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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.cpp62
1 files changed, 43 insertions, 19 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index f51d83abe4..5a6f3d8292 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -31,6 +31,7 @@
#include "llshadermgr.h"
#include "llfile.h"
#include "llrender.h"
+#include "llvertexbuffer.h"
#if LL_DARWIN
#include "OpenGL/OpenGL.h"
@@ -50,6 +51,7 @@ using std::string;
GLhandleARB LLGLSLShader::sCurBoundShader = 0;
LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL;
+S32 LLGLSLShader::sIndexedTextureChannels = 0;
bool LLGLSLShader::sNoFixedFunction = false;
//UI shader -- declared here so llui_libtest will link properly
@@ -75,6 +77,7 @@ hasAlphaMask(false)
LLGLSLShader::LLGLSLShader()
: mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE)
{
+
}
void LLGLSLShader::unload()
@@ -110,17 +113,19 @@ void LLGLSLShader::unload()
BOOL LLGLSLShader::createShader(vector<string> * attributes,
vector<string> * uniforms)
{
+ //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 (gGLManager.mGLVersion < 3.1f)
- { //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support)
- mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
- }
-
//compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
@@ -235,6 +240,13 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes)
{
+ //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();
@@ -308,7 +320,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
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))
+ && (LLShaderMgr::instance()->mReservedUniforms[i] == name))
{
//found it
mUniform[i] = location;
@@ -322,7 +334,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
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))
+ && ((*uniforms)[i] == name))
{
//found it
mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location;
@@ -386,6 +398,7 @@ void LLGLSLShader::bind()
gGL.flush();
if (gGLManager.mHasShaderObjects)
{
+ LLVertexBuffer::unbind();
glUseProgramObjectARB(mProgramObject);
sCurBoundShader = mProgramObject;
sCurBoundShaderPtr = this;
@@ -411,6 +424,7 @@ void LLGLSLShader::unbind()
stop_glerror();
}
}
+ LLVertexBuffer::unbind();
glUseProgramObjectARB(0);
sCurBoundShader = 0;
sCurBoundShaderPtr = NULL;
@@ -420,9 +434,13 @@ void LLGLSLShader::unbind()
void LLGLSLShader::bindNoShader(void)
{
- glUseProgramObjectARB(0);
- sCurBoundShader = 0;
- sCurBoundShaderPtr = NULL;
+ LLVertexBuffer::unbind();
+ if (gGLManager.mHasShaderObjects)
+ {
+ glUseProgramObjectARB(0);
+ sCurBoundShader = 0;
+ sCurBoundShaderPtr = NULL;
+ }
}
S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)
@@ -768,13 +786,17 @@ GLint LLGLSLShader::getUniformLocation(const string& uniform)
}
}
- /*if (gDebugGL)
+ return ret;
+}
+
+GLint LLGLSLShader::getUniformLocation(U32 index)
+{
+ GLint ret = -1;
+ if (mProgramObject > 0)
{
- if (ret == -1 && ret != glGetUniformLocationARB(mProgramObject, uniform.c_str()))
- {
- llerrs << "Uniform map invalid." << llendl;
- }
- }*/
+ llassert(index < mUniform.size());
+ return mUniform[index];
+ }
return ret;
}
@@ -930,7 +952,9 @@ void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* 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;
}
}
@@ -985,8 +1009,8 @@ void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v)
}
}
-void LLGLSLShader::setAlphaRange(F32 minimum, F32 maximum)
+void LLGLSLShader::setMinimumAlpha(F32 minimum)
{
- uniform1f("minimum_alpha", minimum);
- uniform1f("maximum_alpha", maximum);
+ gGL.flush();
+ uniform1f(LLShaderMgr::MINIMUM_ALPHA, minimum);
}