
bumpMap = i;
+ continue;
+ }
+
+ if (-1 == environmentMap && std::string(name) == "environmentMap")
+ {
+ environmentMap = i;
+ continue;
}
}
-
- if(bumpMap < diffuseMap)
+
+ bool bumpLessDiff = bumpMap < diffuseMap && -1 != bumpMap;
+ bool envLessDiff = environmentMap < diffuseMap && -1 != environmentMap;
+
+ if (bumpLessDiff && envLessDiff)
{
mapUniform(diffuseMap, uniforms);
mapUniform(bumpMap, uniforms);
+ mapUniform(environmentMap, uniforms);
skip_index.insert(diffuseMap);
skip_index.insert(bumpMap);
+ skip_index.insert(environmentMap);
+ }
+ else if (bumpLessDiff)
+ {
+ mapUniform(diffuseMap, uniforms);
+ mapUniform(bumpMap, uniforms);
+
+ skip_index.insert(diffuseMap);
+ skip_index.insert(bumpMap);
+ }
+ else if (envLessDiff)
+ {
+ mapUniform(diffuseMap, uniforms);
+ mapUniform(environmentMap, uniforms);
+
+ skip_index.insert(diffuseMap);
+ skip_index.insert(environmentMap);
}
}
//........................................................................................
-
- for (S32 i = 0; i < activeCount; i++)
- {
+
+ for (S32 i = 0; i < activeCount; i++)
+ {
//........................................................................................
- if(skip_index.end() != skip_index.find(i)) continue;
+ if (skip_index.end() != skip_index.find(i)) continue;
//........................................................................................
-
- mapUniform(i, uniforms);
- }
+
+ mapUniform(i, uniforms);
+ }
//........................................................................................................................................
- unbind();
+ unbind();
- LL_DEBUGS("ShaderLoading") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
- return res;
+ LL_DEBUGS("ShaderLoading") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
+ return res;
}
+
BOOL LLGLSLShader::link(BOOL suppress_errors)
{
BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);