diff options
13 files changed, 542 insertions, 641 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index e3b29dc812..b5da3d08e2 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -1,25 +1,25 @@ -/** +/** * @file llglslshader.cpp * @brief GLSL helper functions and state. * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ @@ -37,8 +37,8 @@ #include "OpenGL/OpenGL.h" #endif -// Print-print list of shader included source files that are linked together via glAttachShader() -// i.e. On macOS / OSX the AMD GLSL linker will display an error if a varying is left in an undefined state. + // Print-print list of shader included source files that are linked together via glAttachShader() + // i.e. On macOS / OSX the AMD GLSL linker will display an error if a varying is left in an undefined state. #define DEBUG_SHADER_INCLUDES 0 // Lots of STL stuff in here, using namespace std to keep things more readable @@ -55,24 +55,24 @@ std::set<LLGLSLShader*> LLGLSLShader::sInstances; U64 LLGLSLShader::sTotalTimeElapsed = 0; U32 LLGLSLShader::sTotalTrianglesDrawn = 0; U64 LLGLSLShader::sTotalSamplesDrawn = 0; -U32 LLGLSLShader::sTotalDrawCalls = 0; +U32 LLGLSLShader::sTotalBinds = 0; //UI shader -- declared here so llui_libtest will link properly LLGLSLShader gUIProgram; LLGLSLShader gSolidColorProgram; // NOTE: Keep gShaderConsts* and LLGLSLShader::ShaderConsts_e in sync! -const std::string gShaderConstsKey[ LLGLSLShader::NUM_SHADER_CONSTS ] = +const std::string gShaderConstsKey[LLGLSLShader::NUM_SHADER_CONSTS] = { - "LL_SHADER_CONST_CLOUD_MOON_DEPTH" - , "LL_SHADER_CONST_STAR_DEPTH" + "LL_SHADER_CONST_CLOUD_MOON_DEPTH" + , "LL_SHADER_CONST_STAR_DEPTH" }; // NOTE: Keep gShaderConsts* and LLGLSLShader::ShaderConsts_e in sync! -const std::string gShaderConstsVal[ LLGLSLShader::NUM_SHADER_CONSTS ] = +const std::string gShaderConstsVal[LLGLSLShader::NUM_SHADER_CONSTS] = { - "0.99998" // SHADER_CONST_CLOUD_MOON_DEPTH // SL-14113 - , "0.99999" // SHADER_CONST_STAR_DEPTH // SL-14113 + "0.99998" // SHADER_CONST_CLOUD_MOON_DEPTH // SL-14113 + , "0.99999" // SHADER_CONST_STAR_DEPTH // SL-14113 }; @@ -121,7 +121,7 @@ void LLGLSLShader::initProfile() sTotalTimeElapsed = 0; sTotalTrianglesDrawn = 0; sTotalSamplesDrawn = 0; - sTotalDrawCalls = 0; + sTotalBinds = 0; for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) { @@ -132,10 +132,10 @@ void LLGLSLShader::initProfile() struct LLGLSLShaderCompareTimeElapsed { - bool operator()(const LLGLSLShader* const& lhs, const LLGLSLShader* const& rhs) - { - return lhs->mTimeElapsed < rhs->mTimeElapsed; - } + bool operator()(const LLGLSLShader* const& lhs, const LLGLSLShader* const& rhs) + { + return lhs->mTimeElapsed < rhs->mTimeElapsed; + } }; //static @@ -158,11 +158,11 @@ void LLGLSLShader::finishProfile(bool emit_report) { (*iter)->dumpStats(); } - - LL_INFOS() << "-----------------------------------" << LL_ENDL; - LL_INFOS() << "Total rendering time: " << llformat("%.4f ms", sTotalTimeElapsed/1000000.f) << LL_ENDL; - LL_INFOS() << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn/1000000.f) << LL_ENDL; - LL_INFOS() << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn/1000000.f) << LL_ENDL; + + LL_INFOS() << "-----------------------------------" << LL_ENDL; + LL_INFOS() << "Total rendering time: " << llformat("%.4f ms", sTotalTimeElapsed / 1000000.f) << LL_ENDL; + LL_INFOS() << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn / 1000000.f) << LL_ENDL; + LL_INFOS() << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn / 1000000.f) << LL_ENDL; } } @@ -171,15 +171,12 @@ void LLGLSLShader::clearStats() mTrianglesDrawn = 0; mTimeElapsed = 0; mSamplesDrawn = 0; - mDrawCalls = 0; - mTextureStateFetched = false; - mTextureMagFilter.clear(); - mTextureMinFilter.clear(); + mBinds = 0; } void LLGLSLShader::dumpStats() { - if (mDrawCalls > 0) + if (mBinds > 0) { LL_INFOS() << "=============================================" << LL_ENDL; LL_INFOS() << mName << LL_ENDL; @@ -187,36 +184,25 @@ void LLGLSLShader::dumpStats() { LL_INFOS() << mShaderFiles[i].first << LL_ENDL; } - for (U32 i = 0; i < mTexture.size(); ++i) - { - GLint idx = mTexture[i]; - - if (idx >= 0) - { - GLint uniform_idx = getUniformLocation(i); - LL_INFOS() << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << LL_ENDL; - } - } LL_INFOS() << "=============================================" << LL_ENDL; - - F32 ms = mTimeElapsed/1000000.f; - F32 seconds = ms/1000.f; - F32 pct_tris = (F32) mTrianglesDrawn/(F32)sTotalTrianglesDrawn*100.f; - F32 tris_sec = (F32) (mTrianglesDrawn/1000000.0); + F32 ms = mTimeElapsed / 1000000.f; + F32 seconds = ms / 1000.f; + + F32 pct_tris = (F32)mTrianglesDrawn / (F32)sTotalTrianglesDrawn * 100.f; + F32 tris_sec = (F32)(mTrianglesDrawn / 1000000.0); tris_sec /= seconds; - F32 pct_samples = (F32) ((F64)mSamplesDrawn/(F64)sTotalSamplesDrawn)*100.f; - F32 samples_sec = (F32) mSamplesDrawn/1000000000.0; + F32 pct_samples = (F32)((F64)mSamplesDrawn / (F64)sTotalSamplesDrawn) * 100.f; + F32 samples_sec = (F32)mSamplesDrawn / 1000000000.0; samples_sec /= seconds; - F32 pct_calls = (F32) mDrawCalls/(F32)sTotalDrawCalls*100.f; - U32 avg_batch = mTrianglesDrawn/mDrawCalls; + F32 pct_binds = (F32)mBinds / (F32)sTotalBinds * 100.f; - LL_INFOS() << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec ) << LL_ENDL; - LL_INFOS() << "Draw Calls: " << mDrawCalls << " " << llformat("(%.2f pct of total, avg %d tris/call)", pct_calls, avg_batch) << LL_ENDL; + LL_INFOS() << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec) << LL_ENDL; + LL_INFOS() << "Binds: " << mBinds << " " << llformat("(%.2f pct of total)", pct_binds) << LL_ENDL; LL_INFOS() << "SamplesDrawn: " << mSamplesDrawn << " " << llformat("(%.2f pct of total, %.3f billion/sec)", pct_samples, samples_sec) << LL_ENDL; - LL_INFOS() << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32) ((F64)mTimeElapsed/(F64)sTotalTimeElapsed)*100.f, ms) << LL_ENDL; + LL_INFOS() << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32)((F64)mTimeElapsed / (F64)sTotalTimeElapsed) * 100.f, ms) << LL_ENDL; } } @@ -232,108 +218,80 @@ void LLGLSLShader::startProfile() } //static -void LLGLSLShader::stopProfile(U32 count, U32 mode) +void LLGLSLShader::stopProfile() { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + if (sProfileEnabled && sCurBoundShaderPtr) { - sCurBoundShaderPtr->readProfileQuery(count, mode); + sCurBoundShaderPtr->unbind(); } } void LLGLSLShader::placeProfileQuery() { - if (mTimerQuery == 0) + if (sProfileEnabled) { - glGenQueries(1, &mSamplesQuery); - glGenQueries(1, &mTimerQuery); - } - - if (!mTextureStateFetched) - { - mTextureStateFetched = true; - mTextureMagFilter.resize(mTexture.size()); - mTextureMinFilter.resize(mTexture.size()); - - U32 cur_active = gGL.getCurrentTexUnitIndex(); - - for (U32 i = 0; i < mTexture.size(); ++i) + if (mTimerQuery == 0) { - GLint idx = mTexture[i]; - - if (idx >= 0) - { - gGL.getTexUnit(idx)->activate(); - - U32 mag = 0xFFFFFFFF; - U32 min = 0xFFFFFFFF; - - U32 type = LLTexUnit::getInternalType(gGL.getTexUnit(idx)->getCurrType()); - - glGetTexParameteriv(type, GL_TEXTURE_MAG_FILTER, (GLint*) &mag); - glGetTexParameteriv(type, GL_TEXTURE_MIN_FILTER, (GLint*) &min); - - mTextureMagFilter[i] = mag; - mTextureMinFilter[i] = min; - } + glGenQueries(1, &mSamplesQuery); + glGenQueries(1, &mTimerQuery); + glGenQueries(1, &mPrimitivesQuery); } - gGL.getTexUnit(cur_active)->activate(); + glBeginQuery(GL_SAMPLES_PASSED, mSamplesQuery); + glBeginQuery(GL_TIME_ELAPSED, mTimerQuery); + glBeginQuery(GL_PRIMITIVES_GENERATED, mPrimitivesQuery); } - - - glBeginQuery(GL_SAMPLES_PASSED, mSamplesQuery); - glBeginQuery(GL_TIME_ELAPSED, mTimerQuery); } -void LLGLSLShader::readProfileQuery(U32 count, U32 mode) +void LLGLSLShader::readProfileQuery() { - glEndQuery(GL_TIME_ELAPSED); - glEndQuery(GL_SAMPLES_PASSED); - - U64 time_elapsed = 0; - glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed); + if (sProfileEnabled) + { + glEndQuery(GL_TIME_ELAPSED); + glEndQuery(GL_SAMPLES_PASSED); + glEndQuery(GL_PRIMITIVES_GENERATED); - U64 samples_passed = 0; - glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed); + U64 time_elapsed = 0; + glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed); - sTotalTimeElapsed += time_elapsed; - mTimeElapsed += time_elapsed; + U64 samples_passed = 0; + glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed); - sTotalSamplesDrawn += samples_passed; - mSamplesDrawn += samples_passed; + U64 primitives_generated = 0; + glGetQueryObjectui64v(mPrimitivesQuery, GL_QUERY_RESULT, &primitives_generated); + sTotalTimeElapsed += time_elapsed; + mTimeElapsed += time_elapsed; - U32 tri_count = 0; - switch (mode) - { - case LLRender::TRIANGLES: tri_count = count/3; break; - case LLRender::TRIANGLE_FAN: tri_count = count-2; break; - case LLRender::TRIANGLE_STRIP: tri_count = count-2; break; - default: tri_count = count; break; //points lines etc just use primitive count - } + sTotalSamplesDrawn += samples_passed; + mSamplesDrawn += samples_passed; + + U32 tri_count = (U32)primitives_generated / 3; - mTrianglesDrawn += tri_count; - sTotalTrianglesDrawn += tri_count; + mTrianglesDrawn += tri_count; + sTotalTrianglesDrawn += tri_count; - sTotalDrawCalls++; - mDrawCalls++; + sTotalBinds++; + mBinds++; + } } LLGLSLShader::LLGLSLShader() - : mProgramObject(0), - mAttributeMask(0), - mTotalUniformSize(0), - mActiveTextureChannels(0), - mShaderLevel(0), - mShaderGroup(SG_DEFAULT), - mUniformsDirty(FALSE), - mTimerQuery(0), - mSamplesQuery(0) - + : mProgramObject(0), + mAttributeMask(0), + mTotalUniformSize(0), + mActiveTextureChannels(0), + mShaderLevel(0), + mShaderGroup(SG_DEFAULT), + mUniformsDirty(FALSE), + mTimerQuery(0), + mSamplesQuery(0), + mPrimitivesQuery(0) { - + } LLGLSLShader::~LLGLSLShader() @@ -399,10 +357,10 @@ void LLGLSLShader::unloadInternal() stop_glerror(); } -BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, - std::vector<LLStaticHashedString> * uniforms, - U32 varying_count, - const char** varyings) +BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString>* attributes, + std::vector<LLStaticHashedString>* uniforms, + U32 varying_count, + const char** varyings) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; @@ -430,19 +388,19 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, } BOOL success = TRUE; - + #if LL_DARWIN // work-around missing mix(vec3,vec3,bvec3) mDefines["OLD_SELECT"] = "1"; #endif - + #if DEBUG_SHADER_INCLUDES fprintf(stderr, "--- %s ---\n", mName.c_str()); #endif // DEBUG_SHADER_INCLUDES //compile new source - vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin(); - for ( ; fileIter != mShaderFiles.end(); fileIter++ ) + vector< pair<string, GLenum> >::iterator fileIter = mShaderFiles.begin(); + for (; fileIter != mShaderFiles.end(); fileIter++) { GLuint shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, &mDefines, mFeatures.mIndexedTextureChannels); LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL; @@ -471,7 +429,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, #ifdef GL_INTERLEAVED_ATTRIBS if (varying_count > 0 && varyings) { - glTransformFeedbackVaryings((GLuint64) mProgramObject, varying_count, varyings, GL_INTERLEAVED_ATTRIBS); + glTransformFeedbackVaryings((GLuint64)mProgramObject, varying_count, varyings, GL_INTERLEAVED_ATTRIBS); } #endif @@ -484,7 +442,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, { success = mapUniforms(uniforms); } - if( !success ) + if (!success) { LL_SHADER_LOADING_WARNS() << "Failed to link shader: " << mName << LL_ENDL; @@ -493,7 +451,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, { 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); + return createShader(attributes, uniforms); } } else if (mFeatures.mIndexedTextureChannels > 0) @@ -528,22 +486,22 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, } #if DEBUG_SHADER_INCLUDES -void dumpAttachObject( const char *func_name, GLuint program_object, const std::string &object_path ) +void dumpAttachObject(const char* func_name, GLuint program_object, const std::string& object_path) { GLchar* info_log; GLint info_len_expect = 0; GLint info_len_actual = 0; - glGetShaderiv(program_object, GL_INFO_LOG_LENGTH,, &info_len_expect); + glGetShaderiv(program_object, GL_INFO_LOG_LENGTH, , &info_len_expect); fprintf(stderr, " * %-20s(), log size: %d, %s\n", func_name, info_len_expect, object_path.c_str()); if (info_len_expect > 0) { fprintf(stderr, " ========== %s() ========== \n", func_name); - info_log = new GLchar [ info_len_expect ]; - glGetProgramInfoLog(program_object, info_len_expect, &info_len_actual, info_log); - fprintf(stderr, "%s\n", info_log); - delete [] info_log; + info_log = new GLchar[info_len_expect]; + glGetProgramInfoLog(program_object, info_len_expect, &info_len_actual, info_log); + fprintf(stderr, "%s\n", info_log); + delete[] info_log; } } #endif // DEBUG_SHADER_INCLUDES @@ -612,7 +570,7 @@ void LLGLSLShader::attachObjects(GLuint* objects, S32 count) } } -BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attributes) +BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString>* attributes) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; @@ -620,9 +578,9 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++) { const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str(); - glBindAttribLocation(mProgramObject, i, (const GLchar *) name); + glBindAttribLocation(mProgramObject, i, (const GLchar*)name); } - + //link the program BOOL res = link(); @@ -633,7 +591,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri #else mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, -1); #endif - + if (res) { //read back channel locations @@ -643,7 +601,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++) { const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str(); - S32 index = glGetAttribLocation(mProgramObject, (const GLchar *)name); + S32 index = glGetAttribLocation(mProgramObject, (const GLchar*)name); if (index != -1) { #if LL_RELEASE_WITH_DEBUG_INFO @@ -671,11 +629,11 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri return TRUE; } - + return FALSE; } -void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * uniforms) +void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString>* uniforms) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; @@ -691,45 +649,45 