SL-16606: Add profiler category SHADER

master
Ptolemy 2022-01-13 12:40:39 -08:00
parent 206a8bb30f
commit 97552d2e75
3 changed files with 30 additions and 30 deletions

View File

@ -207,7 +207,7 @@ void LLGLSLShader::dumpStats()
//static
void LLGLSLShader::startProfile()
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (sProfileEnabled && sCurBoundShaderPtr)
{
sCurBoundShaderPtr->placeProfileQuery();
@ -218,7 +218,7 @@ void LLGLSLShader::startProfile()
//static
void LLGLSLShader::stopProfile(U32 count, U32 mode)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (sProfileEnabled && sCurBoundShaderPtr)
{
sCurBoundShaderPtr->readProfileQuery(count, mode);
@ -385,7 +385,7 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
U32 varying_count,
const char** varyings)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
unloadInternal();
@ -591,7 +591,7 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attributes)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
//before linking, make sure reserved attributes always have consistent locations
for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
@ -654,7 +654,7 @@ BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attri
void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * uniforms)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (index == -1)
{
@ -777,7 +777,7 @@ void LLGLSLShader::removePermutation(std::string name)
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if ((type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) ||
type == GL_SAMPLER_2D_MULTISAMPLE)
@ -791,7 +791,7 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
BOOL res = TRUE;
@ -936,7 +936,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
BOOL LLGLSLShader::link(BOOL suppress_errors)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
BOOL success = LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
@ -950,7 +950,7 @@ BOOL LLGLSLShader::link(BOOL suppress_errors)
void LLGLSLShader::bind()
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
gGL.flush();
@ -984,7 +984,7 @@ void LLGLSLShader::bind(bool rigged)
void LLGLSLShader::unbind()
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
gGL.flush();
stop_glerror();
@ -997,7 +997,7 @@ void LLGLSLShader::unbind()
void LLGLSLShader::bindNoShader(void)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
LLVertexBuffer::unbind();
glUseProgramObjectARB(0);
@ -1007,7 +1007,7 @@ void LLGLSLShader::bindNoShader(void)
S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
S32 channel = 0;
channel = getUniformLocation(uniform);
@ -1017,7 +1017,7 @@ S32 LLGLSLShader::bindTexture(const std::string &uniform, LLTexture *texture, LL
S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace colorspace)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
@ -1038,7 +1038,7 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextu
S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureType mode)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
S32 channel = 0;
channel = getUniformLocation(uniform);
@ -1048,7 +1048,7 @@ S32 LLGLSLShader::unbindTexture(const std::string &uniform, LLTexUnit::eTextureT
S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
@ -1068,7 +1068,7 @@ S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)
S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
@ -1087,7 +1087,7 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTex
S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTexUnit::eTextureColorSpace space)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
@ -1116,7 +1116,7 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTe
void LLGLSLShader::uniform1i(U32 index, GLint x)
{
LL_PROFILE_ZONE_SCOPED
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER
if (mProgramObject)
{
if (mUniform.size() <= index)
@ -1139,7 +1139,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x)
void LLGLSLShader::uniform1f(U32 index, GLfloat x)
{
LL_PROFILE_ZONE_SCOPED
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER
if (mProgramObject)
{
if (mUniform.size() <= index)
@ -1337,7 +1337,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)
LLVector4 vec(v[0],v[1],v[2],v[3]);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
glUniform4fvARB(mUniform[index], count, v);
mValue[mUniform[index]] = vec;
}
@ -1381,7 +1381,7 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c
void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
@ -1417,7 +1417,7 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c
GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint ret = -1;
if (mProgramObject)
@ -1443,7 +1443,7 @@ GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform)
GLint LLGLSLShader::getUniformLocation(U32 index)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint ret = -1;
if (mProgramObject)
@ -1461,7 +1461,7 @@ GLint LLGLSLShader::getUniformLocation(U32 index)
GLint LLGLSLShader::getAttribLocation(U32 attrib)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (attrib < mAttribute.size())
{
@ -1613,7 +1613,7 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co
const auto& iter = mValue.find(location);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
glUniform4fvARB(location, count, v);
mValue[location] = vec;
}
@ -1657,7 +1657,7 @@ void LLGLSLShader::setMinimumAlpha(F32 minimum)
void LLShaderUniforms::apply(LLGLSLShader* shader)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
for (auto& uniform : mIntegers)
{
shader->uniform1i(uniform.mUniform, uniform.mValue);

View File

@ -1654,7 +1654,7 @@ void LLEnvironment::updateCloudScroll()
// static
void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, const LLSettingsBase::ptr_t &psetting)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
for (int i = 0; i < LLGLSLShader::SG_COUNT; ++i)
{
@ -1725,7 +1725,7 @@ void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, con
void LLEnvironment::updateShaderUniforms(LLGLSLShader* shader)
{
LL_PROFILE_ZONE_SCOPED;
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
// apply uniforms that should be applied to all shaders
mSkyUniforms[LLGLSLShader::SG_ANY].apply(shader);

View File

@ -666,7 +666,7 @@ void LLSettingsVOSky::updateSettings()
void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
{
LL_PROFILE_ZONE_SCOPED
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
LLVector4 light_direction = LLEnvironment::instance().getClampedLightNorm();
LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT];
@ -909,7 +909,7 @@ LLSD LLSettingsVOWater::convertToLegacy(const LLSettingsWater::ptr_t &pwater)
//-------------------------------------------------------------------------
void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
{
LL_PROFILE_ZONE_SCOPED
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
LLEnvironment& env = LLEnvironment::instance();