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-rw-r--r--indra/llrender/llshadermgr.cpp232
1 files changed, 140 insertions, 92 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index eea768a3ea..b6a9a6b653 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -94,23 +94,29 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
- if (features->calculatesLighting)
+ if (features->calculatesLighting || features->atmosphericHelpers)
{
if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl"))
{
return FALSE;
}
+ }
+ if (features->calculatesLighting)
+ {
if (features->isSpecular)
{
if (!shader->attachObject("lighting/lightFuncSpecularV.glsl"))
{
return FALSE;
}
-
- if (!shader->attachObject("lighting/sumLightsSpecularV.glsl"))
+
+ if (!features->isAlphaLighting)
{
- return FALSE;
+ if (!shader->attachObject("lighting/sumLightsSpecularV.glsl"))
+ {
+ return FALSE;
+ }
}
if (!shader->attachObject("lighting/lightSpecularV.glsl"))
@@ -125,9 +131,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
- if (!shader->attachObject("lighting/sumLightsV.glsl"))
+ if (!features->isAlphaLighting)
{
- return FALSE;
+ if (!shader->attachObject("lighting/sumLightsV.glsl"))
+ {
+ return FALSE;
+ }
}
if (!shader->attachObject("lighting/lightV.glsl"))
@@ -296,7 +305,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
- }
+ }
}
// NOTE order of shader object attaching is VERY IMPORTANT!!!
@@ -566,34 +575,46 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
GLcharARB* text[4096];
GLuint count = 0;
- F32 version = gGLManager.mGLVersion;
-
-//hack to never use GLSL > 1.20 on OSX
-#if LL_DARWIN
- version = llmin(version, 2.9f);
-#endif
-
- if (version < 2.1f)
- {
- text[count++] = strdup("#version 110\n");
- text[count++] = strdup("#define ATTRIBUTE attribute\n");
- text[count++] = strdup("#define VARYING varying\n");
- }
- else if (version < 3.f)
+ S32 major_version = gGLManager.mGLSLVersionMajor;
+ S32 minor_version = gGLManager.mGLSLVersionMinor;
+
+ if (major_version == 1 && minor_version < 30)
{
- //set version to 1.20
- text[count++] = strdup("#version 120\n");
- text[count++] = strdup("#define FXAA_GLSL_120 1\n");
- text[count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n");
- text[count++] = strdup("#define ATTRIBUTE attribute\n");
- text[count++] = strdup("#define VARYING varying\n");
+ if (minor_version < 10)
+ {
+ //should NEVER get here -- if major version is 1 and minor version is less than 10,
+ // viewer should never attempt to use shaders, continuing will result in undefined behavior
+ llerrs << "Unsupported GLSL Version." << llendl;
+ }
+
+ if (minor_version <= 19)
+ {
+ text[count++] = strdup("#version 110\n");
+ text[count++] = strdup("#define ATTRIBUTE attribute\n");
+ text[count++] = strdup("#define VARYING varying\n");
+ text[count++] = strdup("#define VARYING_FLAT varying\n");
+ }
+ else if (minor_version <= 29)
+ {
+ //set version to 1.20
+ text[count++] = strdup("#version 120\n");
+ text[count++] = strdup("#define FXAA_GLSL_120 1\n");
+ text[count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n");
+ text[count++] = strdup("#define ATTRIBUTE attribute\n");
+ text[count++] = strdup("#define VARYING varying\n");
+ text[count++] = strdup("#define VARYING_FLAT varying\n");
+ }
}
else
{
- if (version < 4.f)
+ if (major_version < 4)
{
//set version to 1.30
text[count++] = strdup("#version 130\n");
+
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ text[count++] = strdup("precision mediump int;\n");
+ text[count++] = strdup("precision highp float;\n");
}
else
{ //set version to 400
@@ -609,16 +630,25 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
{ //"varying" state is "out" in a vertex program, "in" in a fragment program
// ("varying" is deprecated after version 1.20)
text[count++] = strdup("#define VARYING out\n");
+ text[count++] = strdup("#define VARYING_FLAT flat out\n");
}
else
{
text[count++] = strdup("#define VARYING in\n");
+ text[count++] = strdup("#define VARYING_FLAT flat in\n");
}
//backwards compatibility with legacy texture lookup syntax
+ text[count++] = strdup("#define texture2D texture\n");
text[count++] = strdup("#define textureCube texture\n");
text[count++] = strdup("#define texture2DLod textureLod\n");
text[count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");
+
+ if (major_version > 1 || minor_version >= 40)
+ { //GLSL 1.40 replaces texture2DRect et al with texture
+ text[count++] = strdup("#define texture2DRect texture\n");
+ text[count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n");
+ }
}
//copy preprocessor definitions into buffer
@@ -642,22 +672,24 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
.
uniform sampler2D texN;
- VARYING float vary_texture_index;
+ VARYING_FLAT ivec4 vary_texture_index;
+
+ vec4 ret = vec4(1,0,1,1);
vec4 diffuseLookup(vec2 texcoord)
{
- switch (int(vary_texture_index+0.25))
+ switch (vary_texture_index.r))
{
- case 0: return texture2D(tex0, texcoord);
- case 1: return texture2D(tex1, texcoord);
- case 2: return texture2D(tex2, texcoord);
+ case 0: ret = texture2D(tex0, texcoord); break;
+ case 1: ret = texture2D(tex1, texcoord); break;
+ case 2: ret = texture2D(tex2, texcoord); break;
.
.
.
