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Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp381
1 files changed, 101 insertions, 280 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 17cce3069e..e50625af60 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -32,6 +32,7 @@
#include "llfile.h"
#include "llviewerwindow.h"
+#include "llwindow.h"
#include "llviewercontrol.h"
#include "pipeline.h"
#include "llworld.h"
@@ -58,6 +59,7 @@ using std::make_pair;
using std::string;
BOOL LLViewerShaderMgr::sInitialized = FALSE;
+bool LLViewerShaderMgr::sSkipReload = false;
LLVector4 gShinyOrigin;
@@ -95,6 +97,8 @@ LLGLSLShader gObjectFullbrightNoColorProgram;
LLGLSLShader gObjectFullbrightNoColorWaterProgram;
LLGLSLShader gObjectSimpleNonIndexedProgram;
+LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
+LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
LLGLSLShader gObjectAlphaMaskNonIndexedProgram;
LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram;
@@ -151,7 +155,6 @@ LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
-LLGLSLShader gDeferredEdgeProgram;
LLGLSLShader gDeferredWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
@@ -182,21 +185,20 @@ LLGLSLShader gDeferredAlphaProgram;
LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
LLGLSLShader gDeferredEmissiveProgram;
-LLGLSLShader gDeferredGIProgram;
-LLGLSLShader gDeferredGIFinalProgram;
-LLGLSLShader gDeferredPostGIProgram;
LLGLSLShader gDeferredPostProgram;
+LLGLSLShader gFXAAProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
LLGLSLShader gDeferredWLSkyProgram;
LLGLSLShader gDeferredWLCloudProgram;
LLGLSLShader gDeferredStarProgram;
-LLGLSLShader gLuminanceGatherProgram;
+LLGLSLShader gNormalMapGenProgram;
LLViewerShaderMgr::LLViewerShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
/// Make sure WL Sky is the first program
+ //ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gWLSkyProgram);
mShaderList.push_back(&gWLCloudProgram);
mShaderList.push_back(&gAvatarProgram);
@@ -211,16 +213,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram);
mShaderList.push_back(&gObjectSimpleAlphaMaskProgram);
mShaderList.push_back(&gObjectBumpProgram);
- mShaderList.push_back(&gUIProgram);
- mShaderList.push_back(&gCustomAlphaProgram);
- mShaderList.push_back(&gGlowCombineProgram);
- mShaderList.push_back(&gGlowCombineFXAAProgram);
- mShaderList.push_back(&gTwoTextureAddProgram);
- mShaderList.push_back(&gOneTextureNoColorProgram);
- mShaderList.push_back(&gSolidColorProgram);
- mShaderList.push_back(&gOcclusionProgram);
- mShaderList.push_back(&gDebugProgram);
- mShaderList.push_back(&gAlphaMaskProgram);
mShaderList.push_back(&gObjectEmissiveProgram);
mShaderList.push_back(&gObjectEmissiveWaterProgram);
mShaderList.push_back(&gObjectFullbrightProgram);
@@ -228,6 +220,8 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectFullbrightShinyProgram);
mShaderList.push_back(&gObjectFullbrightShinyWaterProgram);
mShaderList.push_back(&gObjectSimpleNonIndexedProgram);
+ mShaderList.push_back(&gObjectSimpleNonIndexedTexGenProgram);
+ mShaderList.push_back(&gObjectSimpleNonIndexedTexGenWaterProgram);
mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram);
mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram);
mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram);
@@ -262,25 +256,16 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectShinyNonIndexedWaterProgram);
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
- mShaderList.push_back(&gDeferredBlurLightProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
- mShaderList.push_back(&gDeferredLightProgram);
- mShaderList.push_back(&gDeferredMultiLightProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
- mShaderList.push_back(&gDeferredPostGIProgram);
- mShaderList.push_back(&gDeferredEdgeProgram);
- mShaderList.push_back(&gDeferredPostProgram);
- mShaderList.push_back(&gDeferredGIProgram);
- mShaderList.push_back(&gDeferredGIFinalProgram);
mShaderList.push_back(&gDeferredWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
- mShaderList.push_back(&gDeferredStarProgram);
}
LLViewerShaderMgr::~LLViewerShaderMgr()
@@ -304,86 +289,13 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
{
if (mReservedAttribs.empty())
{
- //MUST match order of enum in LLVertexBuffer.h
- mReservedAttribs.push_back("position");
- mReservedAttribs.push_back("normal");
- mReservedAttribs.push_back("texcoord0");
- mReservedAttribs.push_back("texcoord1");
- mReservedAttribs.push_back("texcoord2");
- mReservedAttribs.push_back("texcoord3");
