Merge branch 'master' of git://github.com/Shyotl/SingularityViewer
This commit is contained in:
@@ -113,8 +113,8 @@ void LLStat::addValue(const F32 value)
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}
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// Increment the bin counters.
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mCurBin = ++mCurBin % mNumBins;
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mNextBin = ++mNextBin % mNumBins;
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mCurBin = (mCurBin+1) % mNumBins;
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mNextBin = (mNextBin+1) % mNumBins;
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mBins[mCurBin].mValue = value;
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if (mUseFrameTimer)
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@@ -35,15 +35,7 @@
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class LLPerlinNoise
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{
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public:
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template<typename T>
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static F32 noise(const T& x, U32 wrap_at);
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template<typename T>
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static F32 noise(const T& x)
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{
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return noise(x, 256);
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}
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template<>
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static F32 noise(const F32& x, U32 wrap_at)
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static F32 noise(const F32& x, U32 wrap_at = 256)
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{
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U8 b[1][2];
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F32 r[1][2], s[1], u, v;
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@@ -55,8 +47,7 @@ public:
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return lerp(u, v, s[VX]);
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}
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template <>
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static F32 noise(const LLVector2& vec, U32 wrap_at)
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static F32 noise(const LLVector2& vec, U32 wrap_at = 256)
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{
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U8 b[2][2];
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F32 r[2][2], s[2], u, v, A, B;
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@@ -73,8 +64,7 @@ public:
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return lerp(A, B, s[VY]);
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}
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template <>
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static F32 noise(const LLVector3& vec, U32 wrap_at)
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static F32 noise(const LLVector3& vec, U32 wrap_at = 256)
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{
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U8 b[3][2];
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F32 r[3][2], s[3], u, v, A, B, C, D;
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@@ -101,7 +91,7 @@ public:
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D = lerp(A, B, s[VY]);
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return lerp(C, D, s[VZ]);
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return lerp(C, D, s[VZ]) * 0.77f;
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}
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template <typename T>
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static F32 turbulence(const T& vec, F32 freq, U32 wrap_at = 256)
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@@ -169,7 +159,7 @@ private:
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const U32 limit = llclamp(wrap_at, U32(1), U32(256));
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for (U32 i = 0; i < N; ++i)
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{
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const S32 t_S32 = lltrunc(vec[i]);
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const S32 t_S32 = llfloor(vec[i]);
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b[i][0] = (t_S32) % limit;
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b[i][1] = (t_S32 + 1) % limit;
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r[i][0] = vec[i] - F32(t_S32);
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@@ -38,12 +38,6 @@
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#include "OpenGL/OpenGL.h"
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#endif
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#ifdef LL_RELEASE_FOR_DOWNLOAD
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#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
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#else
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#define UNIFORM_ERRS LL_ERRS("Shader")
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#endif
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// Lots of STL stuff in here, using namespace std to keep things more readable
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using std::vector;
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using std::pair;
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@@ -431,7 +425,6 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> *
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}
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LLStaticHashedString hashedName(name);
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mUniformNameMap[location] = name;
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mUniformMap[hashedName] = location;
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LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL;
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@@ -496,9 +489,10 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
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mActiveTextureChannels = 0;
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mUniform.clear();
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mUniformMap.clear();
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mUniformNameMap.clear();
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mTexture.clear();
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mValue.clear();
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mValueVec4.clear();
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mValueMat3.clear();
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mValueMat4.clear();
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//initialize arrays
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U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size();
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mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
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@@ -671,326 +665,6 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode)
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return index;
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}
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void LLGLSLShader::uniform1i(U32 index, GLint x)
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{
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if (mProgramObject > 0)
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{
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if (mUniform.size() <= index)
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{
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UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
