/** * @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 "llfile.h" #include "llrender.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; 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; ////////////////////////////////////// // Attach Vertex Shader Features First ////////////////////////////////////// // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { if (!shader->attachObject("windlight/atmosphericsVarsV.glsl")) { return FALSE; } } if (features->calculatesLighting) { if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl")) { return FALSE; } if (features->isSpecular) { if (!shader->attachObject("lighting/lightFuncSpecularV.glsl")) { return FALSE; } if (!shader->attachObject("lighting/sumLightsSpecularV.glsl")) { return FALSE; } if (!shader->attachObject("lighting/lightSpecularV.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightFuncV.glsl")) { return FALSE; } if (!shader->attachObject("lighting/sumLightsV.glsl")) { return FALSE; } if (!shader->attachObject("lighting/lightV.glsl")) { return FALSE; } } } // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { if (!shader->attachObject("windlight/atmosphericsV.glsl")) { return FALSE; } } if (features->hasSkinning) { if (!shader->attachObject("avatar/avatarSkinV.glsl")) { return FALSE; } } if (features->hasObjectSkinning) { if (!shader->attachObject("avatar/objectSkinV.glsl")) { return FALSE; } } /////////////////////////////////////// // Attach Fragment Shader Features Next /////////////////////////////////////// if(features->calculatesAtmospherics) { if (!shader->attachObject("windlight/atmosphericsVarsF.glsl")) { return FALSE; } } // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->hasGamma) { if (!shader->attachObject("windlight/gammaF.glsl")) { return FALSE; } } if (features->hasAtmospherics) { if (!shader->attachObject("windlight/atmosphericsF.glsl")) { return FALSE; } } if (features->hasTransport) { if (!shader->attachObject("windlight/transportF.glsl")) { return FALSE; } // Test hasFullbright and hasShiny and attach fullbright and // fullbright shiny atmos transport if we split them out. } // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->hasWaterFog) { if (!shader->attachObject("environment/waterFogF.glsl")) { return FALSE; } } if (features->hasLighting) { if (features->hasWaterFog) { if (features->disableTextureIndex) { if (features->hasAlphaMask) { if (!shader->attachObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl")) { return FALSE; } } } else { if (features->hasAlphaMask) { if (!shader->attachObject("lighting/lightWaterAlphaMaskF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightWaterF.glsl")) { return FALSE; } } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else { if (features->disableTextureIndex) { if (features->hasAlphaMask) { if (!shader->attachObject("lighting/lightAlphaMaskNonIndexedF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightNonIndexedF.glsl")) { return FALSE; } } } else { if (features->hasAlphaMask) { if (!shader->attachObject("lighting/lightAlphaMaskF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightF.glsl")) { return FALSE; } } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } } // NOTE order of shader object attaching is VERY IMPORTANT!!! else if (features->isFullbright) { if (features->isShiny && features->hasWaterFog) { if (features->disableTextureIndex) { if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl")) { return FALSE; } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else if (features->hasWaterFog) { if (features->disableTextureIndex) { if (features->hasAlphaMask) { if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl")) { return FALSE; } } else if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl")) { return FALSE; } } else { if (features->hasAlphaMask) { if (!shader->attachObject("lighting/lightFullbrightWaterAlphaMaskF.glsl")) { return FALSE; } } else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) { return FALSE; } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else if (features->isShiny) { if (features->disableTextureIndex) { if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl")) { return FALSE; } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else { if (features->disableTextureIndex) { if (features->hasAlphaMask) { if (!shader->attachObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl")) { return FALSE; } } } else { if (features->hasAlphaMask) { if (!shader->attachObject("lighting/lightFullbrightAlphaMaskF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightFullbrightF.glsl")) { return FALSE; } } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } } // NOTE order of shader object attaching is VERY IMPORTANT!!! else if (features->isShiny) { if (features->hasWaterFog) { if (features->disableTextureIndex) { if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightShinyWaterF.glsl")) { return FALSE; } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else { if (features->disableTextureIndex) { if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl")) { return FALSE; } } else { if (!shader->attachObject("lighting/lightShinyF.glsl")) { return FALSE; } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } } return TRUE; } //============================================================================ // Load Shader static std::string get_object_log(GLhandleARB ret) { std::string res; //get log length GLint length; glGetObjectParameterivARB(ret, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); if (length > 0) { //the log could be any size, so allocate appropriately GLcharARB* log = new GLcharARB[length]; glGetInfoLogARB(ret, length, &length, log); res = std::string((char *)log); delete[] log; } return res; } void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns) { std::string log = get_object_log(ret); if ( log.length() > 0 ) { if (warns) { LL_WARNS("ShaderLoading") << log << LL_ENDL; } else { LL_DEBUGS("ShaderLoading") << log << LL_ENDL; } } } GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels) { GLenum error = GL_NO_ERROR; if (gDebugGL) { error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; } } LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL; if (filename.empty()) { return 0; } //read in from file LLFILE* file = NULL; S32 try_gpu_class = shader_level; S32 gpu_class; //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; LL_DEBUGS("ShaderLoading") << "Looking in " << fname.str() << LL_ENDL; file = LLFile::fopen(fname.str(), "r"); /* Flawfinder: ignore */ if (file) { LL_INFOS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << filename << " (Want class " << gpu_class << ")" << LL_ENDL; break; // done } } if (file == NULL) { LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << filename << LL_ENDL; return 0; } //we can't have any lines longer than 1024 characters //or any shaders longer than 4096 lines... deal - DaveP GLcharARB buff[1024]; GLcharARB* text[4096]; GLuint count = 0; if (gGLManager.mGLVersion < 2.1f) { text[count++] = strdup("#version 110\n"); } else if (gGLManager.mGLVersion < 3.f) { //set version to 1.20 text[count++] = strdup("#version 120\n"); } else { //set version to 1.30 text[count++] = strdup("#version 130\n"); } //copy preprocessor definitions into buffer for (std::map::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter) { std::string define = "#define " + iter->first + " " + iter->second + "\n"; text[count++] = (GLcharARB *) strdup(define.c_str()); } if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB) { //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; varying float vary_texture_index; vec4 diffuseLookup(vec2 texcoord) { switch (int(vary_texture_index+0.25)) { case 0: return texture2D(tex0, texcoord); case 1: return texture2D(tex1, texcoord); case 2: return texture2D(tex2, texcoord); . . . case N: return texture2D(texN, texcoord); } return vec4(0,0,0,0); } */ //uniform declartion for (S32 i = 0; i < texture_index_channels; ++i) { std::string decl = llformat("uniform sampler2D tex%d;\n", i); text[count++] = strdup(decl.c_str()); } text[count++] = strdup("varying float vary_texture_index;\n"); text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); text[count++] = strdup("{\n"); if (texture_index_channels == 1) { //don't use flow control, that's silly text[count++] = strdup("return texture2D(tex0, texcoord);\n"); text[count++] = strdup("}\n"); } else if (gGLManager.mGLVersion >= 3.f) { text[count++] = strdup("\tswitch (int(vary_texture_index+0.25))\n"); text[count++] = strdup("\t{\n"); //switch body for (S32 i = 0; i < texture_index_channels; ++i) { std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i); text[count++] = strdup(case_str.c_str()); } text[count++] = strdup("\t}\n"); text[count++] = strdup("\treturn vec4(0,0,0,0);\n"); text[count++] = strdup("}\n"); } else { //switches aren't supported, make block that looks like: /* int ti = int(vary_texture_index+0.25); if (ti == 0) return texture2D(tex0, texcoord); if (ti == 1) return texture2D(tex1, texcoord); . . . if (ti == N) return texture2D(texN, texcoord); */ text[count++] = strdup("int ti = int(vary_texture_index+0.25);\n"); for (S32 i = 0; i < texture_index_channels; ++i) { std::string if_str = llformat("if (ti == %d) return texture2D(tex%d, texcoord);\n", i, i); text[count++] = strdup(if_str.c_str()); } text[count++] = strdup("\treturn vec4(0,0,0,0);\n"); text[count++] = strdup("}\n"); } } //copy file into memory while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(text) ) { text[count++] = (GLcharARB *)strdup((char *)buff); } fclose(file); //create shader object GLhandleARB ret = glCreateShaderObjectARB(type); if (gDebugGL) { error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL; } } //load source glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL); if (gDebugGL) { error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL; } } //compile source glCompileShaderARB(ret); if (gDebugGL) { error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL; } } if (error == GL_NO_ERROR) { //check for errors GLint success = GL_TRUE; glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success); if (gDebugGL || success == GL_FALSE) { error = glGetError(); if (error != GL_NO_ERROR || success == GL_FALSE) { //an error occured, print log LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL; dumpObjectLog(ret); std::stringstream ostr; //dump shader source for debugging for (GLuint i = 0; i < count; i++) { ostr << i << ": " << text[i]; if (i % 128 == 0) { //dump every 128 lines LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; ostr = std::stringstream(); } } LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; ret = 0; } } } else { ret = 0; } stop_glerror(); //free memory for (GLuint i = 0; i < count; i++) { free(text[i]); } //successfully loaded, save results if (ret) { // Add shader file to map mShaderObjects[filename] = ret; shader_level = try_gpu_class; } else { if (shader_level > 1) { shader_level--; return loadShaderFile(filename,shader_level,type,texture_index_channels); } LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL; } return ret; } BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors) { //check for errors glLinkProgramARB(obj); GLint success = GL_TRUE; glGetObjectParameterivARB(obj, GL_OBJECT_LINK_STATUS_ARB, &success); if (!suppress_errors && success == GL_FALSE) { //an error occured, print log LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL; } // NOTE: Removing LL_DARWIN block as it doesn't seem to actually give the correct answer, // but want it for reference once I move it. #if 0 // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software // per Apple's suggestion glBegin(gGL.mMode); glEnd(); // Query whether the shader can or cannot run in hardware // http://developer.apple.com/qa/qa2007/qa1502.html long vertexGPUProcessing; CGLContextObj ctx = CGLGetCurrentContext(); CGLGetParameter (ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing); long fragmentGPUProcessing; CGLGetParameter (ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing); if (!fragmentGPUProcessing || !vertexGPUProcessing) { LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL; success = GL_FALSE; suppress_errors = FALSE; } #else std::string log = get_object_log(obj); LLStringUtil::toLower(log); if (log.find("software") != std::string::npos) { LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL; success = GL_FALSE; suppress_errors = FALSE; } #endif if (!suppress_errors) { dumpObjectLog(obj, !success); } return success; } BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj) { //check program validity against current GL glValidateProgramARB(obj); GLint success = GL_TRUE; glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success); if (success == GL_FALSE) { LL_WARNS("ShaderLoading") << "GLSL program not valid: " << LL_ENDL; dumpObjectLog(obj); } else { dumpObjectLog(obj, FALSE); } return success; }