/** * @file llshadermgr.cpp * @brief Shader manager implementation. * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * 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 "llshadermgr.h" #include "llrender.h" #include "llfile.h" #include "lldir.h" #include "llsdutil.h" #include "llsdserialize.h" #include "hbxxh.h" #if LL_DARWIN #include "OpenGL/OpenGL.h" #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; LLShaderMgr * LLShaderMgr::sInstance = NULL; LLShaderMgr::LLShaderMgr() { } LLShaderMgr::~LLShaderMgr() { } // static LLShaderMgr * LLShaderMgr::instance() { if(NULL == sInstance) { LL_ERRS("Shaders") << "LLShaderMgr should already have been instantiated by the application!" << LL_ENDL; } return sInstance; } bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { llassert_always(shader != NULL); LLShaderFeatures *features = & shader->mFeatures; if (features->attachNothing) { return true; } ////////////////////////////////////// // Attach Vertex Shader Features First ////////////////////////////////////// // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl")) { return false; } } if (features->calculatesLighting || features->calculatesAtmospherics) { if (!shader->attachVertexObject("windlight/atmosphericsHelpersV.glsl")) { return false; } } if (features->calculatesLighting) { if (features->isSpecular) { if (!shader->attachVertexObject("lighting/lightFuncSpecularV.glsl")) { return false; } if (!features->isAlphaLighting) { if (!shader->attachVertexObject("lighting/sumLightsSpecularV.glsl")) { return false; } } if (!shader->attachVertexObject("lighting/lightSpecularV.glsl")) { return false; } } else { if (!shader->attachVertexObject("lighting/lightFuncV.glsl")) { return false; } if (!features->isAlphaLighting) { if (!shader->attachVertexObject("lighting/sumLightsV.glsl")) { return false; } } if (!shader->attachVertexObject("lighting/lightV.glsl")) { return false; } } } // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { if (!shader->attachVertexObject("environment/srgbF.glsl")) // NOTE -- "F" suffix is superfluous here, there is nothing fragment specific in srgbF { return false; } if (!shader->attachVertexObject("windlight/atmosphericsFuncs.glsl")) { return false; } if (!shader->attachVertexObject("windlight/atmosphericsV.glsl")) { return false; } } if (features->hasSkinning) { if (!shader->attachVertexObject("avatar/avatarSkinV.glsl")) { return false; } } if (features->hasObjectSkinning) { shader->mRiggedVariant = shader; if (!shader->attachVertexObject("avatar/objectSkinV.glsl")) { return false; } } if (!shader->attachVertexObject("deferred/textureUtilV.glsl")) { return false; } /////////////////////////////////////// // Attach Fragment Shader Features Next /////////////////////////////////////// // NOTE order of shader object attaching is VERY IMPORTANT!!! if (!shader->attachFragmentObject("deferred/globalF.glsl")) { return false; } if (features->hasSrgb || features->hasAtmospherics || features->calculatesAtmospherics || features->isDeferred) { if (!shader->attachFragmentObject("environment/srgbF.glsl")) { return false; } } if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred) { if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl")) { return false; } } if (features->calculatesLighting || features->calculatesAtmospherics) { if (!shader->attachFragmentObject("windlight/atmosphericsHelpersF.glsl")) { return false; } } // we want this BEFORE shadows and AO because those facilities use pos/norm access if (features->isDeferred || features->hasReflectionProbes) { if (!shader->attachFragmentObject("deferred/deferredUtil.glsl")) { return false; } } if (features->hasScreenSpaceReflections || features->hasReflectionProbes) { if (!shader->attachFragmentObject("deferred/screenSpaceReflUtil.glsl")) { return false; } } if (features->hasShadows) { if (!shader->attachFragmentObject("deferred/shadowUtil.glsl")) { return false; } } if (features->hasReflectionProbes) { if (!shader->attachFragmentObject("deferred/reflectionProbeF.glsl")) { return false; } } if (features->hasAmbientOcclusion) { if (!shader->attachFragmentObject("deferred/aoUtil.glsl")) { return false; } } if (features->hasGamma || features->isDeferred) { if (!shader->attachFragmentObject("windlight/gammaF.glsl")) { return false; } } if (features->hasAtmospherics || features->isDeferred) { if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) { return false; } if (!shader->attachFragmentObject("windlight/atmosphericsF.glsl")) { return false; } } if (features->isPBRTerrain) { if (!shader->attachFragmentObject("deferred/pbrterrainUtilF.glsl")) { return false; } } // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->hasAtmospherics) { if (!shader->attachFragmentObject("environment/waterFogF.glsl")) { return false; } } if (features->hasLighting) { if (features->mIndexedTextureChannels <= 1) { if (features->hasAlphaMask) { if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl")) { return