/** * @file llglslshader.cpp * @brief GLSL helper functions and state. * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * 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 "llglslshader.h" #include "llshadermgr.h" #include "llfile.h" #include "llrender.h" #include "llvertexbuffer.h" #if LL_DARWIN #include "OpenGL/OpenGL.h" #endif #ifdef LL_RELEASE_FOR_DOWNLOAD #define UNIFORM_ERRS LL_WARNS_ONCE("Shader") #else #define UNIFORM_ERRS LL_ERRS("Shader") #endif // Lots of STL stuff in here, using namespace std to keep things more readable using std::vector; using std::pair; using std::make_pair; using std::string; GLhandleARB LLGLSLShader::sCurBoundShader = 0; LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL; S32 LLGLSLShader::sIndexedTextureChannels = 0; bool LLGLSLShader::sNoFixedFunction = false; bool LLGLSLShader::sProfileEnabled = false; std::set LLGLSLShader::sInstances; U64 LLGLSLShader::sTotalTimeElapsed = 0; U32 LLGLSLShader::sTotalTrianglesDrawn = 0; U64 LLGLSLShader::sTotalSamplesDrawn = 0; U32 LLGLSLShader::sTotalDrawCalls = 0; //UI shader -- declared here so llui_libtest will link properly LLGLSLShader gUIProgram; LLGLSLShader gSolidColorProgram; BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) { return v1 != v2; } LLShaderFeatures::LLShaderFeatures() : atmosphericHelpers(false) , calculatesLighting(false) , calculatesAtmospherics(false) , hasLighting(false) , isAlphaLighting(false) , isShiny(false) , isFullbright(false) , isSpecular(false) , hasWaterFog(false) , hasTransport(false) , hasSkinning(false) , hasObjectSkinning(false) , hasAtmospherics(false) , hasGamma(false) , mIndexedTextureChannels(0) , disableTextureIndex(false) , hasAlphaMask(false) { } //=============================== // LLGLSL Shader implementation //=============================== //static void LLGLSLShader::initProfile() { sProfileEnabled = true; sTotalTimeElapsed = 0; sTotalTrianglesDrawn = 0; sTotalSamplesDrawn = 0; sTotalDrawCalls = 0; for (std::set::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) { (*iter)->clearStats(); } } struct LLGLSLShaderCompareTimeElapsed { bool operator()(const LLGLSLShader* const& lhs, const LLGLSLShader* const& rhs) { return lhs->mTimeElapsed < rhs->mTimeElapsed; } }; //static void LLGLSLShader::finishProfile() { sProfileEnabled = false; std::vector sorted; for (std::set::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) { sorted.push_back(*iter); } std::sort(sorted.begin(), sorted.end(), LLGLSLShaderCompareTimeElapsed()); for (std::vector::iterator iter = sorted.begin(); iter != sorted.end(); ++iter) { (*iter)->dumpStats(); } llinfos << "-----------------------------------" << llendl; llinfos << "Total rendering time: " << llformat("%.4f ms", sTotalTimeElapsed/1000000.f) << llendl; llinfos << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn/1000000.f) << llendl; llinfos << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn/1000000.f) << llendl; } void LLGLSLShader::clearStats() { mTrianglesDrawn = 0; mTimeElapsed = 0; mSamplesDrawn = 0; mDrawCalls = 0; mTextureStateFetched = false; mTextureMagFilter.clear(); mTextureMinFilter.clear(); } void LLGLSLShader::dumpStats() { if (mDrawCalls > 0) { llinfos << "=============================================" << llendl; llinfos << mName << llendl; for (U32 i = 0; i < mShaderFiles.size(); ++i) { llinfos << mShaderFiles[i].first << llendl; } for (U32 i = 0; i < mTexture.size(); ++i) { GLint idx = mTexture[i]; if (idx >= 0) { GLint uniform_idx = getUniformLocation(i); llinfos << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << llendl; } } llinfos << "=============================================" << llendl; F32 ms = mTimeElapsed/1000000.f; F32 seconds = ms/1000.f; F32 pct_tris = (F32) mTrianglesDrawn/(F32)sTotalTrianglesDrawn*100.f; F32 tris_sec = (F32) (mTrianglesDrawn/1000000.0); tris_sec /= seconds; F32 pct_samples = (F32) ((F64)mSamplesDrawn/(F64)sTotalSamplesDrawn)*100.f; F32 samples_sec = (F32) mSamplesDrawn/1000000000.0; samples_sec /= seconds; F32 pct_calls = (F32) mDrawCalls/(F32)sTotalDrawCalls*100.f; U32 avg_batch = mTrianglesDrawn/mDrawCalls; llinfos << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec ) << llendl; llinfos << "Draw Calls: " << mDrawCalls << " " << llformat("(%.2f pct of total, avg %d tris/call)", pct_calls, avg_batch) << llendl; llinfos << "SamplesDrawn: " << mSamplesDrawn << " " << llformat("(%.2f pct of total, %.3f billion/sec)", pct_samples, samples_sec) << llendl; llinfos << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32) ((F64)mTimeElapsed/(F64)sTotalTimeElapsed)*100.f, ms) << llendl; } } //static void LLGLSLShader::startProfile() { if (sProfileEnabled && sCurBoundShaderPtr) { sCurBoundShaderPtr->placeProfileQuery(); } } //static void LLGLSLShader::stopProfile(U32 count, U32 mode) { if (sProfileEnabled) { sCurBoundShaderPtr->readProfileQuery(count, mode); } } void LLGLSLShader::placeProfileQuery() { #if !LL_DARWIN if (mTimerQuery == 0) { glGenQueriesARB(1, &mTimerQuery); } if (!mTextureStateFetched) { mTextureStateFetched = true; mTextureMagFilter.resize(mTexture.size()); mTextureMinFilter.resize(mTexture.size()); U32 cur_active = gGL.getCurrentTexUnitIndex(); for (U32 i = 0; i < mTexture.size(); ++i) { GLint idx = mTexture[i]; if (idx >= 0) { gGL.getTexUnit(idx)->activate(); U32 mag = 0xFFFFFFFF; U32 min = 0xFFFFFFFF; U32 type = LLTexUnit::getInternalType(gGL.getTexUnit(idx)->getCurrType()); glGetTexParameteriv(type, GL_TEXTURE_MAG_FILTER, (GLint*) &mag); glGetTexParameteriv(type, GL_TEXTURE_MIN_FILTER, (GLint*) &min); mTextureMagFilter[i] = mag; mTextureMinFilter[i] = min; } } gGL.getTexUnit(cur_active)->activate(); } glBeginQueryARB(GL_SAMPLES_PASSED, 1); glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery); #endif } void LLGLSLShader::readProfileQuery(U32 count, U32 mode) { #if !LL_DARWIN glEndQueryARB(GL_TIME_ELAPSED); glEndQueryARB(GL_SAMPLES_PASSED); U64 time_elapsed = 0; glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed); U64 samples_passed = 0; glGetQueryObjectui64v(1, GL_QUERY_RESULT, &samples_passed); sTotalTimeElapsed += time_elapsed; mTimeElapsed += time_elapsed; sTotalSamplesDrawn += samples_passed; mSamplesDrawn += samples_passed; U32 tri_count = 0; switch (mode) { case LLRender::TRIANGLES: tri_count = count/3; break; case LLRender::TRIANGLE_FAN: tri_count = count-2; break; case LLRender::TRIANGLE_STRIP: tri_count = count-2; break; default: tri_count = count; break; //points lines etc just use primitive count } mTrianglesDrawn += tri_count; sTotalTrianglesDrawn += tri_count; sTotalDrawCalls++; mDrawCalls++; #endif } LLGLSLShader::LLGLSLShader() : mProgramObject(0), mAttributeMask(0), mTotalUniformSize(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE), mTimerQuery(0) { } LLGLSLShader::~LLGLSLShader() { } void LLGLSLShader::unload() { sInstances.erase(this); stop_glerror(); mAttribute.clear(); mTexture.clear(); mUniform.clear(); mShaderFiles.clear(); mDefines.clear(); if (mProgramObject) { GLhandleARB obj[1024]; GLsizei count; glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj); for (GLsizei i = 0; i < count; i++) { #if !LL_DARWIN if (glIsProgramARB(obj[i])) #endif { glDeleteObjectARB(obj[i]); } } glDeleteObjectARB(mProgramObject); mProgramObject = 0; } //hack to make apple not complain glGetError(); stop_glerror(); } BOOL LLGLSLShader::createShader(vector * attributes, vector * uniforms, U32 varying_count, const char** varyings) { sInstances.insert(this); //reloading, reset matrix hash values for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i) { mMatHash[i] = 0xFFFFFFFF; } mLightHash = 0xFFFFFFFF; llassert_always(!mShaderFiles.empty()); BOOL success = TRUE; // Create program mProgramObject = glCreateProgramObjectARB(); #if LL_DARWIN // work-around missing mix(vec3,vec3,bvec3) mDefines["OLD_SELECT"] = "1"; #endif //compile new source vector< pair >::iterator fileIter = mShaderFiles.begin(); for ( ; fileIter != mShaderFiles.end(); fileIter++ ) { GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, &mDefines, mFeatures.mIndexedTextureChannels); LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL; if (shaderhandle > 0) { attachObject(shaderhandle); } else { success = FALSE; } } // Attach existing objects if (!LLShaderMgr::instance()->attachShaderFeatures(this)) { return FALSE; } if (gGLManager.mGLSLVersionMajor < 2 && gGLManager.mGLSLVersionMinor < 3) { //indexed texture rendering requires GLSL 1.3 or later //attachShaderFeatures