From b2c271367296744fbbe2262e55d0ea4f8f5ccdc9 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Tue, 20 Feb 2024 00:50:39 +0100 Subject: Convert BOOL to bool in llrender --- indra/llrender/llrender.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/llrender/llrender.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index ee66122774..66252facc4 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1079,7 +1079,7 @@ void LLRender::syncMatrices() if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) { glh::matrix4f inv_proj = mat.inverse(); - shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); + shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, inv_proj.m); } // Used by some full screen effects - such as full screen lights, glow, etc. -- cgit v1.2.3 From e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Wed, 22 May 2024 21:25:21 +0200 Subject: Fix line endlings --- indra/llrender/llrender.cpp | 4532 +++++++++++++++++++++---------------------- 1 file changed, 2266 insertions(+), 2266 deletions(-) (limited to 'indra/llrender/llrender.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index d278f4e55d..7ad03a32a8 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1,2266 +1,2266 @@ - /** - * @file llrender.cpp - * @brief LLRender implementation - * - * $LicenseInfo:firstyear=2001&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -#include "linden_common.h" - -#include "llrender.h" - -#include "llvertexbuffer.h" -#include "llcubemap.h" -#include "llglslshader.h" -#include "llimagegl.h" -#include "llrendertarget.h" -#include "lltexture.h" -#include "llshadermgr.h" -#include "hbxxh.h" - -#if LL_WINDOWS -extern void APIENTRY gl_debug_callback(GLenum source, - GLenum type, - GLuint id, - GLenum severity, - GLsizei length, - const GLchar* message, - GLvoid* userParam) -; -#endif - -thread_local LLRender gGL; - -// Handy copies of last good GL matrices -F32 gGLModelView[16]; -F32 gGLLastModelView[16]; -F32 gGLLastProjection[16]; -F32 gGLProjection[16]; - -// transform from last frame's camera space to this frame's camera space (and inverse) -F32 gGLDeltaModelView[16]; -F32 gGLInverseDeltaModelView[16]; - -S32 gGLViewport[4]; - - -U32 LLRender::sUICalls = 0; -U32 LLRender::sUIVerts = 0; -U32 LLTexUnit::sWhiteTexture = 0; -bool LLRender::sGLCoreProfile = false; -bool LLRender::sNsightDebugSupport = false; -LLVector2 LLRender::sUIGLScaleFactor = LLVector2(1.f, 1.f); - -struct LLVBCache -{ - LLPointer vb; - std::chrono::steady_clock::time_point touched; -}; - -static std::unordered_map sVBCache; - -static const GLenum sGLTextureType[] = -{ - GL_TEXTURE_2D, - GL_TEXTURE_RECTANGLE, - GL_TEXTURE_CUBE_MAP, - GL_TEXTURE_CUBE_MAP_ARRAY, - GL_TEXTURE_2D_MULTISAMPLE, - GL_TEXTURE_3D -}; - -static const GLint sGLAddressMode[] = -{ - GL_REPEAT, - GL_MIRRORED_REPEAT, - GL_CLAMP_TO_EDGE -}; - -const U32 immediate_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXCOORD0; - -static const GLenum sGLBlendFactor[] = -{ - GL_ONE, - GL_ZERO, - GL_DST_COLOR, - GL_SRC_COLOR, - GL_ONE_MINUS_DST_COLOR, - GL_ONE_MINUS_SRC_COLOR, - GL_DST_ALPHA, - GL_SRC_ALPHA, - GL_ONE_MINUS_DST_ALPHA, - GL_ONE_MINUS_SRC_ALPHA, - - GL_ZERO // 'BF_UNDEF' -}; - -LLTexUnit::LLTexUnit(S32 index) - : mCurrTexType(TT_NONE), - mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0), mTexColorSpace(TCS_LINEAR), - mHasMipMaps(false), - mIndex(index) -{ - llassert_always(index < (S32)LL_NUM_TEXTURE_LAYERS); -} - -//static -U32 LLTexUnit::getInternalType(eTextureType type) -{ - return sGLTextureType[type]; -} - -void LLTexUnit::refreshState(void) -{ - // We set dirty to true so that the tex unit knows to ignore caching - // and we reset the cached tex unit state - - gGL.flush(); - - glActiveTexture(GL_TEXTURE0 + mIndex); - - if (mCurrTexType != TT_NONE) - { - glBindTexture(sGLTextureType[mCurrTexType], mCurrTexture); - } - else - { - glBindTexture(GL_TEXTURE_2D, 0); - } - - setTextureColorSpace(mTexColorSpace); -} - -void LLTexUnit::activate(void) -{ - if (mIndex < 0) return; - - if ((S32)gGL.mCurrTextureUnitIndex != mIndex || gGL.mDirty) - { - gGL.flush(); - glActiveTexture(GL_TEXTURE0 + mIndex); - gGL.mCurrTextureUnitIndex = mIndex; - } -} - -void LLTexUnit::enable(eTextureType type) -{ - if (mIndex < 0) return; - - if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) ) - { - activate(); - if (mCurrTexType != TT_NONE && !gGL.mDirty) - { - disable(); // Force a disable of a previous texture type if it's enabled. - } - mCurrTexType = type; - - gGL.flush(); - } -} - -void LLTexUnit::disable(void) -{ - if (mIndex < 0) return; - - if (mCurrTexType != TT_NONE) - { - unbind(mCurrTexType); - mCurrTexType = TT_NONE; - } -} - -void LLTexUnit::bindFast(LLTexture* texture) -{ - LLImageGL* gl_tex = texture->getGLTexture(); - texture->setActive(); - glActiveTexture(GL_TEXTURE0 + mIndex); - gGL.mCurrTextureUnitIndex = mIndex; - mCurrTexture = gl_tex->getTexName(); - if (!mCurrTexture) - { - LL_PROFILE_ZONE_NAMED("MISSING TEXTURE"); - //if deleted, will re-generate it immediately - texture->forceImmediateUpdate(); - gl_tex->forceUpdateBindStats(); - texture->bindDefaultImage(mIndex); - } - glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture); - mHasMipMaps = gl_tex->mHasMipMaps; -} - -bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - stop_glerror(); - if (mIndex >= 0) - { - gGL.flush(); - - LLImageGL* gl_tex = NULL ; - - if (texture != NULL && (gl_tex = texture->getGLTexture())) - { - if (gl_tex->getTexName()) //if texture exists - { - //in audit, replace the selected texture by the default one. - if ((mCurrTexture != gl_tex->getTexName()) || forceBind) - { - activate(); - enable(gl_tex->getTarget()); - mCurrTexture = gl_tex->getTexName(); - glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture); - if(gl_tex->updateBindStats()) - { - texture->setActive() ; - texture->updateBindStatsForTester() ; - } - mHasMipMaps = gl_tex->mHasMipMaps; - if (gl_tex->mTexOptionsDirty) - { - gl_tex->mTexOptionsDirty = false; - setTextureAddressMode(gl_tex->mAddressMode); - setTextureFilteringOption(gl_tex->mFilterOption); - } - setTextureColorSpace(mTexColorSpace); - } - } - else - { - //if deleted, will re-generate it immediately - texture->forceImmediateUpdate() ; - - gl_tex->forceUpdateBindStats() ; - return texture->bindDefaultImage(mIndex); - } - } - else - { - if (texture) - { - LL_DEBUGS() << "NULL LLTexUnit::bind GL image" << LL_ENDL; - } - else - { - LL_DEBUGS() << "NULL LLTexUnit::bind texture" << LL_ENDL; - } - return false; - } - } - else - { // mIndex < 0 - return false; - } - - return true; -} - -bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind, S32 usename) -{ - stop_glerror(); - if (mIndex < 0) return false; - - U32 texname = usename ? usename : texture->getTexName(); - - if(!texture) - { - LL_DEBUGS() << "NULL LLTexUnit::bind texture" << LL_ENDL; - return false; - } - - if(!texname) - { - if(LLImageGL::sDefaultGLTexture && LLImageGL::sDefaultGLTexture->getTexName()) - { - return bind(LLImageGL::sDefaultGLTexture) ; - } - stop_glerror(); - return false ; - } - - if ((mCurrTexture != texname) || forceBind) - { - gGL.flush(); - stop_glerror(); - activate(); - stop_glerror(); - enable(texture->getTarget()); - stop_glerror(); - mCurrTexture = texname; - glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture); - stop_glerror(); - texture->updateBindStats(); - mHasMipMaps = texture->mHasMipMaps; - if (texture->mTexOptionsDirty) - { - stop_glerror(); - texture->mTexOptionsDirty = false; - setTextureAddressMode(texture->mAddressMode); - setTextureFilteringOption(texture->mFilterOption); - stop_glerror(); - } - setTextureColorSpace(mTexColorSpace); - } - - stop_glerror(); - - return true; -} - -bool LLTexUnit::bind(LLCubeMap* cubeMap) -{ - if (mIndex < 0) return false; - - gGL.flush(); - - if (cubeMap == NULL) - { - LL_WARNS() << "NULL LLTexUnit::bind cubemap" << LL_ENDL; - return false; - } - - if (mCurrTexture != cubeMap->mImages[0]->getTexName()) - { - if (LLCubeMap::sUseCubeMaps) - { - activate(); - enable(LLTexUnit::TT_CUBE_MAP); - mCurrTexture = cubeMap->mImages[0]->getTexName(); - glBindTexture(GL_TEXTURE_CUBE_MAP, mCurrTexture); - mHasMipMaps = cubeMap->mImages[0]->mHasMipMaps; - cubeMap->mImages[0]->updateBindStats(); - if (cubeMap->mImages[0]->mTexOptionsDirty) - { - cubeMap->mImages[0]->mTexOptionsDirty = false; - setTextureAddressMode(cubeMap->mImages[0]->mAddressMode); - setTextureFilteringOption(cubeMap->mImages[0]->mFilterOption); - } - setTextureColorSpace(mTexColorSpace); - return true; - } - else - { - LL_WARNS() << "Using cube map without extension!" << LL_ENDL; - return false; - } - } - return true; -} - -// LLRenderTarget is unavailible on the mapserver since it uses FBOs. -bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth) -{ - if (mIndex < 0) return false; - - gGL.flush(); - - if (bindDepth) - { - llassert(renderTarget->getDepth()); // target MUST have a depth buffer attachment - - bindManual(renderTarget->getUsage(), renderTarget->getDepth()); - } - else - { - bindManual(renderTarget->getUsage(), renderTarget->getTexture()); - } - - return true; -} - -bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips) -{ - if (mIndex < 0) - { - return false; - } - - if(mCurrTexture != texture) - { - gGL.flush(); - - activate(); - enable(type); - mCurrTexture = texture; - glBindTexture(sGLTextureType[type], texture); - mHasMipMaps = hasMips; - setTextureColorSpace(mTexColorSpace); - } - return true; -} - -void LLTexUnit::unbind(eTextureType type) -{ - stop_glerror(); - - if (mIndex < 0) return; - - //always flush and activate for consistency - // some code paths assume unbind always flushes and sets the active texture - gGL.flush(); - activate(); - - // Disabled caching of binding state. - if (mCurrTexType == type) - { - mCurrTexture = 0; - - // Always make sure our texture color space is reset to linear. SRGB sampling should be opt-in in the vast majority of cases. Also prevents color space "popping". - mTexColorSpace = TCS_LINEAR; - if (type == LLTexUnit::TT_TEXTURE) - { - glBindTexture(sGLTextureType[type], sWhiteTexture); - } - else - { - glBindTexture(sGLTextureType[type], 0); - } - stop_glerror(); - } -} - -void LLTexUnit::unbindFast(eTextureType type) -{ - activate(); - - // Disabled caching of binding state. - if (mCurrTexType == type) - { - mCurrTexture = 0; - - // Always make sure our texture color space is reset to linear. SRGB sampling should be opt-in in the vast majority of cases. Also prevents color space "popping". - mTexColorSpace = TCS_LINEAR; - if (type == LLTexUnit::TT_TEXTURE) - { - glBindTexture(sGLTextureType[type], sWhiteTexture); - } - else - { - glBindTexture(sGLTextureType[type], 0); - } - } -} - -void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode) -{ - if (mIndex < 0 || mCurrTexture == 0) return; - - gGL.flush(); - - activate(); - - glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_S, sGLAddressMode[mode]); - glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_T, sGLAddressMode[mode]); - if (mCurrTexType == TT_CUBE_MAP) - { - glTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, sGLAddressMode[mode]); - } -} - -void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option) -{ - if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE) return; - - gGL.flush(); - - if (option == TFO_POINT) - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MAG_FILTER, GL_NEAREST); - } - else - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MAG_FILTER, GL_LINEAR); - } - - if (option >= TFO_TRILINEAR && mHasMipMaps) - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - } - else if (option >= TFO_BILINEAR) - { - if (mHasMipMaps) - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); - } - else - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR); - } - } - else - { - if (mHasMipMaps) - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); - } - else - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST); - } - } - - if (gGLManager.mGLVersion >= 4.59f) - { - if (LLImageGL::sGlobalUseAnisotropic && option == TFO_ANISOTROPIC) - { - glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY, gGLManager.mMaxAnisotropy); - } - else - { - glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY, 1.f); - } - } -} - -GLint LLTexUnit::getTextureSource(eTextureBlendSrc src) -{ - switch(src) - { - // All four cases should return the same value. - case TBS_PREV_COLOR: - case TBS_PREV_ALPHA: - case