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/**
* @file llglslshader.h
* @brief GLSL shader wrappers
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#ifndef LL_LLGLSLSHADER_H
#define LL_LLGLSLSHADER_H
#include "llgl.h"
#include "llrender.h"
#include "llstaticstringtable.h"
#include <unordered_map>
class LLShaderFeatures
{
public:
bool atmosphericHelpers;
bool calculatesLighting;
bool calculatesAtmospherics;
bool hasLighting; // implies no transport (it's possible to have neither though)
bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
bool isShiny;
bool isFullbright; // implies no lighting
bool isSpecular;
bool hasWaterFog; // implies no gamma
bool hasTransport; // implies no lighting (it's possible to have neither though)
bool hasSkinning;
bool hasObjectSkinning;
bool hasAtmospherics;
bool hasGamma;
bool hasShadows;
bool hasAmbientOcclusion;
bool hasSrgb;
bool encodesNormal;
bool isDeferred;
bool hasIndirect;
S32 mIndexedTextureChannels;
bool disableTextureIndex;
bool hasAlphaMask;
bool attachNothing;
// char numLights;
LLShaderFeatures();
};
// ============= Structure for caching shader uniforms ===============
class LLGLSLShader;
class LLShaderUniforms
{
public:
template<typename T>
struct UniformSetting
{
S32 mUniform;
T mValue;
};
typedef UniformSetting<S32> IntSetting;
typedef UniformSetting<F32> FloatSetting;
typedef UniformSetting<LLVector4> VectorSetting;
typedef UniformSetting<LLVector3> Vector3Setting;
void clear()
{
mIntegers.resize(0);
mFloats.resize(0);
mVectors.resize(0);
mVector3s.resize(0);
}
void uniform1i(S32 index, S32 value)
{
mIntegers.push_back({ index, value });
}
void uniform1f(S32 index, F32 value)
{
mFloats.push_back({ index, value });
}
void uniform4fv(S32 index, const LLVector4& value)
{
mVectors.push_back({ index, value });
}
void uniform4fv(S32 index, const F32* value)
{
mVectors.push_back({ index, LLVector4(value) });
}
void uniform3fv(S32 index, const LLVector3& value)
{
mVector3s.push_back({ index, value });
}
void apply(LLGLSLShader* shader);
std::vector<IntSetting> mIntegers;
std::vector<FloatSetting> mFloats;
std::vector<VectorSetting> mVectors;
std::vector<Vector3Setting> mVector3s;
};
class LLGLSLShader
{
public:
// NOTE: Keep gShaderConsts and LLGLSLShader::ShaderConsts_e in sync!
enum eShaderConsts
{
SHADER_CONST_CLOUD_MOON_DEPTH
, SHADER_CONST_STAR_DEPTH
, NUM_SHADER_CONSTS
};
// enum primarily used to control application sky settings uniforms
typedef enum
{
SG_DEFAULT = 0, // not sky or water specific
SG_SKY, //
SG_WATER,
SG_ANY,
SG_COUNT
} eGroup;
static std::set<LLGLSLShader*> sInstances;
static bool sProfileEnabled;
LLGLSLShader();
~LLGLSLShader();
static GLhandleARB sCurBoundShader;
static LLGLSLShader* sCurBoundShaderPtr;
static S32 sIndexedTextureChannels;
static void initProfile();
static void finishProfile(bool emit_report = true);
static void startProfile();
static void stopProfile(U32 count, U32 mode);
void unload();
void clearStats();
void dumpStats();
void placeProfileQuery();
void readProfileQuery(U32 count, U32 mode);
BOOL createShader(std::vector<LLStaticHashedString> * attributes,
std::vector<LLStaticHashedString> * uniforms,
U32 varying_count = 0,
const char** varyings = NULL);
BOOL attachFragmentObject(std::string object);
BOOL attachVertexObject(std::string object);
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
BOOL mapUniforms(const std::vector<LLStaticHashedString> *);
void mapUniform(GLint index, const std::vector<LLStaticHashedString> *);
void uniform1i(U32 index, GLint i);
void uniform1f(U32 index, GLfloat v);
void uniform2f(U32 index, GLfloat x, GLfloat y);
void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void uniform1iv(U32 index, U32 count, const GLint* i);
