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-rw-r--r--indra/newview/llviewershadermgr.cpp3695
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();
}