Batch indexing/no-fixed-function WIP.

This commit is contained in:
Shyotl
2011-08-09 01:11:05 -05:00
parent 1e7415095c
commit 9bda97786f
225 changed files with 2120 additions and 729 deletions

View File

@@ -217,17 +217,39 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasWaterFog)
{
if (!shader->attachObject("lighting/lightWaterF.glsl"))
if (features->disableTextureIndex)
{
return FALSE;
if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachObject("lighting/lightWaterF.glsl"))
{
return FALSE;
}
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else
{
if (!shader->attachObject("lighting/lightF.glsl"))
if (features->disableTextureIndex)
{
return FALSE;
if (!shader->attachObject("lighting/lightNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachObject("lighting/lightF.glsl"))
{
return FALSE;
}
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
}
@@ -238,32 +260,76 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->isShiny && features->hasWaterFog)
{
if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl"))
if (features->disableTextureIndex)
{
return FALSE;
if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl"))
{
return FALSE;
}
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else if (features->hasWaterFog)
{
if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
if (features->disableTextureIndex)
{
return FALSE;
if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
{
return FALSE;
}
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else if (features->isShiny)
{
if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl"))
if (features->disableTextureIndex)
{
return FALSE;
if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl"))
{
return FALSE;
}
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else
{
if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
if (features->disableTextureIndex)
{
return FALSE;
if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
{
return FALSE;
}
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
}
@@ -274,17 +340,39 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasWaterFog)
{
if (!shader->attachObject("lighting/lightShinyWaterF.glsl"))
if (features->disableTextureIndex)
{
return FALSE;
if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachObject("lighting/lightShinyWaterF.glsl"))
{
return FALSE;
}
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else
{
if (!shader->attachObject("lighting/lightShinyF.glsl"))
if (features->disableTextureIndex)
{
return FALSE;
if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachObject("lighting/lightShinyF.glsl"))
{
return FALSE;
}
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
}
@@ -328,13 +416,16 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
}
}
GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type)
GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels)
{
GLenum error;
error = glGetError();
if (error != GL_NO_ERROR)
GLenum error = GL_NO_ERROR;
if (gDebugGL)
{
LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL;
error = glGetError();
if (error != GL_NO_ERROR)
{
LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL;
}
}
LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL;
@@ -375,11 +466,121 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
//we can't have any lines longer than 1024 characters
//or any shaders longer than 1024 lines... deal - DaveP
GLcharARB buff[1024];
GLcharARB* text[1024];
GLcharARB buff[1024] = {0};
GLcharARB* text[1024] = {0};
GLuint count = 0;
if (gGLManager.mGLVersion < 2.1f)
{
text[count++] = strdup("#version 110\n");
}
else if (gGLManager.mGLVersion < 3.f)
{
//set version to 1.20
text[count++] = strdup("#version 120\n");
}
else
{ //set version to 1.30
text[count++] = strdup("#version 130\n");
}
//copy preprocessor definitions into buffer
for (std::map<std::string,std::string>::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter)
{
std::string define = "#define " + iter->first + " " + iter->second + "\n";
text[count++] = (GLcharARB *) strdup(define.c_str());
}
if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
{
//use specified number of texture channels for indexed texture rendering
/* prepend shader code that looks like this:
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
.
.
.
uniform sampler2D texN;
varying float vary_texture_index;
vec4 diffuseLookup(vec2 texcoord)
{
switch (int(vary_texture_index+0.25))