- mReservedAttribs.push_back("diffuse_color");
- mReservedAttribs.push_back("emissive");
- mReservedAttribs.push_back("binormal");
- mReservedAttribs.push_back("weight");
- mReservedAttribs.push_back("weight4");
- mReservedAttribs.push_back("clothing");
- mReservedAttribs.push_back("texture_index");
+ LLShaderMgr::initAttribsAndUniforms();
mAvatarUniforms.push_back("matrixPalette");
mAvatarUniforms.push_back("gWindDir");
mAvatarUniforms.push_back("gSinWaveParams");
mAvatarUniforms.push_back("gGravity");
- mReservedUniforms.reserve(24);
- mReservedUniforms.push_back("diffuseMap");
- mReservedUniforms.push_back("specularMap");
- mReservedUniforms.push_back("bumpMap");
- mReservedUniforms.push_back("environmentMap");
- mReservedUniforms.push_back("cloude_noise_texture");
- mReservedUniforms.push_back("fullbright");
- mReservedUniforms.push_back("lightnorm");
- mReservedUniforms.push_back("sunlight_color");
- mReservedUniforms.push_back("ambient");
- mReservedUniforms.push_back("blue_horizon");
- mReservedUniforms.push_back("blue_density");
- mReservedUniforms.push_back("haze_horizon");
- mReservedUniforms.push_back("haze_density");
- mReservedUniforms.push_back("cloud_shadow");
- mReservedUniforms.push_back("density_multiplier");
- mReservedUniforms.push_back("distance_multiplier");
- mReservedUniforms.push_back("max_y");
- mReservedUniforms.push_back("glow");
- mReservedUniforms.push_back("cloud_color");
- mReservedUniforms.push_back("cloud_pos_density1");
- mReservedUniforms.push_back("cloud_pos_density2");
- mReservedUniforms.push_back("cloud_scale");
- mReservedUniforms.push_back("gamma");
- mReservedUniforms.push_back("scene_light_strength");
-
- mReservedUniforms.push_back("depthMap");
- mReservedUniforms.push_back("shadowMap0");
- mReservedUniforms.push_back("shadowMap1");
- mReservedUniforms.push_back("shadowMap2");
- mReservedUniforms.push_back("shadowMap3");
- mReservedUniforms.push_back("shadowMap4");
- mReservedUniforms.push_back("shadowMap5");
-
- mReservedUniforms.push_back("normalMap");
- mReservedUniforms.push_back("positionMap");
- mReservedUniforms.push_back("diffuseRect");
- mReservedUniforms.push_back("specularRect");
- mReservedUniforms.push_back("noiseMap");
- mReservedUniforms.push_back("lightFunc");
- mReservedUniforms.push_back("lightMap");
- mReservedUniforms.push_back("luminanceMap");
- mReservedUniforms.push_back("giLightMap");
- mReservedUniforms.push_back("giMip");
- mReservedUniforms.push_back("edgeMap");
- mReservedUniforms.push_back("bloomMap");
- mReservedUniforms.push_back("sunLightMap");
- mReservedUniforms.push_back("localLightMap");
- mReservedUniforms.push_back("projectionMap");
- mReservedUniforms.push_back("diffuseGIMap");
- mReservedUniforms.push_back("specularGIMap");
- mReservedUniforms.push_back("normalGIMap");
- mReservedUniforms.push_back("minpGIMap");
- mReservedUniforms.push_back("maxpGIMap");
- mReservedUniforms.push_back("depthGIMap");
- mReservedUniforms.push_back("lastDiffuseGIMap");
- mReservedUniforms.push_back("lastNormalGIMap");
- mReservedUniforms.push_back("lastMinpGIMap");
- mReservedUniforms.push_back("lastMaxpGIMap");
-
mWLUniforms.push_back("camPosLocal");
mTerrainUniforms.reserve(5);
@@ -439,31 +351,33 @@ void LLViewerShaderMgr::setShaders()
//setShaders might be called redundantly by gSavedSettings, so return on reentrance
static bool reentrance = false;
- if (!gPipeline.mInitialized || !sInitialized || reentrance)
+ if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
{
return;
}
- if (LLRender::sGLCoreProfile)
- {
+ LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1);
+
+ //NEVER use more than 16 texture channels (work around for prevalent driver bug)
+ LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
+
+ reentrance = true;
+
+ if (LLRender::sGLCoreProfile || gGLManager.mGLVersion >= 2.f)
+ { //ALWAYS use shaders where available
if (!gSavedSettings.getBOOL("VertexShaderEnable"))
{ //vertex shaders MUST be enabled to use core profile
gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
}
-
- if (!gSavedSettings.getBOOL("RenderTransparentWater"))
- { //non-transparent water uses fixed function
- gSavedSettings.setBOOL("RenderTransparentWater", TRUE);
- }
}
-
-
+ else if (gGLManager.mGLVersion < 2.f)
+ { //NEVER use shaders on a pre 2.0 context
+ gSavedSettings.setBOOL("VertexShaderEnable", FALSE);
+ }
+
//setup preprocessor definitions
- LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")));
LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
-
- reentrance = true;
-
+
// Make sure the compiled shader map is cleared before we recompile shaders.