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * name[0] = 0; - glGetActiveUniform(mProgramObject, index, 1024, &length, &size, &type, (GLchar *)name); + glGetActiveUniform(mProgramObject, index, 1024, &length, &size, &type, (GLchar*)name); if (size > 0) { - switch(type) - { - case GL_FLOAT_VEC2: size *= 2; break; - case GL_FLOAT_VEC3: size *= 3; break; - case GL_FLOAT_VEC4: size *= 4; break; - case GL_DOUBLE: size *= 2; break; - case GL_DOUBLE_VEC2: size *= 2; break; - case GL_DOUBLE_VEC3: size *= 6; break; - case GL_DOUBLE_VEC4: size *= 8; break; - case GL_INT_VEC2: size *= 2; break; - case GL_INT_VEC3: size *= 3; break; - case GL_INT_VEC4: size *= 4; break; - case GL_UNSIGNED_INT_VEC2: size *= 2; break; - case GL_UNSIGNED_INT_VEC3: size *= 3; break; - case GL_UNSIGNED_INT_VEC4: size *= 4; break; - case GL_BOOL_VEC2: size *= 2; break; - case GL_BOOL_VEC3: size *= 3; break; - case GL_BOOL_VEC4: size *= 4; break; - case GL_FLOAT_MAT2: size *= 4; break; - case GL_FLOAT_MAT3: size *= 9; break; - case GL_FLOAT_MAT4: size *= 16; break; - case GL_FLOAT_MAT2x3: size *= 6; break; - case GL_FLOAT_MAT2x4: size *= 8; break; - case GL_FLOAT_MAT3x2: size *= 6; break; - case GL_FLOAT_MAT3x4: size *= 12; break; - case GL_FLOAT_MAT4x2: size *= 8; break; - case GL_FLOAT_MAT4x3: size *= 12; break; - case GL_DOUBLE_MAT2: size *= 8; break; - case GL_DOUBLE_MAT3: size *= 18; break; - case GL_DOUBLE_MAT4: size *= 32; break; - case GL_DOUBLE_MAT2x3: size *= 12; break; - case GL_DOUBLE_MAT2x4: size *= 16; break; - case GL_DOUBLE_MAT3x2: size *= 12; break; - case GL_DOUBLE_MAT3x4: size *= 24; break; - case GL_DOUBLE_MAT4x2: size *= 16; break; - case GL_DOUBLE_MAT4x3: size *= 24; break; + switch (type) + { + case GL_FLOAT_VEC2: size *= 2; break; + case GL_FLOAT_VEC3: size *= 3; break; + case GL_FLOAT_VEC4: size *= 4; break; + case GL_DOUBLE: size *= 2; break; + case GL_DOUBLE_VEC2: size *= 2; break; + case GL_DOUBLE_VEC3: size *= 6; break; + case GL_DOUBLE_VEC4: size *= 8; break; + case GL_INT_VEC2: size *= 2; break; + case GL_INT_VEC3: size *= 3; break; + case GL_INT_VEC4: size *= 4; break; + case GL_UNSIGNED_INT_VEC2: size *= 2; break; + case GL_UNSIGNED_INT_VEC3: size *= 3; break; + case GL_UNSIGNED_INT_VEC4: size *= 4; break; + case GL_BOOL_VEC2: size *= 2; break; + case GL_BOOL_VEC3: size *= 3; break; + case GL_BOOL_VEC4: size *= 4; break; + case GL_FLOAT_MAT2: size *= 4; break; + case GL_FLOAT_MAT3: size *= 9; break; + case GL_FLOAT_MAT4: size *= 16; break; + case GL_FLOAT_MAT2x3: size *= 6; break; + case GL_FLOAT_MAT2x4: size *= 8; break; + case GL_FLOAT_MAT3x2: size *= 6; break; + case GL_FLOAT_MAT3x4: size *= 12; break; + case GL_FLOAT_MAT4x2: size *= 8; break; + case GL_FLOAT_MAT4x3: size *= 12; break; + case GL_DOUBLE_MAT2: size *= 8; break; + case GL_DOUBLE_MAT3: size *= 18; break; + case GL_DOUBLE_MAT4: size *= 32; break; + case GL_DOUBLE_MAT2x3: size *= 12; break; + case GL_DOUBLE_MAT2x4: size *= 16; break; + case GL_DOUBLE_MAT3x2: size *= 12; break; + case GL_DOUBLE_MAT3x4: size *= 24; break; + case GL_DOUBLE_MAT4x2: size *= 16; break; + case GL_DOUBLE_MAT4x3: size *= 24; break; } mTotalUniformSize += size; } @@ -750,11 +708,11 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * mUniformMap[hashedName] = location; LL_DEBUGS("ShaderUniform") << "Uniform " << name << " is at location " << location << LL_ENDL; - + //find the index of this uniform - for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++) + for (S32 i = 0; i < (S32)LLShaderMgr::instance()->mReservedUniforms.size(); i++) { - if ( (mUniform[i] == -1) + if ((mUniform[i] == -1) && (LLShaderMgr::instance()->mReservedUniforms[i] == name)) { //found it @@ -768,12 +726,12 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * { for (U32 i = 0; i < uniforms->size(); i++) { - if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1) + if ((mUniform[i + LLShaderMgr::instance()->mReservedUniforms.size()] == -1) && ((*uniforms)[i].String() == name)) { //found it - mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location; - mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type, size); + mUniform[i + LLShaderMgr::instance()->mReservedUniforms.size()] = location; + mTexture[i + LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type, size); return; } } @@ -791,9 +749,9 @@ void LLGLSLShader::addPermutation(std::string name, std::string value) mDefines[name] = value; } -void LLGLSLShader::addConstant( const LLGLSLShader::eShaderConsts shader_const ) +void LLGLSLShader::addConstant(const LLGLSLShader::eShaderConsts shader_const) { - addPermutation( gShaderConstsKey[ shader_const ], gShaderConstsVal[ shader_const ] ); + addPermutation(gShaderConstsKey[shader_const], gShaderConstsVal[shader_const]); } void LLGLSLShader::removePermutation(std::string name) @@ -805,7 +763,7 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; - if ((type >= GL_SAMPLER_1D && type <= GL_SAMPLER_2D_RECT_SHADOW) || + if ((type >= GL_SAMPLER_1D && type <= GL_SAMPLER_2D_RECT_SHADOW) || type == GL_SAMPLER_2D_MULTISAMPLE || type == GL_SAMPLER_CUBE_MAP_ARRAY) { //this here is a texture @@ -827,8 +785,8 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint channel[i] = mActiveTextureChannels++; } glUniform1iv(location, size, channel); - LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << - (mActiveTextureChannels-size) << " through " << (mActiveTextureChannels-1) << LL_ENDL; + LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << + (mActiveTextureChannels - size) << " through " << (mActiveTextureChannels - 1) << LL_ENDL; } llassert(mActiveTextureChannels <= 32); // too many textures (probably) @@ -837,102 +795,102 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint return -1; } -BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) +BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString>* uniforms) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; 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; + 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; glGetProgramiv(mProgramObject, GL_ACTIVE_UNIFORMS, &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 - regression's (i.e. it should be formalized a separate ticket in JIRA). + /* + 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 + 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) - it influence to which is texture matrix will be updated during rendering. + 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) + 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. + 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, MAINT-3568, MAINT-6437 + As example where this situation appear see: "Deferred Material Shader 28/29/30/31" + And tickets: MAINT-4165, MAINT-4839, MAINT-3568, MAINT-6437 --- davep TODO -- pretty sure the entire block here is superstitious and that the uniform index has nothing to do with the texture channel texture channel should follow the uniform VALUE - */ + */ - S32 diffuseMap = glGetUniformLocation(mProgramObject, "diffuseMap"); - S32 specularMap = glGetUniformLocation(mProgramObject, "specularMap"); - S32 bumpMap = glGetUniformLocation(mProgramObject, "bumpMap"); + S32 diffuseMap = glGetUniformLocation(mProgramObject, "diffuseMap"); + S32 specularMap = glGetUniformLocation(mProgramObject, "specularMap"); + S32 bumpMap = glGetUniformLocation(mProgramObject, "bumpMap"); S32 altDiffuseMap = glGetUniformLocation(mProgramObject, "altDiffuseMap"); - S32 environmentMap = glGetUniformLocation(mProgramObject, "environmentMap"); + S32 environmentMap = glGetUniformLocation(mProgramObject, "environmentMap"); S32 reflectionMap = glGetUniformLocation(mProgramObject, "reflectionMap"); - std::set<S32> skip_index; + std::set<S32> skip_index; - if (-1 != diffuseMap && (-1 != specularMap || -1 != bumpMap || -1 != environmentMap || -1 != altDiffuseMap)) - { - GLenum type; - GLsizei length; - GLint size = -1; - char name[1024]; + if (-1 != diffuseMap && (-1 != specularMap || -1 != bumpMap || -1 != environmentMap || -1 != altDiffuseMap)) + { + GLenum type; + GLsizei length; + GLint size = -1; + char name[1024]; - diffuseMap = altDiffuseMap = specularMap = bumpMap = environmentMap = -1; + diffuseMap = altDiffuseMap = specularMap = bumpMap = environmentMap = -1; - for (S32 i = 0; i < activeCount; i++) - { - name[0] = '\0'; + for (S32 i = 0; i < activeCount; i++) + { + name[0] = '\0'; - glGetActiveUniform(mProgramObject, i, 1024, &length, &size, &type, (GLchar *)name); + glGetActiveUniform(mProgramObject, i, 1024, &length, &size, &type, (GLchar*)name); - if (-1 == diffuseMap && std::string(name) == "diffuseMap") - { - diffuseMap = i; - continue; - } + if (-1 == diffuseMap && std::string(name) == "diffuseMap") + { + diffuseMap = i; + continue; + } - if (-1 == specularMap && std::string(name) == "specularMap") - { - specularMap = i; - continue; - } + if (-1 == specularMap && std::string(name) == "specularMap") + { + specularMap = i; + continue; + } - if (-1 == bumpMap && std::string(name) == "bumpMap") - { - bumpMap = i; - continue; - } + if (-1 == bumpMap && std::string(name) == "bumpMap") + { + bumpMap = i; + continue; + } - if (-1 == environmentMap && std::string(name) == "environmentMap") - { - environmentMap = i; - continue; - } + if (-1 == environmentMap && std::string(name) == "environmentMap") + { + environmentMap = i; + continue; + } if (-1 == reflectionMap && std::string(name) == "reflectionMap") { @@ -941,55 +899,55 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) } if (-1 == altDiffuseMap && std::string(name) == "altDiffuseMap") - { - altDiffuseMap = i; - continue; - } - } - - bool specularDiff = specularMap < diffuseMap && -1 != specularMap; - bool bumpLessDiff = bumpMap < diffuseMap && -1 != bumpMap; - bool envLessDiff = environmentMap < diffuseMap && -1 != environmentMap; + { + altDiffuseMap = i; + continue; + } + } + + bool specularDiff = specularMap < diffuseMap && -1 != specularMap; + bool bumpLessDiff = bumpMap < diffuseMap && -1 != bumpMap; + bool envLessDiff = environmentMap < diffuseMap && -1 != environmentMap; bool refLessDiff = reflectionMap < diffuseMap && -1 != reflectionMap; - if (specularDiff || bumpLessDiff || envLessDiff || refLessDiff) - { - mapUniform(diffuseMap, uniforms); - skip_index.insert(diffuseMap); + if (specularDiff || bumpLessDiff || envLessDiff || refLessDiff) + { + mapUniform(diffuseMap, uniforms); + skip_index.insert(diffuseMap); - if (-1 != specularMap) { - mapUniform(specularMap, uniforms); - skip_index.insert(specularMap); - } + if (-1 != specularMap) { + mapUniform(specularMap, uniforms); + skip_index.insert(specularMap); + } - if (-1 != bumpMap) { - mapUniform(bumpMap, uniforms); - skip_index.insert(bumpMap); - } + if (-1 != bumpMap) { + mapUniform(bumpMap, uniforms); + skip_index.insert(bumpMap); + } - if (-1 != environmentMap) { - mapUniform(environmentMap, uniforms); - skip_index.insert(environmentMap); - } + if (-1 != environmentMap) { + mapUniform(environmentMap, uniforms); + skip_index.insert(environmentMap); + } if (-1 != reflectionMap) { mapUniform(reflectionMap, uniforms); skip_index.insert(reflectionMap); } - } - } + } + } - //........................................................................................ + //........................................................................................ - for (S32 i = 0; i < activeCount; i++) - { - //........................................................................................ - if (skip_index.end() != skip_index.find(i)) continue; - //........................................................................................ + for (S32 i = 0; i < activeCount; i++) + { + //........................................................................................ + if (skip_index.end() != skip_index.find(i)) continue; + //........................................................................................ - mapUniform(i, uniforms); - } - //........................................................................................................................................ + mapUniform(i, uniforms); + } + //........................................................................................................................................ if (mFeatures.hasReflectionProbes) // Set up block binding, in a way supported by Apple (rather than binding = 1 in .glsl). { // See slide 35 and more of https://docs.huihoo.com/apple/wwdc/2011/session_420__advances_in_opengl_for_mac_os_x_lion.pdf @@ -1002,10 +960,10 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) glUniformBlockBinding(mProgramObject, UBOBlockIndex, BLOCKBINDING); } } - unbind(); + unbind(); - LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL; - return res; + LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL; + return res; } @@ -1031,10 +989,16 @@ void LLGLSLShader::bind() if (sCurBoundShader != mProgramObject) // Don't re-bind current shader { + if (sCurBoundShaderPtr) + { + sCurBoundShaderPtr->readProfileQuery(); + } LLVertexBuffer::unbind(); glUseProgram(mProgramObject); sCurBoundShader = mProgramObject; sCurBoundShaderPtr = this; + placeProfileQuery(); + LLVertexBuffer::setupClientArrays(mAttributeMask); } if (mUniformsDirty) @@ -1060,8 +1024,11 @@ void LLGLSLShader::bind(bool rigged) void LLGLSLShader::unbind() { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; - gGL.flush(); + if (sCurBoundShaderPtr) + { + sCurBoundShaderPtr->readProfileQuery(); + } stop_glerror(); LLVertexBuffer::unbind(); glUseProgram(0); @@ -1075,22 +1042,28 @@ void LLGLSLShader::bindNoShader(void) LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; LLVertexBuffer::unbind(); + + if (sCurBoundShaderPtr) + { + sCurBoundShaderPtr->readProfileQuery(); + } + glUseProgram(0); sCurBoundShader = 0; sCurBoundShaderPtr = NULL; } -S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace) +S32 LLGLSLShader::bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; S32 channel = 0; channel = getUniformLocation(uniform); - + return bindTexture(channel, texture, mode, colorspace); } -S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace) +S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; @@ -1099,25 +1072,25 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextu LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL; return -1; } - + uniform = mTexture[uniform]; - + if (uniform > -1) { gGL.getTexUnit(uniform)->bindFast(texture); gGL.getTexUnit(uniform)->setTextureColorSpace(colorspace); } - + return uniform; } -S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureType mode) +S32 LLGLSLShader::unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; S32 channel = 0; channel = getUniformLocation(uniform); - + return unbindTexture(channel); } @@ -1130,14 +1103,14 @@ S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode) LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL; return -1; } - + uniform = mTexture[uniform]; - + if (uniform > -1) { gGL.getTexUnit(uniform)->unbindFast(mode); } - + return uniform; } @@ -1194,7 +1167,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x) LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1207,7 +1180,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x) if (iter == mValue.end() || iter->second.mV[0] != x) { glUniform1i(mUniform[index], x); - mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f); + mValue[mUniform[index]] = LLVector4(x, 0.f, 0.f, 0.f); } } } @@ -1219,7 +1192,7 @@ void LLGLSLShader::uniform1f(U32 index, GLfloat x) llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1232,7 +1205,7 @@ void LLGLSLShader::uniform1f(U32 index, GLfloat x) if (iter == mValue.end() || iter->second.mV[0] != x) { glUniform1f(mUniform[index], x); - mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f); + mValue[mUniform[index]] = LLVector4(x, 0.f, 0.f, 0.f); } } } @@ -1254,7 +1227,7 @@ void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1264,8 +1237,8 @@ void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) if (mUniform[index] >= 0) { const auto& iter = mValue.find(mUniform[index]); - LLVector4 vec(x,y,0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec)) + LLVector4 vec(x, y, 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec)) { glUniform2f(mUniform[index], x, y); mValue[mUniform[index]] = vec; @@ -1280,7 +1253,7 @@ void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1290,8 +1263,8 @@ void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) if (mUniform[index] >= 0) { const auto& iter = mValue.find(mUniform[index]); - LLVector4 vec(x,y,z,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec)) + LLVector4 vec(x, y, z, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec)) { glUniform3f(mUniform[index], x, y, z); mValue[mUniform[index]] = vec; @@ -1306,7 +1279,7 @@ void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1316,8 +1289,8 @@ void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat if (mUniform[index] >= 0) { const auto& iter = mValue.find(mUniform[index]); - LLVector4 vec(x,y,z,w); - if (iter == mValue.end() || shouldChange(iter->second,vec)) + LLVector4 vec(x, y, z, w); + if (iter == mValue.end() || shouldChange(iter->second, vec)) { glUniform4f(mUniform[index], x, y, z, w); mValue[mUniform[index]] = vec; @@ -1332,7 +1305,7 @@ void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v) llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1342,8 +1315,8 @@ void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v) if (mUniform[index] >= 0) { const auto& iter = mValue.find(mUniform[index]); - LLVector4 vec(v[0],0.f,0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + LLVector4 vec(v[0], 0.f, 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { glUniform1iv(mUniform[index], count, v); mValue[mUniform[index]] = vec; @@ -1385,7 +1358,7 @@ void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1395,8 +1368,8 @@ void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) if (mUniform[index] >= 0) { const auto& iter = mValue.find(mUniform[index]); - LLVector4 vec(v[0],0.f,0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + LLVector4 vec(v[0], 0.f, 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { glUniform1fv(mUniform[index], count, v); mValue[mUniform[index]] = vec; @@ -1411,7 +1384,7 @@ void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1421,8 +1394,8 @@ void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) if (mUniform[index] >= 0) { const auto& iter = mValue.find(mUniform[index]); - LLVector4 vec(v[0],v[1],0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + LLVector4 vec(v[0], v[1], 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { glUniform2fv(mUniform[index], count, v); mValue[mUniform[index]] = vec; @@ -1437,7 +1410,7 @@ void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1447,8 +1420,8 @@ void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) if (mUniform[index] >= 0) { const auto& iter = mValue.find(mUniform[index]); - LLVector4 vec(v[0],v[1],v[2],0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + LLVector4 vec(v[0], v[1], v[2], 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { glUniform3fv(mUniform[index], count, v); mValue[mUniform[index]] = vec; @@ -1463,7 +1436,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1473,8 +1446,8 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) if (mUniform[index] >= 0) { const auto& iter = mValue.find(mUniform[index]); - LLVector4 vec(v[0],v[1],v[2],v[3]); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + LLVector4 vec(v[0], v[1], v[2], v[3]); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; glUniform4fv(mUniform[index], count, v); @@ -1484,13 +1457,13 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) } } -void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) +void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1504,13 +1477,13 @@ void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, c } } -void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) +void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1524,33 +1497,33 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c } } -void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) +void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; llassert(sCurBoundShaderPtr == this); - if (mProgramObject) - { - if (mUniform.size() <= index) - { - LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; - return; - } + if (mProgramObject) + { + if (mUniform.size() <= index) + { + LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; + return; + } - if (mUniform[index] >= 0) - { - glUniformMatrix3x4fv(mUniform[index], count, transpose, v); - } - } + if (mUniform[index] >= 0) + { + glUniformMatrix3x4fv(mUniform[index], count, transpose, v); + } + } } -void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) +void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; llassert(sCurBoundShaderPtr == this); if (mProgramObject) - { + { if (mUniform.size() <= index) { LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL; @@ -1626,12 +1599,12 @@ void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); - + if (location >= 0) { const auto& iter = mValue.find(location); - LLVector4 vec(v,0.f,0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec)) + LLVector4 vec(v, 0.f, 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec)) { glUniform1i(location, v); mValue[location] = vec; @@ -1679,12 +1652,12 @@ void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); - + if (location >= 0) { const auto& iter = mValue.find(location); - LLVector4 