From 15fd13f83036ff781160957a21bb2d59771044bc Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 29 May 2024 16:56:39 -0500 Subject: #1530 Increase joint limit for GLTF Assets (#1582) * Migrate GLTF scene rendering to its own shaders * Add support for ambient occlusion map separate from metallic roughness map (or absent) * Use UBO's for GLTF joints * Better error handling of downloading GLTF assets --- indra/llrender/llglslshader.cpp | 25 +++++++++++++++++-------- 1 file changed, 17 insertions(+), 8 deletions(-) (limited to 'indra/llrender/llglslshader.cpp') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index ecd0c6908b..8ea134393a 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -983,17 +983,25 @@ bool LLGLSLShader::mapUniforms(const vector* uniforms) } //........................................................................................................................................ - if (mFeatures.hasReflectionProbes) // Set up block binding, in a way supported by Apple (rather than binding = 1 in .glsl). - { // See slide 35 and more of https://docs.huihoo.com/apple/wwdc/2011/session_420__advances_in_opengl_for_mac_os_x_lion.pdf - static const GLuint BLOCKBINDING = 1; //picked by us - //Get the index, similar to a uniform location - GLuint UBOBlockIndex = glGetUniformBlockIndex(mProgramObject, "ReflectionProbes"); + // Set up block binding, in a way supported by Apple (rather than binding = 1 in .glsl). + // See slide 35 and more of https://docs.huihoo.com/apple/wwdc/2011/session_420__advances_in_opengl_for_mac_os_x_lion.pdf + const char* ubo_names[] = + { + "ReflectionProbes", // UB_REFLECTION_PROBES + "GLTFJoints", // UB_GLTF_JOINTS + }; + + llassert(LL_ARRAY_SIZE(ubo_names) == NUM_UNIFORM_BLOCKS); + + for (U32 i = 0; i < NUM_UNIFORM_BLOCKS; ++i) + { + GLuint UBOBlockIndex = glGetUniformBlockIndex(mProgramObject, ubo_names[i]); if (UBOBlockIndex != GL_INVALID_INDEX) { - //Set this index to a binding index - glUniformBlockBinding(mProgramObject, UBOBlockIndex, BLOCKBINDING); + glUniformBlockBinding(mProgramObject, UBOBlockIndex, i); } } + unbind(); LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL; @@ -1049,9 +1057,10 @@ void LLGLSLShader::bind() } } -void LLGLSLShader::bind(LLGLSLShader::GLTFVariant variant) +void LLGLSLShader::bind(U32 variant) { llassert(mGLTFVariants.size() == LLGLSLShader::NUM_GLTF_VARIANTS); + llassert(variant < LLGLSLShader::NUM_GLTF_VARIANTS); mGLTFVariants[variant].bind(); } -- cgit v1.2.3