diff options
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rwxr-xr-x[-rw-r--r--] | indra/llrender/llshadermgr.cpp | 926 |
1 files changed, 817 insertions, 109 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 1286e91e49..b2be3cc3b6 100644..100755 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -2,31 +2,25 @@ * @file llshadermgr.cpp * @brief Shader manager implementation. * - * $LicenseInfo:firstyear=2005&license=viewergpl$ - * - * Copyright (c) 2005-2009, Linden Research, Inc. - * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ @@ -79,7 +73,11 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { llassert_always(shader != NULL); LLShaderFeatures *features = & shader->mFeatures; - + + if (features->attachNothing) + { + return TRUE; + } ////////////////////////////////////// // Attach Vertex Shader Features First ////////////////////////////////////// @@ -87,29 +85,42 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { - if (!shader->attachObject("windlight/atmosphericsVarsV.glsl")) + if (features->hasWaterFog) + { + if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl")) { return FALSE; } } - 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")) @@ -124,9 +135,12 @@ 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")) @@ -152,6 +166,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } + + if (features->hasObjectSkinning) + { + if (!shader->attachObject("avatar/objectSkinV.glsl")) + { + return FALSE; + } + } /////////////////////////////////////// // Attach Fragment Shader Features Next @@ -159,7 +181,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if(features->calculatesAtmospherics) { - if (!shader->attachObject("windlight/atmosphericsVarsF.glsl")) + if (features->hasWaterFog) + { + if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl")) { return FALSE; } @@ -204,49 +233,196 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if (features->hasLighting) { - if (features->hasWaterFog) { - if (!shader->attachObject("lighting/lightWaterF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + } + else + { + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightWaterAlphaMaskF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightWaterF.glsl")) + { + return FALSE; + } + } + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } else { - if (!shader->attachObject("lighting/lightF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightAlphaMaskNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightNonIndexedF.glsl")) + { + return FALSE; + } + } + } + else + { + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightAlphaMaskF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightF.glsl")) + { + return FALSE; + } + } + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } - } + } } // NOTE order of shader object attaching is VERY IMPORTANT!!! else if (features->isFullbright) { - if (features->hasWaterFog) + if (features->isShiny && features->hasWaterFog) { - if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); + } + } + else if (features->hasWaterFog) + { + if (features->disableTextureIndex) + { + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightFullbrightWaterAlphaMaskF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } else if (features->isShiny) { - if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } else { - if (!shader->attachObject("lighting/lightFullbrightF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl")) + { + return FALSE; + } + } + } + else + { + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightFullbrightAlphaMaskF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightF.glsl")) + { + return FALSE; + } + } + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } } @@ -257,20 +433,58 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if (features->hasWaterFog) { - if (!shader->attachObject("lighting/lightShinyWaterF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightShinyWaterF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } else { - if (!shader->attachObject("lighting/lightShinyF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightShinyF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } } + + if (features->mIndexedTextureChannels <= 1) + { + if (!shader->attachObject("objects/nonindexedTextureV.