mShaderObjects.clear();
@@ -523,15 +437,8 @@ void LLViewerShaderMgr::setShaders()
gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
{
if (gSavedSettings.getS32("RenderShadowDetail") > 0)
- {
- if (gSavedSettings.getBOOL("RenderDeferredGI"))
- { //shadows + gi
- deferred_class = 3;
- }
- else
- { //shadows
- deferred_class = 2;
- }
+ { //shadows
+ deferred_class = 2;
}
else
{ //no shadows
@@ -554,11 +461,7 @@ void LLViewerShaderMgr::setShaders()
wl_class = 1;
}
- if(!gSavedSettings.getBOOL("EnableRippleWater"))
- {
- water_class = 0;
- }
-
+
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
{
@@ -681,6 +584,7 @@ void LLViewerShaderMgr::setShaders()
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_ARROW);
+ gViewerWindow->getWindow()->restore();
}
gPipeline.createGLBuffers();
@@ -723,6 +627,8 @@ void LLViewerShaderMgr::unloadShaders()
gObjectShinyWaterProgram.unload();
gObjectSimpleNonIndexedProgram.unload();
+ gObjectSimpleNonIndexedTexGenProgram.unload();
+ gObjectSimpleNonIndexedTexGenWaterProgram.unload();
gObjectSimpleNonIndexedWaterProgram.unload();
gObjectAlphaMaskNonIndexedProgram.unload();
gObjectAlphaMaskNonIndexedWaterProgram.unload();
@@ -826,8 +732,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
vector< pair<string, S32> > shaders;
- shaders.reserve(10);
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
@@ -838,6 +744,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
// 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++)
@@ -853,8 +761,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
shaders.clear();
- shaders.reserve(13);
- S32 ch = gGLManager.mNumTextureImageUnits-1;
+ S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
if (gGLManager.mGLVersion < 3.1f)
{ //force to 1 texture index channel for old drivers
@@ -863,6 +770,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
@@ -1026,9 +934,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
{
BOOL success = TRUE;
- U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
- bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample;
-
if (mVertexShaderLevel[SHADER_EFFECT] == 0)
{
gGlowProgram.unload();
@@ -1054,21 +959,10 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "effects/glowExtractMSF.glsl";
- }
- else
- {
- fragment = "effects/glowExtractF.glsl";
- }
-
gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
gGlowExtractProgram.mShaderFiles.clear();
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
- gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
if (!success)
@@ -1077,51 +971,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
}
}
-#if 0
- // disabling loading of postprocess shaders until we fix
- // ATI sampler2DRect compatibility.