TBS_ONE_MINUS_PREV_COLOR: - case TBS_ONE_MINUS_PREV_ALPHA: - return GL_PREVIOUS; - - // All four cases should return the same value. - case TBS_TEX_COLOR: - case TBS_TEX_ALPHA: - case TBS_ONE_MINUS_TEX_COLOR: - case TBS_ONE_MINUS_TEX_ALPHA: - return GL_TEXTURE; - - // All four cases should return the same value. - case TBS_VERT_COLOR: - case TBS_VERT_ALPHA: - case TBS_ONE_MINUS_VERT_COLOR: - case TBS_ONE_MINUS_VERT_ALPHA: - return GL_PRIMARY_COLOR; - - // All four cases should return the same value. - case TBS_CONST_COLOR: - case TBS_CONST_ALPHA: - case TBS_ONE_MINUS_CONST_COLOR: - case TBS_ONE_MINUS_CONST_ALPHA: - return GL_CONSTANT; - - default: - LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Vertex Color instead." << LL_ENDL; - return GL_PRIMARY_COLOR; - } -} - -GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha) -{ - switch(src) - { - // All four cases should return the same value. - case TBS_PREV_COLOR: - case TBS_TEX_COLOR: - case TBS_VERT_COLOR: - case TBS_CONST_COLOR: - return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR; - - // All four cases should return the same value. - case TBS_PREV_ALPHA: - case TBS_TEX_ALPHA: - case TBS_VERT_ALPHA: - case TBS_CONST_ALPHA: - return GL_SRC_ALPHA; - - // All four cases should return the same value. - case TBS_ONE_MINUS_PREV_COLOR: - case TBS_ONE_MINUS_TEX_COLOR: - case TBS_ONE_MINUS_VERT_COLOR: - case TBS_ONE_MINUS_CONST_COLOR: - return (isAlpha) ? GL_ONE_MINUS_SRC_ALPHA : GL_ONE_MINUS_SRC_COLOR; - - // All four cases should return the same value. - case TBS_ONE_MINUS_PREV_ALPHA: - case TBS_ONE_MINUS_TEX_ALPHA: - case TBS_ONE_MINUS_VERT_ALPHA: - case TBS_ONE_MINUS_CONST_ALPHA: - return GL_ONE_MINUS_SRC_ALPHA; - - default: - LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Source Color or Alpha instead." << LL_ENDL; - return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR; - } -} - -void LLTexUnit::setColorScale(S32 scale) -{ - if (mCurrColorScale != scale || gGL.mDirty) - { - mCurrColorScale = scale; - gGL.flush(); - glTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE, scale ); - } -} - -void LLTexUnit::setAlphaScale(S32 scale) -{ - if (mCurrAlphaScale != scale || gGL.mDirty) - { - mCurrAlphaScale = scale; - gGL.flush(); - glTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale ); - } -} - -// Useful for debugging that you've manually assigned a texture operation to the correct -// texture unit based on the currently set active texture in opengl. -void LLTexUnit::debugTextureUnit(void) -{ - if (mIndex < 0) return; - - GLint activeTexture; - glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture); - if ((GL_TEXTURE0 + mIndex) != activeTexture) - { - U32 set_unit = (activeTexture - GL_TEXTURE0); - LL_WARNS() << "Incorrect Texture Unit! Expected: " << set_unit << " Actual: " << mIndex << LL_ENDL; - } -} - -void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) -{ - mTexColorSpace = space; -} - -LLLightState::LLLightState(S32 index) -: mIndex(index), - mEnabled(false), - mConstantAtten(1.f), - mLinearAtten(0.f), - mQuadraticAtten(0.f), - mSpotExponent(0.f), - mSpotCutoff(180.f) -{ - if (mIndex == 0) - { - mDiffuse.set(1,1,1,1); - mDiffuseB.set(0,0,0,0); - mSpecular.set(1,1,1,1); - } - - mSunIsPrimary = true; - - mAmbient.set(0,0,0,1); - mPosition.set(0,0,1,0); - mSpotDirection.set(0,0,-1); -} - -void LLLightState::enable() -{ - mEnabled = true; -} - -void LLLightState::disable() -{ - mEnabled = false; -} - -void LLLightState::setDiffuse(const LLColor4& diffuse) -{ - if (mDiffuse != diffuse) - { - ++gGL.mLightHash; - mDiffuse = diffuse; - } -} - -void LLLightState::setDiffuseB(const LLColor4& diffuse) -{ - if (mDiffuseB != diffuse) - { - ++gGL.mLightHash; - mDiffuseB = diffuse; - } -} - -void LLLightState::setSunPrimary(bool v) -{ - if (mSunIsPrimary != v) - { - ++gGL.mLightHash; - mSunIsPrimary = v; - } -} - -void LLLightState::setSize(F32 v) -{ - if (mSize != v) - { - ++gGL.mLightHash; - mSize = v; - } -} - -void LLLightState::setFalloff(F32 v) -{ - if (mFalloff != v) - { - ++gGL.mLightHash; - mFalloff = v; - } -} - -void LLLightState::setAmbient(const LLColor4& ambient) -{ - if (mAmbient != ambient) - { - ++gGL.mLightHash; - mAmbient = ambient; - } -} - -void LLLightState::setSpecular(const LLColor4& specular) -{ - if (mSpecular != specular) - { - ++gGL.mLightHash; - mSpecular = specular; - } -} - -void LLLightState::setPosition(const LLVector4& position) -{ - //always set position because modelview matrix may have changed - ++gGL.mLightHash; - mPosition = position; - //transform position by current modelview matrix - glh::vec4f pos(position.mV); - const glh::matrix4f& mat = gGL.getModelviewMatrix(); - mat.mult_matrix_vec(pos); - mPosition.set(pos.v); -} - -void LLLightState::setConstantAttenuation(const F32& atten) -{ - if (mConstantAtten != atten) - { - mConstantAtten = atten; - ++gGL.mLightHash; - } -} - -void LLLightState::setLinearAttenuation(const F32& atten) -{ - if (mLinearAtten != atten) - { - ++gGL.mLightHash; - mLinearAtten = atten; - } -} - -void LLLightState::setQuadraticAttenuation(const F32& atten) -{ - if (mQuadraticAtten != atten) - { - ++gGL.mLightHash; - mQuadraticAtten = atten; - } -} - -void LLLightState::setSpotExponent(const F32& exponent) -{ - if (mSpotExponent != exponent) - { - ++gGL.mLightHash; - mSpotExponent = exponent; - } -} - -void LLLightState::setSpotCutoff(const F32& cutoff) -{ - if (mSpotCutoff != cutoff) - { - ++gGL.mLightHash; - mSpotCutoff = cutoff; - } -} - -void LLLightState::setSpotDirection(const LLVector3& direction) -{ - //always set direction because modelview matrix may have changed - ++gGL.mLightHash; - mSpotDirection = direction; - //transform direction by current modelview matrix - glh::vec3f dir(direction.mV); - const glh::matrix4f& mat = gGL.getModelviewMatrix(); - mat.mult_matrix_dir(dir); - - mSpotDirection.set(dir.v); -} - -LLRender::LLRender() - : mDirty(false), - mCount(0), - mQuadCycle(0), - mMode(LLRender::TRIANGLES), - mCurrTextureUnitIndex(0) -{ - for (U32 i = 0; i < LL_NUM_TEXTURE_LAYERS; i++) - { - mTexUnits[i].mIndex = i; - } - - for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; ++i) - { - mLightState[i].mIndex = i; - } - - for (U32 i = 0; i < 4; i++) - { - mCurrColorMask[i] = true; - } - - mCurrBlendColorSFactor = BF_UNDEF; - mCurrBlendAlphaSFactor = BF_UNDEF; - mCurrBlendColorDFactor = BF_UNDEF; - mCurrBlendAlphaDFactor = BF_UNDEF; - - mMatrixMode = LLRender::MM_MODELVIEW; - - for (U32 i = 0; i < NUM_MATRIX_MODES; ++i) - { - mMatIdx[i] = 0; - mMatHash[i] = 0; - mCurMatHash[i] = 0xFFFFFFFF; - } - - mLightHash = 0; -} - -LLRender::~LLRender() -{ - shutdown(); -} - -bool LLRender::init(bool needs_vertex_buffer) -{ -#if LL_WINDOWS - if (gGLManager.mHasDebugOutput && gDebugGL) - { //setup debug output callback - //glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); - glDebugMessageCallback((GLDEBUGPROC) gl_debug_callback, NULL); - glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); - } -#endif - - glPixelStorei(GL_PACK_ALIGNMENT, 1); - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - gGL.setSceneBlendType(LLRender::BT_ALPHA); - gGL.setAmbientLightColor(LLColor4::black); - - glCullFace(GL_BACK); - - // necessary for reflection maps - glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); - -#if LL_WINDOWS - if (glGenVertexArrays == nullptr) - { - return false; - } -#endif - - { //bind a dummy vertex array object so we're core profile compliant - U32 ret; - glGenVertexArrays(1, &ret); - glBindVertexArray(ret); - } - - if (needs_vertex_buffer) - { - initVertexBuffer(); - } - return true; -} - -void LLRender::initVertexBuffer() -{ - llassert_always(mBuffer.isNull()); - stop_glerror(); - mBuffer = new LLVertexBuffer(immediate_mask); - mBuffer->allocateBuffer(4096, 0); - mBuffer->getVertexStrider(mVerticesp); - mBuffer->getTexCoord0Strider(mTexcoordsp); - mBuffer->getColorStrider(mColorsp); - stop_glerror(); -} - -void LLRender::resetVertexBuffer() -{ - mBuffer = NULL; -} - -void LLRender::shutdown() -{ - resetVertexBuffer(); -} - -void LLRender::refreshState(void) -{ - mDirty = true; - - U32 active_unit = mCurrTextureUnitIndex; - - for (U32 i = 0; i < mTexUnits.size(); i++) - { - mTexUnits[i].refreshState(); - } - - mTexUnits[active_unit].activate(); - - setColorMask(mCurrColorMask[0], mCurrColorMask[1], mCurrColorMask[2], mCurrColorMask[3]); - - flush(); - - mDirty = false; -} - -void LLRender::syncLightState() -{ - LLGLSLShader *shader = LLGLSLShader::sCurBoundShaderPtr; - - if (!shader) - { - return; - } - - if (shader->mLightHash != mLightHash) - { - shader->mLightHash = mLightHash; - - LLVector4 position[LL_NUM_LIGHT_UNITS]; - LLVector3 direction[LL_NUM_LIGHT_UNITS]; - LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; - LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; - LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS]; - bool sun_primary[LL_NUM_LIGHT_UNITS]; - LLVector2 size[LL_NUM_LIGHT_UNITS]; - - for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) - { - LLLightState *light = &mLightState[i]; - - position[i] = light->mPosition; - direction[i] = light->mSpotDirection; - attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); - diffuse[i].set(light->mDiffuse.mV); - diffuse_b[i].set(light->mDiffuseB.mV); - sun_primary[i] = light->mSunIsPrimary; - size[i].set(light->mSize, light->mFalloff); - } - - shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); - shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); - shader->uniform2fv(LLShaderMgr::LIGHT_DEFERRED_ATTENUATION, LL_NUM_LIGHT_UNITS, size[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); - shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); - //shader->uniform3fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); - //shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); - //shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV); - } -} - -void LLRender::syncMatrices() -{ - static const U32 name[] = - { - LLShaderMgr::MODELVIEW_MATRIX, - LLShaderMgr::PROJECTION_MATRIX, - LLShaderMgr::TEXTURE_MATRIX0, - LLShaderMgr::TEXTURE_MATRIX1, - LLShaderMgr::TEXTURE_MATRIX2, - LLShaderMgr::TEXTURE_MATRIX3, - }; - - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - - static glh::matrix4f cached_mvp; - static glh::matrix4f cached_inv_mdv; - static U32 cached_mvp_mdv_hash = 0xFFFFFFFF; - static U32 cached_mvp_proj_hash = 0xFFFFFFFF; - - static glh::matrix4f cached_normal; - static U32 cached_normal_hash = 0xFFFFFFFF; - - if (shader) - { - //llassert(shader); - - bool mvp_done = false; - - U32 i = MM_MODELVIEW; - if (mMatHash[MM_MODELVIEW] != shader->mMatHash[MM_MODELVIEW]) - { //update modelview, normal, and MVP - glh::matrix4f& mat = mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; - - // if MDV has changed, update the cached inverse as well - if (cached_mvp_mdv_hash != mMatHash[MM_MODELVIEW]) - { - cached_inv_mdv = mat.inverse(); - } - - shader->uniformMatrix4fv(name[MM_MODELVIEW], 1, GL_FALSE, mat.m); - shader->mMatHash[MM_MODELVIEW] = mMatHash[MM_MODELVIEW]; - - //update normal matrix - S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX); - if (loc > -1) - { - if (cached_normal_hash != mMatHash[i]) - { - cached_normal = cached_inv_mdv.transpose(); - cached_normal_hash = mMatHash[i]; - } - - glh::matrix4f& norm = cached_normal; - - F32 norm_mat[] = - { - norm.m[0], norm.m[1], norm.m[2], - norm.m[4], norm.m[5], norm.m[6], - norm.m[8], norm.m[9], norm.m[10] - }; - - shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat); - } - - if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX)) - { - shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, cached_inv_mdv.m); - } - - //update MVP matrix - mvp_done = true; - loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX); - if (loc > -1) - { - U32 proj = MM_PROJECTION; - - if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) - { - cached_mvp = mat; - cached_mvp.mult_left(mMatrix[proj][mMatIdx[proj]]); - cached_mvp_mdv_hash = mMatHash[i]; - cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; - } - - shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); - } - } - - i = MM_PROJECTION; - if (mMatHash[MM_PROJECTION] != shader->mMatHash[MM_PROJECTION]) - { //update projection matrix, normal, and MVP - glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; - - // GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats. - // We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially. - // Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future. - if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) - { - glh::matrix4f