833 lines
19 KiB
C++
833 lines
19 KiB
C++
/**
|
|
* @file llshadermgr.cpp
|
|
* @brief Shader manager implementation.
|
|
*
|
|
* $LicenseInfo:firstyear=2005&license=viewergpl$
|
|
*
|
|
* Copyright (c) 2005-2009, 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.
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
#include "linden_common.h"
|
|
|
|
#include "llshadermgr.h"
|
|
|
|
#include "llfile.h"
|
|
#include "llrender.h"
|
|
|
|
#if LL_DARWIN
|
|
#include "OpenGL/OpenGL.h"
|
|
#endif
|
|
|
|
#ifdef LL_RELEASE_FOR_DOWNLOAD
|
|
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
|
|
#else
|
|
#define UNIFORM_ERRS LL_ERRS("Shader")
|
|
#endif
|
|
|
|
// Lots of STL stuff in here, using namespace std to keep things more readable
|
|
using std::vector;
|
|
using std::pair;
|
|
using std::make_pair;
|
|
using std::string;
|
|
|
|
LLShaderMgr * LLShaderMgr::sInstance = NULL;
|
|
|
|
LLShaderMgr::LLShaderMgr()
|
|
{
|
|
}
|
|
|
|
|
|
LLShaderMgr::~LLShaderMgr()
|
|
{
|
|
}
|
|
|
|
// static
|
|
LLShaderMgr * LLShaderMgr::instance()
|
|
{
|
|
if(NULL == sInstance)
|
|
{
|
|
LL_ERRS("Shaders") << "LLShaderMgr should already have been instantiated by the application!" << LL_ENDL;
|
|
}
|
|
|
|
return sInstance;
|
|
}
|
|
|
|
BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
|
|
{
|
|
llassert_always(shader != NULL);
|
|
LLShaderFeatures *features = & shader->mFeatures;
|
|
|
|
//////////////////////////////////////
|
|
// Attach Vertex Shader Features First
|
|
//////////////////////////////////////
|
|
|
|
// NOTE order of shader object attaching is VERY IMPORTANT!!!
|
|
if (features->calculatesAtmospherics)
|
|
{
|
|
if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if (features->calculatesLighting)
|
|
{
|
|
if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (features->isSpecular)
|
|
{
|
|
if (!shader->attachObject("lighting/lightFuncSpecularV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (!shader->attachObject("lighting/sumLightsSpecularV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (!shader->attachObject("lighting/lightSpecularV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shader->attachObject("lighting/lightFuncV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (!shader->attachObject("lighting/sumLightsV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if (!shader->attachObject("lighting/lightV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE order of shader object attaching is VERY IMPORTANT!!!
|
|
if (features->calculatesAtmospherics)
|
|
{
|
|
if (!shader->attachObject("windlight/atmosphericsV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if (features->hasSkinning)
|
|
{
|
|
if (!shader->attachObject("avatar/avatarSkinV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
#if MESH_ENABLED
|
|
if (features->hasObjectSkinning)
|
|
{
|
|
if (!shader->attachObject("avatar/objectSkinV.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
#endif //MESH_ENABLED
|
|
|
|
///////////////////////////////////////
|
|
// Attach Fragment Shader Features Next
|
|
///////////////////////////////////////
|
|
|
|
if(features->calculatesAtmospherics)
|
|
{
|
|
if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// NOTE order of shader object attaching is VERY IMPORTANT!!!
|
|
if (features->hasGamma)
|
|
{
|
|
if (!shader->attachObject("windlight/gammaF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if (features->hasAtmospherics)
|
|
{
|
|
if (!shader->attachObject("windlight/atmosphericsF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if (features->hasTransport)
|
|
{
|
|
if (!shader->attachObject("windlight/transportF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
// Test hasFullbright and hasShiny and attach fullbright and
|
|
// fullbright shiny atmos transport if we split them out.
|
|
}
|
|
|
|
// NOTE order of shader object attaching is VERY IMPORTANT!!!
