diff options
Diffstat (limited to 'indra/llrender/llglslshader.cpp')
-rw-r--r-- | indra/llrender/llglslshader.cpp | 376 |
1 files changed, 289 insertions, 87 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 185c1450c8..e3b29dc812 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -37,7 +37,7 @@ #include "OpenGL/OpenGL.h" #endif -// Print-print list of shader included source files that are linked together via glAttachObjectARB() +// Print-print list of shader included source files that are linked together via glAttachShader() // i.e. On macOS / OSX the AMD GLSL linker will display an error if a varying is left in an undefined state. #define DEBUG_SHADER_INCLUDES 0 @@ -47,7 +47,7 @@ using std::pair; using std::make_pair; using std::string; -GLhandleARB LLGLSLShader::sCurBoundShader = 0; +GLuint LLGLSLShader::sCurBoundShader = 0; LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL; S32 LLGLSLShader::sIndexedTextureChannels = 0; bool LLGLSLShader::sProfileEnabled = false; @@ -61,6 +61,21 @@ U32 LLGLSLShader::sTotalDrawCalls = 0; LLGLSLShader gUIProgram; LLGLSLShader gSolidColorProgram; +// NOTE: Keep gShaderConsts* and LLGLSLShader::ShaderConsts_e in sync! +const std::string gShaderConstsKey[ LLGLSLShader::NUM_SHADER_CONSTS ] = +{ + "LL_SHADER_CONST_CLOUD_MOON_DEPTH" + , "LL_SHADER_CONST_STAR_DEPTH" +}; + +// NOTE: Keep gShaderConsts* and LLGLSLShader::ShaderConsts_e in sync! +const std::string gShaderConstsVal[ LLGLSLShader::NUM_SHADER_CONSTS ] = +{ + "0.99998" // SHADER_CONST_CLOUD_MOON_DEPTH // SL-14113 + , "0.99999" // SHADER_CONST_STAR_DEPTH // SL-14113 +}; + + BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) { return v1 != v2; @@ -84,6 +99,7 @@ LLShaderFeatures::LLShaderFeatures() , hasSrgb(false) , encodesNormal(false) , isDeferred(false) + , hasScreenSpaceReflections(false) , hasIndirect(false) , hasShadows(false) , hasAmbientOcclusion(false) @@ -227,11 +243,10 @@ void LLGLSLShader::stopProfile(U32 count, U32 mode) void LLGLSLShader::placeProfileQuery() { -#if !LL_DARWIN if (mTimerQuery == 0) { - glGenQueriesARB(1, &mSamplesQuery); - glGenQueriesARB(1, &mTimerQuery); + glGenQueries(1, &mSamplesQuery); + glGenQueries(1, &mTimerQuery); } if (!mTextureStateFetched) @@ -267,16 +282,14 @@ void LLGLSLShader::placeProfileQuery() } - glBeginQueryARB(GL_SAMPLES_PASSED, mSamplesQuery); - glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery); -#endif + glBeginQuery(GL_SAMPLES_PASSED, mSamplesQuery); + glBeginQuery(GL_TIME_ELAPSED, mTimerQuery); } void LLGLSLShader::readProfileQuery(U32 count, U32 mode) { -#if !LL_DARWIN - glEndQueryARB(GL_TIME_ELAPSED); - glEndQueryARB(GL_SAMPLES_PASSED); + glEndQuery(GL_TIME_ELAPSED); + glEndQuery(GL_SAMPLES_PASSED); U64 time_elapsed = 0; glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed); @@ -304,7 +317,6 @@ void LLGLSLShader::readProfileQuery(U32 count, U32 mode) sTotalDrawCalls++; mDrawCalls++; -#endif } @@ -347,30 +359,37 @@ void LLGLSLShader::unloadInternal() if (mProgramObject) { - GLhandleARB obj[1024]; - GLsizei count; - glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj); + GLuint obj[1024]; + GLsizei count = 0; + glGetAttachedShaders(mProgramObject, 1024, &count, obj); for (GLsizei i = 0; i < count; i++) { - glDetachObjectARB(mProgramObject, obj[i]); - glDeleteObjectARB(obj[i]); + glDetachShader(mProgramObject, obj[i]); } - glDeleteObjectARB(mProgramObject); + for (GLsizei i = 0; i < count; i++) + { + if (glIsShader(obj[i])) + { + glDeleteShader(obj[i]); + } + } + + glDeleteProgram(mProgramObject); mProgramObject = 0; } if (mTimerQuery) { - glDeleteQueriesARB(1, &mTimerQuery); + glDeleteQueries(1, &mTimerQuery); mTimerQuery = 0; } if (mSamplesQuery) { - glDeleteQueriesARB(1, &mSamplesQuery); + glDeleteQueries(1, &mSamplesQuery); mSamplesQuery = 0; } @@ -401,7 +420,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, llassert_always(!mShaderFiles.empty()); // Create program - mProgramObject = glCreateProgramObjectARB(); + mProgramObject = glCreateProgram(); if (mProgramObject == 0) { // Shouldn't happen if shader related extensions, like ARB_vertex_shader, exist. @@ -425,7 +444,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, 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); + GLuint 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) { @@ -452,7 +471,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, #ifdef GL_INTERLEAVED_ATTRIBS if (varying_count > 0 && varyings) { - glTransformFeedbackVaryings(mProgramObject, varying_count, varyings, GL_INTERLEAVED_ATTRIBS); + glTransformFeedbackVaryings((GLuint64) mProgramObject, varying_count, varyings, GL_INTERLEAVED_ATTRIBS); } #endif @@ -501,24 +520,28 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, unbind(); } +#ifdef LL_PROFILER_ENABLE_RENDER_DOC + setLabel(mName.c_str()); +#endif + return success; } #if DEBUG_SHADER_INCLUDES -void dumpAttachObject( const char *func_name, GLhandleARB program_object, const std::string &object_path ) +void dumpAttachObject( const char *func_name, GLuint program_object, const std::string &object_path ) { - GLcharARB* info_log; + GLchar* info_log; GLint info_len_expect = 0; GLint info_len_actual = 0; - glGetObjectParameterivARB(program_object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &info_len_expect); + glGetShaderiv(program_object, GL_INFO_LOG_LENGTH,, &info_len_expect); fprintf(stderr, " * %-20s(), log size: %d, %s\n", func_name, info_len_expect, object_path.c_str()); if (info_len_expect > 0) { fprintf(stderr, " ========== %s() ========== \n", func_name); - info_log = new GLcharARB [ info_len_expect ]; - glGetInfoLogARB(program_object, info_len_expect, &info_len_actual, info_log); + info_log = new GLchar [ info_len_expect ]; + glGetProgramInfoLog(program_object, info_len_expect, &info_len_actual, info_log); fprintf(stderr, "%s\n", info_log); delete [] info_log; } @@ -530,7 +553,7 @@ BOOL LLGLSLShader::attachVertexObject(std::string object_path) if (LLShaderMgr::instance()->mVertexShaderObjects.count(object_path) > 0) { stop_glerror(); - glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mVertexShaderObjects[object_path]); + glAttachShader(mProgramObject, LLShaderMgr::instance()->mVertexShaderObjects[object_path]); #if DEBUG_SHADER_INCLUDES dumpAttachObject("attachVertexObject", mProgramObject, object_path); #endif // DEBUG_SHADER_INCLUDES @@ -549,7 +572,7 @@ BOOL LLGLSLShader::attachFragmentObject(std::string object_path) if (LLShaderMgr::instance()->mFragmentShaderObjects.count(object_path) > 0) { stop_glerror(); - glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mFragmentShaderObjects[object_path]); + glAttachShader(mProgramObject, LLShaderMgr::instance()->mFragmentShaderObjects[object_path]); #if DEBUG_SHADER_INCLUDES dumpAttachObject("attachFragmentObject", mProgramObject, object_path); #endif // DEBUG_SHADER_INCLUDES @@ -563,12 +586,12 @@ BOOL LLGLSLShader::attachFragmentObject(std::string object_path) } } -void LLGLSLShader::attachObject(GLhandleARB object) +void LLGLSLShader::attachObject(GLuint object) { if (object != 0) { stop_glerror(); - glAttachObjectARB(mProgramObject, object); + glAttachShader(mProgramObject, object); #if DEBUG_SHADER_INCLUDES std::string object_path("???"); dumpAttachObject("attachObject", mProgramObject, object_path); @@ -581,7 +604,7 @@ void LLGLSLShader::attachObject(GLhandleARB object) } } -void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count) +void LLGLSLShader::attachObjects(GLuint* objects, S32 count) { for (S32 i = 0; i < count; i++) { @@ -597,7 +620,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri 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); + glBindAttribLocation(mProgramObject, i, (const GLchar *) name); } //link the program @@ -620,7 +643,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri 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); + S32 index = glGetAttribLocation(mProgramObject, (const GLchar *)name); if (index != -1) { #if LL_RELEASE_WITH_DEBUG_INFO @@ -637,7 +660,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri for (U32 i = 0; i < numAttributes; i++) { const char* name = (*attributes)[i].String().c_str(); - S32 index = glGetAttribLocationARB(mProgramObject, name); + S32 index = glGetAttribLocation(mProgramObject, name); if (index != -1) { mAttribute[LLShaderMgr::instance()->mReservedAttribs.size() + i] = index; @@ -668,8 +691,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * name[0] = 0; - glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name); -#if !LL_DARWIN + glGetActiveUniform(mProgramObject, index, 1024, &length, &size, &type, (GLchar *)name); if (size > 0) { switch(type) @@ -711,9 +733,8 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * } mTotalUniformSize += size; } -#endif - S32 location = glGetUniformLocationARB(mProgramObject, name); + S32 location = glGetUniformLocation(mProgramObject, name); if (location != -1) { //chop off "[0]" so we can always access the first element @@ -738,7 +759,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * { //found it mUniform[i] = location; - mTexture[i] = mapUniformTextureChannel(location, type); + mTexture[i] = mapUniformTextureChannel(location, type, size); return; } } @@ -752,7 +773,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * { //found it mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location; - mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type); + mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type, size); return; } } @@ -770,21 +791,48 @@ void LLGLSLShader::addPermutation(std::string name, std::string value) mDefines[name] = value; } +void LLGLSLShader::addConstant( const LLGLSLShader::eShaderConsts shader_const ) +{ + addPermutation( gShaderConstsKey[ shader_const ], gShaderConstsVal[ shader_const ] ); +} + void LLGLSLShader::removePermutation(std::string name) { mDefines[name].erase(); } -GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type) +GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint size) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; - if ((type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) || - type == GL_SAMPLER_2D_MULTISAMPLE) + if ((type >= GL_SAMPLER_1D && type <= GL_SAMPLER_2D_RECT_SHADOW) || + type == GL_SAMPLER_2D_MULTISAMPLE || + type == GL_SAMPLER_CUBE_MAP_ARRAY) { //this here is a texture - glUniform1iARB(location, mActiveTextureChannels); - LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL; - return mActiveTextureChannels++; + GLint ret = mActiveTextureChannels; + if (size == 1) + { + glUniform1i(location, mActiveTextureChannels); + LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL; + mActiveTextureChannels++; + } + else + { + //is array of textures, make sequential after this texture + GLint channel[32]; // <=== only support up to 32 texture channels + llassert(size <= 32); + size = llmin(size, 32); + for (int i = 0; i < size; ++i) + { + channel[i] = mActiveTextureChannels++; + } + glUniform1iv(location, size, channel); + LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << + (mActiveTextureChannels-size) << " through " << (mActiveTextureChannels-1) << LL_ENDL; + } + + llassert(mActiveTextureChannels <= 32); // too many textures (probably) + return ret; } return -1; } @@ -811,7 +859,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) //get the number of active uniforms GLint activeCount; - glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount); + glGetProgramiv(mProgramObject, GL_ACTIVE_UNIFORMS, &activeCount); //........................................................................................................................................ //........................................................................................ @@ -832,14 +880,18 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) As example where this situation appear see: "Deferred Material Shader 28/29/30/31" And tickets: MAINT-4165, MAINT-4839, MAINT-3568, MAINT-6437 + + --- davep TODO -- pretty sure the entire block here is superstitious and that the uniform index has nothing to do with the texture channel + texture channel should follow the uniform VALUE */ - S32 diffuseMap = glGetUniformLocationARB(mProgramObject, "diffuseMap"); - S32 specularMap = glGetUniformLocationARB(mProgramObject, "specularMap"); - S32 bumpMap = glGetUniformLocationARB(mProgramObject, "bumpMap"); - S32 altDiffuseMap = glGetUniformLocationARB(mProgramObject, "altDiffuseMap"); - S32 environmentMap = glGetUniformLocationARB(mProgramObject, "environmentMap"); + S32 diffuseMap = glGetUniformLocation(mProgramObject, "diffuseMap"); + S32 specularMap = glGetUniformLocation(mProgramObject, "specularMap"); + S32 bumpMap = glGetUniformLocation(mProgramObject, "bumpMap"); + S32 altDiffuseMap = glGetUniformLocation(mProgramObject, "altDiffuseMap"); + S32 environmentMap = glGetUniformLocation(mProgramObject, "environmentMap"); + S32 reflectionMap = glGetUniformLocation(mProgramObject, "reflectionMap"); std::set<S32> skip_index; @@ -856,7 +908,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) { name[0] = '\0'; - glGetActiveUniformARB(mProgramObject, i, 1024, &length, &size, &type, (GLcharARB *)name); + glGetActiveUniform(mProgramObject, i, 1024, &length, &size, &type, (GLchar *)name); if (-1 == diffuseMap && std::string(name) == "diffuseMap") { @@ -882,6 +934,12 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) continue; } + if (-1 == reflectionMap && std::string(name) == "reflectionMap") + { + reflectionMap = i; + continue; + } + if (-1 == altDiffuseMap && std::string(name) == "altDiffuseMap") { altDiffuseMap = i; @@ -892,8 +950,9 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) bool specularDiff = specularMap < diffuseMap && -1 != specularMap; bool bumpLessDiff = bumpMap < diffuseMap && -1 != bumpMap; bool envLessDiff = environmentMap < diffuseMap && -1 != environmentMap; + bool refLessDiff = reflectionMap < diffuseMap && -1 != reflectionMap; - if (specularDiff || bumpLessDiff || envLessDiff) + if (specularDiff || bumpLessDiff || envLessDiff || refLessDiff) { mapUniform(diffuseMap, uniforms); skip_index.insert(diffuseMap); @@ -912,6 +971,11 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) mapUniform(environmentMap, uniforms); skip_index.insert(environmentMap); } + + if (-1 != reflectionMap) { + mapUniform(reflectionMap, uniforms); + skip_index.insert(reflectionMap); + } } } @@ -927,6 +991,17 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) } //........................................................................................................................................ + if (mFeatures.hasReflectionProbes) // Set up block binding, in a way supported by Apple (rather than binding = 1 in .glsl). + { // See slide 35 and more of https://docs.huihoo.com/apple/wwdc/2011/session_420__advances_in_opengl_for_mac_os_x_lion.pdf + static const GLuint BLOCKBINDING = 1; //picked by us + //Get the index, similar to a uniform location + GLuint UBOBlockIndex = glGetUniformBlockIndex(mProgramObject, "ReflectionProbes"); + if (UBOBlockIndex != GL_INVALID_INDEX) + { + //Set this index to a binding index + glUniformBlockBinding(mProgramObject, UBOBlockIndex, BLOCKBINDING); + } + } unbind(); LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL; @@ -957,7 +1032,7 @@ void LLGLSLShader::bind() if (sCurBoundShader != mProgramObject) // Don't re-bind current shader { LLVertexBuffer::unbind(); - glUseProgramObjectARB(mProgramObject); + glUseProgram(mProgramObject); sCurBoundShader = mProgramObject; sCurBoundShaderPtr = this; } @@ -989,7 +1064,7 @@ void LLGLSLShader::unbind() gGL.flush(); stop_glerror(); LLVertexBuffer::unbind(); - glUseProgramObjectARB(0); + glUseProgram(0); sCurBoundShader = 0; sCurBoundShaderPtr = NULL; stop_glerror(); @@ -1000,7 +1075,7 @@ void LLGLSLShader::bindNoShader(void) LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; LLVertexBuffer::unbind(); - glUseProgramObjectARB(0); + glUseProgram(0); sCurBoundShader = 0; sCurBoundShaderPtr = NULL; } @@ -1116,7 +1191,8 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTe void LLGLSLShader::uniform1i(U32 index, GLint x) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); if (mProgramObject) { if (mUniform.size() <= index) @@ -1130,7 +1206,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x) const auto& iter = mValue.find(mUniform[index]); if (iter == mValue.end() || iter->second.mV[0] != x) { - glUniform1iARB(mUniform[index], x); + glUniform1i(mUniform[index], x); mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f); } } @@ -1139,7 +1215,9 @@ void LLGLSLShader::uniform1i(U32 index, GLint x) void LLGLSLShader::uniform1f(U32 index, GLfloat x) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1153,15 +1231,28 @@ void LLGLSLShader::uniform1f(U32 index, GLfloat x) const auto& iter = mValue.find(mUniform[index]); if (iter == mValue.end() || iter->second.mV[0] != x) { - glUniform1fARB(mUniform[index], x); + glUniform1f(mUniform[index], x); mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f); } } } } +void LLGLSLShader::fastUniform1f(U32 index, GLfloat x) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + llassert(mProgramObject); + llassert(mUniform.size() <= index); + llassert(mUniform[index] >= 0); + glUniform1f(mUniform[index], x); +} + void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1176,7 +1267,7 @@ void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) LLVector4 vec(x,y,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { - glUniform2fARB(mUniform[index], x, y); + glUniform2f(mUniform[index], x, y); mValue[mUniform[index]] = vec; } } @@ -1185,6 +1276,9 @@ void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1199,7 +1293,7 @@ void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) LLVector4 vec(x,y,z,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { - glUniform3fARB(mUniform[index], x, y, z); + glUniform3f(mUniform[index], x, y, z); mValue[mUniform[index]] = vec; } } @@ -1208,6 +1302,9 @@ void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1222,7 +1319,7 @@ void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat LLVector4 vec(x,y,z,w); if (iter == mValue.end() || shouldChange(iter->second,vec)) { - glUniform4fARB(mUniform[index], x, y, z, w); + glUniform4f(mUniform[index], x, y, z, w); mValue[mUniform[index]] = vec; } } @@ -1231,6 +1328,9 @@ void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1245,15 +1345,45 @@ void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v) 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); + glUniform1iv(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } } } +void LLGLSLShader::uniform4iv(U32 index, U32 count, const GLint* v) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + + 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) + { + glUniform1iv(mUniform[index], count, v); + mValue[mUniform[index]] = vec; + } + } + } +} + + void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1268,7 +1398,7 @@ void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) 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); + glUniform1fv(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } @@ -1277,6 +1407,9 @@ void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1291,7 +1424,7 @@ void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) 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); + glUniform2fv(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } @@ -1300,6 +1433,9 @@ void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1314,7 +1450,7 @@ void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) 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); + glUniform3fv(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } @@ -1323,6 +1459,9 @@ void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1338,7 +1477,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; - glUniform4fvARB(mUniform[index], count, v); + glUniform4fv(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } @@ -1347,6 +1486,9 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1357,13 +1499,16 @@ void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, c if (mUniform[index] >= 0) { - glUniformMatrix2fvARB(mUniform[index], count, transpose, v); + glUniformMatrix2fv(mUniform[index], count, transpose, v); } } } void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1374,7 +1519,7 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c if (mUniform[index] >= 0) { - glUniformMatrix3fvARB(mUniform[index], count, transpose, v); + glUniformMatrix3fv(mUniform[index], count, transpose, v); } } } @@ -1382,6 +1527,7 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); if (mProgramObject) { @@ -1400,6 +1546,9 @@ void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + llassert(sCurBoundShaderPtr == this); + if (mProgramObject) { if (mUniform.size() <= index) @@ -1410,7 +1559,7 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c if (mUniform[index] >= 0) { - glUniformMatrix4fvARB(mUniform[index], count, transpose, v); + glUniformMatrix4fv(mUniform[index], count, transpose, v); } } } @@ -1428,7 +1577,7 @@ GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform) if (gDebugGL) { stop_glerror(); - if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.String().c_str())) + if (iter->second != glGetUniformLocation(mProgramObject, uniform.String().c_str())) { LL_ERRS() << "Uniform does not match." << LL_ENDL; } @@ -1475,6 +1624,7 @@ GLint LLGLSLShader::getAttribLocation(U32 attrib) void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1483,7 +1633,43 @@ void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v) LLVector4 vec(v,0.f,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { - glUniform1iARB(location, v); + glUniform1i(location, v); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniform1iv(const LLStaticHashedString& uniform, U32 count, const GLint* v) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + 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; + glUniform1iv(location, count, v); + mValue[location] = vec; + } + } +} + +void LLGLSLShader::uniform4iv(const