void uniform1fv(U32 index, U32 count, const GLfloat* v);
void uniform2fv(U32 index, U32 count, const GLfloat* v);
void uniform3fv(U32 index, U32 count, const GLfloat* v);
void uniform4fv(U32 index, U32 count, const GLfloat* v);
void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniform1i(const LLStaticHashedString& uniform, GLint i);
void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v);
void setMinimumAlpha(F32 minimum);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(U32 index, GLfloat* v);
//GLint getUniformLocation(const std::string& uniform);
GLint getUniformLocation(const LLStaticHashedString& uniform);
GLint getUniformLocation(U32 index);
GLint getAttribLocation(U32 attrib);
GLint mapUniformTextureChannel(GLint location, GLenum type);
void clearPermutations();
void addPermutation(std::string name, std::string value);
void removePermutation(std::string name);
void addConstant( const LLGLSLShader::eShaderConsts shader_const );
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return
//returns channel texture is enabled in from [0-MAX)
S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
// bindTexture returns the texture unit we've bound the texture to.
// You can reuse the return value to unbind a texture when required.
S32 bindTexture(const std::string& uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
S32 bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
BOOL link(BOOL suppress_errors = FALSE);
void bind();
//helper to conditionally bind mRiggedVariant instead of this
void bind(bool rigged);
void unbind();
// Unbinds any previously bound shader by explicitly binding no shader.
static void bindNoShader(void);
U32 mMatHash[LLRender::NUM_MATRIX_MODES];
U32 mLightHash;
GLhandleARB mProgramObject;
#if LL_RELEASE_WITH_DEBUG_INFO
struct attr_name
{
GLint loc;
const char *name;
void operator = (GLint _loc) { loc = _loc; }
operator GLint () { return loc; }
};
std::vector<attr_name> mAttribute; //lookup table of attribute enum to attribute channel
#else
std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
#endif
U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
typedef std::unordered_map<GLint, std::string> uniform_name_map_t;
typedef std::unordered_map<GLint, LLVector4> uniform_value_map_t;
uniform_name_map_t mUniformNameMap; //lookup map of uniform location to uniform name
uniform_value_map_t mValue; //lookup map of uniform location to last known value
std::vector<GLint> mTexture;
S32 mTotalUniformSize;
S32 mActiveTextureChannels;
S32 mShaderLevel;
S32 mShaderGroup; // see LLGLSLShader::eGroup
BOOL mUniformsDirty;
LLShaderFeatures mFeatures;
std::vector< std::pair< std::string, GLenum > > mShaderFiles;
std::string mName;
typedef std::unordered_map<std::string, std::string> defines_map_t;
defines_map_t mDefines;
//statistcis for profiling shader performance
U32 mTimerQuery;
U32 mSamplesQuery;
U64 mTimeElapsed;
static U64 sTotalTimeElapsed;
U32 mTrianglesDrawn;
static U32 sTotalTrianglesDrawn;
U64 mSamplesDrawn;
static U64 sTotalSamplesDrawn;
U32 mDrawCalls;
static U32 sTotalDrawCalls;
bool mTextureStateFetched;
std::vector<U32> mTextureMagFilter;
std::vector<U32> mTextureMinFilter;
// this pointer should be set to whichever shader represents this shader's rigged variant
LLGLSLShader* mRiggedVariant = nullptr;
private:
void unloadInternal();
};
//UI shader (declared here so llui_libtest will link properly)
extern LLGLSLShader gUIProgram;
//output vec4(color.rgb,color.a*tex0[tc0].a)
extern LLGLSLShader gSolidColorProgram;
//Alpha mask shader (declared here so llappearance can access properly)
extern LLGLSLShader gAlphaMaskProgram;
#endif
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