1488 lines
49 KiB
C++
1488 lines
49 KiB
C++
/**
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* @file llshadermgr.cpp
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* @brief Shader manager implementation.
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "linden_common.h"
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#include "llshadermgr.h"
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#include "llrender.h"
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#include "llfile.h"
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#include "lldir.h"
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#include "llsdutil.h"
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#include "llsdserialize.h"
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#include "hbxxh.h"
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#if LL_DARWIN
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#include "OpenGL/OpenGL.h"
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#endif
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// Lots of STL stuff in here, using namespace std to keep things more readable
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using std::vector;
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using std::pair;
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using std::make_pair;
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using std::string;
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LLShaderMgr * LLShaderMgr::sInstance = NULL;
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bool LLShaderMgr::sMirrorsEnabled = false;
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LLShaderMgr::LLShaderMgr()
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{
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}
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LLShaderMgr::~LLShaderMgr()
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{
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}
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// static
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LLShaderMgr * LLShaderMgr::instance()
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{
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if(NULL == sInstance)
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{
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LL_ERRS("Shaders") << "LLShaderMgr should already have been instantiated by the application!" << LL_ENDL;
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}
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return sInstance;
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}
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bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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llassert_always(shader != NULL);
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LLShaderFeatures *features = & shader->mFeatures;
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if (features->attachNothing)
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{
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return true;
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}
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//////////////////////////////////////
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// Attach Vertex Shader Features First
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//////////////////////////////////////
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// NOTE order of shader object attaching is VERY IMPORTANT!!!
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if (features->calculatesAtmospherics)
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{
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if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
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{
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return false;
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}
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}
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if (features->calculatesLighting || features->calculatesAtmospherics)
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{
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if (!shader->attachVertexObject("windlight/atmosphericsHelpersV.glsl"))
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{
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return false;
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}
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}
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if (features->calculatesLighting)
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{
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if (features->isSpecular)
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{
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if (!shader->attachVertexObject("lighting/lightFuncSpecularV.glsl"))
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{
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return false;
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}
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if (!features->isAlphaLighting)
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{
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if (!shader->attachVertexObject("lighting/sumLightsSpecularV.glsl"))
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{
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return false;
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}
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}
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if (!shader->attachVertexObject("lighting/lightSpecularV.glsl"))
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{
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return false;
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}
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}
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else
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{
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if (!shader->attachVertexObject("lighting/lightFuncV.glsl"))
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{
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return false;
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}
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if (!features->isAlphaLighting)
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{
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if (!shader->attachVertexObject("lighting/sumLightsV.glsl"))
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{
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return false;
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}
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}
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if (!shader->attachVertexObject("lighting/lightV.glsl"))
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{
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return false;
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}
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}
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}
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// NOTE order of shader object attaching is VERY IMPORTANT!!!
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if (features->calculatesAtmospherics)
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{
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if (!shader->attachVertexObject("environment/srgbF.glsl")) // NOTE -- "F" suffix is superfluous here, there is nothing fragment specific in srgbF
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{
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return false;
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}
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if (!shader->attachVertexObject("windlight/atmosphericsFuncs.glsl")) {
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return false;
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}
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if (!shader->attachVertexObject("windlight/atmosphericsV.glsl"))
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{
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return false;
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}
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}
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if (features->hasSkinning)
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{
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if (!shader->attachVertexObject("avatar/avatarSkinV.glsl"))
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{
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return false;
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}
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}
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if (features->hasObjectSkinning)
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{
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shader->mRiggedVariant = shader;
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if (!shader->attachVertexObject("avatar/objectSkinV.glsl"))
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{
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return false;
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}
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}
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if (!shader->attachVertexObject("deferred/textureUtilV.glsl"))
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{
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return false;
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}
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///////////////////////////////////////
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// Attach Fragment Shader Features Next
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///////////////////////////////////////
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// NOTE order of shader object attaching is VERY IMPORTANT!!!
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if (!shader->attachFragmentObject("deferred/globalF.glsl"))
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{
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return false;
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}
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if (features->hasSrgb || features->hasAtmospherics || features->calculatesAtmospherics || features->isDeferred)
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{
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if (!shader->attachFragmentObject("environment/srgbF.glsl"))
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{
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return false;
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}
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}
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if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred)
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{
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if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
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{
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return false;
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}
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}
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if (features->calculatesLighting || features->calculatesAtmospherics)
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{
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if (!shader->attachFragmentObject("windlight/atmosphericsHelpersF.glsl"))
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{
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return false;
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}
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}
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// we want this BEFORE shadows and AO because those facilities use pos/norm access
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if (features->isDeferred || features->hasReflectionProbes)
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{
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if (!shader->attachFragmentObject("deferred/deferredUtil.glsl"))
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{
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return false;
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}
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}
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if (features->hasScreenSpaceReflections || features->hasReflectionProbes)
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{
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if (!shader->attachFragmentObject("deferred/screenSpaceReflUtil.glsl"))
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{
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return false;
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}
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}
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if (features->hasShadows)
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{
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if (!shader->attachFragmentObject("deferred/shadowUtil.glsl"))
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{
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return false;
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}
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}
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if (features->hasReflectionProbes)
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{
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if (!shader->attachFragmentObject("deferred/reflectionProbeF.glsl"))
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{
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return false;
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}
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}
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if (features->hasAmbientOcclusion)
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{
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if (!shader->attachFragmentObject("deferred/aoUtil.glsl"))
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{
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return false;
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}
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}
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if (features->hasGamma || features->isDeferred)
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{
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if (!shader->attachFragmentObject("windlight/gammaF.glsl"))
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{
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return false;
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}
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}
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if (features->hasAtmospherics || features->isDeferred)
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{
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if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) {
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return false;
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}
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if (!shader->attachFragmentObject("windlight/atmosphericsF.glsl"))
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{
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return false;
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}
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}
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if (features->isPBRTerrain)
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{
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if (!shader->attachFragmentObject("deferred/pbrterrainUtilF.glsl"))
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{
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return false;
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}
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}
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// NOTE order of shader object attaching is VERY IMPORTANT!!!
