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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"
// 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;
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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)
{
}
LLShaderFeatures::LLShaderFeatures()
: 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)
, hasSrgb(false)
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, encodesNormal(false)
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, isDeferred(false)
, hasIndirect(false)
, hasShadows(false)
, hasAmbientOcclusion(false)
, mIndexedTextureChannels(0)
, disableTextureIndex(false)
, hasAlphaMask(false)
, attachNothing(false)
{
}
//===============================
// LLGLSL Shader implementation
//===============================
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//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();
}
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}
bool operator()(const LLGLSLShader* const& lhs, const LLGLSLShader* const& rhs)
{
return lhs->mTimeElapsed < rhs->mTimeElapsed;
}
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//static
void LLGLSLShader::finishProfile(bool emit_report)
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{
sProfileEnabled = false;
if (emit_report)
{
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());
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;
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}
void LLGLSLShader::clearStats()
{
mTrianglesDrawn = 0;
mTimeElapsed = 0;
mSamplesDrawn = 0;
mDrawCalls = 0;
mTextureStateFetched = false;
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mTextureMagFilter.clear();
mTextureMinFilter.clear();
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}
void LLGLSLShader::dumpStats()
{
if (mDrawCalls > 0)
{
LL_INFOS() << "=============================================" << LL_ENDL;
LL_INFOS() << mName << LL_ENDL;
for (U32 i = 0; i < mShaderFiles.size(); ++i)
{
LL_INFOS() << mShaderFiles[i].first << LL_ENDL;
}
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for (U32 i = 0; i < mTexture.size(); ++i)
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GLint idx = mTexture[i];
if (idx >= 0)
{
GLint uniform_idx = getUniformLocation(i);
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LL_INFOS() << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << LL_ENDL;
}
}
LL_INFOS() << "=============================================" << LL_ENDL;
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;
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}
//static
void LLGLSLShader::startProfile()
{
if (sProfileEnabled && sCurBoundShaderPtr)
{
sCurBoundShaderPtr->placeProfileQuery();
}
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}
//static
void LLGLSLShader::stopProfile(U32 count, U32 mode)
{
if (sProfileEnabled && sCurBoundShaderPtr)
{
sCurBoundShaderPtr->readProfileQuery(count, mode);
}
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}
void LLGLSLShader::placeProfileQuery()
{
if (mTimerQuery == 0)
{
glGenQueries(1, &mSamplesQuery);
glGenQueries(1, &mTimerQuery);
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if (!mTextureStateFetched)
{
mTextureStateFetched = true;
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mTextureMagFilter.resize(mTexture.size());
mTextureMinFilter.resize(mTexture.size());
U32 cur_active = gGL.getCurrentTexUnitIndex();
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for (U32 i = 0; i < mTexture.size(); ++i)
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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);
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mTextureMagFilter[i] = mag;
mTextureMinFilter[i] = min;
gGL.getTexUnit(cur_active)->activate();
}
glBeginQuery(GL_SAMPLES_PASSED, mSamplesQuery);
glBeginQuery(GL_TIME_ELAPSED, mTimerQuery);
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}
void LLGLSLShader::readProfileQuery(U32 count, U32 mode)
{
glEndQuery(GL_TIME_ELAPSED);
glEndQuery(GL_SAMPLES_PASSED);
glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed);
GLuint64 samples_passed = 0;
glGetQueryObjectui64v(mSamplesQuery, 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++;
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}
: mProgramObject(0),
mAttributeMask(0),
mTotalUniformSize(0),
mActiveTextureChannels(0),
mShaderLevel(0),
mShaderGroup(SG_DEFAULT),
mUniformsDirty(FALSE),
mTimerQuery(0),
mSamplesQuery(0)
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}
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LLGLSLShader::~LLGLSLShader()
{
}
void LLGLSLShader::unload()
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{
mShaderFiles.clear();
mDefines.clear();
unloadInternal();
}
void LLGLSLShader::unloadInternal()
sInstances.erase(this);
stop_glerror();
mAttribute.clear();
mTexture.clear();
mUniform.clear();
if (mProgramObject)
{
glGetAttachedShaders(mProgramObject, 1024, &count, obj);
for (GLsizei i = 0; i < count; i++)
{
glDetachShader(mProgramObject, obj[i]);
glDeleteShader(obj[i]);
mProgramObject = 0;
}
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if (mTimerQuery)
{
mTimerQuery = 0;
}
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if (mSamplesQuery)
{
mSamplesQuery = 0;
}
//hack to make apple not complain
glGetError();
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BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
std::vector<LLStaticHashedString> * uniforms,
U32 varying_count,
const char** varyings)
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unloadInternal();
sInstances.insert(this);
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//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;
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#if LL_DARWIN
// work-around missing mix(vec3,vec3,bvec3)
mDefines["OLD_SELECT"] = "1";
#endif
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//compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
{
GLuint shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, &mDefines, mFeatures.mIndexedTextureChannels);
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LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL;
{
attachObject(shaderhandle);
}
else
{
success = FALSE;
}
}
// Attach existing objects
if (!LLShaderMgr::instance()->attachShaderFeatures(this))
