Use LLStaticHashedString for faster uniform lookup.
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@@ -29,6 +29,7 @@
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#include "llgl.h"
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#include "llrender.h"
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#include "llstaticstringtable.h"
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class LLShaderFeatures
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{
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@@ -68,6 +69,7 @@ public:
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};
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LLGLSLShader(S32 shader_class);
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~LLGLSLShader();
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static GLhandleARB sCurBoundShader;
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static LLGLSLShader* sCurBoundShaderPtr;
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@@ -75,16 +77,16 @@ public:
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static bool sNoFixedFunction;
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void unload();
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BOOL createShader(std::vector<std::string> * attributes,
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std::vector<std::string> * uniforms,
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BOOL createShader(std::vector<LLStaticHashedString> * attributes,
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std::vector<LLStaticHashedString> * uniforms,
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U32 varying_count = 0,
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const char** varyings = NULL);
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BOOL attachObject(std::string object);
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void attachObject(GLhandleARB object);
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void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
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BOOL mapAttributes(const std::vector<std::string> * attributes);
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BOOL mapUniforms(const std::vector<std::string> * uniforms);
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void mapUniform(GLint index, const std::vector<std::string> * uniforms);
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BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
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BOOL mapUniforms(const std::vector<LLStaticHashedString> *);
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void mapUniform(GLint index, const std::vector<LLStaticHashedString> *);
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void uniform1i(U32 index, GLint i);
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void uniform1f(U32 index, GLfloat v);
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void uniform2f(U32 index, GLfloat x, GLfloat y);
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@@ -95,34 +97,35 @@ public:
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void uniform2fv(U32 index, U32 count, const GLfloat* v);
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void uniform3fv(U32 index, U32 count, const GLfloat* v);
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void uniform4fv(U32 index, U32 count, const GLfloat* v);
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void uniform1i(const std::string& uniform, GLint i);
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void uniform1f(const std::string& uniform, GLfloat v);
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void uniform2f(const std::string& uniform, GLfloat x, GLfloat y);
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void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z);
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void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void uniform1iv(const std::string& uniform, U32 count, const GLint* i);
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void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v);
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void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v);
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void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v);
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void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v);
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void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
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void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void uniform1i(const LLStaticHashedString& uniform, GLint i);
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void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
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void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
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void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
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void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
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void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
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void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
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void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
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void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void setMinimumAlpha(F32 minimum);
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void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void vertexAttrib4fv(U32 index, GLfloat* v);
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GLint getUniformLocation(const std::string& uniform);
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//GLint getUniformLocation(const std::string& uniform);
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GLint getUniformLocation(const LLStaticHashedString& uniform);
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GLint getUniformLocation(U32 index);
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GLint getAttribLocation(U32 attrib);
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GLint mapUniformTextureChannel(GLint location, GLenum type);
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void addPermutation(std::string name, std::string value);
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void removePermutation(std::string name);
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//enable/disable texture channel for specified uniform
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//if given texture uniform is active in the shader,
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//the corresponding channel will be active upon return
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@@ -130,6 +133,13 @@ public:
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S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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// bindTexture returns the texture unit we've bound the texture to.
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// You can reuse the return value to unbind a texture when required.
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S32 bindTexture(const std::string& uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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BOOL link(BOOL suppress_errors = FALSE);
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void bind();
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void unbind();
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@@ -142,10 +152,13 @@ public:
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GLhandleARB mProgramObject;
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std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
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U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
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std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
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std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location
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LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
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std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name
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std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
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std::vector<GLint> mTexture;
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S32 mTotalUniformSize;
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S32 mActiveTextureChannels;
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S32 mShaderClass;
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S32 mShaderLevel;
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@@ -154,6 +167,7 @@ public:
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LLShaderFeatures mFeatures;
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std::vector< std::pair< std::string, GLenum > > mShaderFiles;
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std::string mName;
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std::map<std::string, std::string> mDefines;
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};
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//UI shader (declared here so llui_libtest will link properly)
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