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path: root/indra/llrender/llglslshader.cpp
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Diffstat (limited to 'indra/llrender/llglslshader.cpp')
-rw-r--r--indra/llrender/llglslshader.cpp60
1 files changed, 52 insertions, 8 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index e76a30a954..a157bfee21 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -1087,17 +1087,17 @@ void LLGLSLShader::unbind(void)
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)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
S32 channel = 0;
channel = getUniformLocation(uniform);
- return bindTexture(channel, texture, mode, colorspace);
+ return bindTexture(channel, texture, mode);
}
-S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
+S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
@@ -1113,7 +1113,6 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextu
if (uniform > -1)
{
gGL.getTexUnit(uniform)->bindFast(texture);
- gGL.getTexUnit(uniform)->setTextureColorSpace(colorspace);
}
return uniform;
@@ -1194,7 +1193,7 @@ S32 LLGLSLShader::getTextureChannel(S32 uniform) const
return mTexture[uniform];
}
-S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
+S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
@@ -1211,12 +1210,11 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTex
{
gGL.getTexUnit(index)->activate();
gGL.getTexUnit(index)->enable(mode);
- gGL.getTexUnit(index)->setTextureColorSpace(space);
}
return index;
}
-S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
+S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
@@ -1229,7 +1227,7 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTe
S32 index = mTexture[uniform];
if (index != -1 && gGL.getTexUnit(index)->getCurrType() != LLTexUnit::TT_NONE)
{
- if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode && gGL.getTexUnit(index)->getCurrColorSpace() != space)
+ if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode)
{
if (gDebugSession)
{
@@ -1552,6 +1550,34 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)
}
}
+void LLGLSLShader::uniform4uiv(U32 index, U32 count, const GLuint* v)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+ llassert(sCurBoundShaderPtr == this);
+
+ if (mProgramObject)
+ {
+ if (mUniform.size() <= index)
+ {
+ LL_WARNS_ONCE("Shader") << "Uniform index out of bounds. Size: " << (S32)mUniform.size() << " index: " << index << LL_ENDL;
+ llassert(false);
+ return;
+ }
+
+ if (mUniform[index] >= 0)
+ {
+ const auto& iter = mValue.find(mUniform[index]);
+ LLVector4 vec((F32)v[0], (F32)v[1], (F32)v[2], (F32)v[3]);
+ if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1)
+ {
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+ glUniform4uiv(mUniform[index], count, v);
+ mValue[mUniform[index]] = vec;
+ }
+ }
+ }
+}
+
void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat* v)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
@@ -1886,6 +1912,24 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co
}
}
+void LLGLSLShader::uniform4uiv(const LLStaticHashedString& uniform, U32 count, const GLuint* v)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+ GLint location = getUniformLocation(uniform);
+
+ if (location >= 0)
+ {
+ LLVector4 vec((F32)v[0], (F32)v[1], (F32)v[2], (F32)v[3]);
+ const auto& iter = mValue.find(location);
+ if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1)
+ {
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+ glUniform4uiv(location, count, v);
+ mValue[location] = vec;
+ }
+ }
+}
+
void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;