- case N: return texture2D(texN, texcoord);
+ case N: return texture2D(texN, texcoord); break;
}
- return vec4(0,0,0,0);
+ return ret;
}
*/
@@ -670,7 +702,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (texture_index_channels > 1)
{
- text[count++] = strdup("VARYING float vary_texture_index;\n");
+ text[count++] = strdup("VARYING_FLAT int vary_texture_index;\n");
}
text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
@@ -682,45 +714,41 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup("return texture2D(tex0, texcoord);\n");
text[count++] = strdup("}\n");
}
- else if (gGLManager.mGLVersion >= 3.f)
- {
- text[count++] = strdup("\tswitch (int(vary_texture_index+0.25))\n");
- text[count++] = strdup("\t{\n");
-
- //switch body
- for (S32 i = 0; i < texture_index_channels; ++i)
- {
- std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i);
- text[count++] = strdup(case_str.c_str());
+ else if (major_version > 1 || minor_version >= 30)
+ { //switches are supported in GLSL 1.30 and later
+ if (gGLManager.mIsNVIDIA)
+ { //switches are unreliable on some NVIDIA drivers
+ for (U32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string if_string = llformat("\t%sif (vary_texture_index == %d) { return texture2D(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i);
+ text[count++] = strdup(if_string.c_str());
+ }
+ text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
+ text[count++] = strdup("}\n");
}
+ else
+ {
+ text[count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
+ text[count++] = strdup("\tswitch (vary_texture_index)\n");
+ text[count++] = strdup("\t{\n");
+
+ //switch body
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i);
+ text[count++] = strdup(case_str.c_str());
+ }
- text[count++] = strdup("\t}\n");
- text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
- text[count++] = strdup("}\n");
+ text[count++] = strdup("\t}\n");
+ text[count++] = strdup("\treturn ret;\n");
+ text[count++] = strdup("}\n");
+ }
}
else
- {
- //switches aren't supported, make block that looks like:
- /*
- int ti = int(vary_texture_index+0.25);
- if (ti == 0) return texture2D(tex0, texcoord);
- if (ti == 1) return texture2D(tex1, texcoord);
- .
- .
- .
- if (ti == N) return texture2D(texN, texcoord);
- */
-
- text[count++] = strdup("int ti = int(vary_texture_index+0.25);\n");
- for (S32 i = 0; i < texture_index_channels; ++i)
- {
- std::string if_str = llformat("if (ti == %d) return texture2D(tex%d, texcoord);\n", i, i);
- text[count++] = strdup(if_str.c_str());
- }
-
- text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
- text[count++] = strdup("}\n");
- }
+ { //should never get here. Indexed texture rendering requires GLSL 1.30 or later
+ // (for passing integers between vertex and fragment shaders)
+ llerrs << "Indexed texture rendering requires GLSL 1.30 or later." << llendl;
+ }
}
//copy file into memory
@@ -845,28 +873,42 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL;
}
-// NOTE: Removing LL_DARWIN block as it doesn't seem to actually give the correct answer,
-// but want it for reference once I move it.
-#if 0
- // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
- // per Apple's suggestion
- glBegin(gGL.mMode);
- glEnd();
-
- // Query whether the shader can or cannot run in hardware
- // http://developer.apple.com/qa/qa2007/qa1502.html
- long vertexGPUProcessing;
- CGLContextObj ctx = CGLGetCurrentContext();
- CGLGetParameter (ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
- long fragmentGPUProcessing;
- CGLGetParameter (ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
- if (!fragmentGPUProcessing || !vertexGPUProcessing)
+#if LL_DARWIN
+
+ // For some reason this absolutely kills the frame rate when VBO's are enabled
+ if (0)
{
- LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
- success = GL_FALSE;
- suppress_errors = FALSE;
+ // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
+ // per Apple's suggestion
+ LLGLSLShader::sNoFixedFunction = false;
+
+ glUseProgramObjectARB(obj);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.end();
+ gGL.flush();
+
+ glUseProgramObjectARB(0);
+
+ LLGLSLShader::sNoFixedFunction = true;
+
+ // Query whether the shader can or cannot run in hardware
+ // http://developer.apple.com/qa/qa2007/qa1502.html
+ GLint vertexGPUProcessing, fragmentGPUProcessing;
+ CGLContextObj ctx = CGLGetCurrentContext();
+ CGLGetParameter(ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
+ CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
+ if (!fragmentGPUProcessing || !vertexGPUProcessing)
+ {
+ LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
+ success = GL_FALSE;
+ suppress_errors = FALSE;
+ }
}
-
+
#else
std::string log = get_object_log(obj);
LLStringUtil::toLower(log);
@@ -997,6 +1039,9 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("size");
mReservedUniforms.push_back("falloff");
+ mReservedUniforms.push_back("box_center");
+ mReservedUniforms.push_back("box_size");
+
mReservedUniforms.push_back("minLuminance");
mReservedUniforms.push_back("maxExtractAlpha");
@@ -1033,8 +1078,9 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("proj_shadow_res");
mReservedUniforms.push_back("depth_cutoff");
mReservedUniforms.push_back("norm_cutoff");
+ mReservedUniforms.push_back("shadow_target_width");
- llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_NORM_CUTOFF+1);
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
mReservedUniforms.push_back("tc_scale");
mReservedUniforms.push_back("rcp_screen_res");
@@ -1047,6 +1093,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("magnification");
mReservedUniforms.push_back("max_cof");
mReservedUniforms.push_back("res_scale");
+ mReservedUniforms.push_back("dof_width");
+ mReservedUniforms.push_back("dof_height");
mReservedUniforms.push_back("depthMap");
mReservedUniforms.push_back("shadowMap0");