may have set the number of indexed texture channels, so set to 1 again mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1); } #ifdef GL_INTERLEAVED_ATTRIBS if (varying_count > 0 && varyings) { glTransformFeedbackVaryings(mProgramObject, varying_count, varyings, GL_INTERLEAVED_ATTRIBS); } #endif // Map attributes and uniforms if (success) { success = mapAttributes(attributes); } if (success) { success = mapUniforms(uniforms); } if( !success ) { LL_WARNS("ShaderLoading") << "Failed to link shader: " << mName << LL_ENDL; // Try again using a lower shader level; if (mShaderLevel > 0) { LL_WARNS("ShaderLoading") << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL; mShaderLevel--; return createShader(attributes,uniforms); } } else if (mFeatures.mIndexedTextureChannels > 0) { //override texture channels for indexed texture rendering bind(); S32 channel_count = mFeatures.mIndexedTextureChannels; for (S32 i = 0; i < channel_count; i++) { uniform1i(llformat("tex%d", i), i); } S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten for (U32 i = 0; i < mTexture.size(); i++) { if (mTexture[i] > -1 && mTexture[i] < channel_count) { llassert(cur_tex < gGLManager.mNumTextureImageUnits); uniform1i(i, cur_tex); mTexture[i] = cur_tex++; } } unbind(); } return success; } BOOL LLGLSLShader::attachObject(std::string object) { if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0) { stop_glerror(); glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object]); stop_glerror(); return TRUE; } else { LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL; return FALSE; } } void LLGLSLShader::attachObject(GLhandleARB object) { if (object != 0) { stop_glerror(); glAttachObjectARB(mProgramObject, object); stop_glerror(); } else { LL_WARNS("ShaderLoading") << "Attempting to attach non existing shader object. " << LL_ENDL; } } void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count) { for (S32 i = 0; i < count; i++) { attachObject(objects[i]); } } BOOL LLGLSLShader::mapAttributes(const vector * attributes) { //before linking, make sure reserved attributes always have consistent locations for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++) { const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str(); glBindAttribLocationARB(mProgramObject, i, (const GLcharARB *) name); } //link the program BOOL res = link(); mAttribute.clear(); U32 numAttributes = (attributes == NULL) ? 0 : attributes->size(); mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, -1); if (res) { //read back channel locations mAttributeMask = 0; //read back reserved channels first for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++) { const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str(); S32 index = glGetAttribLocationARB(mProgramObject, (const GLcharARB *)name); if (index != -1) { mAttribute[i] = index; mAttributeMask |= 1 << i; LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL; } } if (attributes != NULL) { for (U32 i = 0; i < numAttributes; i++) { const char* name = (*attributes)[i].c_str(); S32 index = glGetAttribLocationARB(mProgramObject, name); if (index != -1) { mAttribute[LLShaderMgr::instance()->mReservedAttribs.size() + i] = index; LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL; } } } return TRUE; } return FALSE; } void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) { if (index == -1) { return; } GLenum type; GLsizei length; GLint size = -1; char name[1024]; /* Flawfinder: ignore */ name[0] = 0; glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name); #if !LL_DARWIN if (size > 0) { switch(type) { case GL_FLOAT_VEC2: size *= 2; break; case GL_FLOAT_VEC3: size *= 3; break; case GL_FLOAT_VEC4: size *= 4; break; case GL_DOUBLE: size *= 2; break; case GL_DOUBLE_VEC2: size *= 2; break; case GL_DOUBLE_VEC3: size *= 6; break; case GL_DOUBLE_VEC4: size *= 8; break; case GL_INT_VEC2: size *= 2; break; case GL_INT_VEC3: size *= 3; break; case GL_INT_VEC4: size *= 4; break; case GL_UNSIGNED_INT_VEC2: size *= 2; break; case GL_UNSIGNED_INT_VEC3: size *= 3; break; case GL_UNSIGNED_INT_VEC4: size *= 4; break; case GL_BOOL_VEC2: size *= 2; break; case GL_BOOL_VEC3: size *= 3; break; case GL_BOOL_VEC4: size *= 4; break; case GL_FLOAT_MAT2: size *= 4; break; case GL_FLOAT_MAT3: size *= 9; break; case GL_FLOAT_MAT4: size *= 16; break; case GL_FLOAT_MAT2x3: size *= 6; break; case GL_FLOAT_MAT2x4: size *= 8; break; case GL_FLOAT_MAT3x2: size *= 6; break; case GL_FLOAT_MAT3x4: size *= 12; break; case GL_FLOAT_MAT4x2: size *= 8; break; case GL_FLOAT_MAT4x3: size *= 12; break; case GL_DOUBLE_MAT2: size *= 8; break; case GL_DOUBLE_MAT3: size *= 18; break; case GL_DOUBLE_MAT4: size *= 32; break; case GL_DOUBLE_MAT2x3: size *= 12; break; case GL_DOUBLE_MAT2x4: size *= 16; break; case GL_DOUBLE_MAT3x2: size *= 12; break; case GL_DOUBLE_MAT3x4: size *= 24; break; case GL_DOUBLE_MAT4x2: size *= 16; break; case GL_DOUBLE_MAT4x3: size *= 24; break; } mTotalUniformSize += size; } #endif S32 location = glGetUniformLocationARB(mProgramObject, name); if (location != -1) { //chop off "[0]" so we can always access the first element //of an array by the array name char* is_array = strstr(name, "[0]"); if (is_array) { is_array[0] = 0; } mUniformMap[name] = location; mUniformNameMap[location] = name; LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL; //find the index of this uniform for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++) { if ( (mUniform[i] == -1) && (LLShaderMgr::instance()->mReservedUniforms[i] == name)) { //found it mUniform[i] = location; mTexture[i] = mapUniformTextureChannel(location, type); return; } } if (uniforms != NULL) { for (U32 i = 0; i < uniforms->size(); i++) { if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1) && ((*uniforms)[i] == name)) { //found it mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location; mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type); return; } } } } } void LLGLSLShader::addPermutation(std::string name, std::string value) { mDefines[name] = value; } void LLGLSLShader::removePermutation(std::string name) { mDefines[name].erase(); } GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type) { if ((type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) || type == GL_SAMPLER_2D_MULTISAMPLE) { //this here is a texture glUniform1iARB(location, mActiveTextureChannels); LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL; return mActiveTextureChannels++; } return -1; } BOOL LLGLSLShader::mapUniforms(const vector * uniforms) { BOOL res = TRUE; mTotalUniformSize = 0; mActiveTextureChannels = 0; mUniform.clear(); mUniformMap.clear(); mUniformNameMap.clear(); mTexture.clear(); mValue.clear(); //initialize arrays U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size(); mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1); mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1); bind(); //get the number of active uniforms GLint activeCount; glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount); for (S32 i = 0; i < activeCount; i++) { mapUniform(i, uniforms); } unbind(); LL_DEBUGS("ShaderLoading") << "Total Uniform Size: " << mTotalUniformSize << llendl; return res; } BOOL LLGLSLShader::link(BOOL suppress_errors) { return LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors); } void LLGLSLShader::bind() { gGL.flush(); if (gGLManager.mHasShaderObjects) { LLVertexBuffer::unbind(); glUseProgramObjectARB(mProgramObject); sCurBoundShader = mProgramObject; sCurBoundShaderPtr = this; if (mUniformsDirty) { LLShaderMgr::instance()->updateShaderUniforms(this); mUniformsDirty = FALSE; } } } void LLGLSLShader::unbind() { gGL.flush(); if (gGLManager.mHasShaderObjects) { stop_glerror(); if (gGLManager.mIsNVIDIA) { for (U32 i = 0; i < mAttribute.size(); ++i) { vertexAttrib4f(i, 0,0,0,1); stop_glerror(); } } LLVertexBuffer::unbind(); glUseProgramObjectARB(0); sCurBoundShader = 0; sCurBoundShaderPtr = NULL; stop_glerror(); } } void LLGLSLShader::bindNoShader(void) { LLVertexBuffer::unbind(); if (gGLManager.mHasShaderObjects) { glUseProgramObjectARB(0); sCurBoundShader = 0; sCurBoundShaderPtr = NULL; } } S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LLTexUnit::eTextureType mode) { S32 channel = 0; channel = getUniformLocation(uniform); return bindTexture(channel, texture, mode); } S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode) { if (uniform < 0 || uniform >= (S32)mTexture.size()) { UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; return -1; } uniform = mTexture[uniform]; if (uniform > -1) { gGL.getTexUnit(uniform)->bind(texture, mode); } return uniform; } S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureType mode) { S32 channel = 0; channel = getUniformLocation(uniform); return unbindTexture(channel); } S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode) { if (uniform < 0 || uniform >= (S32)mTexture.size()) { UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; return -1; } uniform = mTexture[uniform]; if (uniform > -1) { gGL.getTexUnit(uniform)->unbind(mode); } return uniform; } S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode) { if (uniform < 0 || uniform >= (S32)mTexture.size()) { UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; return -1; } S32 index = mTexture[uniform]; if (index != -1) { gGL.getTexUnit(index)->activate(); gGL.getTexUnit(index)->enable(mode); } return index; } S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode) { if (uniform < 0 || uniform >= (S32)mTexture.size()) { UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; return -1; } S32 index = mTexture[uniform]; if (index != -1 && gGL.getTexUnit(index)->getCurrType() != LLTexUnit::TT_NONE) { if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode) { if (gDebugSession) { gFailLog << "Texture channel " << index << " texture type corrupted." << std::endl; ll_fail("LLGLSLShader::disableTexture failed"); } else { llerrs << "Texture channel " << index << " texture type corrupted." << llendl; } } gGL.getTexUnit(index)->disable(); } return index; } void LLGLSLShader::uniform1i(U32 index, GLint x) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); if (iter == mValue.end() || iter->second.mV[0] != x) { glUniform1iARB(mUniform[index], x); mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f); } } } } void LLGLSLShader::uniform1f(U32 index, GLfloat x) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); if (iter == mValue.end() || iter->second.mV[0] != x) { glUniform1fARB(mUniform[index], x); mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f); } } } } void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); LLVector4 vec(x,y,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform2fARB(mUniform[index], x, y); mValue[mUniform[index]] = vec; } } } } void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); LLVector4 vec(x,y,z,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform3fARB(mUniform[index], x, y, z); mValue[mUniform[index]] = vec; } } } } void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); LLVector4 vec(x,y,z,w); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform4fARB(mUniform[index], x, y, z, w); mValue[mUniform[index]] = vec; } } } } void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); LLVector4 vec(v[0],0.f,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { glUniform1ivARB(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } } } void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); LLVector4 vec(v[0],0.f,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { glUniform1fvARB(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } } } void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); LLVector4 vec(v[0],v[1],0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { glUniform2fvARB(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } } } void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); LLVector4 vec(v[0],v[1],v[2],0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { glUniform3fvARB(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } } } void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { std::map::iterator iter = mValue.find(mUniform[index]); LLVector4 vec(v[0],v[1],v[2],v[3]); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { glUniform4fvARB(mUniform[index], count, v); mValue[mUniform[index]] = vec; } } } } void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { glUniformMatrix2fvARB(mUniform[index], count, transpose, v); } } } void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { glUniformMatrix3fvARB(mUniform[index], count, transpose, v); } } } void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) { if (mProgramObject > 0) { if (mUniform.size() <= index) { UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; return; } if (mUniform[index] >= 0) { glUniformMatrix4fvARB(mUniform[index], count, transpose, v); } } } GLint LLGLSLShader::getUniformLocation(const string& uniform) { GLint ret = -1; if (mProgramObject > 0) { std::map::iterator iter = mUniformMap.find(uniform); if (iter != mUniformMap.end()) { if (gDebugGL) { stop_glerror(); if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.c_str())) { llerrs << "Uniform does not match." << llendl; } stop_glerror(); } ret = iter->second; } } return ret; } GLint LLGLSLShader::getUniformLocation(U32 index) { GLint ret = -1; if (mProgramObject > 0) { llassert(index < mUniform.size()); return mUniform[index]; } return ret; } GLint LLGLSLShader::getAttribLocation(U32 attrib) { if (attrib < mAttribute.size()) { return mAttribute[attrib]; } else { return -1; } } void LLGLSLShader::uniform1i(const string& uniform, GLint v) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(v,0.f,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform1iARB(location, v); mValue[location] = vec; } } } void LLGLSLShader::uniform2i(const string& uniform, GLint i, GLint j) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(i,j,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform2iARB(location, i, j); mValue[location] = vec; } } } void LLGLSLShader::uniform1f(const string& uniform, GLfloat v) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(v,0.f,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform1fARB(location, v); mValue[location] = vec; } } } void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(x,y,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform2fARB(location, x,y); mValue[location] = vec; } } } void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloat z) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(x,y,z,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform3fARB(location, x,y,z); mValue[location] = vec; } } } void LLGLSLShader::uniform4f(const string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(x,y,z,w); if (iter == mValue.end() || shouldChange(iter->second,vec)) { glUniform4fARB(location, x,y,z,w); mValue[location] = vec; } } } void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(v[0],0.f,0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { glUniform1fvARB(location, count, v); mValue[location] = vec; } } } void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(v[0],v[1],0.f,0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { glUniform2fvARB(location, count, v); mValue[location] = vec; } } } void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); if (location >= 0) { std::map::iterator iter = mValue.find(location); LLVector4 vec(v[0],v[1],v[2],0.f); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { glUniform3fvARB(location, count, v); mValue[location] = vec; } } } void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); if (location >= 0) { LLVector4 vec(v); std::map::iterator iter = mValue.find(location); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { stop_glerror(); glUniform4fvARB(location, count, v); stop_glerror(); mValue[location] = vec; } } } void LLGLSLShader::uniformMatrix2fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) { GLint location = getUniformLocation(uniform); if (location >= 0) { glUniformMatrix2fvARB(location, count, transpose, v); } } void LLGLSLShader::uniformMatrix3fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) { GLint location = getUniformLocation(uniform); if (location >= 0) { glUniformMatrix3fvARB(location, count, transpose, v); } } void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) { GLint location = getUniformLocation(uniform); if (location >= 0) { stop_glerror(); glUniformMatrix4fvARB(location, count, transpose, v); stop_glerror(); } } void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { if (mAttribute[index] > 0) { glVertexAttrib4fARB(mAttribute[index], x, y, z, w); } } void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v) { if (mAttribute[index] > 0) { glVertexAttrib4fvARB(mAttribute[index], v); } } void LLGLSLShader::setMinimumAlpha(F32 minimum) { gGL.flush(); uniform1f(LLShaderMgr::MINIMUM_ALPHA, minimum); }