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authorGeenz <geenz@geenzo.com>2019-04-10 02:11:07 -0700
committerGeenz <geenz@geenzo.com>2019-04-10 02:11:07 -0700
commit08812cbe060e62cb8b61e91bc2f878a74a0015e5 (patch)
tree50e6cd88845b96a7b457bc3f81c56f4d17a114b8 /indra/llrender
parentdcd8117b85f45886f78a1a2e9756cb1709d6572a (diff)
Separate out vertex program objects from fragment program objects and use it.
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
Diffstat (limited to 'indra/llrender')
-rw-r--r--indra/llrender/llglslshader.cpp21
-rw-r--r--indra/llrender/llglslshader.h3
-rw-r--r--indra/llrender/llshadermgr.cpp129
-rw-r--r--indra/llrender/llshadermgr.h3
4 files changed, 89 insertions, 67 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index f8b5dd0559..babf649ece 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -485,12 +485,27 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
return success;
}
-BOOL LLGLSLShader::attachObject(std::string object_path)
+BOOL LLGLSLShader::attachVertexObject(std::string object_path) {
+ if (LLShaderMgr::instance()->mVertexShaderObjects.count(object_path) > 0)
+ {
+ stop_glerror();
+ glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mVertexShaderObjects[object_path]);
+ stop_glerror();
+ return TRUE;
+ }
+ else
+ {
+ LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object: '" << object_path << "' that hasn't been compiled." << LL_ENDL;
+ return FALSE;
+ }
+}
+
+BOOL LLGLSLShader::attachFragmentObject(std::string object_path)
{
- if (LLShaderMgr::instance()->mShaderObjects.count(object_path) > 0)
+ if (LLShaderMgr::instance()->mFragmentShaderObjects.count(object_path) > 0)
{
stop_glerror();
- glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object_path]);
+ glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mFragmentShaderObjects[object_path]);
stop_glerror();
return TRUE;
}
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 974d0ea005..38dc980a97 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -102,7 +102,8 @@ public:
std::vector<LLStaticHashedString> * uniforms,
U32 varying_count = 0,
const char** varyings = NULL);
- BOOL attachObject(std::string object);
+ BOOL attachFragmentObject(std::string object);
+ BOOL attachVertexObject(std::string object);
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 071f40d924..27f9e36f0f 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -79,12 +79,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasWaterFog)
{
- if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl"))
+ if (!shader->attachVertexObject("windlight/atmosphericsVarsWaterV.glsl"))
{
return FALSE;
}
}
- else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
+ else if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
{
return FALSE;
}
@@ -92,54 +92,50 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->calculatesLighting || features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl"))
+ if (!shader->attachVertexObject("windlight/atmosphericsHelpersV.glsl"))
{
return FALSE;
}
-
- if (!shader->attachObject("windlight/atmosphericsFuncs.glsl")) {
- return FALSE;
- }
}
if (features->calculatesLighting)
{
if (features->isSpecular)
{
- if (!shader->attachObject("lighting/lightFuncSpecularV.glsl"))
+ if (!shader->attachVertexObject("lighting/lightFuncSpecularV.glsl"))
{
return FALSE;
}
if (!features->isAlphaLighting)
{
- if (!shader->attachObject("lighting/sumLightsSpecularV.glsl"))
+ if (!shader->attachVertexObject("lighting/sumLightsSpecularV.glsl"))
{
return FALSE;
}
}
- if (!shader->attachObject("lighting/lightSpecularV.glsl"))
+ if (!shader->attachVertexObject("lighting/lightSpecularV.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFuncV.glsl"))
+ if (!shader->attachVertexObject("lighting/lightFuncV.glsl"))
{
return FALSE;
}
if (!features->isAlphaLighting)
{
- if (!shader->attachObject("lighting/sumLightsV.glsl"))
+ if (!shader->attachVertexObject("lighting/sumLightsV.glsl"))
{
return FALSE;
}
}
- if (!shader->attachObject("lighting/lightV.glsl"))
+ if (!shader->attachVertexObject("lighting/lightV.glsl"))
{
return FALSE;
}
@@ -148,8 +144,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->calculatesAtmospherics)
- {
- if (!shader->attachObject("windlight/atmosphericsV.glsl"))
+ {
+ if (!shader->attachVertexObject("windlight/atmosphericsFuncs.glsl")) {
+ return FALSE;
+ }
+
+ if (!shader->attachVertexObject("windlight/atmosphericsV.glsl"))
{
return FALSE;
}
@@ -157,7 +157,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasSkinning)
{
- if (!shader->attachObject("avatar/avatarSkinV.glsl"))
+ if (!shader->attachVertexObject("avatar/avatarSkinV.glsl"))
{
return FALSE;
}
@@ -165,7 +165,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasObjectSkinning)
{
- if (!shader->attachObject("avatar/objectSkinV.glsl"))
+ if (!shader->attachVertexObject("avatar/objectSkinV.glsl"))
{
return FALSE;
}
@@ -181,12 +181,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasWaterFog)
{
- if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl"))
+ if (!shader->attachFragmentObject("windlight/atmosphericsVarsWaterF.glsl"))
{
return FALSE;
}
}
- else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
+ else if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
{
return FALSE;
}
@@ -194,20 +194,16 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->calculatesLighting || features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsHelpersF.glsl"))
+ if (!shader->attachFragmentObject("windlight/atmosphericsHelpersF.glsl"))
{
return FALSE;
}
-
- if (!shader->attachObject("windlight/atmosphericsFuncs.glsl")) {
- return FALSE;
- }
}
// we want this BEFORE shadows and AO because those facilities use pos/norm access
if (features->isDeferred)
{
