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-rw-r--r--indra/llrender/llglslshader.cpp143
1 files changed, 74 insertions, 69 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index f5c698e20e..e22df46b28 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -279,7 +279,7 @@ bool LLGLSLShader::readProfileQuery(bool for_runtime, bool force_read)
GLuint64 samples_passed = 0;
glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed);
- U64 primitives_generated = 0;
+ GLuint64 primitives_generated = 0;
glGetQueryObjectui64v(mPrimitivesQuery, GL_QUERY_RESULT, &primitives_generated);
sTotalTimeElapsed += time_elapsed;
@@ -381,10 +381,7 @@ 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()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
@@ -454,11 +451,11 @@ bool LLGLSLShader::createShader(std::vector<LLStaticHashedString>* attributes,
// Map attributes and uniforms
if (success)
{
- success = mapAttributes(attributes);
+ success = mapAttributes();
}
if (success)
{
- success = mapUniforms(uniforms);
+ success = mapUniforms();
}
if (!success)
{
@@ -469,7 +466,7 @@ 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();
}
else
{
@@ -479,6 +476,7 @@ bool LLGLSLShader::createShader(std::vector<LLStaticHashedString>* attributes,
}
else if (mFeatures.mIndexedTextureChannels > 0)
{ //override texture channels for indexed texture rendering
+ llassert(mFeatures.mIndexedTextureChannels == LLGLSLShader::sIndexedTextureChannels); // these numbers must always match
bind();
S32 channel_count = mFeatures.mIndexedTextureChannels;
@@ -488,19 +486,41 @@ bool LLGLSLShader::createShader(std::vector<LLStaticHashedString>* attributes,
uniform1i(uniName, i);
}
- S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten
+ //adjust any texture channels that might have been overwritten
for (U32 i = 0; i < mTexture.size(); i++)
{
- if (mTexture[i] > -1 && mTexture[i] < channel_count)
+ if (mTexture[i] > -1)
{
- llassert(cur_tex < gGLManager.mNumTextureImageUnits);
- uniform1i(i, cur_tex);
- mTexture[i] = cur_tex++;
+ S32 new_tex = mTexture[i] + channel_count;
+ uniform1i(i, new_tex);
+ mTexture[i] = new_tex;
}
}
+
+ // get the true number of active texture channels
+ mActiveTextureChannels = channel_count;
+ for (auto& tex : mTexture)
+ {
+ mActiveTextureChannels = llmax(mActiveTextureChannels, tex + 1);
+ }
+
+ // when indexed texture channels are used, enforce an upper limit of 16
+ // this should act as a canary in the coal mine for adding textures
+ // and breaking machines that are limited to 16 texture channels
+ llassert(mActiveTextureChannels <= 16);
unbind();
}
+ LL_DEBUGS("GLSLTextureChannels") << mName << " has " << mActiveTextureChannels << " active texture channels" << LL_ENDL;
+
+ for (U32 i = 0; i < mTexture.size(); i++)
+ {
+ if (mTexture[i] > -1)
+ {
+ LL_DEBUGS("GLSLTextureChannels") << "Texture " << LLShaderMgr::instance()->mReservedUniforms[i] << " assigned to channel " << mTexture[i] << LL_ENDL;
+ }
+ }
+
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
setLabel(mName.c_str());
#endif
@@ -602,7 +622,7 @@ void LLGLSLShader::attachObjects(GLuint* objects, S32 count)
}
}
-bool LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString>* attributes)
+bool LLGLSLShader::mapAttributes()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
@@ -621,11 +641,10 @@ bool LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString>* attrib
}
mAttribute.clear();
- U32 numAttributes = (attributes == NULL) ? 0U : static_cast<U32>(attributes->size());
#if LL_RELEASE_WITH_DEBUG_INFO
- mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, { -1, NULL });
+ mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size(), { -1, NULL });
#else
- mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, -1);
+ mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size(), -1);
#endif
if (res)
@@ -649,19 +668,6 @@ bool LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString>* attrib
LL_DEBUGS("ShaderUniform") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
}
}
- if (attributes != NULL)
- {
- for (U32 i = 0; i < numAttributes; i++)
- {
- const char* name = (*attributes)[i].String().c_str();
- S32 index = glGetAttribLocation(mProgramObject, name);
- if (index != -1)
- {
- mAttribute[LLShaderMgr::instance()->mReservedAttribs.size() + i] = index;
- LL_DEBUGS("ShaderUniform") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
- }
- }
- }
return true;
}
@@ -669,7 +675,7 @@ bool LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString>* attrib
return false;
}
-void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString>* uniforms)
+void LLGLSLShader::mapUniform(GLint index)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