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return;
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}
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if (mUniform[index] >= 0)
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{
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std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
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if (iter == mValue.end() || iter->second.mV[0] != x)
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{
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glUniform1iARB(mUniform[index], x);
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mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f);
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}
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}
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}
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}
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void LLGLSLShader::uniform1f(U32 index, GLfloat x)
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{
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if (mProgramObject > 0)
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{
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if (mUniform.size() <= index)
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{
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UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
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return;
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}
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if (mUniform[index] >= 0)
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{
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std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
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if (iter == mValue.end() || iter->second.mV[0] != x)
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{
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glUniform1fARB(mUniform[index], x);
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mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f);
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}
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}
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}
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}
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void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y)
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{
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if (mProgramObject > 0)
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{
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if (mUniform.size() <= index)
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{
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UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
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return;
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}
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if (mUniform[index] >= 0)
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{
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std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
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LLVector4 vec(x,y,0.f,0.f);
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if (iter == mValue.end() || shouldChange(iter->second,vec))
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{
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glUniform2fARB(mUniform[index], x, y);
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mValue[mUniform[index]] = vec;
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}
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}
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}
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}
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void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)
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{
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if (mProgramObject > 0)
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{
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||||
if (mUniform.size() <= index)
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{
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UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
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return;
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||||
}
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||||
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||||
if (mUniform[index] >= 0)
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||||
{
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||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
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||||
LLVector4 vec(x,y,z,0.f);
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if (iter == mValue.end() || shouldChange(iter->second,vec))
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{
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glUniform3fARB(mUniform[index], x, y, z);
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mValue[mUniform[index]] = vec;
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}
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}
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}
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}
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void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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if (mProgramObject > 0)
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{
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if (mUniform.size() <= index)
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{
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UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
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return;
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}
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if (mUniform[index] >= 0)
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{
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std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
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LLVector4 vec(x,y,z,w);
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if (iter == mValue.end() || shouldChange(iter->second,vec))
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{
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glUniform4fARB(mUniform[index], x, y, z, w);
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mValue[mUniform[index]] = vec;
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}
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}
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}
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}
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void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v)
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{
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if (mProgramObject > 0)
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{
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if (mUniform.size() <= index)
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{
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UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
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return;
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}
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if (mUniform[index] >= 0)
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{
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std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
