diff options
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 3695 |
1 files changed, 2188 insertions, 1507 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 3225299493..a0a9906724 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1,25 +1,25 @@ -/** +/** * @file llviewershadermgr.cpp * @brief Viewer shader manager implementation. * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -64,269 +64,448 @@ using std::pair; using std::make_pair; using std::string; -BOOL LLViewerShaderMgr::sInitialized = FALSE; -bool LLViewerShaderMgr::sSkipReload = false; +bool LLViewerShaderMgr::sInitialized = false; +bool LLViewerShaderMgr::sSkipReload = false; + +LLVector4 gShinyOrigin; -LLVector4 gShinyOrigin; +S32 clamp_terrain_mapping(S32 mapping) +{ + // 1 = "flat", 2 not implemented, 3 = triplanar mapping + mapping = llclamp(mapping, 1, 3); + if (mapping == 2) { mapping = 1; } + return mapping; +} //utility shaders -LLGLSLShader gOcclusionProgram; +LLGLSLShader gOcclusionProgram; LLGLSLShader gSkinnedOcclusionProgram; -LLGLSLShader gOcclusionCubeProgram; -LLGLSLShader gGlowCombineProgram; -LLGLSLShader gReflectionMipProgram; +LLGLSLShader gOcclusionCubeProgram; +LLGLSLShader gGlowCombineProgram; +LLGLSLShader gReflectionMipProgram; LLGLSLShader gGaussianProgram; -LLGLSLShader gRadianceGenProgram; -LLGLSLShader gIrradianceGenProgram; -LLGLSLShader gGlowCombineFXAAProgram; -LLGLSLShader gTwoTextureCompareProgram; -LLGLSLShader gOneTextureFilterProgram; -LLGLSLShader gDebugProgram; +LLGLSLShader gRadianceGenProgram; +LLGLSLShader gHeroRadianceGenProgram; +LLGLSLShader gIrradianceGenProgram; +LLGLSLShader gGlowCombineFXAAProgram; +LLGLSLShader gTwoTextureCompareProgram; +LLGLSLShader gOneTextureFilterProgram; +LLGLSLShader gDebugProgram; LLGLSLShader gSkinnedDebugProgram; -LLGLSLShader gClipProgram; -LLGLSLShader gAlphaMaskProgram; -LLGLSLShader gBenchmarkProgram; +LLGLSLShader gNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT]; +LLGLSLShader gSkinnedNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT]; +LLGLSLShader gClipProgram; +LLGLSLShader gAlphaMaskProgram; +LLGLSLShader gBenchmarkProgram; LLGLSLShader gReflectionProbeDisplayProgram; LLGLSLShader gCopyProgram; LLGLSLShader gCopyDepthProgram; +LLGLSLShader gPBRTerrainBakeProgram; +LLGLSLShader gDrawColorProgram; //object shaders -LLGLSLShader gObjectPreviewProgram; +LLGLSLShader gObjectPreviewProgram; LLGLSLShader gSkinnedObjectPreviewProgram; LLGLSLShader gPhysicsPreviewProgram; -LLGLSLShader gObjectFullbrightAlphaMaskProgram; -LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram; -LLGLSLShader gObjectBumpProgram; +LLGLSLShader gObjectFullbrightAlphaMaskProgram; +LLGLSLShader gObjectBumpProgram; LLGLSLShader gSkinnedObjectBumpProgram; -LLGLSLShader gObjectAlphaMaskNoColorProgram; +LLGLSLShader gObjectAlphaMaskNoColorProgram; //environment shaders -LLGLSLShader gWaterProgram; -LLGLSLShader gWaterEdgeProgram; -LLGLSLShader gUnderWaterProgram; +LLGLSLShader gWaterProgram; +LLGLSLShader gUnderWaterProgram; //interface shaders -LLGLSLShader gHighlightProgram; +LLGLSLShader gHighlightProgram; LLGLSLShader gSkinnedHighlightProgram; -LLGLSLShader gHighlightNormalProgram; -LLGLSLShader gHighlightSpecularProgram; +LLGLSLShader gHighlightNormalProgram; +LLGLSLShader gHighlightSpecularProgram; -LLGLSLShader gDeferredHighlightProgram; +LLGLSLShader gDeferredHighlightProgram; -LLGLSLShader gPathfindingProgram; -LLGLSLShader gPathfindingNoNormalsProgram; +LLGLSLShader gPathfindingProgram; +LLGLSLShader gPathfindingNoNormalsProgram; //avatar shader handles -LLGLSLShader gAvatarProgram; -LLGLSLShader gAvatarEyeballProgram; -LLGLSLShader gImpostorProgram; +LLGLSLShader gAvatarProgram; +LLGLSLShader gAvatarEyeballProgram; +LLGLSLShader gImpostorProgram; // Effects Shaders -LLGLSLShader gGlowProgram; -LLGLSLShader gGlowExtractProgram; -LLGLSLShader gPostScreenSpaceReflectionProgram; +LLGLSLShader gGlowProgram; +LLGLSLShader gGlowExtractProgram; +LLGLSLShader gPostScreenSpaceReflectionProgram; // Deferred rendering shaders -LLGLSLShader gDeferredImpostorProgram; -LLGLSLShader gDeferredDiffuseProgram; -LLGLSLShader gDeferredDiffuseAlphaMaskProgram; +LLGLSLShader gDeferredImpostorProgram; +LLGLSLShader gDeferredDiffuseProgram; +LLGLSLShader gDeferredDiffuseAlphaMaskProgram; LLGLSLShader gDeferredSkinnedDiffuseAlphaMaskProgram; -LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; -LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; -LLGLSLShader gDeferredSkinnedDiffuseProgram; -LLGLSLShader gDeferredSkinnedBumpProgram; -LLGLSLShader gDeferredBumpProgram; -LLGLSLShader gDeferredTerrainProgram; -LLGLSLShader gDeferredTreeProgram; -LLGLSLShader gDeferredTreeShadowProgram; +LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; +LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; +LLGLSLShader gDeferredSkinnedDiffuseProgram; +LLGLSLShader gDeferredSkinnedBumpProgram; +LLGLSLShader gDeferredBumpProgram; +LLGLSLShader gDeferredTerrainProgram; +LLGLSLShader gDeferredTreeProgram; +LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredSkinnedTreeShadowProgram; -LLGLSLShader gDeferredAvatarProgram; -LLGLSLShader gDeferredAvatarAlphaProgram; -LLGLSLShader gDeferredLightProgram; -LLGLSLShader gDeferredMultiLightProgram[16]; -LLGLSLShader gDeferredSpotLightProgram; -LLGLSLShader gDeferredMultiSpotLightProgram; -LLGLSLShader gDeferredSunProgram; +LLGLSLShader gDeferredAvatarProgram; +LLGLSLShader gDeferredAvatarAlphaProgram; +LLGLSLShader gDeferredLightProgram; +LLGLSLShader gDeferredMultiLightProgram[16]; +LLGLSLShader gDeferredSpotLightProgram; +LLGLSLShader gDeferredMultiSpotLightProgram; +LLGLSLShader gDeferredSunProgram; +LLGLSLShader gDeferredSunProbeProgram; LLGLSLShader gHazeProgram; LLGLSLShader gHazeWaterProgram; -LLGLSLShader gDeferredBlurLightProgram; -LLGLSLShader gDeferredSoftenProgram; -LLGLSLShader gDeferredShadowProgram; +LLGLSLShader gDeferredBlurLightProgram; +LLGLSLShader gDeferredSoftenProgram; +LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredSkinnedShadowProgram; -LLGLSLShader gDeferredShadowCubeProgram; -LLGLSLShader gDeferredShadowAlphaMaskProgram; +LLGLSLShader gDeferredShadowCubeProgram; +LLGLSLShader gDeferredShadowAlphaMaskProgram; LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram; -LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram; -LLGLSLShader gDeferredSkinnedShadowGLTFAlphaMaskProgram; +LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram; +LLGLSLShader gDeferredSkinnedShadowGLTFAlphaMaskProgram; LLGLSLShader gDeferredShadowGLTFAlphaBlendProgram; LLGLSLShader gDeferredSkinnedShadowGLTFAlphaBlendProgram; -LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram; +LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram; LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram; -LLGLSLShader gDeferredAvatarShadowProgram; -LLGLSLShader gDeferredAvatarAlphaShadowProgram; -LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram; -LLGLSLShader gDeferredAlphaProgram; -LLGLSLShader gHUDAlphaProgram; +LLGLSLShader gDeferredAvatarShadowProgram; +LLGLSLShader gDeferredAvatarAlphaShadowProgram; +LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram; +LLGLSLShader gDeferredAlphaProgram; +LLGLSLShader gHUDAlphaProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; -LLGLSLShader gDeferredAlphaImpostorProgram; +LLGLSLShader gDeferredAlphaImpostorProgram; LLGLSLShader gDeferredSkinnedAlphaImpostorProgram; -LLGLSLShader gDeferredAvatarEyesProgram; -LLGLSLShader gDeferredFullbrightProgram; +LLGLSLShader gDeferredAvatarEyesProgram; +LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gHUDFullbrightProgram; -LLGLSLShader gDeferredFullbrightAlphaMaskProgram; -LLGLSLShader gHUDFullbrightAlphaMaskProgram; -LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram; -LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram; -LLGLSLShader gDeferredEmissiveProgram; +LLGLSLShader gDeferredFullbrightAlphaMaskProgram; +LLGLSLShader gHUDFullbrightAlphaMaskProgram; +LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram; +LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram; +LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredSkinnedEmissiveProgram; -LLGLSLShader gDeferredPostProgram; -LLGLSLShader gDeferredCoFProgram; -LLGLSLShader gDeferredDoFCombineProgram; -LLGLSLShader gDeferredPostGammaCorrectProgram; -LLGLSLShader gNoPostGammaCorrectProgram; +LLGLSLShader gDeferredPostProgram; +LLGLSLShader gDeferredCoFProgram; +LLGLSLShader gDeferredDoFCombineProgram; +LLGLSLShader gDeferredPostTonemapProgram; +LLGLSLShader gNoPostTonemapProgram; +LLGLSLShader gDeferredPostGammaCorrectProgram; LLGLSLShader gLegacyPostGammaCorrectProgram; -LLGLSLShader gExposureProgram; -LLGLSLShader gLuminanceProgram; -LLGLSLShader gFXAAProgram; -LLGLSLShader gDeferredPostNoDoFProgram; -LLGLSLShader gDeferredWLSkyProgram; -LLGLSLShader gDeferredWLCloudProgram; -LLGLSLShader gDeferredWLSunProgram; -LLGLSLShader gDeferredWLMoonProgram; -LLGLSLShader gDeferredStarProgram; -LLGLSLShader gDeferredFullbrightShinyProgram; +LLGLSLShader gExposureProgram; +LLGLSLShader gExposureProgramNoFade; +LLGLSLShader gLuminanceProgram; +LLGLSLShader gFXAAProgram[4]; +LLGLSLShader gSMAAEdgeDetectProgram[4]; +LLGLSLShader gSMAABlendWeightsProgram[4]; +LLGLSLShader gSMAANeighborhoodBlendProgram[4]; +LLGLSLShader gCASProgram; +LLGLSLShader gDeferredPostNoDoFProgram; +LLGLSLShader gDeferredPostNoDoFNoiseProgram; +LLGLSLShader gDeferredWLSkyProgram; +LLGLSLShader gEnvironmentMapProgram; +LLGLSLShader gDeferredWLCloudProgram; +LLGLSLShader gDeferredWLSunProgram; +LLGLSLShader gDeferredWLMoonProgram; +LLGLSLShader gDeferredStarProgram; +LLGLSLShader gDeferredFullbrightShinyProgram; LLGLSLShader gHUDFullbrightShinyProgram; LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; -LLGLSLShader gDeferredSkinnedFullbrightProgram; +LLGLSLShader gDeferredSkinnedFullbrightProgram; LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskProgram; LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskAlphaProgram; -LLGLSLShader gNormalMapGenProgram; +LLGLSLShader gNormalMapGenProgram; LLGLSLShader gDeferredGenBrdfLutProgram; LLGLSLShader gDeferredBufferVisualProgram; // Deferred materials shaders -LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; -LLGLSLShader gHUDPBROpaqueProgram; +LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; +LLGLSLShader gHUDPBROpaqueProgram; LLGLSLShader gPBRGlowProgram; LLGLSLShader gPBRGlowSkinnedProgram; -LLGLSLShader gDeferredPBROpaqueProgram; +LLGLSLShader gDeferredPBROpaqueProgram; LLGLSLShader gDeferredSkinnedPBROpaqueProgram; LLGLSLShader gHUDPBRAlphaProgram; LLGLSLShader gDeferredPBRAlphaProgram; LLGLSLShader gDeferredSkinnedPBRAlphaProgram; +LLGLSLShader gDeferredPBRTerrainProgram[TERRAIN_PAINT_TYPE_COUNT]; + +LLGLSLShader gGLTFPBRMetallicRoughnessProgram; + //helper for making a rigged variant of a given shader -bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader) +static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader) { riggedShader.mName = llformat("Skinned %s", shader.mName.c_str()); riggedShader.mFeatures = shader.mFeatures; riggedShader.mFeatures.hasObjectSkinning = true; riggedShader.mDefines = shader.mDefines; // NOTE: Must come before addPermutation + riggedShader.addPermutation("HAS_SKIN", "1"); riggedShader.mShaderFiles = shader.mShaderFiles; riggedShader.mShaderLevel = shader.mShaderLevel; riggedShader.mShaderGroup = shader.mShaderGroup; shader.mRiggedVariant = &riggedShader; - return riggedShader.createShader(NULL, NULL); + return riggedShader.createShader(); +} + +static void add_common_permutations(LLGLSLShader* shader) +{ + static LLCachedControl<bool> emissive(gSavedSettings, "RenderEnableEmissiveBuffer", false); + + if (emissive) + { + shader->addPermutation("HAS_EMISSIVE", "1"); + } } + +static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool alpha_blend, bool rigged, bool unlit, bool multi_uv, bool use_sun_shadow) +{ + variant.mName = shader.mName.c_str(); + variant.mFeatures = shader.mFeatures; + variant.mShaderFiles = shader.mShaderFiles; + variant.mShaderLevel = shader.mShaderLevel; + variant.mShaderGroup = shader.mShaderGroup; + + variant.mDefines = shader.mDefines; // NOTE: Must come before addPermutation + + U32 node_size = 16 * 3; + U32 max_nodes = gGLManager.mMaxUniformBlockSize / node_size; + variant.addPermutation("MAX_NODES_PER_GLTF_OBJECT", std::to_string(max_nodes)); + + U32 material_size = 16 * 12; + U32 max_materials = gGLManager.mMaxUniformBlockSize / material_size; + LLGLSLShader::sMaxGLTFMaterials = max_materials; + + variant.addPermutation("MAX_MATERIALS_PER_GLTF_OBJECT", std::to_string(max_materials)); + + U32 max_vec4s = gGLManager.mMaxUniformBlockSize / 16; + variant.addPermutation("MAX_UBO_VEC4S", std::to_string(max_vec4s)); + + if (rigged) + { + variant.addPermutation("HAS_SKIN", "1"); + } + + if (unlit) + { + variant.addPermutation("UNLIT", "1"); + } + + if (multi_uv) + { + variant.addPermutation("MULTI_UV", "1"); + } + + if (alpha_blend) + { + variant.addPermutation("ALPHA_BLEND", "1"); + + variant.mFeatures.calculatesLighting = false; + variant.mFeatures.hasLighting = false; + variant.mFeatures.isAlphaLighting = true; + variant.mFeatures.hasSrgb = true; + variant.mFeatures.calculatesAtmospherics = true; + variant.mFeatures.hasAtmospherics = true; + variant.mFeatures.hasGamma = true; + variant.mFeatures.hasShadows = use_sun_shadow; + variant.mFeatures.isDeferred = true; // include deferredUtils + variant.mFeatures.hasReflectionProbes = true; + + if (use_sun_shadow) + { + variant.addPermutation("HAS_SUN_SHADOW", "1"); + } + + bool success = variant.createShader(); + llassert(success); + + // Alpha Shader Hack + // See: LLRender::syncMatrices() + variant.mFeatures.calculatesLighting = true; + variant.mFeatures.hasLighting = true; + + return success; + } + else + { + return variant.createShader(); + } +} + +static bool make_gltf_variants(LLGLSLShader& shader, bool use_sun_shadow) +{ + shader.mFeatures.mGLTF = true; + shader.mGLTFVariants.resize(LLGLSLShader::NUM_GLTF_VARIANTS); + + for (U32 i = 0; i < LLGLSLShader::NUM_GLTF_VARIANTS; ++i) + { + bool alpha_blend = i & LLGLSLShader::GLTFVariant::ALPHA_BLEND; + bool rigged = i & LLGLSLShader::GLTFVariant::RIGGED; + bool unlit = i & LLGLSLShader::GLTFVariant::UNLIT; + bool multi_uv = i & LLGLSLShader::GLTFVariant::MULTI_UV; + + if (!make_gltf_variant(shader, shader.mGLTFVariants[i], alpha_blend, rigged, unlit, multi_uv, use_sun_shadow)) + { + return false; + } + } + + return true; +} + +#ifdef SHOW_ASSERT +// return true if there are no redundant shaders in the given vector +// also checks for redundant variants +static bool no_redundant_shaders(const std::vector<LLGLSLShader*>& shaders) +{ + std::set<std::string> names; + for (LLGLSLShader* shader : shaders) + { + if (names.find(shader->mName) != names.end()) + { + LL_WARNS("Shader") << "Redundant shader: " << shader->mName << LL_ENDL; + return false; + } + names.insert(shader->mName); + + if (shader->mRiggedVariant) + { + if (names.find(shader->mRiggedVariant->mName) != names.end()) + { + LL_WARNS("Shader") << "Redundant shader: " << shader->mRiggedVariant->mName << LL_ENDL; + return false; + } + names.insert(shader->mRiggedVariant->mName); + } + } + return true; +} +#endif + + LLViewerShaderMgr::LLViewerShaderMgr() : - mShaderLevel(SHADER_COUNT, 0), - mMaxAvatarShaderLevel(0) -{ + mShaderLevel(SHADER_COUNT, 0), + mMaxAvatarShaderLevel(0) +{ +} + +LLViewerShaderMgr::~LLViewerShaderMgr() +{ + mShaderLevel.clear(); + mShaderList.clear(); +} + +void LLViewerShaderMgr::finalizeShaderList() +{ //ONLY shaders that need WL Param management should be added here - mShaderList.push_back(&gAvatarProgram); - mShaderList.push_back(&gWaterProgram); - mShaderList.push_back(&gWaterEdgeProgram); - mShaderList.push_back(&gAvatarEyeballProgram); - mShaderList.push_back(&gImpostorProgram); - mShaderList.push_back(&gObjectBumpProgram); - mShaderList.push_back(&gSkinnedObjectBumpProgram); - mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); - mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram); - mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); - mShaderList.push_back(&gUnderWaterProgram); - mShaderList.push_back(&gDeferredSunProgram); + mShaderList.push_back(&gAvatarProgram); + mShaderList.push_back(&gWaterProgram); + mShaderList.push_back(&gAvatarEyeballProgram); + mShaderList.push_back(&gImpostorProgram); + mShaderList.push_back(&gObjectBumpProgram); + mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); + mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); + mShaderList.push_back(&gUnderWaterProgram); + mShaderList.push_back(&gDeferredSunProgram); + mShaderList.push_back(&gDeferredSunProbeProgram); mShaderList.push_back(&gHazeProgram); mShaderList.push_back(&gHazeWaterProgram); - mShaderList.push_back(&gDeferredSoftenProgram); - mShaderList.push_back(&gDeferredAlphaProgram); + mShaderList.push_back(&gDeferredSoftenProgram); + mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gHUDAlphaProgram); - mShaderList.push_back(&gDeferredSkinnedAlphaProgram); - mShaderList.push_back(&gDeferredAlphaImpostorProgram); - mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram); - mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredAlphaImpostorProgram); + mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gHUDFullbrightProgram); - mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); + mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram); mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram); - mShaderList.push_back(&gDeferredFullbrightShinyProgram); + mShaderList.push_back(&gDeferredFullbrightShinyProgram); mShaderList.push_back(&gHUDFullbrightShinyProgram); - mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram); - mShaderList.push_back(&gDeferredSkinnedFullbrightProgram); - mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskProgram); - mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskAlphaProgram); - mShaderList.push_back(&gDeferredEmissiveProgram); - mShaderList.push_back(&gDeferredSkinnedEmissiveProgram); - mShaderList.push_back(&gDeferredAvatarEyesProgram); + mShaderList.push_back(&gDeferredEmissiveProgram); + mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); - mShaderList.push_back(&gDeferredWLSkyProgram); - mShaderList.push_back(&gDeferredWLCloudProgram); + mShaderList.push_back(&gEnvironmentMapProgram); + mShaderList.push_back(&gDeferredWLSkyProgram); + mShaderList.push_back(&gDeferredWLCloudProgram); mShaderList.push_back(&gDeferredWLMoonProgram); mShaderList.push_back(&gDeferredWLSunProgram); mShaderList.push_back(&gDeferredPBRAlphaProgram); mShaderList.push_back(&gHUDPBRAlphaProgram); - mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram); + mShaderList.push_back(&gDeferredPostTonemapProgram); + mShaderList.push_back(&gNoPostTonemapProgram); mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma - mShaderList.push_back(&gNoPostGammaCorrectProgram); mShaderList.push_back(&gLegacyPostGammaCorrectProgram); + mShaderList.push_back(&gDeferredDiffuseProgram); + mShaderList.push_back(&gDeferredBumpProgram); + mShaderList.push_back(&gDeferredPBROpaqueProgram); -} + if (gSavedSettings.getBOOL("GLTFEnabled")) + { + mShaderList.push_back(&gGLTFPBRMetallicRoughnessProgram); + } -LLViewerShaderMgr::~LLViewerShaderMgr() -{ - mShaderLevel.clear(); - mShaderList.clear(); + mShaderList.push_back(&gDeferredAvatarProgram); + mShaderList.push_back(&gDeferredTerrainProgram); + + for (U32 paint_type = 0; paint_type < TERRAIN_PAINT_TYPE_COUNT; ++paint_type) + { + mShaderList.push_back(&gDeferredPBRTerrainProgram[paint_type]); + } + + mShaderList.push_back(&gDeferredDiffuseAlphaMaskProgram); + mShaderList.push_back(&gDeferredNonIndexedDiffuseAlphaMaskProgram); + mShaderList.push_back(&gDeferredTreeProgram); + + // make sure there are no redundancies + llassert(no_redundant_shaders(mShaderList)); } // static LLViewerShaderMgr * LLViewerShaderMgr::instance() { - if(NULL == sInstance) - { - sInstance = new LLViewerShaderMgr(); - } + if(NULL == sInstance) + { + sInstance = new LLViewerShaderMgr(); + } - return static_cast<LLViewerShaderMgr*>(sInstance); + return static_cast<LLViewerShaderMgr*>(sInstance); } // static void LLViewerShaderMgr::releaseInstance() { - if (sInstance != NULL) - { - delete sInstance; - sInstance = NULL; - } + if (sInstance != NULL) + { + delete sInstance; + sInstance = NULL; + } } void LLViewerShaderMgr::initAttribsAndUniforms(void) { - if (mReservedAttribs.empty()) - { - LLShaderMgr::initAttribsAndUniforms(); - } + if (mReservedAttribs.empty()) + { + LLShaderMgr::initAttribsAndUniforms(); + } } - + //============================================================================ // Set Levels S32 LLViewerShaderMgr::getShaderLevel(S32 type) { - return mShaderLevel[type]; + return mShaderLevel[type]; } //============================================================================ @@ -337,12 +516,14 @@ void LLViewerShaderMgr::setShaders() LL_PROFILE_ZONE_SCOPED; //setShaders might be called redundantly by gSavedSettings, so return on reentrance static bool reentrance = false; - + if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload) { return; } + mShaderList.clear(); + if (!gGLManager.mHasRequirements) { // Viewer will show 'hardware requirements' warning later @@ -350,41 +531,44 @@ void LLViewerShaderMgr::setShaders() return; } - { - static LLCachedControl<bool> shader_cache_enabled(gSavedSettings, "RenderShaderCacheEnabled", true); - static LLUUID old_cache_version; - static LLUUID current_cache_version; - if (current_cache_version.isNull()) - { - HBXXH128 hash_obj; - hash_obj.update(LLVersionInfo::instance().getVersion()); - current_cache_version = hash_obj.digest(); + { + static LLCachedControl<bool> shader_cache_enabled(gSavedSettings, "RenderShaderCacheEnabled", true); + static LLUUID old_cache_version; + static LLUUID current_cache_version; + if (current_cache_version.isNull()) + { + HBXXH128 hash_obj; + hash_obj.update(LLVersionInfo::instance().getVersion()); + current_cache_version = hash_obj.digest(); - old_cache_version = LLUUID(gSavedSettings.getString("RenderShaderCacheVersion")); - gSavedSettings.setString("RenderShaderCacheVersion", current_cache_version.asString()); - } + old_cache_version = LLUUID(gSavedSettings.getString("RenderShaderCacheVersion")); + gSavedSettings.setString("RenderShaderCacheVersion", current_cache_version.asString()); + } - initShaderCache(shader_cache_enabled, old_cache_version, current_cache_version); - } + initShaderCache(shader_cache_enabled, old_cache_version, current_cache_version); + } static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16); - + // when using indexed texture rendering, leave some texture units available for shadow and reflection maps - LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits-12, (S32) max_texture_index), 1); + static LLCachedControl<S32> reserved_texture_units(gSavedSettings, "RenderReservedTextureIndices", 14); + + LLGLSLShader::sIndexedTextureChannels = 4; + //llclamp<S32>(max_texture_index, 1, gGLManager.mNumTextureImageUnits-reserved_texture_units); reentrance = true; // Make sure the compiled shader map is cleared before we recompile shaders. mVertexShaderObjects.clear(); mFragmentShaderObjects.clear(); - + initAttribsAndUniforms(); gPipeline.releaseGLBuffers(); - unloadShaders(); + unloadShaders(); + + LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); - LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); - if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_WAIT); @@ -404,7 +588,7 @@ void LLViewerShaderMgr::setShaders() llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)); - + S32 light_class = 3; S32 interface_class = 2; S32 env_class = 2; @@ -438,18 +622,21 @@ void LLViewerShaderMgr::setShaders() else { // "ShaderLoading" and "Shader" need to be logged + LL_WARNS("Shader") << "Failed loading basic shaders. Retrying with increased log level..." << LL_ENDL; + LLError::ELevel lvl = LLError::getDefaultLevel(); LLError::setDefaultLevel(LLError::LEVEL_DEBUG); loadBasicShaders(); LLError::setDefaultLevel(lvl); + gGLManager.printGLInfoString(); LL_ERRS() << "Unable to load basic shader " << shader_name << ", verify graphics driver installed and current." << LL_ENDL; - reentrance = false; // For hygiene only, re-try probably helps nothing + reentrance = false; // For hygiene only, re-try probably helps nothing return; } gPipeline.mShadersLoaded = true; - BOOL loaded = loadShadersWater(); + bool loaded = loadShadersWater(); if (loaded) { @@ -499,7 +686,7 @@ void LLViewerShaderMgr::setShaders() { //hardware skinning is enabled and rigged attachment shaders loaded correctly // cloth is a class3 shader S32 avatar_class = 1; - + // Set the actual level mShaderLevel[SHADER_AVATAR] = avatar_class; @@ -516,7 +703,7 @@ void LLViewerShaderMgr::setShaders() loaded = loaded && loadShadersDeferred(); llassert(loaded); - persistShaderCacheMetadata(); + persistShaderCacheMetadata(); if (gViewerWindow) { @@ -524,81 +711,92 @@ void LLViewerShaderMgr::setShaders() } gPipeline.createGLBuffers(); + finalizeShaderList(); + reentrance = false; } void LLViewerShaderMgr::unloadShaders() { - while (!LLGLSLShader::sInstances.empty()) - { - LLGLSLShader* shader = *(LLGLSLShader::sInstances.begin()); - shader->unload(); - } - - mShaderLevel[SHADER_LIGHTING] = 0; - mShaderLevel[SHADER_OBJECT] = 0; - mShaderLevel[SHADER_AVATAR] = 0; - mShaderLevel[SHADER_ENVIRONMENT] = 0; - mShaderLevel[SHADER_WATER] = 0; - mShaderLevel[SHADER_INTERFACE] = 0; - mShaderLevel[SHADER_EFFECT] = 0; - mShaderLevel[SHADER_WINDLIGHT] = 0; - - gPipeline.mShadersLoaded = false; + while (!LLGLSLShader::sInstances.empty()) + { + LLGLSLShader* shader = *(LLGLSLShader::sInstances.begin()); + shader->unload(); + } + + mShaderLevel[SHADER_LIGHTING] = 0; + mShaderLevel[SHADER_OBJECT] = 0; + mShaderLevel[SHADER_AVATAR] = 0; + mShaderLevel[SHADER_ENVIRONMENT] = 0; + mShaderLevel[SHADER_WATER] = 0; + mShaderLevel[SHADER_INTERFACE] = 0; + mShaderLevel[SHADER_EFFECT] = 0; + mShaderLevel[SHADER_WINDLIGHT] = 0; + + gPipeline.mShadersLoaded = false; } std::string LLViewerShaderMgr::loadBasicShaders() { - // Load basic dependency shaders first - // All of these have to load for any shaders to function - - S32 sum_lights_class = 3; + // Load basic dependency shaders first + // All of these have to load for any shaders to function + + S32 sum_lights_class = 3; #if LL_DARWIN - // Work around driver crashes on older Macs when using deferred rendering - // NORSPEC-59 - // - if (gGLManager.mIsMobileGF) - sum_lights_class = 3; + // Work around driver crashes on older Macs when using deferred rendering + // NORSPEC-59 + // + if (gGLManager.mIsMobileGF) + sum_lights_class = 3; #endif - // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. - S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); - sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); - - // Load the Basic Vertex Shaders at the appropriate level. - // (in order of shader function call depth for reference purposes, deepest level first) - - vector< pair<string, S32> > shaders; - shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); - shaders.push_back( make_pair( "lighting/lightV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) ); - shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. + S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); + sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); + + // Load the Basic Vertex Shaders at the appropriate level. + // (in order of shader function call depth for reference purposes, deepest level first) + + vector< pair<string, S32> > shaders; + shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); + shaders.push_back( make_pair( "lighting/lightV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) ); + shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "environment/srgbF.glsl", 1 ) ); - shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); - shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); + shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); + shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "deferred/textureUtilV.glsl", 1 ) ); - if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30) - { - shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); - } - shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); + if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30) + { + shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); + } + shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); + + std::map<std::string, std::string> attribs; + attribs["MAX_JOINTS_PER_MESH_OBJECT"] = + std::to_string(LLSkinningUtil::getMaxJointCount()); + + static LLCachedControl<bool> emissive(gSavedSettings, "RenderEnableEmissiveBuffer", false); + + if (emissive) + { + attribs["HAS_EMISSIVE"] = "1"; + } - std::map<std::string, std::string> attribs; - attribs["MAX_JOINTS_PER_MESH_OBJECT"] = - boost::lexical_cast<std::string>(LLSkinningUtil::getMaxJointCount()); + bool ssr = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); - BOOL ssr = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); + bool mirrors = gSavedSettings.getBOOL("RenderMirrors"); - bool has_reflection_probes = gSavedSettings.getBOOL("RenderReflectionsEnabled") && gGLManager.mGLVersion > 3.99f; + bool has_reflection_probes = gSavedSettings.getBOOL("RenderReflectionsEnabled") && gGLManager.mGLVersion > 3.99f; - S32 probe_level = llclamp(gSavedSettings.getS32("RenderReflectionProbeLevel"), 0, 3); + S32 probe_level = llclamp(gSavedSettings.getS32("RenderReflectionProbeLevel"), 0, 3); S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); @@ -617,99 +815,117 @@ std::string LLViewerShaderMgr::loadBasicShaders() attribs["SSR"] = "1"; } - if (has_reflection_probes) - { + if (has_reflection_probes) + { attribs["REFMAP_LEVEL"] = std::to_string(probe_level); - attribs["REF_SAMPLE_COUNT"] = "32"; - } - - LLGLSLShader::sGlobalDefines = attribs; - - // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. - for (U32 i = 0; i < shaders.size(); i++) - { - // Note usage of GL_VERTEX_SHADER - if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER, &attribs) == 0) - { - LL_WARNS("Shader") << "Failed to load vertex shader " << shaders[i].first << LL_ENDL; - return shaders[i].first; - } - } - - // Load the Basic Fragment Shaders at the appropriate level. - // (in order of shader function call depth for reference purposes, deepest level first) - - shaders.clear(); - S32 ch = 1; - - if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) - { //use indexed texture rendering for GLSL >= 1.30 - ch = llmax(LLGLSLShader::sIndexedTextureChannels, 1); - } - - - std::vector<S32> index_channels; - index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) ); + attribs["REF_SAMPLE_COUNT"] = "32"; + } + + if (mirrors) + { + attribs["HERO_PROBES"] = "1"; + } + + { // PBR terrain + const S32 mapping = clamp_terrain_mapping(gSavedSettings.getS32("RenderTerrainPBRPlanarSampleCount")); + attribs["TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT"] = llformat("%d", mapping); + const F32 triplanar_factor = gSavedSettings.getF32("RenderTerrainPBRTriplanarBlendFactor"); + attribs["TERRAIN_TRIPLANAR_BLEND_FACTOR"] = llformat("%.2f", triplanar_factor); + S32 detail = gSavedSettings.getS32("RenderTerrainPBRDetail"); + detail = llclamp(detail, TERRAIN_PBR_DETAIL_MIN, TERRAIN_PBR_DETAIL_MAX); + attribs["TERRAIN_PBR_DETAIL"] = llformat("%d", detail); + } + + LLGLSLShader::sGlobalDefines = attribs; + + // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. + for (U32 i = 0; i < shaders.size(); i++) + { + // Note usage of GL_VERTEX_SHADER + if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER, &attribs) == 0) + { + LL_WARNS("Shader") << "Failed to load basic vertex shader " << i << ": " << shaders[i].first << LL_ENDL; + return shaders[i].first; + } + } + + // Load the Basic Fragment Shaders at the appropriate level. + // (in order of shader function call depth for reference purposes, deepest level first) + + shaders.clear(); + S32 ch = 1; + + if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) + { //use indexed texture rendering for GLSL >= 1.30 + ch = llmax(LLGLSLShader::sIndexedTextureChannels, 1); + } + + + std::vector<S32> index_channels; + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", 1) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/gbufferUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/globalF.glsl", 1)); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/pbrterrainUtilF.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/tonemapUtilF.glsl", 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl", has_reflection_probes ? 3 : 2) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); - index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); - index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); - - for (U32 i = 0; i < shaders.size(); i++) - { - // Note usage of GL_FRAGMENT_SHADER - if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER, &attribs, index_channels[i]) == 0) - { - LL_WARNS("Shader") << "Failed to load fragment shader " << shaders[i].first << LL_ENDL; - return shaders[i].first; - } - } - - return std::string(); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + + for (U32 i = 0; i < shaders.size(); i++) + { + // Note usage of GL_FRAGMENT_SHADER + if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER, &attribs, index_channels[i]) == 0) + { + LL_WARNS("Shader") << "Failed to load fragment shader " << shaders[i].first << LL_ENDL; + return shaders[i].first; + } + } + + return std::string(); } -BOOL LLViewerShaderMgr::loadShadersWater() +bool LLViewerShaderMgr::loadShadersWater() { LL_PROFILE_ZONE_SCOPED; - BOOL success = TRUE; - BOOL terrainWaterSuccess = TRUE; - + bool success = true; + bool terrainWaterSuccess = true; + bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 && gSavedSettings.getS32("RenderShadowDetail") > 0; - if (mShaderLevel[SHADER_WATER] == 0) - { - gWaterProgram.unload(); - gWaterEdgeProgram.unload(); - gUnderWaterProgram.unload(); - return TRUE; - } - - if (success) - { - // load water shader - gWaterProgram.mName = "Water Shader"; - gWaterProgram.mFeatures.calculatesAtmospherics = true; + if (mShaderLevel[SHADER_WATER] == 0) + { + gWaterProgram.unload(); + gUnderWaterProgram.unload(); + return true; + } + + if (success) + { + // load water shader + gWaterProgram.mName = "Water Shader"; + gWaterProgram.mFeatures.calculatesAtmospherics = true; gWaterProgram.mFeatures.hasAtmospherics = true; - gWaterProgram.mFeatures.hasGamma = true; - gWaterProgram.mFeatures.hasSrgb = true; + gWaterProgram.mFeatures.hasGamma = true; + gWaterProgram.mFeatures.hasSrgb = true; gWaterProgram.mFeatures.hasReflectionProbes = true; + gWaterProgram.mFeatures.hasTonemap = true; gWaterProgram.mFeatures.hasShadows = use_sun_shadow; - gWaterProgram.mShaderFiles.clear(); - gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); - gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); + gWaterProgram.mShaderFiles.clear(); + gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); + gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); gWaterProgram.clearPermutations(); if (LLPipeline::sRenderTransparentWater) { @@ -721,354 +937,348 @@ BOOL LLViewerShaderMgr::loadShadersWater() gWaterProgram.addPermutation("HAS_SUN_SHADOW", "1"); } - gWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - gWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; - success = gWaterProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - // load water shader - gWaterEdgeProgram.mName = "Water Edge Shader"; - gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true; - gWaterEdgeProgram.mFeatures.hasAtmospherics = true; - gWaterEdgeProgram.mFeatures.hasGamma = true; - gWaterEdgeProgram.mFeatures.hasSrgb = true; - gWaterEdgeProgram.mFeatures.hasReflectionProbes = true; - gWaterEdgeProgram.mFeatures.hasShadows = use_sun_shadow; - gWaterEdgeProgram.mShaderFiles.clear(); - gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); - gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); - gWaterEdgeProgram.clearPermutations(); - gWaterEdgeProgram.addPermutation("WATER_EDGE", "1"); - if (LLPipeline::sRenderTransparentWater) - { - gWaterEdgeProgram.addPermutation("TRANSPARENT_WATER", "1"); - } + gWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; + success = gWaterProgram.createShader(); + llassert(success); + } - if (use_sun_shadow) - { - gWaterEdgeProgram.addPermutation("HAS_SUN_SHADOW", "1"); - } - gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER; - gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; - success = gWaterEdgeProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - //load under water vertex shader - gUnderWaterProgram.mName = "Underwater Shader"; - gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; - gUnderWaterProgram.mFeatures.hasAtmospherics = true; - gUnderWaterProgram.mShaderFiles.clear(); - gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); - gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER)); - gUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; - gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + if (success) + { + //load under water vertex shader + gUnderWaterProgram.mName = "Underwater Shader"; + gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; + gUnderWaterProgram.mFeatures.hasAtmospherics = true; + gUnderWaterProgram.mShaderFiles.clear(); + gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); + gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER)); + gUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; + gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gUnderWaterProgram.clearPermutations(); if (LLPipeline::sRenderTransparentWater) { gUnderWaterProgram.addPermutation("TRANSPARENT_WATER", "1"); } - success = gUnderWaterProgram.createShader(NULL, NULL); - llassert(success); - } - - /// Keep track of water shader levels - if (gWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER] - || gUnderWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER]) - { - mShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel); - } - - if (!success) - { - mShaderLevel[SHADER_WATER] = 0; - return FALSE; - } - - // if we failed to load the terrain water shaders and we need them (using class2 water), - // then drop down to class1 water. - if (mShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess) - { - mShaderLevel[SHADER_WATER]--; - return loadShadersWater(); - } - - LLWorld::getInstance()->updateWaterObjects(); - - return TRUE; + success = gUnderWaterProgram.createShader(); + llassert(success); + } + + /// Keep track of water shader levels + if (gWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER] + || gUnderWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER]) + { + mShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel); + } + + if (!success) + { + mShaderLevel[SHADER_WATER] = 0; + return false; + } + + // if we failed to load the terrain water shaders and we need them (using class2 water), + // then drop down to class1 water. + if (mShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess) + { + mShaderLevel[SHADER_WATER]--; + return loadShadersWater(); + } + + LLWorld::getInstance()->updateWaterObjects(); + + return true; } -BOOL LLViewerShaderMgr::loadShadersEffects() +bool LLViewerShaderMgr::loadShadersEffects() { LL_PROFILE_ZONE_SCOPED; - BOOL success = TRUE; - - if (mShaderLevel[SHADER_EFFECT] == 0) - { - gGlowProgram.unload(); - gGlowExtractProgram.unload(); - return TRUE; - } - - if (success) - { - gGlowProgram.mName = "Glow Shader (Post)"; - gGlowProgram.mShaderFiles.clear(); - gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER)); - gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER)); - gGlowProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT]; - success = gGlowProgram.createShader(NULL, NULL); - if (!success) - { - LLPipeline::sRenderGlow = FALSE; - } - } - - if (success) - { + bool success = true; + + if (mShaderLevel[SHADER_EFFECT] == 0) + { + gGlowProgram.unload(); + gGlowExtractProgram.unload(); + return true; + } + + if (success) + { + gGlowProgram.mName = "Glow Shader (Post)"; + gGlowProgram.mShaderFiles.clear(); + gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER)); + gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER)); + gGlowProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT]; + success = gGlowProgram.createShader(); + if (!success) + { + LLPipeline::sRenderGlow = false; + } + } + + if (success) + { const bool use_glow_noise = gSavedSettings.getBOOL("RenderGlowNoise"); const std::string glow_noise_label = use_glow_noise ? " (+Noise)" : ""; - gGlowExtractProgram.mName = llformat("Glow Extract Shader (Post)%s", glow_noise_label.c_str()); - gGlowExtractProgram.mShaderFiles.clear(); - gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER)); - gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER)); - gGlowExtractProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT]; + gGlowExtractProgram.mName = llformat("Glow Extract Shader (Post)%s", glow_noise_label.c_str()); + gGlowExtractProgram.mShaderFiles.clear(); + gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER)); + gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER)); + gGlowExtractProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT]; if (use_glow_noise) { gGlowExtractProgram.addPermutation("HAS_NOISE", "1"); } - success = gGlowExtractProgram.createShader(NULL, NULL); - if (!success) - { - LLPipeline::sRenderGlow = FALSE; - } - } - - return success; + success = gGlowExtractProgram.createShader(); + if (!success) + { + LLPipeline::sRenderGlow = false; + } + } + + return success; } -BOOL LLViewerShaderMgr::loadShadersDeferred() +bool LLViewerShaderMgr::loadShadersDeferred() { LL_PROFILE_ZONE_SCOPED; - bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 && + bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 && gSavedSettings.getS32("RenderShadowDetail") > 0; - if (mShaderLevel[SHADER_DEFERRED] == 0) - { - gDeferredTreeProgram.unload(); - gDeferredTreeShadowProgram.unload(); + if (mShaderLevel[SHADER_DEFERRED] == 0) + { + gDeferredTreeProgram.unload(); + gDeferredTreeShadowProgram.unload(); gDeferredSkinnedTreeShadowProgram.unload(); - gDeferredDiffuseProgram.unload(); + gDeferredDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); - gDeferredDiffuseAlphaMaskProgram.unload(); + gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredSkinnedDiffuseAlphaMaskProgram.unload(); - gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); - gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); - gDeferredBumpProgram.unload(); + gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); + gDeferredBumpProgram.unload(); gDeferredSkinnedBumpProgram.unload(); - gDeferredImpostorProgram.unload(); - gDeferredTerrainProgram.unload(); - gDeferredLightProgram.unload(); - for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i) - { - gDeferredMultiLightProgram[i].unload(); - } - gDeferredSpotLightProgram.unload(); - gDeferredMultiSpotLightProgram.unload(); - gDeferredSunProgram.unload(); - gDeferredBlurLightProgram.unload(); - gDeferredSoftenProgram.unload(); - gDeferredShadowProgram.unload(); + gDeferredImpostorProgram.unload(); + gDeferredTerrainProgram.unload(); + gDeferredLightProgram.unload(); + for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i) + { + gDeferredMultiLightProgram[i].unload(); + } + gDeferredSpotLightProgram.unload(); + gDeferredMultiSpotLightProgram.unload(); + gDeferredSunProgram.unload(); + gDeferredBlurLightProgram.unload(); + gDeferredSoftenProgram.unload(); + gDeferredShadowProgram.unload(); gDeferredSkinnedShadowProgram.unload(); - gDeferredShadowCubeProgram.unload(); + gDeferredShadowCubeProgram.unload(); gDeferredShadowAlphaMaskProgram.unload(); gDeferredSkinnedShadowAlphaMaskProgram.unload(); gDeferredShadowGLTFAlphaMaskProgram.unload(); gDeferredSkinnedShadowGLTFAlphaMaskProgram.unload(); gDeferredShadowFullbrightAlphaMaskProgram.unload(); gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload(); - gDeferredAvatarShadowProgram.unload(); + gDeferredAvatarShadowProgram.unload(); gDeferredAvatarAlphaShadowProgram.unload(); gDeferredAvatarAlphaMaskShadowProgram.unload(); - gDeferredAvatarProgram.unload(); - gDeferredAvatarAlphaProgram.unload(); - gDeferredAlphaProgram.unload(); + gDeferredAvatarProgram.unload(); + gDeferredAvatarAlphaProgram.unload(); + gDeferredAlphaProgram.unload(); gHUDAlphaProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); - gDeferredFullbrightProgram.unload(); + gDeferredFullbrightProgram.unload(); gHUDFullbrightProgram.unload(); - gDeferredFullbrightAlphaMaskProgram.unload(); + gDeferredFullbrightAlphaMaskProgram.unload(); gHUDFullbrightAlphaMaskProgram.unload(); gDeferredFullbrightAlphaMaskAlphaProgram.unload(); gHUDFullbrightAlphaMaskAlphaProgram.unload(); - gDeferredEmissiveProgram.unload(); + gDeferredEmissiveProgram.unload(); gDeferredSkinnedEmissiveProgram.unload(); - gDeferredAvatarEyesProgram.unload(); - gDeferredPostProgram.unload(); - gDeferredCoFProgram.unload(); - gDeferredDoFCombineProgram.unload(); + gDeferredAvatarEyesProgram.unload(); + gDeferredPostProgram.unload(); + gDeferredCoFProgram.unload(); + gDeferredDoFCombineProgram.unload(); gExposureProgram.unload(); + gExposureProgramNoFade.unload(); gLuminanceProgram.unload(); - gDeferredPostGammaCorrectProgram.unload(); - gNoPostGammaCorrectProgram.unload(); + gDeferredPostGammaCorrectProgram.unload(); gLegacyPostGammaCorrectProgram.unload(); - gFXAAProgram.unload(); - gDeferredWLSkyProgram.unload(); - gDeferredWLCloudProgram.unload(); + gDeferredPostTonemapProgram.unload(); + gNoPostTonemapProgram.unload(); + for (auto i = 0; i < 4; ++i) + { + gFXAAProgram[i].unload(); + gSMAAEdgeDetectProgram[i].unload(); + gSMAABlendWeightsProgram[i].unload(); + gSMAANeighborhoodBlendProgram[i].unload(); + } + gCASProgram.unload(); + gEnvironmentMapProgram.unload(); + gDeferredWLSkyProgram.unload(); + gDeferredWLCloudProgram.unload(); gDeferredWLSunProgram.unload(); gDeferredWLMoonProgram.unload(); - gDeferredStarProgram.unload(); - gDeferredFullbrightShinyProgram.unload(); + gDeferredStarProgram.unload(); + gDeferredFullbrightShinyProgram.unload(); gHUDFullbrightShinyProgram.unload(); gDeferredSkinnedFullbrightShinyProgram.unload(); - gDeferredSkinnedFullbrightProgram.unload(); + gDeferredSkinnedFullbrightProgram.unload(); gDeferredSkinnedFullbrightAlphaMaskProgram.unload(); gDeferredSkinnedFullbrightAlphaMaskAlphaProgram.unload(); gDeferredHighlightProgram.unload(); - - gNormalMapGenProgram.unload(); + + gNormalMapGenProgram.unload(); gDeferredGenBrdfLutProgram.unload(); - gDeferredBufferVisualProgram.unload(); + gDeferredBufferVisualProgram.unload(); - for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) - { - gDeferredMaterialProgram[i].unload(); - } + for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) + { + gDeferredMaterialProgram[i].unload(); + } gHUDPBROpaqueProgram.unload(); gPBRGlowProgram.unload(); gDeferredPBROpaqueProgram.unload(); + gGLTFPBRMetallicRoughnessProgram.unload(); gDeferredSkinnedPBROpaqueProgram.unload(); gDeferredPBRAlphaProgram.unload(); gDeferredSkinnedPBRAlphaProgram.unload(); + for (U32 paint_type = 0; paint_type < TERRAIN_PAINT_TYPE_COUNT; ++paint_type) + { + gDeferredPBRTerrainProgram[paint_type].unload(); + } - return TRUE; - } + return true; + } - BOOL success = TRUE; + bool success = true; if (success) - { - gDeferredHighlightProgram.mName = "Deferred Highlight Shader"; - gDeferredHighlightProgram.mShaderFiles.clear(); - gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER)); - gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gDeferredHighlightProgram.createShader(NULL, NULL); - } + { + gDeferredHighlightProgram.mName = "Deferred Highlight Shader"; + gDeferredHighlightProgram.mShaderFiles.clear(); + gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER)); + gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + add_common_permutations(&gDeferredHighlightProgram); + success = gDeferredHighlightProgram.createShader(); + } - if (success) - { - gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; - gDeferredDiffuseProgram.mFeatures.encodesNormal = true; + if (success) + { + gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; gDeferredDiffuseProgram.mFeatures.hasSrgb = true; - gDeferredDiffuseProgram.mShaderFiles.clear(); - gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); - gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER)); - gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredDiffuseProgram.mShaderFiles.clear(); + gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); + gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER)); + gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + add_common_permutations(&gDeferredDiffuseProgram); success = make_rigged_variant(gDeferredDiffuseProgram, gDeferredSkinnedDiffuseProgram); - success = success && gDeferredDiffuseProgram.createShader(NULL, NULL); - } - - if (success) - { - gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader"; - gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; - gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); - gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); - gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER)); - gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = success && gDeferredDiffuseProgram.createShader(); + } + + if (success) + { + gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader"; + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER)); + gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + add_common_permutations(&gDeferredDiffuseAlphaMaskProgram); success = make_rigged_variant(gDeferredDiffuseAlphaMaskProgram, gDeferredSkinnedDiffuseAlphaMaskProgram); - success = success && gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL); - } - - if (success) - { - gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; - gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; - gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear(); - gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); - gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); - gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask No Color Shader"; - gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true; - gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear(); - gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER)); - gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER)); - gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredBumpProgram.mName = "Deferred Bump Shader"; - gDeferredBumpProgram.mFeatures.encodesNormal = true; - gDeferredBumpProgram.mShaderFiles.clear(); - gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER)); - gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER)); - gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = success && gDeferredDiffuseAlphaMaskProgram.createShader(); + } + + if (success) + { + gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + add_common_permutations(&gDeferredNonIndexedDiffuseAlphaMaskProgram); + success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask No Color Shader"; + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER)); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER)); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + add_common_permutations(&gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram); + success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredBumpProgram.mName = "Deferred Bump Shader"; + gDeferredBumpProgram.mShaderFiles.clear(); + gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER)); + gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER)); + gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + add_common_permutations(&gDeferredBumpProgram); success = make_rigged_variant(gDeferredBumpProgram, gDeferredSkinnedBumpProgram); - success = success && gDeferredBumpProgram.createShader(NULL, NULL); - llassert(success); - } - - gDeferredMaterialProgram[1].mFeatures.hasLighting = false; - gDeferredMaterialProgram[5].mFeatures.hasLighting = false; - gDeferredMaterialProgram[9].mFeatures.hasLighting = false; - gDeferredMaterialProgram[13].mFeatures.hasLighting = false; - gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - - for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) - { - if (success) - { - mShaderList.push_back(&gDeferredMaterialProgram[i]); - - gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i); - - U32 alpha_mode = i & 0x3; - - gDeferredMaterialProgram[i].mShaderFiles.clear(); - gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER)); - gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER)); - gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - - gDeferredMaterialProgram[i].clearPermutations(); - - bool has_normal_map = (i & 0x8) > 0; - bool has_specular_map = (i & 0x4) > 0; - - if (has_normal_map) - { - gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1"); - } - - if (has_specular_map) - { - gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); - } + success = success && gDeferredBumpProgram.createShader(); + llassert(success); + } + + gDeferredMaterialProgram[1].mFeatures.hasLighting = false; + gDeferredMaterialProgram[5].mFeatures.hasLighting = false; + gDeferredMaterialProgram[9].mFeatures.hasLighting = false; + gDeferredMaterialProgram[13].mFeatures.hasLighting = false; + gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + + for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) + { + if (success) + { + bool has_skin = i & 0x10; + + if (!has_skin) + { + mShaderList.push_back(&gDeferredMaterialProgram[i]); + gDeferredMaterialProgram[i].mName = llformat("Material Shader %d", i); + } + else + { + gDeferredMaterialProgram[i].mName = llformat("Skinned Material Shader %d", i); + } + + U32 alpha_mode = i & 0x3; + + gDeferredMaterialProgram[i].mShaderFiles.clear(); + gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER)); + gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER)); + gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + gDeferredMaterialProgram[i].clearPermutations(); + + bool has_normal_map = (i & 0x8) > 0; + bool has_specular_map = (i & 0x4) > 0; + + if (has_normal_map) + { + gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1"); + } + + if (has_specular_map) + { + gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); + } gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); @@ -1083,9 +1293,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1"); } - bool has_skin = i & 0x10; + add_common_permutations(&gDeferredMaterialProgram[i]); + gDeferredMaterialProgram[i].mFeatures.hasSrgb = true; - gDeferredMaterialProgram[i].mFeatures.encodesNormal = true; gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true; gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true; gDeferredMaterialProgram[i].mFeatures.hasGamma = true; @@ -1102,24 +1312,23 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[i].mRiggedVariant = &gDeferredMaterialProgram[i + 0x10]; } - success = gDeferredMaterialProgram[i].createShader(NULL, NULL); + success = gDeferredMaterialProgram[i].createShader(); llassert(success); - } - } + } + } - gDeferredMaterialProgram[1].mFeatures.hasLighting = true; - gDeferredMaterialProgram[5].mFeatures.hasLighting = true; - gDeferredMaterialProgram[9].mFeatures.hasLighting = true; - gDeferredMaterialProgram[13].mFeatures.hasLighting = true; - gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; - gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; - gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; - gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialProgram[1].mFeatures.hasLighting = true; + gDeferredMaterialProgram[5].mFeatures.hasLighting = true; + gDeferredMaterialProgram[9].mFeatures.hasLighting = true; + gDeferredMaterialProgram[13].mFeatures.hasLighting = true; + gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; if (success) { gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader"; - gDeferredPBROpaqueProgram.mFeatures.encodesNormal = true; gDeferredPBROpaqueProgram.mFeatures.hasSrgb = true; gDeferredPBROpaqueProgram.mShaderFiles.clear(); @@ -1127,15 +1336,45 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER)); gDeferredPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredPBROpaqueProgram.clearPermutations(); - + + add_common_permutations(&gDeferredPBROpaqueProgram); + success = make_rigged_variant(gDeferredPBROpaqueProgram, gDeferredSkinnedPBROpaqueProgram); if (success) { - success = gDeferredPBROpaqueProgram.createShader(NULL, NULL); + success = gDeferredPBROpaqueProgram.createShader(); } llassert(success); } + if (gSavedSettings.getBOOL("GLTFEnabled")) + { + if (success) + { + gGLTFPBRMetallicRoughnessProgram.mName = "GLTF PBR Metallic Roughness Shader"; + gGLTFPBRMetallicRoughnessProgram.mFeatures.hasSrgb = true; + + gGLTFPBRMetallicRoughnessProgram.mShaderFiles.clear(); + gGLTFPBRMetallicRoughnessProgram.mShaderFiles.push_back(make_pair("gltf/pbrmetallicroughnessV.glsl", GL_VERTEX_SHADER)); + gGLTFPBRMetallicRoughnessProgram.mShaderFiles.push_back(make_pair("gltf/pbrmetallicroughnessF.glsl", GL_FRAGMENT_SHADER)); + gGLTFPBRMetallicRoughnessProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gGLTFPBRMetallicRoughnessProgram.clearPermutations(); + + add_common_permutations(&gGLTFPBRMetallicRoughnessProgram); + + success = make_gltf_variants(gGLTFPBRMetallicRoughnessProgram, use_sun_shadow); + + //llassert(success); + if (!success) + { + LL_WARNS() << "Failed to create GLTF PBR Metallic Roughness Shader, disabling!" << LL_ENDL; + gSavedSettings.setBOOL("RenderCanUseGLTFPBROpaqueShaders", false); + // continue as if this shader never happened + success = true; + } + } + } + if (success) { gPBRGlowProgram.mName = " PBR Glow Shader"; @@ -1145,10 +1384,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowF.glsl", GL_FRAGMENT_SHADER)); gPBRGlowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + add_common_permutations(&gPBRGlowProgram); + success = make_rigged_variant(gPBRGlowProgram, gPBRGlowSkinnedProgram); if (success) { - success = gPBRGlowProgram.createShader(NULL, NULL); + success = gPBRGlowProgram.createShader(); } llassert(success); } @@ -1164,23 +1405,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gHUDPBROpaqueProgram.clearPermutations(); gHUDPBROpaqueProgram.addPermutation("IS_HUD", "1"); - success = gHUDPBROpaqueProgram.createShader(NULL, NULL); - + add_common_permutations(&gHUDPBROpaqueProgram); + + success = gHUDPBROpaqueProgram.createShader(); + llassert(success); } - - - if (success) - { + if (success) + { LLGLSLShader* shader = &gDeferredPBRAlphaProgram; shader->mName = "Deferred PBR Alpha Shader"; - + shader->mFeatures.calculatesLighting = false; shader->mFeatures.hasLighting = false; shader->mFeatures.isAlphaLighting = true; shader->mFeatures.hasSrgb = true; - shader->mFeatures.encodesNormal = true; shader->mFeatures.calculatesAtmospherics = true; shader->mFeatures.hasAtmospherics = true; shader->mFeatures.hasGamma = true; @@ -1201,6 +1441,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->addPermutation("HAS_EMISSIVE_MAP", "1"); shader->addPermutation("USE_VERTEX_COLOR", "1"); + add_common_permutations(shader); + if (use_sun_shadow) { shader->addPermutation("HAS_SUN_SHADOW", "1"); @@ -1210,7 +1452,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaProgram); if (success) { - success = shader->createShader(NULL, NULL); + success = shader->createShader(); } llassert(success); @@ -1229,7 +1471,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->mName = "HUD PBR Alpha Shader"; shader->mFeatures.hasSrgb = true; - + shader->mShaderFiles.clear(); shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER)); shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER)); @@ -1238,33 +1480,72 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->addPermutation("IS_HUD", "1"); + add_common_permutations(shader); + shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = shader->createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredTreeProgram.mName = "Deferred Tree Shader"; - gDeferredTreeProgram.mShaderFiles.clear(); - gDeferredTreeProgram.mFeatures.encodesNormal = true; - gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER)); - gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER)); - gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredTreeProgram.createShader(NULL, NULL); - } - - if (success) - { - gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader"; - gDeferredTreeShadowProgram.mShaderFiles.clear(); - gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER)); - gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER)); - gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = shader->createShader(); + llassert(success); + } + + if (success) + { + S32 detail = gSavedSettings.getS32("RenderTerrainPBRDetail"); + detail = llclamp(detail, TERRAIN_PBR_DETAIL_MIN, TERRAIN_PBR_DETAIL_MAX); + const S32 mapping = clamp_terrain_mapping(gSavedSettings.getS32("RenderTerrainPBRPlanarSampleCount")); + for (U32 paint_type = 0; paint_type < TERRAIN_PAINT_TYPE_COUNT; ++paint_type) + { + LLGLSLShader* shader = &gDeferredPBRTerrainProgram[paint_type]; + shader->mName = llformat("Deferred PBR Terrain Shader %d %s %s", + detail, + (paint_type == TERRAIN_PAINT_TYPE_PBR_PAINTMAP ? "paintmap" : "heightmap-with-noise"), + (mapping == 1 ? "flat" : "triplanar")); + shader->mFeatures.hasSrgb = true; + shader->mFeatures.isAlphaLighting = true; + shader->mFeatures.calculatesAtmospherics = true; + shader->mFeatures.hasAtmospherics = true; + shader->mFeatures.hasGamma = true; + shader->mFeatures.hasTransport = true; + shader->mFeatures.isPBRTerrain = true; + + shader->mShaderFiles.clear(); + shader->mShaderFiles.push_back(make_pair("deferred/pbrterrainV.glsl", GL_VERTEX_SHADER)); + shader->mShaderFiles.push_back(make_pair("deferred/pbrterrainF.glsl", GL_FRAGMENT_SHADER)); + shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + shader->addPermutation("TERRAIN_PBR_DETAIL", llformat("%d", detail)); + shader->addPermutation("TERRAIN_PAINT_TYPE", llformat("%d", paint_type)); + shader->addPermutation("TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT", llformat("%d", mapping)); + + add_common_permutations(shader); + + success = success && shader->createShader(); + llassert(success); + } + } + + if (success) + { + gDeferredTreeProgram.mName = "Deferred Tree Shader"; + gDeferredTreeProgram.mShaderFiles.clear(); + gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER)); + gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER)); + gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredTreeProgram); + + success = gDeferredTreeProgram.createShader(); + } + + if (success) + { + gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader"; + gDeferredTreeShadowProgram.mShaderFiles.clear(); + gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER)); + gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredTreeShadowProgram.mRiggedVariant = &gDeferredSkinnedTreeShadowProgram; - success = gDeferredTreeShadowProgram.createShader(NULL, NULL); + success = gDeferredTreeShadowProgram.createShader(); llassert(success); - } + } if (success) { @@ -1274,105 +1555,115 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowSkinnedV.glsl", GL_VERTEX_SHADER)); gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredSkinnedTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredSkinnedTreeShadowProgram.createShader(NULL, NULL); + success = gDeferredSkinnedTreeShadowProgram.createShader(); llassert(success); } - if (success) - { - gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; - gDeferredImpostorProgram.mFeatures.hasSrgb = true; - gDeferredImpostorProgram.mFeatures.encodesNormal = true; - //gDeferredImpostorProgram.mFeatures.isDeferred = true; - gDeferredImpostorProgram.mShaderFiles.clear(); - gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER)); + if (success) + { + gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; + gDeferredImpostorProgram.mFeatures.hasSrgb = true; + gDeferredImpostorProgram.mShaderFiles.clear(); + gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER)); gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER)); gDeferredImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredImpostorProgram.createShader(NULL, NULL); + + add_common_permutations(&gDeferredImpostorProgram); + + success = gDeferredImpostorProgram.createShader(); llassert(success); - } + } - if (success) - { - gDeferredLightProgram.mName = "Deferred Light Shader"; - gDeferredLightProgram.mFeatures.isDeferred = true; - gDeferredLightProgram.mFeatures.hasShadows = true; + if (success) + { + gDeferredLightProgram.mName = "Deferred Light Shader"; + gDeferredLightProgram.mFeatures.isDeferred = true; + gDeferredLightProgram.mFeatures.hasFullGBuffer = true; + gDeferredLightProgram.mFeatures.hasShadows = true; gDeferredLightProgram.mFeatures.hasSrgb = true; - gDeferredLightProgram.mShaderFiles.clear(); - gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER)); - gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredLightProgram.mShaderFiles.clear(); + gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER)); + gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredLightProgram.clearPermutations(); - success = gDeferredLightProgram.createShader(NULL, NULL); + add_common_permutations(&gDeferredLightProgram); + + success = gDeferredLightProgram.createShader(); llassert(success); - } + } - for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++) - { - if (success) - { - gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); - gDeferredMultiLightProgram[i].mFeatures.isDeferred = true; - gDeferredMultiLightProgram[i].mFeatures.hasShadows = true; + for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++) + { + if (success) + { + gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); + gDeferredMultiLightProgram[i].mFeatures.isDeferred = true; + gDeferredMultiLightProgram[i].mFeatures.hasFullGBuffer = true; + gDeferredMultiLightProgram[i].mFeatures.hasShadows = true; gDeferredMultiLightProgram[i].mFeatures.hasSrgb = true; gDeferredMultiLightProgram[i].clearPermutations(); - gDeferredMultiLightProgram[i].mShaderFiles.clear(); - gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); - gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1)); + gDeferredMultiLightProgram[i].mShaderFiles.clear(); + gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); + gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1)); + + add_common_permutations(&gDeferredMultiLightProgram[i]); - success = gDeferredMultiLightProgram[i].createShader(NULL, NULL); + success = gDeferredMultiLightProgram[i].createShader(); llassert(success); - } - } + } + } - if (success) - { - gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; - gDeferredSpotLightProgram.mShaderFiles.clear(); - gDeferredSpotLightProgram.mFeatures.hasSrgb = true; - gDeferredSpotLightProgram.mFeatures.isDeferred = true; - gDeferredSpotLightProgram.mFeatures.hasShadows = true; + if (success) + { + gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; + gDeferredSpotLightProgram.mShaderFiles.clear(); + gDeferredSpotLightProgram.mFeatures.hasSrgb = true; + gDeferredSpotLightProgram.mFeatures.isDeferred = true; + gDeferredSpotLightProgram.mFeatures.hasFullGBuffer = true; + gDeferredSpotLightProgram.mFeatures.hasShadows = true; gDeferredSpotLightProgram.clearPermutations(); - gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER)); - gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER)); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredSpotLightProgram); - success = gDeferredSpotLightProgram.createShader(NULL, NULL); + success = gDeferredSpotLightProgram.createShader(); llassert(success); - } + } - if (success) - { - gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; - gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true; - gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true; - gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true; + if (success) + { + gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; + gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true; + gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true; + gDeferredMultiSpotLightProgram.mFeatures.hasFullGBuffer = true; + gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true; gDeferredMultiSpotLightProgram.clearPermutations(); gDeferredMultiSpotLightProgram.addPermutation("MULTI_SPOTLIGHT", "1"); - gDeferredMultiSpotLightProgram.mShaderFiles.clear(); - gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); - gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredMultiSpotLightProgram.mShaderFiles.clear(); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); - llassert(success); - } + add_common_permutations(&gDeferredMultiSpotLightProgram); - if (success) - { - std::string fragment; - std::string vertex = "deferred/sunLightV.glsl"; + success = gDeferredMultiSpotLightProgram.createShader(); + llassert(success); + } + if (success) + { + std::string fragment; bool use_ao = gSavedSettings.getBOOL("RenderDeferredSSAO"); - if (use_ao) { fragment = "deferred/sunLightSSAOF.glsl"; @@ -1380,10 +1671,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() else { fragment = "deferred/sunLightF.glsl"; - if (mShaderLevel[SHADER_DEFERRED] == 1) - { //no shadows, no SSAO, no frag coord - vertex = "deferred/sunLightNoFragCoordV.glsl"; - } } gDeferredSunProgram.mName = "Deferred Sun Shader"; @@ -1392,30 +1679,51 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao; gDeferredSunProgram.mShaderFiles.clear(); - gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER)); - gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER)); - gDeferredSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER)); + gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER)); + gDeferredSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredSunProgram); - success = gDeferredSunProgram.createShader(NULL, NULL); + success = gDeferredSunProgram.createShader(); llassert(success); - } + } + + if (success) + { + gDeferredSunProbeProgram.mName = "Deferred Sun Probe Shader"; + gDeferredSunProbeProgram.mFeatures.isDeferred = true; + gDeferredSunProbeProgram.mFeatures.hasShadows = true; + + gDeferredSunProbeProgram.mShaderFiles.clear(); + gDeferredSunProbeProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER)); + gDeferredSunProbeProgram.mShaderFiles.push_back(make_pair("deferred/sunLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredSunProbeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredSunProbeProgram); + + success = gDeferredSunProbeProgram.createShader(); + llassert(success); + } - if (success) - { - gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; - gDeferredBlurLightProgram.mFeatures.isDeferred = true; + if (success) + { + gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; + gDeferredBlurLightProgram.mFeatures.isDeferred = true; + + gDeferredBlurLightProgram.mShaderFiles.clear(); + gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER)); + gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredBlurLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredBlurLightProgram.mShaderFiles.clear(); - gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER)); - gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredBlurLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + add_common_permutations(&gDeferredBlurLightProgram); - success = gDeferredBlurLightProgram.createShader(NULL, NULL); + success = gDeferredBlurLightProgram.createShader(); llassert(success); - } + } - if (success) - { + if (success) + { for (int i = 0; i < 3 && success; ++i) { LLGLSLShader* shader = nullptr; @@ -1443,9 +1751,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->mFeatures.calculatesLighting = false; shader->mFeatures.hasLighting = false; shader->mFeatures.isAlphaLighting = true; - shader->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels shader->mFeatures.hasSrgb = true; - shader->mFeatures.encodesNormal = true; shader->mFeatures.calculatesAtmospherics = true; shader->mFeatures.hasAtmospherics = true; shader->mFeatures.hasGamma = true; @@ -1466,6 +1772,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->addPermutation("HAS_SUN_SHADOW", "1"); } + add_common_permutations(shader); + if (rigged) { shader->addPermutation("HAS_SKIN", "1"); @@ -1478,7 +1786,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = shader->createShader(NULL, NULL); + success = shader->createShader(); llassert(success); // Hack @@ -1489,9 +1797,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - LLGLSLShader* shaders[] = { - &gDeferredAlphaImpostorProgram, - &gDeferredSkinnedAlphaImpostorProgram + LLGLSLShader* shaders[] = { + &gDeferredAlphaImpostorProgram, + &gDeferredSkinnedAlphaImpostorProgram }; for (int i = 0; i < 2 && success; ++i) @@ -1507,7 +1815,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->mFeatures.hasSrgb = true; shader->mFeatures.isAlphaLighting = true; - shader->mFeatures.encodesNormal = true; shader->mFeatures.hasShadows = use_sun_shadow; shader->mFeatures.hasReflectionProbes = true; shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; @@ -1532,13 +1839,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() shader->addPermutation("HAS_SUN_SHADOW", "1"); } + add_common_permutations(shader); + shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram; shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; if (!rigged) { shader->mRiggedVariant = shaders[1]; } - success = shader->createShader(NULL, NULL); + success = shader->createShader(); llassert(success); // End Hack @@ -1547,41 +1856,45 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() } } - if (success) - { - gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; - gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; - gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; - gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true; - gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true; - gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true; - gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true; - gDeferredAvatarEyesProgram.mFeatures.hasShadows = true; - - gDeferredAvatarEyesProgram.mShaderFiles.clear(); - gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER)); - gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER)); - gDeferredAvatarEyesProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarEyesProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader"; - gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; - gDeferredFullbrightProgram.mFeatures.hasGamma = true; - gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true; - gDeferredFullbrightProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredFullbrightProgram.mShaderFiles.clear(); - gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); - gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + if (success) + { + gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; + gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; + gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; + gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true; + gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true; + gDeferredAvatarEyesProgram.mFeatures.hasShadows = true; + + gDeferredAvatarEyesProgram.mShaderFiles.clear(); + gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarEyesProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredAvatarEyesProgram); + + success = gDeferredAvatarEyesProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader"; + gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightProgram.mFeatures.hasGamma = true; + gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true; + gDeferredFullbrightProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightProgram.mShaderFiles.clear(); + gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); + gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredFullbrightProgram); + success = make_rigged_variant(gDeferredFullbrightProgram, gDeferredSkinnedFullbrightProgram); - success = gDeferredFullbrightProgram.createShader(NULL, NULL); - llassert(success); - } + success = gDeferredFullbrightProgram.createShader(); + llassert(success); + } if (success) { @@ -1597,28 +1910,34 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gHUDFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gHUDFullbrightProgram.clearPermutations(); gHUDFullbrightProgram.addPermutation("IS_HUD", "1"); - success = gHUDFullbrightProgram.createShader(NULL, NULL); + + add_common_permutations(&gHUDFullbrightProgram); + + success = gHUDFullbrightProgram.createShader(); llassert(success); } - if (success) - { - gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader"; - gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; - gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; - gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true; - gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); - gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); - gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); + if (success) + { + gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader"; + gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); gDeferredFullbrightAlphaMaskProgram.clearPermutations(); - gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1"); - gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1"); + gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredFullbrightAlphaMaskProgram); + success = make_rigged_variant(gDeferredFullbrightAlphaMaskProgram, gDeferredSkinnedFullbrightAlphaMaskProgram); - success = success && gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL); - llassert(success); - } + success = success && gDeferredFullbrightAlphaMaskProgram.createShader(); + llassert(success); + } if (success) { @@ -1634,8 +1953,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gHUDFullbrightAlphaMaskProgram.clearPermutations(); gHUDFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK", "1"); gHUDFullbrightAlphaMaskProgram.addPermutation("IS_HUD", "1"); + + add_common_permutations(&gHUDFullbrightAlphaMaskProgram); + gHUDFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gHUDFullbrightAlphaMaskProgram.createShader(NULL, NULL); + success = gHUDFullbrightAlphaMaskProgram.createShader(); llassert(success); } @@ -1654,9 +1976,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightAlphaMaskAlphaProgram.clearPermutations(); gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1"); gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1"); + + add_common_permutations(&gDeferredFullbrightAlphaMaskAlphaProgram); + gDeferredFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredFullbrightAlphaMaskAlphaProgram, gDeferredSkinnedFullbrightAlphaMaskAlphaProgram); - success = success && gDeferredFullbrightAlphaMaskAlphaProgram.createShader(NULL, NULL); + success = success && gDeferredFullbrightAlphaMaskAlphaProgram.createShader(); llassert(success); } @@ -1676,28 +2001,34 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1"); gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1"); gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_HUD", "1"); + + add_common_permutations(&gHUDFullbrightAlphaMaskAlphaProgram); + gHUDFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = success && gHUDFullbrightAlphaMaskAlphaProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; - gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; - gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true; - gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; - gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredFullbrightShinyProgram.mShaderFiles.clear(); - gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER)); - gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER)); - gDeferredFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = success && gHUDFullbrightAlphaMaskAlphaProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; + gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true; + gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; + gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightShinyProgram.mShaderFiles.clear(); + gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER)); + gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER)); + gDeferredFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredFullbrightShinyProgram.mFeatures.hasReflectionProbes = true; + + add_common_permutations(&gDeferredFullbrightShinyProgram); + success = make_rigged_variant(gDeferredFullbrightShinyProgram, gDeferredSkinnedFullbrightShinyProgram); - success = success && gDeferredFullbrightShinyProgram.createShader(NULL, NULL); - llassert(success); - } + success = success && gDeferredFullbrightShinyProgram.createShader(); + llassert(success); + } if (success) { @@ -1714,58 +2045,66 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gHUDFullbrightShinyProgram.mFeatures.hasReflectionProbes = true; gHUDFullbrightShinyProgram.clearPermutations(); gHUDFullbrightShinyProgram.addPermutation("IS_HUD", "1"); - success = gHUDFullbrightShinyProgram.createShader(NULL, NULL); + + add_common_permutations(&gHUDFullbrightShinyProgram); + + success = gHUDFullbrightShinyProgram.createShader(); llassert(success); } - if (success) - { - gDeferredEmissiveProgram.mName = "Deferred Emissive Shader"; - gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; - gDeferredEmissiveProgram.mFeatures.hasGamma = true; - gDeferredEmissiveProgram.mFeatures.hasAtmospherics = true; - gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredEmissiveProgram.mShaderFiles.clear(); - gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER)); - gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER)); - gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + if (success) + { + gDeferredEmissiveProgram.mName = "Deferred Emissive Shader"; + gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; + gDeferredEmissiveProgram.mFeatures.hasGamma = true; + gDeferredEmissiveProgram.mFeatures.hasAtmospherics = true; + gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredEmissiveProgram.mShaderFiles.clear(); + gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER)); + gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER)); + gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredEmissiveProgram); + success = make_rigged_variant(gDeferredEmissiveProgram, gDeferredSkinnedEmissiveProgram); - success = success && gDeferredEmissiveProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredSoftenProgram.mName = "Deferred Soften Shader"; - gDeferredSoftenProgram.mShaderFiles.clear(); - gDeferredSoftenProgram.mFeatures.hasSrgb = true; - gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true; - gDeferredSoftenProgram.mFeatures.hasAtmospherics = true; - gDeferredSoftenProgram.mFeatures.hasGamma = true; - gDeferredSoftenProgram.mFeatures.isDeferred = true; - gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow; + success = success && gDeferredEmissiveProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredSoftenProgram.mName = "Deferred Soften Shader"; + gDeferredSoftenProgram.mShaderFiles.clear(); + gDeferredSoftenProgram.mFeatures.hasSrgb = true; + gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true; + gDeferredSoftenProgram.mFeatures.hasAtmospherics = true; + gDeferredSoftenProgram.mFeatures.hasGamma = true; + gDeferredSoftenProgram.mFeatures.isDeferred = true; + gDeferredSoftenProgram.mFeatures.hasFullGBuffer = true; + gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow; gDeferredSoftenProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; gDeferredSoftenProgram.clearPermutations(); - gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); - gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER)); + add_common_permutations(&gDeferredSoftenProgram); + gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); + gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; if (use_sun_shadow) { gDeferredSoftenProgram.addPermutation("HAS_SUN_SHADOW", "1"); } - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) - { //if using SSAO, take screen space light map into account as if shadows are enabled - gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); + if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + { //if using SSAO, take screen space light map into account as if shadows are enabled + gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); gDeferredSoftenProgram.addPermutation("HAS_SSAO", "1"); - } - - success = gDeferredSoftenProgram.createShader(NULL, NULL); - llassert(success); - } + } + + success = gDeferredSoftenProgram.createShader(); + llassert(success); + } if (success) { @@ -1783,9 +2122,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gHazeProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); gHazeProgram.mShaderFiles.push_back(make_pair("deferred/hazeF.glsl", GL_FRAGMENT_SHADER)); + add_common_permutations(&gHazeProgram); + gHazeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gHazeProgram.createShader(NULL, NULL); + success = gHazeProgram.createShader(); llassert(success); } @@ -1807,24 +2148,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeV.glsl", GL_VERTEX_SHADER)); gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeF.glsl", GL_FRAGMENT_SHADER)); + add_common_permutations(&gHazeWaterProgram); + gHazeWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gHazeWaterProgram.createShader(NULL, NULL); + success = gHazeWaterProgram.createShader(); llassert(success); } - if (success) - { - gDeferredShadowProgram.mName = "Deferred Shadow Shader"; - gDeferredShadowProgram.mShaderFiles.clear(); - gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER)); - gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); - gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram; - success = gDeferredShadowProgram.createShader(NULL, NULL); - llassert(success); - } + if (success) + { + gDeferredShadowProgram.mName = "Deferred Shadow Shader"; + gDeferredShadowProgram.mShaderFiles.clear(); + gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram; + success = gDeferredShadowProgram.createShader(); + llassert(success); + } if (success) { @@ -1836,57 +2179,63 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowSkinnedV.glsl", GL_VERTEX_SHADER)); gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); gDeferredSkinnedShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredSkinnedShadowProgram); + // gDeferredSkinnedShadowProgram.addPermutation("DEPTH_CLAMP", "1"); // disable depth clamp for now - success = gDeferredSkinnedShadowProgram.createShader(NULL, NULL); + success = gDeferredSkinnedShadowProgram.createShader(); llassert(success); } - if (success) - { - gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader"; - gDeferredShadowCubeProgram.mFeatures.isDeferred = true; - gDeferredShadowCubeProgram.mFeatures.hasShadows = true; - gDeferredShadowCubeProgram.mShaderFiles.clear(); - gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER)); - gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); - // gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", "1"); - gDeferredShadowCubeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredShadowCubeProgram.createShader(NULL, NULL); - llassert(success); - } + if (success) + { + gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader"; + gDeferredShadowCubeProgram.mFeatures.isDeferred = true; + gDeferredShadowCubeProgram.mFeatures.hasShadows = true; + gDeferredShadowCubeProgram.mShaderFiles.clear(); + gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); + // gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", "1"); + gDeferredShadowCubeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredShadowCubeProgram.createShader(); + llassert(success); + } - if (success) - { - gDeferredShadowFullbrightAlphaMaskProgram.mName = "Deferred Shadow Fullbright Alpha Mask Shader"; - gDeferredShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + if (success) + { + gDeferredShadowFullbrightAlphaMaskProgram.mName = "Deferred Shadow Fullbright Alpha Mask Shader"; + gDeferredShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.clear(); - gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); - gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); + gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.clear(); + gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); gDeferredShadowFullbrightAlphaMaskProgram.clearPermutations(); - gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1"); + gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1"); gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1"); - gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredShadowFullbrightAlphaMaskProgram); + + gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredShadowFullbrightAlphaMaskProgram, gDeferredSkinnedShadowFullbrightAlphaMaskProgram); - success = success && gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader"; - gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - - gDeferredShadowAlphaMaskProgram.mShaderFiles.clear(); - gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); - gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); - gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = success && gDeferredShadowFullbrightAlphaMaskProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader"; + gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + + gDeferredShadowAlphaMaskProgram.mShaderFiles.clear(); + gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); + gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = make_rigged_variant(gDeferredShadowAlphaMaskProgram, gDeferredSkinnedShadowAlphaMaskProgram); - success = success && gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL); - llassert(success); - } - + success = success && gDeferredShadowAlphaMaskProgram.createShader(); + llassert(success); + } + if (success) { @@ -1896,8 +2245,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); gDeferredShadowGLTFAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredShadowGLTFAlphaMaskProgram.clearPermutations(); + + add_common_permutations(&gDeferredShadowGLTFAlphaMaskProgram); + success = make_rigged_variant(gDeferredShadowGLTFAlphaMaskProgram, gDeferredSkinnedShadowGLTFAlphaMaskProgram); - success = success && gDeferredShadowGLTFAlphaMaskProgram.createShader(NULL, NULL); + success = success && gDeferredShadowGLTFAlphaMaskProgram.createShader(); llassert(success); } @@ -1909,118 +2261,122 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaBlendF.glsl", GL_FRAGMENT_SHADER)); gDeferredShadowGLTFAlphaBlendProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredShadowGLTFAlphaBlendProgram.clearPermutations(); + + add_common_permutations(&gDeferredShadowGLTFAlphaBlendProgram); + success = make_rigged_variant(gDeferredShadowGLTFAlphaBlendProgram, gDeferredSkinnedShadowGLTFAlphaBlendProgram); - success = success && gDeferredShadowGLTFAlphaBlendProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader"; - gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; - - gDeferredAvatarShadowProgram.mShaderFiles.clear(); - gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER)); - gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER)); - gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarShadowProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredAvatarAlphaShadowProgram.mName = "Deferred Avatar Alpha Shadow Shader"; - gDeferredAvatarAlphaShadowProgram.mFeatures.hasSkinning = true; - gDeferredAvatarAlphaShadowProgram.mShaderFiles.clear(); - gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER)); - gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowF.glsl", GL_FRAGMENT_SHADER)); - gDeferredAvatarAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarAlphaShadowProgram.createShader(NULL, NULL); - llassert(success); - } - if (success) - { - gDeferredAvatarAlphaMaskShadowProgram.mName = "Deferred Avatar Alpha Mask Shadow Shader"; - gDeferredAvatarAlphaMaskShadowProgram.mFeatures.hasSkinning = true; - gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.clear(); - gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER)); - gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER)); - gDeferredAvatarAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarAlphaMaskShadowProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredTerrainProgram.mName = "Deferred Terrain Shader"; - gDeferredTerrainProgram.mFeatures.encodesNormal = true; - gDeferredTerrainProgram.mFeatures.hasSrgb = true; - gDeferredTerrainProgram.mFeatures.calculatesLighting = false; - gDeferredTerrainProgram.mFeatures.hasLighting = false; - gDeferredTerrainProgram.mFeatures.isAlphaLighting = true; - gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels - gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true; - gDeferredTerrainProgram.mFeatures.hasAtmospherics = true; - gDeferredTerrainProgram.mFeatures.hasGamma = true; - - gDeferredTerrainProgram.mShaderFiles.clear(); - gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER)); - gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER)); - gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredTerrainProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredAvatarProgram.mName = "Deferred Avatar Shader"; - gDeferredAvatarProgram.mFeatures.hasSkinning = true; - gDeferredAvatarProgram.mFeatures.encodesNormal = true; - gDeferredAvatarProgram.mShaderFiles.clear(); - gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER)); - gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER)); - gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredAvatarAlphaProgram.mName = "Deferred Avatar Alpha Shader"; - gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; - gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; - gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; - gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; - gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; - gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true; - gDeferredAvatarAlphaProgram.mFeatures.encodesNormal = true; - gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; - gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; + success = success && gDeferredShadowGLTFAlphaBlendProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader"; + gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; + + gDeferredAvatarShadowProgram.mShaderFiles.clear(); + gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarShadowProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredAvatarAlphaShadowProgram.mName = "Deferred Avatar Alpha Shadow Shader"; + gDeferredAvatarAlphaShadowProgram.mFeatures.hasSkinning = true; + gDeferredAvatarAlphaShadowProgram.mShaderFiles.clear(); + gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarAlphaShadowProgram.createShader(); + llassert(success); + } + if (success) + { + gDeferredAvatarAlphaMaskShadowProgram.mName = "Deferred Avatar Alpha Mask Shadow Shader"; + gDeferredAvatarAlphaMaskShadowProgram.mFeatures.hasSkinning = true; + gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.clear(); + gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarAlphaMaskShadowProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredTerrainProgram.mName = "Deferred Terrain Shader"; + gDeferredTerrainProgram.mFeatures.hasSrgb = true; + gDeferredTerrainProgram.mFeatures.isAlphaLighting = true; + gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true; + gDeferredTerrainProgram.mFeatures.hasAtmospherics = true; + gDeferredTerrainProgram.mFeatures.hasGamma = true; + + gDeferredTerrainProgram.mShaderFiles.clear(); + gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER)); + gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER)); + + add_common_permutations(&gDeferredTerrainProgram); + + gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredTerrainProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredAvatarProgram.mName = "Deferred Avatar Shader"; + gDeferredAvatarProgram.mFeatures.hasSkinning = true; + gDeferredAvatarProgram.mShaderFiles.clear(); + gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredAvatarProgram); + + success = gDeferredAvatarProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredAvatarAlphaProgram.mName = "Deferred Avatar Alpha Shader"; + gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; + gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true; + gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; + gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true; - gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true; + gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true; gDeferredAvatarAlphaProgram.mFeatures.hasReflectionProbes = true; - gDeferredAvatarAlphaProgram.mShaderFiles.clear(); + gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); - gDeferredAvatarAlphaProgram.clearPermutations(); - gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); - gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1"); - if (use_sun_shadow) - { - gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1"); - } + gDeferredAvatarAlphaProgram.clearPermutations(); + gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); + gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1"); + if (use_sun_shadow) + { + gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1"); + } + + gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + add_common_permutations(&gDeferredAvatarAlphaProgram); - success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL); - llassert(success); + success = gDeferredAvatarAlphaProgram.createShader(); + llassert(success); - gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; - gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; - } + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; + } if (success) { @@ -2029,10 +2385,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gExposureProgram.mFeatures.isDeferred = true; gExposureProgram.mShaderFiles.clear(); gExposureProgram.clearPermutations(); + gExposureProgram.addPermutation("USE_LAST_EXPOSURE", "1"); gExposureProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gExposureProgram.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER)); gExposureProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gExposureProgram.createShader(NULL, NULL); + success = gExposureProgram.createShader(); + llassert(success); + } + + if (success) + { + gExposureProgramNoFade.mName = "Exposure (no fade)"; + gExposureProgramNoFade.mFeatures.hasSrgb = true; + gExposureProgramNoFade.mFeatures.isDeferred = true; + gExposureProgramNoFade.mShaderFiles.clear(); + gExposureProgramNoFade.clearPermutations(); + gExposureProgramNoFade.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gExposureProgramNoFade.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER)); + gExposureProgramNoFade.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gExposureProgramNoFade.createShader(); llassert(success); } @@ -2044,36 +2415,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER)); gLuminanceProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gLuminanceProgram.createShader(NULL, NULL); + success = gLuminanceProgram.createShader(); llassert(success); } - if (success) - { - gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process"; - gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true; - gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true; - gDeferredPostGammaCorrectProgram.mShaderFiles.clear(); + if (success) + { + gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process"; + gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true; + gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true; + gDeferredPostGammaCorrectProgram.mShaderFiles.clear(); gDeferredPostGammaCorrectProgram.clearPermutations(); gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); - gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); + gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); gDeferredPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredPostGammaCorrectProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gNoPostGammaCorrectProgram.mName = "No Post Gamma Correction Post Process"; - gNoPostGammaCorrectProgram.mFeatures.hasSrgb = true; - gNoPostGammaCorrectProgram.mFeatures.isDeferred = true; - gNoPostGammaCorrectProgram.mShaderFiles.clear(); - gNoPostGammaCorrectProgram.clearPermutations(); - gNoPostGammaCorrectProgram.addPermutation("NO_POST", "1"); - gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); - gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); - gNoPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gNoPostGammaCorrectProgram.createShader(NULL, NULL); + success = gDeferredPostGammaCorrectProgram.createShader(); llassert(success); } @@ -2088,122 +2444,367 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); gLegacyPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gLegacyPostGammaCorrectProgram.createShader(NULL, NULL); + success = gLegacyPostGammaCorrectProgram.createShader(); llassert(success); } + if (success) + { + gDeferredPostTonemapProgram.mName = "Deferred Tonemap Post Process"; + gDeferredPostTonemapProgram.mFeatures.hasSrgb = true; + gDeferredPostTonemapProgram.mFeatures.isDeferred = true; + gDeferredPostTonemapProgram.mFeatures.hasTonemap = true; + gDeferredPostTonemapProgram.mShaderFiles.clear(); + gDeferredPostTonemapProgram.clearPermutations(); + gDeferredPostTonemapProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredPostTonemapProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredTonemap.glsl", GL_FRAGMENT_SHADER)); + gDeferredPostTonemapProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostTonemapProgram.createShader(); + llassert(success); + } - if (success && gGLManager.mGLVersion > 3.9f) - { - gFXAAProgram.mName = "FXAA Shader"; - gFXAAProgram.mFeatures.isDeferred = true; - gFXAAProgram.mShaderFiles.clear(); - gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER)); - gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER)); - gFXAAProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gFXAAProgram.createShader(NULL, NULL); - llassert(success); - } + if (success) + { + gNoPostTonemapProgram.mName = "No Post Tonemap Post Process"; + gNoPostTonemapProgram.mFeatures.hasSrgb = true; + gNoPostTonemapProgram.mFeatures.isDeferred = true; + gNoPostTonemapProgram.mFeatures.hasTonemap = true; + gNoPostTonemapProgram.mShaderFiles.clear(); + gNoPostTonemapProgram.clearPermutations(); + gNoPostTonemapProgram.addPermutation("NO_POST", "1"); + gNoPostTonemapProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gNoPostTonemapProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredTonemap.glsl", GL_FRAGMENT_SHADER)); + gNoPostTonemapProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gNoPostTonemapProgram.createShader(); + llassert(success); + } + + if (success && gGLManager.mGLVersion > 3.9f) + { + std::vector<std::pair<std::string, std::string>> quality_levels = { {"12", "Low"}, + {"23", "Medium"}, + {"28", "High"}, + {"39", "Ultra"} }; + int i = 0; + bool failed = false; + for (const auto& quality_pair : quality_levels) + { + if (success) + { + gFXAAProgram[i].mName = llformat("FXAA Shader (%s)", quality_pair.second.c_str()); + gFXAAProgram[i].mFeatures.isDeferred = true; + gFXAAProgram[i].mShaderFiles.clear(); + gFXAAProgram[i].mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER)); + gFXAAProgram[i].mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER)); + + gFXAAProgram[i].clearPermutations(); + gFXAAProgram[i].addPermutation("FXAA_QUALITY__PRESET", quality_pair.first); + if (gGLManager.mGLVersion > 3.9) + { + gFXAAProgram[i].addPermutation("FXAA_GLSL_400", "1"); + } + else + { + gFXAAProgram[i].addPermutation("FXAA_GLSL_130", "1"); + } + + gFXAAProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gFXAAProgram[i].createShader(); + // llassert(success); + if (!success) + { + LL_WARNS() << "Failed to create shader '" << gFXAAProgram[i].mName << "', disabling!" << LL_ENDL; + // continue as if this shader never happened + failed = true; + success = true; + break; + } + } + ++i; + } + + if (failed) + { + for (auto i = 0; i < 4; ++i) + { + gFXAAProgram[i].unload(); + } + } + } + + if (gGLManager.mGLVersion > 3.15f && success) + { + std::vector<std::pair<std::string, std::string>> quality_levels = { {"SMAA_PRESET_LOW", "Low"}, + {"SMAA_PRESET_MEDIUM", "Medium"}, + {"SMAA_PRESET_HIGH", "High"}, + {"SMAA_PRESET_ULTRA", "Ultra"} }; + int i = 0; + bool failed = false; + for (const auto& smaa_pair : quality_levels) + { + std::map<std::string, std::string> defines; + if (gGLManager.mGLVersion >= 4.f) + defines.emplace("SMAA_GLSL_4", "1"); + else if (gGLManager.mGLVersion >= 3.1f) + defines.emplace("SMAA_GLSL_3", "1"); + else + defines.emplace("SMAA_GLSL_2", "1"); + defines.emplace("SMAA_PREDICATION", "0"); + defines.emplace("SMAA_REPROJECTION", "0"); + defines.emplace(smaa_pair.first, "1"); + + if (success) + { + gSMAAEdgeDetectProgram[i].mName = llformat("SMAA Edge Detection (%s)", smaa_pair.second.c_str()); + gSMAAEdgeDetectProgram[i].mFeatures.isDeferred = true; + + gSMAAEdgeDetectProgram[i].clearPermutations(); + gSMAAEdgeDetectProgram[i].addPermutations(defines); + + gSMAAEdgeDetectProgram[i].mShaderFiles.clear(); + gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAAEdgeDetectF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAAEdgeDetectV.glsl", GL_VERTEX_SHADER_ARB)); + gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER_ARB)); + gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER_ARB)); + gSMAAEdgeDetectProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gSMAAEdgeDetectProgram[i].createShader(); + // llassert(success); + if (!success) + { + LL_WARNS() << "Failed to create shader '" << gSMAAEdgeDetectProgram[i].mName << "', disabling!" << LL_ENDL; + // continue as if this shader never happened + failed = true; + success = true; + break; + } + } - if (success) - { - gDeferredPostProgram.mName = "Deferred Post Shader"; + if (success) + { + gSMAABlendWeightsProgram[i].mName = llformat("SMAA Blending Weights (%s)", smaa_pair.second.c_str()); + gSMAABlendWeightsProgram[i].mFeatures.isDeferred = true; + + gSMAABlendWeightsProgram[i].clearPermutations(); + gSMAABlendWeightsProgram[i].addPermutations(defines); + + gSMAABlendWeightsProgram[i].mShaderFiles.clear(); + gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAABlendWeightsF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAABlendWeightsV.glsl", GL_VERTEX_SHADER_ARB)); + gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER_ARB)); + gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER_ARB)); + gSMAABlendWeightsProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gSMAABlendWeightsProgram[i].createShader(); + // llassert(success); + if (!success) + { + LL_WARNS() << "Failed to create shader '" << gSMAABlendWeightsProgram[i].mName << "', disabling!" << LL_ENDL; + // continue as if this shader never happened + failed = true; + success = true; + break; + } + } + + if (success) + { + gSMAANeighborhoodBlendProgram[i].mName = llformat("SMAA Neighborhood Blending (%s)", smaa_pair.second.c_str()); + gSMAANeighborhoodBlendProgram[i].mFeatures.isDeferred = true; + + gSMAANeighborhoodBlendProgram[i].clearPermutations(); + gSMAANeighborhoodBlendProgram[i].addPermutations(defines); + + gSMAANeighborhoodBlendProgram[i].mShaderFiles.clear(); + gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAANeighborhoodBlendF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAANeighborhoodBlendV.glsl", GL_VERTEX_SHADER_ARB)); + gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER_ARB)); + gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER_ARB)); + gSMAANeighborhoodBlendProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gSMAANeighborhoodBlendProgram[i].createShader(); + // llassert(success); + if (!success) + { + LL_WARNS() << "Failed to create shader '" << gSMAANeighborhoodBlendProgram[i].mName << "', disabling!" << LL_ENDL; + // continue as if this shader never happened + failed = true; + success = true; + break; + } + } + ++i; + } + + if (failed) + { + for (auto i = 0; i < 4; ++i) + { + gSMAAEdgeDetectProgram[i].unload(); + gSMAABlendWeightsProgram[i].unload(); + gSMAANeighborhoodBlendProgram[i].unload(); + } + } + } + + if (success && gGLManager.mGLVersion > 4.05f) + { + gCASProgram.mName = "Contrast Adaptive Sharpening Shader"; + gCASProgram.mFeatures.hasSrgb = true; + gCASProgram.mShaderFiles.clear(); + gCASProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gCASProgram.mShaderFiles.push_back(make_pair("deferred/CASF.glsl", GL_FRAGMENT_SHADER)); + gCASProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gCASProgram.createShader(); + // llassert(success); + if (!success) + { + LL_WARNS() << "Failed to create shader '" << gCASProgram.mName << "', disabling!" << LL_ENDL; + // continue as if this shader never happened + success = true; + } + } + + if (success) + { + gDeferredPostProgram.mName = "Deferred Post Shader"; gDeferredPostProgram.mFeatures.isDeferred = true; - gDeferredPostProgram.mShaderFiles.clear(); - gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); - gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER)); - gDeferredPostProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredPostProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredCoFProgram.mName = "Deferred CoF Shader"; - gDeferredCoFProgram.mShaderFiles.clear(); - gDeferredCoFProgram.mFeatures.isDeferred = true; - gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); - gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER)); - gDeferredCoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredCoFProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader"; - gDeferredDoFCombineProgram.mFeatures.isDeferred = true; - gDeferredDoFCombineProgram.mShaderFiles.clear(); - gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); - gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER)); - gDeferredDoFCombineProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredDoFCombineProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredPostNoDoFProgram.mName = "Deferred Post NoDoF Shader"; - gDeferredPostNoDoFProgram.mFeatures.isDeferred = true; - gDeferredPostNoDoFProgram.mShaderFiles.clear(); - gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); - gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER)); - gDeferredPostNoDoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; - gDeferredWLSkyProgram.mShaderFiles.clear(); - gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true; - gDeferredWLSkyProgram.mFeatures.hasAtmospherics = true; - gDeferredWLSkyProgram.mFeatures.hasGamma = true; - gDeferredWLSkyProgram.mFeatures.hasSrgb = true; - - gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER)); - gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER)); - gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; - - success = gDeferredWLSkyProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; - gDeferredWLCloudProgram.mShaderFiles.clear(); - gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true; - gDeferredWLCloudProgram.mFeatures.hasAtmospherics = true; + gDeferredPostProgram.mShaderFiles.clear(); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER)); + gDeferredPostProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredCoFProgram.mName = "Deferred CoF Shader"; + gDeferredCoFProgram.mShaderFiles.clear(); + gDeferredCoFProgram.mFeatures.isDeferred = true; + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER)); + gDeferredCoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredCoFProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader"; + gDeferredDoFCombineProgram.mFeatures.isDeferred = true; + gDeferredDoFCombineProgram.mShaderFiles.clear(); + gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER)); + gDeferredDoFCombineProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredDoFCombineProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredPostNoDoFProgram.mName = "Deferred Post NoDoF Shader"; + gDeferredPostNoDoFProgram.mFeatures.isDeferred = true; + gDeferredPostNoDoFProgram.mShaderFiles.clear(); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER)); + gDeferredPostNoDoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostNoDoFProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredPostNoDoFNoiseProgram.mName = "Deferred Post NoDoF Noise Shader"; + gDeferredPostNoDoFNoiseProgram.mFeatures.isDeferred = true; + gDeferredPostNoDoFNoiseProgram.mShaderFiles.clear(); + gDeferredPostNoDoFNoiseProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredPostNoDoFNoiseProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER)); + + gDeferredPostNoDoFNoiseProgram.clearPermutations(); + gDeferredPostNoDoFNoiseProgram.addPermutation("HAS_NOISE", "1"); + + gDeferredPostNoDoFNoiseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostNoDoFNoiseProgram.createShader(); + llassert(success); + } + + if (success) + { + gEnvironmentMapProgram.mName = "Environment Map Program"; + gEnvironmentMapProgram.mShaderFiles.clear(); + gEnvironmentMapProgram.mFeatures.calculatesAtmospherics = true; + gEnvironmentMapProgram.mFeatures.hasAtmospherics = true; + gEnvironmentMapProgram.mFeatures.hasGamma = true; + gEnvironmentMapProgram.mFeatures.hasSrgb = true; + + gEnvironmentMapProgram.clearPermutations(); + gEnvironmentMapProgram.addPermutation("HAS_HDRI", "1"); + add_common_permutations(&gEnvironmentMapProgram); + gEnvironmentMapProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER)); + gEnvironmentMapProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER)); + gEnvironmentMapProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gEnvironmentMapProgram.mShaderGroup = LLGLSLShader::SG_SKY; + + success = gEnvironmentMapProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; + gDeferredWLSkyProgram.mShaderFiles.clear(); + gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true; + gDeferredWLSkyProgram.mFeatures.hasAtmospherics = true; + gDeferredWLSkyProgram.mFeatures.hasGamma = true; + gDeferredWLSkyProgram.mFeatures.hasSrgb = true; + + gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER)); + gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER)); + gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; + + add_common_permutations(&gDeferredWLSkyProgram); + + success = gDeferredWLSkyProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; + gDeferredWLCloudProgram.mShaderFiles.clear(); + gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true; + gDeferredWLCloudProgram.mFeatures.hasAtmospherics = true; gDeferredWLCloudProgram.mFeatures.hasGamma = true; gDeferredWLCloudProgram.mFeatures.hasSrgb = true; - - gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER)); - gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER)); - gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; + + gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER)); + gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER)); + gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; gDeferredWLCloudProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113 - success = gDeferredWLCloudProgram.createShader(NULL, NULL); - llassert(success); - } - if (success) - { - gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program"; + add_common_permutations(&gDeferredWLCloudProgram); + + success = gDeferredWLCloudProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program"; gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; gDeferredWLSunProgram.mFeatures.hasGamma = true; gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; - gDeferredWLSunProgram.mFeatures.disableTextureIndex = true; gDeferredWLSunProgram.mFeatures.hasSrgb = true; gDeferredWLSunProgram.mShaderFiles.clear(); gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER)); gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER)); gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY; - success = gDeferredWLSunProgram.createShader(NULL, NULL); + + add_common_permutations(&gDeferredWLSunProgram); + + success = gDeferredWLSunProgram.createShader(); llassert(success); } @@ -2215,41 +2816,46 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLMoonProgram.mFeatures.hasGamma = true; gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true; gDeferredWLMoonProgram.mFeatures.hasSrgb = true; - gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true; - + gDeferredWLMoonProgram.mShaderFiles.clear(); gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER)); gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER)); gDeferredWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY; gDeferredWLMoonProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113 - success = gDeferredWLMoonProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredStarProgram.mName = "Deferred Star Program"; - gDeferredStarProgram.mShaderFiles.clear(); - gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER)); - gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER)); - gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; + + add_common_permutations(&gDeferredWLMoonProgram); + + success = gDeferredWLMoonProgram.createShader(); + llassert(success); + } + + if (success) + { + gDeferredStarProgram.mName = "Deferred Star Program"; + gDeferredStarProgram.mShaderFiles.clear(); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER)); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER)); + gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; gDeferredStarProgram.addConstant( LLGLSLShader::SHADER_CONST_STAR_DEPTH ); // SL-14113 - success = gDeferredStarProgram.createShader(NULL, NULL); + + add_common_permutations(&gDeferredStarProgram); + + success = gDeferredStarProgram.createShader(); llassert(success); - } + } - if (success) - { - gNormalMapGenProgram.mName = "Normal Map Generation Program"; - gNormalMapGenProgram.mShaderFiles.clear(); - gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER)); - gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER)); - gNormalMapGenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY; - success = gNormalMapGenProgram.createShader(NULL, NULL); - } + if (success) + { + gNormalMapGenProgram.mName = "Normal Map Generation Program"; + gNormalMapGenProgram.mShaderFiles.clear(); + gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER)); + gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER)); + gNormalMapGenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gNormalMapGenProgram.createShader(); + } if (success) { @@ -2258,10 +2864,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutV.glsl", GL_VERTEX_SHADER)); gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutF.glsl", GL_FRAGMENT_SHADER)); gDeferredGenBrdfLutProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredGenBrdfLutProgram.createShader(NULL, NULL); + success = gDeferredGenBrdfLutProgram.createShader(); } - if (success) { + if (success) { gPostScreenSpaceReflectionProgram.mName = "Screen Space Reflection Post"; gPostScreenSpaceReflectionProgram.mShaderFiles.clear(); gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostV.glsl", GL_VERTEX_SHADER)); @@ -2269,36 +2875,38 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gPostScreenSpaceReflectionProgram.mFeatures.hasScreenSpaceReflections = true; gPostScreenSpaceReflectionProgram.mFeatures.isDeferred = true; gPostScreenSpaceReflectionProgram.mShaderLevel = 3; - success = gPostScreenSpaceReflectionProgram.createShader(NULL, NULL); - } - - if (success) { - gDeferredBufferVisualProgram.mName = "Deferred Buffer Visualization Shader"; - gDeferredBufferVisualProgram.mShaderFiles.clear(); - gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); - gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredVisualizeBuffers.glsl", GL_FRAGMENT_SHADER)); - gDeferredBufferVisualProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = gDeferredBufferVisualProgram.createShader(NULL, NULL); - } - - return success; + success = gPostScreenSpaceReflectionProgram.createShader(); + } + + if (success) { + gDeferredBufferVisualProgram.mName = "Deferred Buffer Visualization Shader"; + gDeferredBufferVisualProgram.mShaderFiles.clear(); + gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredVisualizeBuffers.glsl", GL_FRAGMENT_SHADER)); + gDeferredBufferVisualProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + add_common_permutations(&gDeferredBufferVisualProgram); + + success = gDeferredBufferVisualProgram.createShader(); + } + + return success; } -BOOL LLViewerShaderMgr::loadShadersObject() +bool LLViewerShaderMgr::loadShadersObject() { LL_PROFILE_ZONE_SCOPED; - BOOL success = TRUE; + bool success = true; if (success) { gObjectBumpProgram.mName = "Bump Shader"; - gObjectBumpProgram.mFeatures.encodesNormal = true; gObjectBumpProgram.mShaderFiles.clear(); gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER)); gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER)); gObjectBumpProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectBumpProgram, gSkinnedObjectBumpProgram); - success = success && gObjectBumpProgram.createShader(NULL, NULL); + success = success && gObjectBumpProgram.createShader(); if (success) { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1 LLGLSLShader* shader[] = { &gObjectBumpProgram, &gSkinnedObjectBumpProgram }; @@ -2312,301 +2920,294 @@ BOOL LLViewerShaderMgr::loadShadersObject() } } - if (success) - { - gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader"; - gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true; - gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true; - gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true; - gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true; - gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true; - gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true; - gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true; - gObjectAlphaMaskNoColorProgram.mShaderFiles.clear(); - gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER)); - gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); - gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; - success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL); - } - - if (success) - { - gImpostorProgram.mName = "Impostor Shader"; - gImpostorProgram.mFeatures.disableTextureIndex = true; - gImpostorProgram.mFeatures.hasSrgb = true; - gImpostorProgram.mShaderFiles.clear(); - gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER)); - gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER)); - gImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; - success = gImpostorProgram.createShader(NULL, NULL); - } - - if (success) - { - gObjectPreviewProgram.mName = "Object Preview Shader"; - gObjectPreviewProgram.mFeatures.disableTextureIndex = true; - gObjectPreviewProgram.mShaderFiles.clear(); - gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER)); - gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER)); - gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + if (success) + { + gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader"; + gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true; + gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true; + gObjectAlphaMaskNoColorProgram.mShaderFiles.clear(); + gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER)); + gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); + gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = gObjectAlphaMaskNoColorProgram.createShader(); + } + + if (success) + { + gImpostorProgram.mName = "Impostor Shader"; + gImpostorProgram.mFeatures.hasSrgb = true; + gImpostorProgram.mShaderFiles.clear(); + gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER)); + gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER)); + gImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = gImpostorProgram.createShader(); + } + + if (success) + { + gObjectPreviewProgram.mName = "Object Preview Shader"; + gObjectPreviewProgram.mShaderFiles.clear(); + gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER)); + gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER)); + gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; success = make_rigged_variant(gObjectPreviewProgram, gSkinnedObjectPreviewProgram); - success = gObjectPreviewProgram.createShader(NULL, NULL); - gObjectPreviewProgram.mFeatures.hasLighting = true; + success = gObjectPreviewProgram.createShader(); + gObjectPreviewProgram.mFeatures.hasLighting = true; gSkinnedObjectPreviewProgram.mFeatures.hasLighting = true; - } - - if (success) - { - gPhysicsPreviewProgram.mName = "Preview Physics Shader"; - gPhysicsPreviewProgram.mFeatures.calculatesLighting = false; - gPhysicsPreviewProgram.mFeatures.calculatesAtmospherics = false; - gPhysicsPreviewProgram.mFeatures.hasGamma = false; - gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false; - gPhysicsPreviewProgram.mFeatures.hasLighting = false; - gPhysicsPreviewProgram.mFeatures.mIndexedTextureChannels = 0; - gPhysicsPreviewProgram.mFeatures.disableTextureIndex = true; - gPhysicsPreviewProgram.mShaderFiles.clear(); - gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER)); - gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER)); - gPhysicsPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; - success = gPhysicsPreviewProgram.createShader(NULL, NULL); - gPhysicsPreviewProgram.mFeatures.hasLighting = false; - } + } + + if (success) + { + gPhysicsPreviewProgram.mName = "Preview Physics Shader"; + gPhysicsPreviewProgram.mFeatures.calculatesLighting = false; + gPhysicsPreviewProgram.mFeatures.calculatesAtmospherics = false; + gPhysicsPreviewProgram.mFeatures.hasGamma = false; + gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false; + gPhysicsPreviewProgram.mFeatures.hasLighting = false; + gPhysicsPreviewProgram.mShaderFiles.clear(); + gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER)); + gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER)); + gPhysicsPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = gPhysicsPreviewProgram.createShader(); + gPhysicsPreviewProgram.mFeatures.hasLighting = false; + } if (!success) { mShaderLevel[SHADER_OBJECT] = 0; - return FALSE; + return false; } - return TRUE; + return true; } -BOOL LLViewerShaderMgr::loadShadersAvatar() +bool LLViewerShaderMgr::loadShadersAvatar() { LL_PROFILE_ZONE_SCOPED; #if 1 // DEPRECATED -- forward rendering is deprecated - BOOL success = TRUE; - - if (mShaderLevel[SHADER_AVATAR] == 0) - { - gAvatarProgram.unload(); - gAvatarEyeballProgram.unload(); - return TRUE; - } - - if (success) - { - gAvatarProgram.mName = "Avatar Shader"; - gAvatarProgram.mFeatures.hasSkinning = true; - gAvatarProgram.mFeatures.calculatesAtmospherics = true; - gAvatarProgram.mFeatures.calculatesLighting = true; - gAvatarProgram.mFeatures.hasGamma = true; - gAvatarProgram.mFeatures.hasAtmospherics = true; - gAvatarProgram.mFeatures.hasLighting = true; - gAvatarProgram.mFeatures.hasAlphaMask = true; - gAvatarProgram.mFeatures.disableTextureIndex = true; - gAvatarProgram.mShaderFiles.clear(); - gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER)); - gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER)); - gAvatarProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; - success = gAvatarProgram.createShader(NULL, NULL); - - /// Keep track of avatar levels - if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR]) - { - mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel; - } - } - - if (success) - { - gAvatarEyeballProgram.mName = "Avatar Eyeball Program"; - gAvatarEyeballProgram.mFeatures.calculatesLighting = true; - gAvatarEyeballProgram.mFeatures.isSpecular = true; - gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true; - gAvatarEyeballProgram.mFeatures.hasGamma = true; - gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; - gAvatarEyeballProgram.mFeatures.hasLighting = true; - gAvatarEyeballProgram.mFeatures.hasAlphaMask = true; - gAvatarEyeballProgram.mFeatures.disableTextureIndex = true; - gAvatarEyeballProgram.mShaderFiles.clear(); - gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER)); - gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER)); - gAvatarEyeballProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; - success = gAvatarEyeballProgram.createShader(NULL, NULL); - } - - if( !success ) - { - mShaderLevel[SHADER_AVATAR] = 0; - mMaxAvatarShaderLevel = 0; - return FALSE; - } + bool success = true; + + if (mShaderLevel[SHADER_AVATAR] == 0) + { + gAvatarProgram.unload(); + gAvatarEyeballProgram.unload(); + return true; + } + + if (success) + { + gAvatarProgram.mName = "Avatar Shader"; + gAvatarProgram.mFeatures.hasSkinning = true; + gAvatarProgram.mFeatures.calculatesAtmospherics = true; + gAvatarProgram.mFeatures.calculatesLighting = true; + gAvatarProgram.mFeatures.hasGamma = true; + gAvatarProgram.mFeatures.hasAtmospherics = true; + gAvatarProgram.mFeatures.hasLighting = true; + gAvatarProgram.mFeatures.hasAlphaMask = true; + gAvatarProgram.mShaderFiles.clear(); + gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER)); + gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER)); + gAvatarProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; + success = gAvatarProgram.createShader(); + + /// Keep track of avatar levels + if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR]) + { + mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel; + } + } + + if (success) + { + gAvatarEyeballProgram.mName = "Avatar Eyeball Program"; + gAvatarEyeballProgram.mFeatures.calculatesLighting = true; + gAvatarEyeballProgram.mFeatures.isSpecular = true; + gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true; + gAvatarEyeballProgram.mFeatures.hasGamma = true; + gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; + gAvatarEyeballProgram.mFeatures.hasLighting = true; + gAvatarEyeballProgram.mFeatures.hasAlphaMask = true; + gAvatarEyeballProgram.mShaderFiles.clear(); + gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER)); + gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER)); + gAvatarEyeballProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; + success = gAvatarEyeballProgram.createShader(); + } + + if( !success ) + { + mShaderLevel[SHADER_AVATAR] = 0; + mMaxAvatarShaderLevel = 0; + return false; + } #endif - return TRUE; + return true; } -BOOL LLViewerShaderMgr::loadShadersInterface() +bool LLViewerShaderMgr::loadShadersInterface() { LL_PROFILE_ZONE_SCOPED; - BOOL success = TRUE; - - if (success) - { - gHighlightProgram.mName = "Highlight Shader"; - gHighlightProgram.mShaderFiles.clear(); - gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER)); - gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); - gHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + bool success = true; + + if (success) + { + gHighlightProgram.mName = "Highlight Shader"; + gHighlightProgram.mShaderFiles.clear(); + gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER)); + gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); + gHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = make_rigged_variant(gHighlightProgram, gSkinnedHighlightProgram); - success = success && gHighlightProgram.createShader(NULL, NULL); - } - - if (success) - { - gHighlightNormalProgram.mName = "Highlight Normals Shader"; - gHighlightNormalProgram.mShaderFiles.clear(); - gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER)); - gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); - gHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gHighlightNormalProgram.createShader(NULL, NULL); - } - - if (success) - { - gHighlightSpecularProgram.mName = "Highlight Spec Shader"; - gHighlightSpecularProgram.mShaderFiles.clear(); - gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER)); - gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); - gHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gHighlightSpecularProgram.createShader(NULL, NULL); - } - - if (success) - { - gUIProgram.mName = "UI Shader"; - gUIProgram.mShaderFiles.clear(); - gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER)); - gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER)); - gUIProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gUIProgram.createShader(NULL, NULL); - } - - if (success) - { - gPathfindingProgram.mName = "Pathfinding Shader"; - gPathfindingProgram.mShaderFiles.clear(); - gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER)); - gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER)); - gPathfindingProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gPathfindingProgram.createShader(NULL, NULL); - } - - if (success) - { - gPathfindingNoNormalsProgram.mName = "PathfindingNoNormals