|
|
if (features->hasWaterFog)
|
|
{
|
|
if (!shader->attachObject("environment/waterFogF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if (features->hasLighting)
|
|
{
|
|
|
|
if (features->hasWaterFog)
|
|
{
|
|
if (features->disableTextureIndex)
|
|
{
|
|
if (features->hasAlphaMask)
|
|
{
|
|
if (!shader->attachObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (features->hasAlphaMask)
|
|
{
|
|
if (!shader->attachObject("lighting/lightWaterAlphaMaskF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shader->attachObject("lighting/lightWaterF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
if (features->disableTextureIndex)
|
|
{
|
|
if (features->hasAlphaMask)
|
|
{
|
|
if (!shader->attachObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shader->attachObject("lighting/lightNonIndexedF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (features->hasAlphaMask)
|
|
{
|
|
if (!shader->attachObject("lighting/lightAlphaMaskF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shader->attachObject("lighting/lightF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE order of shader object attaching is VERY IMPORTANT!!!
|
|
else if (features->isFullbright)
|
|
{
|
|
|
|
if (features->isShiny && features->hasWaterFog)
|
|
{
|
|
if (features->disableTextureIndex)
|
|
{
|
|
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 (features->disableTextureIndex)
|
|
{
|
|
if (features->hasAlphaMask)
|
|
{
|
|
if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (features->hasAlphaMask)
|
|
{
|
|
if (!shader->attachObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
|
|
}
|
|
}
|
|
|
|
else if (features->isShiny)
|
|
{
|
|
if (features->disableTextureIndex)
|
|
{
|
|
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 (features->disableTextureIndex)
|
|
{
|
|
|
|
if (features->hasAlphaMask)
|
|
{
|
|
if (!shader->attachObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (features->hasAlphaMask)
|
|
{
|
|
if (!shader->attachObject("lighting/lightFullbrightAlphaMaskF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// NOTE order of shader object attaching is VERY IMPORTANT!!!
|
|
else if (features->isShiny)
|
|
{
|
|
|
|
if (features->hasWaterFog)
|
|
{
|
|
if (features->disableTextureIndex)
|
|
{
|
|
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 (features->disableTextureIndex)
|
|
{
|
|
if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!shader->attachObject("lighting/lightShinyF.glsl"))
|
|
{
|
|
return FALSE;
|
|
}
|
|
shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
|
|
}
|
|
}
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
//============================================================================
|
|
// Load Shader
|
|
|
|
static std::string get_object_log(GLhandleARB ret)
|
|
{
|
|
std::string res;
|
|
|
|
//get log length
|
|
GLint length;
|
|
glGetObjectParameterivARB(ret, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
|
|
if (length > 0)
|
|
{
|
|
//the log could be any size, so allocate appropriately
|
|
GLcharARB* log = new GLcharARB[length];
|
|
glGetInfoLogARB(ret, length, &length, log);
|
|
res = std::string((char *)log);
|
|
delete[] log;
|
|
}
|
|
return res;
|
|
}
|
|
|
|
void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
|
|
{
|
|
std::string log = get_object_log(ret);
|
|
if ( log.length() > 0 )
|
|
{
|
|
if (warns)
|
|
{
|
|
LL_WARNS("ShaderLoading") << log << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
LL_INFOS("ShaderLoading") << log << LL_ENDL;
|
|
}
|
|
}
|
|
}
|
|
|
|
GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels)
|
|
{
|
|
GLenum error = GL_NO_ERROR;
|
|
if (gDebugGL)
|
|
{
|
|
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;
|
|
|
|
if (filename.empty())
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
|
|
//read in from file
|
|
LLFILE* file = NULL;
|
|
|
|
S32 try_gpu_class = shader_level;
|
|
S32 gpu_class;
|
|
|
|
//find the most relevant file
|
|
for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
|
|
{ //search from the current gpu class down to class 1 to find the most relevant shader
|
|
std::stringstream fname;
|
|
fname << getShaderDirPrefix();
|
|
fname << gpu_class << "/" << filename;
|
|
|
|
LL_DEBUGS("ShaderLoading") << "Looking in " << fname.str() << LL_ENDL;
