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-rwxr-xr-x[-rw-r--r--]indra/llrender/llglslshader.cpp1967
1 files changed, 1229 insertions, 738 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index ca92cb6580..3ceed95248 100644..100755
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -2,31 +2,25 @@
* @file llglslshader.cpp
* @brief GLSL helper functions and state.
*
- * $LicenseInfo:firstyear=2005&license=viewergpl$
- *
- * Copyright (c) 2005-2009, Linden Research, Inc.
- *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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://secondlifegrid.net/programs/open_source/licensing/gplv2
+ * Copyright (C) 2010, Linden Research, Inc.
*
- * 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://secondlifegrid.net/programs/open_source/licensing/flossexception
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
*
- * 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.
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
*
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -37,6 +31,7 @@
#include "llshadermgr.h"
#include "llfile.h"
#include "llrender.h"
+#include "llvertexbuffer.h"
#if LL_DARWIN
#include "OpenGL/OpenGL.h"
@@ -54,857 +49,1353 @@ using std::pair;
using std::make_pair;
using std::string;
+GLhandleARB LLGLSLShader::sCurBoundShader = 0;
+LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL;
+S32 LLGLSLShader::sIndexedTextureChannels = 0;
+bool LLGLSLShader::sNoFixedFunction = false;
+bool LLGLSLShader::sProfileEnabled = false;
+std::set<LLGLSLShader*> LLGLSLShader::sInstances;
+U64 LLGLSLShader::sTotalTimeElapsed = 0;
+U32 LLGLSLShader::sTotalTrianglesDrawn = 0;
+U64 LLGLSLShader::sTotalSamplesDrawn = 0;
+U32 LLGLSLShader::sTotalDrawCalls = 0;
+
+//UI shader -- declared here so llui_libtest will link properly
+LLGLSLShader gUIProgram;
+LLGLSLShader gSolidColorProgram;
+
BOOL shouldChange(const LLVector4& v1, const LLVector4& v2)
{
- return v1 != 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)
+ : atmosphericHelpers(false)
+ , calculatesLighting(false)
+ , calculatesAtmospherics(false)
+ , hasLighting(false)
+ , isAlphaLighting(false)
+ , isShiny(false)
+ , isFullbright(false)
+ , isSpecular(false)
+ , hasWaterFog(false)
+ , hasTransport(false)
+ , hasSkinning(false)
+ , hasObjectSkinning(false)
+ , hasAtmospherics(false)
+ , hasGamma(false)
+ , mIndexedTextureChannels(0)
+ , disableTextureIndex(false)
+ , hasAlphaMask(false)
+ , attachNothing(false)
{
}
//===============================
// LLGLSL Shader implementation
//===============================
+
+//static
+void LLGLSLShader::initProfile()
+{
+ sProfileEnabled = true;
+ sTotalTimeElapsed = 0;
+ sTotalTrianglesDrawn = 0;
+ sTotalSamplesDrawn = 0;
+ sTotalDrawCalls = 0;
+
+ for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter)
+ {
+ (*iter)->clearStats();
+ }
+}
+
+
+struct LLGLSLShaderCompareTimeElapsed
+{
+ bool operator()(const LLGLSLShader* const& lhs, const LLGLSLShader* const& rhs)
+ {
+ return lhs->mTimeElapsed < rhs->mTimeElapsed;
+ }
+};
+
+//static
+void LLGLSLShader::finishProfile(bool emit_report)
+{
+ sProfileEnabled = false;
+
+ if (emit_report)
+ {
+ std::vector<LLGLSLShader*> sorted;
+
+ for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter)
+ {
+ sorted.push_back(*iter);
+ }
+
+ std::sort(sorted.begin(), sorted.end(), LLGLSLShaderCompareTimeElapsed());
+
+ for (std::vector<LLGLSLShader*>::iterator iter = sorted.begin(); iter != sorted.end(); ++iter)
+ {
+ (*iter)->dumpStats();
+ }
+
+ LL_INFOS() << "-----------------------------------" << LL_ENDL;
+ LL_INFOS() << "Total rendering time: " << llformat("%.4f ms", sTotalTimeElapsed/1000000.f) << LL_ENDL;
