diff options
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 188 |
1 files changed, 141 insertions, 47 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index c64f46f38a..b189e5452c 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -145,6 +145,11 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { + if (!shader->attachVertexObject("environment/srgbF.glsl")) // NOTE -- "F" suffix is superfluous here, there is nothing fragment specific in srgbF + { + return FALSE; + } + if (!shader->attachVertexObject("windlight/atmosphericsFuncs.glsl")) { return FALSE; } @@ -177,6 +182,13 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) /////////////////////////////////////// // NOTE order of shader object attaching is VERY IMPORTANT!!! + if (features->hasSrgb || features->hasAtmospherics || features->calculatesAtmospherics) + { + if (!shader->attachFragmentObject("environment/srgbF.glsl")) + { + return FALSE; + } + } if(features->calculatesAtmospherics) { @@ -202,7 +214,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } // we want this BEFORE shadows and AO because those facilities use pos/norm access - if (features->isDeferred) + if (features->isDeferred || features->hasReflectionProbes) { if (!shader->attachFragmentObject("deferred/deferredUtil.glsl")) { @@ -210,6 +222,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } } + if (features->hasScreenSpaceReflections) + { + if (!shader->attachFragmentObject("deferred/screenSpaceReflUtil.glsl")) + { + return FALSE; + } + } + if (features->hasShadows) { if (!shader->attachFragmentObject("deferred/shadowUtil.glsl")) @@ -218,6 +238,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } } + if (features->hasReflectionProbes) + { + if (!shader->attachFragmentObject("deferred/reflectionProbeF.glsl")) + { + return FALSE; + } + } + if (features->hasAmbientOcclusion) { if (!shader->attachFragmentObject("deferred/aoUtil.glsl")) @@ -242,14 +270,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } } - if (features->hasSrgb) - { - if (!shader->attachFragmentObject("environment/srgbF.glsl")) - { - return FALSE; - } - } - if (features->encodesNormal) { if (!shader->attachFragmentObject("environment/encodeNormF.glsl")) @@ -550,26 +570,59 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) //============================================================================ // Load Shader -static std::string get_object_log(GLhandleARB ret) +static std::string get_shader_log(GLuint ret) { std::string res; //get log length GLint length; - glGetObjectParameterivARB(ret, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); + glGetShaderiv(ret, GL_INFO_LOG_LENGTH, &length); if (length > 0) { //the log could be any size, so allocate appropriately - GLcharARB* log = new GLcharARB[length]; - glGetInfoLogARB(ret, length, &length, log); + GLchar* log = new GLchar[length]; + glGetShaderInfoLog(ret, length, &length, log); res = std::string((char *)log); delete[] log; } return res; } +static std::string get_program_log(GLuint ret) +{ + std::string res; + + //get log length + GLint length; + glGetProgramiv(ret, GL_INFO_LOG_LENGTH, &length); + if (length > 0) + { + //the log could be any size, so allocate appropriately + GLchar* log = new GLchar[length]; + glGetProgramInfoLog(ret, length, &length, log); + res = std::string((char*)log); + delete[] log; + } + return res; +} + +// get the info log for the given object, be it a shader or program object +// NOTE: ret MUST be a shader OR a program object +static std::string get_object_log(GLuint ret) +{ + if (glIsProgram(ret)) + { + return get_program_log(ret); + } + else + { + llassert(glIsShader(ret)); + return get_shader_log(ret); + } +} + //dump shader source for debugging -void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text) +void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text) { char num_str[16]; // U32 = max 10 digits @@ -584,9 +637,10 @@ void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLcharARB** shader_cod LL_CONT << LL_ENDL; } -void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& filename) +void LLShaderMgr::dumpObjectLog(GLuint ret, BOOL warns, const std::string& filename) { - std::string log = get_object_log(ret); + std::string log; + log = get_object_log(ret); std::string fname = filename; if (filename.empty()) { @@ -600,7 +654,7 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& } } -GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::unordered_map<std::string, std::string>* defines, S32 texture_index_channels) +GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::unordered_map<std::string, std::string>* defines, S32 texture_index_channels) { // endsure work-around for missing GLSL funcs gets propogated to feature shader files (e.g. srgbF.glsl) @@ -671,9 +725,9 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade //we can't have any lines longer than 1024 characters //or any shaders longer than 4096 lines... deal - DaveP - GLcharARB buff[1024]; - GLcharARB *extra_code_text[1024]; - GLcharARB *shader_code_text[4096 + LL_ARRAY_SIZE(extra_code_text)] = { NULL }; + GLchar buff[1024]; + GLchar *extra_code_text[1024]; + GLchar *shader_code_text[4096 + LL_ARRAY_SIZE(extra_code_text)] = { NULL }; GLuint extra_code_count = 0, shader_code_count = 0; BOOST_STATIC_ASSERT(LL_ARRAY_SIZE(extra_code_text) < LL_ARRAY_SIZE(shader_code_text)); @@ -712,8 +766,15 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade { if (major_version >= 4) { - //set version to 400 - shader_code_text[shader_code_count++] = strdup("#version 400\n"); + //set version to 400 or 420 + if (minor_version >= 20) + { + shader_code_text[shader_code_count++] = strdup("#version 420\n"); + } + else + { + shader_code_text[shader_code_count++] = strdup("#version 400\n"); + } } else if (major_version == 3) { @@ -748,7 +809,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE in\n"); - if (type == GL_VERTEX_SHADER_ARB) + if (type == GL_VERTEX_SHADER) { //"varying" state is "out" in a vertex program, "in" in a fragment program // ("varying" is deprecated after version 1.20) extra_code_text[extra_code_count++] = strdup("#define VARYING out\n"); @@ -772,13 +833,20 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade extra_code_text[extra_code_count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n"); } } - + + // Use alpha float to store bit flags + // See: C++: addDeferredAttachment(), shader: frag_data[2] + extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n"); // atmo kill + extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n"); // bit 0 + extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_PBR 0.67\n"); // bit 1 + extra_code_text[extra_code_count++] = strdup("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)< 0.1)\n"); + if (defines) { for (std::unordered_map<std::string,std::string>::iterator iter = defines->begin(); iter != defines->end(); ++iter) { std::string define = "#define " + iter->first + " " + iter->second + "\n"; - extra_code_text[extra_code_count++] = (GLcharARB *) strdup(define.c_str()); + extra_code_text[extra_code_count++] = (GLchar *) strdup(define.c_str()); } } @@ -787,7 +855,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade extra_code_text[extra_code_count++] = strdup( "#define IS_AMD_CARD 1\n" ); } - if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB) + if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER) { //use specified number of texture channels for indexed texture rendering @@ -927,7 +995,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } else { - shader_code_text[shader_code_count] = (GLcharARB *)strdup((char *)buff); + shader_code_text[shader_code_count] = (GLchar *)strdup((char *)buff); if(flag_write_to_out_of_extra_block_area & flags) { @@ -964,40 +1032,40 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade fclose(file); //create shader object - GLhandleARB ret = glCreateShaderObjectARB(type); + GLuint ret = glCreateShader(type); error = glGetError(); if (error != GL_NO_ERROR) { - LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << " for file: " << open_file_name << LL_ENDL; + LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShader: " << error << " for file: " << open_file_name << LL_ENDL; } //load source - glShaderSourceARB(ret, shader_code_count, (const GLcharARB**) shader_code_text, NULL); + glShaderSource(ret, shader_code_count, (const GLchar**) shader_code_text, NULL); error = glGetError(); if (error != GL_NO_ERROR) { - LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << " for file: " << open_file_name << LL_ENDL; + LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSource: " << error << " for file: " << open_file_name << LL_ENDL; } //compile source - glCompileShaderARB(ret); + glCompileShader(ret); error = glGetError(); if (error != GL_NO_ERROR) { - LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << " for file: " << open_file_name << LL_ENDL; + LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShader: " << error << " for file: " << open_file_name << LL_ENDL; } if (error == GL_NO_ERROR) { //check for errors GLint success = GL_TRUE; - glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success); + glGetShaderiv(ret, GL_COMPILE_STATUS, &success); error = glGetError(); - if (error != GL_NO_ERROR || success == GL_FALSE) + if (error != GL_NO_ERROR || success == GL_FALSE) { //an error occured, print log LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL; @@ -1022,10 +1090,10 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade if (ret) { // Add shader file to map - if (type == GL_VERTEX_SHADER_ARB) { + if (type == GL_VERTEX_SHADER) { mVertexShaderObjects[filename] = ret; } - else if (type == GL_FRAGMENT_SHADER_ARB) { + else if (type == GL_FRAGMENT_SHADER) { mFragmentShaderObjects[filename] = ret; } shader_level = try_gpu_class; @@ -1042,19 +1110,21 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade return ret; } -BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors) +BOOL LLShaderMgr::linkProgramObject(GLuint obj, BOOL suppress_errors) { //check for errors - glLinkProgramARB(obj); + glLinkProgram(obj); GLint success = GL_TRUE; - glGetObjectParameterivARB(obj, GL_OBJECT_LINK_STATUS_ARB, &success); + glGetProgramiv(obj, GL_LINK_STATUS, &success); if (!suppress_errors && success == GL_FALSE) { //an error occured, print log LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL; + dumpObjectLog(obj, TRUE, "linker"); + return success; } - std::string log = get_object_log(obj); + std::string log = get_program_log(obj); LLStringUtil::toLower(log); if (log.find("software") != std::string::npos) { @@ -1065,12 +1135,12 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors) return