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LLVector4 vec(v[0],0.f,0.f,0.f);
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if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
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{
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glUniform1ivARB(mUniform[index], count, v);
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mValue[mUniform[index]] = vec;
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}
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}
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}
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}
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void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v)
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{
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if (mProgramObject > 0)
|
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{
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if (mUniform.size() <= index)
|
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{
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UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
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return;
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}
|
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|
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if (mUniform[index] >= 0)
|
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{
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std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
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LLVector4 vec(v[0],0.f,0.f,0.f);
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if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
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{
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glUniform1fvARB(mUniform[index], count, v);
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mValue[mUniform[index]] = vec;
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}
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}
|
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}
|
||||
}
|
||||
|
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void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v)
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||||
{
|
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if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
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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::uniformMatrix3x4fv(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)
|
||||
{
|
||||
glUniformMatrix3x4fv(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 LLStaticHashedString& uniform)
|
||||
{
|
||||
GLint ret = -1;
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
LLStaticStringTable<GLint>::iterator iter = mUniformMap.find(uniform);
|
||||
if (iter != mUniformMap.end())
|
||||
{
|
||||
if (gDebugGL)
|
||||
{
|
||||
stop_glerror();
|
||||
if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.String().c_str()))
|
||||
{
|
||||
llerrs << "Uniform does not match." << llendl;
|
||||
}
|
||||
stop_glerror();
|
||||
}
|
||||
ret = iter->second;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
GLint LLGLSLShader::getUniformLocation(U32 index)
|
||||
{
|
||||
GLint ret = -1;
|
||||
@@ -1015,167 +689,6 @@ GLint LLGLSLShader::getAttribLocation(U32 attrib)
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform1i(const LLStaticHashedString& 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(i,j,0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform2iARB(location, i, j);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void LLGLSLShader::uniform1f(const LLStaticHashedString& 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 LLStaticHashedString& 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 LLStaticHashedString& 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::uniform1fv(const LLStaticHashedString& 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 LLStaticHashedString& 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 LLStaticHashedString& 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 LLStaticHashedString& 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)
|
||||
{
|
||||
stop_glerror();
|
||||
glUniform4fvARB(location, count, v);
|
||||
stop_glerror();
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
stop_glerror();
|
||||
glUniformMatrix4fvARB(location, count, transpose, v);
|
||||
stop_glerror();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
||||
{
|
||||
if (mAttribute[index] > 0)
|
||||
@@ -1184,14 +697,6 @@ void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GL
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v)
|
||||
{
|
||||
if (mAttribute[index] > 0)
|
||||
{
|
||||
glVertexAttrib4fvARB(mAttribute[index], v);
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::setMinimumAlpha(F32 minimum)
|
||||
{
|
||||
gGL.flush();
|
||||
|
||||
@@ -30,6 +30,11 @@
|
||||
#include "llgl.h"
|
||||
#include "llrender.h"
|
||||
#include "llstaticstringtable.h"
|
||||
#ifdef LL_RELEASE_FOR_DOWNLOAD
|
||||
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
|
||||
#else
|
||||
#define UNIFORM_ERRS LL_ERRS("Shader")
|
||||
#endif
|
||||
|
||||
class LLShaderFeatures
|
||||
{
|
||||
@@ -87,38 +92,256 @@ public:
|
||||
BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
|
||||
BOOL mapUniforms(const std::vector<LLStaticHashedString> *);
|
||||
void mapUniform(GLint index, const std::vector<LLStaticHashedString> *);
|
||||
void uniform1i(U32 index, GLint i);
|
||||
void uniform1f(U32 index, GLfloat v);
|
||||
void uniform2f(U32 index, GLfloat x, GLfloat y);
|
||||
void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
|
||||
void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
void uniform1iv(U32 index, U32 count, const GLint* i);
|
||||
void uniform1fv(U32 index, U32 count, const GLfloat* v);
|
||||
void uniform2fv(U32 index, U32 count, const GLfloat* v);
|
||||
void uniform3fv(U32 index, U32 count, const GLfloat* v);
|
||||
void uniform4fv(U32 index, U32 count, const GLfloat* v);
|
||||
void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
|
||||
void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
|
||||
void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
|
||||
void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
|
||||
void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
|
||||
void uniform1i(const LLStaticHashedString& uniform, GLint i);
|
||||
void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
|
||||
void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
|
||||
void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
|
||||
void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
|
||||
void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
|
||||
void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
|
||||
void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
|
||||
void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v);
|
||||
S32 getUniformFromIndex(const U32 index)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return -1;
|
||||
}
|
||||
return mUniform[index];
|
||||
}
|
||||
template <typename T, int N>
|
||||
S32 updateUniform(std::vector<std::pair<GLint, T> >& cache, S32 uniform, const F32* val)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (uniform >= 0)
|
||||
{
|
||||
std::vector<std::pair<GLint, T> >::iterator iter = std::find_if(cache.begin(), cache.end(), boost::bind(&std::pair<GLint, T>::first, _1) == uniform);
|
||||
if (iter == cache.end())
|
||||
{
|
||||
T tmp;
|
||||
memcpy(&tmp, val, sizeof(F32)*N);
|
||||
cache.push_back(std::make_pair(uniform, tmp));
|
||||
return true;
|
||||
}
|
||||
else if (memcmp(&iter->second, val, sizeof(F32)*N))
|
||||
{
|
||||
memcpy(&iter->second, val, sizeof(F32)*N);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