+ LL_INFOS() << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn/1000000.f) << LL_ENDL;
+ LL_INFOS() << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn/1000000.f) << LL_ENDL;
+ }
+}
+
+void LLGLSLShader::clearStats()
+{
+ mTrianglesDrawn = 0;
+ mTimeElapsed = 0;
+ mSamplesDrawn = 0;
+ mDrawCalls = 0;
+ mTextureStateFetched = false;
+ mTextureMagFilter.clear();
+ mTextureMinFilter.clear();
+}
+
+void LLGLSLShader::dumpStats()
+{
+ if (mDrawCalls > 0)
+ {
+ LL_INFOS() << "=============================================" << LL_ENDL;
+ LL_INFOS() << mName << LL_ENDL;
+ for (U32 i = 0; i < mShaderFiles.size(); ++i)
+ {
+ LL_INFOS() << mShaderFiles[i].first << LL_ENDL;
+ }
+ for (U32 i = 0; i < mTexture.size(); ++i)
+ {
+ GLint idx = mTexture[i];
+
+ if (idx >= 0)
+ {
+ GLint uniform_idx = getUniformLocation(i);
+ LL_INFOS() << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << LL_ENDL;
+ }
+ }
+ LL_INFOS() << "=============================================" << LL_ENDL;
+
+ F32 ms = mTimeElapsed/1000000.f;
+ F32 seconds = ms/1000.f;
+
+ F32 pct_tris = (F32) mTrianglesDrawn/(F32)sTotalTrianglesDrawn*100.f;
+ F32 tris_sec = (F32) (mTrianglesDrawn/1000000.0);
+ tris_sec /= seconds;
+
+ F32 pct_samples = (F32) ((F64)mSamplesDrawn/(F64)sTotalSamplesDrawn)*100.f;
+ F32 samples_sec = (F32) mSamplesDrawn/1000000000.0;
+ samples_sec /= seconds;
+
+ F32 pct_calls = (F32) mDrawCalls/(F32)sTotalDrawCalls*100.f;
+ U32 avg_batch = mTrianglesDrawn/mDrawCalls;
+
+ LL_INFOS() << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec ) << LL_ENDL;
+ LL_INFOS() << "Draw Calls: " << mDrawCalls << " " << llformat("(%.2f pct of total, avg %d tris/call)", pct_calls, avg_batch) << LL_ENDL;
+ LL_INFOS() << "SamplesDrawn: " << mSamplesDrawn << " " << llformat("(%.2f pct of total, %.3f billion/sec)", pct_samples, samples_sec) << LL_ENDL;
+ LL_INFOS() << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32) ((F64)mTimeElapsed/(F64)sTotalTimeElapsed)*100.f, ms) << LL_ENDL;
+ }
+}
+
+//static
+void LLGLSLShader::startProfile()
+{
+ if (sProfileEnabled && sCurBoundShaderPtr)
+ {
+ sCurBoundShaderPtr->placeProfileQuery();
+ }
+
+}
+
+//static
+void LLGLSLShader::stopProfile(U32 count, U32 mode)
+{
+ if (sProfileEnabled && sCurBoundShaderPtr)
+ {
+ sCurBoundShaderPtr->readProfileQuery(count, mode);
+ }
+}
+
+void LLGLSLShader::placeProfileQuery()
+{
+#if !LL_DARWIN
+ if (mTimerQuery == 0)
+ {
+ glGenQueriesARB(1, &mSamplesQuery);
+ glGenQueriesARB(1, &mTimerQuery);
+ }
+
+ if (!mTextureStateFetched)
+ {
+ mTextureStateFetched = true;
+ mTextureMagFilter.resize(mTexture.size());
+ mTextureMinFilter.resize(mTexture.size());
+
+ U32 cur_active = gGL.getCurrentTexUnitIndex();
+
+ for (U32 i = 0; i < mTexture.size(); ++i)
+ {
+ GLint idx = mTexture[i];
+
+ if (idx >= 0)
+ {
+ gGL.getTexUnit(idx)->activate();
+
+ U32 mag = 0xFFFFFFFF;
+ U32 min = 0xFFFFFFFF;
+
+ U32 type = LLTexUnit::getInternalType(gGL.getTexUnit(idx)->getCurrType());
+
+ glGetTexParameteriv(type, GL_TEXTURE_MAG_FILTER, (GLint*) &mag);
+ glGetTexParameteriv(type, GL_TEXTURE_MIN_FILTER, (GLint*) &min);
+
+ mTextureMagFilter[i] = mag;
+ mTextureMinFilter[i] = min;
+ }
+ }
+
+ gGL.getTexUnit(cur_active)->activate();
+ }
+
+
+ glBeginQueryARB(GL_SAMPLES_PASSED, mSamplesQuery);
+ glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery);
+#endif
+}
+
+void LLGLSLShader::readProfileQuery(U32 count, U32 mode)
+{
+#if !LL_DARWIN
+ glEndQueryARB(GL_TIME_ELAPSED);
+ glEndQueryARB(GL_SAMPLES_PASSED);
+
+ U64 time_elapsed = 0;
+ glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed);
+
+ U64 samples_passed = 0;
+ glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed);
+
+ sTotalTimeElapsed += time_elapsed;