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if (features->hasAtmospherics)
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{
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if (!shader->attachFragmentObject("environment/waterFogF.glsl"))
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{
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return false;
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}
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}
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if (features->hasLighting)
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{
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if (features->mIndexedTextureChannels <= 1)
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{
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if (features->hasAlphaMask)
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{
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if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
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{
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return false;
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}
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}
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else
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{
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if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
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{
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return false;
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}
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}
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}
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else
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{
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if (features->hasAlphaMask)
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{
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if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
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{
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return false;
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}
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}
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else
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{
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if (!shader->attachFragmentObject("lighting/lightF.glsl"))
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{
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return false;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels, 1);
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}
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}
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if (features->mIndexedTextureChannels <= 1)
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{
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if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl"))
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{
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return false;
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}
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}
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else
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{
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if (!shader->attachVertexObject("objects/indexedTextureV.glsl"))
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{
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return false;
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}
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}
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return true;
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}
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//============================================================================
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// Load Shader
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static std::string get_shader_log(GLuint ret)
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{
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std::string res;
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//get log length
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GLint length;
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glGetShaderiv(ret, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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//the log could be any size, so allocate appropriately
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GLchar* log = new GLchar[length];
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glGetShaderInfoLog(ret, length, &length, log);
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res = std::string((char *)log);
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delete[] log;
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}
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return res;
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}
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static std::string get_program_log(GLuint ret)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
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std::string res;
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//get log length
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GLint length;
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glGetProgramiv(ret, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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//the log could be any size, so allocate appropriately
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GLchar* log = new GLchar[length];
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glGetProgramInfoLog(ret, length, &length, log);
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res = std::string((char*)log);
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delete[] log;
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}
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return res;
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}
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// get the info log for the given object, be it a shader or program object
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// NOTE: ret MUST be a shader OR a program object
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static std::string get_object_log(GLuint ret)
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{
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if (glIsProgram(ret))
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{
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return get_program_log(ret);
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}
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else
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{
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llassert(glIsShader(ret));
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return get_shader_log(ret);
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}
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}
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//dump shader source for debugging
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void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text)
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{
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char num_str[16]; // U32 = max 10 digits
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LL_SHADER_LOADING_WARNS() << "\n";
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for (U32 i = 0; i < shader_code_count; i++)
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{
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snprintf(num_str, sizeof(num_str), "%4d: ", i+1);
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std::string line_number(num_str);
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LL_CONT << line_number << shader_code_text[i];
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}
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LL_CONT << LL_ENDL;
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}
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void LLShaderMgr::dumpObjectLog(GLuint ret, bool warns, const std::string& filename)
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{
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std::string log;