vec(i,j,0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec)) + LLVector4 vec(i, j, 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec)) { glUniform2i(location, i, j); mValue[location] = vec; @@ -1697,12 +1670,12 @@ void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); - + if (location >= 0) { const auto& iter = mValue.find(location); - LLVector4 vec(v,0.f,0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec)) + LLVector4 vec(v, 0.f, 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec)) { glUniform1f(location, v); mValue[location] = vec; @@ -1714,14 +1687,14 @@ void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLf { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); - + if (location >= 0) { const auto& iter = mValue.find(location); - LLVector4 vec(x,y,0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec)) + LLVector4 vec(x, y, 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec)) { - glUniform2f(location, x,y); + glUniform2f(location, x, y); mValue[location] = vec; } } @@ -1732,14 +1705,14 @@ void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLf { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); - + if (location >= 0) { const auto& iter = mValue.find(location); - LLVector4 vec(x,y,z,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec)) + LLVector4 vec(x, y, z, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec)) { - glUniform3f(location, x,y,z); + glUniform3f(location, x, y, z); mValue[location] = vec; } } @@ -1753,8 +1726,8 @@ void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, co if (location >= 0) { const auto& iter = mValue.find(location); - LLVector4 vec(v[0],0.f,0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + LLVector4 vec(v[0], 0.f, 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { glUniform1fv(location, count, v); mValue[location] = vec; @@ -1766,12 +1739,12 @@ void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, co { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); - + if (location >= 0) { const auto& iter = mValue.find(location); - LLVector4 vec(v[0],v[1],0.f,0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + LLVector4 vec(v[0], v[1], 0.f, 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { glUniform2fv(location, count, v); mValue[location] = vec; @@ -1783,12 +1756,12 @@ void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, co { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); - + if (location >= 0) { const auto& iter = mValue.find(location); - LLVector4 vec(v[0],v[1],v[2],0.f); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + LLVector4 vec(v[0], v[1], v[2], 0.f); + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { glUniform3fv(location, count, v); mValue[location] = vec; @@ -1805,7 +1778,7 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co { LLVector4 vec(v); const auto& iter = mValue.find(location); - if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; glUniform4fv(location, count, v); @@ -1818,7 +1791,7 @@ void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 cou { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); - + if (location >= 0) { stop_glerror(); diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 23db1a8549..0522f78614 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -1,25 +1,25 @@ -/** +/** * @file llglslshader.h * @brief GLSL shader wrappers * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ @@ -35,36 +35,36 @@ class LLShaderFeatures { public: - bool atmosphericHelpers; - bool calculatesLighting; - bool calculatesAtmospherics; - bool hasLighting; // implies no transport (it's possible to have neither though) - bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions) - bool isShiny; - bool isFullbright; // implies no lighting - bool isSpecular; - bool hasWaterFog; // implies no gamma - bool hasTransport; // implies no lighting (it's possible to have neither though) - bool hasSkinning; - bool hasObjectSkinning; - bool hasAtmospherics; - bool hasGamma; + bool atmosphericHelpers; + bool calculatesLighting; + bool calculatesAtmospherics; + bool hasLighting; // implies no transport (it's possible to have neither though) + bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions) + bool isShiny; + bool isFullbright; // implies no lighting + bool isSpecular; + bool hasWaterFog; // implies no gamma + bool hasTransport; // implies no lighting (it's possible to have neither though) + bool hasSkinning; + bool hasObjectSkinning; + bool hasAtmospherics; + bool hasGamma; bool hasShadows; bool hasAmbientOcclusion; - bool hasSrgb; + bool hasSrgb; bool encodesNormal; // include: shaders\class1\environment\encodeNormF.glsl bool isDeferred; bool hasScreenSpaceReflections; bool hasIndirect; - S32 mIndexedTextureChannels; - bool disableTextureIndex; - bool hasAlphaMask; + S32 mIndexedTextureChannels; + bool disableTextureIndex; + bool hasAlphaMask; bool hasReflectionProbes = false; - bool attachNothing; + bool attachNothing; - // char numLights; - - LLShaderFeatures(); + // char numLights; + + LLShaderFeatures(); }; // ============= Structure for caching shader uniforms =============== @@ -108,7 +108,7 @@ public: { mVectors.push_back({ index, value }); } - + void uniform4fv(S32 index, const F32* value) { mVectors.push_back({ index, LLVector4(value) }); @@ -125,7 +125,7 @@ public: } void apply(LLGLSLShader* shader); - + std::vector<IntSetting> mIntegers; std::vector<FloatSetting> mFloats; @@ -138,184 +138,182 @@ public: // NOTE: Keep gShaderConsts and LLGLSLShader::ShaderConsts_e in sync! enum eShaderConsts { - SHADER_CONST_CLOUD_MOON_DEPTH + SHADER_CONST_CLOUD_MOON_DEPTH , SHADER_CONST_STAR_DEPTH , NUM_SHADER_CONSTS }; // enum primarily used to control application sky settings uniforms - typedef enum - { - SG_DEFAULT = 0, // not sky or water specific - SG_SKY, // - SG_WATER, + typedef enum + { + SG_DEFAULT = 0, // not sky or water specific + SG_SKY, // + SG_WATER, SG_ANY, SG_COUNT - } eGroup; - - static std::set<LLGLSLShader*> sInstances; - static bool sProfileEnabled; - - LLGLSLShader(); - ~LLGLSLShader(); - - static GLuint sCurBoundShader; - static LLGLSLShader* sCurBoundShaderPtr; - static S32 sIndexedTextureChannels; - - static void initProfile(); - static void finishProfile(bool emit_report = true); - - static void startProfile(); - static void stopProfile(U32 count, U32 mode); - - void unload(); - void clearStats(); - void dumpStats(); - void placeProfileQuery(); - void readProfileQuery(U32 count, U32 mode); - - BOOL createShader(std::vector<LLStaticHashedString> * attributes, - std::vector<LLStaticHashedString> * uniforms, - U32 varying_count = 0, - const char** varyings = NULL); + } eGroup; + + static std::set<LLGLSLShader*> sInstances; + static bool sProfileEnabled; + + LLGLSLShader(); + ~LLGLSLShader(); + + static GLuint sCurBoundShader; + static LLGLSLShader* sCurBoundShaderPtr; + static S32 sIndexedTextureChannels; + + static void initProfile(); + static void finishProfile(bool emit_report = true); + + static void startProfile(); + static void stopProfile(); + + void unload(); + void clearStats(); + void dumpStats(); + void placeProfileQuery(); + void readProfileQuery(); + + BOOL