inv_proj = mat.inverse(); - shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, inv_proj.m); - } - - // Used by some full screen effects - such as full screen lights, glow, etc. - if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX)) - { - shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glh::matrix4f::identity().m); - } - - shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, mat.m); - shader->mMatHash[MM_PROJECTION] = mMatHash[MM_PROJECTION]; - - if (!mvp_done) - { - //update MVP matrix - S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX); - if (loc > -1) - { - if (cached_mvp_mdv_hash != mMatHash[MM_PROJECTION] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) - { - U32 mdv = MM_MODELVIEW; - cached_mvp = mat; - cached_mvp.mult_right(mMatrix[mdv][mMatIdx[mdv]]); - cached_mvp_mdv_hash = mMatHash[MM_MODELVIEW]; - cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; - } - - shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); - } - } - } - - for (i = MM_TEXTURE0; i < NUM_MATRIX_MODES; ++i) - { - if (mMatHash[i] != shader->mMatHash[i]) - { - shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m); - shader->mMatHash[i] = mMatHash[i]; - } - } - - - if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting || shader->mFeatures.calculatesAtmospherics) - { //also sync light state - syncLightState(); - } - } -} - -void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) -{ - flush(); - - { - glh::matrix4f trans_mat(1,0,0,x, - 0,1,0,y, - 0,0,1,z, - 0,0,0,1); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat); - mMatHash[mMatrixMode]++; - } -} - -void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z) -{ - flush(); - - { - glh::matrix4f scale_mat(x,0,0,0, - 0,y,0,0, - 0,0,z,0, - 0,0,0,1); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat); - mMatHash[mMatrixMode]++; - } -} - -void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar) -{ - flush(); - - { - - glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left), - 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom), - 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear), - 0,0,0,1); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat); - mMatHash[mMatrixMode]++; - } -} - -void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z) -{ - flush(); - - { - F32 r = a * DEG_TO_RAD; - - F32 c = cosf(r); - F32 s = sinf(r); - - F32 ic = 1.f-c; - - glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0, - x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0, - x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0, - 0,0,0,1); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat); - mMatHash[mMatrixMode]++; - } -} - -void LLRender::pushMatrix() -{ - flush(); - - { - if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1) - { - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]]; - ++mMatIdx[mMatrixMode]; - } - else - { - LL_WARNS() << "Matrix stack overflow." << LL_ENDL; - } - } -} - -void LLRender::popMatrix() -{ - flush(); - { - if (mMatIdx[mMatrixMode] > 0) - { - --mMatIdx[mMatrixMode]; - mMatHash[mMatrixMode]++; - } - else - { - LL_WARNS() << "Matrix stack underflow." << LL_ENDL; - } - } -} - -void LLRender::loadMatrix(const GLfloat* m) -{ - flush(); - { - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m); - mMatHash[mMatrixMode]++; - } -} - -void LLRender::multMatrix(const GLfloat* m) -{ - flush(); - { - glh::matrix4f mat((GLfloat*) m); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat); - mMatHash[mMatrixMode]++; - } -} - -void LLRender::matrixMode(eMatrixMode mode) -{ - if (mode == MM_TEXTURE) - { - U32 tex_index = gGL.getCurrentTexUnitIndex(); - // the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering - llassert(tex_index <= 3); - mode = eMatrixMode(MM_TEXTURE0 + tex_index); - if (mode > MM_TEXTURE3) - { - // getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS) - // Large value will result in a crash at mMatrix - LL_WARNS_ONCE() << "Attempted to assign matrix mode out of bounds: " << mode << LL_ENDL; - mode = MM_TEXTURE0; - } - } - - mMatrixMode = mode; -} - -LLRender::eMatrixMode LLRender::getMatrixMode() -{ - if (mMatrixMode >= MM_TEXTURE0 && mMatrixMode <= MM_TEXTURE3) - { //always return MM_TEXTURE if current matrix mode points at any texture matrix - return MM_TEXTURE; - } - - return mMatrixMode; -} - - -void LLRender::loadIdentity() -{ - flush(); - - { - llassert_always(mMatrixMode < NUM_MATRIX_MODES) ; - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity(); - mMatHash[mMatrixMode]++; - } -} - -const glh::matrix4f& LLRender::getModelviewMatrix() -{ - return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; -} - -const glh::matrix4f& LLRender::getProjectionMatrix() -{ - return mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; -} - -void LLRender::translateUI(F32 x, F32 y, F32 z) -{ - if (mUIOffset.empty()) - { - LL_ERRS() << "Need to push a UI translation frame before offsetting" << LL_ENDL; - } - - mUIOffset.back().mV[0] += x; - mUIOffset.back().mV[1] += y; - mUIOffset.back().mV[2] += z; -} - -void LLRender::scaleUI(F32 x, F32 y, F32 z) -{ - if (mUIScale.empty()) - { - LL_ERRS() << "Need to push a UI transformation frame before scaling." << LL_ENDL; - } - - mUIScale.back().scaleVec(LLVector3(x,y,z)); -} - -void LLRender::pushUIMatrix() -{ - if (mUIOffset.empty()) - { - mUIOffset.push_back(LLVector3(0,0,0)); - } - else - { - mUIOffset.push_back(mUIOffset.back()); - } - - if (mUIScale.empty()) - { - mUIScale.push_back(LLVector3(1,1,1)); - } - else - { - mUIScale.push_back(mUIScale.back()); - } -} - -void LLRender::popUIMatrix() -{ - if (mUIOffset.empty()) - { - LL_ERRS() << "UI offset stack blown." << LL_ENDL; - } - mUIOffset.pop_back(); - mUIScale.pop_back(); -} - -LLVector3 LLRender::getUITranslation() -{ - if (mUIOffset.empty()) - { - return LLVector3(0,0,0); - } - return mUIOffset.back(); -} - -LLVector3 LLRender::getUIScale() -{ - if (mUIScale.empty()) - { - return LLVector3(1,1,1); - } - return mUIScale.back(); -} - - -void LLRender::loadUIIdentity() -{ - if (mUIOffset.empty()) - { - LL_ERRS() << "Need to push UI translation frame before clearing offset." << LL_ENDL; - } - mUIOffset.back().setVec(0,0,0); - mUIScale.back().setVec(1,1,1); -} - -void LLRender::setColorMask(bool writeColor, bool writeAlpha) -{ - setColorMask(writeColor, writeColor, writeColor, writeAlpha); -} - -void LLRender::setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha) -{ - flush(); - - if (mCurrColorMask[0] != writeColorR || - mCurrColorMask[1] != writeColorG || - mCurrColorMask[2] != writeColorB || - mCurrColorMask[3] != writeAlpha) - { - mCurrColorMask[0] = writeColorR; - mCurrColorMask[1] = writeColorG; - mCurrColorMask[2] = writeColorB; - mCurrColorMask[3] = writeAlpha; - - glColorMask(writeColorR ? GL_TRUE : GL_FALSE, - writeColorG ? GL_TRUE : GL_FALSE, - writeColorB ? GL_TRUE : GL_FALSE, - writeAlpha ? GL_TRUE : GL_FALSE); - } -} - -void LLRender::setSceneBlendType(eBlendType type) -{ - switch (type) - { - case BT_ALPHA: - blendFunc(BF_SOURCE_ALPHA, BF_ONE_MINUS_SOURCE_ALPHA); - break; - case BT_ADD: - blendFunc(BF_ONE, BF_ONE); - break; - case BT_ADD_WITH_ALPHA: - blendFunc(BF_SOURCE_ALPHA, BF_ONE); - break; - case BT_MULT: - blendFunc(BF_DEST_COLOR, BF_ZERO); - break; - case BT_MULT_ALPHA: - blendFunc(BF_DEST_ALPHA, BF_ZERO); - break; - case BT_MULT_X2: - blendFunc(BF_DEST_COLOR, BF_SOURCE_COLOR); - break; - case BT_REPLACE: - blendFunc(BF_ONE, BF_ZERO); - break; - default: - LL_ERRS() << "Unknown Scene Blend Type: " << type << LL_ENDL; - break; - } -} - -void LLRender::blendFunc(eBlendFactor sfactor, eBlendFactor dfactor) -{ - llassert(sfactor < BF_UNDEF); - llassert(dfactor < BF_UNDEF); - if (mCurrBlendColorSFactor != sfactor || mCurrBlendColorDFactor != dfactor || - mCurrBlendAlphaSFactor != sfactor || mCurrBlendAlphaDFactor != dfactor) - { - mCurrBlendColorSFactor = sfactor; - mCurrBlendAlphaSFactor = sfactor; - mCurrBlendColorDFactor = dfactor; - mCurrBlendAlphaDFactor = dfactor; - flush(); - glBlendFunc(sGLBlendFactor[sfactor], sGLBlendFactor[dfactor]); - } -} - -void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor, - eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor) -{ - llassert(color_sfactor < BF_UNDEF); - llassert(color_dfactor < BF_UNDEF); - llassert(alpha_sfactor < BF_UNDEF); - llassert(alpha_dfactor < BF_UNDEF); - - if (mCurrBlendColorSFactor != color_sfactor || mCurrBlendColorDFactor != color_dfactor || - mCurrBlendAlphaSFactor != alpha_sfactor || mCurrBlendAlphaDFactor != alpha_dfactor) - { - mCurrBlendColorSFactor = color_sfactor; - mCurrBlendAlphaSFactor = alpha_sfactor; - mCurrBlendColorDFactor = color_dfactor; - mCurrBlendAlphaDFactor = alpha_dfactor; - flush(); - - glBlendFuncSeparate(sGLBlendFactor[color_sfactor], sGLBlendFactor[color_dfactor], - sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]); - } -} - -LLTexUnit* LLRender::getTexUnit(U32 index) -{ - if (index < mTexUnits.size()) - { - return &mTexUnits[index]; - } - else - { - LL_DEBUGS() << "Non-existing texture unit layer requested: " << index << LL_ENDL; - return &mDummyTexUnit; - } -} - -LLLightState* LLRender::getLight(U32 index) -{ - if (index < mLightState.size()) - { - return &mLightState[index]; - } - - return NULL; -} - -void LLRender::setAmbientLightColor(const LLColor4& color) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE - if (color != mAmbientLightColor) - { - ++mLightHash; - mAmbientLightColor = color; - } -} - -bool LLRender::verifyTexUnitActive(U32 unitToVerify) -{ - if (mCurrTextureUnitIndex == unitToVerify) - { - return true; - } - else - { - LL_WARNS() << "TexUnit currently active: " << mCurrTextureUnitIndex << " (expecting " << unitToVerify << ")" << LL_ENDL; - return false; - } -} - -void LLRender::clearErrors() -{ - while (glGetError()) - { - //loop until no more error flags left - } -} - -void LLRender::begin(const GLuint& mode) -{ - if (mode != mMode) - { - if (mode == LLRender::QUADS) - { - mQuadCycle = 1; - } - - if (mMode == LLRender::QUADS || - mMode == LLRender::LINES || - mMode == LLRender::TRIANGLES || - mMode == LLRender::POINTS) - { - flush(); - } - else if (mCount != 0) - { - LL_ERRS() << "gGL.begin() called redundantly." << LL_ENDL; - } - - mMode = mode; - } -} - -void LLRender::end() -{ - if (mCount == 0) - { - return; - //IMM_ERRS << "GL begin and end called with no vertices specified." << LL_ENDL; - } - - if ((mMode != LLRender::QUADS && - mMode != LLRender::LINES && - mMode != LLRender::TRIANGLES && - mMode != LLRender::POINTS) || - mCount > 2048) - { - flush(); - } -} -void LLRender::flush() -{ - if (mCount > 0) - { - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - llassert(LLGLSLShader::sCurBoundShaderPtr != nullptr); - if (!mUIOffset.empty()) - { - sUICalls++; - sUIVerts += mCount; - } - - //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) - U32 count = mCount; - - if (mMode == LLRender::QUADS && !sGLCoreProfile) - { - if (mCount%4 != 0) - { - count -= (mCount % 4); - LL_WARNS() << "Incomplete quad requested." << LL_ENDL; - } - } - - if (mMode == LLRender::TRIANGLES) - { - if (mCount%3 != 0) - { - count -= (mCount % 3); - LL_WARNS() << "Incomplete triangle requested." << LL_ENDL; - } - } - - if (mMode == LLRender::LINES) - { - if (mCount%2 != 0) - { - count -= (mCount % 2); - LL_WARNS() << "Incomplete line requested." << LL_ENDL; - } - } - - mCount = 0; - - if (mBuffer) - { - - HBXXH64 hash; - U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask; - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache hash"); - - hash.update((U8*)mVerticesp.get(), count * sizeof(LLVector4a)); - if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) - { - hash.update((U8*)mTexcoordsp.get(), count * sizeof(LLVector2)); - } - - if (attribute_mask & LLVertexBuffer::MAP_COLOR) - { - hash.update((U8*)mColorsp.get(), count * sizeof(LLColor4U)); - } - - hash.finalize(); - } - - - U64 vhash = hash.digest(); - - // check the VB cache before making a new vertex buffer - // This is a giant hack to deal with (mostly) our terrible UI rendering code - // that was built on top of OpenGL immediate mode. Huge performance wins - // can be had by not uploading geometry to VRAM unless absolutely necessary. - // Most of our usage of the "immediate mode" style draw calls is actually - // sending the same geometry over and over