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Diffstat (limited to 'indra/llrender/llglslshader.cpp')
-rw-r--r-- | indra/llrender/llglslshader.cpp | 823 |
1 files changed, 823 insertions, 0 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp new file mode 100644 index 0000000000..7b03944918 --- /dev/null +++ b/indra/llrender/llglslshader.cpp @@ -0,0 +1,823 @@ +/** + * @file llglslshader.cpp + * @brief GLSL helper functions and state. + * + * $LicenseInfo:firstyear=2005&license=viewergpl$ + * + * Copyright (c) 2005-2007, Linden Research, Inc. + * + * Second Life Viewer Source Code + * The source code in this file ("Source Code") is provided by Linden Lab + * to you under the terms of the GNU General Public License, version 2.0 + * ("GPL"), unless you have obtained a separate licensing agreement + * ("Other License"), formally executed by you and Linden Lab. Terms of + * the GPL can be found in doc/GPL-license.txt in this distribution, or + * online at http://secondlife.com/developers/opensource/gplv2 + * + * There are special exceptions to the terms and conditions of the GPL as + * it is applied to this Source Code. View the full text of the exception + * in the file doc/FLOSS-exception.txt in this software distribution, or + * online at http://secondlife.com/developers/opensource/flossexception + * + * By copying, modifying or distributing this software, you acknowledge + * that you have read and understood your obligations described above, + * and agree to abide by those obligations. + * + * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO + * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, + * COMPLETENESS OR PERFORMANCE. + * $/LicenseInfo$ + */ + +#include "linden_common.h" + +#include "llglslshader.h" + +#include "llshadermgr.h" +#include "llfile.h" +#include "llrender.h" + +#if LL_DARWIN +#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; +using std::make_pair; +using std::string; + +BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) +{ + return v1 != v2; +} + +LLShaderFeatures::LLShaderFeatures() +: calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false), +hasTransport(false), hasSkinning(false), hasAtmospherics(false), isSpecular(false), +hasGamma(false), hasLighting(false), calculatesAtmospherics(false) +{ +} + +//=============================== +// LLGLSL Shader implementation +//=============================== +LLGLSLShader::LLGLSLShader() +: mProgramObject(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT) +{ +} + +void LLGLSLShader::unload() +{ + stop_glerror(); + mAttribute.clear(); + mTexture.clear(); + mUniform.clear(); + mShaderFiles.clear(); + + if (mProgramObject) + { + GLhandleARB obj[1024]; + GLsizei count; + + glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj); + for (GLsizei i = 0; i < count; i++) + { + glDeleteObjectARB(obj[i]); + } + + glDeleteObjectARB(mProgramObject); + + mProgramObject = 0; + } + + //hack to make apple not complain + glGetError(); + + stop_glerror(); +} + +BOOL LLGLSLShader::createShader(vector<string> * attributes, + vector<string> * uniforms) +{ + llassert_always(!mShaderFiles.empty()); + BOOL success = TRUE; + + // Create program + mProgramObject = glCreateProgramObjectARB(); + + // Attach existing objects + if (!LLShaderMgr::instance()->attachShaderFeatures(this)) + { + return FALSE; + } + + vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin(); + for ( ; fileIter != mShaderFiles.end(); fileIter++ ) + { + GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second); + LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL; + if (mShaderLevel > 0) + { + attachObject(shaderhandle); + } + else + { + success = FALSE; + } + } + + // Map attributes and uniforms + if (success) + { + success = mapAttributes(attributes); + } + if (success) + { + success = mapUniforms(uniforms); + } + if( !success ) + { + LL_WARNS("ShaderLoading") << "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; + mShaderLevel--; + return createShader(attributes,uniforms); + } + } + return success; +} + +BOOL LLGLSLShader::attachObject(std::string object) +{ + if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0) + { + stop_glerror(); + glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object]); + stop_glerror(); + return TRUE; + } + else + { + LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL; + return FALSE; + } +} + +void LLGLSLShader::attachObject(GLhandleARB object) +{ + if (object != 0) + { + stop_glerror(); + glAttachObjectARB(mProgramObject, object); + stop_glerror(); + } + else + { + LL_WARNS("ShaderLoading") << "Attempting to attach non existing shader object. " << LL_ENDL; + } +} + +void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count) +{ + for (S32 i = 0; i < count; i++) + { + attachObject(objects[i]); + } +} + +BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes) +{ + //link the program + BOOL res = link(); + + mAttribute.clear(); + U32 numAttributes = (attributes == NULL) ? 