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-rwxr-xr-x[-rw-r--r--]indra/llrender/llglslshader.h88
1 files changed, 67 insertions, 21 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 5c68cb46eb..7b2f5f04c2 100644..100755
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -29,6 +29,7 @@
#include "llgl.h"
#include "llrender.h"
+#include "llstaticstringtable.h"
class LLShaderFeatures
{
@@ -67,24 +68,39 @@ 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();
+
+ 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);
@@ -95,40 +111,48 @@ 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();
@@ -142,10 +166,13 @@ public:
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;
@@ -153,12 +180,31 @@ 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;
+ 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