diff options
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r-- | indra/llrender/llglslshader.h | 26 |
1 files changed, 20 insertions, 6 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 86e5625dca..58c456f134 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -30,6 +30,7 @@ #include "llgl.h" #include "llrender.h" #include "llstaticstringtable.h" +#include <boost/json.hpp> #include <unordered_map> class LLShaderFeatures @@ -51,6 +52,7 @@ public: bool hasAmbientOcclusion = false; bool hasSrgb = false; bool isDeferred = false; + bool hasFullGBuffer = false; bool hasScreenSpaceReflections = false; bool hasAlphaMask = false; bool hasReflectionProbes = false; @@ -169,14 +171,14 @@ public: static U32 sMaxGLTFNodes; static void initProfile(); - static void finishProfile(bool emit_report = true); + static void finishProfile(boost::json::value& stats=sDefaultStats); static void startProfile(); static void stopProfile(); void unload(); void clearStats(); - void dumpStats(); + void dumpStats(boost::json::object& stats); // place query objects for profiling if profiling is enabled // if for_runtime is true, will place timer query only whether or not profiling is enabled @@ -208,6 +210,7 @@ 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 uniform4uiv(U32 index, U32 count, const GLuint* 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); @@ -219,10 +222,12 @@ public: 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 uniform4f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w); 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 uniform4uiv(const LLStaticHashedString& uniform, U32 count, const GLuint* v); void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v); void setMinimumAlpha(F32 minimum); @@ -239,6 +244,10 @@ public: void clearPermutations(); void addPermutation(std::string name, std::string value); + void addPermutations(const std::map<std::string, std::string>& defines) + { + mDefines.insert(defines.begin(), defines.end()); + } void removePermutation(std::string name); void addConstant(const LLGLSLShader::eShaderConsts shader_const); @@ -247,16 +256,16 @@ public: //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, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); - S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); + S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); + S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); // get the texture channel of the given uniform, or -1 if uniform is not used as a texture S32 getTextureChannel(S32 uniform) const; // 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, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); - S32 bindTexture(S32 uniform, LLTexture* texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); + 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 bindTexture(const std::string& uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR); S32 bindTexture(S32 uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR, U32 index = 0); S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); @@ -357,6 +366,11 @@ public: private: void unloadInternal(); + // This must be static because finishProfile() is called at least once + // within a __try block. If we default its stats parameter to a temporary + // json::value, that temporary must be destroyed when the stack is + // unwound, which __try forbids. + static boost::json::value sDefaultStats; }; //UI shader (declared here so llui_libtest will link properly) |