{
case 0: return texture2D(tex0, texcoord);
case 1: return texture2D(tex1, texcoord);
case 2: return texture2D(tex2, texcoord);
.
.
.
case N: return texture2D(texN, texcoord);
}
return vec4(0,0,0,0);
}
*/
//uniform declartion
for (S32 i = 0; i < texture_index_channels; ++i)
{
std::string decl = llformat("uniform sampler2D tex%d;\n", i);
text[count++] = strdup(decl.c_str());
}
text[count++] = strdup("varying float vary_texture_index;\n");
text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
text[count++] = strdup("{\n");
if (texture_index_channels == 1)
{ //don't use flow control, that's silly
text[count++] = strdup("return texture2D(tex0, texcoord);\n");
text[count++] = strdup("}\n");
}
else if (gGLManager.mGLVersion >= 3.f)
{
text[count++] = strdup("\tswitch (int(vary_texture_index+0.25))\n");
text[count++] = strdup("\t{\n");
//switch body
for (S32 i = 0; i < texture_index_channels; ++i)
{
std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i);
text[count++] = strdup(case_str.c_str());
}
text[count++] = strdup("\t}\n");
text[count++] = strdup("\treturn vec4(0,0,0,0);\n");
text[count++] = strdup("}\n");
}
else
{
//switches aren't supported, make block that looks like:
/*
int ti = int(vary_texture_index+0.25);
if (ti == 0) return texture2D(tex0, texcoord);
if (ti == 1) return texture2D(tex1, texcoord);
.
.
.
if (ti == N) return texture2D(texN, texcoord);
*/
text[count++] = strdup("int ti = int(vary_texture_index+0.25);\n");
for (S32 i = 0; i < texture_index_channels; ++i)
{
std::string if_str = llformat("if (ti == %d) return texture2D(tex%d, texcoord);\n", i, i);
text[count++] = strdup(if_str.c_str());
}
text[count++] = strdup("\treturn vec4(0,0,0,0);\n");
text[count++] = strdup("}\n");
}
}
//copy file into memory
while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) )
{
@@ -389,51 +590,67 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
//create shader object
GLhandleARB ret = glCreateShaderObjectARB(type);
error = glGetError();
if (error != GL_NO_ERROR)
if (gDebugGL)
{
LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL;
error = glGetError();
if (error != GL_NO_ERROR)
{
LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL;
glDeleteObjectARB(ret); //no longer need handle
}
}
else
//load source
glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL);
if (gDebugGL)
{
//load source
glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL);
error = glGetError();
if (error != GL_NO_ERROR)
{
LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL;
glDeleteObjectARB(ret); //no longer need handle
}
else
}
//compile source
glCompileShaderARB(ret);
if (gDebugGL)
{
error = glGetError();
if (error != GL_NO_ERROR)
{
//compile source
glCompileShaderARB(ret);
error = glGetError();
if (error != GL_NO_ERROR)
{
LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL;
glDeleteObjectARB(ret); //no longer need handle
}
LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL;
glDeleteObjectARB(ret); //no longer need handle
}
}
//free memory
for (GLuint i = 0; i < count; i++)
{
free(text[i]);
}
if (error == GL_NO_ERROR)
{
//check for errors
GLint success = GL_TRUE;
glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success);
error = glGetError();
if (error != GL_NO_ERROR || success == GL_FALSE)
if (gDebugGL || success == GL_FALSE)
{
//an error occured, print log
LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
dumpObjectLog(ret);
glDeleteObjectARB(ret); //no longer need handle
ret = 0;
error = glGetError();
if (error != GL_NO_ERROR || success == GL_FALSE)
{
//an error occured, print log
LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
dumpObjectLog(ret);
std::stringstream ostr;
//dump shader source for debugging
for (GLuint i = 0; i < count; i++)
{
ostr << i << ": " << text[i];
}
LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
glDeleteObjectARB(ret); //no longer need handle
ret = 0;
}
}
}
else
@@ -442,6 +659,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
stop_glerror();
//free memory
for (GLuint i = 0; i < count; i++)
{
free(text[i]);
}
//successfully loaded, save results
if (ret)
{
@@ -454,7 +677,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (shader_level > 1)
{
shader_level--;
return loadShaderFile(filename,shader_level,type);
return loadShaderFile(filename,shader_level,type,texture_index_channels);
}
LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL;
}