Files
SingularityViewer/indra/llrender/llshadermgr.h
Shyotl 7d3e9723c3 Reduced LL's leakage of program/shader objects, drastically.
Re-structured some shader loading/unloading handling.

These changes are pretty experimental. I'll be holding off of tweaking the paramater managers(among other things) until I know if this stuff is working correctly.
2011-02-10 18:21:38 -06:00

80 lines
2.7 KiB
C++

/**
* @file llshadermgr.h
* @brief Shader Manager
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
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*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* $/LicenseInfo$
*/
#ifndef LL_SHADERMGR_H
#define LL_SHADERMGR_H
#include "llgl.h"
#include "llglslshader.h"
class LLShaderMgr
{
public:
LLShaderMgr();
virtual ~LLShaderMgr();
// singleton pattern implementation
static LLShaderMgr * instance();
BOOL attachShaderFeatures(LLGLSLShader * shader);
void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE);
BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
BOOL validateProgramObject(GLhandleARB obj);
GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type);
// Implemented in the application to actually point to the shader directory.
virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
// Implemented in the application to actually update out of date uniforms for a particular shader
virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual
public:
// Map of shader names to compiled
std::map<std::string, GLhandleARB> mShaderObjects;
//global (reserved slot) shader parameters
std::vector<std::string> mReservedAttribs;
std::vector<std::string> mReservedUniforms;
protected:
// our parameter manager singleton instance
static LLShaderMgr * sInstance;
public:
static void unloadShaderClass(int shader_class);
static std::vector<LLGLSLShader *> &getGlobalShaderList(); //Holds a list of ALL LLGLSLShader objects.
}; //LLShaderMgr
#endif