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.
80 lines
2.7 KiB
C++
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
|
|
*
|
|
* By copying, modifying or distributing this software, you acknowledge
|
|
* that you have read and understood your obligations described above,
|
|
* and agree to abide by those obligations.
|
|
*
|
|
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
|
|
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
|
|
* COMPLETENESS OR PERFORMANCE.
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
#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
|