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log = get_object_log(ret);
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std::string fname = filename;
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if (filename.empty())
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{
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fname = "unknown shader file";
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}
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if (log.length() > 0)
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{
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LL_SHADER_LOADING_WARNS() << "Shader loading from " << fname << LL_ENDL;
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LL_SHADER_LOADING_WARNS() << "\n" << log << LL_ENDL;
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}
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}
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GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines, S32 texture_index_channels)
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{
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// endsure work-around for missing GLSL funcs gets propogated to feature shader files (e.g. srgbF.glsl)
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#if LL_DARWIN
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if (defines)
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{
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(*defines)["OLD_SELECT"] = "1";
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}
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#endif
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GLenum error = GL_NO_ERROR;
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error = glGetError();
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if (error != GL_NO_ERROR)
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{
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LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << " for file: " << filename << LL_ENDL;
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}
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if (filename.empty())
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{
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return 0;
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}
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//read in from file
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LLFILE* file = NULL;
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S32 try_gpu_class = shader_level;
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S32 gpu_class;
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std::string open_file_name;
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#if 0 // WIP -- try to come up with a way to fallback to an error shader without needing debug stubs all over the place in the shader tree
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if (shader_level == -1)
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{
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// use "error" fallback
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if (type == GL_VERTEX_SHADER)
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{
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open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorV.glsl");
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}
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else
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{
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llassert(type == GL_FRAGMENT_SHADER); // type must be vertex or fragment shader
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open_file_name = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/errorF.glsl");
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}
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file = LLFile::fopen(open_file_name, "r");
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}
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else
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#endif
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{
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//find the most relevant file
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for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
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{ //search from the current gpu class down to class 1 to find the most relevant shader
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std::stringstream fname;
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fname << getShaderDirPrefix();
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fname << gpu_class << "/" << filename;
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open_file_name = fname.str();
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/*
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Would be awesome, if we didn't have shaders that re-use files
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with different environments to say, add skinning, etc
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can't depend on cached version to have evaluate ifdefs identically...
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if we can define a deterministic hash for the shader based on
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all the inputs, maybe we can save some time here.
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if (mShaderObjects.count(filename) > 0)
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{
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return mShaderObjects[filename];
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}
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*/
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LL_DEBUGS("ShaderLoading") << "Looking in " << open_file_name << LL_ENDL;
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file = LLFile::fopen(open_file_name, "r"); /* Flawfinder: ignore */
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if (file)
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{
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LL_DEBUGS("ShaderLoading") << "Loading file: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
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break; // done
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}
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}
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}
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|
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if (file == NULL)
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{
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LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << open_file_name << LL_ENDL;
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return 0;
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}
|
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|
|
//we can't have any lines longer than 1024 characters
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//or any shaders longer than 4096 lines... deal - DaveP
|
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GLchar buff[1024];
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GLchar *extra_code_text[1024];
|
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GLchar *shader_code_text[4096 + LL_ARRAY_SIZE(extra_code_text)] = { NULL };
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GLuint extra_code_count = 0, shader_code_count = 0;
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BOOST_STATIC_ASSERT(LL_ARRAY_SIZE(extra_code_text) < LL_ARRAY_SIZE(shader_code_text));
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|
|
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S32 major_version = gGLManager.mGLSLVersionMajor;
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S32 minor_version = gGLManager.mGLSLVersionMinor;
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|
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if (major_version == 1 && minor_version < 30)
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{
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llassert(false); // GL 3.1 or later required
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}
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else
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{
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if (major_version >= 4)
|
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{
|
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//set version to 400 or 420
