Merge branch 'master' of https://github.com/singularity-viewer/SingularityViewer
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@@ -244,14 +244,16 @@ BOOL LLGLSLShader::createShader(vector<string> * attributes,
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BOOL LLGLSLShader::attachObject(std::string object)
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{
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if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0)
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std::multimap<std::string, LLShaderMgr::CachedObjectInfo>::iterator it = LLShaderMgr::instance()->mShaderObjects.begin();
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for(; it!=LLShaderMgr::instance()->mShaderObjects.end(); it++)
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{
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stop_glerror();
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glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object]);
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stop_glerror();
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return TRUE;
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if((*it).first == object)
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{
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glAttachObjectARB(mProgramObject, (*it).second.mHandle);
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stop_glerror();
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return TRUE;
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}
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}
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else
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{
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LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL;
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return FALSE;
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@@ -262,6 +264,20 @@ void LLGLSLShader::attachObject(GLhandleARB object)
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{
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if (object != 0)
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{
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std::multimap<std::string, LLShaderMgr::CachedObjectInfo>::iterator it = LLShaderMgr::instance()->mShaderObjects.begin();
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for(; it!=LLShaderMgr::instance()->mShaderObjects.end(); it++)
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{
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if((*it).second.mHandle == object)
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{
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LL_DEBUGS("ShaderLoading") << "Attached: " << (*it).first << llendl;
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break;
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}
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}
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if(it == LLShaderMgr::instance()->mShaderObjects.end())
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{
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LL_WARNS("ShaderLoading") << "Attached unknown shader!" << llendl;
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}
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stop_glerror();
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glAttachObjectARB(mProgramObject, object);
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stop_glerror();
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@@ -525,6 +525,14 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
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GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels)
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{
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std::pair<std::multimap<std::string, CachedObjectInfo >::iterator, std::multimap<std::string, CachedObjectInfo>::iterator> range;
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range = mShaderObjects.equal_range(filename);
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for (std::multimap<std::string, CachedObjectInfo>::iterator it = range.first; it != range.second;++it)
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{
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if((*it).second.mLevel == shader_level && (*it).second.mType == type)
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return (*it).second.mHandle;
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}
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GLenum error = GL_NO_ERROR;
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if (gDebugGL)
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{
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@@ -888,7 +896,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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if (ret)
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{
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// Add shader file to map
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mShaderObjects[filename] = ret;
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mShaderObjects.insert(make_pair(filename,CachedObjectInfo(ret,try_gpu_class,type)));
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shader_level = try_gpu_class;
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}
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else
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@@ -185,8 +185,16 @@ public:
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virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual
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public:
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struct CachedObjectInfo
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{
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CachedObjectInfo(GLhandleARB handle, U32 level, GLenum type) :
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mHandle(handle), mLevel(level), mType(type) {}
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GLhandleARB mHandle; //Actual handle of the opengl shader object.
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U32 mLevel; //Level /might/ not be needed, but it's stored to ensure there's no change in behavior.
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GLenum mType; //GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB. Tracked because some utility shaders can be loaded as both types (carefully).
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};
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// Map of shader names to compiled
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std::map<std::string, GLhandleARB> mShaderObjects;
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std::multimap<std::string, CachedObjectInfo > mShaderObjects; //Singu Note: Packing more info here. Doing such provides capability to skip unneeded duplicate loading..
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//global (reserved slot) shader parameters
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std::vector<std::string> mReservedAttribs;
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