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("objects/indexedTextureV.glsl")) + { + return FALSE; + } + } + return TRUE; } @@ -295,9 +509,25 @@ static std::string get_object_log(GLhandleARB ret) return res; } -void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns) +void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& filename) { std::string log = get_object_log(ret); + + if (log.length() > 0 || warns) + { + if (!filename.empty()) + { + if (warns) + { + LL_WARNS("ShaderLoading") << "From " << filename << ":" << LL_ENDL; + } + else + { + LL_INFOS("ShaderLoading") << "From " << filename << ":" << LL_ENDL; + } + } + } + if ( log.length() > 0 ) { if (warns) @@ -306,18 +536,21 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns) } else { - LL_DEBUGS("ShaderLoading") << log << LL_ENDL; + LL_INFOS("ShaderLoading") << log << LL_ENDL; } } -} + } -GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type) +GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, boost::unordered_map<std::string, std::string>* defines, S32 texture_index_channels) { - GLenum error; - error = glGetError(); - if (error != GL_NO_ERROR) + GLenum error = GL_NO_ERROR; + if (gDebugGL) { - LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; + error = glGetError(); + if (error != GL_NO_ERROR) + { + LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; + } } LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL; @@ -345,7 +578,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade file = LLFile::fopen(fname.str(), "r"); /* Flawfinder: ignore */ if (file) { - LL_INFOS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << filename << " (Want class " << gpu_class << ")" << LL_ENDL; + LL_DEBUGS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << filename << " (Want class " << gpu_class << ")" << LL_ENDL; break; // done } } @@ -357,14 +590,202 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } //we can't have any lines longer than 1024 characters - //or any shaders longer than 1024 lines... deal - DaveP + //or any shaders longer than 4096 lines... deal - DaveP GLcharARB buff[1024]; - GLcharARB* text[1024]; + GLcharARB* text[4096]; GLuint count = 0; + S32 major_version = gGLManager.mGLSLVersionMajor; + S32 minor_version = gGLManager.mGLSLVersionMinor; + + if (major_version == 1 && minor_version < 30) + { + 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 + LL_ERRS() << "Unsupported GLSL Version." << LL_ENDL; + } + + 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 (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 + text[count++] = strdup("#version 400\n"); + } + + text[count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n"); + text[count++] = strdup("#define FXAA_GLSL_130 1\n"); + + text[count++] = strdup("#define ATTRIBUTE in\n"); + + if (type == GL_VERTEX_SHADER_ARB) + { //"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"); + } + } + + if (defines) + { + for (boost::unordered_map<std::string,std::string>::iterator iter = defines->begin(); iter != defines->end(); ++iter) + { + std::string define = "#define " + iter->first + " " + iter->second + "\n"; + text[count++] = (GLcharARB *) strdup(define.c_str()); + } + } + + if( gGLManager.mIsATI ) + { + text[ count++ ] = strdup( "#define IS_AMD_CARD 1\n" ); + } + + if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB) + { + //use specified number of texture channels for indexed texture rendering + + /* prepend shader code that looks like this: + + uniform sampler2D tex0; + uniform sampler2D tex1; + uniform sampler2D tex2; + . + . + . + uniform sampler2D texN; + + VARYING_FLAT ivec4 vary_texture_index; + + vec4 ret = vec4(1,0,1,1); + + vec4 diffuseLookup(vec2 texcoord) + { + switch (vary_texture_index.r)) + { + 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); break; + } + + return ret; + } + */ + + text[count++] = strdup("#define HAS_DIFFUSE_LOOKUP 1\n"); + + //uniform declartion + for (S32 i = 0; i < texture_index_channels; ++i) + { + std::string decl = llformat("uniform sampler2D tex%d;\n", i); + text[count++] = strdup(decl.c_str()); + } + + if (texture_index_channels > 1) + { + text[count++] = strdup("VARYING_FLAT int