void uniform1i(U32 index, GLint x)
|
||||
{
|
||||
F32 val = x;
|
||||
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformFromIndex(index), &val))
|
||||
{
|
||||
glUniform1iARB(mUniform[index], x);
|
||||
}
|
||||
}
|
||||
void uniform1f(U32 index, GLfloat x)
|
||||
{
|
||||
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformFromIndex(index), &x))
|
||||
{
|
||||
glUniform1fARB(mUniform[index], x);
|
||||
}
|
||||
}
|
||||
void uniform2f(U32 index, GLfloat x, GLfloat y)
|
||||
{
|
||||
F32 val[] = { x, y };
|
||||
if (updateUniform<LLVector4, 2>(mValueVec4, getUniformFromIndex(index), val))
|
||||
{
|
||||
glUniform2fARB(mUniform[index], x, y);
|
||||
}
|
||||
}
|
||||
void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)
|
||||
{
|
||||
F32 val[] = { x, y, z };
|
||||
if (updateUniform<LLVector4, 3>(mValueVec4, getUniformFromIndex(index), val))
|
||||
{
|
||||
glUniform3fARB(mUniform[index], x, y, z);
|
||||
}
|
||||
}
|
||||
void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
||||
{
|
||||
F32 val[] = { x, y, z, w };
|
||||
if (updateUniform<LLVector4, 4>(mValueVec4, getUniformFromIndex(index), val))
|
||||
{
|
||||
glUniform4fARB(mUniform[index], x, y, z, w);
|
||||
}
|
||||
}
|
||||
void uniform1iv(U32 index, U32 count, const GLint* v)
|
||||
{
|
||||
F32 val[] = { v[0] };
|
||||
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformFromIndex(index), val) || count > 1)
|
||||
{
|
||||
glUniform1ivARB(mUniform[index], count, v);
|
||||
}
|
||||
}
|
||||
void uniform1fv(U32 index, U32 count, const GLfloat* v)
|
||||
{
|
||||
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformFromIndex(index), v) || count > 1)
|
||||
{
|
||||
glUniform1fvARB(mUniform[index], count, v);
|
||||
}
|
||||
}
|
||||
void uniform2fv(U32 index, U32 count, const GLfloat* v)
|
||||
{
|
||||
if (updateUniform<LLVector4, 2>(mValueVec4, getUniformFromIndex(index), v) || count > 1)
|
||||
{
|
||||
glUniform2fvARB(mUniform[index], count, v);
|
||||
}
|
||||
}
|
||||
void uniform3fv(U32 index, U32 count, const GLfloat* v)
|
||||
{
|
||||
if (updateUniform<LLVector4, 3>(mValueVec4, getUniformFromIndex(index), v) || count > 1)
|
||||
{
|
||||
glUniform3fvARB(mUniform[index], count, v);
|
||||
}
|
||||
}
|
||||
void uniform4fv(U32 index, U32 count, const GLfloat* v)
|
||||
{
|
||||
if (updateUniform<LLVector4, 4>(mValueVec4, getUniformFromIndex(index), v) || count > 1)
|
||||
{
|
||||
glUniform4fvARB(mUniform[index], count, v);
|
||||
}
|
||||
}
|
||||
void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
|
||||
{
|
||||
if (updateUniform<LLMatrix3, 9>(mValueMat3, getUniformFromIndex(index), v) || count > 1)
|
||||
{
|
||||
glUniformMatrix3fvARB(mUniform[index], count, transpose, v);
|
||||
}
|
||||
}
|
||||
void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
|
||||
{
|
||||
if (updateUniform<LLMatrix4, 12>(mValueMat4, getUniformFromIndex(index), v) || count > 1)
|
||||
{
|
||||
glUniformMatrix3x4fv(mUniform[index], count, transpose, v);
|
||||
}
|
||||
}
|
||||
void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
|
||||
{
|
||||
if (updateUniform<LLMatrix4, 16>(mValueMat4, getUniformFromIndex(index), v) || count > 1)
|
||||
{
|
||||
glUniformMatrix4fvARB(mUniform[index], count, transpose, v);
|
||||
}
|
||||
}
|
||||
void uniform1i(const LLStaticHashedString& uniform, GLint i)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
F32 val = i;
|
||||
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformLocation(uniform), &val))
|
||||
{
|
||||
glUniform1iARB(location, i);
|
||||
}
|
||||
}
|
||||
void uniform1f(const LLStaticHashedString& uniform, GLfloat v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
if (updateUniform<LLVector4, 1>(mValueVec4, location, &v))
|
||||
{
|
||||
glUniform1fARB(location, v);
|
||||
}
|
||||
}
|
||||
void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
F32 val[] = { x, y };
|
||||
if (updateUniform<LLVector4, 2>(mValueVec4, location, val))
|
||||
{
|
||||
glUniform2fARB(location, x, y);
|
||||
}
|
||||
}
|
||||
void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
F32 val[] = { x, y, z };
|
||||
if (updateUniform<LLVector4, 3>(mValueVec4, location, val))
|
||||
{
|
||||
glUniform3fARB(location, x, y, z);
|
||||
}
|
||||
}
|
||||
void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
if (updateUniform<LLVector4, 1>(mValueVec4, location, v))
|
||||
{
|
||||
glUniform1fvARB(location, count, v);
|
||||
}
|
||||
}
|
||||
void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
if (updateUniform<LLVector4, 2>(mValueVec4, location, v))
|
||||
{
|
||||
glUniform2fvARB(location, count, v);
|
||||
}
|
||||
}
|
||||
void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
if (updateUniform<LLVector4, 3>(mValueVec4, location, v))
|
||||
{
|
||||
glUniform3fvARB(location, count, v);
|
||||
}
|
||||
}
|
||||
void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
if (updateUniform<LLVector4, 4>(mValueVec4, location, v))
|
||||
{
|
||||
glUniform4fvARB(location, count, v);
|
||||
}
|
||||
}
|
||||
void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
if (location < 0)
|
||||
return;
|
||||
if (updateUniform<LLMatrix4, 16>(mValueMat4, location, v))
|
||||
{
|
||||
glUniformMatrix4fvARB(location, count, transpose, v);
|
||||
}
|
||||
}
|
||||
|
||||
void setMinimumAlpha(F32 minimum);
|
||||
|
||||
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
void vertexAttrib4fv(U32 index, GLfloat* v);
|
||||
|
||||
//GLint getUniformLocation(const std::string& uniform);
|
||||
GLint getUniformLocation(const LLStaticHashedString& uniform);
|
||||
GLint getUniformLocation(const LLStaticHashedString& uniform)
|
||||
{
|
||||
GLint ret = -1;
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
LLStaticStringTable<GLint>::iterator iter = mUniformMap.find(uniform);
|
||||
if (iter != mUniformMap.end())
|
||||
{
|
||||
if (gDebugGL)
|
||||
{
|
||||
stop_glerror();
|
||||
if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.String().c_str()))
|
||||
{
|
||||
llerrs << "Uniform does not match." << llendl;
|
||||
}
|
||||
stop_glerror();
|
||||
}
|
||||
ret = iter->second;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
GLint getUniformLocation(U32 index);
|
||||
|
||||
GLint getAttribLocation(U32 attrib);
|
||||
@@ -156,9 +379,12 @@ public:
|
||||
U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
|
||||
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
|
||||
LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
|
||||
std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name
|
||||
std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
|
||||
std::vector<GLint> mTexture;
|
||||
//There are less naive ways to do this than just having several vectors for the differing types, but this method is of least complexity and has some inherent type-safety.
|
||||
std::vector<std::pair<GLint, LLVector4> > mValueVec4; //lookup map of uniform location to last known value
|
||||
std::vector<std::pair<GLint, LLMatrix3> > mValueMat3; //lookup map of uniform location to last known value
|
||||
std::vector<std::pair<GLint, LLMatrix4> > mValueMat4; //lookup map of uniform location to last known value
|
||||
|
||||
std::vector<GLint> mTexture; //lookup table of texture uniform enum to texture channel
|
||||
S32 mTotalUniformSize;
|
||||
S32 mActiveTextureChannels;
|
||||
S32 mShaderClass;
|
||||
|
||||
@@ -333,8 +333,8 @@ void LLImageGL::destroyGL(BOOL save_state)
|
||||
gGL.getTexUnit(stage)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
}
|
||||
|
||||
int stored_count = 0;
|
||||
sAllowReadBackRaw = true ;
|
||||
std::set<LLImageGL*> stored_images;
|
||||
for (std::set<LLImageGL*>::iterator iter = sImageList.begin();
|
||||
iter != sImageList.end(); iter++)
|
||||
{
|
||||
@@ -346,20 +346,21 @@ void LLImageGL::destroyGL(BOOL save_state)
|
||||
glimage->mSaveData = new LLImageRaw;
|
||||
if(!glimage->readBackRaw(glimage->mCurrentDiscardLevel, glimage->mSaveData, false)) //necessary, keep it.
