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-rw-r--r--indra/llrender/llshadermgr.cpp266
1 files changed, 69 insertions, 197 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 6e3d89eedc..6cada320fa 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -28,6 +28,7 @@
#include "llshadermgr.h"
#include "llrender.h"
#include "llfile.h"
+#include "lldir.h"
#if LL_DARWIN
#include "OpenGL/OpenGL.h"
@@ -254,14 +255,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
- if (features->hasIndirect)
- {
- if (!shader->attachFragmentObject("deferred/indirect.glsl"))
- {
- return FALSE;
- }
- }
-
if (features->hasGamma || features->isDeferred)
{
if (!shader->attachFragmentObject("windlight/gammaF.glsl"))
@@ -296,9 +289,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
-
- // Test hasFullbright and hasShiny and attach fullbright and
- // fullbright shiny atmos transport if we split them out.
}
// NOTE order of shader object attaching is VERY IMPORTANT!!!
@@ -391,164 +381,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
- // NOTE order of shader object attaching is VERY IMPORTANT!!!
- else if (features->isFullbright)
- {
-
- if (features->isShiny && features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("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->attachFragmentObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightFullbrightWaterF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
- else if (features->isShiny)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
- else
- {
- if (features->disableTextureIndex)
- {
-
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightF.glsl"))
- {
- return FALSE;
- }
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
- }
-
- // NOTE order of shader object attaching is VERY IMPORTANT!!!
- else if (features->isShiny)
- {
-
- if (features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightShinyWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightShinyWaterF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
- else
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightShinyNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightShinyF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
- }
-
if (features->mIndexedTextureChannels <= 1)
{
if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl"))
@@ -687,36 +519,57 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev
S32 gpu_class;
std::string open_file_name;
- //find the most relevant file
- for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
- { //search from the current gpu class down to class 1 to find the most relevant shader
- std::stringstream fname;
- fname << getShaderDirPrefix();
- fname << gpu_class << "/" << filename;
-
- open_file_name = fname.str();
-
- /*
- Would be awesome, if we didn't have shaders that re-use files
- with different environments to say, add skinning, etc
- can't depend on cached version to have evaluate ifdefs identically...
- if we can define a deterministic hash for the shader based on
- all the inputs, maybe we can save some time here.
- if (mShaderObjects.count(filename) > 0)
+
+#if 0 // WIP -- try to come up with a way to fallback to an error shader without needing debug stubs all over the place in the shader tree
+ if (shader_level == -1)
+ {
+ // use "error" fallback
+ if (type == GL_VERTEX_SHADER)
{
- return mShaderObjects[filename];
+ open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorV.glsl");
+ }
+ else
+ {
+ llassert(type == GL_FRAGMENT_SHADER); // type must be vertex or fragment shader
+ open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorF.glsl");
}
- */
+ file = LLFile::fopen(open_file_name, "r");
+ }
+ else
+#endif
+ {
+ //find the most relevant file
+ for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
+ { //search from the current gpu class down to class 1 to find the most relevant shader
+ std::stringstream fname;
+ fname << getShaderDirPrefix();
+ fname << gpu_class << "/" << filename;
+
+ open_file_name = fname.str();
+
+ /*
+ Would be awesome, if we didn't have shaders that re-use files
+ with different environments to say, add skinning, etc
+ can't depend on cached version to have evaluate ifdefs identically...
+ if we can define a deterministic hash for the shader based on
+ all the inputs, maybe we can save some time here.
+ if (mShaderObjects.count(filename) > 0)
+ {
+ return mShaderObjects[filename];
+ }
- LL_DEBUGS("ShaderLoading") << "Looking in " << open_file_name << LL_ENDL;
- file = LLFile::fopen(open_file_name, "r"); /* Flawfinder: ignore */
- if (file)
- {
- LL_DEBUGS("ShaderLoading") << "Loading file: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
- break; // done
- }
- }
+ */
+
+ LL_DEBUGS("ShaderLoading") << "Looking in " << open_file_name << LL_ENDL;
+ file = LLFile::fopen(open_file_name, "r"); /* Flawfinder: ignore */
+ if (file)
+ {
+ LL_DEBUGS("ShaderLoading") << "Loading file: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
+ break; // done
+ }
+ }
+ }
if (file == NULL)
{
@@ -826,7 +679,6 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev
extra_code_text[extra_code_count++] = strdup("#define texture2D texture\n");
extra_code_text[extra_code_count++] = strdup("#define textureCube texture\n");
extra_code_text[extra_code_count++] = strdup("#define texture2DLod textureLod\n");
- extra_code_text[extra_code_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
@@ -961,6 +813,13 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev
GLuint out_of_extra_block_counter = 0, start_shader_code = shader_code_count, file_lines_count = 0;
+#define TOUCH_SHADERS 0
+
+#if TOUCH_SHADERS
+ const char* marker = "// touched";
+ bool touched = false;
+#endif
+
while(NULL != fgets((char *)buff, 1024, file)
&& shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)))
{
@@ -968,6 +827,13 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev
bool extra_block_area_found = NULL != strstr((const char*)buff, "[EXTRA_CODE_HERE]");
+#if TOUCH_SHADERS
+ if (NULL != strstr((const char*)buff, marker))
+ {
+ touched = true;
+ }
+#endif
+
if(extra_block_area_found && !(flag_extra_block_marker_was_found & flags))
{
if(!(flag_write_to_out_of_extra_block_area & flags))
@@ -1030,6 +896,13 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev
extra_code_count = 0;
}
+#if TOUCH_SHADERS
+ if (!touched)
+ {
+ fprintf(file, "\n%s\n", marker);
+ }
+#endif
+
fclose(file);
//create shader object
@@ -1422,7 +1295,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("single_mie_scattering_texture");
mReservedUniforms.push_back("irradiance_texture");
mReservedUniforms.push_back("blend_factor");
- mReservedUniforms.push_back("no_atmo");
mReservedUniforms.push_back("moisture_level");
mReservedUniforms.push_back("droplet_radius");
mReservedUniforms.push_back("ice_level");