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-rw-r--r--indra/llrender/llshadermgr.h60
1 files changed, 56 insertions, 4 deletions
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 598aea4ce8..79a24773e1 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -44,6 +44,7 @@ public:
INVERSE_PROJECTION_MATRIX, // "inv_proj"
MODELVIEW_PROJECTION_MATRIX, // "modelview_projection_matrix"
INVERSE_MODELVIEW_MATRIX, // "inv_modelview"
+ IDENTITY_MATRIX, // "identity_matrix"
NORMAL_MATRIX, // "normal_matrix"
TEXTURE_MATRIX0, // "texture_matrix0"
TEXTURE_MATRIX1, // "texture_matrix1"
@@ -51,10 +52,17 @@ public:
TEXTURE_MATRIX3, // "texture_matrix3"
OBJECT_PLANE_S, // "object_plane_s"
OBJECT_PLANE_T, // "object_plane_t"
+
+ TEXTURE_BASE_COLOR_TRANSFORM, // "texture_base_color_transform" (GLTF)
+ TEXTURE_NORMAL_TRANSFORM, // "texture_normal_transform" (GLTF)
+ TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, // "texture_metallic_roughness_transform" (GLTF)
+ TEXTURE_EMISSIVE_TRANSFORM, // "texture_emissive_transform" (GLTF)
+
VIEWPORT, // "viewport"
LIGHT_POSITION, // "light_position"
LIGHT_DIRECTION, // "light_direction"
LIGHT_ATTENUATION, // "light_attenuation"
+ LIGHT_DEFERRED_ATTENUATION, // "light_deferred_attenuation"
LIGHT_DIFFUSE, // "light_diffuse"
LIGHT_AMBIENT, // "light_ambient"
MULTI_LIGHT_COUNT, // "light_count"
@@ -74,18 +82,29 @@ public:
PROJECTOR_LOD, // "proj_lod"
PROJECTOR_AMBIENT_LOD, // "proj_ambient_lod"
DIFFUSE_COLOR, // "color"
+ EMISSIVE_COLOR, // "emissiveColor"
+ METALLIC_FACTOR, // "metallicFactor"
+ ROUGHNESS_FACTOR, // "roughnessFactor"
DIFFUSE_MAP, // "diffuseMap"
ALTERNATE_DIFFUSE_MAP, // "altDiffuseMap"
SPECULAR_MAP, // "specularMap"
+ EMISSIVE_MAP, // "emissiveMap"
BUMP_MAP, // "bumpMap"
BUMP_MAP2, // "bumpMap2"
ENVIRONMENT_MAP, // "environmentMap"
+ SCENE_MAP, // "sceneMap"
+ SCENE_DEPTH, // "sceneDepth"
+ REFLECTION_PROBES, // "reflectionProbes"
+ IRRADIANCE_PROBES, // "irradianceProbes"
CLOUD_NOISE_MAP, // "cloud_noise_texture"
CLOUD_NOISE_MAP_NEXT, // "cloud_noise_texture_next"
FULLBRIGHT, // "fullbright"
LIGHTNORM, // "lightnorm"
SUNLIGHT_COLOR, // "sunlight_color"
AMBIENT, // "ambient_color"
+ SKY_HDR_SCALE, // "sky_hdr_scale"
+ SKY_SUNLIGHT_SCALE, // "sky_sunlight_scale"
+ SKY_AMBIENT_SCALE, // "sky_ambient_scale"
BLUE_HORIZON, // "blue_horizon"
BLUE_DENSITY, // "blue_density"
HAZE_HORIZON, // "haze_horizon"
@@ -114,6 +133,7 @@ public:
GLOW_WARMTH_AMOUNT, // "warmthAmount"
GLOW_STRENGTH, // "glowStrength"
GLOW_DELTA, // "glowDelta"
+ GLOW_NOISE_MAP, // "glowNoiseMap"
MINIMUM_ALPHA, // "minimum_alpha"
EMISSIVE_BRIGHTNESS, // "emissive_brightness"
@@ -143,6 +163,18 @@ public:
DEFERRED_NORM_CUTOFF, // "norm_cutoff"
DEFERRED_SHADOW_TARGET_WIDTH, // "shadow_target_width"
+ DEFERRED_SSR_ITR_COUNT, // "iterationCount"
+ DEFERRED_SSR_RAY_STEP, // "rayStep"
+ DEFERRED_SSR_DIST_BIAS, // "distanceBias"
+ DEFERRED_SSR_REJECT_BIAS, // "depthRejectBias"
+ DEFERRED_SSR_GLOSSY_SAMPLES, // "glossySampleCount"