|
||||
{
|
||||
glimage->mSaveData = NULL ;
|
||||
delete glimage;
|
||||
}
|
||||
else
|
||||
{
|
||||
glimage->mSaveDiscardLevel = glimage->mCurrentDiscardLevel;
|
||||
stored_count++;
|
||||
stored_images.insert(glimage);
|
||||
glimage->destroyGLTexture();
|
||||
}
|
||||
}
|
||||
|
||||
glimage->destroyGLTexture();
|
||||
|
||||
stop_glerror();
|
||||
}
|
||||
}
|
||||
llinfos << "Storing " << stored_count << " images..." << llendl;
|
||||
sImageList = stored_images;
|
||||
llinfos << "Storing " << stored_images.size() << " images..." << llendl;
|
||||
sAllowReadBackRaw = false ;
|
||||
}
|
||||
|
||||
@@ -367,7 +368,7 @@ void LLImageGL::destroyGL(BOOL save_state)
|
||||
void LLImageGL::restoreGL()
|
||||
{
|
||||
|
||||
int recovered_count = 0;
|
||||
std::set<LLImageGL*> restored_images;
|
||||
for (std::set<LLImageGL*>::iterator iter = sImageList.begin();
|
||||
iter != sImageList.end(); iter++)
|
||||
{
|
||||
@@ -376,19 +377,22 @@ void LLImageGL::restoreGL()
|
||||
{
|
||||
llerrs << "tex name is not 0." << llendl ;
|
||||
}
|
||||
if (glimage->mSaveData.notNull())
|
||||
if (glimage->mSaveData.notNull() && glimage->getComponents() &&
|
||||
glimage->mSaveData->getComponents() &&
|
||||
glimage->mSaveDiscardLevel >= 0 &&
|
||||
glimage->createGLTexture(glimage->mSaveDiscardLevel, glimage->mSaveData, 0, TRUE, glimage->getCategory()))
|
||||
{
|
||||
if (glimage->getComponents() && glimage->mSaveData->getComponents() && glimage->mSaveDiscardLevel >= 0)
|
||||
{
|
||||
glimage->createGLTexture(glimage->mSaveDiscardLevel, glimage->mSaveData, 0, TRUE, glimage->getCategory());
|
||||
stop_glerror();
|
||||
recovered_count++;
|
||||
}
|
||||
glimage->mSaveData = NULL; // deletes data
|
||||
glimage->mSaveDiscardLevel = -1;
|
||||
restored_images.insert(glimage);
|
||||
}
|
||||
else
|
||||
{
|
||||
delete glimage;
|
||||
}
|
||||
}
|
||||
llinfos << "Restored " << recovered_count << " images" << llendl;
|
||||
|
||||
restored_images = restored_images;
|
||||
llinfos << "Restored " << restored_images.size() << " images" << llendl;
|
||||
}
|
||||
|
||||
//static
|
||||
|
||||
@@ -1096,15 +1096,7 @@ void LLRender::init()
|
||||
glBindVertexArray(ret);
|
||||
#endif
|
||||
}
|
||||
|
||||
llassert_always(mBuffer.isNull()) ;
|
||||
stop_glerror();
|
||||
mBuffer = new LLVertexBuffer(immediate_mask, 0);
|
||||
mBuffer->allocateBuffer(4096, 0, TRUE);
|
||||
mBuffer->getVertexStrider(mVerticesp);
|
||||
mBuffer->getTexCoord0Strider(mTexcoordsp);
|
||||
mBuffer->getColorStrider(mColorsp);
|
||||
stop_glerror();
|
||||
restoreVertexBuffers();
|
||||
}
|
||||
|
||||
void LLRender::shutdown()
|
||||
@@ -1148,6 +1140,23 @@ void LLRender::refreshState(void)
|
||||
mDirty = false;
|
||||
}
|
||||
|
||||
void LLRender::resetVertexBuffers()
|
||||
{
|
||||
mBuffer = NULL;
|
||||
}
|
||||
|
||||
void LLRender::restoreVertexBuffers()
|
||||
{
|
||||
llassert_always(mBuffer.isNull());
|
||||
stop_glerror();
|
||||
mBuffer = new LLVertexBuffer(immediate_mask, 0);
|
||||
mBuffer->allocateBuffer(4096, 0, TRUE);
|
||||
mBuffer->getVertexStrider(mVerticesp);
|
||||
mBuffer->getTexCoord0Strider(mTexcoordsp);
|
||||
mBuffer->getColorStrider(mColorsp);
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
void LLRender::syncLightState()
|
||||
{
|
||||
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
|
||||
|
||||
@@ -346,6 +346,9 @@ public:
|
||||
// Needed when the render context has changed and invalidated the current state
|
||||
void refreshState(void);
|
||||
|
||||
void resetVertexBuffers();
|
||||
void restoreVertexBuffers();
|
||||
|
||||
LLMatrix4a genRot(const GLfloat& a, const LLVector4a& axis) const;
|
||||
LLMatrix4a genRot(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z) const { return genRot(a,LLVector4a(x,y,z)); }
|
||||
LLMatrix4a genOrtho(const GLfloat& left, const GLfloat& right, const GLfloat& bottom, const GLfloat& top, const GLfloat& znear, const GLfloat& zfar) const;
|
||||
|
||||
@@ -1056,6 +1056,10 @@ LLSpatialPartition* LLDrawable::getSpatialPartition()
|
||||
{
|
||||
setSpatialBridge(new LLHUDBridge(this));
|
||||
}
|
||||
else if (mVObjp->isAttachment())
|
||||
{
|
||||
setSpatialBridge(new LLAttachmentBridge(this));
|
||||
}
|
||||
else
|
||||
{
|
||||
setSpatialBridge(new LLVolumeBridge(this));
|
||||
@@ -1663,12 +1667,18 @@ void LLDrawable::updateFaceSize(S32 idx)
|
||||
LLBridgePartition::LLBridgePartition()
|
||||
: LLSpatialPartition(0, FALSE, 0)
|
||||
{
|
||||
mDrawableType = LLPipeline::RENDER_TYPE_AVATAR;
|
||||
mDrawableType = LLPipeline::RENDER_TYPE_VOLUME;
|
||||
mPartitionType = LLViewerRegion::PARTITION_BRIDGE;
|
||||
mLODPeriod = 16;
|
||||
mSlopRatio = 0.25f;
|
||||
}
|
||||
|
||||
LLAttachmentPartition::LLAttachmentPartition()
|
||||
: LLBridgePartition()
|
||||
{
|
||||
mDrawableType = LLPipeline::RENDER_TYPE_AVATAR;
|
||||
}
|
||||
|
||||
LLHUDBridge::LLHUDBridge(LLDrawable* drawablep)
|
||||
: LLVolumeBridge(drawablep)
|
||||
{
|
||||
|
||||
