Files
SingularityViewer/indra/llrender/llglslshader.h

473 lines
14 KiB
C++

/**
* @file llglslshader.h
* @brief GLSL shader wrappers
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLGLSLSHADER_H
#define LL_LLGLSLSHADER_H
#include "llgl.h"
#include "llrender.h"
#include "llstaticstringtable.h"
#ifdef LL_RELEASE_FOR_DOWNLOAD
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
#else
#define UNIFORM_ERRS LL_ERRS("Shader")
#endif
class LLShaderFeatures
{
public:
bool atmosphericHelpers;
bool calculatesLighting;
bool calculatesAtmospherics;
bool hasLighting; // implies no transport (it's possible to have neither though)
bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
bool isShiny;
bool isFullbright; // implies no lighting
bool isSpecular;
bool hasWaterFog; // implies no gamma
bool hasTransport; // implies no lighting (it's possible to have neither though)
bool hasSkinning;
bool hasObjectSkinning;
bool hasAtmospherics;
bool hasGamma;
S32 mIndexedTextureChannels;
bool disableTextureIndex;
bool hasAlphaMask;
bool attachNothing;
// char numLights;
LLShaderFeatures();
};
class LLGLSLShader
{
public:
enum
{
SG_DEFAULT = 0,
SG_SKY,
SG_WATER
};
struct gl_uniform_data_t {
std::string name;
GLenum type = -1;
GLint size = -1;
U32 texunit_priority = UINT_MAX; // Lower gets earlier texunits indices.
};
static std::set<LLGLSLShader*> sInstances;
static bool sProfileEnabled;
LLGLSLShader(S32 shader_class);
~LLGLSLShader();
static GLhandleARB sCurBoundShader;
static LLGLSLShader* sCurBoundShaderPtr;
static S32 sIndexedTextureChannels;
static bool sNoFixedFunction;
static void initProfile();
static void finishProfile(bool emit_report = true);
static void startProfile();
static void stopProfile(U32 count, U32 mode);
void unload();
void clearStats();
void dumpStats();
void placeProfileQuery();
void readProfileQuery(U32 count, U32 mode);
BOOL createShader(std::vector<LLStaticHashedString> * attributes,
std::vector<LLStaticHashedString> * uniforms,
U32 varying_count = 0,
const char** varyings = NULL);
BOOL attachObject(std::string object);
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
BOOL mapUniforms(const std::vector<LLStaticHashedString> *);
void mapUniform(const gl_uniform_data_t& gl_uniform, const std::vector<LLStaticHashedString> *);
S32 getUniformFromIndex(const U32 index)
{
if (mUniform.size() <= index)
{
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
return -1;
}
return mUniform[index];
}
template <typename T, int N>
S32 updateUniform(std::vector<std::pair<GLint, T> >& cache, S32 uniform, const F32* val)
{
if (mProgramObject > 0)
{
if (uniform >= 0)
{
typename std::vector<std::pair<GLint, T> >::iterator iter = std::find_if(cache.begin(), cache.end(), boost::bind(&std::pair<GLint, T>::first, _1) == uniform);
if (iter == cache.end())
{
T tmp;
memcpy(&tmp, val, sizeof(F32)*N);
cache.push_back(std::make_pair(uniform, tmp));
return true;
}
else if (memcmp(&iter->second, val, sizeof(F32)*N))
{
memcpy(&iter->second, val, sizeof(F32)*N);
return true;
}
}
}
return false;
}
void uniform1i(U32 index, GLint x)
{
F32 val = x;
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformFromIndex(index), &val))
{
gGL.syncShaders();
glUniform1iARB(mUniform[index], x);
}
}
void uniform1f(U32 index, GLfloat x)
{
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformFromIndex(index), &x))
{
gGL.syncShaders();
glUniform1fARB(mUniform[index], x);
}
}
void uniform2f(U32 index, GLfloat x, GLfloat y)
{
F32 val[] = { x, y };
if (updateUniform<LLVector4, 2>(mValueVec4, getUniformFromIndex(index), val))
{
gGL.syncShaders();
glUniform2fARB(mUniform[index], x, y);
}
}