+ mTimeElapsed += time_elapsed;
+
+ sTotalSamplesDrawn += samples_passed;
+ mSamplesDrawn += samples_passed;
+
+ U32 tri_count = 0;
+ switch (mode)
+ {
+ case LLRender::TRIANGLES: tri_count = count/3; break;
+ case LLRender::TRIANGLE_FAN: tri_count = count-2; break;
+ case LLRender::TRIANGLE_STRIP: tri_count = count-2; break;
+ default: tri_count = count; break; //points lines etc just use primitive count
+ }
+
+ mTrianglesDrawn += tri_count;
+ sTotalTrianglesDrawn += tri_count;
+
+ sTotalDrawCalls++;
+ mDrawCalls++;
+#endif
+}
+
+
+
LLGLSLShader::LLGLSLShader()
- : mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE)
+ : mProgramObject(0),
+ mAttributeMask(0),
+ mTotalUniformSize(0),
+ mActiveTextureChannels(0),
+ mShaderLevel(0),
+ mShaderGroup(SG_DEFAULT),
+ mUniformsDirty(FALSE),
+ mTimerQuery(0),
+ mSamplesQuery(0)
+
+{
+
+}
+
+LLGLSLShader::~LLGLSLShader()
{
}
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;
+ sInstances.erase(this);
+
+ stop_glerror();
+ mAttribute.clear();
+ mTexture.clear();
+ mUniform.clear();
+ mShaderFiles.clear();
+ mDefines.clear();
+
+ if (mProgramObject)
+ {
+ GLhandleARB obj[1024];
+ GLsizei count;
+
+ glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj);
+ for (GLsizei i = 0; i < count; i++)
+ {
+#if !LL_DARWIN
+ if (glIsProgramARB(obj[i]))
+#endif
+ {
+ glDeleteObjectARB(obj[i]);
+ }
+ }
+
+ glDeleteObjectARB(mProgramObject);
+
+ mProgramObject = 0;
+ }
+
+ if (mTimerQuery)
+ {
+ glDeleteQueriesARB(1, &mTimerQuery);
+ mTimerQuery = 0;
+ }
+
+ if (mSamplesQuery)
+ {
+ glDeleteQueriesARB(1, &mSamplesQuery);
+ mSamplesQuery = 0;
+ }
+
+ //hack to make apple not complain
+ glGetError();
+
+ stop_glerror();
+}
+
+BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
+ std::vector<LLStaticHashedString> * uniforms,
+ U32 varying_count,
+ const char** varyings)
+{
+ sInstances.insert(this);
+
+ //reloading, reset matrix hash values
+ for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i)
+ {
+ mMatHash[i] = 0xFFFFFFFF;
+ }
+ mLightHash = 0xFFFFFFFF;
+
+ llassert_always(!mShaderFiles.empty());
+ BOOL success = TRUE;
+
+ // Create program
+ mProgramObject = glCreateProgramObjectARB();
+
+#if LL_DARWIN
+ // work-around missing mix(vec3,vec3,bvec3)
+ mDefines["OLD_SELECT"] = "1";
+#endif
+
+ //compile new source
+ vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
+ for ( ; fileIter != mShaderFiles.end(); fileIter++ )
+ {
+ GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, &mDefines, mFeatures.mIndexedTextureChannels);
+ LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL;
+ if (shaderhandle > 0)
+ {
+ attachObject(shaderhandle);
+ }
+ else
+ {
+ success = FALSE;
+ }
+ }
+
+ // Attach existing objects
+ if (!LLShaderMgr::instance()->attachShaderFeatures(this))
+ {
+ return FALSE;
+ }
+
+ if (gGLManager.mGLSLVersionMajor < 2 && gGLManager.mGLSLVersionMinor < 3)
+ { //indexed texture rendering requires GLSL 1.3 or later
+ //attachShaderFeatures may have set the number of indexed texture channels, so set to 1 again
+ mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
+ }
+
+#ifdef GL_INTERLEAVED_ATTRIBS
+ if (varying_count > 0 && varyings)
+ {
+ glTransformFeedbackVaryings(mProgramObject, varying_count, varyings, GL_INTERLEAVED_ATTRIBS);
+ }
+#endif
+
+ // 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);
+ }
+ }
+ else if (mFeatures.mIndexedTextureChannels > 0)
+ { //override texture channels for indexed texture rendering
+ bind();
+ S32 channel_count = mFeatures.mIndexedTextureChannels;
+
+ for (S32 i = 0; i < channel_count; i++)
+ {
+ LLStaticHashedString uniName(llformat("tex%d", i));
+ uniform1i(uniName, i);
+ }
+