success; } -BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj) +BOOL LLShaderMgr::validateProgramObject(GLuint obj) { //check program validity against current GL - glValidateProgramARB(obj); + glValidateProgram(obj); GLint success = GL_TRUE; - glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success); + glGetProgramiv(obj, GL_LINK_STATUS, &success); if (success == GL_FALSE) { LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL; @@ -1108,6 +1178,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("inv_proj"); mReservedUniforms.push_back("modelview_projection_matrix"); mReservedUniforms.push_back("inv_modelview"); + mReservedUniforms.push_back("identity_matrix"); mReservedUniforms.push_back("normal_matrix"); mReservedUniforms.push_back("texture_matrix0"); mReservedUniforms.push_back("texture_matrix1"); @@ -1115,13 +1186,18 @@ void LLShaderMgr::initAttribsAndUniforms() 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("texture_basecolor_matrix"); // GLTF + mReservedUniforms.push_back("texture_normal_matrix"); // GLTF + mReservedUniforms.push_back("texture_metallic_roughness_matrix"); // GLTF + mReservedUniforms.push_back("texture_emissive_matrix"); // GLTF + llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_MATRIX+1); mReservedUniforms.push_back("viewport"); mReservedUniforms.push_back("light_position"); mReservedUniforms.push_back("light_direction"); mReservedUniforms.push_back("light_attenuation"); + mReservedUniforms.push_back("light_deferred_attenuation"); mReservedUniforms.push_back("light_diffuse"); mReservedUniforms.push_back("light_ambient"); mReservedUniforms.push_back("light_count"); @@ -1148,13 +1224,19 @@ void LLShaderMgr::initAttribsAndUniforms() llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1); mReservedUniforms.push_back("color"); - + mReservedUniforms.push_back("emissiveColor"); + mReservedUniforms.push_back("metallicFactor"); + mReservedUniforms.push_back("roughnessFactor"); + mReservedUniforms.push_back("diffuseMap"); mReservedUniforms.push_back("altDiffuseMap"); mReservedUniforms.push_back("specularMap"); + mReservedUniforms.push_back("emissiveMap"); mReservedUniforms.push_back("bumpMap"); mReservedUniforms.push_back("bumpMap2"); mReservedUniforms.push_back("environmentMap"); + mReservedUniforms.push_back("reflectionProbes"); + mReservedUniforms.push_back("irradianceProbes"); mReservedUniforms.push_back("cloud_noise_texture"); mReservedUniforms.push_back("cloud_noise_texture_next"); mReservedUniforms.push_back("fullbright"); @@ -1162,9 +1244,12 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("sunlight_color"); mReservedUniforms.push_back("ambient_color"); mReservedUniforms.push_back("blue_horizon"); + mReservedUniforms.push_back("blue_horizon_linear"); mReservedUniforms.push_back("blue_density"); + mReservedUniforms.push_back("blue_density_linear"); mReservedUniforms.push_back("haze_horizon"); mReservedUniforms.push_back("haze_density"); + mReservedUniforms.push_back("haze_density_linear"); mReservedUniforms.push_back("cloud_shadow"); mReservedUniforms.push_back("density_multiplier"); mReservedUniforms.push_back("distance_multiplier"); @@ -1201,6 +1286,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("minimum_alpha"); mReservedUniforms.push_back("emissive_brightness"); + // Deferred mReservedUniforms.push_back("shadow_matrix"); mReservedUniforms.push_back("env_mat"); mReservedUniforms.push_back("shadow_clip"); @@ -1225,8 +1311,9 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("depth_cutoff"); mReservedUniforms.push_back("norm_cutoff"); mReservedUniforms.push_back("shadow_target_width"); + mReservedUniforms.push_back("view_dir"); // DEFERRED_VIEW_DIR - llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1); + llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_VIEW_DIR+1); mReservedUniforms.push_back("tc_scale"); mReservedUniforms.push_back("rcp_screen_res"); @@ -1256,6 +1343,8 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("positionMap"); mReservedUniforms.push_back("diffuseRect"); mReservedUniforms.push_back("specularRect"); + mReservedUniforms.push_back("emissiveRect"); + mReservedUniforms.push_back("brdfLut"); mReservedUniforms.push_back("noiseMap"); mReservedUniforms.push_back("lightFunc"); mReservedUniforms.push_back("lightMap"); @@ -1281,6 +1370,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("specular"); mReservedUniforms.push_back("lightExp"); mReservedUniforms.push_back("waterFogColor"); + mReservedUniforms.push_back("waterFogColorLinear"); mReservedUniforms.push_back("waterFogDensity"); mReservedUniforms.push_back("waterFogKS"); mReservedUniforms.push_back("refScale"); @@ -1326,6 +1416,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("halo_map"); mReservedUniforms.push_back("moon_brightness"); mReservedUniforms.push_back("cloud_variance"); + mReservedUniforms.push_back("reflection_probe_ambiance"); mReservedUniforms.push_back("sh_input_r"); mReservedUniforms.push_back("sh_input_g"); @@ -1335,6 +1426,9 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("water_edge"); mReservedUniforms.push_back("sun_up_factor"); mReservedUniforms.push_back("moonlight_color"); + mReservedUniforms.push_back("moonlight_linear"); + mReservedUniforms.push_back("sunlight_linear"); + mReservedUniforms.push_back("ambient_linear"); llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); |