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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.cpp61
1 files changed, 60 insertions, 1 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index a52dcd5aa1..0212c605c3 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -780,7 +780,8 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if ((type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) ||
- type == GL_SAMPLER_2D_MULTISAMPLE)
+ type == GL_SAMPLER_2D_MULTISAMPLE ||
+ type == GL_SAMPLER_CUBE_MAP_ARRAY_ARB)
{ //this here is a texture
GLint ret = mActiveTextureChannels;
if (size == 1)
@@ -1289,6 +1290,30 @@ void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v)
}
}
+void LLGLSLShader::uniform4iv(U32 index, U32 count, const GLint* v)
+{
+ if (mProgramObject)
+ {
+ if (mUniform.size() <= index)
+ {
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
+ return;
+ }
+
+ 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)
+ {
+ glUniform1ivARB(mUniform[index], count, v);
+ mValue[mUniform[index]] = vec;
+ }
+ }
+ }
+}
+
+
void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v)
{
if (mProgramObject)
@@ -1526,6 +1551,40 @@ void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v)
}
}
+void LLGLSLShader::uniform1iv(const LLStaticHashedString& uniform, U32 count, const GLint* v)
+{
+ GLint location = getUniformLocation(uniform);
+
+ if (location >= 0)
+ {
+ LLVector4 vec(v[0], 0, 0, 0);
+ const auto& iter = mValue.find(location);
+ if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1)
+ {
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+ glUniform1ivARB(location, count, v);
+ mValue[location] = vec;
+ }
+ }
+}
+
+void LLGLSLShader::uniform4iv(const LLStaticHashedString& uniform, U32 count, const GLint* v)
+{
+ GLint location = getUniformLocation(uniform);
+
+ if (location >= 0)
+ {
+ LLVector4 vec(v[0], v[1], v[2], v[3]);
+ const auto& iter = mValue.find(location);
+ if (iter == mValue.end() || shouldChange(iter->second, vec) || count != 1)
+ {
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+ glUniform4ivARB(location, count, v);
+ mValue[location] = vec;
+ }
+ }
+}
+
void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j)
{
GLint location = getUniformLocation(uniform);