- if (!shader->attachObject("deferred/deferredUtil.glsl"))
+ if (!shader->attachFragmentObject("deferred/deferredUtil.glsl"))
{
return FALSE;
}
@@ -215,7 +211,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasShadows)
{
- if (!shader->attachObject("deferred/shadowUtil.glsl"))
+ if (!shader->attachFragmentObject("deferred/shadowUtil.glsl"))
{
return FALSE;
}
@@ -223,7 +219,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasAmbientOcclusion)
{
- if (!shader->attachObject("deferred/aoUtil.glsl"))
+ if (!shader->attachFragmentObject("deferred/aoUtil.glsl"))
{
return FALSE;
}
@@ -231,7 +227,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasIndirect)
{
- if (!shader->attachObject("deferred/indirect.glsl"))
+ if (!shader->attachFragmentObject("deferred/indirect.glsl"))
{
return FALSE;
}
@@ -239,7 +235,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasGamma)
{
- if (!shader->attachObject("windlight/gammaF.glsl"))
+ if (!shader->attachFragmentObject("windlight/gammaF.glsl"))
{
return FALSE;
}
@@ -247,7 +243,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasSrgb)
{
- if (!shader->attachObject("environment/srgbF.glsl"))
+ if (!shader->attachFragmentObject("environment/srgbF.glsl"))
{
return FALSE;
}
@@ -255,15 +251,19 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->encodesNormal)
{
- if (!shader->attachObject("environment/encodeNormF.glsl"))
+ if (!shader->attachFragmentObject("environment/encodeNormF.glsl"))
{
return FALSE;
}
}
if (features->hasAtmospherics)
- {
- if (!shader->attachObject("windlight/atmosphericsF.glsl"))
+ {
+ if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) {
+ return FALSE;
+ }
+
+ if (!shader->attachFragmentObject("windlight/atmosphericsF.glsl"))
{
return FALSE;
}
@@ -271,7 +271,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasTransport)
{
- if (!shader->attachObject("windlight/transportF.glsl"))
+ if (!shader->attachFragmentObject("windlight/transportF.glsl"))
{
return FALSE;
}
@@ -283,7 +283,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->hasWaterFog)
{
- if (!shader->attachObject("environment/waterFogF.glsl"))
+ if (!shader->attachFragmentObject("environment/waterFogF.glsl"))
{
return FALSE;
}
@@ -297,14 +297,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightWaterNonIndexedF.glsl"))
{
return FALSE;
}
@@ -314,14 +314,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightWaterAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightWaterF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightWaterF.glsl"))
{
return FALSE;
}
@@ -336,14 +336,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
{
return FALSE;
}
@@ -353,14 +353,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightF.glsl"))
{
return FALSE;
}
@@ -378,14 +378,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->disableTextureIndex)
{
- if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterF.glsl"))
{
return FALSE;
}
@@ -398,12 +398,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
{
return FALSE;
}
}
- else if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
+ else if (!shader->attachFragmentObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
{
return FALSE;
}
@@ -412,12 +412,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
{
return FALSE;
}
}
- else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
+ else if (!shader->attachFragmentObject("lighting/lightFullbrightWaterF.glsl"))
{
return FALSE;
}
@@ -429,14 +429,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->disableTextureIndex)
{
- if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightShinyF.glsl"))
{
return FALSE;
}
@@ -451,14 +451,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightNonIndexedF.glsl"))
{
return FALSE;
}
@@ -468,14 +468,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightFullbrightAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightAlphaMaskF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightF.glsl"))
{
return FALSE;
}
@@ -493,14 +493,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->disableTextureIndex)
{
- if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightShinyWaterNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightShinyWaterF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightShinyWaterF.glsl"))
{
return FALSE;
}
@@ -512,14 +512,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->disableTextureIndex)
{
- if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightShinyNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightShinyF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightShinyF.glsl"))
{
return FALSE;
}
@@ -530,14 +530,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->mIndexedTextureChannels <= 1)
{
- if (!shader->attachObject("objects/nonindexedTextureV.glsl"))
+ if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("objects/indexedTextureV.glsl"))
+ if (!shader->attachVertexObject("objects/indexedTextureV.glsl"))
{
return FALSE;
}
@@ -1007,7 +1007,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (ret)
{
// Add shader file to map
- mShaderObjects[filename] = ret;
+ if (type == GL_VERTEX_SHADER_ARB) {
+ mVertexShaderObjects[filename] = ret;
+ }
+ else if (type == GL_FRAGMENT_SHADER_ARB) {
+ mFragmentShaderObjects[filename] = ret;
+ }
shader_level = try_gpu_class;
}
else
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index e0a67e6198..98caa9295e 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -275,7 +275,8 @@ public:
public:
// Map of shader names to compiled
- std::map<std::string, GLhandleARB> mShaderObjects;
+ std::map<std::string, GLhandleARB> mVertexShaderObjects;
+ std::map<std::string, GLhandleARB> mFragmentShaderObjects;
//global (reserved slot) shader parameters
std::vector<std::string> mReservedAttribs;