SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms

master
Cosmic Linden 2023-02-27 15:57:45 -08:00
parent 099fe4a70a
commit b27c41578b
9 changed files with 68 additions and 127 deletions

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@ -43,26 +43,16 @@ const char* const GLTF_FILE_EXTENSION_TRANSFORM_ROTATION = "rotation";
// special UUID that indicates a null UUID in override data
static const LLUUID GLTF_OVERRIDE_NULL_UUID = LLUUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
// https://github.com/KhronosGroup/glTF/tree/main/extensions/3.0/Khronos/KHR_texture_transform
LLMatrix3 LLGLTFMaterial::TextureTransform::asMatrix()
void LLGLTFMaterial::TextureTransform::getPacked(F32 (&packed)[8])
{
LLMatrix3 scale;
scale.mMatrix[0][0] = mScale[0];
scale.mMatrix[1][1] = mScale[1];
LLMatrix3 rotation;
const F32 cos_r = cos(mRotation);
const F32 sin_r = sin(mRotation);
rotation.mMatrix[0][0] = cos_r;
rotation.mMatrix[0][1] = -sin_r;
rotation.mMatrix[1][0] = sin_r;
rotation.mMatrix[1][1] = cos_r;
LLMatrix3 offset;
offset.mMatrix[2][0] = mOffset[0];
offset.mMatrix[2][1] = mOffset[1];
return offset * rotation * scale;
packed[0] = mScale.mV[VX];
packed[1] = mScale.mV[VY];
packed[2] = mRotation;
// packed[3] = unused
packed[4] = mOffset.mV[VX];
packed[5] = mOffset.mV[VY];
// packed[6] = unused
// packed[7] = unused
}
bool LLGLTFMaterial::TextureTransform::operator==(const TextureTransform& other) const

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@ -28,7 +28,6 @@
#include "llrefcount.h"
#include "llmemory.h"
#include "m3math.h"
#include "v4color.h"
#include "v3color.h"
#include "v2math.h"
@ -60,7 +59,7 @@ public:
LLVector2 mScale = { 1.f, 1.f };
F32 mRotation = 0.f;
LLMatrix3 asMatrix();
void getPacked(F32 (&packed)[8]);
bool operator==(const TextureTransform& other) const;
};

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@ -1074,20 +1074,12 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("object_plane_s");
mReservedUniforms.push_back("object_plane_t");
mReservedUniforms.push_back("texture_base_color_scale"); // (GLTF)
mReservedUniforms.push_back("texture_base_color_rotation"); // (GLTF)
mReservedUniforms.push_back("texture_base_color_offset"); // (GLTF)
mReservedUniforms.push_back("texture_normal_scale"); // (GLTF)
mReservedUniforms.push_back("texture_normal_rotation"); // (GLTF)
mReservedUniforms.push_back("texture_normal_offset"); // (GLTF)
mReservedUniforms.push_back("texture_metallic_roughness_scale"); // (GLTF)
mReservedUniforms.push_back("texture_metallic_roughness_rotation"); // (GLTF)
mReservedUniforms.push_back("texture_metallic_roughness_offset"); // (GLTF)
mReservedUniforms.push_back("texture_emissive_scale"); // (GLTF)
mReservedUniforms.push_back("texture_emissive_rotation"); // (GLTF)
mReservedUniforms.push_back("texture_emissive_offset"); // (GLTF)
mReservedUniforms.push_back("texture_base_color_transform"); // (GLTF)
mReservedUniforms.push_back("texture_normal_transform"); // (GLTF)
mReservedUniforms.push_back("texture_metallic_roughness_transform"); // (GLTF)
mReservedUniforms.push_back("texture_emissive_transform"); // (GLTF)
llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_OFFSET+1);
llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM+1);
mReservedUniforms.push_back("viewport");

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@ -53,18 +53,10 @@ public:
OBJECT_PLANE_S, // "object_plane_s"
OBJECT_PLANE_T, // "object_plane_t"
TEXTURE_BASE_COLOR_SCALE, // "texture_base_color_scale" (GLTF)
TEXTURE_BASE_COLOR_ROTATION, // "texture_base_color_rotation" (GLTF)
TEXTURE_BASE_COLOR_OFFSET, // "texture_base_color_offset" (GLTF)
TEXTURE_NORMAL_SCALE, // "texture_normal_scale" (GLTF)
TEXTURE_NORMAL_ROTATION, // "texture_normal_rotation" (GLTF)
TEXTURE_NORMAL_OFFSET, // "texture_normal_offset" (GLTF)
TEXTURE_METALLIC_ROUGHNESS_SCALE, // "texture_metallic_roughness_scale" (GLTF)
TEXTURE_METALLIC_ROUGHNESS_ROTATION,// "texture_metallic_roughness_rotation" (GLTF)
TEXTURE_METALLIC_ROUGHNESS_OFFSET, // "texture_metallic_roughness_offset" (GLTF)
TEXTURE_EMISSIVE_SCALE, // "texture_emissive_scale" (GLTF)
TEXTURE_EMISSIVE_ROTATION, // "texture_emissive_rotation" (GLTF)
TEXTURE_EMISSIVE_OFFSET, // "texture_emissive_offset" (GLTF)
TEXTURE_BASE_COLOR_TRANSFORM, // "texture_base_color_transform" (GLTF)
TEXTURE_NORMAL_TRANSFORM, // "texture_normal_transform" (GLTF)
TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, // "texture_metallic_roughness_transform" (GLTF)
TEXTURE_EMISSIVE_TRANSFORM, // "texture_emissive_transform" (GLTF)
VIEWPORT, // "viewport"
LIGHT_POSITION, // "light_position"

