Newer
Older
/**
* @file llglslshader.cpp
* @brief GLSL helper functions and state.
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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 "llglslshader.h"
#include "llshadermgr.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;
LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL;
bool LLGLSLShader::sNoFixedFunction = false;
David Parks
committed
bool LLGLSLShader::sProfileEnabled = false;
std::set<LLGLSLShader*> LLGLSLShader::sInstances;
U64 LLGLSLShader::sTotalTimeElapsed = 0;
U32 LLGLSLShader::sTotalTrianglesDrawn = 0;
U64 LLGLSLShader::sTotalSamplesDrawn = 0;
U32 LLGLSLShader::sTotalDrawCalls = 0;
//UI shader -- declared here so llui_libtest will link properly
LLGLSLShader gUIProgram;
LLGLSLShader gSolidColorProgram;
BOOL shouldChange(const LLVector4& v1, const LLVector4& v2)
{
return v1 != v2;
}
LLShaderFeatures::LLShaderFeatures()
Leslie Linden
committed
: atmosphericHelpers(false)
, calculatesLighting(false)
, calculatesAtmospherics(false)
, hasLighting(false)
, isAlphaLighting(false)
, isShiny(false)
, isFullbright(false)
, isSpecular(false)
, hasWaterFog(false)
, hasTransport(false)
, hasSkinning(false)
, hasObjectSkinning(false)
, hasAtmospherics(false)
, hasGamma(false)
, mIndexedTextureChannels(0)
, disableTextureIndex(false)
, hasAlphaMask(false)
, attachNothing(false)
{
}
//===============================
// LLGLSL Shader implementation
//===============================
David Parks
committed
//static
void LLGLSLShader::initProfile()
{
sProfileEnabled = true;
sTotalTimeElapsed = 0;
sTotalTrianglesDrawn = 0;
sTotalSamplesDrawn = 0;
sTotalDrawCalls = 0;
for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter)
{
(*iter)->clearStats();
}
}
struct LLGLSLShaderCompareTimeElapsed
{
bool operator()(const LLGLSLShader* const& lhs, const LLGLSLShader* const& rhs)
{
return lhs->mTimeElapsed < rhs->mTimeElapsed;
}
};
David Parks
committed
//static
void LLGLSLShader::finishProfile(bool emit_report)
David Parks
committed
{
sProfileEnabled = false;
if (emit_report)
David Parks
committed
{
std::vector<LLGLSLShader*> sorted;
David Parks
committed
for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter)
{
sorted.push_back(*iter);
}
David Parks
committed
std::sort(sorted.begin(), sorted.end(), LLGLSLShaderCompareTimeElapsed());
David Parks
committed
for (std::vector<LLGLSLShader*>::iterator iter = sorted.begin(); iter != sorted.end(); ++iter)
{
(*iter)->dumpStats();
}
LL_INFOS() << "-----------------------------------" << LL_ENDL;
LL_INFOS() << "Total rendering time: " << llformat("%.4f ms", sTotalTimeElapsed/1000000.f) << LL_ENDL;
LL_INFOS() << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn/1000000.f) << LL_ENDL;
LL_INFOS() << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn/1000000.f) << LL_ENDL;
David Parks
committed
}
void LLGLSLShader::clearStats()
{
mTrianglesDrawn = 0;
mTimeElapsed = 0;
mSamplesDrawn = 0;
mDrawCalls = 0;
mTextureStateFetched = false;
mTextureMagFilter.clear();
mTextureMinFilter.clear();
David Parks
committed
}
void LLGLSLShader::dumpStats()
{
if (mDrawCalls > 0)
{
LL_INFOS() << "=============================================" << LL_ENDL;
LL_INFOS() << mName << LL_ENDL;
David Parks
committed
for (U32 i = 0; i < mShaderFiles.size(); ++i)
{
LL_INFOS() << mShaderFiles[i].first << LL_ENDL;
David Parks
committed
}
for (U32 i = 0; i < mTexture.size(); ++i)
{
GLint idx = mTexture[i];
if (idx >= 0)
{
GLint uniform_idx = getUniformLocation(i);
LL_INFOS() << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << LL_ENDL;
LL_INFOS() << "=============================================" << LL_ENDL;
David Parks
committed
F32 ms = mTimeElapsed/1000000.f;
F32 seconds = ms/1000.f;
F32 pct_tris = (F32) mTrianglesDrawn/(F32)sTotalTrianglesDrawn*100.f;
F32 tris_sec = (F32) (mTrianglesDrawn/1000000.0);
tris_sec /= seconds;
F32 pct_samples = (F32) ((F64)mSamplesDrawn/(F64)sTotalSamplesDrawn)*100.f;
F32 samples_sec = (F32) mSamplesDrawn/1000000000.0;
samples_sec /= seconds;
F32 pct_calls = (F32) mDrawCalls/(F32)sTotalDrawCalls*100.f;
U32 avg_batch = mTrianglesDrawn/mDrawCalls;
LL_INFOS() << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec ) << LL_ENDL;
