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Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp155
1 files changed, 106 insertions, 49 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 7149dc781f..b175172b9b 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -84,7 +84,8 @@ LLGLSLShader gOcclusionCubeProgram;
LLGLSLShader gGlowCombineProgram;
LLGLSLShader gReflectionMipProgram;
LLGLSLShader gGaussianProgram;
-LLGLSLShader gRadianceGenProgram;
+LLGLSLShader gRadianceGenProgram;
+LLGLSLShader gHeroRadianceGenProgram;
LLGLSLShader gIrradianceGenProgram;
LLGLSLShader gGlowCombineFXAAProgram;
LLGLSLShader gTwoTextureCompareProgram;
@@ -105,7 +106,6 @@ LLGLSLShader gObjectPreviewProgram;
LLGLSLShader gSkinnedObjectPreviewProgram;
LLGLSLShader gPhysicsPreviewProgram;
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
-LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectBumpProgram;
LLGLSLShader gSkinnedObjectBumpProgram;
LLGLSLShader gObjectAlphaMaskNoColorProgram;
@@ -227,7 +227,7 @@ LLGLSLShader gDeferredSkinnedPBRAlphaProgram;
LLGLSLShader gDeferredPBRTerrainProgram;
//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;
@@ -242,64 +242,98 @@ bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
return riggedShader.createShader(NULL, NULL);
}
+#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)
{
+}
+
+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(&gWaterEdgeProgram);
+ 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(&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(&gDeferredAvatarAlphaProgram);
- mShaderList.push_back(&gDeferredWLSkyProgram);
- mShaderList.push_back(&gDeferredWLCloudProgram);
+ mShaderList.push_back(&gDeferredEmissiveProgram);
+ mShaderList.push_back(&gDeferredAvatarEyesProgram);
+ mShaderList.push_back(&gDeferredAvatarAlphaProgram);
+ 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(&gDeferredPostGammaCorrectProgram); // for gamma
mShaderList.push_back(&gNoPostGammaCorrectProgram);
mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
-
-}
-
-LLViewerShaderMgr::~LLViewerShaderMgr()
-{
- mShaderLevel.clear();
- mShaderList.clear();
+ mShaderList.push_back(&gDeferredDiffuseProgram);
+ mShaderList.push_back(&gDeferredBumpProgram);
+ mShaderList.push_back(&gDeferredPBROpaqueProgram);
+ mShaderList.push_back(&gDeferredAvatarProgram);
+ mShaderList.push_back(&gDeferredTerrainProgram);
+ mShaderList.push_back(&gDeferredDiffuseAlphaMaskProgram);
+ mShaderList.push_back(&gDeferredNonIndexedDiffuseAlphaMaskProgram);
+ mShaderList.push_back(&gDeferredTreeProgram);
+
+ // make sure there are no redundancies
+ llassert(no_redundant_shaders(mShaderList));
}
// static
@@ -354,6 +388,10 @@ void LLViewerShaderMgr::setShaders()
return;
}
+ mShaderList.clear();
+
+ LLShaderMgr::sMirrorsEnabled = LLPipeline::RenderMirrors && gPipeline.mHeroProbeManager.hasMirrors();
+
if (!gGLManager.mHasRequirements)
{
// Viewer will show 'hardware requirements' warning later
@@ -535,6 +573,8 @@ void LLViewerShaderMgr::setShaders()
}
gPipeline.createGLBuffers();
+ finalizeShaderList();
+
reentrance = false;
}
@@ -679,6 +719,7 @@ std::string LLViewerShaderMgr::loadBasicShaders()
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/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) );
@@ -1067,9 +1108,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
if (success)
{
- mShaderList.push_back(&gDeferredMaterialProgram[i]);
+ bool has_skin = i & 0x10;
- gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
+ 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;
@@ -1106,7 +1155,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
}
- bool has_skin = i & 0x10;
+
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
@@ -1808,11 +1857,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.addPermutation("HAS_SUN_SHADOW", "1");
}
- if (LLPipeline::RenderMirrors)
- {
- gDeferredSoftenProgram.addPermutation("HERO_PROBES", "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);
@@ -2825,8 +2869,21 @@ 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];
+ gRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "32");
success = gRadianceGenProgram.createShader(NULL, NULL);
}
+
+ 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(NULL, NULL);
+ }
if (success && gGLManager.mHasCubeMapArray)
{