again. - // To leverage this, we maintain a running hash of the vertex stream being - // built up before a flush, and then check that hash against a VB - // cache just before creating a vertex buffer in VRAM - std::unordered_map::iterator cache = sVBCache.find(vhash); - - LLPointer vb; - - if (cache != sVBCache.end()) - { - LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache hit"); - // cache hit, just use the cached buffer - vb = cache->second.vb; - cache->second.touched = std::chrono::steady_clock::now(); - } - else - { - LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache miss"); - vb = new LLVertexBuffer(attribute_mask); - vb->allocateBuffer(count, 0); - - vb->setBuffer(); - - vb->setPositionData((LLVector4a*) mVerticesp.get()); - - if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) - { - vb->setTexCoordData(mTexcoordsp.get()); - } - - if (attribute_mask & LLVertexBuffer::MAP_COLOR) - { - vb->setColorData(mColorsp.get()); - } - - vb->unbind(); - - sVBCache[vhash] = { vb , std::chrono::steady_clock::now() }; - - static U32 miss_count = 0; - miss_count++; - if (miss_count > 1024) - { - LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache clean"); - miss_count = 0; - auto now = std::chrono::steady_clock::now(); - - using namespace std::chrono_literals; - // every 1024 misses, clean the cache of any VBs that haven't been touched in the last second - for (std::unordered_map::iterator iter = sVBCache.begin(); iter != sVBCache.end(); ) - { - if (now - iter->second.touched > 1s) - { - iter = sVBCache.erase(iter); - } - else - { - ++iter; - } - } - } - } - - vb->setBuffer(); - - if (mMode == LLRender::QUADS && sGLCoreProfile) - { - vb->drawArrays(LLRender::TRIANGLES, 0, count); - mQuadCycle = 1; - } - else - { - vb->drawArrays(mMode, 0, count); - } - } - else - { - // mBuffer is present in main thread and not present in an image thread - LL_ERRS() << "A flush call from outside main rendering thread" << LL_ENDL; - } - - - mVerticesp[0] = mVerticesp[count]; - mTexcoordsp[0] = mTexcoordsp[count]; - mColorsp[0] = mColorsp[count]; - - mCount = 0; - } -} - -void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) -{ - //the range of mVerticesp, mColorsp and mTexcoordsp is [0, 4095] - if (mCount > 2048) - { //break when buffer gets reasonably full to keep GL command buffers happy and avoid overflow below - switch (mMode) - { - case LLRender::POINTS: flush(); break; - case LLRender::TRIANGLES: if (mCount%3==0) flush(); break; - case LLRender::QUADS: if(mCount%4 == 0) flush(); break; - case LLRender::LINES: if (mCount%2 == 0) flush(); break; - } - } - - if (mCount > 4094) - { - // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; - return; - } - - if (mUIOffset.empty()) - { - mVerticesp[mCount] = LLVector3(x,y,z); - } - else - { - LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back()); - mVerticesp[mCount] = vert; - } - - if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile) - { - mQuadCycle++; - if (mQuadCycle == 4) - { //copy two vertices so fourth quad element will add a triangle - mQuadCycle = 0; - - mCount++; - mVerticesp[mCount] = mVerticesp[mCount-3]; - mColorsp[mCount] = mColorsp[mCount-3]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-3]; - - mCount++; - mVerticesp[mCount] = mVerticesp[mCount-2]; - mColorsp[mCount] = mColorsp[mCount-2]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-2]; - } - } - - mCount++; - mVerticesp[mCount] = mVerticesp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; -} - -void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) -{ - if (mCount + vert_count > 4094) - { - // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; - return; - } - - if (sGLCoreProfile && mMode == LLRender::QUADS) - { //quads are deprecated, convert to triangle list - S32 i = 0; - - while (i < vert_count) - { - //read first three - mVerticesp[mCount++] = verts[i++]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount++] = verts[i++]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount++] = verts[i++]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - //copy two - mVerticesp[mCount++] = verts[i-3]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount++] = verts[i-1]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - //copy last one - mVerticesp[mCount++] = verts[i++]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - } - } - else - { - for (S32 i = 0; i < vert_count; i++) - { - mVerticesp[mCount] = verts[i]; - - mCount++; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - } - } - - if( mCount > 0 ) // ND: Guard against crashes if mCount is zero, yes it can happen - mVerticesp[mCount] = mVerticesp[mCount-1]; -} - -void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count) -{ - if (mCount + vert_count > 4094) - { - // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; - return; - } - - if (sGLCoreProfile && mMode == LLRender::QUADS) - { //quads are deprecated, convert to triangle list - S32 i = 0; - - while (i < vert_count) - { - //read first three - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount++] = uvs[i++]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount++] = uvs[i++]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount++] = uvs[i++]; - mColorsp[mCount] = mColorsp[mCount-1]; - - //copy last two - mVerticesp[mCount] = verts[i-3]; - mTexcoordsp[mCount++] = uvs[i-3]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount] = verts[i-1]; - mTexcoordsp[mCount++] = uvs[i-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - //copy last one - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount++] = uvs[i++]; - mColorsp[mCount] = mColorsp[mCount-1]; - } - } - else - { - for (S32 i = 0; i < vert_count; i++) - { - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - - mCount++; - mColorsp[mCount] = mColorsp[mCount-1]; - } - } - - if (mCount > 0) - { - mVerticesp[mCount] = mVerticesp[mCount - 1]; - mTexcoordsp[mCount] = mTexcoordsp[mCount - 1]; - } -} - -void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count) -{ - if (mCount + vert_count > 4094) - { - // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; - return; - } - - - if (sGLCoreProfile && mMode == LLRender::QUADS) - { //quads are deprecated, convert to triangle list - S32 i = 0; - - while (i < vert_count) - { - //read first three - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount++] = colors[i++]; - - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount++] = colors[i++]; - - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount++] = colors[i++]; - - //copy last two - mVerticesp[mCount] = verts[i-3]; - mTexcoordsp[mCount] = uvs[i-3]; - mColorsp[mCount++] = colors[i-3]; - - mVerticesp[mCount] = verts[i-1]; - mTexcoordsp[mCount] = uvs[i-1]; - mColorsp[mCount++] = colors[i-1]; - - //copy last one - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount++] = colors[i++]; - } - } - else - { - for (S32 i = 0; i < vert_count; i++) - { - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount] = colors[i]; - - mCount++; - } - } - - if (mCount > 0) - { - mVerticesp[mCount] = mVerticesp[mCount - 1]; - mTexcoordsp[mCount] = mTexcoordsp[mCount - 1]; - mColorsp[mCount] = mColorsp[mCount - 1]; - } -} - -void LLRender::vertex2i(const GLint& x, const GLint& y) -{ - vertex3f((GLfloat) x, (GLfloat) y, 0); -} - -void LLRender::vertex2f(const GLfloat& x, const GLfloat& y) -{ - vertex3f(x,y,0); -} - -void LLRender::vertex2fv(const GLfloat* v) -{ - vertex3f(v[0], v[1], 0); -} - -void LLRender::vertex3fv(const GLfloat* v) -{ - vertex3f(v[0], v[1], v[2]); -} - -void LLRender::texCoord2f(const GLfloat& x, const GLfloat& y) -{ - mTexcoordsp[mCount] = LLVector2(x,y); -} - -void LLRender::texCoord2i(const GLint& x, const GLint& y) -{ - texCoord2f((GLfloat) x, (GLfloat) y); -} - -void LLRender::texCoord2fv(const GLfloat* tc) -{ - texCoord2f(tc[0], tc[1]); -} - -void LLRender::color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a) -{ - if (!LLGLSLShader::sCurBoundShaderPtr || LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR) - { - mColorsp[mCount] = LLColor4U(r,g,b,a); - } - else - { //not using shaders or shader reads color from a uniform - diffuseColor4ub(r,g,b,a); - } -} -void LLRender::color4ubv(const GLubyte* c) -{ - color4ub(c[0], c[1], c[2], c[3]); -} - -void LLRender::color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a) -{ - color4ub((GLubyte) (llclamp(r, 0.f, 1.f)*255), - (GLubyte) (llclamp(g, 0.f, 1.f)*255), - (GLubyte) (llclamp(b, 0.f, 1.f)*255), - (GLubyte) (llclamp(a, 0.f, 1.f)*255)); -} - -void LLRender::color4fv(const GLfloat* c) -{ - color4f(c[0],c[1],c[2],c[3]); -} - -void LLRender::color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b) -{ - color4f(r,g,b,1); -} - -void LLRender::color3fv(const GLfloat* c) -{ - color4f(c[0],c[1],c[2],1); -} - -void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) -{ - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - llassert(shader != NULL); - - if (shader) - { - shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f); - } - else - { - glColor3f(r,g,b); - } -} - -void LLRender::diffuseColor3fv(const F32* c) -{ - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - llassert(shader != NULL); - - if (shader) - { - shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f); - } - else - { - glColor3fv(c); - } -} - -void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a) -{ - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - llassert(shader != NULL); - - if (shader) - { - shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a); - } - else - { - glColor4f(r,g,b,a); - } -} - -void LLRender::diffuseColor4fv(const F32* c) -{ - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - llassert(shader != NULL); - - if (shader) - { - shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c); - } - else - { - glColor4fv(c); - } -} - -void LLRender::diffuseColor4ubv(const U8* c) -{ - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - llassert(shader != NULL); - - if (shader) - { - shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); - } - else - { - glColor4ubv(c); - } -} - -void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a) -{ - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - llassert(shader != NULL); - - if (shader) - { - shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r/255.f, g/255.f, b/255.f, a/255.f); - } - else - { - glColor4ub(r,g,b,a); - } -} - - -void LLRender::debugTexUnits(void) -{ - LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL; - std::string active_enabled = "false"; - for (U32 i = 0; i < mTexUnits.size(); i++) - { - if (getTexUnit(i)->mCurrTexType != LLTexUnit::TT_NONE) - { - if (i == mCurrTextureUnitIndex) active_enabled = "true"; - LL_INFOS("TextureUnit") << "TexUnit: " << i << " Enabled" << LL_ENDL; - LL_INFOS("TextureUnit") << "Enabled As: " ; - switch (getTexUnit(i)->mCurrTexType) - { - case LLTexUnit::TT_TEXTURE: - LL_CONT << "Texture 2D"; - break; - case LLTexUnit::TT_RECT_TEXTURE: - LL_CONT << "Texture Rectangle"; - break; - case LLTexUnit::TT_CUBE_MAP: - LL_CONT << "Cube Map"; - break; - default: - LL_CONT << "ARGH!!! NONE!"; - break; - } - LL_CONT << ", Texture Bound: " << getTexUnit(i)->mCurrTexture << LL_ENDL; - } - } - LL_INFOS("TextureUnit") << "Active TexUnit Enabled : " << active_enabled << LL_ENDL; -} - - - -glh::matrix4f copy_matrix(F32* src) -{ - glh::matrix4f ret; - ret.set_value(src); - return ret; -} - -glh::matrix4f get_current_modelview() -{ - return copy_matrix(gGLModelView); -} - -glh::matrix4f get_current_projection() -{ - return copy_matrix(gGLProjection); -} - -glh::matrix4f get_last_modelview() -{ - return copy_matrix(gGLLastModelView); -} - -glh::matrix4f get_last_projection() -{ - return copy_matrix(gGLLastProjection); -} - -void copy_matrix(const glh::matrix4f& src, F32* dst) -{ - for (U32 i = 0; i < 16; i++) - { - dst[i] = src.m[i]; - } -} - -void set_current_modelview(const glh::matrix4f& mat) -{ - copy_matrix(mat, gGLModelView); -} - -void set_current_projection(glh::matrix4f& mat) -{ - copy_matrix(mat, gGLProjection); -} - -glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar) -{ - glh::matrix4f ret( - 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left), - 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom), - 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear), - 0.f, 0.f, 0.f, 1.f); - - return ret; -} - -glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) -{ - GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f); - - return glh::matrix4f(f/aspect, 0, 0, 0, - 0, f, 0, 0, - 0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar), - 0, 0, -1.f, 0); -} - -glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up) -{ - LLVector3 f = center-eye; - f.normVec(); - up.normVec(); - LLVector3 s = f % up; - LLVector3 u = s % f; - - return glh::matrix4f(s[0], s[1], s[2], 0, - u[0], u[1], u[2], 0, - -f[0], -f[1], -f[2], 0, - 0, 0, 0, 1); - -} + /** + * @file llrender.cpp + * @brief LLRender implementation + * + * $LicenseInfo:firstyear=2001&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +#include "linden_common.h" + +#include "llrender.h" + +#include "llvertexbuffer.h" +#include "llcubemap.h" +#include "llglslshader.h" +#include "llimagegl.h" +#include "llrendertarget.h" +#include "lltexture.h" +#include "llshadermgr.h" +#include "hbxxh.h" + +#if LL_WINDOWS +extern void APIENTRY gl_debug_callback(GLenum source, + GLenum type, + GLuint id, + GLenum severity, + GLsizei length, + const GLchar* message, + GLvoid* userParam) +; +#endif + +thread_local LLRender gGL; + +// Handy copies of last good GL matrices +F32 gGLModelView[16]; +F32 gGLLastModelView[16]; +F32 gGLLastProjection[16]; +F32 gGLProjection[16]; + +// transform from last frame's camera space to this frame's camera space (and inverse) +F32 gGLDeltaModelView[16]; +F32 gGLInverseDeltaModelView[16]; + +S32 gGLViewport[4]; + + +U32 LLRender::sUICalls = 0; +U32 LLRender::sUIVerts = 0; +U32 LLTexUnit::sWhiteTexture = 0; +bool LLRender::sGLCoreProfile = false; +bool LLRender::sNsightDebugSupport = false; +LLVector2 LLRender::sUIGLScaleFactor = LLVector2(1.f, 1.f); + +struct LLVBCache +{ + LLPointer vb; + std::chrono::steady_clock::time_point touched; +}; + +static std::unordered_map sVBCache; + +static const GLenum sGLTextureType[] = +{ + GL_TEXTURE_2D, + GL_TEXTURE_RECTANGLE, + GL_TEXTURE_CUBE_MAP, + GL_TEXTURE_CUBE_MAP_ARRAY, + GL_TEXTURE_2D_MULTISAMPLE, + GL_TEXTURE_3D +}; + +static const GLint sGLAddressMode[] = +{ + GL_REPEAT, + GL_MIRRORED_REPEAT, + GL_CLAMP_TO_EDGE +}; + +const U32 immediate_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXCOORD0; + +static const GLenum sGLBlendFactor[] = +{ + GL_ONE, + GL_ZERO, + GL_DST_COLOR, + GL_SRC_COLOR, + GL_ONE_MINUS_DST_COLOR, + GL_ONE_MINUS_SRC_COLOR, + GL_DST_ALPHA, + GL_SRC_ALPHA, + GL_ONE_MINUS_DST_ALPHA, + GL_ONE_MINUS_SRC_ALPHA, + + GL_ZERO // 'BF_UNDEF' +}; + +LLTexUnit::LLTexUnit(S32 index) + : mCurrTexType(TT_NONE), + mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0), mTexColorSpace(TCS_LINEAR), + mHasMipMaps(false), + mIndex(index) +{ + llassert_always(index < (S32)LL_NUM_TEXTURE_LAYERS); +} + +//static +U32 LLTexUnit::getInternalType(eTextureType type) +{ + return sGLTextureType[type]; +} + +void LLTexUnit::refreshState(void) +{ + // We set dirty to true so that the tex unit knows to ignore caching + // and we reset the cached tex unit state + + gGL.flush(); + + glActiveTexture(GL_TEXTURE0 + mIndex); + + if (mCurrTexType != TT_NONE) + { + glBindTexture(sGLTextureType[mCurrTexType], mCurrTexture); + } + else + { + glBindTexture(GL_TEXTURE_2D, 0); + } + + setTextureColorSpace(mTexColorSpace); +} + +void LLTexUnit::activate(void) +{ + if (mIndex < 0) return; + + if ((S32)gGL.mCurrTextureUnitIndex != mIndex || gGL.mDirty) + { + gGL.flush(); + glActiveTexture(GL_TEXTURE0 + mIndex); + gGL.mCurrTextureUnitIndex = mIndex; + } +} + +void LLTexUnit::enable(eTextureType type) +{ + if (mIndex < 0) return; + + if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) ) + { + activate(); + if (mCurrTexType != TT_NONE && !gGL.mDirty) + { + disable(); // Force a disable of a previous texture type if it's enabled. + } + mCurrTexType = type; + + gGL.flush(); + } +} + +void LLTexUnit::disable(void) +{ + if (mIndex < 0) return; + + if (mCurrTexType != TT_NONE) + { + unbind(mCurrTexType); + mCurrTexType = TT_NONE; + } +} + +void LLTexUnit::bindFast(LLTexture* texture) +{ + LLImageGL* gl_tex = texture->getGLTexture(); + texture->setActive(); + glActiveTexture(GL_TEXTURE0 + mIndex); + gGL.mCurrTextureUnitIndex = mIndex; + mCurrTexture = gl_tex->getTexName(); + if (!mCurrTexture) + { + LL_PROFILE_ZONE_NAMED("MISSING TEXTURE"); + //if deleted, will re-generate it immediately + texture->forceImmediateUpdate(); + gl_tex->forceUpdateBindStats(); + texture->bindDefaultImage(mIndex); + } + glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture); + mHasMipMaps = gl_tex->mHasMipMaps; +} + +bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + stop_glerror(); + if (mIndex >= 0) + { + gGL.flush(); + + LLImageGL* gl_tex = NULL ; + + if (texture != NULL && (gl_tex = texture->getGLTexture())) + { + if (gl_tex->getTexName()) //if texture exists + { + //in audit, replace the selected texture by the default one. + if ((mCurrTexture != gl_tex->getTexName()) || forceBind) + { + activate(); + enable(gl_tex->getTarget()); + mCurrTexture = gl_tex->getTexName(); + glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture); + if(gl_tex->updateBindStats()) + { + texture->setActive() ; + texture->updateBindStatsForTester() ; + } + mHasMipMaps = gl_tex->mHasMipMaps; + if (gl_tex->mTexOptionsDirty) + { + gl_tex->mTexOptionsDirty = false; + setTextureAddressMode(gl_tex->mAddressMode); + setTextureFilteringOption(gl_tex->mFilterOption); + } + setTextureColorSpace(mTexColorSpace); + } + } + else + { + //if deleted, will re-generate it immediately + texture->forceImmediateUpdate() ; + + gl_tex->forceUpdateBindStats() ; + return texture->bindDefaultImage(mIndex); + } + } + else + { + if (texture) + { + LL_DEBUGS() << "NULL LLTexUnit::bind GL image" << LL_ENDL; + } + else + { + LL_DEBUGS() << "NULL LLTexUnit::bind texture" << LL_ENDL; + } + return false; + } + } + else + { // mIndex < 0 + return false; + } + + return true; +} + +bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind, S32 usename) +{ + stop_glerror(); + if (mIndex < 0) return false; + + U32 texname = usename ? usename : texture->getTexName(); + + if(!texture) + { + LL_DEBUGS() << "NULL LLTexUnit::bind texture" << LL_ENDL; + return false; + } + + if(!texname) + { + if(LLImageGL::sDefaultGLTexture && LLImageGL::sDefaultGLTexture->getTexName()) + { + return bind(LLImageGL::sDefaultGLTexture) ; + } + stop_glerror(); + return false ; + } + + if ((mCurrTexture != texname) || forceBind) + { + gGL.flush(); + stop_glerror(); + activate(); + stop_glerror(); + enable(texture->getTarget()); + stop_glerror(); + mCurrTexture = texname; + glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture); + stop_glerror(); + texture->updateBindStats(); + mHasMipMaps = texture->mHasMipMaps; + if (texture->mTexOptionsDirty) + { + stop_glerror(); + texture->mTexOptionsDirty = false; + setTextureAddressMode(texture->mAddressMode); + setTextureFilteringOption(texture->mFilterOption); + stop_glerror(); + } + setTextureColorSpace(mTexColorSpace); + } + + stop_glerror(); + + return true; +} + +bool LLTexUnit::bind(LLCubeMap* cubeMap) +{ + if (mIndex < 0) return false; + + gGL.flush(); + + if (cubeMap == NULL) + { + LL_WARNS() << "NULL LLTexUnit::bind cubemap" << LL_ENDL; + return false; + } + + if (mCurrTexture != cubeMap->mImages[0]->getTexName()) + { + if (LLCubeMap::sUseCubeMaps) + { + activate(); + enable(LLTexUnit::TT_CUBE_MAP); + mCurrTexture = cubeMap->mImages[0]->getTexName(); + glBindTexture(GL_TEXTURE_CUBE_MAP, mCurrTexture); + mHasMipMaps = cubeMap->mImages[0]->mHasMipMaps; + cubeMap->mImages[0]->updateBindStats(); + if (cubeMap->mImages[0]->mTexOptionsDirty) + { + cubeMap->mImages[0]->mTexOptionsDirty = false; + setTextureAddressMode(cubeMap->mImages[0]->mAddressMode); + setTextureFilteringOption(cubeMap->mImages[0]->mFilterOption); + } + setTextureColorSpace(mTexColorSpace); + return true; + } + else + { + LL_WARNS() << "Using cube map without extension!" << LL_ENDL; + return false; + } + } + return true; +} + +// LLRenderTarget is unavailible on the mapserver since it uses FBOs. +bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth) +{ + if (mIndex < 0) return false; + + gGL.flush(); + + if (bindDepth) + { + llassert(renderTarget->getDepth()); // target MUST have a depth buffer attachment + + bindManual(renderTarget->getUsage(), renderTarget->getDepth()); + } + else + { + bindManual(renderTarget->getUsage(), renderTarget->getTexture()); + } + + return true; +} + +bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips) +{ + if (mIndex < 0) + { + return false; + } + + if(mCurrTexture != texture) + { + gGL.flush(); + + activate(); + enable(type); + mCurrTexture = texture; + glBindTexture(sGLTextureType[type], texture); + mHasMipMaps = hasMips; + setTextureColorSpace(mTexColorSpace); + } + return true; +} + +void LLTexUnit::unbind(eTextureType type) +{ + stop_glerror(); + + if (mIndex < 0) return; + + //always flush and activate for consistency + // some code paths assume unbind always flushes and sets the active texture + gGL.flush(); + activate(); + + // Disabled caching of binding state. + if (mCurrTexType == type) + { + mCurrTexture = 0; + + // Always make sure our texture color space is reset to linear. SRGB sampling should be opt-in in the vast majority of cases. Also prevents color space "popping". + mTexColorSpace = TCS_LINEAR; + if (type == LLTexUnit::TT_TEXTURE) + { + glBindTexture(sGLTextureType[type], sWhiteTexture); + } + else + { + glBindTexture(sGLTextureType[type], 0); + } + stop_glerror(); + } +} + +void LLTexUnit::unbindFast(eTextureType type) +{ + activate(); + + // Disabled caching of binding state. + if (mCurrTexType == type) + { + mCurrTexture = 0; + + // Always make sure our texture color space is reset to linear. SRGB sampling should be opt-in in the vast majority of cases. Also prevents color space "popping". + mTexColorSpace = TCS_LINEAR; + if (type == LLTexUnit::TT_TEXTURE) + { + glBindTexture(sGLTextureType[type], sWhiteTexture); + } + else + { + glBindTexture(sGLTextureType[type], 0); + } + } +} + +void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode) +{ + if (mIndex < 0 || mCurrTexture == 0) return; + + gGL.flush(); + + activate(); + + glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_S, sGLAddressMode[mode]); + glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_T, sGLAddressMode[mode]); + if (mCurrTexType == TT_CUBE_MAP) + { + glTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, sGLAddressMode[mode]); + } +} + +void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option) +{ + if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE) return; + + gGL.flush(); + + if (option == TFO_POINT) + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } + else + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + + if (option >= TFO_TRILINEAR && mHasMipMaps) + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + } + else if (option >= TFO_BILINEAR) + { + if (mHasMipMaps) + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + } + else + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } + } + else + { + if (mHasMipMaps) + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + } + else + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + } + + if (gGLManager.mGLVersion >= 4.59f) + { + if (LLImageGL::sGlobalUseAnisotropic && option == TFO_ANISOTROPIC) + { + glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY, gGLManager.mMaxAnisotropy); + } + else + { + glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY, 1.f); + } + } +} + +GLint LLTexUnit::getTextureSource(eTextureBlendSrc src) +{ + switch(src) + { + // All four cases should return the same value. + case TBS_PREV_COLOR: + case TBS_PREV_ALPHA: + case TBS_ONE_MINUS_PREV_COLOR: + case TBS_ONE_MINUS_PREV_ALPHA: + return GL_PREVIOUS; + + // All four cases should return the same value. + case TBS_TEX_COLOR: + case TBS_TEX_ALPHA: + case TBS_ONE_MINUS_TEX_COLOR: + case TBS_ONE_MINUS_TEX_ALPHA: + return GL_TEXTURE; + + // All four cases should return the same value. + case TBS_VERT_COLOR: + case TBS_VERT_ALPHA: + case TBS_ONE_MINUS_VERT_COLOR: + case TBS_ONE_MINUS_VERT_ALPHA: + return GL_PRIMARY_COLOR; + + // All four cases should return the same value. + case TBS_CONST_COLOR: + case TBS_CONST_ALPHA: + case TBS_ONE_MINUS_CONST_COLOR: + case TBS_ONE_MINUS_CONST_ALPHA: + return GL_CONSTANT; + + default: + LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Vertex Color instead." << LL_ENDL; + return GL_PRIMARY_COLOR; + } +} + +GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha) +{ + switch(src) + { + // All