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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.cpp96
1 files changed, 51 insertions, 45 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 4702042ab9..8f3a56e1cf 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -37,12 +37,6 @@
#include "OpenGL/OpenGL.h"
#endif
-#ifdef LL_RELEASE_FOR_DOWNLOAD
-#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
-#else
-#define UNIFORM_ERRS LL_ERRS("Shader")
-#endif
-
// Lots of STL stuff in here, using namespace std to keep things more readable
using std::vector;
using std::pair;
@@ -84,6 +78,12 @@ LLShaderFeatures::LLShaderFeatures()
, hasObjectSkinning(false)
, hasAtmospherics(false)
, hasGamma(false)
+ , hasSrgb(false)
+ , encodesNormal(false)
+ , isDeferred(false)
+ , hasIndirect(false)
+ , hasShadows(false)
+ , hasAmbientOcclusion(false)
, mIndexedTextureChannels(0)
, disableTextureIndex(false)
, hasAlphaMask(false)
@@ -448,12 +448,12 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
}
if( !success )
{
- LL_WARNS("ShaderLoading") << "Failed to link shader: " << mName << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "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;
+ LL_SHADER_LOADING_WARNS() << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL;
mShaderLevel--;
return createShader(attributes,uniforms);
}
@@ -485,18 +485,18 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
return success;
}
-BOOL LLGLSLShader::attachObject(std::string object)
+BOOL LLGLSLShader::attachObject(std::string object_path)
{
- if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0)
+ if (LLShaderMgr::instance()->mShaderObjects.count(object_path) > 0)
{
stop_glerror();
- glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object]);
+ glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object_path]);
stop_glerror();
return TRUE;
}
else
{
- LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object: '" << object_path << "' that hasn't been compiled." << LL_ENDL;
return FALSE;
}
}
@@ -511,7 +511,7 @@ void LLGLSLShader::attachObject(GLhandleARB object)
}
else
{
- LL_WARNS("ShaderLoading") << "Attempting to attach non existing shader object. " << LL_ENDL;
+ LL_SHADER_LOADING_WARNS() << "Attempting to attach non existing shader object. " << LL_ENDL;
}
}
@@ -561,7 +561,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri
mAttribute[i] = index;
#endif
mAttributeMask |= 1 << i;
- LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
+ LL_DEBUGS("ShaderUniform") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
}
}
if (attributes != NULL)
@@ -573,7 +573,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri
if (index != -1)
{
mAttribute[LLShaderMgr::instance()->mReservedAttribs.size() + i] = index;
- LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
+ LL_DEBUGS("ShaderUniform") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
}
}
}
@@ -658,7 +658,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> *
mUniformNameMap[location] = name;
mUniformMap[hashedName] = location;
- LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL;
+ LL_DEBUGS("ShaderUniform") << "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++)
@@ -690,6 +690,11 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> *
}
}
+void LLGLSLShader::clearPermutations()
+{
+ mDefines.clear();
+}
+
void LLGLSLShader::addPermutation(std::string name, std::string value)
{
mDefines[name] = value;
@@ -706,7 +711,7 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
type == GL_SAMPLER_2D_MULTISAMPLE)
{ //this here is a texture
glUniform1iARB(location, mActiveTextureChannels);
- LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
+ LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
return mActiveTextureChannels++;
}
return -1;
@@ -759,18 +764,19 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
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");
std::set<S32> skip_index;
- if (-1 != diffuseMap && (-1 != specularMap || -1 != bumpMap || -1 != environmentMap))
+ if (-1 != diffuseMap && (-1 != specularMap || -1 != bumpMap || -1 != environmentMap || -1 != altDiffuseMap))
{
GLenum type;
GLsizei length;
GLint size = -1;
char name[1024];
- diffuseMap = specularMap = bumpMap = environmentMap = -1;
+ diffuseMap = altDiffuseMap = specularMap = bumpMap = environmentMap = -1;
for (S32 i = 0; i < activeCount; i++)
{
@@ -790,12 +796,6 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
continue;
}
- if (-1 == specularMap && std::string(name) == "specularMap")
- {
- specularMap = i;
- continue;
- }
-
if (-1 == bumpMap && std::string(name) == "bumpMap")
{
bumpMap = i;
@@ -807,6 +807,12 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
environmentMap = i;
continue;
}
+
+ if (-1 == altDiffuseMap && std::string(name) == "altDiffuseMap")
+ {
+ altDiffuseMap = i;
+ continue;
+ }
}
bool specularDiff = specularMap < diffuseMap && -1 != specularMap;
@@ -849,7 +855,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
unbind();
- LL_DEBUGS("ShaderLoading") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
+ LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
return res;
}
@@ -858,7 +864,7 @@ BOOL LLGLSLShader::link(BOOL suppress_errors)
{
BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
- if (!suppress_errors)
+ if (!success && !suppress_errors)
{
LLShaderMgr::instance()->dumpObjectLog(mProgramObject, !success, mName);
}
@@ -928,7 +934,7 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextu
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
- UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
@@ -954,7 +960,7 @@ S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
- UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
@@ -972,7 +978,7 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
- UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
S32 index = mTexture[uniform];
@@ -988,7 +994,7 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
- UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
S32 index = mTexture[uniform];
@@ -1017,7 +1023,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1039,7 +1045,7 @@ void LLGLSLShader::uniform1f(U32 index, GLfloat x)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1061,7 +1067,7 @@ void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1084,7 +1090,7 @@ void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1107,7 +1113,7 @@ void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1130,7 +1136,7 @@ void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1153,7 +1159,7 @@ void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1176,7 +1182,7 @@ void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1199,7 +1205,7 @@ void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1222,7 +1228,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1245,7 +1251,7 @@ void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, c
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1262,7 +1268,7 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1279,7 +1285,7 @@ void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose,
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}
@@ -1296,7 +1302,7 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c
{
if (mUniform.size() <= index)
{
- UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
return;
}