vary_texture_index;\n"); + } + + text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); + text[count++] = strdup("{\n"); + + + if (texture_index_channels == 1) + { //don't use flow control, that's silly + text[count++] = strdup("return texture2D(tex0, texcoord);\n"); + text[count++] = strdup("}\n"); + } + 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 ret;\n"); + text[count++] = strdup("}\n"); + } + } + else + { //should never get here. Indexed texture rendering requires GLSL 1.30 or later + // (for passing integers between vertex and fragment shaders) + LL_ERRS() << "Indexed texture rendering requires GLSL 1.30 or later." << LL_ENDL; + } + } + else + { + text[count++] = strdup("#define HAS_DIFFUSE_LOOKUP 0\n"); + } //copy file into memory - while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) ) + while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(text) ) { text[count++] = (GLcharARB *)strdup((char *)buff); } @@ -372,48 +793,85 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade //create shader object GLhandleARB ret = glCreateShaderObjectARB(type); - error = glGetError(); - if (error != GL_NO_ERROR) + if (gDebugGL) { - LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL; + error = glGetError(); + if (error != GL_NO_ERROR) + { + LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL; + } } - else + + //load source + glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL); + + if (gDebugGL) { - //load source - glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL); error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL; } - else - { - //compile source - glCompileShaderARB(ret); - error = glGetError(); - if (error != GL_NO_ERROR) - { - LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL; - } - } } - //free memory - for (GLuint i = 0; i < count; i++) + + //compile source + glCompileShaderARB(ret); + + if (gDebugGL) { - free(text[i]); + error = glGetError(); + if (error != GL_NO_ERROR) + { + LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL; + } } + if (error == GL_NO_ERROR) { //check for errors GLint success = GL_TRUE; glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success); - error = glGetError(); - if (error != GL_NO_ERROR || success == GL_FALSE) + if (gDebugGL || success == GL_FALSE) { - //an error occured, print log - LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL; - dumpObjectLog(ret); - ret = 0; + error = glGetError(); + if (error != GL_NO_ERROR || success == GL_FALSE) + { + //an error occured, print log + LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL; + dumpObjectLog(ret, TRUE, filename); +#if LL_WINDOWS + std::stringstream ostr; + //dump shader source for debugging + for (GLuint i = 0; i < count; i++) + { + ostr << i << ": " << text[i]; + + if (i % 128 == 0) + { //dump every 128 lines + + LL_WARNS("ShaderLoading") << "\n" << ostr.str() << LL_ENDL; + ostr = std::stringstream(); + } + + } + + LL_WARNS("ShaderLoading") << "\n" << ostr.str() << LL_ENDL; +#else + std::string str; + + for (GLuint i = 0; i < count; i++) { + str.append(text[i]); + + if (i % 128 == 0) + { + LL_WARNS("ShaderLoading") << str << LL_ENDL; + str = ""; + } + } +#endif + + ret = 0; + } } } else @@ -422,6 +880,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } stop_glerror(); + //free memory + for (GLuint i = 0; i < count; i++) + { + free(text[i]); + } + //successfully loaded, save results if (ret) { @@ -434,7 +898,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade if (shader_level > 1) { shader_level--; - return loadShaderFile(filename,shader_level,type); + return loadShaderFile(filename,shader_level,type, defines, texture_index_channels); } LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL; } @@ -453,28 +917,42 @@ 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(); +#if LL_DARWIN - // 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) + // 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); @@ -485,11 +963,6 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors) suppress_errors = FALSE; } #endif - if (!suppress_errors) - { - dumpObjectLog(obj, !success); - } - return success; } @@ -512,3 +985,238 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj) return success; } +//virtual +void LLShaderMgr::initAttribsAndUniforms() +{ + //MUST match order of enum in LLVertexBuffer.h + mReservedAttribs.push_back("position"); + mReservedAttribs.push_back("normal"); + mReservedAttribs.push_back("texcoord0"); + mReservedAttribs.push_back("texcoord1"); + mReservedAttribs.push_back("texcoord2"); + mReservedAttribs.push_back("texcoord3"); + mReservedAttribs.push_back("diffuse_color"); + mReservedAttribs.push_back("emissive"); + mReservedAttribs.push_back("tangent"); + mReservedAttribs.push_back("weight"); + mReservedAttribs.push_back("weight4"); + mReservedAttribs.push_back("clothing"); + mReservedAttribs.push_back("texture_index"); + + //matrix state + mReservedUniforms.push_back("modelview_matrix"); + mReservedUniforms.push_back("projection_matrix"); + mReservedUniforms.push_back("inv_proj"); + mReservedUniforms.push_back("modelview_projection_matrix"); + mReservedUniforms.push_back("normal_matrix"); + mReservedUniforms.push_back("texture_matrix0"); + mReservedUniforms.push_back("texture_matrix1"); + mReservedUniforms.push_back("texture_matrix2"); + mReservedUniforms.push_back("texture_matrix3"); + mReservedUniforms.push_back("object_plane_s"); + mReservedUniforms.push_back("object_plane_t"); + llassert(mReservedUniforms.size() == LLShaderMgr::OBJECT_PLANE_T+1); + + mReservedUniforms.push_back("viewport"); + + mReservedUniforms.push_back("light_position"); + mReservedUniforms.push_back("light_direction"); + mReservedUniforms.push_back("light_attenuation"); + mReservedUniforms.push_back("light_diffuse"); + mReservedUniforms.push_back("light_ambient"); + mReservedUniforms.push_back("light_count"); + mReservedUniforms.push_back("light"); + mReservedUniforms.push_back("light_col"); + mReservedUniforms.push_back("far_z"); + + llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1); + + + mReservedUniforms.push_back("proj_mat"); + mReservedUniforms.push_back("proj_near"); + mReservedUniforms.push_back("proj_p"); + mReservedUniforms.push_back("proj_n"); + mReservedUniforms.push_back("proj_origin"); + mReservedUniforms.push_back("proj_range"); + mReservedUniforms.push_back("proj_ambiance"); + mReservedUniforms.push_back("proj_shadow_idx"); + mReservedUniforms.push_back("shadow_fade"); + mReservedUniforms.push_back("proj_focus"); + mReservedUniforms.push_back("proj_lod"); + mReservedUniforms.push_back("proj_ambient_lod"); + + llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1); + + mReservedUniforms.push_back("color"); + + mReservedUniforms.push_back("diffuseMap"); + mReservedUniforms.push_back("specularMap"); + mReservedUniforms.push_back("bumpMap"); + mReservedUniforms.push_back("environmentMap"); + mReservedUniforms.push_back("cloude_noise_texture"); + mReservedUniforms.push_back("fullbright"); + mReservedUniforms.push_back("lightnorm"); + mReservedUniforms.push_back("sunlight_color_copy"); + mReservedUniforms.push_back("ambient"); + mReservedUniforms.push_back("blue_horizon"); + mReservedUniforms.push_back("blue_density"); + mReservedUniforms.push_back("haze_horizon"); + mReservedUniforms.push_back("haze_density"); + mReservedUniforms.push_back("cloud_shadow"); + mReservedUniforms.push_back("density_multiplier"); + mReservedUniforms.push_back("distance_multiplier"); + mReservedUniforms.push_back("max_y"); + mReservedUniforms.push_back("glow"); + mReservedUniforms.push_back("cloud_color"); + mReservedUniforms.push_back("cloud_pos_density1"); + mReservedUniforms.push_back("cloud_pos_density2"); + mReservedUniforms.push_back("cloud_scale"); + mReservedUniforms.push_back("gamma"); + mReservedUniforms.push_back("scene_light_strength"); + + llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1); + + mReservedUniforms.push_back("center"); + 