+ S32 cur_tex = channel_count; //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)
+ {
+ llassert(cur_tex < gGLManager.mNumTextureImageUnits);
+ uniform1i(i, cur_tex);
+ mTexture[i] = cur_tex++;
+ }
+ }
+ unbind();
+ }
+
+ 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;
- }
+ 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;
- }
+ 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 < 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)
- {
- //chop off "[0]" so we can always access the first element
- //of an array by the array name
- char* is_array = strstr(name, "[0]");
- if (is_array)
- {
- is_array[0] = 0;
- }
-
- 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;
- }
- }
- }
- }
- }
+ for (S32 i = 0; i < count; i++)
+ {
+ attachObject(objects[i]);
+ }
+}
-GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
+BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attributes)
{
- 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;
+ //before linking, make sure reserved attributes always have consistent locations
+ for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
+ {
+ const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
+ glBindAttribLocationARB(mProgramObject, i, (const GLcharARB *) name);
+ }
+
+ //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
+
+ mAttributeMask = 0;
+
+ //read back reserved channels first
+ for (U32 i = 0; i < 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;
+ mAttributeMask |= 1 << i;
+ 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].String().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;
}
-BOOL LLGLSLShader::mapUniforms(const vector<string> * uniforms)
+void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * 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();
+ if (index == -1)
+ {
+ return;
+ }
+
+ GLenum type;
+ GLsizei length;
+ GLint size = -1;
+ char name[1024]; /* Flawfinder: ignore */
+ name[0] = 0;
+
+
+ glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name);
+#if !LL_DARWIN
+ if (size > 0)
+ {
+ switch(type)
+ {
+ case GL_FLOAT_VEC2: size *= 2; break;
+ case GL_FLOAT_VEC3: size *= 3; break;
+ case GL_FLOAT_VEC4: size *= 4; break;
+ case GL_DOUBLE: size *= 2; break;
+ case GL_DOUBLE_VEC2: size *= 2; break;
+ case GL_DOUBLE_VEC3: size *= 6; break;
+ case GL_DOUBLE_VEC4: size *= 8; break;
+ case GL_INT_VEC2: size *= 2; break;
+ case GL_INT_VEC3: size *= 3; break;
+ case GL_INT_VEC4: size *= 4; break;
+ case GL_UNSIGNED_INT_VEC2: size *= 2; break;
+ case GL_UNSIGNED_INT_VEC3: size *= 3; break;
+ case GL_UNSIGNED_INT_VEC4: size *= 4; break;
+ case GL_BOOL_VEC2: size *= 2; break;
+ case GL_BOOL_VEC3: size *= 3; break;
+ case GL_BOOL_VEC4: size *= 4; break;
+ case GL_FLOAT_MAT2: size *= 4; break;
+ case GL_FLOAT_MAT3: size *= 9; break;
+ case GL_FLOAT_MAT4: size *= 16; break;
+ case GL_FLOAT_MAT2x3: size *= 6; break;
+ case GL_FLOAT_MAT2x4: size *= 8; break;
+ case GL_FLOAT_MAT3x2: size *= 6; break;
+ case GL_FLOAT_MAT3x4: size *= 12; break;
+ case GL_FLOAT_MAT4x2: size *= 8; break;
+ case GL_FLOAT_MAT4x3: size *= 12; break;
+ case GL_DOUBLE_MAT2: size *= 8; break;
+ case GL_DOUBLE_MAT3: size *= 18; break;
+ case GL_DOUBLE_MAT4: size *= 32; break;
+ case GL_DOUBLE_MAT2x3: size *= 12; break;
+ case GL_DOUBLE_MAT2x4: size *= 16; break;
+ case GL_DOUBLE_MAT3x2: size *= 12; break;
+ case GL_DOUBLE_MAT3x4: size *= 24; break;
+ case GL_DOUBLE_MAT4x2: size *= 16; break;
+ case GL_DOUBLE_MAT4x3: size *= 24; break;
+ }
+ mTotalUniformSize += size;
+ }
+#endif
+
+ S32 location = glGetUniformLocationARB(mProgramObject, name);
+ if (location != -1)
+ {
+ //chop off "[0]" so we can always access the first element
+ //of an array by the array name