LL_INFOS() << "Draw Calls: " << mDrawCalls << " " << llformat("(%.2f pct of total, avg %d tris/call)", pct_calls, avg_batch) << LL_ENDL;
LL_INFOS() << "SamplesDrawn: " << mSamplesDrawn << " " << llformat("(%.2f pct of total, %.3f billion/sec)", pct_samples, samples_sec) << LL_ENDL;
LL_INFOS() << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32) ((F64)mTimeElapsed/(F64)sTotalTimeElapsed)*100.f, ms) << LL_ENDL;
David Parks
committed
}
}
//static
void LLGLSLShader::startProfile()
{
if (sProfileEnabled && sCurBoundShaderPtr)
{
sCurBoundShaderPtr->placeProfileQuery();
}
}
//static
void LLGLSLShader::stopProfile(U32 count, U32 mode)
{
Graham Linden
committed
if (sProfileEnabled && sCurBoundShaderPtr)
David Parks
committed
{
sCurBoundShaderPtr->readProfileQuery(count, mode);
}
}
void LLGLSLShader::placeProfileQuery()
{
David Parks
committed
if (mTimerQuery == 0)
{
glGenQueriesARB(1, &mSamplesQuery);
David Parks
committed
glGenQueriesARB(1, &mTimerQuery);
}
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
if (!mTextureStateFetched)
{
mTextureStateFetched = true;
mTextureMagFilter.resize(mTexture.size());
mTextureMinFilter.resize(mTexture.size());
U32 cur_active = gGL.getCurrentTexUnitIndex();
for (U32 i = 0; i < mTexture.size(); ++i)
{
GLint idx = mTexture[i];
if (idx >= 0)
{
gGL.getTexUnit(idx)->activate();
U32 mag = 0xFFFFFFFF;
U32 min = 0xFFFFFFFF;
U32 type = LLTexUnit::getInternalType(gGL.getTexUnit(idx)->getCurrType());
glGetTexParameteriv(type, GL_TEXTURE_MAG_FILTER, (GLint*) &mag);
glGetTexParameteriv(type, GL_TEXTURE_MIN_FILTER, (GLint*) &min);
mTextureMagFilter[i] = mag;
mTextureMinFilter[i] = min;
}
}
gGL.getTexUnit(cur_active)->activate();
}
glBeginQueryARB(GL_SAMPLES_PASSED, mSamplesQuery);
Graham Linden
committed
if (gGLManager.mHasTimerQuery)
{
glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery);
}
David Parks
committed
}
void LLGLSLShader::readProfileQuery(U32 count, U32 mode)
{
Graham Linden
committed
if (gGLManager.mHasTimerQuery)
{
glEndQueryARB(GL_TIME_ELAPSED);
}
David Parks
committed
glEndQueryARB(GL_SAMPLES_PASSED);
U64 time_elapsed = 0;
Graham Linden
committed
if (gGLManager.mHasTimerQuery)
{
glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed);
}
David Parks
committed
U64 samples_passed = 0;
glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed);
David Parks
committed
sTotalTimeElapsed += time_elapsed;
mTimeElapsed += time_elapsed;
sTotalSamplesDrawn += samples_passed;
mSamplesDrawn += samples_passed;
U32 tri_count = 0;
switch (mode)
{
case LLRender::TRIANGLES: tri_count = count/3; break;
case LLRender::TRIANGLE_FAN: tri_count = count-2; break;
case LLRender::TRIANGLE_STRIP: tri_count = count-2; break;
default: tri_count = count; break; //points lines etc just use primitive count
}
mTrianglesDrawn += tri_count;
sTotalTrianglesDrawn += tri_count;
sTotalDrawCalls++;
mDrawCalls++;
David Parks
committed
}
: mProgramObject(0),
mAttributeMask(0),
David Parks
committed
mTotalUniformSize(0),
mActiveTextureChannels(0),
mShaderLevel(0),
mShaderGroup(SG_DEFAULT),
David Parks
committed
mUniformsDirty(FALSE),
mTimerQuery(0),
mSamplesQuery(0)
David Parks
committed
}
David Parks
committed
LLGLSLShader::~LLGLSLShader()
{
}
void LLGLSLShader::unload()
{
David Parks
committed
sInstances.erase(this);
stop_glerror();
mAttribute.clear();
mTexture.clear();
mUniform.clear();
mShaderFiles.clear();
if (mProgramObject)
{
GLhandleARB obj[1024];
GLsizei count;
glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj);
for (GLsizei i = 0; i < count; i++)
{
David Parks
committed
if (glIsProgramARB(obj[i]))
David Parks
committed
{
glDeleteObjectARB(obj[i]);
}
}
glDeleteObjectARB(mProgramObject);
mProgramObject = 0;
}
if (mTimerQuery)
{
glDeleteQueriesARB(1, &mTimerQuery);
mTimerQuery = 0;
}
if (mSamplesQuery)
{
glDeleteQueriesARB(1, &mSamplesQuery);
mSamplesQuery = 0;
}
//hack to make apple not complain
glGetError();
stop_glerror();
}
BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
std::vector<LLStaticHashedString> * uniforms,
David Parks
committed
U32 varying_count,
const char** varyings)
David Parks
committed
sInstances.insert(this);
//reloading, reset matrix hash values
