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diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
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+/**
+ * @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);
+ }
+}