false; } } else { if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl")) { return false; } } } else { if (features->hasAlphaMask) { if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl")) { return false; } } else { if (!shader->attachFragmentObject("lighting/lightF.glsl")) { return false; } } shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels, 1); } } if (features->mIndexedTextureChannels <= 1) { if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl")) { return false; } } else { if (!shader->attachVertexObject("objects/indexedTextureV.glsl")) { return false; } } return true; } //============================================================================ // Load Shader static std::string get_shader_log(GLuint ret) { std::string res; //get log length GLint length; glGetShaderiv(ret, GL_INFO_LOG_LENGTH, &length); if (length > 0) { //the log could be any size, so allocate appropriately GLchar* log = new GLchar[length]; glGetShaderInfoLog(ret, length, &length, log); res = std::string((char *)log); delete[] log; } return res; } static std::string get_program_log(GLuint ret) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; std::string res; //get log length GLint length; glGetProgramiv(ret, GL_INFO_LOG_LENGTH, &length); if (length > 0) { //the log could be any size, so allocate appropriately GLchar* log = new GLchar[length]; glGetProgramInfoLog(ret, length, &length, log); res = std::string((char*)log); delete[] log; } return res; } // get the info log for the given object, be it a shader or program object // NOTE: ret MUST be a shader OR a program object static std::string get_object_log(GLuint ret) { if (glIsProgram(ret)) { return get_program_log(ret); } else { llassert(glIsShader(ret)); return get_shader_log(ret); } } //dump shader source for debugging void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text) { char num_str[16]; // U32 = max 10 digits LL_SHADER_LOADING_WARNS() << "\n"; for (U32 i = 0; i < shader_code_count; i++) { snprintf(num_str, sizeof(num_str), "%4d: ", i+1); std::string line_number(num_str); LL_CONT << line_number << shader_code_text[i]; } LL_CONT << LL_ENDL; } void LLShaderMgr::dumpObjectLog(GLuint ret, bool warns, const std::string& filename) { std::string log; log = get_object_log(ret); std::string fname = filename; if (filename.empty()) { fname = "unknown shader file"; } if (log.length() > 0) { LL_SHADER_LOADING_WARNS() << "Shader loading from " << fname << LL_ENDL; LL_SHADER_LOADING_WARNS() << "\n" << log << LL_ENDL; } } GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map* defines, S32 texture_index_channels) { // endsure work-around for missing GLSL funcs gets propogated to feature shader files (e.g. srgbF.glsl) #if LL_DARWIN if (defines) { (*defines)["OLD_SELECT"] = "1"; } #endif GLenum error = GL_NO_ERROR; error = glGetError(); if (error != GL_NO_ERROR) { LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << " for file: " << filename << LL_ENDL; } if (filename.empty()) { return 0; } //read in from file LLFILE* file = NULL; S32 try_gpu_class = shader_level; S32 gpu_class; std::string open_file_name; #if 0 // WIP -- try to come up with a way to fallback to an error shader without needing debug stubs all over the place in the shader tree if (shader_level == -1) { // use "error" fallback if (type == GL_VERTEX_SHADER) { open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorV.glsl"); } else { llassert(type == GL_FRAGMENT_SHADER); // type must be vertex or fragment shader open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorF.glsl"); } file = LLFile::fopen(open_file_name, "r"); } else #endif { //find the most relevant file for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--) { //search from the current gpu class down to class 1 to find the most relevant shader std::stringstream fname; fname << getShaderDirPrefix(); fname << gpu_class << "/" << filename; open_file_name = fname.str(); /* Would be awesome, if we didn't have shaders that re-use files with different environments to say, add skinning, etc can't depend on cached version to have evaluate ifdefs identically... if we can define a deterministic hash for the shader based on all the inputs, maybe we can save some time here. if (mShaderObjects.count(filename) > 0) { return mShaderObjects[filename]; } */ LL_DEBUGS("ShaderLoading") << "Looking in " << open_file_name << LL_ENDL; file = LLFile::fopen(open_file_name, "r"); /* Flawfinder: ignore */ if (file) { LL_DEBUGS("ShaderLoading") << "Loading file: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL; break; // done } } } if (file == NULL) { LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << open_file_name << LL_ENDL; return 0; } //we can't have any lines longer than 1024 characters //or any shaders longer than 4096 lines... deal - DaveP GLchar buff[1024]; GLchar *extra_code_text[1024]; GLchar *shader_code_text[4096 + LL_ARRAY_SIZE(extra_code_text)] = { NULL }; GLuint extra_code_count = 0, shader_code_count = 0; BOOST_STATIC_ASSERT(LL_ARRAY_SIZE(extra_code_text) < LL_ARRAY_SIZE(shader_code_text)); S32 major_version = gGLManager.mGLSLVersionMajor; S32 minor_version = gGLManager.mGLSLVersionMinor; if (major_version == 1 && minor_version < 30) { llassert(false); // GL 3.1 or later required } else { if (major_version >= 4) { //set version to 400 or 420 if (minor_version >= 20) { shader_code_text[shader_code_count++] = strdup("#version 420\n"); } else { shader_code_text[shader_code_count++] = strdup("#version 400\n"); } } else if (major_version == 3) { if (minor_version < 10) { shader_code_text[shader_code_count++] = strdup("#version 300\n"); } else if (minor_version <= 19) { shader_code_text[shader_code_count++] = strdup("#version 310\n"); } else if (minor_version <= 29) { shader_code_text[shader_code_count++] = strdup("#version 320\n"); } else { shader_code_text[shader_code_count++] = strdup("#version 330\n"); } } else { if (type == GL_GEOMETRY_SHADER) { //set version to 1.50 shader_code_text[shader_code_count++] = strdup("#version 150\n"); //some implementations of GLSL 1.30 require integer precision be explicitly declared extra_code_text[extra_code_count++] = strdup("precision mediump int;\n"); extra_code_text[extra_code_count++] = strdup("precision highp float;\n"); } else { //set version to 1.40 shader_code_text[shader_code_count++] = strdup("#version 140\n"); //some implementations of GLSL 1.30 require integer precision be explicitly declared extra_code_text[extra_code_count++] = strdup("precision mediump int;\n"); extra_code_text[extra_code_count++] = strdup("precision highp float;\n"); } } extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n"); } // Use alpha float to store bit flags // See: C++: addDeferredAttachment(), shader: frag_data[2] extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n"); // atmo kill extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n"); // bit 0 extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_PBR 0.67\n"); // bit 1 extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_HDRI 1.0\n"); // bit 2 extra_code_text[extra_code_count++] = strdup("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)< 0.1)\n"); if (defines) { for (auto iter = defines->begin(); iter != defines->end(); ++iter) { std::string define = "#define " + iter->first + " " + iter->second + "\n"; extra_code_text[extra_code_count++] = (GLchar *) strdup(define.c_str()); } } if( gGLManager.mIsAMD ) { extra_code_text[extra_code_count++] = strdup( "#define IS_AMD_CARD 1\n" ); } if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER) { //use specified number of texture channels for indexed texture rendering /* prepend shader code that looks like this: uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; . . . uniform sampler2D texN; flat in int vary_texture_index; vec4 ret = vec4(1,0,1,1); vec4 diffuseLookup(vec2 texcoord) { switch (vary_texture_index) { case 0: ret = texture(tex0, texcoord); break; case 1: ret = texture(tex1, texcoord); break; case 2: ret = texture(tex2, texcoord); break; . . . case N: return texture(texN, texcoord); break; } return ret; } */ extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP\n"); //uniform declartion for (S32 i = 0; i < texture_index_channels; ++i) { std::string decl = llformat("uniform sampler2D tex%d;\n", i); extra_code_text[extra_code_count++] = strdup(decl.c_str()); } if (texture_index_channels > 1) { extra_code_text[extra_code_count++] = strdup("flat in int vary_texture_index;\n"); } extra_code_text[extra_code_count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); extra_code_text[extra_code_count++] = strdup("{\n"); if (texture_index_channels == 1) { //don't use flow control, that's silly extra_code_text[extra_code_count++] = strdup("return texture(tex0, texcoord);\n"); extra_code_text[extra_code_count++] = strdup("}\n"); } else if (major_version > 1 || minor_version >= 30) { //switches are supported in GLSL 1.30 and later if (gGLManager.mIsNVIDIA) { //switches are unreliable on some NVIDIA drivers for (S32 i = 0; i < texture_index_channels; ++i) { std::string if_string = llformat("\t%sif (vary_texture_index == %d) { return texture(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i); extra_code_text[extra_code_count++] = strdup(if_string.c_str()); } extra_code_text[extra_code_count++] = strdup("\treturn vec4(1,0,1,1);\n"); extra_code_text[extra_code_count++] = strdup("}\n"); } else { extra_code_text[extra_code_count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n"); extra_code_text[extra_code_count++] = strdup("\tswitch (vary_texture_index)\n"); extra_code_text[extra_code_count++] = strdup("\t{\n"); //switch body for (S32 i = 0; i < texture_index_channels; ++i) { std::string case_str = llformat("\t\tcase %d: return