@@ -792,6 +792,7 @@ void LLSpatialGroup::shift(const LLVector4a &offset)
|
||||
if (!mSpatialPartition->mRenderByGroup &&
|
||||
mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_TREE &&
|
||||
mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_TERRAIN &&
|
||||
mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_ATTACHMENT &&
|
||||
mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_BRIDGE)
|
||||
{
|
||||
setState(GEOM_DIRTY);
|
||||
@@ -2174,6 +2175,10 @@ public:
|
||||
for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
|
||||
{
|
||||
LLDrawable* drawable = *i;
|
||||
if (drawable->getVObj().notNull())
|
||||
{
|
||||
drawable->getVObj()->resetVertexBuffers();
|
||||
}
|
||||
if (drawable->getVObj().notNull() && !group->mSpatialPartition->mRenderByGroup)
|
||||
{
|
||||
gPipeline.markRebuild(drawable, LLDrawable::REBUILD_ALL, TRUE);
|
||||
|
||||
@@ -737,6 +737,12 @@ public:
|
||||
virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { LLVolumeGeometryManager::addGeometryCount(group, vertex_count, index_count); }
|
||||
};
|
||||
|
||||
class LLAttachmentBridge : public LLVolumeBridge
|
||||
{
|
||||
public:
|
||||
LLAttachmentBridge(LLDrawable* drawable);
|
||||
};
|
||||
|
||||
class LLHUDBridge : public LLVolumeBridge
|
||||
{
|
||||
public:
|
||||
@@ -754,11 +760,18 @@ public:
|
||||
virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { }
|
||||
};
|
||||
|
||||
//spatial partition that holds nothing but spatial bridges
|
||||
class LLAttachmentPartition : public LLBridgePartition
|
||||
{
|
||||
public:
|
||||
LLAttachmentPartition();
|
||||
};
|
||||
|
||||
class LLHUDPartition : public LLBridgePartition
|
||||
{
|
||||
public:
|
||||
LLHUDPartition();
|
||||
virtual void shift(const LLVector4a &offset);
|
||||
virtual void shift(const LLVector4a &offset) { } //HUD objects don't shift with region crossing. That would be silly.
|
||||
};
|
||||
|
||||
extern const F32 SG_BOX_SIDE;
|
||||
|
||||
@@ -1162,7 +1162,7 @@ void LLViewerJoystick::moveFlycam(bool reset)
|
||||
// -----------------------------------------------------------------------------
|
||||
bool LLViewerJoystick::toggleFlycam()
|
||||
{
|
||||
if (gRlvHandler.hasBehaviour(RLV_BHVR_CAMDISTMAX) || (gRlvHandler.hasBehaviour(RLV_BHVR_CAMUNLOCK) // [RLVa:LF] - @camdistmax and @camunlock mean no going away!
|
||||
if (gRlvHandler.hasBehaviour(RLV_BHVR_CAMDISTMAX) || gRlvHandler.hasBehaviour(RLV_BHVR_CAMUNLOCK) // [RLVa:LF] - @camdistmax and @camunlock mean no going away!
|
||||
|| !gSavedSettings.getBOOL("JoystickEnabled") || !gSavedSettings.getBOOL("JoystickFlycamEnabled"))
|
||||
{
|
||||
mOverrideCamera = false;
|
||||
|
||||
@@ -133,6 +133,7 @@ public:
|
||||
|
||||
LLViewerObject(const LLUUID &id, const LLPCode type, LLViewerRegion *regionp, BOOL is_global = FALSE);
|
||||
|
||||
virtual void resetVertexBuffers() {}
|
||||
virtual void markDead(); // Mark this object as dead, and clean up its references
|
||||
BOOL isDead() const {return mDead;}
|
||||
BOOL isOrphaned() const { return mOrphaned; }
|
||||
|
||||
@@ -380,6 +380,7 @@ void LLViewerRegion::initPartitions()
|
||||
mImpl->mObjectPartition.push_back(new LLGrassPartition()); //PARTITION_GRASS
|
||||
mImpl->mObjectPartition.push_back(new LLVolumePartition()); //PARTITION_VOLUME
|
||||
mImpl->mObjectPartition.push_back(new LLBridgePartition()); //PARTITION_BRIDGE
|
||||
mImpl->mObjectPartition.push_back(new LLAttachmentPartition()); //PARTITION_ATTACHMENT
|
||||
mImpl->mObjectPartition.push_back(new LLHUDParticlePartition());//PARTITION_HUD_PARTICLE
|
||||
mImpl->mObjectPartition.push_back(NULL); //PARTITION_NONE
|
||||
}
|
||||
|
||||
@@ -99,6 +99,7 @@ public:
|
||||
PARTITION_GRASS,
|
||||
PARTITION_VOLUME,
|
||||
PARTITION_BRIDGE,
|
||||
PARTITION_ATTACHMENT,
|
||||
PARTITION_HUD_PARTICLE,
|
||||
PARTITION_NONE,
|
||||
NUM_PARTITIONS
|
||||
|
||||
@@ -1737,7 +1737,6 @@ LLViewerWindow::LLViewerWindow(
|
||||
}
|
||||
LLVertexBuffer::initClass(gSavedSettings.getBOOL("RenderVBOEnable"), gSavedSettings.getBOOL("RenderVBOMappingDisable"));
|
||||
LL_INFOS("RenderInit") << "LLVertexBuffer initialization done." << LL_ENDL ;
|
||||
gGL.init() ;
|
||||
LLImageGL::initClass(LLViewerTexture::MAX_GL_IMAGE_CATEGORY) ;
|
||||
|
||||
if (LLFeatureManager::getInstance()->isSafe()
|
||||
@@ -5307,6 +5306,8 @@ void LLViewerWindow::stopGL(BOOL save_state)
|
||||
|
||||
gGLManager.mIsDisabled = TRUE;
|
||||
stop_glerror();
|
||||
|
||||
gGL.resetVertexBuffers();
|
||||
|
||||
llinfos << "Remaining allocated texture memory: " << LLImageGL::sGlobalTextureMemoryInBytes << " bytes" << llendl;
|
||||
}
|
||||
@@ -5323,6 +5324,7 @@ void LLViewerWindow::restoreGL(const std::string& progress_message)
|
||||
llinfos << "Restoring GL..." << llendl;
|
||||
gGLManager.mIsDisabled = FALSE;
|
||||
|
||||
gGL.init();
|
||||
initGLDefaults();
|
||||
gGL.refreshState(); //Singu Note: Call immediately. Cached states may have prevented initGLDefaults from actually applying changes.