+ DEFERRED_SSR_NOISE_SINE, // "noiseSine"
+ DEFERRED_SSR_ADAPTIVE_STEP_MULT, // "adaptiveStepMultiplier"
+
+ MODELVIEW_DELTA_MATRIX, // "modelview_delta"
+ INVERSE_MODELVIEW_DELTA_MATRIX, // "inv_modelview_delta"
+ CUBE_SNAPSHOT, // "cube_snapshot"
+
FXAA_TC_SCALE, // "tc_scale"
FXAA_RCP_SCREEN_RES, // "rcp_screen_res"
FXAA_RCP_FRAME_OPT, // "rcp_frame_opt"
@@ -168,6 +200,9 @@ public:
DEFERRED_POSITION, // "positionMap"
DEFERRED_DIFFUSE, // "diffuseRect"
DEFERRED_SPECULAR, // "specularRect"
+ DEFERRED_EMISSIVE, // "emissiveRect"
+ EXPOSURE_MAP, // "exposureMap"
+ DEFERRED_BRDF_LUT, // "brdfLut"
DEFERRED_NOISE, // "noiseMap"
DEFERRED_LIGHTFUNC, // "lightFunc"
DEFERRED_LIGHT, // "lightMap"
@@ -192,6 +227,7 @@ public:
WATER_SPECULAR, // "specular"
WATER_SPECULAR_EXP, // "lightExp"
WATER_FOGCOLOR, // "waterFogColor"
+ WATER_FOGCOLOR_LINEAR, // "waterFogColorLinear"
WATER_FOGDENSITY, // "waterFogDensity"
WATER_FOGKS, // "waterFogKS"
WATER_REFSCALE, // "refScale"
@@ -231,7 +267,6 @@ public:
ILLUMINANCE_TEX, // "irradiance_texture"
BLEND_FACTOR, // "blend_factor"
- NO_ATMO, // "no_atmo"
MOISTURE_LEVEL, // "moisture_level"
DROPLET_RADIUS, // "droplet_radius"
ICE_LEVEL, // "ice_level"
@@ -242,6 +277,8 @@ public:
CLOUD_VARIANCE, // "cloud_variance"
+ REFLECTION_PROBE_AMBIANCE, // "reflection_probe_ambiance"
+ REFLECTION_PROBE_MAX_LOD, // "max_probe_lod"
SH_INPUT_L1R, // "sh_input_r"
SH_INPUT_L1G, // "sh_input_g"
SH_INPUT_L1B, // "sh_input_b"
@@ -264,7 +301,7 @@ public:
void dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text);
BOOL linkProgramObject(GLuint obj, BOOL suppress_errors = FALSE);
BOOL validateProgramObject(GLuint obj);
- GLuint loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::unordered_map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
+ GLuint loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
// Implemented in the application to actually point to the shader directory.
virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
@@ -272,6 +309,13 @@ public:
// Implemented in the application to actually update out of date uniforms for a particular shader
virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual
+ void initShaderCache(bool enabled, const LLUUID& old_cache_version, const LLUUID& current_cache_version);
+ void clearShaderCache();
+ void persistShaderCacheMetadata();
+
+ bool loadCachedProgramBinary(LLGLSLShader* shader);
+ bool saveCachedProgramBinary(LLGLSLShader* shader);
+
public:
// Map of shader names to compiled
std::map<std::string, GLuint> mVertexShaderObjects;
@@ -282,8 +326,16 @@ public:
std::vector<std::string> mReservedUniforms;
- //preprocessor definitions (name/value)
- std::map<std::string, std::string> mDefinitions;
+ struct ProgramBinaryData
+ {
+ GLsizei mBinaryLength = 0;
+ GLenum mBinaryFormat = 0;
+ F32 mLastUsedTime = 0.0;
+ };
+ std::map<LLUUID, ProgramBinaryData> mShaderBinaryCache;
+ bool mShaderCacheInitialized = false;
+ bool mShaderCacheEnabled = false;
+ std::string mShaderCacheDir;
protected: