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-rwxr-xr-x[-rw-r--r--]indra/llrender/llglslshader.h155
1 files changed, 111 insertions, 44 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 166d4af04c..5abddf274b 100644..100755
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -2,31 +2,25 @@
* @file llglslshader.h
* @brief GLSL shader wrappers
*
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2009, Linden Research, Inc.
- *
+ * $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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.
+ *
+ * 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.
*
- * 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 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.
*
- * 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.
+ * 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
*
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -35,21 +29,29 @@
#include "llgl.h"
#include "llrender.h"
+#include "llstaticstringtable.h"
class LLShaderFeatures
{
public:
+ bool atmosphericHelpers;
bool calculatesLighting;
bool calculatesAtmospherics;
bool hasLighting; // implies no transport (it's possible to have neither though)
+ bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
bool isShiny;
bool isFullbright; // implies no lighting
bool isSpecular;
bool hasWaterFog; // implies no gamma
bool hasTransport; // implies no lighting (it's possible to have neither though)
bool hasSkinning;
+ bool hasObjectSkinning;
bool hasAtmospherics;
bool hasGamma;
+ S32 mIndexedTextureChannels;
+ bool disableTextureIndex;
+ bool hasAlphaMask;
+ bool attachNothing;
// char numLights;
@@ -67,17 +69,39 @@ public:
SG_WATER
};
+ static std::set<LLGLSLShader*> sInstances;
+ static bool sProfileEnabled;
+
LLGLSLShader();
+ ~LLGLSLShader();
+
+ static GLhandleARB sCurBoundShader;
+ static LLGLSLShader* sCurBoundShaderPtr;
+ static S32 sIndexedTextureChannels;
+ static bool sNoFixedFunction;
+
+ static void initProfile();
+ static void finishProfile(bool emit_report = true);
+
+ static void startProfile();
+ static void stopProfile(U32 count, U32 mode);
void unload();
- BOOL createShader(std::vector<std::string> * attributes,
- std::vector<std::string> * uniforms);
+ void clearStats();
+ void dumpStats();
+ void placeProfileQuery();
+ void readProfileQuery(U32 count, U32 mode);
+
+ BOOL createShader(std::vector<LLStaticHashedString> * attributes,
+ std::vector<LLStaticHashedString> * uniforms,
+ U32 varying_count = 0,
+ const char** varyings = NULL);
BOOL attachObject(std::string object);
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
- BOOL mapAttributes(const std::vector<std::string> * attributes);
- BOOL mapUniforms(const std::vector<std::string> * uniforms);
- void mapUniform(GLint index, const std::vector<std::string> * uniforms);
+ BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
+ BOOL mapUniforms(const std::vector<LLStaticHashedString> *);
+ void mapUniform(GLint index, const std::vector<LLStaticHashedString> *);
void uniform1i(U32 index, GLint i);
void uniform1f(U32 index, GLfloat v);
void uniform2f(U32 index, GLfloat x, GLfloat y);
@@ -88,37 +112,48 @@ public:
void uniform2fv(U32 index, U32 count, const GLfloat* v);
void uniform3fv(U32 index, U32 count, const GLfloat* v);
void uniform4fv(U32 index, U32 count, const GLfloat* v);
- void uniform1i(const std::string& uniform, GLint i);
- void uniform1f(const std::string& uniform, GLfloat v);
- void uniform2f(const std::string& uniform, GLfloat x, GLfloat y);
- void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z);
- void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- void uniform1iv(const std::string& uniform, U32 count, const GLint* i);
- void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v);
- void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v);
- void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v);
- void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v);
+ void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
- void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
- void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
- void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
+ void uniform1i(const LLStaticHashedString& uniform, GLint i);
+ void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
+ void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
+ void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
+ void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v);
+
+ void setMinimumAlpha(F32 minimum);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(U32 index, GLfloat* v);
- GLint getUniformLocation(const std::string& uniform);
-
+ //GLint getUniformLocation(const std::string& uniform);
+ GLint getUniformLocation(const LLStaticHashedString& uniform);
+ GLint getUniformLocation(U32 index);
+
+ GLint getAttribLocation(U32 attrib);
GLint mapUniformTextureChannel(GLint location, GLenum type);
-
+ void addPermutation(std::string name, std::string value);
+ void removePermutation(std::string name);
+
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return
//returns channel texture is enabled in from [0-MAX)
S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
- S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+
+ // bindTexture returns the texture unit we've bound the texture to.
+ // You can reuse the return value to unbind a texture when required.
+ S32 bindTexture(const std::string& uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
BOOL link(BOOL suppress_errors = FALSE);
void bind();
@@ -127,12 +162,18 @@ public:
// Unbinds any previously bound shader by explicitly binding no shader.
static void bindNoShader(void);
+ U32 mMatHash[LLRender::NUM_MATRIX_MODES];
+ U32 mLightHash;
+
GLhandleARB mProgramObject;
std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
+ U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
- std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location
+ LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
+ std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name
std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
std::vector<GLint> mTexture;
+ S32 mTotalUniformSize;
S32 mActiveTextureChannels;
S32 mShaderLevel;
S32 mShaderGroup;
@@ -140,6 +181,32 @@ public:
LLShaderFeatures mFeatures;
std::vector< std::pair< std::string, GLenum > > mShaderFiles;
std::string mName;
+ boost::unordered_map<std::string, std::string> mDefines;
+
+ //statistcis for profiling shader performance
+ U32 mTimerQuery;
+ U32 mSamplesQuery;
+ U64 mTimeElapsed;
+ static U64 sTotalTimeElapsed;
+ U32 mTrianglesDrawn;
+ static U32 sTotalTrianglesDrawn;
+ U64 mSamplesDrawn;
+ static U64 sTotalSamplesDrawn;
+ U32 mDrawCalls;
+ static U32 sTotalDrawCalls;
+
+ bool mTextureStateFetched;
+ std::vector<U32> mTextureMagFilter;
+ std::vector<U32> mTextureMinFilter;
+
};
+//UI shader (declared here so llui_libtest will link properly)
+extern LLGLSLShader gUIProgram;
+//output vec4(color.rgb,color.a*tex0[tc0].a)
+extern LLGLSLShader gSolidColorProgram;
+//Alpha mask shader (declared here so llappearance can access properly)
+extern LLGLSLShader gAlphaMaskProgram;
+
+
#endif