texture(tex%d, texcoord);\n", i, i); extra_code_text[extra_code_count++] = strdup(case_str.c_str()); } extra_code_text[extra_code_count++] = strdup("\t}\n"); extra_code_text[extra_code_count++] = strdup("\treturn ret;\n"); extra_code_text[extra_code_count++] = strdup("}\n"); } } else { //should never get here. Indexed texture rendering requires GLSL 1.30 or later // (for passing integers between vertex and fragment shaders) LL_ERRS() << "Indexed texture rendering requires GLSL 1.30 or later." << LL_ENDL; } } //copy file into memory enum { flag_write_to_out_of_extra_block_area = 0x01 , flag_extra_block_marker_was_found = 0x02 }; unsigned char flags = flag_write_to_out_of_extra_block_area; GLuint out_of_extra_block_counter = 0, start_shader_code = shader_code_count, file_lines_count = 0; #define TOUCH_SHADERS 0 #if TOUCH_SHADERS const char* marker = "// touched"; bool touched = false; #endif while(NULL != fgets((char *)buff, 1024, file) && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text))) { file_lines_count++; bool extra_block_area_found = NULL != strstr((const char*)buff, "[EXTRA_CODE_HERE]"); #if TOUCH_SHADERS if (NULL != strstr((const char*)buff, marker)) { touched = true; } #endif if(extra_block_area_found && !(flag_extra_block_marker_was_found & flags)) { if(!(flag_write_to_out_of_extra_block_area & flags)) { //shift for(GLuint to = start_shader_code, from = extra_code_count + start_shader_code; from < shader_code_count; ++to, ++from) { shader_code_text[to] = shader_code_text[from]; } shader_code_count -= extra_code_count; } //copy extra code for(GLuint n = 0; n < extra_code_count && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)); ++n) { shader_code_text[shader_code_count++] = extra_code_text[n]; } extra_code_count = 0; flags &= ~flag_write_to_out_of_extra_block_area; flags |= flag_extra_block_marker_was_found; } else { shader_code_text[shader_code_count] = (GLchar *)strdup((char *)buff); if(flag_write_to_out_of_extra_block_area & flags) { shader_code_text[extra_code_count + start_shader_code + out_of_extra_block_counter] = shader_code_text[shader_code_count]; out_of_extra_block_counter++; if(out_of_extra_block_counter == extra_code_count) { shader_code_count += extra_code_count; flags &= ~flag_write_to_out_of_extra_block_area; } } ++shader_code_count; } } //while if(!(flag_extra_block_marker_was_found & flags)) { for(GLuint n = start_shader_code; n < extra_code_count + start_shader_code; ++n) { shader_code_text[n] = extra_code_text[n - start_shader_code]; } if (file_lines_count < extra_code_count) { shader_code_count += extra_code_count; } extra_code_count = 0; } #if TOUCH_SHADERS if (!touched) { fprintf(file, "\n%s\n", marker); } #endif fclose(file); //create shader object GLuint ret = glCreateShader(type); error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShader: " << error << " for file: " << open_file_name << LL_ENDL; if (ret) { glDeleteShader(ret); //no longer need handle ret = 0; } } //load source if (ret) { glShaderSource(ret, shader_code_count, (const GLchar**)shader_code_text, NULL); error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSource: " << error << " for file: " << open_file_name << LL_ENDL; glDeleteShader(ret); //no longer need handle ret = 0; } } //compile source if (ret) { glCompileShader(ret); error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShader: " << error << " for file: " << open_file_name << LL_ENDL; glDeleteShader(ret); //no longer need handle ret = 0; } } if (error == GL_NO_ERROR) { //check for errors GLint success = GL_TRUE; glGetShaderiv(ret, GL_COMPILE_STATUS, &success); error = glGetError(); if (error != GL_NO_ERROR || success == GL_FALSE) { //an error occured, print log LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL; dumpObjectLog(ret, true, open_file_name); dumpShaderSource(shader_code_count, shader_code_text); glDeleteShader(ret); //no longer need handle ret = 0; } } else { ret = 0; } stop_glerror(); //free memory for (GLuint i = 0; i < shader_code_count; i++) { free(shader_code_text[i]); } //successfully loaded, save results if (ret) { // Add shader file to map if (type == GL_VERTEX_SHADER) { mVertexShaderObjects[filename] = ret; } else if (type == GL_FRAGMENT_SHADER) { mFragmentShaderObjects[filename] = ret; } shader_level = try_gpu_class; } else { if (shader_level > 1) { shader_level--; return loadShaderFile(filename, shader_level, type, defines, texture_index_channels); } LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL; } return ret; } bool LLShaderMgr::linkProgramObject(GLuint obj, bool suppress_errors) { //check for errors { LL_PROFILE_ZONE_NAMED_CATEGORY_SHADER("glLinkProgram"); glLinkProgram(obj); } GLint success = GL_TRUE; { LL_PROFILE_ZONE_NAMED_CATEGORY_SHADER("glsl check link status"); glGetProgramiv(obj, GL_LINK_STATUS, &success); if (!suppress_errors && success == GL_FALSE) { //an error occured, print log LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL; dumpObjectLog(obj, true, "linker"); return