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/**
* @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;
//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()
: calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false),
hasTransport(false), hasSkinning(false), hasObjectSkinning(false), hasAtmospherics(false), isSpecular(false),
hasGamma(false), hasLighting(false), calculatesAtmospherics(false), mIndexedTextureChannels(0), disableTextureIndex(false),
hasAlphaMask(false)
{
}
//===============================
// LLGLSL Shader implementation
//===============================
LLGLSLShader::LLGLSLShader()
: mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE)
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for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i)
{
mMatHash[i] = 0xFFFFFFFF;
}
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mLightHash = 0xFFFFFFFF;
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}
void LLGLSLShader::unload()
{
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++)
{
glDeleteObjectARB(obj[i]);
}
glDeleteObjectARB(mProgramObject);
mProgramObject = 0;
}
//hack to make apple not complain
glGetError();
stop_glerror();
}
BOOL LLGLSLShader::createShader(vector<string> * attributes,
vector<string> * uniforms)
{
llassert_always(!mShaderFiles.empty());
BOOL success = TRUE;
// Create program
mProgramObject = glCreateProgramObjectARB();
#if !LL_DARWIN
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if (gGLManager.mGLVersion < 3.1f)
{ //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support)
mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
}
#endif // !LL_DARWIN
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//compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
{
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GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, mFeatures.mIndexedTextureChannels);
LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL;
{
attachObject(shaderhandle);
}
else
{
success = FALSE;
}
}
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// Attach existing objects
if (!LLShaderMgr::instance()->attachShaderFeatures(this))
{
return FALSE;
}
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if (gGLManager.mGLVersion < 3.1f)
{ //attachShaderFeatures may have set the number of indexed texture channels, so set to 1 again
mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
}
// 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);
}
}
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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++)
{
uniform1i(llformat("tex%d", i), i);
}
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();
}
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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 vector<string> * 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
//read back reserved channels first
for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
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{
const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
S32 index = glGetAttribLocationARB(mProgramObject, (const GLcharARB *)name);
if (index != -1)
{
mAttribute[i] = index;
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].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<string> * uniforms)
{
if (index == -1)
{
return;
}
GLenum type;
GLsizei length;
GLint size;
char name[1024]; /* Flawfinder: ignore */
name[0] = 0;
glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name);
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;
}
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mUniformMap[name] = 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].compare(0, length, name, LLShaderMgr::instance()->mReservedUniforms[i].length()) == 0))
{
//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].compare(0, length, name, (*uniforms)[i].length()) == 0))
{
//found it
mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location;
mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type);
return;
}
}
}
}
}
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
{
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if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB ||
type == GL_SAMPLER_2D_MULTISAMPLE)
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{ //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<string> * uniforms)
{
BOOL res = TRUE;
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();
return res;
}
BOOL LLGLSLShader::link(BOOL suppress_errors)
{
return LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
}
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();
sCurBoundShader = 0;
sCurBoundShaderPtr = NULL;
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);
}
}
}
}
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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]);
LLVector4 vec(v[0],0.f,0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
glUniform1ivARB(mUniform[index], count, v);
mValue[mUniform[index]] = vec;
}
}
}
}
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void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* 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]);
LLVector4 vec(v[0],0.f,0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
glUniform1fvARB(mUniform[index], count, v);
mValue[mUniform[index]] = vec;
}
}
}
}
void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* 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]);
LLVector4 vec(v[0],v[1],0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
glUniform2fvARB(mUniform[index], count, v);
mValue[mUniform[index]] = vec;
}
}
}
}
void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* 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]);
LLVector4 vec(v[0],v[1],v[2],0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
glUniform3fvARB(mUniform[index], count, v);
mValue[mUniform[index]] = vec;
}
}
}
}
void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* 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]);
LLVector4 vec(v[0],v[1],v[2],v[3]);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
glUniform4fvARB(mUniform[index], count, v);
mValue[mUniform[index]] = vec;
}
}
}
}
void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
if (mProgramObject > 0)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
return;
}
if (mUniform[index] >= 0)
{
glUniformMatrix2fvARB(mUniform[index], count, transpose, v);
}
}
}
void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
if (mProgramObject > 0)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
return;
}
if (mUniform[index] >= 0)
{
glUniformMatrix3fvARB(mUniform[index], count, transpose, v);
}
}
}
void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
if (mProgramObject > 0)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
return;
}
if (mUniform[index] >= 0)
{
glUniformMatrix4fvARB(mUniform[index], count, transpose, v);
}
}
}
GLint LLGLSLShader::getUniformLocation(const string& uniform)
{
if (mProgramObject > 0)
{
std::map<string, GLint>::iterator iter = mUniformMap.find(uniform);
if (iter != mUniformMap.end())
{
if (gDebugGL)
{
stop_glerror();
if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.c_str()))
{
llerrs << "Uniform does not match." << llendl;
}
stop_glerror();
}
/*if (gDebugGL)
{
if (ret == -1 && ret != glGetUniformLocationARB(mProgramObject, uniform.c_str()))
{
llerrs << "Uniform map invalid." << llendl;
}
}*/
GLint LLGLSLShader::getAttribLocation(U32 attrib)
{
if (attrib < mAttribute.size())
{
return mAttribute[attrib];
}
else
{
return -1;
}
}
void LLGLSLShader::uniform1i(const string& uniform, GLint v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(v,0.f,0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform1iARB(location, v);
mValue[location] = vec;
}
}
}
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void LLGLSLShader::uniform1f(const string& uniform, GLfloat v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(v,0.f,0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform1fARB(location, v);
mValue[location] = vec;
}
}
}
void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(x,y,0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform2fARB(location, x,y);
mValue[location] = vec;
}
}
}
void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloat z)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(x,y,z,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform3fARB(location, x,y,z);
mValue[location] = vec;
}
}
}
void LLGLSLShader::uniform4f(const string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(x,y,z,w);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform4fARB(location, x,y,z,w);
mValue[location] = vec;
}
}
}
void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(v[0],0.f,0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
glUniform1fvARB(location, count, v);
mValue[location] = vec;
}
}
}
void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(v[0],v[1],0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
glUniform2fvARB(location, count, v);
mValue[location] = vec;
}
}
}
void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(v[0],v[1],v[2],0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
glUniform3fvARB(location, count, v);
mValue[location] = vec;
}
}
}
void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
LLVector4 vec(v);
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
David Parks
committed
stop_glerror();
glUniform4fvARB(location, count, v);
David Parks
committed
stop_glerror();
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mValue[location] = vec;
}
}
}
void LLGLSLShader::uniformMatrix2fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
glUniformMatrix2fvARB(location, count, transpose, v);
}
}
void LLGLSLShader::uniformMatrix3fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
glUniformMatrix3fvARB(location, count, transpose, v);
}
}
void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
glUniformMatrix4fvARB(location, count, transpose, v);
}
}
void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
if (mAttribute[index] > 0)
{
glVertexAttrib4fARB(mAttribute[index], x, y, z, w);
}
}
void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v)