{
return FALSE;
}
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
mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
}
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// Map attributes and uniforms
if (success)
{
success = mapAttributes(attributes);
}
if (success)
{
success = mapUniforms(uniforms);
}
if( !success )
{
LL_SHADER_LOADING_WARNS() << "Failed to link shader: " << mName << LL_ENDL;
// Try again using a lower shader level;
if (mShaderLevel > 0)
{
LL_SHADER_LOADING_WARNS() << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL;
mShaderLevel--;
return createShader(attributes,uniforms);
}
}
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);
}
S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten
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for (U32 i = 0; i < mTexture.size(); i++)
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if (mTexture[i] > -1 && mTexture[i] < channel_count)
{
llassert(cur_tex < gGLManager.mNumTextureImageUnits);
uniform1i(i, cur_tex);
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mTexture[i] = cur_tex++;
}
}
unbind();
}
return success;
BOOL LLGLSLShader::attachVertexObject(std::string object_path) {
if (LLShaderMgr::instance()->mVertexShaderObjects.count(object_path) > 0)
{
stop_glerror();
glAttachShader(mProgramObject, LLShaderMgr::instance()->mVertexShaderObjects[object_path]);
stop_glerror();
return TRUE;
}
else
{
LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object: '" << object_path << "' that hasn't been compiled." << LL_ENDL;
return FALSE;
}
}
BOOL LLGLSLShader::attachFragmentObject(std::string object_path)
if (LLShaderMgr::instance()->mFragmentShaderObjects.count(object_path) > 0)
{
stop_glerror();
glAttachShader(mProgramObject, LLShaderMgr::instance()->mFragmentShaderObjects[object_path]);
stop_glerror();
return TRUE;
}
else
{
LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object: '" << object_path << "' that hasn't been compiled." << LL_ENDL;
if (object != 0)
{
stop_glerror();
stop_glerror();
}
else
{
LL_SHADER_LOADING_WARNS() << "Attempting to attach non existing shader object. " << LL_ENDL;
void LLGLSLShader::attachObjects(GLuint* 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();
glBindAttribLocation(mProgramObject, i, (const GLchar *) name);
}
//link the program
BOOL res = link();
mAttribute.clear();
U32 numAttributes = (attributes == NULL) ? 0 : attributes->size();
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#if LL_RELEASE_WITH_DEBUG_INFO
mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, { -1, NULL });
#else
mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, -1);
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#endif
if (res)
{ //read back channel locations
mAttributeMask = 0;
//read back reserved channels first
for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
{
const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
S32 index = glGetAttribLocation(mProgramObject, (const GLchar *)name);
if (index != -1)
{
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#if LL_RELEASE_WITH_DEBUG_INFO
mAttribute[i] = { index, name };
#else
mAttribute[i] = index;
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#endif
mAttributeMask |= 1 << i;
LL_DEBUGS("ShaderUniform") << "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 = glGetAttribLocation(mProgramObject, name);
if (index != -1)
{
mAttribute[LLShaderMgr::instance()->mReservedAttribs.size() + i] = index;
LL_DEBUGS("ShaderUniform") << "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;
GLint size = -1;
char name[1024]; /* Flawfinder: ignore */
name[0] = 0;
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glGetActiveUniform(mProgramObject, index, 1024, &length, &size, &type, (GLchar *)name);
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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;
}
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S32 location = glGetUniformLocation(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);
mUniformNameMap[location] = name;
mUniformMap[hashedName] = location;
LL_DEBUGS("ShaderUniform") << "Uniform " << name << " is at location " << location << LL_ENDL;
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//find the index of this uniform
for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++)
{
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if ( (mUniform[i] == -1)
&& (LLShaderMgr::instance()->mReservedUniforms[i] == name))
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//found it
mUniform[i] = location;
mTexture[i] = mapUniformTextureChannel(location, type);
return;
}
}
if (uniforms != NULL)
{
for (U32 i = 0; i < uniforms->size(); i++)
{
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if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1)
&& ((*uniforms)[i].String() == name))
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//found it
mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location;
mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type);
return;
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}
void LLGLSLShader::clearPermutations()
{
mDefines.clear();
}
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void LLGLSLShader::addPermutation(std::string name, std::string value)
{
mDefines[name] = value;
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}
void LLGLSLShader::removePermutation(std::string name)
{
mDefines[name].erase();
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
{
if ((type >= GL_SAMPLER_1D && type <= GL_SAMPLER_2D_RECT_SHADOW) ||
type == GL_SAMPLER_2D_MULTISAMPLE)
{ //this here is a texture
LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
return mActiveTextureChannels++;
}
return -1;
BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
BOOL res = TRUE;
mTotalUniformSize = 0;
mActiveTextureChannels = 0;
mUniform.clear();
mUniformMap.clear();
mUniformNameMap.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;
glGetProgramiv(mProgramObject, GL_ACTIVE_UNIFORMS, &activeCount);
//........................................................................................................................................
//........................................................................................
/*
EXPLANATION:
This is part of code is temporary because as the final result the mapUniform() should be rewrited.