|
||||
LLGLState::restoreGL();
|
||||
|
||||
@@ -9029,7 +9029,7 @@ void LLVOAvatar::updateSoftwareSkinnedVertices(const LLMeshSkinInfo* skin, const
|
||||
U32 LLVOAvatar::getPartitionType() const
|
||||
{
|
||||
// Avatars merely exist as drawables in the bridge partition
|
||||
return LLViewerRegion::PARTITION_BRIDGE;
|
||||
return LLViewerRegion::PARTITION_ATTACHMENT;
|
||||
}
|
||||
|
||||
//static
|
||||
|
||||
@@ -1516,10 +1516,10 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons
|
||||
*indicesp++ = index_offset + 2;
|
||||
*indicesp++ = index_offset + 3;
|
||||
|
||||
*(colorsp++) = LLColor4::white;
|
||||
*(colorsp++) = LLColor4::white;
|
||||
*(colorsp++) = LLColor4::white;
|
||||
*(colorsp++) = LLColor4::white;
|
||||
*(colorsp++) = LLColor4U::white;
|
||||
*(colorsp++) = LLColor4U::white;
|
||||
*(colorsp++) = LLColor4U::white;
|
||||
*(colorsp++) = LLColor4U::white;
|
||||
|
||||
facep->getVertexBuffer()->flush();
|
||||
|
||||
|
||||
@@ -550,6 +550,11 @@ const S32 LEAF_VERTICES = 16;
|
||||
|
||||
static LLFastTimer::DeclareTimer FTM_UPDATE_TREE("Update Tree");
|
||||
|
||||
void LLVOTree::resetVertexBuffers()
|
||||
{
|
||||
mReferenceBuffer = NULL;
|
||||
}
|
||||
|
||||
BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
|
||||
{
|
||||
LLFastTimer ftm(FTM_UPDATE_TREE);
|
||||
|
||||
@@ -77,6 +77,7 @@ public:
|
||||
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
|
||||
/*virtual*/ void updateSpatialExtents(LLVector4a &min, LLVector4a &max);
|
||||
|
||||
void resetVertexBuffers();
|
||||
virtual U32 getPartitionType() const;
|
||||
|
||||
void updateRadius();
|
||||
|
||||
@@ -4000,6 +4000,10 @@ U32 LLVOVolume::getPartitionType() const
|
||||
{
|
||||
return LLViewerRegion::PARTITION_HUD;
|
||||
}
|
||||
else if (isAttachment())
|
||||
{
|
||||
return LLViewerRegion::PARTITION_ATTACHMENT;
|
||||
}
|
||||
|
||||
return LLViewerRegion::PARTITION_VOLUME;
|
||||
}
|
||||
@@ -4028,6 +4032,12 @@ LLVolumeBridge::LLVolumeBridge(LLDrawable* drawablep)
|
||||
mSlopRatio = 0.25f;
|
||||
}
|
||||
|
||||
LLAttachmentBridge::LLAttachmentBridge(LLDrawable* drawablep)
|
||||
: LLVolumeBridge(drawablep)
|
||||
{
|
||||
mPartitionType = LLViewerRegion::PARTITION_ATTACHMENT;
|
||||
}
|
||||
|
||||
bool can_batch_texture(const LLFace* facep)
|
||||
{
|
||||
static const LLCachedControl<bool> alt_batching("SHAltBatching",true);
|
||||
@@ -5209,29 +5219,22 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
|
||||
//PROCESS NON-ALPHA FACES
|
||||
U32 simple_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR;
|
||||
U32 alpha_mask = simple_mask | 0x80000000; //hack to give alpha verts their own VBO
|
||||
U32 bump_mask = simple_mask | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TANGENT;
|
||||
U32 bump_mask = simple_mask | LLVertexBuffer::MAP_TEXCOORD1;
|
||||
U32 fullbright_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR;
|
||||
|
||||
U32 norm_mask = simple_mask | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TANGENT;
|
||||
U32 normspec_mask = norm_mask | LLVertexBuffer::MAP_TEXCOORD2;
|
||||
U32 spec_mask = simple_mask | LLVertexBuffer::MAP_TEXCOORD2;
|
||||
|
||||
if (emissive)
|
||||
{ //emissive faces are present, include emissive byte to preserve batching
|
||||
simple_mask = simple_mask | LLVertexBuffer::MAP_EMISSIVE;
|
||||
alpha_mask = alpha_mask | LLVertexBuffer::MAP_EMISSIVE;
|
||||
bump_mask = bump_mask | LLVertexBuffer::MAP_EMISSIVE;
|
||||
fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_EMISSIVE;
|
||||
norm_mask = norm_mask | LLVertexBuffer::MAP_EMISSIVE;
|
||||
normspec_mask = normspec_mask | LLVertexBuffer::MAP_EMISSIVE;
|
||||
spec_mask = spec_mask | LLVertexBuffer::MAP_EMISSIVE;
|
||||
}
|
||||
|
||||
BOOL batch_textures = LLGLSLShader::sNoFixedFunction;
|