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@ -44,18 +44,10 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
uniform vec2 texture_base_color_scale;
uniform float texture_base_color_rotation;
uniform vec2 texture_base_color_offset;
uniform vec2 texture_normal_scale;
uniform float texture_normal_rotation;
uniform vec2 texture_normal_offset;
uniform vec2 texture_metallic_roughness_scale;
uniform float texture_metallic_roughness_rotation;
uniform vec2 texture_metallic_roughness_offset;
uniform vec2 texture_emissive_scale;
uniform float texture_emissive_rotation;
uniform vec2 texture_emissive_offset;
uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_normal_transform;
uniform vec4[2] texture_metallic_roughness_transform;
uniform vec4[2] texture_emissive_transform;
out vec3 vary_fragcoord;
@ -78,7 +70,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
@ -97,10 +89,10 @@ void main()
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0);
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@ -133,12 +125,8 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
uniform vec2 texture_base_color_scale;
uniform float texture_base_color_rotation;
uniform vec2 texture_base_color_offset;
uniform vec2 texture_emissive_scale;
uniform float texture_emissive_rotation;
uniform vec2 texture_emissive_offset;
uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@ -149,7 +137,7 @@ out vec2 emissive_texcoord;
out vec4 vertex_color;
vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
@ -159,8 +147,8 @@ void main()
gl_Position = vert;
vary_position = vert.xyz;
base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_color = diffuse_color;
}

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@ -34,12 +34,8 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
uniform vec2 texture_base_color_scale;
uniform float texture_base_color_rotation;
uniform vec2 texture_base_color_offset;
uniform vec2 texture_emissive_scale;
uniform float texture_emissive_rotation;
uniform vec2 texture_emissive_offset;
uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 emissive;
@ -51,7 +47,7 @@ out vec2 emissive_texcoord;
out vec4 vertex_emissive;
vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
@ -68,8 +64,8 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_emissive = emissive;
}

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@ -38,18 +38,10 @@ uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
uniform vec2 texture_base_color_scale;
uniform float texture_base_color_rotation;
uniform vec2 texture_base_color_offset;
uniform vec2 texture_normal_scale;
uniform float texture_normal_rotation;
uniform vec2 texture_normal_offset;
uniform vec2 texture_metallic_roughness_scale;
uniform float texture_metallic_roughness_rotation;
uniform vec2 texture_metallic_roughness_offset;
uniform vec2 texture_emissive_scale;
uniform float texture_emissive_rotation;
uniform vec2 texture_emissive_offset;
uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_normal_transform;
uniform vec4[2] texture_metallic_roughness_transform;
uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@ -68,7 +60,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
@ -86,10 +78,10 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0);
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@ -114,18 +106,10 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
uniform vec2 texture_base_color_scale;
uniform float texture_base_color_rotation;
uniform vec2 texture_base_color_offset;
uniform vec2 texture_normal_scale;
uniform float texture_normal_rotation;
uniform vec2 texture_normal_offset;
uniform vec2 texture_metallic_roughness_scale;
uniform float texture_metallic_roughness_rotation;
uniform vec2 texture_metallic_roughness_offset;
uniform vec2 texture_emissive_scale;
uniform float texture_emissive_rotation;
uniform vec2 texture_emissive_offset;
uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_normal_transform;
uniform vec4[2] texture_metallic_roughness_transform;
uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@ -136,15 +120,15 @@ out vec2 emissive_texcoord;
out vec4 vertex_color;
vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_color = diffuse_color;
}

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@ -58,7 +58,7 @@ vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offse
// animations, available through LSL script functions such as
// LlSetTextureAnim. It assumes a right-handed UV coordinate system.
// texcoord - The final texcoord to use for image sampling
vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform)
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
{
vec2 texcoord = vertex_texcoord;
@ -67,7 +67,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf
// Convert to left-handed coordinate system. The offset of 1 is necessary
// for rotations to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset);
texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
// Convert back to right-handed coordinate system
texcoord.y = 1.0 - texcoord.y;

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@ -110,21 +110,21 @@ void LLFetchedGLTFMaterial::bind(LLViewerTexture* media_tex)
shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, mMetallicFactor);
shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, mEmissiveColor.mV);
shader->uniform2fv(LLShaderMgr::TEXTURE_BASE_COLOR_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mScale.mV);
shader->uniform1f(LLShaderMgr::TEXTURE_BASE_COLOR_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mRotation);
shader->uniform2fv(LLShaderMgr::TEXTURE_BASE_COLOR_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mOffset.mV);
F32 base_color_packed[8];
mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].getPacked(base_color_packed);
shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed);
shader->uniform2fv(LLShaderMgr::TEXTURE_NORMAL_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mScale.mV);
shader->uniform1f(LLShaderMgr::TEXTURE_NORMAL_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mRotation);
shader->uniform2fv(LLShaderMgr::TEXTURE_NORMAL_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mOffset.mV);
F32 normal_packed[8];
mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].getPacked(normal_packed);
shader->uniform4fv(LLShaderMgr::TEXTURE_NORMAL_TRANSFORM, 2, (F32*)normal_packed);
shader->uniform2fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mScale.mV);
shader->uniform1f(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mRotation);
shader->uniform2fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mOffset.mV);
F32 metallic_roughness_packed[8];
mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].getPacked(metallic_roughness_packed);
shader->uniform4fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, 2, (F32*)metallic_roughness_packed);
shader->uniform2fv(LLShaderMgr::TEXTURE_EMISSIVE_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mScale.mV);
shader->uniform1f(LLShaderMgr::TEXTURE_EMISSIVE_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mRotation);
shader->uniform2fv(LLShaderMgr::TEXTURE_EMISSIVE_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mOffset.mV);
F32 emissive_packed[8];
mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].getPacked(emissive_packed);
shader->uniform4fv(LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM, 2, (F32*)emissive_packed);
}
}