success; } } std::string log = get_program_log(obj); LLStringUtil::toLower(log); if (log.find("software") != std::string::npos) { LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL; success = GL_FALSE; suppress_errors = false; } return success; } bool LLShaderMgr::validateProgramObject(GLuint obj) { //check program validity against current GL glValidateProgram(obj); GLint success = GL_TRUE; glGetProgramiv(obj, GL_LINK_STATUS, &success); if (success == GL_FALSE) { LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL; dumpObjectLog(obj); } else { dumpObjectLog(obj, false); } return success; } void LLShaderMgr::initShaderCache(bool enabled, const LLUUID& old_cache_version, const LLUUID& current_cache_version) { LL_INFOS() << "Initializing shader cache" << LL_ENDL; mShaderCacheEnabled = gGLManager.mGLVersion >= 4.09 && enabled; if(!mShaderCacheEnabled || mShaderCacheInitialized) return; mShaderCacheInitialized = true; mShaderCacheDir = gDirUtilp->getExpandedFilename(LL_PATH_CACHE, "shader_cache"); LLFile::mkdir(mShaderCacheDir); { std::string meta_out_path = gDirUtilp->add(mShaderCacheDir, "shaderdata.llsd"); if (gDirUtilp->fileExists(meta_out_path)) { LL_INFOS() << "Loading shader cache metadata" << LL_ENDL; llifstream instream(meta_out_path); LLSD in_data; LLSDSerialize::fromNotation(in_data, instream, LLSDSerialize::SIZE_UNLIMITED); instream.close(); if (old_cache_version == current_cache_version) { for (const auto& data_pair : llsd::inMap(in_data)) { ProgramBinaryData binary_info = ProgramBinaryData(); binary_info.mBinaryFormat = data_pair.second["binary_format"].asInteger(); binary_info.mBinaryLength = data_pair.second["binary_size"].asInteger(); binary_info.mLastUsedTime = (F32)data_pair.second["last_used"].asReal(); mShaderBinaryCache.insert_or_assign(LLUUID(data_pair.first), binary_info); } } else { LL_INFOS() << "Shader cache version mismatch detected. Purging." << LL_ENDL; clearShaderCache(); } } } } void LLShaderMgr::clearShaderCache() { std::string shader_cache = gDirUtilp->getExpandedFilename(LL_PATH_CACHE, "shader_cache"); LL_INFOS() << "Removing shader cache at " << shader_cache << LL_ENDL; const std::string mask = "*"; gDirUtilp->deleteFilesInDir(shader_cache, mask); mShaderBinaryCache.clear(); } void LLShaderMgr::persistShaderCacheMetadata() { if(!mShaderCacheEnabled) return; LL_INFOS() << "Persisting shader cache metadata to disk" << LL_ENDL; LLSD out = LLSD::emptyMap(); static const F32 LRU_TIME = (60.f * 60.f) * 24.f * 7.f; // 14 days const F32 current_time = (F32)LLTimer::getTotalSeconds(); for (auto it = mShaderBinaryCache.begin(); it != mShaderBinaryCache.end();) { const ProgramBinaryData& shader_metadata = it->second; if ((shader_metadata.mLastUsedTime + LRU_TIME) < current_time) { std::string shader_path = gDirUtilp->add(mShaderCacheDir, it->first.asString() + ".shaderbin"); LLFile::remove(shader_path); it = mShaderBinaryCache.erase(it); } else { LLSD data = LLSD::emptyMap(); data["binary_format"] = LLSD::Integer(shader_metadata.mBinaryFormat); data["binary_size"] = LLSD::Integer(shader_metadata.mBinaryLength); data["last_used"] = LLSD::Real(shader_metadata.mLastUsedTime); out[it->first.asString()] = data; ++it; } } std::string meta_out_path = gDirUtilp->add(mShaderCacheDir, "shaderdata.llsd"); llofstream outstream(meta_out_path); LLSDSerialize::toNotation(out, outstream); outstream.close(); } bool LLShaderMgr::loadCachedProgramBinary(LLGLSLShader* shader) { if (!mShaderCacheEnabled) return false; glProgramParameteri(shader->mProgramObject, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); auto binary_iter = mShaderBinaryCache.find(shader->mShaderHash); if (binary_iter != mShaderBinaryCache.end()) { std::string in_path = gDirUtilp->add(mShaderCacheDir, shader->mShaderHash.asString() + ".shaderbin"); auto& shader_info = binary_iter->second; if (shader_info.mBinaryLength > 0) { std::vector in_data; in_data.resize(shader_info.mBinaryLength); LLUniqueFile filep = LLFile::fopen(in_path, "rb"); if (filep) { size_t result = fread(in_data.data(), sizeof(U8), in_data.size(), filep); filep.close(); if (result == in_data.size()) { GLenum error = glGetError(); // Clear current error glProgramBinary(shader->mProgramObject, shader_info.mBinaryFormat, in_data.data(), shader_info.mBinaryLength); error = glGetError(); GLint success = GL_TRUE; glGetProgramiv(shader->mProgramObject, GL_LINK_STATUS, &success); if (error == GL_NO_ERROR && success == GL_TRUE) { binary_iter->second.mLastUsedTime = (F32)LLTimer::getTotalSeconds(); LL_INFOS() << "Loaded cached binary for shader: " << shader->mName << LL_ENDL; return true; } } } } //an error occured, normally we would print log but in this case it means the shader needs recompiling. LL_INFOS() << "Failed to load cached binary for shader: " << shader->mName << " falling back to compilation" << LL_ENDL; LLFile::remove(in_path); mShaderBinaryCache.erase(binary_iter); } return