1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
|
/**
* @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:
S32 mIndexedTextureChannels = 0;
bool calculatesLighting = false;
bool calculatesAtmospherics = false;
bool hasLighting = false; // implies no transport (it's possible to have neither though)
bool isAlphaLighting = false; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
bool isSpecular = false;
bool hasTransport = false; // implies no lighting (it's possible to have neither though)
bool hasSkinning = false;
bool hasObjectSkinning = false;
bool mGLTF = false;
bool hasAtmospherics = false;
bool hasGamma = false;
bool hasShadows = false;
bool hasAmbientOcclusion = false;
bool hasSrgb = false;
bool isDeferred = false;
bool hasScreenSpaceReflections = false;
bool hasAlphaMask = false;
bool hasReflectionProbes = false;
bool attachNothing = false;
bool hasHeroProbes = false;
bool isPBRTerrain = false;
};
// ============= Structure for caching shader uniforms ===============
class LLGLSLShader;
class LLShaderUniforms
{
public:
template<typename T>
struct UniformSetting
{
S32 mUniform{ 0 };
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 uniform3fv(S32 index, const F32* value)
{
mVector3s.push_back({ index, LLVector3(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;
enum UniformBlock : GLuint
{
UB_REFLECTION_PROBES, // "ReflectionProbes"
UB_GLTF_JOINTS, // "GLTFJoints"
UB_GLTF_NODES, // "GLTFNodes"
UB_GLTF_MATERIALS, // "GLTFMaterials"
NUM_UNIFORM_BLOCKS
};
static std::set<LLGLSLShader*> sInstances;
static bool sProfileEnabled;
LLGLSLShader();
~LLGLSLShader();
static GLuint sCurBoundShader;
static LLGLSLShader* sCurBoundShaderPtr;
static S32 sIndexedTextureChannels;
static U32 sMaxGLTFMaterials;
static U32 sMaxGLTFNodes;
static void initProfile();
static void finishProfile(bool emit_report = true);
static void startProfile();
static void stopProfile();
void unload();
void clearStats();
void dumpStats();
// place query objects for profiling if profiling is enabled
// if for_runtime is true, will place timer query only whether or not profiling is enabled
void placeProfileQuery(bool for_runtime = false);
// Readback query objects if profiling is enabled
// If for_runtime is true, will readback timer query iff query is available
// Will return false if a query is pending (try again later)
// If force_read is true, will force an immediate readback (severe performance penalty)
bool readProfileQuery(bool for_runtime = false, bool force_read = false);
bool createShader();
bool attachFragmentObject(std::string object);
bool attachVertexObject(std::string object);
void attachObject(GLuint object);
void attachObjects(GLuint* objects = NULL, S32 count = 0);
bool mapAttributes();
bool mapUniforms();
void mapUniform(GLint index);
void uniform1i(U32 index, GLint i);
void uniform1f(U32 index, GLfloat v);
void fastUniform1f(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 uniform4iv(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 uniform1iv(const LLStaticHashedString& uniform, U32 count, const GLint* v);
void uniform4iv(const LLStaticHashedString& uniform, U32 count, const GLint* v);
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, GLint size);
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);
// get the texture channel of the given uniform, or -1 if uniform is not used as a texture
S32 getTextureChannel(S32 uniform) const;
// 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 bindTexture(const std::string& uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR);
S32 bindTexture(S32 uniform, LLRenderTarget* texture, bool depth = false, LLTexUnit::eTextureFilterOptions mode = LLTexUnit::TFO_BILINEAR, U32 index = 0);
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);
bool isComplete() const { return mProgramObject != 0; }
LLUUID hash();
// Unbinds any previously bound shader by explicitly binding no shader.
static void unbind();
U32 mMatHash[LLRender::NUM_MATRIX_MODES];
U32 mLightHash;
GLuint 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, LLVector4> uniform_value_map_t;
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::map<std::string, std::string> defines_map_t; //NOTE: this must be an ordered map to maintain hash consistency
defines_map_t mDefines;
static defines_map_t sGlobalDefines;
LLUUID mShaderHash;
bool mUsingBinaryProgram = false;
//statistics for profiling shader performance
bool mProfilePending = false;
U32 mTimerQuery;
U32 mSamplesQuery;
U32 mPrimitivesQuery;
U64 mTimeElapsed;
static U64 sTotalTimeElapsed;
U32 mTrianglesDrawn;
static U32 sTotalTrianglesDrawn;
U64 mSamplesDrawn;
static U64 sTotalSamplesDrawn;
U32 mBinds;
static U32 sTotalBinds;
// this pointer should be set to whichever shader represents this shader's rigged variant
LLGLSLShader* mRiggedVariant = nullptr;
// variants for use by GLTF renderer
// bit 0 = alpha mode blend (1) or opaque (0)
// bit 1 = rigged (1) or static (0)
// bit 2 = unlit (1) or lit (0)
// bit 3 = single (0) or multi (1) uv coordinates
struct GLTFVariant
{
constexpr static U8 ALPHA_BLEND = 1;
constexpr static U8 RIGGED = 2;
constexpr static U8 UNLIT = 4;
constexpr static U8 MULTI_UV = 8;
};
constexpr static U8 NUM_GLTF_VARIANTS = 16;
std::vector<LLGLSLShader> mGLTFVariants;
//helper to bind GLTF variant
void bind(U8 variant);
// hacky flag used for optimization in LLDrawPoolAlpha
bool mCanBindFast = false;
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
void setLabel(const char* label);
#endif
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;
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
#define LL_SET_SHADER_LABEL(shader) shader.setLabel(#shader)
#else
#define LL_SET_SHADER_LABEL(shader, label)
#endif
#endif
|