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Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp88
1 files changed, 57 insertions, 31 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index e40d3da338..1c78bf36db 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -44,6 +44,7 @@
#include "lljoint.h"
#include "llskinningutil.h"
#include "llenvironment.h"
+#include "llatmosphere.h"
#ifdef LL_RELEASE_FOR_DOWNLOAD
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
@@ -92,6 +93,8 @@ LLGLSLShader gDebugProgram;
LLGLSLShader gClipProgram;
LLGLSLShader gDownsampleDepthProgram;
LLGLSLShader gDownsampleDepthRectProgram;
+LLGLSLShader gDownsampleMinMaxDepthRectProgram;
+LLGLSLShader gInscatterRectProgram;
LLGLSLShader gAlphaMaskProgram;
LLGLSLShader gBenchmarkProgram;
@@ -474,7 +477,7 @@ void LLViewerShaderMgr::setShaders()
S32 env_class = 2;
S32 obj_class = 2;
S32 effect_class = 2;
- S32 wl_class = 2;
+ S32 wl_class = 3;
S32 water_class = 2;
S32 deferred_class = 0;
S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
@@ -498,14 +501,13 @@ void LLViewerShaderMgr::setShaders()
{ //no shadows
deferred_class = 1;
}
-
- //make sure hardware skinning is enabled
- //gSavedSettings.setBOOL("RenderAvatarVP", TRUE);
-
- //make sure atmospheric shaders are enabled
- //gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE);
}
+ // clamp to WL class 2 if we have disabled adv atmo (class 3)
+ if (!gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ wl_class = llmin(wl_class, 2);
+ }
if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")
&& gSavedSettings.getBOOL("WindLightUseAtmosShaders")))
@@ -515,7 +517,6 @@ void LLViewerShaderMgr::setShaders()
wl_class = 1;
}
-
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
{
@@ -543,6 +544,7 @@ void LLViewerShaderMgr::setShaders()
// Load all shaders to set max levels
loaded = loadShadersEnvironment();
+ llassert(loaded);
if (loaded)
{
@@ -579,14 +581,10 @@ void LLViewerShaderMgr::setShaders()
if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject())
{ //hardware skinning is enabled and rigged attachment shaders loaded correctly
BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth");
- S32 avatar_class = 1;
-
- // cloth is a class3 shader
- if(avatar_cloth)
- {
- avatar_class = 3;
- }
+ // cloth is a class3 shader
+ S32 avatar_class = avatar_cloth ? 3 : 1;
+
// Set the actual level
mVertexShaderLevel[SHADER_AVATAR] = avatar_class;
loadShadersAvatar();
@@ -699,6 +697,8 @@ void LLViewerShaderMgr::unloadShaders()
gClipProgram.unload();
gDownsampleDepthProgram.unload();
gDownsampleDepthRectProgram.unload();
+ gDownsampleMinMaxDepthRectProgram.unload();
+ gInscatterRectProgram.unload();
gBenchmarkProgram.unload();
gAlphaMaskProgram.unload();
gUIProgram.unload();
@@ -1954,15 +1954,19 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
//gWLSkyProgram.mFeatures.hasGamma = true;
- gDeferredWLSkyProgram.mShaderFiles.clear();
+ gDeferredWLSkyProgram.mShaderFiles.clear();
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
+ {
+ gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ }
success = gDeferredWLSkyProgram.createShader(NULL, NULL);
}
- if (success)
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
{
gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
gDeferredWLCloudProgram.mShaderFiles.clear();
@@ -3267,16 +3271,6 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
- gDownsampleDepthRectProgram.mName = "DownsampleDepthRect Shader";
- gDownsampleDepthRectProgram.mShaderFiles.clear();
- gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
- gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDownsampleDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
- success = gDownsampleDepthRectProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
gAlphaMaskProgram.mName = "Alpha Mask Shader";
gAlphaMaskProgram.mShaderFiles.clear();
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB));
@@ -3295,17 +3289,49 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
}
BOOL LLViewerShaderMgr::loadShadersWindLight()
-{
+{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2)
{
gWLSkyProgram.unload();
gWLCloudProgram.unload();
+ gDownsampleMinMaxDepthRectProgram.unload();
+ gInscatterRectProgram.unload();
return TRUE;
}
- if (success)
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
+ {
+ // Prepare precomputed atmospherics textures using libatmosphere
+ LLAtmosphere::initClass();
+ }
+
+ // this shader uses gather so it can't live with the other basic shaders safely
+ /*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
+ {
+ gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader";
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear();
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthV.glsl", GL_VERTEX_SHADER_ARB));
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL);
+ }*/
+
+ // this shader uses gather so it can't live with the other basic shaders safely
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
+ {
+ gInscatterRectProgram.mName = "Inscatter Shader";
+ gInscatterRectProgram.mShaderFiles.clear();
+ gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB));
+ gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ llassert(gAtmosphere != nullptr);
+ gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ success = gInscatterRectProgram.createShader(NULL, NULL);
+ }
+
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
{
gWLSkyProgram.mName = "Windlight Sky Shader";
//gWLSkyProgram.mFeatures.hasGamma = true;
@@ -3317,7 +3343,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
success = gWLSkyProgram.createShader(NULL, NULL);
}
- if (success)
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
{
gWLCloudProgram.mName = "Windlight Cloud Program";
//gWLCloudProgram.mFeatures.hasGamma = true;