/** * @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; //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 //=============================== LLGLSLShader::LLGLSLShader() : mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE) { } void LLGLSLShader::unload() { stop_glerror(); mAttribute.clear(); mTexture.clear(); mUniform.clear(); mShaderFiles.clear(); if (mProgramObject) { GLhandleARB obj[1024]; GLsizei count; glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj); for (GLsizei i = 0; i < count; i++) { if (glIsProgramARB(obj[i])) { glDeleteObjectARB(obj[i]); } } glDeleteObjectARB(mProgramObject); mProgramObject = 0; } //hack to make apple not complain glGetError(); stop_glerror(); } BOOL LLGLSLShader::createShader(vector * attributes, vector * uniforms) { //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(); //compile new source vector< pair >::iterator fileIter = mShaderFiles.begin(); for ( ; fileIter != mShaderFiles.end(); fileIter++ ) { GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, 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); } // 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 //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; 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; char name[1024]; /* Flawfinder: ignore */ name[0] = 0; glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name); 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; 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; } } } } } 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; mActiveTextureChannels = 0; mUniform.clear(); mUniformMap.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(); 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::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::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); }