||||
|
||||
U32 additional_flags = 0x0;
|
||||
if(batch_textures)
|
||||
additional_flags |= LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
bump_mask = norm_mask;
|
||||
|
||||
//emissive faces are present, include emissive byte to preserve batching
|
||||
if(emissive)
|
||||
additional_flags |= LLVertexBuffer::MAP_EMISSIVE;
|
||||
|
||||
@@ -6390,9 +6393,4 @@ LLHUDPartition::LLHUDPartition()
|
||||
mLODPeriod = 1;
|
||||
}
|
||||
|
||||
void LLHUDPartition::shift(const LLVector4a &offset)
|
||||
{
|
||||
//HUD objects don't shift with region crossing. That would be silly.
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -491,6 +491,8 @@ void LLPipeline::init()
|
||||
gSavedSettings.getControl("RenderFSAASamples")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
|
||||
//gSavedSettings.getControl("RenderAvatarVP")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); //Already registered to handleSetShaderChanged
|
||||
//gSavedSettings.getControl("WindLightUseAtmosShaders")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); //Already registered to handleSetShaderChanged
|
||||
|
||||
gGL.init();
|
||||
}
|
||||
|
||||
LLPipeline::~LLPipeline()
|
||||
@@ -1206,10 +1208,7 @@ void LLPipeline::restoreGL()
|
||||
{
|
||||
assertInitialized();
|
||||
|
||||
if (LLGLSLShader::sNoFixedFunction)
|
||||
{
|
||||
LLViewerShaderMgr::instance()->setShaders();
|
||||
}
|
||||
LLViewerShaderMgr::instance()->setShaders();
|
||||
|
||||
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
||||
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
||||
@@ -1291,11 +1290,13 @@ S32 LLPipeline::setLightingDetail(S32 level)
|
||||
}
|
||||
level = llclamp(level, 0, getMaxLightingDetail());
|
||||
//Bugfix: If setshaders was called with RenderLocalLights off then enabling RenderLocalLights later will not work. Reloading shaders fixes this.
|
||||
if (level != mLightingDetail && LLGLSLShader::sNoFixedFunction)
|
||||
if (level != mLightingDetail)
|
||||
{
|
||||
LLViewerShaderMgr::instance()->setShaders();
|
||||
mLightingDetail = level;
|
||||
if (LLGLSLShader::sNoFixedFunction)
|
||||
LLViewerShaderMgr::instance()->setShaders();
|
||||
}
|
||||
mLightingDetail = level;
|
||||
|
||||
return mLightingDetail;
|
||||
}
|
||||
|
||||
@@ -6495,6 +6496,7 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start,
|
||||
for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
|
||||
{
|
||||
if ((j == LLViewerRegion::PARTITION_VOLUME) ||
|
||||
(j == LLViewerRegion::PARTITION_ATTACHMENT) ||
|
||||
(j == LLViewerRegion::PARTITION_BRIDGE) ||
|
||||
(j == LLViewerRegion::PARTITION_TERRAIN) ||
|
||||
(j == LLViewerRegion::PARTITION_TREE) ||
|
||||
@@ -6557,7 +6559,7 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start,
|
||||
{
|
||||
LLViewerRegion* region = *iter;
|
||||
|
||||
LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
|
||||
LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_ATTACHMENT);
|
||||
if (part && hasRenderType(part->mDrawableType))
|
||||
{
|
||||
LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, tangent);
|
||||
@@ -6743,6 +6745,8 @@ void LLPipeline::doResetVertexBuffers()
|
||||
//delete all name pool caches
|
||||
LLGLNamePool::cleanupPools();
|
||||
|
||||
gGL.resetVertexBuffers();
|
||||
|
||||
if (LLVertexBuffer::sGLCount > 0)
|
||||
{
|
||||
llwarns << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << llendl;
|
||||
@@ -6762,6 +6766,8 @@ void LLPipeline::doResetVertexBuffers()
|
||||
LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping);
|
||||
|
||||
LLVOPartGroup::restoreGL();
|
||||
|
||||
gGL.restoreVertexBuffers();
|
||||
}
|
||||
|
||||
void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture, BOOL batch_texture)
|
||||
|
||||
Reference in New Issue
Block a user