four cases should return the same value. + case TBS_PREV_COLOR: + case TBS_TEX_COLOR: + case TBS_VERT_COLOR: + case TBS_CONST_COLOR: + return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR; + + // All four cases should return the same value. + case TBS_PREV_ALPHA: + case TBS_TEX_ALPHA: + case TBS_VERT_ALPHA: + case TBS_CONST_ALPHA: + return GL_SRC_ALPHA; + + // All four cases should return the same value. + case TBS_ONE_MINUS_PREV_COLOR: + case TBS_ONE_MINUS_TEX_COLOR: + case TBS_ONE_MINUS_VERT_COLOR: + case TBS_ONE_MINUS_CONST_COLOR: + return (isAlpha) ? GL_ONE_MINUS_SRC_ALPHA : GL_ONE_MINUS_SRC_COLOR; + + // All four cases should return the same value. + case TBS_ONE_MINUS_PREV_ALPHA: + case TBS_ONE_MINUS_TEX_ALPHA: + case TBS_ONE_MINUS_VERT_ALPHA: + case TBS_ONE_MINUS_CONST_ALPHA: + return GL_ONE_MINUS_SRC_ALPHA; + + default: + LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Source Color or Alpha instead." << LL_ENDL; + return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR; + } +} + +void LLTexUnit::setColorScale(S32 scale) +{ + if (mCurrColorScale != scale || gGL.mDirty) + { + mCurrColorScale = scale; + gGL.flush(); + glTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE, scale ); + } +} + +void LLTexUnit::setAlphaScale(S32 scale) +{ + if (mCurrAlphaScale != scale || gGL.mDirty) + { + mCurrAlphaScale = scale; + gGL.flush(); + glTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale ); + } +} + +// Useful for debugging that you've manually assigned a texture operation to the correct +// texture unit based on the currently set active texture in opengl. +void LLTexUnit::debugTextureUnit(void) +{ + if (mIndex < 0) return; + + GLint activeTexture; + glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture); + if ((GL_TEXTURE0 + mIndex) != activeTexture) + { + U32 set_unit = (activeTexture - GL_TEXTURE0); + LL_WARNS() << "Incorrect Texture Unit! Expected: " << set_unit << " Actual: " << mIndex << LL_ENDL; + } +} + +void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) +{ + mTexColorSpace = space; +} + +LLLightState::LLLightState(S32 index) +: mIndex(index), + mEnabled(false), + mConstantAtten(1.f), + mLinearAtten(0.f), + mQuadraticAtten(0.f), + mSpotExponent(0.f), + mSpotCutoff(180.f) +{ + if (mIndex == 0) + { + mDiffuse.set(1,1,1,1); + mDiffuseB.set(0,0,0,0); + mSpecular.set(1,1,1,1); + } + + mSunIsPrimary = true; + + mAmbient.set(0,0,0,1); + mPosition.set(0,0,1,0); + mSpotDirection.set(0,0,-1); +} + +void LLLightState::enable() +{ + mEnabled = true; +} + +void LLLightState::disable() +{ + mEnabled = false; +} + +void LLLightState::setDiffuse(const LLColor4& diffuse) +{ + if (mDiffuse != diffuse) + { + ++gGL.mLightHash; + mDiffuse = diffuse; + } +} + +void LLLightState::setDiffuseB(const LLColor4& diffuse) +{ + if (mDiffuseB != diffuse) + { + ++gGL.mLightHash; + mDiffuseB = diffuse; + } +} + +void LLLightState::setSunPrimary(bool v) +{ + if (mSunIsPrimary != v) + { + ++gGL.mLightHash; + mSunIsPrimary = v; + } +} + +void LLLightState::setSize(F32 v) +{ + if (mSize != v) + { + ++gGL.mLightHash; + mSize = v; + } +} + +void LLLightState::setFalloff(F32 v) +{ + if (mFalloff != v) + { + ++gGL.mLightHash; + mFalloff = v; + } +} + +void LLLightState::setAmbient(const LLColor4& ambient) +{ + if (mAmbient != ambient) + { + ++gGL.mLightHash; + mAmbient = ambient; + } +} + +void LLLightState::setSpecular(const LLColor4& specular) +{ + if (mSpecular != specular) + { + ++gGL.mLightHash; + mSpecular = specular; + } +} + +void LLLightState::setPosition(const LLVector4& position) +{ + //always set position because modelview matrix may have changed + ++gGL.mLightHash; + mPosition = position; + //transform position by current modelview matrix + glh::vec4f pos(position.mV); + const glh::matrix4f& mat = gGL.getModelviewMatrix(); + mat.mult_matrix_vec(pos); + mPosition.set(pos.v); +} + +void LLLightState::setConstantAttenuation(const F32& atten) +{ + if (mConstantAtten != atten) + { + mConstantAtten = atten; + ++gGL.mLightHash; + } +} + +void LLLightState::setLinearAttenuation(const F32& atten) +{ + if (mLinearAtten != atten) + { + ++gGL.mLightHash; + mLinearAtten = atten; + } +} + +void LLLightState::setQuadraticAttenuation(const F32& atten) +{ + if (mQuadraticAtten != atten) + { + ++gGL.mLightHash; + mQuadraticAtten = atten; + } +} + +void LLLightState::setSpotExponent(const F32& exponent) +{ + if (mSpotExponent != exponent) + { + ++gGL.mLightHash; + mSpotExponent = exponent; + } +} + +void LLLightState::setSpotCutoff(const F32& cutoff) +{ + if (mSpotCutoff != cutoff) + { + ++gGL.mLightHash; + mSpotCutoff = cutoff; + } +} + +void LLLightState::setSpotDirection(const LLVector3& direction) +{ + //always set direction because modelview matrix may have changed + ++gGL.mLightHash; + mSpotDirection = direction; + //transform direction by current modelview matrix + glh::vec3f dir(direction.mV); + const glh::matrix4f& mat = gGL.getModelviewMatrix(); + mat.mult_matrix_dir(dir); + + mSpotDirection.set(dir.v); +} + +LLRender::LLRender() + : mDirty(false), + mCount(0), + mQuadCycle(0), + mMode(LLRender::TRIANGLES), + mCurrTextureUnitIndex(0) +{ + for (U32 i = 0; i < LL_NUM_TEXTURE_LAYERS; i++) + { + mTexUnits[i].mIndex = i; + } + + for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; ++i) + { + mLightState[i].mIndex = i; + } + + for (U32 i = 0; i < 4; i++) + { + mCurrColorMask[i] = true; + } + + mCurrBlendColorSFactor = BF_UNDEF; + mCurrBlendAlphaSFactor = BF_UNDEF; + mCurrBlendColorDFactor = BF_UNDEF; + mCurrBlendAlphaDFactor = BF_UNDEF; + + mMatrixMode = LLRender::MM_MODELVIEW; + + for (U32 i = 0; i < NUM_MATRIX_MODES; ++i) + { + mMatIdx[i] = 0; + mMatHash[i] = 0; + mCurMatHash[i] = 0xFFFFFFFF; + } + + mLightHash = 0; +} + +LLRender::~LLRender() +{ + shutdown(); +} + +bool LLRender::init(bool needs_vertex_buffer) +{ +#if LL_WINDOWS + if (gGLManager.mHasDebugOutput && gDebugGL) + { //setup debug output callback + //glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); + glDebugMessageCallback((GLDEBUGPROC) gl_debug_callback, NULL); + glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); + } +#endif + + glPixelStorei(GL_PACK_ALIGNMENT, 1); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + gGL.setAmbientLightColor(LLColor4::black); + + glCullFace(GL_BACK); + + // necessary for reflection maps + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + +#if LL_WINDOWS + if (glGenVertexArrays == nullptr) + { + return false; + } +#endif + + { //bind a dummy vertex array object so we're core profile compliant + U32 ret; + glGenVertexArrays(1, &ret); + glBindVertexArray(ret); + } + + if (needs_vertex_buffer) + { + initVertexBuffer(); + } + return true; +} + +void LLRender::initVertexBuffer() +{ + llassert_always(mBuffer.isNull()); + stop_glerror(); + mBuffer = new LLVertexBuffer(immediate_mask); + mBuffer->allocateBuffer(4096, 0); + mBuffer->getVertexStrider(mVerticesp); + mBuffer->getTexCoord0Strider(mTexcoordsp); + mBuffer->getColorStrider(mColorsp); + stop_glerror(); +} + +void LLRender::resetVertexBuffer() +{ + mBuffer = NULL; +} + +void LLRender::shutdown() +{ + resetVertexBuffer(); +} + +void LLRender::refreshState(void) +{ + mDirty = true; + + U32 active_unit = mCurrTextureUnitIndex; + + for (U32 i = 0; i < mTexUnits.size(); i++) + { + mTexUnits[i].refreshState(); + } + + mTexUnits[active_unit].activate(); + + setColorMask(mCurrColorMask[0], mCurrColorMask[1], mCurrColorMask[2], mCurrColorMask[3]); + + flush(); + + mDirty = false; +} + +void LLRender::syncLightState() +{ + LLGLSLShader *shader = LLGLSLShader::sCurBoundShaderPtr; + + if (!shader) + { + return; + } + + if (shader->mLightHash != mLightHash) + { + shader->mLightHash = mLightHash; + + LLVector4 position[LL_NUM_LIGHT_UNITS]; + LLVector3 direction[LL_NUM_LIGHT_UNITS]; + LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; + LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; + LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS]; + bool sun_primary[LL_NUM_LIGHT_UNITS]; + LLVector2 size[LL_NUM_LIGHT_UNITS]; + + for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) + { + LLLightState *light = &mLightState[i]; + + position[i] = light->mPosition; + direction[i] = light->mSpotDirection; + attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); + diffuse[i].set(light->mDiffuse.mV); + diffuse_b[i].set(light->mDiffuseB.mV); + sun_primary[i] = light->mSunIsPrimary; + size[i].set(light->mSize, light->mFalloff); + } + + shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); + shader->uniform2fv(LLShaderMgr::LIGHT_DEFERRED_ATTENUATION, LL_NUM_LIGHT_UNITS, size[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); + shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); + //shader->uniform3fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); + //shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); + //shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV); + } +} + +void LLRender::syncMatrices() +{ + static const U32 name[] = + { + LLShaderMgr::MODELVIEW_MATRIX, + LLShaderMgr::PROJECTION_MATRIX, + LLShaderMgr::TEXTURE_MATRIX0, + LLShaderMgr::TEXTURE_MATRIX1, + LLShaderMgr::TEXTURE_MATRIX2, + LLShaderMgr::TEXTURE_MATRIX3, + }; + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + static glh::matrix4f cached_mvp; + static glh::matrix4f cached_inv_mdv; + static U32 cached_mvp_mdv_hash = 0xFFFFFFFF; + static U32 cached_mvp_proj_hash = 0xFFFFFFFF; + + static glh::matrix4f cached_normal; + static U32 cached_normal_hash = 0xFFFFFFFF; + + if (shader) + { + //llassert(shader); + + bool mvp_done = false; + + U32 i = MM_MODELVIEW; + if (mMatHash[MM_MODELVIEW] != shader->mMatHash[MM_MODELVIEW]) + { //update modelview, normal, and MVP + glh::matrix4f& mat = mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; + + // if MDV has changed, update the cached inverse as well + if (cached_mvp_mdv_hash != mMatHash[MM_MODELVIEW]) + { + cached_inv_mdv = mat.inverse(); + } + + shader->uniformMatrix4fv(name[MM_MODELVIEW], 1, GL_FALSE, mat.m); + shader->mMatHash[MM_MODELVIEW] = mMatHash[MM_MODELVIEW]; + + //update normal matrix + S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX); + if (loc > -1) + { + if (cached_normal_hash != mMatHash[i]) + { + cached_normal = cached_inv_mdv.transpose(); + cached_normal_hash = mMatHash[i]; + } + + glh::matrix4f& norm = cached_normal; + + F32 norm_mat[] = + { + norm.m[0], norm.m[1], norm.m[2], + norm.m[4], norm.m[5], norm.m[6], + norm.m[8], norm.m[9], norm.m[10] + }; + + shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat); + } + + if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX)) + { + shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, cached_inv_mdv.m); + } + + //update MVP matrix + mvp_done = true; + loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX); + if (loc > -1) + { + U32 proj = MM_PROJECTION; + + if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) + { + cached_mvp = mat; + cached_mvp.mult_left(mMatrix[proj][mMatIdx[proj]]); + cached_mvp_mdv_hash = mMatHash[i]; + cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; + } + + shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); + } + } + + i = MM_PROJECTION; + if (mMatHash[MM_PROJECTION] != shader->mMatHash[MM_PROJECTION]) + { //update projection matrix, normal, and MVP + glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; + + // GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats. + // We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially. + // Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future. + if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) + { + glh::matrix4f inv_proj = mat.inverse(); + shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, inv_proj.m); + } + + // Used by some full screen effects - such as full screen lights, glow, etc. + if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX)) + { + shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glh::matrix4f::identity().m); + } + + shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, mat.m); + shader->mMatHash[MM_PROJECTION] = mMatHash[MM_PROJECTION]; + + if (!mvp_done) + { + //update MVP matrix + S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX); + if (loc > -1) + { + if (cached_mvp_mdv_hash != mMatHash[MM_PROJECTION] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) + { + U32 mdv = MM_MODELVIEW; + cached_mvp = mat; + cached_mvp.mult_right(mMatrix[mdv][mMatIdx[mdv]]); + cached_mvp_mdv_hash = mMatHash[MM_MODELVIEW]; + cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; + } + + shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); + } + } + } + + for (i = MM_TEXTURE0; i < NUM_MATRIX_MODES; ++i) + { + if (mMatHash[i] != shader->mMatHash[i]) + { + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m); + shader->mMatHash[i] = mMatHash[i]; + } + } + + + if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting || shader->mFeatures.calculatesAtmospherics) + { //also sync light state + syncLightState(); + } + } +} + +void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) +{ + flush(); + + { + glh::matrix4f trans_mat(1,0,0,x, + 0,1,0,y, + 0,0,1,z, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z) +{ + flush(); + + { + glh::matrix4f scale_mat(x,0,0,0, + 0,y,0,0, + 0,0,z,0, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar) +{ + flush(); + + { + + glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left), + 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom), + 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear), + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z) +{ + flush(); + + { + F32 r = a * DEG_TO_RAD; + + F32 c = cosf(r); + F32 s = sinf(r); + + F32 ic = 1.f-c; + + glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0, + x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0, + x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::pushMatrix() +{ + flush(); + + { + if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1) + { + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]]; + ++mMatIdx[mMatrixMode]; + } + else + { + LL_WARNS() << "Matrix stack overflow." << LL_ENDL; + } + } +} + +void LLRender::popMatrix() +{ + flush(); + { + if (mMatIdx[mMatrixMode] > 0) + { + --mMatIdx[mMatrixMode]; + mMatHash[mMatrixMode]++; + } + else + { + LL_WARNS() << "Matrix stack underflow." << LL_ENDL; + } + } +} + +void LLRender::loadMatrix(const GLfloat* m) +{ + flush(); + { + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::multMatrix(const GLfloat* m) +{ + flush(); + { + glh::matrix4f mat((GLfloat*) m); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::matrixMode(eMatrixMode mode) +{ + if (mode == MM_TEXTURE) + { + U32 tex_index = gGL.getCurrentTexUnitIndex(); + // the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering + llassert(tex_index <= 3); + mode = eMatrixMode(MM_TEXTURE0 + tex_index); + if (mode > MM_TEXTURE3) + { + // getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS) + // Large value will result in a crash at mMatrix + LL_WARNS_ONCE() << "Attempted to assign matrix mode out of bounds: " << mode << LL_ENDL; + mode = MM_TEXTURE0; + } + } + + mMatrixMode = mode; +} + +LLRender::eMatrixMode LLRender::getMatrixMode() +{ + if (mMatrixMode >= MM_TEXTURE0 && mMatrixMode <= MM_TEXTURE3) + { //always return MM_TEXTURE if current matrix mode points at any texture matrix + return MM_TEXTURE; + } + + return mMatrixMode; +} + + +void LLRender::loadIdentity() +{ + flush(); + + { + llassert_always(mMatrixMode < NUM_MATRIX_MODES) ; + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity(); + mMatHash[mMatrixMode]++; + } +} + +const glh::matrix4f& LLRender::getModelviewMatrix() +{ + return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; +} + +const glh::matrix4f& LLRender::getProjectionMatrix() +{ + return mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; +} + +void LLRender::translateUI(F32 x, F32 y, F32 z) +{ + if (mUIOffset.empty()) + { + LL_ERRS() << "Need to push a UI translation frame before offsetting" << LL_ENDL; + } + + mUIOffset.back().mV[0] += x; + mUIOffset.back().mV[1] += y; + mUIOffset.back().mV[2] += z; +} + +void LLRender::scaleUI(F32 x, F32 y, F32 z) +{ + if (mUIScale.empty()) + { + LL_ERRS() << "Need to push a UI transformation frame before scaling." << LL_ENDL; + } + + mUIScale.back().scaleVec(LLVector3(x,y,z)); +} + +void LLRender::pushUIMatrix() +{ + if (mUIOffset.empty()) + { + mUIOffset.push_back(LLVector3(0,0,0)); + } + else + { + mUIOffset.push_back(mUIOffset.back()); + } + + if (mUIScale.empty()) + { + mUIScale.push_back(LLVector3(1,1,1)); + } + else + { + mUIScale.push_back(mUIScale.back()); + } +} + +void LLRender::popUIMatrix() +{ + if (mUIOffset.empty()) + { + LL_ERRS() << "UI offset stack blown." << LL_ENDL; + } + mUIOffset.pop_back(); + mUIScale.pop_back(); +} + +LLVector3 LLRender::getUITranslation() +{ + if (mUIOffset.empty()) + { + return LLVector3(0,0,0); + } + return mUIOffset.back(); +} + +LLVector3 LLRender::getUIScale() +{ + if (mUIScale.empty()) + { + return LLVector3(1,1,1); + } + return mUIScale.back(); +} + + +void LLRender::loadUIIdentity() +{ + if (mUIOffset.empty()) + { + LL_ERRS() << "Need to push UI translation frame before clearing offset." << LL_ENDL; + } + mUIOffset.back().setVec(0,0,0); + mUIScale.back().setVec(1,1,1); +} + +void LLRender::setColorMask(bool writeColor, bool writeAlpha) +{ + setColorMask(writeColor, writeColor, writeColor, writeAlpha); +} + +void LLRender::setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha) +{ + flush(); + + if (mCurrColorMask[0] != writeColorR || + mCurrColorMask[1] != writeColorG || + mCurrColorMask[2] != writeColorB || + mCurrColorMask[3] != writeAlpha) + { + mCurrColorMask[0] = writeColorR; + mCurrColorMask[1] = writeColorG; + mCurrColorMask[2] = writeColorB; + mCurrColorMask[3] = writeAlpha; + + glColorMask(writeColorR ? GL_TRUE : GL_FALSE, + writeColorG ? GL_TRUE : GL_FALSE, + writeColorB ? GL_TRUE : GL_FALSE, + writeAlpha ? GL_TRUE : GL_FALSE); + } +} + +void LLRender::setSceneBlendType(eBlendType type) +{ + switch (type) + { + case BT_ALPHA: + blendFunc(BF_SOURCE_ALPHA, BF_ONE_MINUS_SOURCE_ALPHA); + break; + case BT_ADD: + blendFunc(BF_ONE, BF_ONE); + break; + case BT_ADD_WITH_ALPHA: + blendFunc(BF_SOURCE_ALPHA, BF_ONE); + break; + case BT_MULT: + blendFunc(BF_DEST_COLOR, BF_ZERO); + break; + case BT_MULT_ALPHA: + blendFunc(BF_DEST_ALPHA, BF_ZERO); + break; + case BT_MULT_X2: + blendFunc(BF_DEST_COLOR, BF_SOURCE_COLOR); + break; + case BT_REPLACE: + blendFunc(BF_ONE, BF_ZERO); + break; + default: + LL_ERRS() << "Unknown Scene Blend Type: " << type << LL_ENDL; + break; + } +} + +void LLRender::blendFunc(eBlendFactor sfactor, eBlendFactor dfactor) +{ + llassert(sfactor < BF_UNDEF); + llassert(dfactor < BF_UNDEF); + if (mCurrBlendColorSFactor != sfactor || mCurrBlendColorDFactor != dfactor || + mCurrBlendAlphaSFactor != sfactor || mCurrBlendAlphaDFactor != dfactor) + { + mCurrBlendColorSFactor = sfactor; + mCurrBlendAlphaSFactor = sfactor; + mCurrBlendColorDFactor = dfactor; + mCurrBlendAlphaDFactor = dfactor; + flush(); + glBlendFunc(sGLBlendFactor[sfactor], sGLBlendFactor[dfactor]); + } +} + +void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor, + eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor) +{ + llassert(color_sfactor < BF_UNDEF); + llassert(color_dfactor < BF_UNDEF); + llassert(alpha_sfactor < BF_UNDEF); + llassert(alpha_dfactor < BF_UNDEF); + + if (mCurrBlendColorSFactor != color_sfactor || mCurrBlendColorDFactor != color_dfactor || + mCurrBlendAlphaSFactor != alpha_sfactor || mCurrBlendAlphaDFactor != alpha_dfactor) + { + mCurrBlendColorSFactor = color_sfactor; + mCurrBlendAlphaSFactor = alpha_sfactor; + mCurrBlendColorDFactor = color_dfactor; + mCurrBlendAlphaDFactor = alpha_dfactor; + flush(); + + glBlendFuncSeparate(sGLBlendFactor[color_sfactor], sGLBlendFactor[color_dfactor], + sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]); + } +} + +LLTexUnit* LLRender::getTexUnit(U32 index) +{ + if (index < mTexUnits.size()) + { + return &mTexUnits[index]; + } + else + { + LL_DEBUGS() << "Non-existing texture unit layer requested: " << index << LL_ENDL; + return &mDummyTexUnit; + } +} + +LLLightState* LLRender::getLight(U32 index) +{ + if (index < mLightState.size()) + { + return &mLightState[index]; + } + + return NULL; +} + +void LLRender::setAmbientLightColor(const LLColor4& color) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE + if (color != mAmbientLightColor) + { + ++mLightHash; + mAmbientLightColor = color; + } +} + +bool LLRender::verifyTexUnitActive(U32 unitToVerify) +{ + if (mCurrTextureUnitIndex == unitToVerify) + { + return true; + } + else + { + LL_WARNS() << "TexUnit currently active: " << mCurrTextureUnitIndex << " (expecting " << unitToVerify << ")" << LL_ENDL; + return false; + } +} + +void LLRender::clearErrors() +{ + while (glGetError()) + { + //loop until no more error flags left + } +} + +void LLRender::begin(const GLuint& mode) +{ + if (mode != mMode) + { + if (mode == LLRender::QUADS) + { + mQuadCycle = 1; + } + + if (mMode == LLRender::QUADS || + mMode == LLRender::LINES || + mMode == LLRender::TRIANGLES || + mMode == LLRender::POINTS) + { + flush(); + } + else if (mCount != 0) + { + LL_ERRS() << "gGL.begin() called redundantly." << LL_ENDL; + } + + mMode = mode; + } +} + +void LLRender::end() +{ + if (mCount == 0) + { + return; + //IMM_ERRS << "GL begin and end called with no vertices specified." << LL_ENDL; + } + + if ((mMode != LLRender::QUADS && + mMode != LLRender::LINES && + mMode != LLRender::TRIANGLES && + mMode != LLRender::POINTS) || + mCount > 2048) + { + flush(); + } +} +void LLRender::flush() +{ + if (mCount > 0) + { + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + llassert(LLGLSLShader::sCurBoundShaderPtr != nullptr); + if (!mUIOffset.empty()) + { + sUICalls++; + sUIVerts += mCount; + } + + //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) + U32 count = mCount; + + if (mMode == LLRender::QUADS && !sGLCoreProfile) + { + if (mCount%4 != 0) + { + count -= (mCount % 4); + LL_WARNS() << "Incomplete quad requested." << LL_ENDL; + } + } + + if (mMode == LLRender::TRIANGLES) + { + if (mCount%3 != 0) + { + count -= (mCount % 3); + LL_WARNS() << "Incomplete triangle requested." << LL_ENDL; + } + } + + if (mMode == LLRender::LINES) + { + if (mCount%2 != 0) + { + count -= (mCount % 2); + LL_WARNS() << "Incomplete line requested." << LL_ENDL; + } + } + + mCount = 0; + + if (mBuffer) + { + + HBXXH64 hash; + U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask; + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache hash"); + + hash.update((U8*)mVerticesp.get(), count * sizeof(LLVector4a)); + if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) + { + hash.update((U8*)mTexcoordsp.get(), count * sizeof(LLVector2)); + } + + if (attribute_mask & LLVertexBuffer::MAP_COLOR) + { + hash.update((U8*)mColorsp.get(), count * sizeof(LLColor4U)); + } + + hash.finalize(); + } + + + U64 vhash = hash.digest(); + + // check the VB cache before making a new vertex buffer + // This is a giant hack to deal with (mostly) our terrible UI rendering code + // that was built on top of OpenGL immediate mode. Huge performance wins + // can be had by not uploading geometry to VRAM unless absolutely necessary. + // Most of our usage of the "immediate mode" style draw calls is actually + // sending the same geometry over and over again. + // To leverage this, we maintain a running hash of the vertex stream being + // built up before a flush, and then check that hash against a VB + // cache just before creating a vertex buffer in VRAM + std::unordered_map::iterator cache = sVBCache.find(vhash); + + LLPointer vb; + + if (cache != sVBCache.end()) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache hit"); + // cache hit, just use the cached buffer + vb = cache->second.vb; + cache->second.touched = std::chrono::steady_clock::now(); + } + else + { + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache miss"); + vb = new LLVertexBuffer(attribute_mask); + vb->allocateBuffer(count, 0); + + vb->setBuffer(); + + vb->setPositionData((LLVector4a*) mVerticesp.get()); + + if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) + { + vb->setTexCoordData(mTexcoordsp.get()); + } + + if (attribute_mask & LLVertexBuffer::MAP_COLOR) + { + vb->setColorData(mColorsp.get()); + } + + vb->unbind(); + + sVBCache[vhash] = { vb , std::chrono::steady_clock::now() }; + + static U32 miss_count = 0; + miss_count++; + if (miss_count > 1024) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache clean"); + miss_count = 0; + auto now = std::chrono::steady_clock::now(); + + using namespace std::chrono_literals; + // every 1024 misses, clean the cache of any VBs that haven't been touched in the last second + for (std::unordered_map::iterator iter = sVBCache.begin(); iter != sVBCache.end(); ) + { + if (now - iter->second.touched > 1s) + { + iter = sVBCache.erase(iter); + } + else + { + ++iter; + } + } + } + } + + vb->setBuffer(); + + if (mMode == LLRender::QUADS && sGLCoreProfile) + { + vb->drawArrays(LLRender::TRIANGLES, 0, count); + mQuadCycle = 1; + } + else + { + vb->drawArrays(mMode, 0, count); + } + } + else + { + // mBuffer is present in main thread and not present in an image thread + LL_ERRS() << "A flush call from outside main rendering thread" << LL_ENDL; + } + + + mVerticesp[0] = mVerticesp[count]; + mTexcoordsp[0] = mTexcoordsp[count]; + mColorsp[0] = mColorsp[count]; + + mCount = 0; + } +} + +void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) +{ + //the range of mVerticesp, mColorsp and mTexcoordsp is [0, 4095] + if (mCount > 2048) + { //break when buffer gets reasonably full to keep GL command buffers happy and avoid overflow below + switch (mMode) + { + case LLRender::POINTS: flush(); break; + case LLRender::TRIANGLES: if (mCount%3==0) flush(); break; + case LLRender::QUADS: if(mCount%4 == 0) flush(); break; + case LLRender::LINES: if (mCount%2 == 0) flush(); break; + } + } + + if (mCount > 4094) + { + // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; + return; + } + + if (mUIOffset.empty()) + { + mVerticesp[mCount] = LLVector3(x,y,z); + } + else + { + LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back()); + mVerticesp[mCount] = vert; + } + + if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile) + { + mQuadCycle++; + if (mQuadCycle == 4) + { //copy two vertices so fourth quad element will add a triangle + mQuadCycle = 0; + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-3]; + mColorsp[mCount] = mColorsp[mCount-3]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-3]; + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-2]; + mColorsp[mCount] = mColorsp[mCount-2]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-2]; + } + } + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; +} + +void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) +{ + if (mCount + vert_count > 4094) + { + // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; + return; + } + + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy two + mVerticesp[mCount++] = verts[i-3]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last one + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + else + { + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + + mCount++; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + + if( mCount > 0 ) // ND: Guard against crashes if mCount is zero, yes it can happen + mVerticesp[mCount] = mVerticesp[mCount-1]; +} + +void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count) +{ + if (mCount + vert_count > 4094) + { + // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; + return; + } + + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last two + mVerticesp[mCount] = verts[i-3]; + mTexcoordsp[mCount++] = uvs[i-3]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i-1]; + mTexcoordsp[mCount++] = uvs[i-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last one + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + else + { + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + + mCount++; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + + if (mCount > 0) + { + mVerticesp[mCount] = mVerticesp[mCount - 1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount - 1]; + } +} + +void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count) +{ + if (mCount + vert_count > 4094) + { + // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; + return; + } + + + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + //copy last two + mVerticesp[mCount] = verts[i-3]; + mTexcoordsp[mCount] = uvs[i-3]; + mColorsp[mCount++] = colors[i-3]; + + mVerticesp[mCount] = verts[i-1]; + mTexcoordsp[mCount] = uvs[i-1]; + mColorsp[mCount++] = colors[i-1]; + + //copy last one + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + } + } + else + { + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount] = colors[i]; + + mCount++; + } + } + + if (mCount > 0) + { + mVerticesp[mCount] = mVerticesp[mCount - 1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount - 1]; + mColorsp[mCount] = mColorsp[mCount - 1]; + } +} + +void LLRender::vertex2i(const GLint& x, const GLint& y) +{ + vertex3f((GLfloat) x, (GLfloat) y, 0); +} + +void LLRender::vertex2f(const GLfloat& x, const GLfloat& y) +{ + vertex3f(x,y,0); +} + +void LLRender::vertex2fv(const GLfloat* v) +{ + vertex3f(v[0], v[1], 0); +} + +void LLRender::vertex3fv(const GLfloat* v) +{ + vertex3f(v[0], v[1], v[2]); +} + +void LLRender::texCoord2f(const GLfloat& x, const GLfloat& y) +{ + mTexcoordsp[mCount] = LLVector2(x,y); +} + +void LLRender::texCoord2i(const GLint& x, const GLint& y) +{ + texCoord2f((GLfloat) x, (GLfloat) y); +} + +void LLRender::texCoord2fv(const GLfloat* tc) +{ + texCoord2f(tc[0], tc[1]); +} + +void LLRender::color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a) +{ + if (!LLGLSLShader::sCurBoundShaderPtr || LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR) + { + mColorsp[mCount] = LLColor4U(r,g,b,a); + } + else + { //not using shaders or shader reads color from a uniform + diffuseColor4ub(r,g,b,a); + } +} +void LLRender::color4ubv(const GLubyte* c) +{ + color4ub(c[0], c[1], c[2], c[3]); +} + +void LLRender::color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a) +{ + color4ub((GLubyte) (llclamp(r, 0.f, 1.f)*255), + (GLubyte) (llclamp(g, 0.f, 1.f)*255), + (GLubyte) (llclamp(b, 0.f, 1.f)*255), + (GLubyte) (llclamp(a, 0.f, 1.f)*255)); +} + +void LLRender::color4fv(const GLfloat* c) +{ + color4f(c[0],c[1],c[2],c[3]); +} + +void LLRender::color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b) +{ + color4f(r,g,b,1); +} + +void LLRender::color3fv(const GLfloat* c) +{ + color4f(c[0],c[1],c[2],1); +} + +void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f); + } + else + { + glColor3f(r,g,b); + } +} + +void LLRender::diffuseColor3fv(const F32* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f); + } + else + { + glColor3fv(c); + } +} + +void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a); + } + else + { + glColor4f(r,g,b,a); + } +} + +void LLRender::diffuseColor4fv(const F32* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(shader != NULL); + + if (shader) + { + shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c); + } + else + { + glColor4fv(c); + } +} + +void LLRender::diffuseColor4ubv(const U8* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); + } + else + { + glColor4ubv(c); + } +} + +void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r/255.f, g/255.f, b/255.f, a/255.f); + } + else + { + glColor4ub(r,g,b,a); + } +} + + +void LLRender::debugTexUnits(void) +{ + LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL; + std::string active_enabled = "false"; + for (U32 i = 0; i < mTexUnits.size(); i++) + { + if (getTexUnit(i)->mCurrTexType != LLTexUnit::TT_NONE) + { + if (i == mCurrTextureUnitIndex) active_enabled = "true"; + LL_INFOS("TextureUnit") << "TexUnit: " << i << " Enabled" << LL_ENDL; + LL_INFOS("TextureUnit") << "Enabled As: " ; + switch (getTexUnit(i)->mCurrTexType) + { + case LLTexUnit::TT_TEXTURE: + LL_CONT << "Texture 2D"; + break; + case LLTexUnit::TT_RECT_TEXTURE: + LL_CONT << "Texture Rectangle"; + break; + case LLTexUnit::TT_CUBE_MAP: + LL_CONT << "Cube Map"; + break; + default: + LL_CONT << "ARGH!!! NONE!"; + break; + } + LL_CONT << ", Texture Bound: " << getTexUnit(i)->mCurrTexture << LL_ENDL; + } + } + LL_INFOS("TextureUnit") << "Active TexUnit Enabled : " << active_enabled << LL_ENDL; +} + + + +glh::matrix4f copy_matrix(F32* src) +{ + glh::matrix4f ret; + ret.set_value(src); + return ret; +} + +glh::matrix4f get_current_modelview() +{ + return copy_matrix(gGLModelView); +} + +glh::matrix4f get_current_projection() +{ + return copy_matrix(gGLProjection); +} + +glh::matrix4f get_last_modelview() +{ + return copy_matrix(gGLLastModelView); +} + +glh::matrix4f get_last_projection() +{ + return copy_matrix(gGLLastProjection); +} + +void copy_matrix(const glh::matrix4f& src, F32* dst) +{ + for (U32 i = 0; i < 16; i++) + { + dst[i] = src.m[i]; + } +} + +void set_current_modelview(const glh::matrix4f& mat) +{ + copy_matrix(mat, gGLModelView); +} + +void set_current_projection(glh::matrix4f& mat) +{ + copy_matrix(mat, gGLProjection); +} + +glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar) +{ + glh::matrix4f ret( + 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left), + 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom), + 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear), + 0.f, 0.f, 0.f, 1.f); + + return ret; +} + +glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) +{ + GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f); + + return glh::matrix4f(f/aspect, 0, 0, 0, + 0, f, 0, 0, + 0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar), + 0, 0, -1.f, 0); +} + +glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up) +{ + LLVector3 f = center-eye; + f.normVec(); + up.normVec(); + LLVector3 s = f % up; + LLVector3 u = s % f; + + return glh::matrix4f(s[0], s[1], s[2], 0, + u[0], u[1], u[2], 0, + -f[0], -f[1], -f[2], 0, + 0, 0, 0, 1); + +} -- cgit v1.2.3 From 24586f810eb7ef8048a55687333d51c53aa2bed8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 5 Jun 2024 15:14:13 -0500 Subject: #1527 Improve performance on Apple silicon (#1632) --- indra/llrender/llrender.cpp | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'indra/llrender/llrender.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 399281be84..51028e5667 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -990,6 +990,7 @@ void LLRender::syncLightState() void LLRender::syncMatrices() { + STOP_GLERROR; static const U32 name[] = { LLShaderMgr::MODELVIEW_MATRIX, @@ -1012,8 +1013,6 @@ void LLRender::syncMatrices() if (shader) { - //llassert(shader); - bool mvp_done = false; U32 i = MM_MODELVIEW; @@ -1134,6 +1133,7 @@ void LLRender::syncMatrices() syncLightState(); } } + STOP_GLERROR; } void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) @@ -1585,6 +1585,7 @@ void LLRender::end() } void LLRender::flush() { + STOP_GLERROR; if (mCount > 0) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; @@ -1693,6 +1694,9 @@ void LLRender::flush() vb->setColorData(mColorsp.get()); } +#if LL_DARWIN + vb->unmapBuffer(); +#endif vb->unbind(); sVBCache[vhash] = { vb , std::chrono::steady_clock::now() }; -- cgit v1.2.3 From f40fbdf4ad27a547e30781cd44cd6847d68d3300 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Jun 2024 17:10:13 -0500 Subject: #1718 Add GLTF support for multiple texcoords (#1720) * Fix for GLTF MeshPrimitiveModes test --- indra/llrender/llrender.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/llrender/llrender.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 51028e5667..cfefde3acc 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1686,7 +1686,7 @@ void LLRender::flush() if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) { - vb->setTexCoordData(mTexcoordsp.get()); + vb->setTexCoord0Data(mTexcoordsp.get()); } if (attribute_mask & LLVertexBuffer::MAP_COLOR) -- cgit v1.2.3 From 80ea30af1a8b38360f71c29cc45872c4399dab0d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 21 Jun 2024 13:13:08 -0500 Subject: #1769 gltf optimization pass (#1816) #1814 and #1517 Fix mirror update rate and occlusion culling --- indra/llrender/llrender.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/llrender/llrender.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index cfefde3acc..a0209fab43 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -991,6 +991,8 @@ void LLRender::syncLightState() void LLRender::syncMatrices() { STOP_GLERROR; + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + static const U32 name[] = { LLShaderMgr::MODELVIEW_MATRIX, -- cgit v1.2.3 From 2a7030992faa12c362d3eb9365080efd8265e15f Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Tue, 9 Jul 2024 17:53:43 -0400 Subject: Update tracy profiler to 0.10 (#1946) --- indra/llrender/llrender.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/llrender/llrender.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index a0209fab43..1301d325a0 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1514,7 +1514,7 @@ LLLightState* LLRender::getLight(U32 index) void LLRender::setAmbientLightColor(const LLColor4& color) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; if (color != mAmbientLightColor) { ++mLightHash; -- cgit v1.2.3