diff options
author | Graham Linden <graham@lindenlab.com> | 2018-10-29 23:02:20 +0100 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-10-29 23:02:20 +0100 |
commit | 536799d07e4298ff8157ef51ed00040e10a5ba65 (patch) | |
tree | 3f9322b25efd552a4d4b1c617b39b81136d1b084 /indra/llrender | |
parent | e9faa3cce8897af2a4303538672e2262ed39520a (diff) |
SL-9977
SL-9973
Diffstat (limited to 'indra/llrender')
-rw-r--r-- | indra/llrender/llgl.cpp | 63 | ||||
-rw-r--r-- | indra/llrender/llgl.h | 9 | ||||
-rw-r--r-- | indra/llrender/llglslshader.cpp | 50 | ||||
-rw-r--r-- | indra/llrender/llglstates.h | 24 | ||||
-rw-r--r-- | indra/llrender/llrender.cpp | 2 | ||||
-rw-r--r-- | indra/llrender/llrender.h | 9 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 63 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.h | 6 |
8 files changed, 165 insertions, 61 deletions
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 2f78b6e104..a55a72c18f 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -36,6 +36,7 @@ #include "llsys.h" #include "llgl.h" +#include "llglstates.h" #include "llrender.h" #include "llerror.h" @@ -2478,27 +2479,45 @@ void LLGLDepthTest::checkState() } } -LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f P, U32 layer) +LLGLSquashToFarClip::LLGLSquashToFarClip() +{ + glh::matrix4f proj = get_current_projection(); + setProjectionMatrix(proj, 0); +} + +LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f& P, U32 layer) +{ + setProjectionMatrix(P, layer); +} + + +void LLGLSquashToFarClip::setProjectionMatrix(glh::matrix4f& projection, U32 layer) { F32 depth = 0.99999f - 0.0001f * layer; for (U32 i = 0; i < 4; i++) { - P.element(2, i) = P.element(3, i) * depth; + projection.element(2, i) = projection.element(3, i) * depth; } + U32 last_matrix_mode = gGL.getMatrixMode(); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - gGL.loadMatrix(P.m); - gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadMatrix(projection.m); + + gGL.matrixMode(last_matrix_mode); } LLGLSquashToFarClip::~LLGLSquashToFarClip() { + U32 last_matrix_mode = gGL.getMatrixMode(); + gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); + + gGL.matrixMode(last_matrix_mode); } @@ -2561,5 +2580,39 @@ void LLGLSyncFence::wait() #endif } +LLGLSPipelineSkyBox::LLGLSPipelineSkyBox() +: mAlphaTest(GL_ALPHA_TEST) +, mCullFace(GL_CULL_FACE) +, mSquashClip() +{ + if (!LLGLSLShader::sNoFixedFunction) + { + glDisable(GL_LIGHTING); + glDisable(GL_FOG); + glDisable(GL_CLIP_PLANE0); + } +} +LLGLSPipelineSkyBox::~LLGLSPipelineSkyBox() +{ + if (!LLGLSLShader::sNoFixedFunction) + { + glEnable(GL_LIGHTING); + glEnable(GL_FOG); + glEnable(GL_CLIP_PLANE0); + } +} +LLGLSPipelineDepthTestSkyBox::LLGLSPipelineDepthTestSkyBox(bool depth_test, bool depth_write) +: LLGLSPipelineSkyBox() +, mDepth(depth_test ? GL_TRUE : GL_FALSE, depth_write ? GL_TRUE : GL_FALSE, GL_LEQUAL) +{ + +} + +LLGLSPipelineBlendSkyBox::LLGLSPipelineBlendSkyBox(bool depth_test, bool depth_write) +: LLGLSPipelineDepthTestSkyBox(depth_test, depth_write) +, mBlend(GL_BLEND) +{ + gGL.setSceneBlendType(LLRender::BT_ALPHA); +} diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 4c4302d05b..96cbf2e3c2 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -360,14 +360,17 @@ private: Modify and load projection matrix to push depth values to far clip plane. Restores projection matrix on destruction. - GL_MODELVIEW_MATRIX is active whenever program execution - leaves this class. + Saves/restores matrix mode around projection manipulation. Does not stack. */ class LLGLSquashToFarClip { public: - LLGLSquashToFarClip(glh::matrix4f projection, U32 layer = 0); + LLGLSquashToFarClip(); + LLGLSquashToFarClip(glh::matrix4f& projection, U32 layer = 0); + + void setProjectionMatrix(glh::matrix4f& projection, U32 layer); + ~LLGLSquashToFarClip(); }; diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index c03d33080f..f0cc9acc06 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -37,12 +37,6 @@ #include "OpenGL/OpenGL.h" #endif -#ifdef LL_RELEASE_FOR_DOWNLOAD -#define UNIFORM_ERRS LL_WARNS_ONCE("Shader") -#else -#define UNIFORM_ERRS LL_ERRS("Shader") -#endif - // Lots of STL stuff in here, using namespace std to keep things more readable using std::vector; using std::pair; @@ -456,12 +450,12 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, } if( !success ) { - LL_WARNS("ShaderLoading") << "Failed to link shader: " << mName << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "Failed to link shader: " << mName << LL_ENDL; // Try again using a lower shader level; if (mShaderLevel > 0) { - LL_WARNS("ShaderLoading") << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL; mShaderLevel--; return createShader(attributes,uniforms); } @@ -504,7 +498,7 @@ BOOL LLGLSLShader::attachObject(std::string object) } else { - LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL; return FALSE; } } @@ -519,7 +513,7 @@ void LLGLSLShader::attachObject(GLhandleARB object) } else { - LL_WARNS("ShaderLoading") << "Attempting