for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i)
{
mMatHash[i] = 0xFFFFFFFF;
}
mLightHash = 0xFFFFFFFF;
llassert_always(!mShaderFiles.empty());
BOOL success = TRUE;
// Create program
mProgramObject = glCreateProgramObjectARB();
Graham Madarasz (Graham Linden)
committed
#if LL_DARWIN
// work-around missing mix(vec3,vec3,bvec3)
mDefines["OLD_SELECT"] = "1";
#endif
David Parks
committed
//compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
{
Graham Madarasz
committed
GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, &mDefines, mFeatures.mIndexedTextureChannels);
LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL;
{
attachObject(shaderhandle);
}
else
{
success = FALSE;
}
}
David Parks
committed
// Attach existing objects
if (!LLShaderMgr::instance()->attachShaderFeatures(this))
{
return FALSE;
}
David Parks
committed
if (gGLManager.mGLSLVersionMajor < 2 && gGLManager.mGLSLVersionMinor < 3)
{ //indexed texture rendering requires GLSL 1.3 or later
//attachShaderFeatures may have set the number of indexed texture channels, so set to 1 again
David Parks
committed
mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
}
David Parks
committed
if (varying_count > 0 && varyings)
{
glTransformFeedbackVaryings(mProgramObject, varying_count, varyings, GL_INTERLEAVED_ATTRIBS);
}
David Parks
committed
// Map attributes and uniforms
if (success)
{
success = mapAttributes(attributes);
}
if (success)
{
success = mapUniforms(uniforms);
}
if( !success )
{
LL_WARNS("ShaderLoading") << "Failed to link shader: " << mName << LL_ENDL;
// Try again using a lower shader level;
if (mShaderLevel > 0)
{
LL_WARNS("ShaderLoading") << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL;
mShaderLevel--;
return createShader(attributes,uniforms);
}
}
David Parks
committed
else if (mFeatures.mIndexedTextureChannels > 0)
{ //override texture channels for indexed texture rendering
bind();
S32 channel_count = mFeatures.mIndexedTextureChannels;
for (S32 i = 0; i < channel_count; i++)
{
LLStaticHashedString uniName(llformat("tex%d", i));
uniform1i(uniName, i);
David Parks
committed
}
S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten
for (U32 i = 0; i < mTexture.size(); i++)
{
if (mTexture[i] > -1 && mTexture[i] < channel_count)
{
llassert(cur_tex < gGLManager.mNumTextureImageUnits);
uniform1i(i, cur_tex);
mTexture[i] = cur_tex++;
}
}
unbind();
}
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
return success;
}
BOOL LLGLSLShader::attachObject(std::string object)
{
if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0)
{
stop_glerror();
glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object]);
stop_glerror();
return TRUE;
}
else
{
LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL;
return FALSE;
}
}
void LLGLSLShader::attachObject(GLhandleARB object)
{
if (object != 0)
{
stop_glerror();
glAttachObjectARB(mProgramObject, object);
stop_glerror();
}
else
{
LL_WARNS("ShaderLoading") << "Attempting to attach non existing shader object. " << LL_ENDL;
}
}
void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
{
for (S32 i = 0; i < count; i++)
{
attachObject(objects[i]);
}
}
BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attributes)
//before linking, make sure reserved attributes always have consistent locations
for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
{
const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
glBindAttribLocationARB(mProgramObject, i, (const GLcharARB *) name);
}
//link the program
BOOL res = link();
mAttribute.clear();
U32 numAttributes = (attributes == NULL) ? 0 : attributes->size();
mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, -1);
if (res)
{ //read back channel locations
mAttributeMask = 0;
for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
{
const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
S32 index = glGetAttribLocationARB(mProgramObject, (const GLcharARB *)name);
if (index != -1)
{
mAttribute[i] = index;
mAttributeMask |= 1 << i;
LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
}
}
if (attributes != NULL)
{
for (U32 i = 0; i < numAttributes; i++)
{
const char* name = (*attributes)[i].String().c_str();