|
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if (minor_version >= 20)
|
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{
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shader_code_text[shader_code_count++] = strdup("#version 420\n");
|
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}
|
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else
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{
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shader_code_text[shader_code_count++] = strdup("#version 400\n");
|
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}
|
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}
|
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else if (major_version == 3)
|
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{
|
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if (minor_version < 10)
|
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{
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shader_code_text[shader_code_count++] = strdup("#version 300\n");
|
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}
|
|
else if (minor_version <= 19)
|
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{
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shader_code_text[shader_code_count++] = strdup("#version 310\n");
|
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}
|
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else if (minor_version <= 29)
|
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{
|
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shader_code_text[shader_code_count++] = strdup("#version 320\n");
|
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}
|
|
else
|
|
{
|
|
shader_code_text[shader_code_count++] = strdup("#version 330\n");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (type == GL_GEOMETRY_SHADER)
|
|
{
|
|
//set version to 1.50
|
|
shader_code_text[shader_code_count++] = strdup("#version 150\n");
|
|
//some implementations of GLSL 1.30 require integer precision be explicitly declared
|
|
extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
|
|
extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
|
|
}
|
|
else
|
|
{
|
|
//set version to 1.40
|
|
shader_code_text[shader_code_count++] = strdup("#version 140\n");
|
|
//some implementations of GLSL 1.30 require integer precision be explicitly declared
|
|
extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
|
|
extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
|
|
}
|
|
}
|
|
|
|
extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n");
|
|
}
|
|
|
|
if (sMirrorsEnabled)
|
|
{
|
|
extra_code_text[extra_code_count++] = strdup("#define HERO_PROBES 1\n");
|
|
}
|
|
|
|
// Use alpha float to store bit flags
|
|
// See: C++: addDeferredAttachment(), shader: frag_data[2]
|
|
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n"); // atmo kill
|
|
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n"); // bit 0
|
|
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_PBR 0.67\n"); // bit 1
|
|
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_HDRI 1.0\n"); // bit 2
|
|
extra_code_text[extra_code_count++] = strdup("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)< 0.1)\n");
|
|
|
|
if (defines)
|
|
{
|
|
for (auto iter = defines->begin(); iter != defines->end(); ++iter)
|
|
{
|
|
std::string define = "#define " + iter->first + " " + iter->second + "\n";
|
|
extra_code_text[extra_code_count++] = (GLchar *) strdup(define.c_str());
|
|
}
|
|
}
|
|
|
|
if( gGLManager.mIsAMD )
|
|
{
|
|
extra_code_text[extra_code_count++] = strdup( "#define IS_AMD_CARD 1\n" );
|
|
}
|
|
|
|
if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER)
|
|
{
|
|
//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;
|
|
|
|
flat in int vary_texture_index;
|
|
|
|
vec4 ret = vec4(1,0,1,1);
|
|
|
|
vec4 diffuseLookup(vec2 texcoord)
|
|
{
|
|
switch (vary_texture_index)
|
|
{
|
|
case 0: ret = texture(tex0, texcoord); break;
|
|
case 1: ret = texture(tex1, texcoord); break;
|
|
case 2: ret = texture(tex2, texcoord); break;
|
|
.
|
|
.
|
|
.
|
|
case N: return texture(texN, texcoord); break;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
*/
|
|
|
|
extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP\n");
|
|
|
|
//uniform declartion
|
|
for (S32 i = 0; i < texture_index_channels; ++i)
|
|
{
|
|
std::string decl = llformat("uniform sampler2D tex%d;\n", i);
|
|
extra_code_text[extra_code_count++] = strdup(decl.c_str());
|
|
}
|
|
|
|
if (texture_index_channels > 1)
|
|
{
|
|
extra_code_text[extra_code_count++] = strdup("flat in int vary_texture_index;\n");
|
|
}
|
|
|
|
extra_code_text[extra_code_count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
|
|
extra_code_text[extra_code_count++] = strdup("{\n");
|
|
|
|
|
|
if (texture_index_channels == 1)
|
|
{ //don't use flow control, that's silly
|
|
extra_code_text[extra_code_count++] = strdup("return texture(tex0, texcoord);\n");
|
|
extra_code_text[extra_code_count++] = strdup("}\n");
|
|
}
|
|
else if (major_version > 1 || minor_version >= 30)
|
|
{ //switches are supported in GLSL 1.30 and later
|
|
if (gGLManager.mIsNVIDIA)
|
|
{ //switches are unreliable on some NVIDIA drivers
|
|
for (S32 i = 0; i < texture_index_channels; ++i)
|
|
{
|
|
std::string if_string = llformat("\t%sif (vary_texture_index == %d) { return texture(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i);
|
|
extra_code_text[extra_code_count++] = strdup(if_string.c_str());
|
|
}
|
|
extra_code_text[extra_code_count++] = strdup("\treturn vec4(1,0,1,1);\n");
|
|
extra_code_text[extra_code_count++] = strdup("}\n");
|
|
}
|
|
else
|
|
{
|
|
extra_code_text[extra_code_count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
|
|
extra_code_text[extra_code_count++] = strdup("\tswitch (vary_texture_index)\n");
|
|
extra_code_text[extra_code_count++] = strdup("\t{\n");
|
|
|
|
//switch body
|
|
for (S32 i = 0; i < texture_index_channels; ++i)
|
|
{
|
|
std::string case_str = llformat("\t\tcase %d: return texture(tex%d, texcoord);\n", i, i);
|
|
extra_code_text[extra_code_count++] = strdup(case_str.c_str());
|
|
}
|
|
|
|
extra_code_text[extra_code_count++] = strdup("\t}\n");
|
|
extra_code_text[extra_code_count++] = strdup("\treturn ret;\n");
|
|
extra_code_text[extra_code_count++] = strdup("}\n");
|
|
}
|
|
}
|
|
else
|
|
{ //should never get here. Indexed texture rendering requires GLSL 1.30 or later
|
|
// (for passing integers between vertex and fragment shaders)
|
|
LL_ERRS() << "Indexed texture rendering requires GLSL 1.30 or later." << LL_ENDL;
|
|
}
|
|
}
|
|
|
|
//copy file into memory
|
|
enum {
|
|
flag_write_to_out_of_extra_block_area = 0x01
|
|
, flag_extra_block_marker_was_found = 0x02
|
|
};
|
|
|
|
unsigned char flags = flag_write_to_out_of_extra_block_area;
|
|
|
|
GLuint out_of_extra_block_counter = 0, start_shader_code = shader_code_count, file_lines_count = 0;
|
|
|
|
#define TOUCH_SHADERS 0
|
|
|
|
#if TOUCH_SHADERS
|
|
const char* marker = "// touched";
|
|
bool touched = false;
|
|
#endif
|
|
|
|
while(NULL != fgets((char *)buff, 1024, file)
|
|
&& shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)))
|
|
{
|
|
file_lines_count++;
|
|
|
|
bool extra_block_area_found = NULL != strstr((const char*)buff, "[EXTRA_CODE_HERE]");
|
|
|
|
#if TOUCH_SHADERS
|
|
if (NULL != strstr((const char*)buff, marker))
|
|
{
|
|
touched = true;
|
|
}
|
|
#endif
|
|
|
|
if(extra_block_area_found && !(flag_extra_block_marker_was_found & flags))
|
|
{
|
|
if(!(flag_write_to_out_of_extra_block_area & flags))
|
|
{
|
|
//shift
|
|
for(GLuint to = start_shader_code, from = extra_code_count + start_shader_code;
|
|
from < shader_code_count; ++to, ++from)
|
|
{
|
|
shader_code_text[to] = shader_code_text[from];
|
|
}
|
|
|
|
shader_code_count -= extra_code_count;
|
|
}
|
|
|
|
//copy extra code
|
|
for(GLuint n = 0; n < extra_code_count
|
|
&& shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)); ++n)
|
|
{
|
|
shader_code_text[shader_code_count++] = extra_code_text[n];
|
|
}
|
|
|
|
extra_code_count = 0;
|
|
|
|
flags &= ~flag_write_to_out_of_extra_block_area;
|
|
flags |= flag_extra_block_marker_was_found;
|
|
}
|
|
else
|
|
{
|
|
shader_code_text[shader_code_count] = (GLchar *)strdup((char *)buff);
|
|
|
|
if(flag_write_to_out_of_extra_block_area & flags)
|
|
{
|
|
shader_code_text[extra_code_count + start_shader_code + out_of_extra_block_counter]
|
|
= shader_code_text[shader_code_count];
|
|
out_of_extra_block_counter++;
|
|
|
|
if(out_of_extra_block_counter == extra_code_count)
|
|
{
|
|
shader_code_count += extra_code_count;
|
|
flags &= ~flag_write_to_out_of_extra_block_area;
|
|
}
|
|
}
|
|
|
|
++shader_code_count;
|
|
}
|
|
} //while
|