But it's a huge a volume of work which is need to be a more carefully performed for avoid possible
regression's (i.e. it should be formalized a separate ticket in JIRA).
RESON:
The reason of this code is that SL engine is very sensitive to fact that "diffuseMap" should be appear
first as uniform parameter which is should get 0-"texture channel" index (see mapUniformTextureChannel() and mActiveTextureChannels)
it influence to which is texture matrix will be updated during rendering.
But, order of indexe's of uniform variables is not defined and GLSL compiler can change it as want
, even if the "diffuseMap" will be appear and use first in shader code.
As example where this situation appear see: "Deferred Material Shader 28/29/30/31"
And tickets: MAINT-4165, MAINT-4839, MAINT-3568, MAINT-6437
*/
S32 diffuseMap = glGetUniformLocation(mProgramObject, "diffuseMap");
S32 specularMap = glGetUniformLocation(mProgramObject, "specularMap");
S32 bumpMap = glGetUniformLocation(mProgramObject, "bumpMap");
S32 altDiffuseMap = glGetUniformLocation(mProgramObject, "altDiffuseMap");
S32 environmentMap = glGetUniformLocation(mProgramObject, "environmentMap");
if (-1 != diffuseMap && (-1 != specularMap || -1 != bumpMap || -1 != environmentMap || -1 != altDiffuseMap))
{
GLenum type;
GLsizei length;
GLint size = -1;
char name[1024];
diffuseMap = altDiffuseMap = specularMap = bumpMap = environmentMap = -1;
for (S32 i = 0; i < activeCount; i++)
{
name[0] = '\0';
glGetActiveUniform(mProgramObject, i, 1024, &length, &size, &type, (GLchar *)name);
if (-1 == diffuseMap && std::string(name) == "diffuseMap")
{
diffuseMap = i;
continue;
}
if (-1 == specularMap && std::string(name) == "specularMap")
{
specularMap = i;
continue;
}
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if (-1 == bumpMap && std::string(name) == "bumpMap")
{
bumpMap = i;
continue;
}
if (-1 == environmentMap && std::string(name) == "environmentMap")
{
environmentMap = i;
continue;
}
if (-1 == altDiffuseMap && std::string(name) == "altDiffuseMap")
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{
altDiffuseMap = i;
continue;
}
}
bool specularDiff = specularMap < diffuseMap && -1 != specularMap;
bool bumpLessDiff = bumpMap < diffuseMap && -1 != bumpMap;
bool envLessDiff = environmentMap < diffuseMap && -1 != environmentMap;
if (specularDiff || bumpLessDiff || envLessDiff)
{
mapUniform(diffuseMap, uniforms);
skip_index.insert(diffuseMap);
if (-1 != specularMap) {
mapUniform(specularMap, uniforms);
skip_index.insert(specularMap);
}
if (-1 != bumpMap) {
mapUniform(bumpMap, uniforms);
skip_index.insert(bumpMap);
}
if (-1 != environmentMap) {
mapUniform(environmentMap, uniforms);
skip_index.insert(environmentMap);
}
}
}
//........................................................................................
for (S32 i = 0; i < activeCount; i++)
{
//........................................................................................
if (skip_index.end() != skip_index.find(i)) continue;
//........................................................................................
mapUniform(i, uniforms);
}
//........................................................................................................................................
unbind();
LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
return res;
BOOL LLGLSLShader::link(BOOL suppress_errors)
{
BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
LLShaderMgr::instance()->dumpObjectLog(true, mProgramObject, !success, mName);
}
void LLGLSLShader::bind()
{
gGL.flush();
if (gGLManager.mHasShaderObjects)
{
LLVertexBuffer::unbind();
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();
if (gGLManager.mHasShaderObjects)
{
sCurBoundShader = 0;
sCurBoundShaderPtr = NULL;
}
S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
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{
S32 channel = 0;
channel = getUniformLocation(uniform);
return bindTexture(channel, texture, mode, colorspace);
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}
S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
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{
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if (uniform < 0 || uniform >= (S32)mTexture.size())
{
LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;
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return -1;
}
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uniform = mTexture[uniform];
if (uniform > -1)
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gGL.getTexUnit(uniform)->bind(texture, mode);
gGL.getTexUnit(uniform)->setTextureColorSpace(colorspace);
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return uniform;
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}
S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureType mode)
{
S32 channel = 0;
channel = getUniformLocation(uniform);
return unbindTexture(channel);
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}
S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
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if (uniform < 0 || uniform >= (S32)mTexture.size())
LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;
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return -1;
}
uniform = mTexture[uniform];
if (uniform > -1)
{
gGL.getTexUnit(uniform)->unbind(mode);
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return uniform;
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}
S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
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if (uniform < 0 || uniform >= (S32)mTexture.size())
{
LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;
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return -1;
}
S32 index = mTexture[uniform];
if (index != -1)
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gGL.getTexUnit(index)->activate();
gGL.getTexUnit(index)->enable(mode);
gGL.getTexUnit(index)->setTextureColorSpace(space);
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return index;
S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)