void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)
{
F32 val[] = { x, y, z };
if (updateUniform<LLVector4, 3>(mValueVec4, getUniformFromIndex(index), val))
{
gGL.syncShaders();
glUniform3fARB(mUniform[index], x, y, z);
}
}
void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
F32 val[] = { x, y, z, w };
if (updateUniform<LLVector4, 4>(mValueVec4, getUniformFromIndex(index), val))
{
gGL.syncShaders();
glUniform4fARB(mUniform[index], x, y, z, w);
}
}
void uniform1iv(U32 index, U32 count, const GLint* v)
{
F32 val[] = { static_cast<const F32>(v[0]) };
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformFromIndex(index), val) || count > 1)
{
gGL.syncShaders();
glUniform1ivARB(mUniform[index], count, v);
}
}
void uniform1fv(U32 index, U32 count, const GLfloat* v)
{
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformFromIndex(index), v) || count > 1)
{
gGL.syncShaders();
glUniform1fvARB(mUniform[index], count, v);
}
}
void uniform2fv(U32 index, U32 count, const GLfloat* v)
{
if (updateUniform<LLVector4, 2>(mValueVec4, getUniformFromIndex(index), v) || count > 1)
{
gGL.syncShaders();
glUniform2fvARB(mUniform[index], count, v);
}
}
void uniform3fv(U32 index, U32 count, const GLfloat* v)
{
if (updateUniform<LLVector4, 3>(mValueVec4, getUniformFromIndex(index), v) || count > 1)
{
gGL.syncShaders();
glUniform3fvARB(mUniform[index], count, v);
}
}
void uniform4fv(U32 index, U32 count, const GLfloat* v)
{
if (updateUniform<LLVector4, 4>(mValueVec4, getUniformFromIndex(index), v) || count > 1)
{
gGL.syncShaders();
glUniform4fvARB(mUniform[index], count, v);
}
}
void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
if (updateUniform<LLMatrix3, 9>(mValueMat3, getUniformFromIndex(index), v) || count > 1)
{
gGL.syncShaders();
glUniformMatrix3fvARB(mUniform[index], count, transpose, v);
}
}
void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
if (updateUniform<LLMatrix4, 12>(mValueMat4, getUniformFromIndex(index), v) || count > 1)
{
gGL.syncShaders();
glUniformMatrix3x4fv(mUniform[index], count, transpose, v);
}
}
void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
if (updateUniform<LLMatrix4, 16>(mValueMat4, getUniformFromIndex(index), v) || count > 1)
{
gGL.syncShaders();
glUniformMatrix4fvARB(mUniform[index], count, transpose, v);
}
}
void uniform1i(const LLStaticHashedString& uniform, GLint i)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
F32 val = i;
if (updateUniform<LLVector4, 1>(mValueVec4, getUniformLocation(uniform), &val))
{
gGL.syncShaders();
glUniform1iARB(location, i);
}
}
void uniform1f(const LLStaticHashedString& uniform, GLfloat v)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
if (updateUniform<LLVector4, 1>(mValueVec4, location, &v))
{
gGL.syncShaders();
glUniform1fARB(location, v);
}
}
void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
F32 val[] = { x, y };
if (updateUniform<LLVector4, 2>(mValueVec4, location, val))
{
gGL.syncShaders();
glUniform2fARB(location, x, y);
}
}
void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
F32 val[] = { x, y, z };
if (updateUniform<LLVector4, 3>(mValueVec4, location, val))
{
gGL.syncShaders();
glUniform3fARB(location, x, y, z);
}
}
void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
if (updateUniform<LLVector4, 1>(mValueVec4, location, v))
{
gGL.syncShaders();
glUniform1fvARB(location, count, v);
}
}
void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
if (updateUniform<LLVector4, 2>(mValueVec4, location, v))
{
gGL.syncShaders();
glUniform2fvARB(location, count, v);
}
}
void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