|
|
|
if(!(flag_extra_block_marker_was_found & flags))
|
|
{
|
|
for(GLuint n = start_shader_code; n < extra_code_count + start_shader_code; ++n)
|
|
{
|
|
shader_code_text[n] = extra_code_text[n - start_shader_code];
|
|
}
|
|
|
|
if (file_lines_count < extra_code_count)
|
|
{
|
|
shader_code_count += extra_code_count;
|
|
}
|
|
|
|
extra_code_count = 0;
|
|
}
|
|
|
|
#if TOUCH_SHADERS
|
|
if (!touched)
|
|
{
|
|
fprintf(file, "\n%s\n", marker);
|
|
}
|
|
#endif
|
|
|
|
fclose(file);
|
|
|
|
//create shader object
|
|
GLuint ret = glCreateShader(type);
|
|
|
|
error = glGetError();
|
|
if (error != GL_NO_ERROR)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShader: " << error << " for file: " << open_file_name << LL_ENDL;
|
|
if (ret)
|
|
{
|
|
glDeleteShader(ret); //no longer need handle
|
|
ret = 0;
|
|
}
|
|
}
|
|
|
|
//load source
|
|
if (ret)
|
|
{
|
|
glShaderSource(ret, shader_code_count, (const GLchar**)shader_code_text, NULL);
|
|
|
|
error = glGetError();
|
|
if (error != GL_NO_ERROR)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSource: " << error << " for file: " << open_file_name << LL_ENDL;
|
|
glDeleteShader(ret); //no longer need handle
|
|
ret = 0;
|
|
}
|
|
}
|
|
|
|
//compile source
|
|
if (ret)
|
|
{
|
|
glCompileShader(ret);
|
|
|
|
error = glGetError();
|
|
if (error != GL_NO_ERROR)
|
|
{
|
|
LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShader: " << error << " for file: " << open_file_name << LL_ENDL;
|
|
glDeleteShader(ret); //no longer need handle
|
|
ret = 0;
|
|
}
|
|
}
|
|
|
|
if (error == GL_NO_ERROR)
|
|
{
|
|
//check for errors
|
|
GLint success = GL_TRUE;
|
|
glGetShaderiv(ret, GL_COMPILE_STATUS, &success);
|
|
|
|
error = glGetError();
|
|
if (error != GL_NO_ERROR || success == GL_FALSE)
|
|
{
|
|
//an error occured, print log
|
|
LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL;
|
|
dumpObjectLog(ret, true, open_file_name);
|
|
dumpShaderSource(shader_code_count, shader_code_text);
|
|
glDeleteShader(ret); //no longer need handle
|
|
ret = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ret = 0;
|
|
}
|
|
stop_glerror();
|
|
|
|
//free memory
|
|
for (GLuint i = 0; i < shader_code_count; i++)
|
|
{
|
|
free(shader_code_text[i]);
|
|
}
|
|
|
|
//successfully loaded, save results
|
|
if (ret)
|
|
{
|
|
// Add shader file to map
|
|
if (type == GL_VERTEX_SHADER) {
|
|
mVertexShaderObjects[filename] = ret;
|
|
}
|
|
else if (type == GL_FRAGMENT_SHADER) {
|
|
mFragmentShaderObjects[filename] = ret;
|
|
}
|
|
shader_level = try_gpu_class;
|
|
}
|
|
else
|
|
{
|
|
if (shader_level > 1)
|
|
{
|
|
shader_level--;
|
|
return loadShaderFile(filename, shader_level, type, defines, texture_index_channels);
|
|
}
|
|
LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
bool LLShaderMgr::linkProgramObject(GLuint obj, bool suppress_errors)
|
|
{
|
|
//check for errors
|
|
{
|
|
LL_PROFILE_ZONE_NAMED_CATEGORY_SHADER("glLinkProgram");
|
|
glLinkProgram(obj);
|
|
}
|
|
|
|
GLint success = GL_TRUE;
|
|
|
|
{
|
|
LL_PROFILE_ZONE_NAMED_CATEGORY_SHADER("glsl check link status");
|
|
glGetProgramiv(obj, GL_LINK_STATUS, &success);
|
|
if (!suppress_errors && success == GL_FALSE)
|
|
{
|
|
//an error occured, print log
|
|
LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL;
|
|
dumpObjectLog(obj, true, "linker");
|
|
return success;
|
|
}
|
|
}
|
|
|
|
std::string log = get_program_log(obj);
|
|
LLStringUtil::toLower(log);
|
|
if (log.find("software") != std::string::npos)
|
|
{
|
|
LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;
|
|
success = GL_FALSE;
|
|
suppress_errors = false;
|
|
}
|
|
return success;
|
|
}
|
|
|
|
bool LLShaderMgr::validateProgramObject(GLuint obj)
|
|
{
|
|
//check program validity against current GL
|
|
glValidateProgram(obj);
|
|
GLint success = GL_TRUE;
|
|
glGetProgramiv(obj, GL_LINK_STATUS, &success);
|
|
if (success == GL_FALSE)
|
|
{
|
|
LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL;
|
|
dumpObjectLog(obj);
|
|
}
|
|
else
|
|
{
|
|
dumpObjectLog(obj, false);
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
void LLShaderMgr::initShaderCache(bool enabled, const LLUUID& old_cache_version, const LLUUID& current_cache_version)
|
|
{
|
|
LL_INFOS() << "Initializing shader cache" << LL_ENDL;
|
|
|
|
mShaderCacheEnabled = gGLManager.mGLVersion >= 4.09 && enabled;
|
|
|
|
if(!mShaderCacheEnabled || mShaderCacheInitialized)
|
|
return;
|
|
|
|
mShaderCacheInitialized = true;
|
|
|
|
mShaderCacheDir = gDirUtilp->getExpandedFilename(LL_PATH_CACHE, "shader_cache");
|
|
LLFile::mkdir(mShaderCacheDir);
|
|
|
|
{
|
|
std::string meta_out_path = gDirUtilp->add(mShaderCacheDir, "shaderdata.llsd");
|
|
if (gDirUtilp->fileExists(meta_out_path))
|
|
{
|
|
LL_INFOS() << "Loading shader cache metadata" << LL_ENDL;
|
|
|
|
llifstream instream(meta_out_path);
|
|
LLSD in_data;
|
|
LLSDSerialize::fromNotation(in_data, instream, LLSDSerialize::SIZE_UNLIMITED);
|
|
instream.close();
|
|
|
|
if (old_cache_version == current_cache_version)
|
|
{
|
|
for (const auto& data_pair : llsd::inMap(in_data))
|
|
{
|
|
ProgramBinaryData binary_info = ProgramBinaryData();
|
|
binary_info.mBinaryFormat = data_pair.second["binary_format"].asInteger();
|
|
binary_info.mBinaryLength = data_pair.second["binary_size"].asInteger();
|
|
binary_info.mLastUsedTime = data_pair.second["last_used"].asReal();
|
|
mShaderBinaryCache.insert_or_assign(LLUUID(data_pair.first), binary_info);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LL_INFOS() << "Shader cache version mismatch detected. Purging." << LL_ENDL;
|
|
clearShaderCache();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLShaderMgr::clearShaderCache()
|
|
{
|
|
std::string shader_cache = gDirUtilp->getExpandedFilename(LL_PATH_CACHE, "shader_cache");
|
|
LL_INFOS() << "Removing shader cache at " << shader_cache << LL_ENDL;
|
|
const std::string mask = "*";
|
|
gDirUtilp->deleteFilesInDir(shader_cache, mask);
|
|
mShaderBinaryCache.clear();
|
|
}
|
|
|
|
void LLShaderMgr::persistShaderCacheMetadata()
|
|
{
|
|
if(!mShaderCacheEnabled) return;
|
|
|
|
LL_INFOS() << "Persisting shader cache metadata to disk" << LL_ENDL;
|
|
|
|
LLSD out = LLSD::emptyMap();
|
|
|
|
static const F32 LRU_TIME = (60.f * 60.f) * 24.f * 7.f; // 14 days
|
|
const F32 current_time = LLTimer::getTotalSeconds();
|
|
for (auto it = mShaderBinaryCache.begin(); it != mShaderBinaryCache.end();)
|
|
{
|
|
const ProgramBinaryData& shader_metadata = it->second;
|
|
if ((shader_metadata.mLastUsedTime + LRU_TIME) < current_time)
|
|
{
|
|
std::string shader_path = gDirUtilp->add(mShaderCacheDir, it->first.asString() + ".shaderbin");
|
|
LLFile::remove(shader_path);
|
|
it = mShaderBinaryCache.erase(it);
|
|
}
|
|
else
|
|
{
|
|
LLSD data = LLSD::emptyMap();
|
|
data["binary_format"] = LLSD::Integer(shader_metadata.mBinaryFormat);
|
|
data["binary_size"] = LLSD::Integer(shader_metadata.mBinaryLength);
|
|
data["last_used"] = LLSD::Real(shader_metadata.mLastUsedTime);
|
|
out[it->first.asString()] = data;
|
|
++it;
|
|
}
|
|
}
|
|
|
|
std::string meta_out_path = gDirUtilp->add(mShaderCacheDir, "shaderdata.llsd");
|
|
llofstream outstream(meta_out_path);
|
|
LLSDSerialize::toNotation(out, outstream);
|
|
outstream.close();
|
|
}
|
|
|
|
bool LLShaderMgr::loadCachedProgramBinary(LLGLSLShader* shader)
|
|
{
|
|
if (!mShaderCacheEnabled) return false;
|
|
|
|
glProgramParameteri(shader->mProgramObject, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
|
|
|
|
auto binary_iter = mShaderBinaryCache.find(shader->mShaderHash);
|
|
if (binary_iter != mShaderBinaryCache.end())
|
|
{
|
|
std::string in_path = gDirUtilp->add(mShaderCacheDir, shader->mShaderHash.asString() + ".shaderbin");
|
|
auto& shader_info = binary_iter->second;
|
|
if (shader_info.mBinaryLength > 0)
|
|
{
|
|
std::vector<U8> in_data;
|
|
in_data.resize(shader_info.mBinaryLength);
|
|
|
|
LLUniqueFile filep = LLFile::fopen(in_path, "rb");
|
|
if (filep)
|
|
{
|
|
size_t result = fread(in_data.data(), sizeof(U8), in_data.size(), filep);
|
|
filep.close();
|
|
|
|
if (result == in_data.size())
|
|
{
|
|
GLenum error = glGetError(); // Clear current error
|
|
glProgramBinary(shader->mProgramObject, shader_info.mBinaryFormat, in_data.data(), shader_info.mBinaryLength);
|
|
|
|
error = glGetError();
|
|
GLint success = GL_TRUE;
|
|
glGetProgramiv(shader->mProgramObject, GL_LINK_STATUS, &success);
|
|
if (error == GL_NO_ERROR && success == GL_TRUE)
|
|
{
|
|
binary_iter->second.mLastUsedTime = LLTimer::getTotalSeconds();
|
|
LL_INFOS() << "Loaded cached binary for shader: " << shader->mName << LL_ENDL;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//an error occured, normally we would print log but in this case it means the shader needs recompiling.