LLStaticHashedString& uniform, U32 count, const GLint* v) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; + 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; + glUniform4iv(location, count, v); mValue[location] = vec; } } @@ -1491,6 +1677,7 @@ void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v) void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1499,7 +1686,7 @@ void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint LLVector4 vec(i,j,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { - glUniform2iARB(location, i, j); + glUniform2i(location, i, j); mValue[location] = vec; } } @@ -1508,6 +1695,7 @@ void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1516,7 +1704,7 @@ void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v) LLVector4 vec(v,0.f,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { - glUniform1fARB(location, v); + glUniform1f(location, v); mValue[location] = vec; } } @@ -1524,6 +1712,7 @@ void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v) void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1532,7 +1721,7 @@ void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLf LLVector4 vec(x,y,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { - glUniform2fARB(location, x,y); + glUniform2f(location, x,y); mValue[location] = vec; } } @@ -1541,6 +1730,7 @@ void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLf void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1549,7 +1739,7 @@ void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLf LLVector4 vec(x,y,z,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { - glUniform3fARB(location, x,y,z); + glUniform3f(location, x,y,z); mValue[location] = vec; } } @@ -1557,6 +1747,7 @@ void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLf void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1565,7 +1756,7 @@ void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, co LLVector4 vec(v[0],0.f,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { - glUniform1fvARB(location, count, v); + glUniform1fv(location, count, v); mValue[location] = vec; } } @@ -1573,6 +1764,7 @@ void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, co void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1581,7 +1773,7 @@ void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, co LLVector4 vec(v[0],v[1],0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { - glUniform2fvARB(location, count, v); + glUniform2fv(location, count, v); mValue[location] = vec; } } @@ -1589,6 +1781,7 @@ void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, co void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1597,7 +1790,7 @@ void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, co LLVector4 vec(v[0],v[1],v[2],0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { - glUniform3fvARB(location, count, v); + glUniform3fv(location, count, v); mValue[location] = vec; } } @@ -1605,6 +1798,7 @@ void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, co void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) @@ -1614,7 +1808,7 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; - glUniform4fvARB(location, count, v); + glUniform4fv(location, count, v); mValue[location] = vec; } } @@ -1622,12 +1816,13 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; GLint location = getUniformLocation(uniform); if (location >= 0) { stop_glerror(); - glUniformMatrix4fvARB(location, count, transpose, v); + glUniformMatrix4fv(location, count, transpose, v); stop_glerror(); } } @@ -1637,7 +1832,7 @@ void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GL { if (mAttribute[index] > 0) { - glVertexAttrib4fARB(mAttribute[index], x, y, z, w); + glVertexAttrib4f(mAttribute[index], x, y, z, w); } } @@ -1645,12 +1840,13 @@ void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v) { if (mAttribute[index] > 0) { - glVertexAttrib4fvARB(mAttribute[index], v); + glVertexAttrib4fv(mAttribute[index], v); } } void LLGLSLShader::setMinimumAlpha(F32 minimum) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; gGL.flush(); uniform1f(LLShaderMgr::MINIMUM_ALPHA, minimum); } @@ -1678,3 +1874,9 @@ void LLShaderUniforms::apply(LLGLSLShader* shader) shader->uniform3fv(uniform.mUniform, 1, uniform.mValue.mV); } } + +#ifdef LL_PROFILER_ENABLE_RENDER_DOC +void LLGLSLShader::setLabel(const char* label) { + LL_LABEL_OBJECT_GL(GL_PROGRAM, mProgramObject, strlen(label), label); +} +#endif |