false; } bool LLShaderMgr::saveCachedProgramBinary(LLGLSLShader* shader) { if (!mShaderCacheEnabled) return true; ProgramBinaryData binary_info = ProgramBinaryData(); glGetProgramiv(shader->mProgramObject, GL_PROGRAM_BINARY_LENGTH, &binary_info.mBinaryLength); if (binary_info.mBinaryLength > 0) { std::vector program_binary; program_binary.resize(binary_info.mBinaryLength); GLenum error = glGetError(); // Clear current error glGetProgramBinary(shader->mProgramObject, static_cast(program_binary.size() * sizeof(U8)), nullptr, &binary_info.mBinaryFormat, program_binary.data()); error = glGetError(); if (error == GL_NO_ERROR) { std::string out_path = gDirUtilp->add(mShaderCacheDir, shader->mShaderHash.asString() + ".shaderbin"); LLUniqueFile outfile = LLFile::fopen(out_path, "wb"); if (outfile) { fwrite(program_binary.data(), sizeof(U8), program_binary.size(), outfile); outfile.close(); binary_info.mLastUsedTime = (F32)LLTimer::getTotalSeconds(); mShaderBinaryCache.insert_or_assign(shader->mShaderHash, binary_info); return true; } } } return false; } //virtual void LLShaderMgr::initAttribsAndUniforms() { //MUST match order of enum in LLVertexBuffer.h mReservedAttribs.push_back("position"); mReservedAttribs.push_back("normal"); mReservedAttribs.push_back("texcoord0"); mReservedAttribs.push_back("texcoord1"); mReservedAttribs.push_back("texcoord2"); mReservedAttribs.push_back("texcoord3"); mReservedAttribs.push_back("diffuse_color"); mReservedAttribs.push_back("emissive"); mReservedAttribs.push_back("tangent"); mReservedAttribs.push_back("weight"); mReservedAttribs.push_back("weight4"); mReservedAttribs.push_back("clothing"); mReservedAttribs.push_back("joint"); mReservedAttribs.push_back("texture_index"); //matrix state mReservedUniforms.push_back("modelview_matrix"); mReservedUniforms.push_back("projection_matrix"); mReservedUniforms.push_back("inv_proj"); mReservedUniforms.push_back("modelview_projection_matrix"); mReservedUniforms.push_back("inv_modelview"); mReservedUniforms.push_back("identity_matrix"); mReservedUniforms.push_back("normal_matrix"); mReservedUniforms.push_back("texture_matrix0"); mReservedUniforms.push_back("texture_matrix1"); mReservedUniforms.push_back("texture_matrix2"); mReservedUniforms.push_back("texture_matrix3"); mReservedUniforms.push_back("object_plane_s"); mReservedUniforms.push_back("object_plane_t"); mReservedUniforms.push_back("texture_base_color_transform"); // (GLTF) mReservedUniforms.push_back("texture_normal_transform"); // (GLTF) mReservedUniforms.push_back("texture_metallic_roughness_transform"); // (GLTF) mReservedUniforms.push_back("texture_occlusion_transform"); // (GLTF) mReservedUniforms.push_back("texture_emissive_transform"); // (GLTF) mReservedUniforms.push_back("base_color_texcoord"); // (GLTF) mReservedUniforms.push_back("emissive_texcoord"); // (GLTF) mReservedUniforms.push_back("normal_texcoord"); // (GLTF) mReservedUniforms.push_back("metallic_roughness_texcoord"); // (GLTF) mReservedUniforms.push_back("occlusion_texcoord"); // (GLTF) mReservedUniforms.push_back("gltf_node_id"); // (GLTF) mReservedUniforms.push_back("gltf_material_id"); // (GLTF) mReservedUniforms.push_back("terrain_texture_transforms"); // (GLTF) llassert(mReservedUniforms.size() == LLShaderMgr::TERRAIN_TEXTURE_TRANSFORMS +1); mReservedUniforms.push_back("viewport"); mReservedUniforms.push_back("light_position"); mReservedUniforms.push_back("light_direction"); mReservedUniforms.push_back("light_attenuation"); mReservedUniforms.push_back("light_deferred_attenuation"); mReservedUniforms.push_back("light_diffuse"); mReservedUniforms.push_back("light_ambient"); mReservedUniforms.push_back("light_count"); mReservedUniforms.push_back("light"); mReservedUniforms.push_back("light_col"); mReservedUniforms.push_back("far_z"); llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1); //NOTE: MUST match order in eGLSLReservedUniforms mReservedUniforms.push_back("proj_mat"); mReservedUniforms.push_back("proj_near"); mReservedUniforms.push_back("proj_p"); mReservedUniforms.push_back("proj_n"); mReservedUniforms.push_back("proj_origin"); mReservedUniforms.push_back("proj_range"); mReservedUniforms.push_back("proj_ambiance"); mReservedUniforms.push_back("proj_shadow_idx"); mReservedUniforms.push_back("shadow_fade"); mReservedUniforms.push_back("proj_focus"); mReservedUniforms.push_back("proj_lod"); mReservedUniforms.push_back("proj_ambient_lod"); llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1); mReservedUniforms.push_back("color"); mReservedUniforms.push_back("emissiveColor"); mReservedUniforms.push_back("metallicFactor"); mReservedUniforms.push_back("roughnessFactor"); mReservedUniforms.push_back("mirror_flag"); mReservedUniforms.push_back("clipPlane"); mReservedUniforms.push_back("clipSign"); mReservedUniforms.push_back("diffuseMap"); mReservedUniforms.push_back("altDiffuseMap"); mReservedUniforms.push_