0 : attributes->size(); + mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, -1); + + if (res) + { //read back channel locations + + //read back reserved channels first + for (U32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedAttribs.size(); i++) + { + const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str(); + S32 index = glGetAttribLocationARB(mProgramObject, (const GLcharARB *)name); + if (index != -1) + { + mAttribute[i] = index; + LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL; + } + } + if (attributes != NULL) + { + for (U32 i = 0; i < numAttributes; i++) + { + const char* name = (*attributes)[i].c_str(); + S32 index = glGetAttribLocationARB(mProgramObject, name); + if (index != -1) + { + mAttribute[LLShaderMgr::instance()->mReservedAttribs.size() + i] = index; + LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL; + } + } + } + + return TRUE; + } + + return FALSE; +} + +void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms) +{ + if (index == -1) + { + return; + } + + GLenum type; + GLsizei length; + GLint size; + char name[1024]; /* Flawfinder: ignore */ + name[0] = 0; + + glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name); + S32 location = glGetUniformLocationARB(mProgramObject, name); + if (location != -1) + { + mUniformMap[name] = location; + LL_DEBUGS("ShaderLoading") << "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++) + { + if ( (mUniform[i] == -1) + && (LLShaderMgr::instance()->mReservedUniforms[i].compare(0, length, name, LLShaderMgr::instance()->mReservedUniforms[i].length()) == 0)) + { + //found it + mUniform[i] = location; + mTexture[i] = mapUniformTextureChannel(location, type); + return; + } + } + + if (uniforms != NULL) + { + for (U32 i = 0; i < uniforms->size(); i++) + { + if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1) + && ((*uniforms)[i].compare(0, length, name, (*uniforms)[i].length()) == 0)) + { + //found it + mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location; + mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type); + return; + } + } + } + } + } + +GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type) +{ + if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) + { //this here is a texture + glUniform1iARB(location, mActiveTextureChannels); + LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL; + return mActiveTextureChannels++; + } + return -1; +} + +BOOL LLGLSLShader::mapUniforms(const vector<string> * uniforms) +{ + BOOL res = TRUE; + + mActiveTextureChannels = 0; + mUniform.clear(); + mUniformMap.clear(); + mTexture.clear(); + mValue.clear(); + //initialize arrays + U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size(); + mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1); + mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1); + + bind(); + + //get the number of active uniforms + GLint activeCount; + glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount); + + for (S32 i = 0; i < activeCount; i++) + { + mapUniform(i, uniforms); + } + + unbind(); + + return res; +} + +BOOL LLGLSLShader::link(BOOL suppress_errors) +{ + return LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors); +} + +void LLGLSLShader::bind() +{ + if (gGLManager.mHasShaderObjects) + { + glUseProgramObjectARB(mProgramObject); + + if (mUniformsDirty) + { + LLShaderMgr::instance()->updateShaderUniforms(this); + mUniformsDirty = FALSE; + } + } +} + +void LLGLSLShader::unbind() +{ + if (gGLManager.mHasShaderObjects) + { + for (U32 i = 0; i < mAttribute.size(); ++i) + { + vertexAttrib4f(i, 0,0,0,1); + } + glUseProgramObjectARB(0); + } +} + +void LLGLSLShader::bindNoShader(void) +{ + glUseProgramObjectARB(0); +} + +S32 LLGLSLShader::enableTexture(S32 uniform, S32 mode) +{ + if (uniform < 0 || uniform >= (S32)mTexture.size()) + { + UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; + return -1; + } + S32 index = mTexture[uniform]; + if (index != -1) + { + gGL.getTexUnit(index)->activate(); + glEnable(mode); + } + return index; +} + +S32 LLGLSLShader::disableTexture(S32 uniform, S32 mode) +{ + if (uniform < 0 || uniform >= (S32)mTexture.size()) + { + UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; + return -1; + } + S32 index = mTexture[uniform]; + if (index != -1) + { + gGL.getTexUnit(index)->activate(); + glDisable(mode); + } + return index; +} + +void LLGLSLShader::uniform1f(U32 index, GLfloat x) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); + if (iter == mValue.end() || iter->second.mV[0] != x) + { + glUniform1fARB(mUniform[index], x); + mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f); + } + } + } +} + +void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); + LLVector4 