Track glEnable states via static refs instead of map lookups.

Sync light state, bound shader, and various gl context states similarly to render matrices.
Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this)
Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions.
Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.)
Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame.
There's probably other stuff I forgot that is in this changeset, too.

Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
This commit is contained in:
Shyotl
2018-11-19 00:37:48 -06:00
parent 0b4d789afb
commit 736696ac36
96 changed files with 2870 additions and 2266 deletions

View File

@@ -498,27 +498,28 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
//============================================================================
// Load Shader
static std::string get_object_log(GLhandleARB ret)
static std::string get_object_log(GLhandleARB ret, bool isProgram)
{
std::string res;
//get log length
GLint length;
glGetObjectParameterivARB(ret, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
(isProgram ? glGetProgramiv : glGetShaderiv)(ret, GL_INFO_LOG_LENGTH, &length);
if (length > 0)
{
//the log could be any size, so allocate appropriately
GLcharARB* log = new GLcharARB[length];
glGetInfoLogARB(ret, length, &length, log);
(isProgram ? glGetProgramInfoLog : glGetShaderInfoLog)(ret, length, &length, log);
res = std::string((char *)log);
delete[] log;
}
return res;
}
void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
void LLShaderMgr::dumpObjectLog(GLhandleARB ret, bool isProgram, bool warns)
{
std::string log = get_object_log(ret);
std::string log = get_object_log(ret, isProgram);
if ( log.length() > 0 )
{
if (warns)
@@ -555,7 +556,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
}
LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL;
LL_INFOS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL;
if (filename.empty())
{
@@ -811,7 +812,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (error != GL_NO_ERROR)
{
LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL;
glDeleteObjectARB(ret); //no longer need handle
glDeleteShader(ret); //no longer need handle
ret=0;
}
}
@@ -827,7 +828,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (error != GL_NO_ERROR)
{
LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL;
glDeleteObjectARB(ret); //no longer need handle
glDeleteShader(ret); //no longer need handle
ret=0;
}
}
@@ -844,7 +845,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (error != GL_NO_ERROR)
{
LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL;
glDeleteObjectARB(ret); //no longer need handle
glDeleteShader(ret); //no longer need handle
ret=0;
}
}
@@ -856,7 +857,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
{
//check for errors
GLint success = GL_TRUE;
glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success);
glGetShaderiv(ret, GL_COMPILE_STATUS, &success);
if (gDebugGL || success == GL_FALSE)
{
error = glGetError();
@@ -864,8 +865,8 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
{
//an error occured, print log
LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
dumpObjectLog(ret);
error_str = get_object_log(ret);
dumpObjectLog(ret, false);
error_str = get_object_log(ret, false);
std::stringstream ostr;
//dump shader source for debugging
@@ -884,12 +885,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
LL_WARNS("ShaderLoading") << "\n" << ostr.str() << LL_ENDL;
glDeleteObjectARB(ret); //no longer need handle
glDeleteShader(ret); //no longer need handle
ret = 0;
}
}
if(ret)
dumpObjectLog(ret,false);
dumpObjectLog(ret, false, false);
}
static const LLCachedControl<bool> dump_raw_shaders("ShyotlDumpRawShaders",false);
@@ -961,7 +962,7 @@ void LLShaderMgr::unloadShaderObjects()
std::multimap<std::string, LLShaderMgr::CachedObjectInfo >::iterator it = mShaderObjects.begin();
for (; it != mShaderObjects.end(); ++it)
if (it->second.mHandle)
glDeleteObjectARB(it->second.mHandle);
glDeleteShader(it->second.mHandle);
mShaderObjects.clear();
cleanupShaderSources();
}
@@ -1007,7 +1008,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
//check for errors
glLinkProgramARB(obj);
GLint success = GL_TRUE;
glGetObjectParameterivARB(obj, GL_OBJECT_LINK_STATUS_ARB, &success);
glGetProgramiv(obj, GL_LINK_STATUS, &success);
if (!suppress_errors && success == GL_FALSE)
{
//an error occured, print log
@@ -1051,7 +1052,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
}
#else
std::string log = get_object_log(obj);
std::string log = get_object_log(obj, true);
LLStringUtil::toLower(log);
if (log.find("software") != std::string::npos)
{
@@ -1062,7 +1063,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
#endif
if (!suppress_errors)
{
dumpObjectLog(obj, !success);
dumpObjectLog(obj, true, !success);
}
return success;
@@ -1073,15 +1074,15 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj)
//check program validity against current GL
glValidateProgramARB(obj);
GLint success = GL_TRUE;
glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success);
glGetProgramiv(obj, GL_VALIDATE_STATUS, &success);
if (success == GL_FALSE)
{
LL_WARNS("ShaderLoading") << "GLSL program not valid: " << LL_ENDL;
dumpObjectLog(obj);
dumpObjectLog(obj, true);
}
else
{
dumpObjectLog(obj, FALSE);
dumpObjectLog(obj, true, false);
}
return success;