back("specularMap"); mReservedUniforms.push_back("metallicRoughnessMap"); mReservedUniforms.push_back("normalMap"); mReservedUniforms.push_back("occlusionMap"); mReservedUniforms.push_back("emissiveMap"); mReservedUniforms.push_back("bumpMap"); mReservedUniforms.push_back("bumpMap2"); mReservedUniforms.push_back("environmentMap"); mReservedUniforms.push_back("sceneMap"); mReservedUniforms.push_back("sceneDepth"); mReservedUniforms.push_back("reflectionProbes"); mReservedUniforms.push_back("irradianceProbes"); mReservedUniforms.push_back("heroProbes"); mReservedUniforms.push_back("cloud_noise_texture"); mReservedUniforms.push_back("cloud_noise_texture_next"); mReservedUniforms.push_back("lightnorm"); mReservedUniforms.push_back("sunlight_color"); mReservedUniforms.push_back("ambient_color"); mReservedUniforms.push_back("sky_hdr_scale"); mReservedUniforms.push_back("sky_sunlight_scale"); mReservedUniforms.push_back("sky_ambient_scale"); mReservedUniforms.push_back("blue_horizon"); mReservedUniforms.push_back("blue_density"); mReservedUniforms.push_back("haze_horizon"); mReservedUniforms.push_back("haze_density"); mReservedUniforms.push_back("cloud_shadow"); mReservedUniforms.push_back("density_multiplier"); mReservedUniforms.push_back("distance_multiplier"); mReservedUniforms.push_back("max_y"); mReservedUniforms.push_back("glow"); mReservedUniforms.push_back("cloud_color"); mReservedUniforms.push_back("cloud_pos_density1"); mReservedUniforms.push_back("cloud_pos_density2"); mReservedUniforms.push_back("cloud_scale"); mReservedUniforms.push_back("gamma"); mReservedUniforms.push_back("scene_light_strength"); llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1); mReservedUniforms.push_back("center"); mReservedUniforms.push_back("size"); mReservedUniforms.push_back("falloff"); mReservedUniforms.push_back("box_center"); mReservedUniforms.push_back("box_size"); mReservedUniforms.push_back("minLuminance"); mReservedUniforms.push_back("maxExtractAlpha"); mReservedUniforms.push_back("lumWeights"); mReservedUniforms.push_back("warmthWeights"); mReservedUniforms.push_back("warmthAmount"); mReservedUniforms.push_back("glowStrength"); mReservedUniforms.push_back("glowDelta"); mReservedUniforms.push_back("glowNoiseMap"); llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_NOISE_MAP+1); mReservedUniforms.push_back("minimum_alpha"); mReservedUniforms.push_back("emissive_brightness"); // Deferred mReservedUniforms.push_back("shadow_matrix"); mReservedUniforms.push_back("env_mat"); mReservedUniforms.push_back("shadow_clip"); mReservedUniforms.push_back("sun_wash"); mReservedUniforms.push_back("shadow_noise"); mReservedUniforms.push_back("blur_size"); mReservedUniforms.push_back("ssao_radius"); mReservedUniforms.push_back("ssao_max_radius"); mReservedUniforms.push_back("ssao_factor"); mReservedUniforms.push_back("ssao_factor_inv"); mReservedUniforms.push_back("ssao_effect_mat"); mReservedUniforms.push_back("screen_res"); mReservedUniforms.push_back("near_clip"); mReservedUniforms.push_back("shadow_offset"); mReservedUniforms.push_back("shadow_bias"); mReservedUniforms.push_back("spot_shadow_bias"); mReservedUniforms.push_back("spot_shadow_offset"); mReservedUniforms.push_back("sun_dir"); mReservedUniforms.push_back("moon_dir"); mReservedUniforms.push_back("shadow_res"); mReservedUniforms.push_back("proj_shadow_res"); mReservedUniforms.push_back("depth_cutoff"); mReservedUniforms.push_back("norm_cutoff"); mReservedUniforms.push_back("shadow_target_width"); llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH + 1); mReservedUniforms.push_back("iterationCount"); mReservedUniforms.push_back("rayStep"); mReservedUniforms.push_back("distanceBias"); mReservedUniforms.push_back("depthRejectBias"); mReservedUniforms.push_back("glossySampleCount"); mReservedUniforms.push_back("noiseSine"); mReservedUniforms.push_back("adaptiveStepMultiplier"); mReservedUniforms.push_back("modelview_delta"); mReservedUniforms.push_back("inv_modelview_delta"); mReservedUniforms.push_back("cube_snapshot"); mReservedUniforms.push_back("tc_scale"); mReservedUniforms.push_back("rcp_screen_res"); mReservedUniforms.push_back("rcp_frame_opt"); mReservedUniforms.push_back("rcp_frame_opt2"); mReservedUniforms.push_back("focal_distance"); mReservedUniforms.push_back("blur_constant"); mReservedUniforms.push_back("tan_pixel_angle"); mReservedUniforms.push_back("magnification"); mReservedUniforms.push_back("max_cof"); mReservedUniforms.push_back("res_scale"); mReservedUniforms.push_back("dof_width"); mReservedUniforms.push_back("dof_height"); mReservedUniforms.push_back("depthMap"); mReservedUniforms.push_back("shadowMap0"); mReservedUniforms.push_back("shadowMap1"); mReservedUniforms.push_back("shadowMap2"); mReservedUniforms.push_back("shadowMap3"); mReservedUniforms.push_back("shadowMap4"); mReservedUniforms.push_back("shadowMap5"); llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