+ char* is_array = strstr(name, "[0]");
+ if (is_array)
+ {
+ is_array[0] = 0;
+ }
+
+ LLStaticHashedString hashedName(name);
+ mUniformNameMap[location] = name;
+ mUniformMap[hashedName] = 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] == name))
+ {
+ //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].String() == name))
+ {
+ //found it
+ mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location;
+ mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type);
+ return;
+ }
+ }
+ }
+ }
+}
- //get the number of active uniforms
- GLint activeCount;
- glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount);
+void LLGLSLShader::addPermutation(std::string name, std::string value)
+{
+ mDefines[name] = value;
+}
- for (S32 i = 0; i < activeCount; i++)
- {
- mapUniform(i, uniforms);
- }
+void LLGLSLShader::removePermutation(std::string name)
+{
+ mDefines[name].erase();
+}
- unbind();
+GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
+{
+ if ((type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) ||
+ type == GL_SAMPLER_2D_MULTISAMPLE)
+ { //this here is a texture
+ glUniform1iARB(location, mActiveTextureChannels);
+ LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
+ return mActiveTextureChannels++;
+ }
+ return -1;
+}
- return res;
+BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
+{
+ BOOL res = TRUE;
+
+ mTotalUniformSize = 0;
+ mActiveTextureChannels = 0;
+ mUniform.clear();
+ mUniformMap.clear();
+ mUniformNameMap.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();
+
+ LL_DEBUGS("ShaderLoading") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
+ return res;
}
BOOL LLGLSLShader::link(BOOL suppress_errors)
{
- return LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
+ BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
+
+ if (!suppress_errors)
+ {
+ LLShaderMgr::instance()->dumpObjectLog(mProgramObject, !success, mName);
+ }
+
+ return success;
}
void LLGLSLShader::bind()
{
- if (gGLManager.mHasShaderObjects)
- {
- glUseProgramObjectARB(mProgramObject);
-
- if (mUniformsDirty)
- {
- LLShaderMgr::instance()->updateShaderUniforms(this);
- mUniformsDirty = FALSE;
- }
- }
+ gGL.flush();
+ if (gGLManager.mHasShaderObjects)
+ {
+ LLVertexBuffer::unbind();
+ glUseProgramObjectARB(mProgramObject);
+ sCurBoundShader = mProgramObject;
+ sCurBoundShaderPtr = this;
+ if (mUniformsDirty)
+ {
+ LLShaderMgr::instance()->updateShaderUniforms(this);
+ mUniformsDirty = FALSE;
+ }
+ }
}
void LLGLSLShader::unbind()
{
- if (gGLManager.mHasShaderObjects)
- {
- stop_glerror();
- if (gGLManager.mIsNVIDIA)
- {
- for (U32 i = 0; i < mAttribute.size(); ++i)
- {
- vertexAttrib4f(i, 0,0,0,1);
- stop_glerror();
- }
- }
- glUseProgramObjectARB(0);
- stop_glerror();
- }
+ gGL.flush();
+ if (gGLManager.mHasShaderObjects)
+ {
+ stop_glerror();
+ if (gGLManager.mIsNVIDIA)
+ {
+ for (U32 i = 0; i < mAttribute.size(); ++i)
+ {
+ vertexAttrib4f(i, 0,0,0,1);
+ stop_glerror();
+ }
+ }
+ LLVertexBuffer::unbind();
+ glUseProgramObjectARB(0);
+ sCurBoundShader = 0;
+ sCurBoundShaderPtr = NULL;
+ stop_glerror();
+ }
}
void LLGLSLShader::bindNoShader(void)
{
- glUseProgramObjectARB(0);
+ LLVertexBuffer::unbind();
+ if (gGLManager.mHasShaderObjects)
+ {
+ glUseProgramObjectARB(0);
+ sCurBoundShader = 0;
+ sCurBoundShaderPtr = NULL;
+ }
+}
+
+S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LLTexUnit::eTextureType mode)
+{
+ S32 channel = 0;
+ channel = getUniformLocation(uniform);
+
+ return bindTexture(channel, texture, mode);
+}
+
+S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode)
+{
+ if (uniform < 0 || uniform >= (S32)mTexture.size())
+ {
+ UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
+ return -1;