|
|
LL_INFOS() << "Failed to load cached binary for shader: " << shader->mName << " falling back to compilation" << LL_ENDL;
|
|
LLFile::remove(in_path);
|
|
mShaderBinaryCache.erase(binary_iter);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool LLShaderMgr::saveCachedProgramBinary(LLGLSLShader* shader)
|
|
{
|
|
if (!mShaderCacheEnabled) return true;
|
|
|
|
ProgramBinaryData binary_info = ProgramBinaryData();
|
|
glGetProgramiv(shader->mProgramObject, GL_PROGRAM_BINARY_LENGTH, &binary_info.mBinaryLength);
|
|
if (binary_info.mBinaryLength > 0)
|
|
{
|
|
std::vector<U8> program_binary;
|
|
program_binary.resize(binary_info.mBinaryLength);
|
|
|
|
GLenum error = glGetError(); // Clear current error
|
|
glGetProgramBinary(shader->mProgramObject, static_cast<GLsizei>(program_binary.size() * sizeof(U8)), nullptr, &binary_info.mBinaryFormat, program_binary.data());
|
|
error = glGetError();
|
|
if (error == GL_NO_ERROR)
|
|
{
|
|
std::string out_path = gDirUtilp->add(mShaderCacheDir, shader->mShaderHash.asString() + ".shaderbin");
|
|
LLUniqueFile outfile = LLFile::fopen(out_path, "wb");
|
|
if (outfile)
|
|
{
|
|
fwrite(program_binary.data(), sizeof(U8), program_binary.size(), outfile);
|
|
outfile.close();
|
|
|
|
binary_info.mLastUsedTime = LLTimer::getTotalSeconds();
|
|
|
|
mShaderBinaryCache.insert_or_assign(shader->mShaderHash, binary_info);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//virtual
|
|
void LLShaderMgr::initAttribsAndUniforms()
|
|
{
|
|
//MUST match order of enum in LLVertexBuffer.h
|
|
mReservedAttribs.push_back("position");
|
|
mReservedAttribs.push_back("normal");
|
|
mReservedAttribs.push_back("texcoord0");
|
|
mReservedAttribs.push_back("texcoord1");
|
|
mReservedAttribs.push_back("texcoord2");
|
|
mReservedAttribs.push_back("texcoord3");
|
|
mReservedAttribs.push_back("diffuse_color");
|
|
mReservedAttribs.push_back("emissive");
|
|
mReservedAttribs.push_back("tangent");
|
|
mReservedAttribs.push_back("weight");
|
|
mReservedAttribs.push_back("weight4");
|
|
mReservedAttribs.push_back("clothing");
|
|
mReservedAttribs.push_back("joint");
|
|
mReservedAttribs.push_back("texture_index");
|
|
|
|
//matrix state
|
|
mReservedUniforms.push_back("modelview_matrix");
|
|
mReservedUniforms.push_back("projection_matrix");
|
|
mReservedUniforms.push_back("inv_proj");
|
|
mReservedUniforms.push_back("modelview_projection_matrix");
|
|
mReservedUniforms.push_back("inv_modelview");
|
|
mReservedUniforms.push_back("identity_matrix");
|
|
mReservedUniforms.push_back("normal_matrix");
|
|
mReservedUniforms.push_back("texture_matrix0");
|
|
mReservedUniforms.push_back("texture_matrix1");
|
|
mReservedUniforms.push_back("texture_matrix2");
|
|
mReservedUniforms.push_back("texture_matrix3");
|
|
mReservedUniforms.push_back("object_plane_s");
|
|
mReservedUniforms.push_back("object_plane_t");
|
|
|
|
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_occlusion_transform"); // (GLTF)
|
|
mReservedUniforms.push_back("texture_emissive_transform"); // (GLTF)
|
|
mReservedUniforms.push_back("base_color_texcoord"); // (GLTF)
|
|
mReservedUniforms.push_back("emissive_texcoord"); // (GLTF)
|
|
mReservedUniforms.push_back("normal_texcoord"); // (GLTF)
|
|
mReservedUniforms.push_back("metallic_roughness_texcoord"); // (GLTF)
|
|
mReservedUniforms.push_back("occlusion_texcoord"); // (GLTF)
|
|
|
|
mReservedUniforms.push_back("terrain_texture_transforms"); // (GLTF)
|
|
|
|
llassert(mReservedUniforms.size() == LLShaderMgr::TERRAIN_TEXTURE_TRANSFORMS +1);
|
|
|
|
mReservedUniforms.push_back("viewport");
|
|
|
|
mReservedUniforms.push_back("light_position");
|
|
mReservedUniforms.push_back("light_direction");
|
|
mReservedUniforms.push_back("light_attenuation");
|
|
mReservedUniforms.push_back("light_deferred_attenuation");
|
|
mReservedUniforms.push_back("light_diffuse");
|
|
mReservedUniforms.push_back("light_ambient");
|
|
mReservedUniforms.push_back("light_count");
|
|
mReservedUniforms.push_back("light");
|
|
mReservedUniforms.push_back("light_col");
|
|
mReservedUniforms.push_back("far_z");
|
|
|
|
llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1);
|
|
|
|
//NOTE: MUST match order in eGLSLReservedUniforms
|
|
mReservedUniforms.push_back("proj_mat");
|
|
mReservedUniforms.push_back("proj_near");
|
|
mReservedUniforms.push_back("proj_p");
|
|
mReservedUniforms.push_back("proj_n");
|
|
mReservedUniforms.push_back("proj_origin");
|
|
mReservedUniforms.push_back("proj_range");
|
|
mReservedUniforms.push_back("proj_ambiance");
|
|
mReservedUniforms.push_back("proj_shadow_idx");
|
|
mReservedUniforms.push_back("shadow_fade");
|
|
mReservedUniforms.push_back("proj_focus");
|
|
mReservedUniforms.push_back("proj_lod");
|
|
mReservedUniforms.push_back("proj_ambient_lod");
|
|
|
|
llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1);
|
|
|
|
mReservedUniforms.push_back("color");
|
|
mReservedUniforms.push_back("emissiveColor");
|
|
mReservedUniforms.push_back("metallicFactor");
|
|
mReservedUniforms.push_back("roughnessFactor");
|
|
mReservedUniforms.push_back("mirror_flag");
|
|
mReservedUniforms.push_back("clipPlane");
|
|
mReservedUniforms.push_back("clipSign");
|
|
|
|
mReservedUniforms.push_back("diffuseMap");
|
|
mReservedUniforms.push_back("altDiffuseMap");
|
|
mReservedUniforms.push_back("specularMap");
|
|
mReservedUniforms.push_back("metallicRoughnessMap");
