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/**
* @file LLBakingShaderMgr.cpp
* @brief Viewer 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 "llbakingshadermgr.h"
#include "lldir.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;
BOOL LLBakingShaderMgr::sInitialized = FALSE;
bool LLBakingShaderMgr::sSkipReload = false;
//utility shaders
LLGLSLShader gAlphaMaskProgram;
LLBakingShaderMgr::LLBakingShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
}
LLBakingShaderMgr::~LLBakingShaderMgr()
{
mVertexShaderLevel.clear();
mShaderList.clear();
}
// static
LLBakingShaderMgr * LLBakingShaderMgr::instance()
{
if(NULL == sInstance)
{
sInstance = new LLBakingShaderMgr();
}
return static_cast<LLBakingShaderMgr*>(sInstance);
}
void LLBakingShaderMgr::initAttribsAndUniforms(void)
{
if (mReservedAttribs.empty())
{
LLShaderMgr::initAttribsAndUniforms();
}
}
//============================================================================
// Set Levels
S32 LLBakingShaderMgr::getVertexShaderLevel(S32 type)
{
return mVertexShaderLevel[type];
}
//============================================================================
// Shader Management
void LLBakingShaderMgr::setShaders()
{
//setShaders might be called redundantly by gSavedSettings, so return on reentrance
static bool reentrance = false;
if (!sInitialized || reentrance || sSkipReload)
{
return;
}
LLGLSLShader::sIndexedTextureChannels = llmax(gGLManager.mNumTextureImageUnits, 1);
//NEVER use more than 16 texture channels (work around for prevalent driver bug)
LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
if (gGLManager.mGLSLVersionMajor < 1 ||
(gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
{ //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
LLGLSLShader::sIndexedTextureChannels = 1;
}
reentrance = true;
//setup preprocessor definitions
LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
// Make sure the compiled shader map is cleared before we recompile shaders.
mShaderObjects.clear();
initAttribsAndUniforms();
// Shaders
LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << llendl;
for (S32 i = 0; i < SHADER_COUNT; i++)
{
mVertexShaderLevel[i] = 0;
}
mMaxAvatarShaderLevel = 0;
LLGLSLShader::sNoFixedFunction = false;
LLVertexBuffer::unbind();
if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
{
//using shaders, disable fixed function
LLGLSLShader::sNoFixedFunction = true;
//gPipeline.mVertexShadersEnabled = TRUE;
//gPipeline.mVertexShadersLoaded = 1;
loadShadersInterface();
}
else
{
LLGLSLShader::sNoFixedFunction = false;
//gPipeline.mVertexShadersEnabled = FALSE;
//gPipeline.mVertexShadersLoaded = 0;
mVertexShaderLevel[SHADER_LIGHTING] = 0;
mVertexShaderLevel[SHADER_INTERFACE] = 0;
mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
mVertexShaderLevel[SHADER_WATER] = 0;
mVertexShaderLevel[SHADER_OBJECT] = 0;
mVertexShaderLevel[SHADER_EFFECT] = 0;
mVertexShaderLevel[SHADER_WINDLIGHT] = 0;
mVertexShaderLevel[SHADER_AVATAR] = 0;
}
//gPipeline.createGLBuffers();
reentrance = false;
}
void LLBakingShaderMgr::unloadShaders()
{
gAlphaMaskProgram.unload();
mVertexShaderLevel[SHADER_INTERFACE] = 0;
//gPipeline.mVertexShadersLoaded = 0;
}
BOOL LLBakingShaderMgr::loadShadersInterface()
{
BOOL success = TRUE;
if (success)
{
gAlphaMaskProgram.mName = "Alpha Mask Shader";
gAlphaMaskProgram.mShaderFiles.clear();
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB));
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB));
gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gAlphaMaskProgram.createShader(NULL, NULL);
}
if( !success )
{
mVertexShaderLevel[SHADER_INTERFACE] = 0;
return FALSE;
}
return TRUE;
}
std::string LLBakingShaderMgr::getShaderDirPrefix(void)
{
return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class");
}
void LLBakingShaderMgr::updateShaderUniforms(LLGLSLShader * shader)
{
}
LLBakingShaderMgr::shader_iter LLBakingShaderMgr::beginShaders() const
{
return mShaderList.begin();
}
LLBakingShaderMgr::shader_iter LLBakingShaderMgr::endShaders() const
{
return mShaderList.end();
}
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