S32 index = glGetAttribLocationARB(mProgramObject, name);
if (index != -1)
{
mAttribute[LLShaderMgr::instance()->mReservedAttribs.size() + i] = index;
LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
}
}
}
return TRUE;
}
return FALSE;
}
void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * uniforms)
{
if (index == -1)
{
return;
}
GLenum type;
GLsizei length;
David Parks
committed
GLint size = -1;
char name[1024]; /* Flawfinder: ignore */
name[0] = 0;
David Parks
committed
glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name);
David Parks
committed
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
if (size > 0)
{
switch(type)
{
case GL_FLOAT_VEC2: size *= 2; break;
case GL_FLOAT_VEC3: size *= 3; break;
case GL_FLOAT_VEC4: size *= 4; break;
case GL_DOUBLE: size *= 2; break;
case GL_DOUBLE_VEC2: size *= 2; break;
case GL_DOUBLE_VEC3: size *= 6; break;
case GL_DOUBLE_VEC4: size *= 8; break;
case GL_INT_VEC2: size *= 2; break;
case GL_INT_VEC3: size *= 3; break;
case GL_INT_VEC4: size *= 4; break;
case GL_UNSIGNED_INT_VEC2: size *= 2; break;
case GL_UNSIGNED_INT_VEC3: size *= 3; break;
case GL_UNSIGNED_INT_VEC4: size *= 4; break;
case GL_BOOL_VEC2: size *= 2; break;
case GL_BOOL_VEC3: size *= 3; break;
case GL_BOOL_VEC4: size *= 4; break;
case GL_FLOAT_MAT2: size *= 4; break;
case GL_FLOAT_MAT3: size *= 9; break;
case GL_FLOAT_MAT4: size *= 16; break;
case GL_FLOAT_MAT2x3: size *= 6; break;
case GL_FLOAT_MAT2x4: size *= 8; break;
case GL_FLOAT_MAT3x2: size *= 6; break;
case GL_FLOAT_MAT3x4: size *= 12; break;
case GL_FLOAT_MAT4x2: size *= 8; break;
case GL_FLOAT_MAT4x3: size *= 12; break;
case GL_DOUBLE_MAT2: size *= 8; break;
case GL_DOUBLE_MAT3: size *= 18; break;
case GL_DOUBLE_MAT4: size *= 32; break;
case GL_DOUBLE_MAT2x3: size *= 12; break;
case GL_DOUBLE_MAT2x4: size *= 16; break;
case GL_DOUBLE_MAT3x2: size *= 12; break;
case GL_DOUBLE_MAT3x4: size *= 24; break;
case GL_DOUBLE_MAT4x2: size *= 16; break;
case GL_DOUBLE_MAT4x3: size *= 24; break;
}
mTotalUniformSize += size;
}
David Parks
committed
S32 location = glGetUniformLocationARB(mProgramObject, name);
if (location != -1)
{
//chop off "[0]" so we can always access the first element
//of an array by the array name
char* is_array = strstr(name, "[0]");
if (is_array)
{
is_array[0] = 0;
}
LLStaticHashedString hashedName(name);
mUniformMap[hashedName] = location;
LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL;
//find the index of this uniform
for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++)
{
if ( (mUniform[i] == -1)
&& (LLShaderMgr::instance()->mReservedUniforms[i] == name))
{
//found it
mUniform[i] = location;
mTexture[i] = mapUniformTextureChannel(location, type);
return;
}
}
if (uniforms != NULL)
{
for (U32 i = 0; i < uniforms->size(); i++)
{
if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1)
&& ((*uniforms)[i].String() == name))
{
//found it
mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location;
mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type);
return;
}
}
}
}
Jonathan Goodman
committed
}
void LLGLSLShader::addPermutation(std::string name, std::string value)
{
mDefines[name] = value;
}
void LLGLSLShader::removePermutation(std::string name)
{
mDefines[name].erase();
}
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
{
if ((type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) ||
David Parks
committed
type == GL_SAMPLER_2D_MULTISAMPLE)
{ //this here is a texture
glUniform1iARB(location, mActiveTextureChannels);
LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
return mActiveTextureChannels++;
}
return -1;
}
BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
David Parks
committed
mTotalUniformSize = 0;
mActiveTextureChannels = 0;
mUniform.clear();
mUniformMap.clear();
mTexture.clear();
mValue.clear();
//initialize arrays
U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size();
mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
bind();
//get the number of active uniforms
GLint activeCount;
glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount);
for (S32 i = 0; i < activeCount; i++)
{
mapUniform(i, uniforms);
}
unbind();
LL_DEBUGS("ShaderLoading") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
