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-rw-r--r--indra/llrender/llglslshader.cpp47
-rw-r--r--indra/llrender/llglslshader.h1
-rw-r--r--indra/llrender/llshadermgr.cpp2
3 files changed, 36 insertions, 14 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 45abb695cb..79979657f1 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -476,6 +476,7 @@ bool LLGLSLShader::createShader()
}
else if (mFeatures.mIndexedTextureChannels > 0)
{ //override texture channels for indexed texture rendering
+ llassert(mFeatures.mIndexedTextureChannels == LLGLSLShader::sIndexedTextureChannels); // these numbers must always match
bind();
S32 channel_count = mFeatures.mIndexedTextureChannels;
@@ -485,19 +486,41 @@ bool LLGLSLShader::createShader()
uniform1i(uniName, i);
}
- S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten
+ //adjust any texture channels that might have been overwritten
for (U32 i = 0; i < mTexture.size(); i++)
{
- if (mTexture[i] > -1 && mTexture[i] < channel_count)
+ if (mTexture[i] > -1)
{
- llassert(cur_tex < gGLManager.mNumTextureImageUnits);
- uniform1i(i, cur_tex);
- mTexture[i] = cur_tex++;
+ S32 new_tex = mTexture[i] + channel_count;
+ uniform1i(i, new_tex);
+ mTexture[i] = new_tex;
}
}
+
+ // get the true number of active texture channels
+ mActiveTextureChannels = channel_count;
+ for (auto& tex : mTexture)
+ {
+ mActiveTextureChannels = llmax(mActiveTextureChannels, tex + 1);
+ }
+
+ // when indexed texture channels are used, enforce an upper limit of 16
+ // this should act as a canary in the coal mine for adding textures
+ // and breaking machines that are limited to 16 texture channels
+ llassert(mActiveTextureChannels <= 16);
unbind();
}
+ LL_DEBUGS("GLSLTextureChannels") << mName << " has " << mActiveTextureChannels << " active texture channels" << LL_ENDL;
+
+ for (U32 i = 0; i < mTexture.size(); i++)
+ {
+ if (mTexture[i] > -1)
+ {
+ LL_DEBUGS("GLSLTextureChannels") << "Texture " << LLShaderMgr::instance()->mReservedUniforms[i] << " assigned to channel " << mTexture[i] << LL_ENDL;
+ }
+ }
+
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
setLabel(mName.c_str());
#endif
@@ -736,6 +759,10 @@ void LLGLSLShader::mapUniform(GLint index)
//found it
mUniform[i] = location;
mTexture[i] = mapUniformTextureChannel(location, type, size);
+ if (mTexture[i] != -1)
+ {
+ LL_DEBUGS("GLSLTextureChannels") << name << " assigned to texture channel " << mTexture[i] << LL_ENDL;
+ }
return;
}
}
@@ -774,25 +801,21 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint
if (size == 1)
{
glUniform1i(location, mActiveTextureChannels);
- LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
mActiveTextureChannels++;
}
else
{
//is array of textures, make sequential after this texture
- GLint channel[32]; // <=== only support up to 32 texture channels
- llassert(size <= 32);
- size = llmin(size, 32);
+ GLint channel[16]; // <=== only support up to 16 texture channels
+ llassert(size <= 16);
+ size = llmin(size, 16);
for (int i = 0; i < size; ++i)
{
channel[i] = mActiveTextureChannels++;
}
glUniform1iv(location, size, channel);
- LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " <<
- (mActiveTextureChannels - size) << " through " << (mActiveTextureChannels - 1) << LL_ENDL;
}
- llassert(mActiveTextureChannels <= 32); // too many textures (probably)
return ret;
}
return -1;
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 9339e7998d..cc2ba0fcff 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -52,7 +52,6 @@ public:
bool hasSrgb = false;
bool isDeferred = false;
bool hasScreenSpaceReflections = false;
- bool disableTextureIndex = false;
bool hasAlphaMask = false;
bool hasReflectionProbes = false;
bool attachNothing = false;
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 634be615e6..574cf55a0e 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -295,7 +295,7 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasLighting)
{
- if (features->disableTextureIndex)
+ if (features->mIndexedTextureChannels <= 1)
{
if (features->hasAlphaMask)
{