+ }
+
+ uniform = mTexture[uniform];
+
+ if (uniform > -1)
+ {
+ gGL.getTexUnit(uniform)->bind(texture, mode);
+ }
+
+ return uniform;
+}
+
+S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureType mode)
+{
+ S32 channel = 0;
+ channel = getUniformLocation(uniform);
+
+ return unbindTexture(channel);
+}
+
+S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)
+{
+ if (uniform < 0 || uniform >= (S32)mTexture.size())
+ {
+ UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
+ return -1;
+ }
+
+ uniform = mTexture[uniform];
+
+ if (uniform > -1)
+ {
+ gGL.getTexUnit(uniform)->unbind(mode);
+ }
+
+ return uniform;
}
S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType 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();
- gGL.getTexUnit(index)->enable(mode);
- }
- return index;
+ 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();
+ gGL.getTexUnit(index)->enable(mode);
+ }
+ return index;
}
S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType 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)->getCurrType() != LLTexUnit::TT_NONE)
- {
- if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode)
- {
- if (gDebugSession)
- {
- gFailLog << "Texture channel " << index << " texture type corrupted." << std::endl;
- ll_fail("LLGLSLShader::disableTexture failed");
- }
- else
- {
- llerrs << "Texture channel " << index << " texture type corrupted." << llendl;
- }
- }
- gGL.getTexUnit(index)->disable();
- }
- return index;
+ 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)->getCurrType() != LLTexUnit::TT_NONE)
+ {
+ if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode)
+ {
+ if (gDebugSession)
+ {
+ gFailLog << "Texture channel " << index << " texture type corrupted." << std::endl;
+ ll_fail("LLGLSLShader::disableTexture failed");
+ }
+ else
+ {
+ LL_ERRS() << "Texture channel " << index << " texture type corrupted." << LL_ENDL;
+ }
+ }
+ gGL.getTexUnit(index)->disable();
+ }
+ return index;
}
void LLGLSLShader::uniform1i(U32 index, GLint 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)
- {
- glUniform1iARB(mUniform[index], x);
- mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f);
- }
- }
- }
+ 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)
+ {
+ glUniform1iARB(mUniform[index], x);
+ mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f);
+ }
+ }
+ }
}
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);
- }
- }
- }
+ 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;
- }
- }
- }
+ 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;
- }
- }
- }
+ 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;
- }
- }
- }
+ 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::uniform1iv(U32 index, U32 count, const GLint* 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)
- {
- glUniform1ivARB(mUniform[index], count, v);
- mValue[mUniform[index]] = vec;
- }
- }
- }
+ 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)
+ {
+ glUniform1ivARB(mUniform[index], count, v);
+ 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;
- }
- }
- }
+ 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;
- }
- }
- }
+ 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;
- }
- }
- }
+ 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;
- }
- }
- }
+ 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);
- }
- }
+ 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);
- }
- }
+ 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::uniform1i(const string& uniform, GLint 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))
- {
- glUniform1iARB(location, v);
- mValue[location] = vec;
- }
- }
-}
-
-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)
+ 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 LLStaticHashedString& uniform)
+{
+ GLint ret = -1;
+ if (mProgramObject > 0)
+ {
+ LLStaticStringTable<GLint>::iterator iter = mUniformMap.find(uniform);
+ if (iter != mUniformMap.end())
+ {
+ if (gDebugGL)
+ {
+ stop_glerror();
+ if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.String().c_str()))
+ {
+ LL_ERRS() << "Uniform does not match." << LL_ENDL;
+ }
+ stop_glerror();
+ }
+ ret = iter->second;
+ }
+ }
+
+ return ret;
+}
+
+GLint LLGLSLShader::getUniformLocation(U32 index)
+{
+ GLint ret = -1;
+ if (mProgramObject > 0)
+ {
+ llassert(index < mUniform.size());
+ return mUniform[index];
+ }
+
+ return ret;
+}
+
+GLint LLGLSLShader::getAttribLocation(U32 attrib)
+{
+ if (attrib < mAttribute.size())
+ {
+ return mAttribute[attrib];
+ }
+ else
+ {
+ return -1;
+ }
+}
+
+void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint 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))
+ {
+ glUniform1iARB(location, v);
+ mValue[location] = vec;
+ }
+ }
+}
+
+void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j)
+{
+ GLint location = getUniformLocation(uniform);
+
+ if (location >= 0)
+ {
+ std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
+ LLVector4 vec(i,j,0.f,0.f);
+ if (iter == mValue.end() || shouldChange(iter->second,vec))
+ {
+ glUniform2iARB(location, i, j);
+ mValue[location] = vec;
+ }
+ }
+}
+
+
+void LLGLSLShader::uniform1f(const LLStaticHashedString& 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 LLStaticHashedString& uniform, GLfloat x, GLfloat y)
{
- 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;
- }
- }
+ 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::uniform4fv(const string& uniform, U32 count, const GLfloat* v)
+void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z)
{
- 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;
- }
- }
+ 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::uniformMatrix2fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
+void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
- GLint location = getUniformLocation(uniform);
-
- if (location >= 0)
- {
- glUniformMatrix2fvARB(location, count, transpose, 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::uniformMatrix3fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
+void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
- GLint location = getUniformLocation(uniform);
-
- if (location >= 0)
- {
- glUniformMatrix3fvARB(location, count, transpose, 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::uniformMatrix4fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
+void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
- GLint location = getUniformLocation(uniform);
-
- if (location >= 0)
- {
- glUniformMatrix4fvARB(location, count, transpose, 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 LLStaticHashedString& 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)
+ {
+ stop_glerror();
+ glUniform4fvARB(location, count, v);
+ stop_glerror();
+ mValue[location] = vec;
+ }
+ }
+}
+
+void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v)
+{
+ GLint location = getUniformLocation(uniform);
+
+ if (location >= 0)
+ {
+ stop_glerror();
+ glUniformMatrix4fvARB(location, count, transpose, v);
+ stop_glerror();
+ }
}
void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
- if (mAttribute[index] > 0)
- {
- glVertexAttrib4fARB(mAttribute[index], x, y, z, 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);
- }
+ if (mAttribute[index] > 0)
+ {
+ glVertexAttrib4fvARB(mAttribute[index], v);
+ }
+}
+
+void LLGLSLShader::setMinimumAlpha(F32 minimum)
+{
+ gGL.flush();
+ uniform1f(LLShaderMgr::MINIMUM_ALPHA, minimum);
}