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)
{
}
//===============================
// 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()
{
sProfileEnabled = false;
std::vector<LLGLSLShader*> sorted;
for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter)
{
sorted.push_back(*iter);
}
std::sort(sorted.begin(), sorted.end(), LLGLSLShaderCompareTimeElapsed());
David Parks
committed
for (std::vector<LLGLSLShader*>::iterator iter = sorted.begin(); iter != sorted.end(); ++iter)
{
(*iter)->dumpStats();
}
llinfos << "-----------------------------------" << llendl;
llinfos << "Total rendering time: " << llformat("%.4f ms", sTotalTimeElapsed/1000000.f) << llendl;
llinfos << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn/1000000.f) << llendl;
llinfos << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn/1000000.f) << llendl;
}
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)
{
llinfos << "=============================================" << llendl;
llinfos << mName << llendl;
for (U32 i = 0; i < mShaderFiles.size(); ++i)
{
llinfos << mShaderFiles[i].first << llendl;
}
for (U32 i = 0; i < mTexture.size(); ++i)
{
GLint idx = mTexture[i];
if (idx >= 0)
{
GLint uniform_idx = getUniformLocation(i);
llinfos << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << llendl;
}
}
David Parks
committed
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
llinfos << "=============================================" << llendl;
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;
llinfos << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec ) << llendl;
llinfos << "Draw Calls: " << mDrawCalls << " " << llformat("(%.2f pct of total, avg %d tris/call)", pct_calls, avg_batch) << llendl;
llinfos << "SamplesDrawn: " << mSamplesDrawn << " " << llformat("(%.2f pct of total, %.3f billion/sec)", pct_samples, samples_sec) << llendl;
llinfos << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32) ((F64)mTimeElapsed/(F64)sTotalTimeElapsed)*100.f, ms) << llendl;
}
}
//static
void LLGLSLShader::startProfile()
{
if (sProfileEnabled && sCurBoundShaderPtr)
{
sCurBoundShaderPtr->placeProfileQuery();
}
}
//static
void LLGLSLShader::stopProfile(U32 count, U32 mode)
{
if (sProfileEnabled)
{
sCurBoundShaderPtr->readProfileQuery(count, mode);
}
}
void LLGLSLShader::placeProfileQuery()
{
David Parks
committed
if (mTimerQuery == 0)
{
glGenQueriesARB(1, &mTimerQuery);
}
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
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();
}
David Parks
committed
glBeginQueryARB(GL_SAMPLES_PASSED, 1);
glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery);
David Parks
committed
}
void LLGLSLShader::readProfileQuery(U32 count, U32 mode)
{
David Parks
committed
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
glEndQueryARB(GL_TIME_ELAPSED);
glEndQueryARB(GL_SAMPLES_PASSED);
U64 time_elapsed = 0;
glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed);
U64 samples_passed = 0;
glGetQueryObjectui64v(1, GL_QUERY_RESULT, &samples_passed);
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)
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;
}
//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();
}
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
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
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
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();
David Parks
committed
LL_DEBUGS("ShaderLoading") << "Total Uniform Size: " << mTotalUniformSize << llendl;
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
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
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
{
llerrs << "Texture channel " << index << " texture type corrupted." << llendl;
}
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);
}
}
}
}
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
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
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;
return;
}
if (mUniform[index] >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
LLVector4 vec(x,y,z,w);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform4fARB(mUniform[index], x, y, z, w);
mValue[mUniform[index]] = vec;
}
}
}
}
void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v)
{
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]);