1); mReservedUniforms.push_back("positionMap"); mReservedUniforms.push_back("diffuseRect"); mReservedUniforms.push_back("specularRect"); mReservedUniforms.push_back("emissiveRect"); mReservedUniforms.push_back("exposureMap"); mReservedUniforms.push_back("brdfLut"); mReservedUniforms.push_back("noiseMap"); mReservedUniforms.push_back("lightFunc"); mReservedUniforms.push_back("lightMap"); mReservedUniforms.push_back("bloomMap"); mReservedUniforms.push_back("projectionMap"); mReservedUniforms.push_back("norm_mat"); mReservedUniforms.push_back("specular_color"); mReservedUniforms.push_back("env_intensity"); mReservedUniforms.push_back("matrixPalette"); mReservedUniforms.push_back("translationPalette"); mReservedUniforms.push_back("screenTex"); mReservedUniforms.push_back("screenDepth"); mReservedUniforms.push_back("refTex"); mReservedUniforms.push_back("eyeVec"); mReservedUniforms.push_back("time"); mReservedUniforms.push_back("waveDir1"); mReservedUniforms.push_back("waveDir2"); mReservedUniforms.push_back("lightDir"); mReservedUniforms.push_back("specular"); mReservedUniforms.push_back("lightExp"); mReservedUniforms.push_back("waterFogColor"); mReservedUniforms.push_back("waterFogColorLinear"); mReservedUniforms.push_back("waterFogDensity"); mReservedUniforms.push_back("waterFogKS"); mReservedUniforms.push_back("refScale"); mReservedUniforms.push_back("waterHeight"); mReservedUniforms.push_back("waterPlane"); mReservedUniforms.push_back("normScale"); mReservedUniforms.push_back("fresnelScale"); mReservedUniforms.push_back("fresnelOffset"); mReservedUniforms.push_back("blurMultiplier"); mReservedUniforms.push_back("sunAngle"); mReservedUniforms.push_back("scaledAngle"); mReservedUniforms.push_back("sunAngle2"); mReservedUniforms.push_back("camPosLocal"); mReservedUniforms.push_back("gWindDir"); mReservedUniforms.push_back("gSinWaveParams"); mReservedUniforms.push_back("gGravity"); mReservedUniforms.push_back("detail_0"); mReservedUniforms.push_back("detail_1"); mReservedUniforms.push_back("detail_2"); mReservedUniforms.push_back("detail_3"); mReservedUniforms.push_back("alpha_ramp"); mReservedUniforms.push_back("paint_map"); mReservedUniforms.push_back("detail_0_base_color"); mReservedUniforms.push_back("detail_1_base_color"); mReservedUniforms.push_back("detail_2_base_color"); mReservedUniforms.push_back("detail_3_base_color"); mReservedUniforms.push_back("detail_0_normal"); mReservedUniforms.push_back("detail_1_normal"); mReservedUniforms.push_back("detail_2_normal"); mReservedUniforms.push_back("detail_3_normal"); mReservedUniforms.push_back("detail_0_metallic_roughness"); mReservedUniforms.push_back("detail_1_metallic_roughness"); mReservedUniforms.push_back("detail_2_metallic_roughness"); mReservedUniforms.push_back("detail_3_metallic_roughness"); mReservedUniforms.push_back("detail_0_emissive"); mReservedUniforms.push_back("detail_1_emissive"); mReservedUniforms.push_back("detail_2_emissive"); mReservedUniforms.push_back("detail_3_emissive"); mReservedUniforms.push_back("baseColorFactors"); mReservedUniforms.push_back("metallicFactors"); mReservedUniforms.push_back("roughnessFactors"); mReservedUniforms.push_back("emissiveColors"); mReservedUniforms.push_back("minimum_alphas"); mReservedUniforms.push_back("region_scale"); mReservedUniforms.push_back("origin"); mReservedUniforms.push_back("display_gamma"); mReservedUniforms.push_back("inscatter"); mReservedUniforms.push_back("sun_size"); mReservedUniforms.push_back("fog_color"); mReservedUniforms.push_back("transmittance_texture"); mReservedUniforms.push_back("scattering_texture"); mReservedUniforms.push_back("single_mie_scattering_texture"); mReservedUniforms.push_back("irradiance_texture"); mReservedUniforms.push_back("blend_factor"); mReservedUniforms.push_back("moisture_level"); mReservedUniforms.push_back("droplet_radius"); mReservedUniforms.push_back("ice_level"); mReservedUniforms.push_back("rainbow_map"); mReservedUniforms.push_back("halo_map"); mReservedUniforms.push_back("moon_brightness"); mReservedUniforms.push_back("cloud_variance"); mReservedUniforms.push_back("reflection_probe_ambiance"); mReservedUniforms.push_back("max_probe_lod"); mReservedUniforms.push_back("probe_strength"); mReservedUniforms.push_back("sh_input_r"); mReservedUniforms.push_back("sh_input_g"); mReservedUniforms.push_back("sh_input_b"); mReservedUniforms.push_back("sun_moon_glow_factor"); mReservedUniforms.push_back("water_edge"); mReservedUniforms.push_back("sun_up_factor"); mReservedUniforms.push_back("moonlight_color"); mReservedUniforms.push_back("debug_normal_draw_length"); llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); std::set dupe_check; for (U32 i = 0; i < mReservedUniforms.size(); ++i) { if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end()) { LL_ERRS() << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << LL_ENDL; } dupe_check.insert(mReservedUniforms[i]); } }