to attach non existing shader object. " << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "Attempting to attach non existing shader object. " << LL_ENDL; } } @@ -937,7 +931,7 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextu { if (uniform < 0 || uniform >= (S32)mTexture.size()) { - UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL; return -1; } @@ -963,7 +957,7 @@ S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode) { if (uniform < 0 || uniform >= (S32)mTexture.size()) { - UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL; return -1; } @@ -981,7 +975,7 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode) { if (uniform < 0 || uniform >= (S32)mTexture.size()) { - UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL; return -1; } S32 index = mTexture[uniform]; @@ -997,7 +991,7 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode) { if (uniform < 0 || uniform >= (S32)mTexture.size()) { - UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL; return -1; } S32 index = mTexture[uniform]; @@ -1026,7 +1020,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1048,7 +1042,7 @@ void LLGLSLShader::uniform1f(U32 index, GLfloat x) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1070,7 +1064,7 @@ void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1093,7 +1087,7 @@ void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1116,7 +1110,7 @@ void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1139,7 +1133,7 @@ void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1162,7 +1156,7 @@ void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1185,7 +1179,7 @@ void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1208,7 +1202,7 @@ void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1231,7 +1225,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1254,7 +1248,7 @@ void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, c { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1271,7 +1265,7 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1288,7 +1282,7 @@ void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } @@ -1305,7 +1299,7 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c { if (mUniform.size() <= index) { - UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; return; } diff --git a/indra/llrender/llglstates.h b/indra/llrender/llglstates.h index 0e2c3bcb44..a4924eba14 100644 --- a/indra/llrender/llglstates.h +++ b/indra/llrender/llglstates.h @@ -208,11 +208,27 @@ public: class LLGLSPipelineSkyBox { protected: - LLGLDisable mAlphaTest, mCullFace, mFog; + LLGLDisable mAlphaTest; + LLGLDisable mCullFace; + LLGLSquashToFarClip mSquashClip; public: - LLGLSPipelineSkyBox() - : mAlphaTest(GL_ALPHA_TEST), mCullFace(GL_CULL_FACE), mFog(GL_FOG) - { } + LLGLSPipelineSkyBox(); + ~LLGLSPipelineSkyBox(); +}; + +class LLGLSPipelineDepthTestSkyBox : public LLGLSPipelineSkyBox +{ +public: + LLGLSPipelineDepthTestSkyBox(bool depth_test, bool depth_write); + + LLGLDepthTest mDepth; +}; + +class LLGLSPipelineBlendSkyBox : public LLGLSPipelineDepthTestSkyBox +{ +public: + LLGLSPipelineBlendSkyBox(bool depth_test, bool depth_write); + LLGLEnable mBlend; }; class LLGLSTracker diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 251c02dd77..5733a18f47 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1270,7 +1270,7 @@ void LLRender::syncMatrices() glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; // it would be nice to have this automatically track the state of the proj matrix - // but certain render paths require it to be mismatched *sigh* + // but certain render paths (deferred lighting) require it to be mismatched *sigh* //if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) //{ // glh::matrix4f inv_proj = mat.inverse(); diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 62cd526550..a79db80ebe 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -517,4 +517,13 @@ void set_current_projection(glh::matrix4f& mat); glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar); glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar); glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up); + +#if LL_RELEASE_FOR_DOWNLOAD + #define LL_SHADER_LOADING_WARNS(...) LL_WARNS_ONCE("ShaderLoading") + #define LL_SHADER_UNIFORM_ERRS(...) LL_WARNS_ONCE("Shader") +#else + #define LL_SHADER_LOADING_WARNS(...) LL_WARNS() + #define LL_SHADER_UNIFORM_ERRS(...) LL_ERRS("Shader") +#endif + #endif diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 8617b58d2e..9da705bb2d 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -25,18 +25,14 @@ */ #include "linden_common.h" - #include "llshadermgr.h" - -#include "llfile.h" #include "llrender.h" +#include "llfile.h" #if LL_DARWIN #include "OpenGL/OpenGL.h" #endif -#define UNIFORM_ERRS LL_WARNS_ONCE("Shader") - // Lots of STL stuff in here, using namespace std to keep things more readable using std::vector; using std::pair; @@ -537,6 +533,16 @@ static std::string get_object_log(GLhandleARB ret) return res; } +//dump shader source for debugging +void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text) +{ + for (GLuint i = 0; i < shader_code_count; i++) + { + LL_SHADER_LOADING_WARNS() << i << ": " << shader_code_text[i] << LL_ENDL; + } + LL_SHADER_LOADING_WARNS() << LL_ENDL; +} + void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& filename) { std::string log = get_object_log(ret); @@ -548,8 +554,8 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& if (log.length() > 0) { - LL_WARNS("ShaderLoading") << "Shader loading from " << fname << ":\n" << LL_ENDL; - LL_WARNS("ShaderLoading") << log << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "Shader loading from " << fname << ":\n" << LL_ENDL; + LL_SHADER_LOADING_WARNS() << log << LL_ENDL; } } @@ -570,11 +576,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade error = glGetError(); if (error != GL_NO_ERROR) { - LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; } } - LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL; + //LL_SHADER_LOADING_WARNS() << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL; if (filename.empty()) { @@ -588,6 +594,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade S32 try_gpu_class = shader_level; S32 gpu_class; + std::string open_file_name; //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 @@ -595,18 +602,33 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade fname << getShaderDirPrefix(); fname << gpu_class << "/" << filename; - LL_DEBUGS("ShaderLoading") << "Looking in " << fname.str() << LL_ENDL; - file = LLFile::fopen(fname.str(), "r"); /* Flawfinder: ignore */ + 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: shaders/class" << gpu_class << "/" << filename << " (Want class " << gpu_class << ")" << LL_ENDL; + LL_DEBUGS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL; break; // done } } if (file == NULL) { - LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << filename << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "GLSL Shader file not found: " << filename << LL_ENDL; return 0; } @@ -685,7 +707,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade extra_code_text[extra_code_count++] = strdup("#define texture2D texture\n"); extra_code_text[extra_code_count++] = strdup("#define textureCube texture\n"); extra_code_text[extra_code_count++] = strdup("#define texture2DLod textureLod\n"); - extra_code_text[extra_code_count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n"); + extra_code_text[extra_code_count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n"); if (major_version > 1 || minor_version >= 40) { //GLSL 1.40 replaces texture2DRect et al with texture @@ -1012,7 +1034,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors) if (!suppress_errors && success == GL_FALSE) { //an error occured, print log - LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL; } #if LL_DARWIN @@ -1045,7 +1067,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors) CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing); if (!fragmentGPUProcessing || !vertexGPUProcessing) { - LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL; success = GL_FALSE; suppress_errors = FALSE; } @@ -1056,7 +1078,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors) LLStringUtil::toLower(log); if (log.find("software") != std::string::npos) { - LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL; success = GL_FALSE; suppress_errors = FALSE; } @@ -1072,7 +1094,7 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj) glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success); if (success == GL_FALSE) { - LL_WARNS("ShaderLoading") << "GLSL program not valid: " << LL_ENDL; + LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL; dumpObjectLog(obj); } else @@ -1326,9 +1348,12 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("rainbow_map"); mReservedUniforms.push_back("halo_map"); mReservedUniforms.push_back("moon_brightness"); - mReservedUniforms.push_back("moon_phase"); mReservedUniforms.push_back("cloud_variance"); + mReservedUniforms.push_back("sh_input_r"); + mReservedUniforms.push_back("sh_input_g"); + mReservedUniforms.push_back("sh_input_b"); + llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); std::set<std::string> dupe_check; diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index af34c70c54..c22fe44750 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -241,10 +241,13 @@ public: HALO_MAP, MOON_BRIGHTNESS, - MOON_PHASE, CLOUD_VARIANCE, + SH_INPUT_L1R, + SH_INPUT_L1G, + SH_INPUT_L1B, + END_RESERVED_UNIFORMS } eGLSLReservedUniforms; @@ -255,6 +258,7 @@ public: BOOL attachShaderFeatures(LLGLSLShader * shader); void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE, const std::string& filename = ""); + void dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text); BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE); BOOL validateProgramObject(GLhandleARB obj); GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, boost::unordered_map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1); |