return res;
}
BOOL LLGLSLShader::link(BOOL suppress_errors)
{
BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
if (!suppress_errors)
{
LLShaderMgr::instance()->dumpObjectLog(mProgramObject, !success, mName);
}
return success;
}
void LLGLSLShader::bind()
{
gGL.flush();
if (gGLManager.mHasShaderObjects)
{
LLVertexBuffer::unbind();
glUseProgramObjectARB(mProgramObject);
sCurBoundShader = mProgramObject;
sCurBoundShaderPtr = this;
if (mUniformsDirty)
{
LLShaderMgr::instance()->updateShaderUniforms(this);
mUniformsDirty = FALSE;
}
}
}
void LLGLSLShader::unbind()
{
gGL.flush();
if (gGLManager.mHasShaderObjects)
{
stop_glerror();
if (gGLManager.mIsNVIDIA)
for (U32 i = 0; i < mAttribute.size(); ++i)
{
vertexAttrib4f(i, 0,0,0,1);
stop_glerror();
}
LLVertexBuffer::unbind();
sCurBoundShader = 0;
sCurBoundShaderPtr = NULL;
stop_glerror();
}
}
void LLGLSLShader::bindNoShader(void)
{
LLVertexBuffer::unbind();
David Parks
committed
if (gGLManager.mHasShaderObjects)
{
glUseProgramObjectARB(0);
sCurBoundShader = 0;
sCurBoundShaderPtr = NULL;
}
Jonathan Goodman
committed
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LLTexUnit::eTextureType mode)
{
S32 channel = 0;
channel = getUniformLocation(uniform);
return bindTexture(channel, texture, mode);
}
S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode)
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
uniform = mTexture[uniform];
if (uniform > -1)
{
gGL.getTexUnit(uniform)->bind(texture, mode);
}
return uniform;
}
S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureType mode)
{
S32 channel = 0;
channel = getUniformLocation(uniform);
return unbindTexture(channel);
}
S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
uniform = mTexture[uniform];
if (uniform > -1)
{
gGL.getTexUnit(uniform)->unbind(mode);
}
return uniform;
}
S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
S32 index = mTexture[uniform];
if (index != -1)
{
gGL.getTexUnit(index)->activate();
gGL.getTexUnit(index)->enable(mode);
S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
S32 index = mTexture[uniform];
if (index != -1 && gGL.getTexUnit(index)->getCurrType() != LLTexUnit::TT_NONE)
if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode)
{
if (gDebugSession)
{
gFailLog << "Texture channel " << index << " texture type corrupted." << std::endl;
ll_fail("LLGLSLShader::disableTexture failed");
}
else
{
LL_ERRS() << "Texture channel " << index << " texture type corrupted." << LL_ENDL;
gGL.getTexUnit(index)->disable();
void LLGLSLShader::uniform1i(U32 index, GLint x)
{
if (mProgramObject > 0)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
return;
}
if (mUniform[index] >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
if (iter == mValue.end() || iter->second.mV[0] != x)
{
glUniform1iARB(mUniform[index], x);
mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f);
}
}
}
}
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
void LLGLSLShader::uniform1f(U32 index, GLfloat x)
{
if (mProgramObject > 0)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
return;
}
if (mUniform[index] >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
if (iter == mValue.end() || iter->second.mV[0] != x)
{
glUniform1fARB(mUniform[index], x);
mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f);
}
}
}
}
void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y)
{
if (mProgramObject > 0)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
return;
}
if (mUniform[index] >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
LLVector4 vec(x,y,0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform2fARB(mUniform[index], x, y);
mValue[mUniform[index]] = vec;
}
}
}
}
void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)
{
if (mProgramObject > 0)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
return;
}
if (mUniform[index] >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
LLVector4 vec(x,y,z,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform3fARB(mUniform[index], x, y, z);
mValue[mUniform[index]] = vec;
}
}
}
}
void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
if (mProgramObject > 0)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;