-
- //load Color Filter Shader
- if (success)
- {
- vector<string> shaderUniforms;
- shaderUniforms.reserve(7);
- shaderUniforms.push_back("RenderTexture");
- shaderUniforms.push_back("gamma");
- shaderUniforms.push_back("brightness");
- shaderUniforms.push_back("contrast");
- shaderUniforms.push_back("contrastBase");
- shaderUniforms.push_back("saturation");
- shaderUniforms.push_back("lumWeights");
-
- gPostColorFilterProgram.mName = "Color Filter Shader (Post)";
- gPostColorFilterProgram.mShaderFiles.clear();
- gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
- gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms);
- }
-
- //load Night Vision Shader
- if (success)
- {
- vector<string> shaderUniforms;
- shaderUniforms.reserve(5);
- shaderUniforms.push_back("RenderTexture");
- shaderUniforms.push_back("NoiseTexture");
- shaderUniforms.push_back("brightMult");
- shaderUniforms.push_back("noiseStrength");
- shaderUniforms.push_back("lumWeights");
-
- gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
- gPostNightVisionProgram.mShaderFiles.clear();
- gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
- gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms);
- }
- #endif
-
return success;
}
@@ -1160,33 +1009,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.unload();
gDeferredEmissiveProgram.unload();
gDeferredAvatarEyesProgram.unload();
- gDeferredPostGIProgram.unload();
- gDeferredEdgeProgram.unload();
gDeferredPostProgram.unload();
- gLuminanceGatherProgram.unload();
- gDeferredGIProgram.unload();
- gDeferredGIFinalProgram.unload();
+ gFXAAProgram.unload();
gDeferredWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredStarProgram.unload();
+ gNormalMapGenProgram.unload();
return TRUE;
}
- mVertexShaderLevel[SHADER_AVATAR] = 1;
-
BOOL success = TRUE;
- U32 samples = gSavedSettings.getU32("RenderFSAASamples");
- bool multisample = samples > 1;
-
if (success)
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
}
@@ -1197,7 +1038,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -1394,11 +1235,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
else
{ //shave off some texture units for shadow maps
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
}
gDeferredAlphaProgram.mShaderFiles.clear();
@@ -1428,7 +1269,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
- gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1442,7 +1283,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.hasGamma = true;
gDeferredEmissiveProgram.mFeatures.hasTransport = true;
- gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1563,40 +1404,30 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/postDeferredF.glsl";
- }
- else
- {
- fragment = "deferred/postDeferredNoFXAAF.glsl";
- }
+ gFXAAProgram.mName = "FXAA Shader";
+ gFXAAProgram.mShaderFiles.clear();
+ gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gFXAAProgram.createShader(NULL, NULL);
+ }
+ if (success)
+ {
gDeferredPostProgram.mName = "Deferred Post Shader";
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/postDeferredNoDoFF.glsl";
- }
- else
- {
- fragment = "deferred/postDeferredNoDoFNoFXAAF.glsl";
- }
-
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
gDeferredPostNoDoFProgram.mShaderFiles.clear();
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
}
@@ -1635,60 +1466,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
}
- if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
+ if (success)
{
- if (success)
- {
- gDeferredEdgeProgram.mName = "Deferred Edge Shader";
- gDeferredEdgeProgram.mShaderFiles.clear();
- gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredEdgeProgram.createShader(NULL, NULL);
- }
- }
-
- if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
- {
- if (success)
- {
- gDeferredPostGIProgram.mName = "Deferred Post GI Shader";
- gDeferredPostGIProgram.mShaderFiles.clear();
- gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredPostGIProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredGIProgram.mName = "Deferred GI Shader";
- gDeferredGIProgram.mShaderFiles.clear();
- gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredGIProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredGIFinalProgram.mName = "Deferred GI Final Shader";
- gDeferredGIFinalProgram.mShaderFiles.clear();
- gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredGIFinalProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredGIFinalProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gLuminanceGatherProgram.mName = "Luminance Gather Shader";
- gLuminanceGatherProgram.mShaderFiles.clear();
- gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceV.glsl", GL_VERTEX_SHADER_ARB));
- gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER_ARB));
- gLuminanceGatherProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gLuminanceGatherProgram.createShader(NULL, NULL);
- }
+ gNormalMapGenProgram.mName = "Normal Map Generation Program";
+ gNormalMapGenProgram.mShaderFiles.clear();
+ gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB));
+ gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gNormalMapGenProgram.createShader(NULL, NULL);
}
return success;
@@ -1723,7 +1509,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedProgram.unload();
gObjectFullbrightShinyNonIndexedWaterProgram.unload();
gObjectShinyNonIndexedWaterProgram.unload();
- gObjectSimpleNonIndexedProgram.unload();
+ gObjectSimpleNonIndexedTexGenProgram.unload();
+ gObjectSimpleNonIndexedTexGenWaterProgram.unload();
gObjectSimpleNonIndexedWaterProgram.unload();
gObjectAlphaMaskNonIndexedProgram.unload();
gObjectAlphaMaskNonIndexedWaterProgram.unload();
@@ -1767,6 +1554,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader";
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasGamma = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.disableTextureIndex = true;
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear();
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL);
+ }
+
+
+ if (success)
+ {
gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader";
gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true;
gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
@@ -1784,6 +1588,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader";
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear();
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectAlphaMaskNonIndexedProgram.mName = "Non indexed alpha mask Shader";
gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesLighting = true;
gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesAtmospherics = true;