|
|
file = LLFile::fopen(fname.str(), "r"); /* Flawfinder: ignore */
|
|
if (file)
|
|
{
|
|
LL_INFOS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << filename << " (Want class " << gpu_class << ")" << LL_ENDL;
|
|
break; // done
|
|
}
|
|
}
|
|
|
|
if (file == NULL)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << filename << LL_ENDL;
|
|
return 0;
|
|
}
|
|
|
|
//we can't have any lines longer than 1024 characters
|
|
//or any shaders longer than 1024 lines... deal - DaveP
|
|
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) )
|
|
{
|
|
text[count++] = (GLcharARB *)strdup((char *)buff);
|
|
}
|
|
fclose(file);
|
|
|
|
//create shader object
|
|
GLhandleARB ret = glCreateShaderObjectARB(type);
|
|
if (gDebugGL)
|
|
{
|
|
error = glGetError();
|
|
if (error != GL_NO_ERROR)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL;
|
|
glDeleteObjectARB(ret); //no longer need handle
|
|
}
|
|
}
|
|
|
|
//load source
|
|
glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL);
|
|
|
|
if (gDebugGL)
|
|
{
|
|
error = glGetError();
|
|
if (error != GL_NO_ERROR)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL;
|
|
glDeleteObjectARB(ret); //no longer need handle
|
|
}
|
|
}
|
|
|
|
//compile source
|
|
glCompileShaderARB(ret);
|
|
|
|
if (gDebugGL)
|
|
{
|
|
error = glGetError();
|
|
if (error != GL_NO_ERROR)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL;
|
|
glDeleteObjectARB(ret); //no longer need handle
|
|
}
|
|
}
|
|
|
|
if (error == GL_NO_ERROR)
|
|
{
|
|
//check for errors
|
|
GLint success = GL_TRUE;
|
|
glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success);
|
|
if (gDebugGL || success == GL_FALSE)
|
|
{
|
|
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
|
|
{
|
|
ret = 0;
|
|
}
|
|
stop_glerror();
|
|
|
|
//free memory
|
|
for (GLuint i = 0; i < count; i++)
|
|
{
|
|
free(text[i]);
|
|
}
|
|
|
|
//successfully loaded, save results
|
|
if (ret)
|
|
{
|
|
// Add shader file to map
|
|
mShaderObjects[filename] = ret;
|
|
shader_level = try_gpu_class;
|
|
}
|
|
else
|
|
{
|
|
if (shader_level > 1)
|
|
{
|
|
shader_level--;
|
|
return loadShaderFile(filename,shader_level,type,texture_index_channels);
|
|
}
|
|
LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
|
|
{
|
|
//check for errors
|
|
glLinkProgramARB(obj);
|
|
GLint success = GL_TRUE;
|
|
glGetObjectParameterivARB(obj, GL_OBJECT_LINK_STATUS_ARB, &success);
|
|
if (!suppress_errors && success == GL_FALSE)
|
|
{
|
|
//an error occured, print log
|
|
LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL;
|
|
}
|
|
|
|
// NOTE: Removing LL_DARWIN block as it doesn't seem to actually give the correct answer,
|
|
// but want it for reference once I move it.
|
|
#if 0
|
|
// Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
|
|
// per Apple's suggestion
|
|
glBegin(gGL.mMode);
|
|
glEnd();
|
|
|
|
// Query whether the shader can or cannot run in hardware
|
|
// http://developer.apple.com/qa/qa2007/qa1502.html
|
|
long vertexGPUProcessing;
|
|
CGLContextObj ctx = CGLGetCurrentContext();
|
|
CGLGetParameter (ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
|
|
long fragmentGPUProcessing;
|
|
CGLGetParameter (ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
|
|
if (!fragmentGPUProcessing || !vertexGPUProcessing)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
|
|
success = GL_FALSE;
|
|
suppress_errors = FALSE;
|
|
}
|
|
|
|
#else
|
|
std::string log = get_object_log(obj);
|
|
LLStringUtil::toLower(log);
|
|
if (log.find("software") != std::string::npos)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
|
|
success = GL_FALSE;
|
|
suppress_errors = FALSE;
|
|
}
|
|
#endif
|
|
if (!suppress_errors)
|
|
{
|
|
dumpObjectLog(obj, !success);
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj)
|
|
{
|
|
//check program validity against current GL
|
|
glValidateProgramARB(obj);
|
|
GLint success = GL_TRUE;
|
|
glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success);
|
|
if (success == GL_FALSE)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GLSL program not valid: " << LL_ENDL;
|
|
dumpObjectLog(obj);
|
|
}
|
|
else
|
|
{
|
|
dumpObjectLog(obj, FALSE);
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|