diff options
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 155 |
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) { |