|
|
mReservedUniforms.push_back("normalMap");
|
|
mReservedUniforms.push_back("occlusionMap");
|
|
mReservedUniforms.push_back("emissiveMap");
|
|
mReservedUniforms.push_back("bumpMap");
|
|
mReservedUniforms.push_back("bumpMap2");
|
|
mReservedUniforms.push_back("environmentMap");
|
|
mReservedUniforms.push_back("sceneMap");
|
|
mReservedUniforms.push_back("sceneDepth");
|
|
mReservedUniforms.push_back("reflectionProbes");
|
|
mReservedUniforms.push_back("irradianceProbes");
|
|
mReservedUniforms.push_back("heroProbes");
|
|
mReservedUniforms.push_back("cloud_noise_texture");
|
|
mReservedUniforms.push_back("cloud_noise_texture_next");
|
|
mReservedUniforms.push_back("lightnorm");
|
|
mReservedUniforms.push_back("sunlight_color");
|
|
mReservedUniforms.push_back("ambient_color");
|
|
mReservedUniforms.push_back("sky_hdr_scale");
|
|
mReservedUniforms.push_back("sky_sunlight_scale");
|
|
mReservedUniforms.push_back("sky_ambient_scale");
|
|
mReservedUniforms.push_back("blue_horizon");
|
|
mReservedUniforms.push_back("blue_density");
|
|
mReservedUniforms.push_back("haze_horizon");
|
|
mReservedUniforms.push_back("haze_density");
|
|
mReservedUniforms.push_back("cloud_shadow");
|
|
mReservedUniforms.push_back("density_multiplier");
|
|
mReservedUniforms.push_back("distance_multiplier");
|
|
mReservedUniforms.push_back("max_y");
|
|
mReservedUniforms.push_back("glow");
|
|
mReservedUniforms.push_back("cloud_color");
|
|
mReservedUniforms.push_back("cloud_pos_density1");
|
|
mReservedUniforms.push_back("cloud_pos_density2");
|
|
mReservedUniforms.push_back("cloud_scale");
|
|
mReservedUniforms.push_back("gamma");
|
|
mReservedUniforms.push_back("scene_light_strength");
|
|
|
|
llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1);
|
|
|
|
mReservedUniforms.push_back("center");
|
|
mReservedUniforms.push_back("size");
|
|
mReservedUniforms.push_back("falloff");
|
|
|
|
mReservedUniforms.push_back("box_center");
|
|
mReservedUniforms.push_back("box_size");
|
|
|
|
|
|
mReservedUniforms.push_back("minLuminance");
|
|
mReservedUniforms.push_back("maxExtractAlpha");
|
|
mReservedUniforms.push_back("lumWeights");
|
|
mReservedUniforms.push_back("warmthWeights");
|
|
mReservedUniforms.push_back("warmthAmount");
|
|
mReservedUniforms.push_back("glowStrength");
|
|
mReservedUniforms.push_back("glowDelta");
|
|
mReservedUniforms.push_back("glowNoiseMap");
|
|
|
|
llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_NOISE_MAP+1);
|
|
|
|
|
|
mReservedUniforms.push_back("minimum_alpha");
|
|
mReservedUniforms.push_back("emissive_brightness");
|
|
|
|
// Deferred
|
|
mReservedUniforms.push_back("shadow_matrix");
|
|
mReservedUniforms.push_back("env_mat");
|
|
mReservedUniforms.push_back("shadow_clip");
|
|
mReservedUniforms.push_back("sun_wash");
|
|
mReservedUniforms.push_back("shadow_noise");
|
|
mReservedUniforms.push_back("blur_size");
|
|
mReservedUniforms.push_back("ssao_radius");
|
|
mReservedUniforms.push_back("ssao_max_radius");
|
|
mReservedUniforms.push_back("ssao_factor");
|
|
mReservedUniforms.push_back("ssao_factor_inv");
|
|
mReservedUniforms.push_back("ssao_effect_mat");
|
|
mReservedUniforms.push_back("screen_res");
|
|
mReservedUniforms.push_back("near_clip");
|
|
mReservedUniforms.push_back("shadow_offset");
|
|
mReservedUniforms.push_back("shadow_bias");
|
|
mReservedUniforms.push_back("spot_shadow_bias");
|
|
mReservedUniforms.push_back("spot_shadow_offset");
|
|
mReservedUniforms.push_back("sun_dir");
|
|
mReservedUniforms.push_back("moon_dir");
|
|
mReservedUniforms.push_back("shadow_res");
|
|
mReservedUniforms.push_back("proj_shadow_res");
|
|
mReservedUniforms.push_back("depth_cutoff");
|
|
mReservedUniforms.push_back("norm_cutoff");
|
|
mReservedUniforms.push_back("shadow_target_width");
|
|
|
|
llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH + 1);
|
|
|
|
mReservedUniforms.push_back("iterationCount");
|
|
mReservedUniforms.push_back("rayStep");
|
|
mReservedUniforms.push_back("distanceBias");
|
|
mReservedUniforms.push_back("depthRejectBias");
|
|
mReservedUniforms.push_back("glossySampleCount");
|
|
mReservedUniforms.push_back("noiseSine");
|
|
mReservedUniforms.push_back("adaptiveStepMultiplier");
|
|
|
|
mReservedUniforms.push_back("modelview_delta");
|
|
mReservedUniforms.push_back("inv_modelview_delta");
|
|
mReservedUniforms.push_back("cube_snapshot");
|
|
|
|
mReservedUniforms.push_back("tc_scale");
|
|
mReservedUniforms.push_back("rcp_screen_res");
|
|
mReservedUniforms.push_back("rcp_frame_opt");
|
|
mReservedUniforms.push_back("rcp_frame_opt2");
|
|
|
|
mReservedUniforms.push_back("focal_distance");
|
|
mReservedUniforms.push_back("blur_constant");
|
|
mReservedUniforms.push_back("tan_pixel_angle");
|
|
mReservedUniforms.push_back("magnification");
|
|
mReservedUniforms.push_back("max_cof");
|
|
mReservedUniforms.push_back("res_scale");
|
|
mReservedUniforms.push_back("dof_width");
|
|
mReservedUniforms.push_back("dof_height");
|
|
|
|
mReservedUniforms.push_back("depthMap");
|
|
mReservedUniforms.push_back("shadowMap0");
|
|
mReservedUniforms.push_back("shadowMap1");
|
|
mReservedUniforms.push_back("shadowMap2");
|
|
mReservedUniforms.push_back("shadowMap3");
|
|
mReservedUniforms.push_back("shadowMap4");
|
|
mReservedUniforms.push_back("shadowMap5");
|
|
|
|
llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1);