if (updateUniform<LLVector4, 3>(mValueVec4, location, v))
{
gGL.syncShaders();
glUniform3fvARB(location, count, v);
}
}
void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
if (updateUniform<LLVector4, 4>(mValueVec4, location, v))
{
gGL.syncShaders();
glUniform4fvARB(location, count, v);
}
}
void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v)
{
GLint location = getUniformLocation(uniform);
if (location < 0)
return;
if (updateUniform<LLMatrix4, 16>(mValueMat4, location, v))
{
gGL.syncShaders();
glUniformMatrix4fvARB(location, count, transpose, v);
}
}
void setMinimumAlpha(F32 minimum);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GLint getUniformLocation(const LLStaticHashedString& uniform)
{
GLint ret = -1;
if (mProgramObject > 0)
{
LLStaticStringTable<GLint>::iterator iter = mUniformMap.find(uniform);
if (iter != mUniformMap.end())
{
if (gDebugGL)
{
gGL.syncShaders();
stop_glerror();
if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.String().c_str()))
{
LL_ERRS() << "Uniform does not match." << LL_ENDL;
}
stop_glerror();
}
ret = iter->second;
}
}
return ret;
}
GLint getUniformLocation(U32 index);
GLint getAttribLocation(U32 attrib);
GLint mapUniformTextureChannel(GLint location, GLenum type);
void addPermutation(std::string name, std::string value);
void removePermutation(std::string name);
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return
//returns channel texture is enabled in from [0-MAX)
S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
// bindTexture returns the texture unit we've bound the texture to.
// You can reuse the return value to unbind a texture when required.
S32 bindTexture(const std::string& uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
S32 bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
BOOL link(BOOL suppress_errors = FALSE);
void bind();
void unbind();
// Unbinds any previously bound shader by explicitly binding no shader.
static void bindNoShader(void);
U32 mMatHash[LLRender::NUM_MATRIX_MODES];
U32 mLightHash;
GLhandleARB mProgramObject;
std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name
//There are less naive ways to do this than just having several vectors for the differing types, but this method is of least complexity and has some inherent type-safety.
std::vector<std::pair<GLint, LLVector4> > mValueVec4; //lookup map of uniform location to last known value
std::vector<std::pair<GLint, LLMatrix3> > mValueMat3; //lookup map of uniform location to last known value
std::vector<std::pair<GLint, LLMatrix4> > mValueMat4; //lookup map of uniform location to last known value
std::vector<GLint> mTexture; //lookup table of texture uniform enum to texture channel
S32 mTotalUniformSize;
S32 mActiveTextureChannels;
S32 mShaderClass;
S32 mShaderLevel;
S32 mShaderGroup;
BOOL mUniformsDirty;
LLShaderFeatures mFeatures;
std::vector< std::pair< std::string, GLenum > > mShaderFiles;
std::string mName;
std::map<std::string, std::string> mDefines;
//statistcis for profiling shader performance
U32 mTimerQuery;
U32 mSamplesQuery;
U64 mTimeElapsed;
static U64 sTotalTimeElapsed;
U32 mTrianglesDrawn;
static U32 sTotalTrianglesDrawn;
U64 mSamplesDrawn;
static U64 sTotalSamplesDrawn;
U32 mDrawCalls;
static U32 sTotalDrawCalls;
bool mTextureStateFetched;
std::vector<U32> mTextureMagFilter;
std::vector<U32> mTextureMinFilter;
};
//UI shader (declared here so llui_libtest will link properly)
extern LLGLSLShader gUIProgram;
//output vec4(color.rgb,color.a*tex0[tc0].a)
extern LLGLSLShader gSolidColorProgram;
//Alpha mask shader (declared here so llappearance can access properly)
extern LLGLSLShader gAlphaMaskProgram;
#endif