createShader(std::vector<LLStaticHashedString>* attributes, + std::vector<LLStaticHashedString>* uniforms, + U32 varying_count = 0, + const char** varyings = NULL); BOOL attachFragmentObject(std::string object); BOOL attachVertexObject(std::string object); - void attachObject(GLuint object); - void attachObjects(GLuint* objects = NULL, S32 count = 0); - BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes); - BOOL mapUniforms(const std::vector<LLStaticHashedString> *); - void mapUniform(GLint index, const std::vector<LLStaticHashedString> *); - void uniform1i(U32 index, GLint i); - void uniform1f(U32 index, GLfloat v); + void attachObject(GLuint object); + void attachObjects(GLuint* objects = NULL, S32 count = 0); + BOOL mapAttributes(const std::vector<LLStaticHashedString>* attributes); + BOOL mapUniforms(const std::vector<LLStaticHashedString>*); + void mapUniform(GLint index, const std::vector<LLStaticHashedString>*); + void uniform1i(U32 index, GLint i); + void uniform1f(U32 index, GLfloat v); void fastUniform1f(U32 index, GLfloat v); - void uniform2f(U32 index, GLfloat x, GLfloat y); - void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z); - void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); - void uniform1iv(U32 index, U32 count, const GLint* i); + void uniform2f(U32 index, GLfloat x, GLfloat y); + void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z); + void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void uniform1iv(U32 index, U32 count, const GLint* i); void uniform4iv(U32 index, U32 count, const GLint* i); - void uniform1fv(U32 index, U32 count, const GLfloat* v); - void uniform2fv(U32 index, U32 count, const GLfloat* v); - void uniform3fv(U32 index, U32 count, const GLfloat* v); - void uniform4fv(U32 index, U32 count, const GLfloat* v); - void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j); - void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); - void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); - void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); - void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); - void uniform1i(const LLStaticHashedString& uniform, GLint i); + void uniform1fv(U32 index, U32 count, const GLfloat* v); + void uniform2fv(U32 index, U32 count, const GLfloat* v); + void uniform3fv(U32 index, U32 count, const GLfloat* v); + void uniform4fv(U32 index, U32 count, const GLfloat* v); + void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j); + void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v); + void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v); + void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v); + void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v); + void uniform1i(const LLStaticHashedString& uniform, GLint i); void uniform1iv(const LLStaticHashedString& uniform, U32 count, const GLint* v); void uniform4iv(const LLStaticHashedString& uniform, U32 count, const GLint* v); - void uniform1f(const LLStaticHashedString& uniform, GLfloat v); - void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y); - void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z); - void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); - void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); - void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); - void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); - void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v); - - void setMinimumAlpha(F32 minimum); - - void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); - void vertexAttrib4fv(U32 index, GLfloat* v); - - //GLint getUniformLocation(const std::string& uniform); - GLint getUniformLocation(const LLStaticHashedString& uniform); - GLint getUniformLocation(U32 index); - - GLint getAttribLocation(U32 attrib); - GLint mapUniformTextureChannel(GLint location, GLenum type, GLint size); - + void uniform1f(const LLStaticHashedString& uniform, GLfloat v); + void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y); + void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z); + void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v); + + void setMinimumAlpha(F32 minimum); + + void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void vertexAttrib4fv(U32 index, GLfloat* v); + + //GLint getUniformLocation(const std::string& uniform); + GLint getUniformLocation(const LLStaticHashedString& uniform); + GLint getUniformLocation(U32 index); + + GLint getAttribLocation(U32 attrib); + GLint mapUniformTextureChannel(GLint location, GLenum type, GLint size); + void clearPermutations(); - void addPermutation(std::string name, std::string value); - void removePermutation(std::string name); - - void addConstant( const LLGLSLShader::eShaderConsts shader_const ); - - //enable/disable texture channel for specified uniform - //if given texture uniform is active in the shader, - //the corresponding channel will be active upon return - //returns channel texture is enabled in from [0-MAX) - S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); + void addPermutation(std::string name, std::string value); + void removePermutation(std::string name); + + void addConstant(const LLGLSLShader::eShaderConsts shader_const); + + //enable/disable texture channel for specified uniform + //if given texture uniform is active in the shader, + //the corresponding channel will be active upon return + //returns channel texture is enabled in from [0-MAX) + S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); - - // bindTexture returns the texture unit we've bound the texture to. - // You can reuse the return value to unbind a texture when required. - S32 bindTexture(const std::string& uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); - S32 bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); - S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); - S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); - + + // bindTexture returns the texture unit we've bound the texture to. + // You can reuse the return value to unbind a texture when required. + S32 bindTexture(const std::string& uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); + S32 bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); + S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); + S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); + BOOL link(BOOL suppress_errors = FALSE); - void bind(); + void bind(); //helper to conditionally bind mRiggedVariant instead of this void bind(bool rigged); - void unbind(); + void unbind(); - // Unbinds any previously bound shader by explicitly binding no shader. - static void bindNoShader(void); + // Unbinds any previously bound shader by explicitly binding no shader. + static void bindNoShader(void); - U32 mMatHash[LLRender::NUM_MATRIX_MODES]; - U32 mLightHash; + U32 mMatHash[LLRender::NUM_MATRIX_MODES]; + U32 mLightHash; - GLuint mProgramObject; + GLuint mProgramObject; #if LL_RELEASE_WITH_DEBUG_INFO - struct attr_name - { - GLint loc; - const char *name; - void operator = (GLint _loc) { loc = _loc; } - operator GLint () { return loc; } - }; - std::vector<attr_name> mAttribute; //lookup table of attribute enum to attribute channel + struct attr_name + { + GLint loc; + const char* name; + void operator = (GLint _loc) { loc = _loc; } + operator GLint () { return loc; } + }; + std::vector<attr_name> mAttribute; //lookup table of attribute enum to attribute channel #else - std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel + std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel #endif - U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask()) - std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location - LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location + U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask()) + std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location + LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location typedef std::unordered_map<GLint, std::string> uniform_name_map_t; typedef std::unordered_map<GLint, LLVector4> uniform_value_map_t; uniform_name_map_t mUniformNameMap; //lookup map of uniform location to uniform name - uniform_value_map_t mValue; //lookup map of uniform location to last known value - std::vector<GLint> mTexture; - S32 mTotalUniformSize; - S32 mActiveTextureChannels; - S32 mShaderLevel; - S32 mShaderGroup; // see LLGLSLShader::eGroup - BOOL mUniformsDirty; - LLShaderFeatures mFeatures; - std::vector< std::pair< std::string, GLenum > > mShaderFiles; - std::string mName; + uniform_value_map_t mValue; //lookup map of uniform location to last known value + std::vector<GLint> mTexture; + S32 mTotalUniformSize; + S32 mActiveTextureChannels; + S32 mShaderLevel; + S32 mShaderGroup; // see LLGLSLShader::eGroup + BOOL mUniformsDirty; + LLShaderFeatures mFeatures; + std::vector< std::pair< std::string, GLenum > > mShaderFiles; + std::string mName; typedef std::unordered_map<std::string, std::string> defines_map_t; - defines_map_t mDefines; - - //statistcis for profiling shader performance - U32 mTimerQuery; - U32 mSamplesQuery; - U64 mTimeElapsed; - static U64 sTotalTimeElapsed; - U32 mTrianglesDrawn; - static U32 sTotalTrianglesDrawn; - U64 mSamplesDrawn; - static U64 sTotalSamplesDrawn; - U32 mDrawCalls; - static U32 sTotalDrawCalls; - - bool mTextureStateFetched; - std::vector<U32> mTextureMagFilter; - std::vector<U32> mTextureMinFilter; + defines_map_t mDefines; + + //statistics for profiling shader performance + U32 mTimerQuery; + U32 mSamplesQuery; + U32 mPrimitivesQuery; + + U64 mTimeElapsed; + static U64 sTotalTimeElapsed; + U32 mTrianglesDrawn; + static U32 sTotalTrianglesDrawn; + U64 mSamplesDrawn; + static U64 sTotalSamplesDrawn; + U32 mBinds; + static U32 sTotalBinds; // this pointer should be set to whichever shader represents this shader's rigged variant LLGLSLShader* mRiggedVariant = nullptr; - #ifdef LL_PROFILER_ENABLE_RENDER_DOC +#ifdef LL_PROFILER_ENABLE_RENDER_DOC void setLabel(const char* label); - #endif +#endif private: - void unloadInternal(); + void unloadInternal(); }; //UI shader (declared here so llui_libtest will link properly) diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 57be21cf6e..0dce5ed3a3 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -561,10 +561,8 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi U16* idx = ((U16*) getIndicesPointer())+indices_offset; stop_glerror(); - LLGLSLShader::startProfile(); glDrawRangeElements(sGLMode[mode], start, end, count, GL_UNSIGNED_SHORT, idx); - LLGLSLShader::stopProfile(count, mode); stop_glerror(); } @@ -608,10 +606,8 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const } stop_glerror(); - LLGLSLShader::startProfile(); - glDrawElements(sGLMode[mode], count, GL_UNSIGNED_SHORT, + glDrawElements(sGLMode[mode], count, GL_UNSIGNED_SHORT, ((U16*) getIndicesPointer()) + indices_offset); - LLGLSLShader::stopProfile(count, mode); stop_glerror(); } @@ -642,13 +638,7 @@ void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const } #endif - LLGLSLShader::startProfile(); - { - glDrawArrays(sGLMode[mode], first, count); - } - LLGLSLShader::stopProfile(count, mode); - - stop_glerror(); + glDrawArrays(sGLMode[mode], first, count); } //static @@ -1347,7 +1337,6 @@ static void flush_vbo(GLenum target, S32 start, S32 end, void* data) for (S32 i = start; i < end; i += block_size) { LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("glBufferSubData block"); - LL_PROFILE_GPU_ZONE("glBufferSubData"); S32 tend = llmin(i + block_size, end); glBufferSubData(target, i, tend - i, (U8*) data + (i-start)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl index c2372fcbc0..26d23aec79 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl @@ -57,8 +57,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl index d0a049d372..57fd620cae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl @@ -60,9 +60,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index f231213ac8..407ee39fbb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -58,8 +58,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index 0e66c722b6..cfebc7bc66 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -60,9 +60,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 50020a50d8..57c4bafd79 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -40,9 +40,5 @@ VARYING vec4 post_pos; void main() { frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 06ebeb8281..68e9addc1b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -69,8 +69,4 @@ void main() #endif frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 1ea96918bb..406a7ef3b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -25,20 +25,9 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 post_pos; void main() { frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 72bd0f0f34..e83cda89ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -25,21 +25,9 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; - -VARYING vec4 post_pos; +in vec3 position; void main() { - //transform vertex - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - post_pos = pos; - -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index e34d75ba1d..802179a401 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -49,5 +49,4 @@ void main() frag_color = vec4(1,1,1,1); - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 6ac059df91..5f90fae25f 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -9470,7 +9470,9 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera LLGLEnable cull(GL_CULL_FACE); //enable depth clamping if available - //LLGLEnable depth_clamp(GL_DEPTH_CLAMP); + LLGLEnable depth_clamp(GL_DEPTH_CLAMP); + + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_LESS); if (use_shader) { @@ -9513,15 +9515,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged { bool rigged = j == 1; - if (!use_shader) - { //occlusion program is general purpose depth-only no-textures - gOcclusionProgram.bind(rigged); - } - else - { - gDeferredShadowProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); - } + gDeferredShadowProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); gGL.diffuseColor4f(1, 1, 1, 1); @@ -9555,10 +9550,6 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera } gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - if (!use_shader) - { - gOcclusionProgram.unbind(); - } } if (occlude > 1) |