@@ -753,22 +759,11 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString>* u
//found it
mUniform[i] = location;
mTexture[i] = mapUniformTextureChannel(location, type, size);
- return;
- }
- }
-
- if (uniforms != NULL)
- {
- for (U32 i = 0; i < uniforms->size(); i++)
- {
- if ((mUniform[i + LLShaderMgr::instance()->mReservedUniforms.size()] == -1)
- && ((*uniforms)[i].String() == name))
+ if (mTexture[i] != -1)
{
- //found it
- mUniform[i + LLShaderMgr::instance()->mReservedUniforms.size()] = location;
- mTexture[i + LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type, size);
- return;
+ LL_DEBUGS("GLSLTextureChannels") << name << " assigned to texture channel " << mTexture[i] << LL_ENDL;
}
+ return;
}
}
}
@@ -806,31 +801,27 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint
if (size == 1)
{
glUniform1i(location, mActiveTextureChannels);
- LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
mActiveTextureChannels++;
}
else
{
//is array of textures, make sequential after this texture
- GLint channel[32]; // <=== only support up to 32 texture channels
- llassert(size <= 32);
- size = llmin(size, 32);
+ GLint channel[16]; // <=== only support up to 16 texture channels
+ llassert(size <= 16);
+ size = llmin(size, 16);
for (int i = 0; i < size; ++i)
{
channel[i] = mActiveTextureChannels++;
}
glUniform1iv(location, size, channel);
- LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " <<
- (mActiveTextureChannels - size) << " through " << (mActiveTextureChannels - 1) << LL_ENDL;
}
- llassert(mActiveTextureChannels <= 32); // too many textures (probably)
return ret;
}
return -1;
}
-bool LLGLSLShader::mapUniforms(const vector<LLStaticHashedString>* uniforms)
+bool LLGLSLShader::mapUniforms()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
@@ -843,9 +834,8 @@ bool LLGLSLShader::mapUniforms(const vector<LLStaticHashedString>* uniforms)
mTexture.clear();
mValue.clear();
//initialize arrays
- U32 numUniforms = (uniforms == NULL) ? 0U : static_cast<U32>(uniforms->size());
- mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
- mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
+ mUniform.resize(LLShaderMgr::instance()->mReservedUniforms.size(), -1);
+ mTexture.resize(LLShaderMgr::instance()->mReservedUniforms.size(), -1);
bind();
@@ -946,26 +936,26 @@ bool LLGLSLShader::mapUniforms(const vector<LLStaticHashedString>* uniforms)
if (specularDiff || bumpLessDiff || envLessDiff || refLessDiff)
{
- mapUniform(diffuseMap, uniforms);
+ mapUniform(diffuseMap);
skip_index.insert(diffuseMap);
if (-1 != specularMap) {
- mapUniform(specularMap, uniforms);
+ mapUniform(specularMap);
skip_index.insert(specularMap);
}
if (-1 != bumpMap) {
- mapUniform(bumpMap, uniforms);
+ mapUniform(bumpMap);
skip_index.insert(bumpMap);
}
if (-1 != environmentMap) {
- mapUniform(environmentMap, uniforms);
+ mapUniform(environmentMap);
skip_index.insert(environmentMap);
}
if (-1 != reflectionMap) {
- mapUniform(reflectionMap, uniforms);
+ mapUniform(reflectionMap);
skip_index.insert(reflectionMap);
}
}
@@ -979,21 +969,29 @@ bool LLGLSLShader::mapUniforms(const vector<LLStaticHashedString>* uniforms)
if (skip_index.end() != skip_index.find(i)) continue;
//........................................................................................
- mapUniform(i, uniforms);
+ mapUniform(i);
}
//........................................................................................................................................
- 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
- static const GLuint BLOCKBINDING = 1; //picked by us
- //Get the index, similar to a uniform location
- GLuint UBOBlockIndex = glGetUniformBlockIndex(mProgramObject, "ReflectionProbes");
+ // 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
+ const char* ubo_names[] =
+ {
+ "ReflectionProbes", // UB_REFLECTION_PROBES
+ "GLTFJoints", // UB_GLTF_JOINTS
+ };
+
+ llassert(LL_ARRAY_SIZE(ubo_names) == NUM_UNIFORM_BLOCKS);
+
+ for (U32 i = 0; i < NUM_UNIFORM_BLOCKS; ++i)
+ {
+ GLuint UBOBlockIndex = glGetUniformBlockIndex(mProgramObject, ubo_names[i]);
if (UBOBlockIndex != GL_INVALID_INDEX)
{
- //Set this index to a binding index
- glUniformBlockBinding(mProgramObject, UBOBlockIndex, BLOCKBINDING);
+ glUniformBlockBinding(mProgramObject, UBOBlockIndex, i);
}
}
+
unbind();
LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
@@ -1049,6 +1047,13 @@ void LLGLSLShader::bind()
}
}
+void LLGLSLShader::bind(U8 variant)
+{
+ llassert(mGLTFVariants.size() == LLGLSLShader::NUM_GLTF_VARIANTS);
+ llassert(variant < LLGLSLShader::NUM_GLTF_VARIANTS);
+ mGLTFVariants[variant].bind();
+}
+
void LLGLSLShader::bind(bool rigged)
{
if (rigged)