vec(x,y,0.f,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform2fARB(mUniform[index], x, y); + mValue[mUniform[index]] = vec; + } + } + } +} + +void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); + LLVector4 vec(x,y,z,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform3fARB(mUniform[index], x, y, z); + mValue[mUniform[index]] = vec; + } + } + } +} + +void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); + LLVector4 vec(x,y,z,w); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform4fARB(mUniform[index], x, y, z, w); + mValue[mUniform[index]] = vec; + } + } + } +} + +void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + std::map<GLint, LLVector4>::iterator 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) + { + glUniform1fvARB(mUniform[index], count, v); + mValue[mUniform[index]] = vec; + } + } + } +} + +void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + std::map<GLint, LLVector4>::iterator 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) + { + glUniform2fvARB(mUniform[index], count, v); + mValue[mUniform[index]] = vec; + } + } + } +} + +void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + std::map<GLint, LLVector4>::iterator 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) + { + glUniform3fvARB(mUniform[index], count, v); + mValue[mUniform[index]] = vec; + } + } + } +} + +void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + std::map<GLint, LLVector4>::iterator 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) + { + glUniform4fvARB(mUniform[index], count, v); + mValue[mUniform[index]] = vec; + } + } + } +} + +void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + glUniformMatrix2fvARB(mUniform[index], count, transpose, v); + } + } +} + +void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + glUniformMatrix3fvARB(mUniform[index], count, transpose, v); + } + } +} + +void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) +{ + if (mProgramObject > 0) + { + if (mUniform.size() <= index) + { + UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; + return; + } + + if (mUniform[index] >= 0) + { + glUniformMatrix4fvARB(mUniform[index], count, transpose, v); + } + } +} + +GLint LLGLSLShader::getUniformLocation(const string& uniform) +{ + if (mProgramObject > 0) + { + std::map<string, GLint>::iterator iter = mUniformMap.find(uniform); + if (iter != mUniformMap.end()) + { + llassert(iter->second == glGetUniformLocationARB(mProgramObject, uniform.c_str())); + return iter->second; + } + } + + return -1; +} + +void LLGLSLShader::uniform1f(const string& uniform, GLfloat v) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + LLVector4 vec(v,0.f,0.f,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform1fARB(location, v); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + LLVector4 vec(x,y,0.f,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform2fARB(location, x,y); + mValue[location] = vec; + } + } + +} + +void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloat z) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + LLVector4 vec(x,y,z,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform3fARB(location, x,y,z); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniform4f(const string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + LLVector4 vec(x,y,z,w); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform4fARB(location, x,y,z,w); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + LLVector4 vec(v[0],0.f,0.f,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + { + glUniform1fvARB(location, count, v); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + LLVector4 vec(v[0],v[1],0.f,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + { + glUniform2fvARB(location, count, v); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + LLVector4 vec(v[0],v[1],v[2],0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + { + glUniform3fvARB(location, count, v); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + LLVector4 vec(v); + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) + { + glUniform4fvARB(location, count, v); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniformMatrix2fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + glUniformMatrix2fvARB(location, count, transpose, v); + } +} + +void LLGLSLShader::uniformMatrix3fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + glUniformMatrix3fvARB(location, count, transpose, v); + } +} + +void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + glUniformMatrix4fvARB(location, count, transpose, v); + } +} + + +void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + if (mAttribute[index] > 0) + { + glVertexAttrib4fARB(mAttribute[index], x, y, z, w); + } +} + +void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v) +{ + if (mAttribute[index] > 0) + { + glVertexAttrib4fvARB(mAttribute[index], v); + } +} |