|
|
|
|
mReservedUniforms.push_back("positionMap");
|
|
mReservedUniforms.push_back("diffuseRect");
|
|
mReservedUniforms.push_back("specularRect");
|
|
mReservedUniforms.push_back("emissiveRect");
|
|
mReservedUniforms.push_back("exposureMap");
|
|
mReservedUniforms.push_back("brdfLut");
|
|
mReservedUniforms.push_back("noiseMap");
|
|
mReservedUniforms.push_back("lightFunc");
|
|
mReservedUniforms.push_back("lightMap");
|
|
mReservedUniforms.push_back("bloomMap");
|
|
mReservedUniforms.push_back("projectionMap");
|
|
mReservedUniforms.push_back("norm_mat");
|
|
|
|
mReservedUniforms.push_back("specular_color");
|
|
mReservedUniforms.push_back("env_intensity");
|
|
|
|
mReservedUniforms.push_back("matrixPalette");
|
|
mReservedUniforms.push_back("translationPalette");
|
|
|
|
mReservedUniforms.push_back("screenTex");
|
|
mReservedUniforms.push_back("screenDepth");
|
|
mReservedUniforms.push_back("refTex");
|
|
mReservedUniforms.push_back("eyeVec");
|
|
mReservedUniforms.push_back("time");
|
|
mReservedUniforms.push_back("waveDir1");
|
|
mReservedUniforms.push_back("waveDir2");
|
|
mReservedUniforms.push_back("lightDir");
|
|
mReservedUniforms.push_back("specular");
|
|
mReservedUniforms.push_back("lightExp");
|
|
mReservedUniforms.push_back("waterFogColor");
|
|
mReservedUniforms.push_back("waterFogColorLinear");
|
|
mReservedUniforms.push_back("waterFogDensity");
|
|
mReservedUniforms.push_back("waterFogKS");
|
|
mReservedUniforms.push_back("refScale");
|
|
mReservedUniforms.push_back("waterHeight");
|
|
mReservedUniforms.push_back("waterPlane");
|
|
mReservedUniforms.push_back("normScale");
|
|
mReservedUniforms.push_back("fresnelScale");
|
|
mReservedUniforms.push_back("fresnelOffset");
|
|
mReservedUniforms.push_back("blurMultiplier");
|
|
mReservedUniforms.push_back("sunAngle");
|
|
mReservedUniforms.push_back("scaledAngle");
|
|
mReservedUniforms.push_back("sunAngle2");
|
|
|
|
mReservedUniforms.push_back("camPosLocal");
|
|
|
|
mReservedUniforms.push_back("gWindDir");
|
|
mReservedUniforms.push_back("gSinWaveParams");
|
|
mReservedUniforms.push_back("gGravity");
|
|
|
|
mReservedUniforms.push_back("detail_0");
|
|
mReservedUniforms.push_back("detail_1");
|
|
mReservedUniforms.push_back("detail_2");
|
|
mReservedUniforms.push_back("detail_3");
|
|
|
|
mReservedUniforms.push_back("alpha_ramp");
|
|
|
|
mReservedUniforms.push_back("detail_0_base_color");
|
|
mReservedUniforms.push_back("detail_1_base_color");
|
|
mReservedUniforms.push_back("detail_2_base_color");
|
|
mReservedUniforms.push_back("detail_3_base_color");
|
|
mReservedUniforms.push_back("detail_0_normal");
|
|
mReservedUniforms.push_back("detail_1_normal");
|
|
mReservedUniforms.push_back("detail_2_normal");
|
|
mReservedUniforms.push_back("detail_3_normal");
|
|
mReservedUniforms.push_back("detail_0_metallic_roughness");
|
|
mReservedUniforms.push_back("detail_1_metallic_roughness");
|
|
mReservedUniforms.push_back("detail_2_metallic_roughness");
|
|
mReservedUniforms.push_back("detail_3_metallic_roughness");
|
|
mReservedUniforms.push_back("detail_0_emissive");
|
|
mReservedUniforms.push_back("detail_1_emissive");
|
|
mReservedUniforms.push_back("detail_2_emissive");
|
|
mReservedUniforms.push_back("detail_3_emissive");
|
|
|
|
mReservedUniforms.push_back("baseColorFactors");
|
|
mReservedUniforms.push_back("metallicFactors");
|
|
mReservedUniforms.push_back("roughnessFactors");
|
|
mReservedUniforms.push_back("emissiveColors");
|
|
mReservedUniforms.push_back("minimum_alphas");
|
|
|
|
mReservedUniforms.push_back("origin");
|
|
mReservedUniforms.push_back("display_gamma");
|
|
|
|
mReservedUniforms.push_back("inscatter");
|
|
mReservedUniforms.push_back("sun_size");
|
|
mReservedUniforms.push_back("fog_color");
|
|
|
|
mReservedUniforms.push_back("transmittance_texture");
|
|
mReservedUniforms.push_back("scattering_texture");
|
|
mReservedUniforms.push_back("single_mie_scattering_texture");
|
|
mReservedUniforms.push_back("irradiance_texture");
|
|
mReservedUniforms.push_back("blend_factor");
|
|
mReservedUniforms.push_back("moisture_level");
|
|
mReservedUniforms.push_back("droplet_radius");
|
|
mReservedUniforms.push_back("ice_level");
|
|
mReservedUniforms.push_back("rainbow_map");
|
|
mReservedUniforms.push_back("halo_map");
|
|
mReservedUniforms.push_back("moon_brightness");
|
|
mReservedUniforms.push_back("cloud_variance");
|
|
mReservedUniforms.push_back("reflection_probe_ambiance");
|
|
mReservedUniforms.push_back("max_probe_lod");
|
|
mReservedUniforms.push_back("probe_strength");
|
|
|
|
mReservedUniforms.push_back("sh_input_r");
|
|
mReservedUniforms.push_back("sh_input_g");
|
|
mReservedUniforms.push_back("sh_input_b");
|
|
|
|
mReservedUniforms.push_back("sun_moon_glow_factor");
|
|
mReservedUniforms.push_back("water_edge");
|
|
mReservedUniforms.push_back("sun_up_factor");
|
|
mReservedUniforms.push_back("moonlight_color");
|
|
|
|
mReservedUniforms.push_back("debug_normal_draw_length");
|
|
|
|
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
|
|
|
|
std::set<std::string> dupe_check;
|
|
|
|
for (U32 i = 0; i < mReservedUniforms.size(); ++i)
|
|
{
|
|
if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end())
|
|
{
|
|
LL_ERRS() << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << LL_ENDL;
|
|
}
|
|
dupe_check.insert(mReservedUniforms[i]);
|
|
}
|
|
}
|
|
|