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"); + mReservedUniforms.push_back("lumWeights"); + mReservedUniforms.push_back("warmthWeights"); + mReservedUniforms.push_back("warmthAmount"); + mReservedUniforms.push_back("glowStrength"); + mReservedUniforms.push_back("glowDelta"); + + llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_DELTA+1); + + + mReservedUniforms.push_back("minimum_alpha"); + mReservedUniforms.push_back("emissive_brightness"); + + mReservedUniforms.push_back("shadow_matrix"); + mReservedUniforms.push_back("env_mat"); + mReservedUniforms.push_back("shadow_clip"); + mReservedUniforms.push_back("sun_wash"); + mReservedUniforms.push_back("shadow_noise"); + mReservedUniforms.push_back("blur_size"); + mReservedUniforms.push_back("ssao_radius"); + mReservedUniforms.push_back("ssao_max_radius"); + mReservedUniforms.push_back("ssao_factor"); + mReservedUniforms.push_back("ssao_factor_inv"); + mReservedUniforms.push_back("ssao_effect_mat"); + mReservedUniforms.push_back("screen_res"); + mReservedUniforms.push_back("near_clip"); + mReservedUniforms.push_back("shadow_offset"); + mReservedUniforms.push_back("shadow_bias"); + mReservedUniforms.push_back("spot_shadow_bias"); + mReservedUniforms.push_back("spot_shadow_offset"); + mReservedUniforms.push_back("sun_dir"); + mReservedUniforms.push_back("shadow_res"); + 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_SHADOW_TARGET_WIDTH+1); + + mReservedUniforms.push_back("tc_scale"); + mReservedUniforms.push_back("rcp_screen_res"); + mReservedUniforms.push_back("rcp_frame_opt"); + mReservedUniforms.push_back("rcp_frame_opt2"); + + mReservedUniforms.push_back("focal_distance"); + mReservedUniforms.push_back("blur_constant"); + mReservedUniforms.push_back("tan_pixel_angle"); + 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"); + mReservedUniforms.push_back("shadowMap1"); + mReservedUniforms.push_back("shadowMap2"); + mReservedUniforms.push_back("shadowMap3"); + mReservedUniforms.push_back("shadowMap4"); + mReservedUniforms.push_back("shadowMap5"); + + llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1); + + mReservedUniforms.push_back("normalMap"); + mReservedUniforms.push_back("positionMap"); + mReservedUniforms.push_back("diffuseRect"); + mReservedUniforms.push_back("specularRect"); + mReservedUniforms.push_back("noiseMap"); + mReservedUniforms.push_back("lightFunc"); + mReservedUniforms.push_back("lightMap"); + mReservedUniforms.push_back("bloomMap"); + mReservedUniforms.push_back("projectionMap"); + mReservedUniforms.push_back("norm_mat"); + + mReservedUniforms.push_back("global_gamma"); + mReservedUniforms.push_back("texture_gamma"); + + mReservedUniforms.push_back("specular_color"); + mReservedUniforms.push_back("env_intensity"); + + mReservedUniforms.push_back("matrixPalette"); + mReservedUniforms.push_back("translationPalette"); + + mReservedUniforms.push_back("screenTex"); + mReservedUniforms.push_back("screenDepth"); + mReservedUniforms.push_back("refTex"); + mReservedUniforms.push_back("eyeVec"); + mReservedUniforms.push_back("time"); + mReservedUniforms.push_back("d1"); + mReservedUniforms.push_back("d2"); + mReservedUniforms.push_back("lightDir"); + mReservedUniforms.push_back("specular"); + mReservedUniforms.push_back("lightExp"); + mReservedUniforms.push_back("waterFogColor"); + mReservedUniforms.push_back("waterFogDensity"); + mReservedUniforms.push_back("waterFogKS"); + mReservedUniforms.push_back("refScale"); + mReservedUniforms.push_back("waterHeight"); + mReservedUniforms.push_back("waterPlane"); + mReservedUniforms.push_back("normScale"); + mReservedUniforms.push_back("fresnelScale"); + mReservedUniforms.push_back("fresnelOffset"); + mReservedUniforms.push_back("blurMultiplier"); + mReservedUniforms.push_back("sunAngle"); + mReservedUniforms.push_back("scaledAngle"); + mReservedUniforms.push_back("sunAngle2"); + + mReservedUniforms.push_back("camPosLocal"); + + mReservedUniforms.push_back("gWindDir"); + mReservedUniforms.push_back("gSinWaveParams"); + mReservedUniforms.push_back("gGravity"); + + mReservedUniforms.push_back("detail_0"); + mReservedUniforms.push_back("detail_1"); + mReservedUniforms.push_back("detail_2"); + mReservedUniforms.push_back("detail_3"); + mReservedUniforms.push_back("alpha_ramp"); + + mReservedUniforms.push_back("origin"); + mReservedUniforms.push_back("display_gamma"); + llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); + + std::set<std::string> dupe_check; + + for (U32 i = 0; i < mReservedUniforms.size(); ++i) + { + if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end()) + { + LL_ERRS() << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << LL_ENDL; + } + dupe_check.insert(mReservedUniforms[i]); + } +} + |