Shader"; - gPathfindingNoNormalsProgram.mShaderFiles.clear(); - gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER)); - gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER)); - gPathfindingNoNormalsProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gPathfindingNoNormalsProgram.createShader(NULL, NULL); - } - - if (success) - { - gGlowCombineProgram.mName = "Glow Combine Shader"; - gGlowCombineProgram.mShaderFiles.clear(); - gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER)); - gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER)); - gGlowCombineProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gGlowCombineProgram.createShader(NULL, NULL); - if (success) - { - gGlowCombineProgram.bind(); - gGlowCombineProgram.uniform1i(sGlowMap, 0); - gGlowCombineProgram.uniform1i(sScreenMap, 1); - gGlowCombineProgram.unbind(); - } - } - - if (success) - { - gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader"; - gGlowCombineFXAAProgram.mShaderFiles.clear(); - gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER)); - gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER)); - gGlowCombineFXAAProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gGlowCombineFXAAProgram.createShader(NULL, NULL); - if (success) - { - gGlowCombineFXAAProgram.bind(); - gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0); - gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1); - gGlowCombineFXAAProgram.unbind(); - } - } + success = success && gHighlightProgram.createShader(); + } + + if (success) + { + gHighlightNormalProgram.mName = "Highlight Normals Shader"; + gHighlightNormalProgram.mShaderFiles.clear(); + gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER)); + gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); + gHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gHighlightNormalProgram.createShader(); + } + + if (success) + { + gHighlightSpecularProgram.mName = "Highlight Spec Shader"; + gHighlightSpecularProgram.mShaderFiles.clear(); + gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER)); + gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); + gHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gHighlightSpecularProgram.createShader(); + } + + if (success) + { + gUIProgram.mName = "UI Shader"; + gUIProgram.mShaderFiles.clear(); + gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER)); + gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER)); + gUIProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gUIProgram.createShader(); + } + + if (success) + { + gPathfindingProgram.mName = "Pathfinding Shader"; + gPathfindingProgram.mShaderFiles.clear(); + gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER)); + gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER)); + gPathfindingProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gPathfindingProgram.createShader(); + } + + if (success) + { + gPathfindingNoNormalsProgram.mName = "PathfindingNoNormals Shader"; + gPathfindingNoNormalsProgram.mShaderFiles.clear(); + gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER)); + gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER)); + gPathfindingNoNormalsProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gPathfindingNoNormalsProgram.createShader(); + } + + if (success) + { + gGlowCombineProgram.mName = "Glow Combine Shader"; + gGlowCombineProgram.mShaderFiles.clear(); + gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER)); + gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER)); + gGlowCombineProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gGlowCombineProgram.createShader(); + if (success) + { + gGlowCombineProgram.bind(); + gGlowCombineProgram.uniform1i(sGlowMap, 0); + gGlowCombineProgram.uniform1i(sScreenMap, 1); + gGlowCombineProgram.unbind(); + } + } + + if (success) + { + gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader"; + gGlowCombineFXAAProgram.mShaderFiles.clear(); + gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER)); + gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER)); + gGlowCombineFXAAProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gGlowCombineFXAAProgram.createShader(); + if (success) + { + gGlowCombineFXAAProgram.bind(); + gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0); + gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1); + gGlowCombineFXAAProgram.unbind(); + } + } #ifdef LL_WINDOWS - if (success) - { - gTwoTextureCompareProgram.mName = "Two Texture Compare Shader"; - gTwoTextureCompareProgram.mShaderFiles.clear(); - gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER)); - gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER)); - gTwoTextureCompareProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gTwoTextureCompareProgram.createShader(NULL, NULL); - if (success) - { - gTwoTextureCompareProgram.bind(); - gTwoTextureCompareProgram.uniform1i(sTex0, 0); - gTwoTextureCompareProgram.uniform1i(sTex1, 1); - gTwoTextureCompareProgram.uniform1i(sDitherTex, 2); - } - } - - if (success) - { - gOneTextureFilterProgram.mName = "One Texture Filter Shader"; - gOneTextureFilterProgram.mShaderFiles.clear(); - gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER)); - gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER)); - gOneTextureFilterProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gOneTextureFilterProgram.createShader(NULL, NULL); - if (success) - { - gOneTextureFilterProgram.bind(); - gOneTextureFilterProgram.uniform1i(sTex0, 0); - } - } + if (success) + { + gTwoTextureCompareProgram.mName = "Two Texture Compare Shader"; + gTwoTextureCompareProgram.mShaderFiles.clear(); + gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER)); + gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER)); + gTwoTextureCompareProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gTwoTextureCompareProgram.createShader(); + if (success) + { + gTwoTextureCompareProgram.bind(); + gTwoTextureCompareProgram.uniform1i(sTex0, 0); + gTwoTextureCompareProgram.uniform1i(sTex1, 1); + gTwoTextureCompareProgram.uniform1i(sDitherTex, 2); + } + } + + if (success) + { + gOneTextureFilterProgram.mName = "One Texture Filter Shader"; + gOneTextureFilterProgram.mShaderFiles.clear(); + gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER)); + gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER)); + gOneTextureFilterProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gOneTextureFilterProgram.createShader(); + if (success) + { + gOneTextureFilterProgram.bind(); + gOneTextureFilterProgram.uniform1i(sTex0, 0); + } + } #endif - if (success) - { - gSolidColorProgram.mName = "Solid Color Shader"; - gSolidColorProgram.mShaderFiles.clear(); - gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER)); - gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER)); - gSolidColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gSolidColorProgram.createShader(NULL, NULL); - if (success) - { - gSolidColorProgram.bind(); - gSolidColorProgram.uniform1i(sTex0, 0); - gSolidColorProgram.unbind(); - } - } - - if (success) - { - gOcclusionProgram.mName = "Occlusion Shader"; - gOcclusionProgram.mShaderFiles.clear(); - gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER)); - gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); - gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + if (success) + { + gSolidColorProgram.mName = "Solid Color Shader"; + gSolidColorProgram.mShaderFiles.clear(); + gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER)); + gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER)); + gSolidColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gSolidColorProgram.createShader(); + if (success) + { + gSolidColorProgram.bind(); + gSolidColorProgram.uniform1i(sTex0, 0); + gSolidColorProgram.unbind(); + } + } + + if (success) + { + gOcclusionProgram.mName = "Occlusion Shader"; + gOcclusionProgram.mShaderFiles.clear(); + gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER)); + gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); + gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; gOcclusionProgram.mRiggedVariant = &gSkinnedOcclusionProgram; - success = gOcclusionProgram.createShader(NULL, NULL); - } + success = gOcclusionProgram.createShader(); + } if (success) { @@ -2616,50 +3217,77 @@ BOOL LLViewerShaderMgr::loadShadersInterface() gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionSkinnedV.glsl", GL_VERTEX_SHADER)); gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); gSkinnedOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gSkinnedOcclusionProgram.createShader(NULL, NULL); - } - - if (success) - { - gOcclusionCubeProgram.mName = "Occlusion Cube Shader"; - gOcclusionCubeProgram.mShaderFiles.clear(); - gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER)); - gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); - gOcclusionCubeProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gOcclusionCubeProgram.createShader(NULL, NULL); - } - - if (success) - { - gDebugProgram.mName = "Debug Shader"; - gDebugProgram.mShaderFiles.clear(); - gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER)); - gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER)); + success = gSkinnedOcclusionProgram.createShader(); + } + + if (success) + { + gOcclusionCubeProgram.mName = "Occlusion Cube Shader"; + gOcclusionCubeProgram.mShaderFiles.clear(); + gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER)); + gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); + gOcclusionCubeProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gOcclusionCubeProgram.createShader(); + } + + if (success) + { + gDebugProgram.mName = "Debug Shader"; + gDebugProgram.mShaderFiles.clear(); + gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER)); + gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER)); gDebugProgram.mRiggedVariant = &gSkinnedDebugProgram; - gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; success = make_rigged_variant(gDebugProgram, gSkinnedDebugProgram); - success = success && gDebugProgram.createShader(NULL, NULL); - } - - if (success) - { - gClipProgram.mName = "Clip Shader"; - gClipProgram.mShaderFiles.clear(); - gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER)); - gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER)); - gClipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gClipProgram.createShader(NULL, NULL); - } - - if (success) - { - gBenchmarkProgram.mName = "Benchmark Shader"; - gBenchmarkProgram.mShaderFiles.clear(); - gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER)); - gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER)); - gBenchmarkProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gBenchmarkProgram.createShader(NULL, NULL); - } + success = success && gDebugProgram.createShader(); + } + + if (success) + { + for (S32 variant = 0; variant < NORMAL_DEBUG_SHADER_COUNT; ++variant) + { + LLGLSLShader& shader = gNormalDebugProgram[variant]; + LLGLSLShader& skinned_shader = gSkinnedNormalDebugProgram[variant]; + shader.mName = "Normal Debug Shader"; + shader.mShaderFiles.clear(); + shader.mShaderFiles.push_back(make_pair("interface/normaldebugV.glsl", GL_VERTEX_SHADER)); + // *NOTE: Geometry shaders have a reputation for being slow. + // Consider using compute shaders instead, which have a reputation + // for being fast. This geometry shader in particular seems to run + // fine on my machine, but I won't vouch for this in + // performance-critical areas. -Cosmic,2023-09-28 + shader.mShaderFiles.push_back(make_pair("interface/normaldebugG.glsl", GL_GEOMETRY_SHADER)); + shader.mShaderFiles.push_back(make_pair("interface/normaldebugF.glsl", GL_FRAGMENT_SHADER)); + shader.mRiggedVariant = &skinned_shader; + shader.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + if (variant == NORMAL_DEBUG_SHADER_WITH_TANGENTS) + { + shader.addPermutation("HAS_ATTRIBUTE_TANGENT", "1"); + } + success = make_rigged_variant(shader, skinned_shader); + success = success && shader.createShader(); + } + } + + if (success) + { + gClipProgram.mName = "Clip Shader"; + gClipProgram.mShaderFiles.clear(); + gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER)); + gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER)); + gClipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gClipProgram.createShader(); + } + + if (success) + { + gBenchmarkProgram.mName = "Benchmark Shader"; + gBenchmarkProgram.mShaderFiles.clear(); + gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER)); + gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER)); + gBenchmarkProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gBenchmarkProgram.createShader(); + } if (success) { @@ -2674,7 +3302,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface() gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeV.glsl", GL_VERTEX_SHADER)); gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeF.glsl", GL_FRAGMENT_SHADER)); gReflectionProbeDisplayProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gReflectionProbeDisplayProgram.createShader(NULL, NULL); + success = gReflectionProbeDisplayProgram.createShader(); } if (success) @@ -2684,7 +3312,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface() gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER)); gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER)); gCopyProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gCopyProgram.createShader(NULL, NULL); + success = gCopyProgram.createShader(); } if (success) @@ -2696,18 +3324,58 @@ BOOL LLViewerShaderMgr::loadShadersInterface() gCopyDepthProgram.clearPermutations(); gCopyDepthProgram.addPermutation("COPY_DEPTH", "1"); gCopyDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gCopyDepthProgram.createShader(NULL, NULL); + success = gCopyDepthProgram.createShader(); + } + + if (success) + { + gDrawColorProgram.mName = "Draw Color Shader"; + gDrawColorProgram.mShaderFiles.clear(); + gDrawColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoAtmosV.glsl", GL_VERTEX_SHADER)); + gDrawColorProgram.mShaderFiles.push_back(make_pair("objects/simpleColorF.glsl", GL_FRAGMENT_SHADER)); + gDrawColorProgram.clearPermutations(); + gDrawColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = gDrawColorProgram.createShader(); + } + + if (gSavedSettings.getBOOL("LocalTerrainPaintEnabled")) + { + if (success) + { + LLGLSLShader* shader = &gPBRTerrainBakeProgram; + U32 bit_depth = gSavedSettings.getU32("TerrainPaintBitDepth"); + // LLTerrainPaintMap currently uses an RGB8 texture internally + bit_depth = llclamp(bit_depth, 1, 8); + shader->mName = llformat("Terrain Bake Shader RGB%o", bit_depth); + shader->mFeatures.isPBRTerrain = true; + + shader->mShaderFiles.clear(); + shader->mShaderFiles.push_back(make_pair("interface/pbrTerrainBakeV.glsl", GL_VERTEX_SHADER)); + shader->mShaderFiles.push_back(make_pair("interface/pbrTerrainBakeF.glsl", GL_FRAGMENT_SHADER)); + shader->mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + const U32 value_range = (1 << bit_depth) - 1; + shader->addPermutation("TERRAIN_PAINT_PRECISION", llformat("%d", value_range)); + success = success && shader->createShader(); + //llassert(success); + if (!success) + { + LL_WARNS() << "Failed to create shader '" << shader->mName << "', disabling!" << LL_ENDL; + gSavedSettings.setBOOL("RenderCanUseTerrainBakeShaders", false); + // continue as if this shader never happened + success = true; + } + } + } + + if (success) + { + gAlphaMaskProgram.mName = "Alpha Mask Shader"; + gAlphaMaskProgram.mShaderFiles.clear(); + gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER)); + gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER)); + gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gAlphaMaskProgram.createShader(); } - - if (success) - { - gAlphaMaskProgram.mName = "Alpha Mask Shader"; - gAlphaMaskProgram.mShaderFiles.clear(); - gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER)); - gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER)); - gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gAlphaMaskProgram.createShader(NULL, NULL); - } if (success) { @@ -2720,7 +3388,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface() gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER)); gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/reflectionmipF.glsl", GL_FRAGMENT_SHADER)); gReflectionMipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gReflectionMipProgram.createShader(NULL, NULL); + success = gReflectionMipProgram.createShader(); } if (success) @@ -2734,7 +3402,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface() gGaussianProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER)); gGaussianProgram.mShaderFiles.push_back(make_pair("interface/gaussianF.glsl", GL_FRAGMENT_SHADER)); gGaussianProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gGaussianProgram.createShader(NULL, NULL); + success = gGaussianProgram.createShader(); } if (success && gGLManager.mHasCubeMapArray) @@ -2744,7 +3412,20 @@ BOOL LLViewerShaderMgr::loadShadersInterface() gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER)); gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER)); gRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gRadianceGenProgram.createShader(NULL, NULL); + gRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "32"); + success = gRadianceGenProgram.createShader(); + } + + if (success && gGLManager.mHasCubeMapArray) + { + gHeroRadianceGenProgram.mName = "Hero Radiance Gen Shader"; + gHeroRadianceGenProgram.mShaderFiles.clear(); + gHeroRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER)); + gHeroRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER)); + gHeroRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + gHeroRadianceGenProgram.addPermutation("HERO_PROBES", "1"); + gHeroRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "4"); + success = gHeroRadianceGenProgram.createShader(); } if (success && gGLManager.mHasCubeMapArray) @@ -2754,22 +3435,22 @@ BOOL LLViewerShaderMgr::loadShadersInterface() gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenV.glsl", GL_VERTEX_SHADER)); gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenF.glsl", GL_FRAGMENT_SHADER)); gIrradianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; - success = gIrradianceGenProgram.createShader(NULL, NULL); + success = gIrradianceGenProgram.createShader(); + } + + if( !success ) + { + mShaderLevel[SHADER_INTERFACE] = 0; + return false; } - if( !success ) - { - mShaderLevel[SHADER_INTERFACE] = 0; - return FALSE; - } - - return TRUE; + return true; } std::string LLViewerShaderMgr::getShaderDirPrefix(void) { - return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class"); + return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class"); } void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader) @@ -2779,11 +3460,11 @@ void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader) LLViewerShaderMgr::shader_iter LLViewerShaderMgr::beginShaders() const { - return mShaderList.begin(); + return mShaderList.begin(); } LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const { - return mShaderList.end(); + return mShaderList.end(); } |