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- /**
- * @file llshadermgr.cpp
- * @brief Shader manager implementation.
- *
- * $LicenseInfo:firstyear=2005&license=viewergpl$
- *
- * Copyright (c) 2005-2009, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #include "linden_common.h"
- #include "llshadermgr.h"
- #include "lldir.h"
- #include "llrender.h"
- #if LL_DARWIN
- # include "OpenGL/OpenGL.h"
- #endif
- #if LL_DEBUG
- # define UNIFORM_ERRS llerrs
- #else
- # define UNIFORM_ERRS llwarns_once
- #endif
- // Static member variables
- LLShaderMgr* LLShaderMgr::sInstance = NULL;
- LLShaderMgr::shaders_map_t LLShaderMgr::sVertexShaderObjects;
- LLShaderMgr::shaders_map_t LLShaderMgr::sFragmentShaderObjects;
- LLShaderMgr::reserved_strings_t LLShaderMgr::sReservedAttribs;
- LLShaderMgr::reserved_strings_t LLShaderMgr::sReservedUniforms;
- S32 LLShaderMgr::sIndexedTextureChannels = 0;
- bool LLShaderMgr::sMirrorsEnabled = false;
- LLShaderMgr::LLShaderMgr()
- {
- sInstance = this;
- }
- LLShaderMgr::~LLShaderMgr()
- {
- sInstance = NULL;
- }
- //static
- LLShaderMgr* LLShaderMgr::getInstance()
- {
- if (!sInstance)
- {
- llerrs << "This should already have been instantiated by the application !"
- << llendl;
- }
- return sInstance;
- }
- bool LLShaderMgr::attachShaderFeatures(LLGLSLShader* shader)
- {
- if (!shader)
- {
- llerrs << "NULL shader pointer passed !" << llendl;
- }
- LLShaderFeatures* features = &shader->mFeatures;
- if (features->attachNothing)
- {
- return true;
- }
- //////////////////////////////////////
- // Attach Vertex Shader Features First
- //////////////////////////////////////
- // Note: the order of shader object attaching is VERY IMPORTANT !
- if (features->calculatesAtmospherics)
- {
- if (!gUsePBRShaders && features->hasWaterFog)
- {
- if (!shader->attachVertexObject("windlight/atmosphericsVarsWaterV.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
- {
- return false;
- }
- }
- if (features->calculatesLighting || features->calculatesAtmospherics)
- {
- if (!shader->attachVertexObject("windlight/atmosphericsHelpersV.glsl"))
- {
- return false;
- }
- }
- if (features->calculatesLighting)
- {
- if (features->isSpecular)
- {
- if (!shader->attachVertexObject("lighting/lightFuncSpecularV.glsl"))
- {
- return false;
- }
- if (!features->isAlphaLighting &&
- !shader->attachVertexObject("lighting/sumLightsSpecularV.glsl"))
- {
- return false;
- }
- if (!shader->attachVertexObject("lighting/lightSpecularV.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (!shader->attachVertexObject("lighting/lightFuncV.glsl"))
- {
- return false;
- }
- if (!features->isAlphaLighting &&
- !shader->attachVertexObject("lighting/sumLightsV.glsl"))
- {
- return false;
- }
- if (!shader->attachVertexObject("lighting/lightV.glsl"))
- {
- return false;
- }
- }
- }
- // Note: the order of shader object attaching is VERY IMPORTANT !
- if (features->calculatesAtmospherics)
- {
- if (gUsePBRShaders &&
- // Note: "F" suffix is superfluous here, there is nothing fragment
- // specific in srgbF.
- !shader->attachVertexObject("environment/srgbF.glsl"))
- {
- return false;
- }
- if (!shader->attachVertexObject("windlight/atmosphericsFuncs.glsl"))
- {
- return false;
- }
- if (!shader->attachVertexObject("windlight/atmosphericsV.glsl"))
- {
- return false;
- }
- }
- if (features->hasSkinning &&
- !shader->attachVertexObject("avatar/avatarSkinV.glsl"))
- {
- return false;
- }
- if (features->hasObjectSkinning)
- {
- shader->mRiggedVariant = shader;
- if (!shader->attachVertexObject("avatar/objectSkinV.glsl"))
- {
- return false;
- }
- }
- if (gUsePBRShaders &&
- !shader->attachVertexObject("deferred/textureUtilV.glsl"))
- {
- return false;
- }
- ///////////////////////////////////////
- // Attach Fragment Shader Features Next
- ///////////////////////////////////////
- // Note: the order of shader object attaching is VERY IMPORTANT !
- if (gUsePBRShaders &&
- !shader->attachFragmentObject("deferred/globalF.glsl"))
- {
- return false;
- }
- if (gUsePBRShaders &&
- (features->hasSrgb || features->hasAtmospherics ||
- features->calculatesAtmospherics || features->isDeferred) &&
- !shader->attachFragmentObject("environment/srgbF.glsl"))
- {
- return false;
- }
- if (gUsePBRShaders)
- {
- if (features->calculatesAtmospherics || features->hasGamma ||
- features->isDeferred)
- {
- if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
- {
- return false;
- }
- }
- }
- else if (features->calculatesAtmospherics)
- {
- if (features->hasWaterFog)
- {
- if (!shader->attachFragmentObject("windlight/atmosphericsVarsWaterF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
- {
- return false;
- }
- }
- if (features->calculatesLighting || features->calculatesAtmospherics)
- {
- if (!shader->attachFragmentObject("windlight/atmosphericsHelpersF.glsl"))
- {
- return false;
- }
- }
- // We want this BEFORE shadows and AO because those facilities use pos/norm
- // access
- if ((features->isDeferred || features->hasReflectionProbes) &&
- !shader->attachFragmentObject("deferred/deferredUtil.glsl"))
- {
- return false;
- }
- if ((features->hasScreenSpaceReflections ||
- features->hasReflectionProbes) &&
- !shader->attachFragmentObject("deferred/screenSpaceReflUtil.glsl"))
- {
- return false;
- }
- if (features->hasShadows &&
- !shader->attachFragmentObject("deferred/shadowUtil.glsl"))
- {
- return false;
- }
- if (features->hasReflectionProbes &&
- !shader->attachFragmentObject("deferred/reflectionProbeF.glsl"))
- {
- return false;
- }
- if (features->hasAmbientOcclusion &&
- !shader->attachFragmentObject("deferred/aoUtil.glsl"))
- {
- return false;
- }
- if ((features->hasGamma || (gUsePBRShaders && features->isDeferred)) &&
- !shader->attachFragmentObject("windlight/gammaF.glsl"))
- {
- return false;
- }
- if (!gUsePBRShaders && features->hasSrgb &&
- !shader->attachFragmentObject("environment/srgbF.glsl"))
- {
- return false;
- }
- if (!gUsePBRShaders && features->encodesNormal &&
- !shader->attachFragmentObject("environment/encodeNormF.glsl"))
- {
- return false;
- }
- if (features->hasAtmospherics || (gUsePBRShaders && features->isDeferred))
- {
- if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl"))
- {
- return false;
- }
- if (!shader->attachFragmentObject("windlight/atmosphericsF.glsl"))
- {
- return false;
- }
- }
- if (gUsePBRShaders && features->isPBRTerrain &&
- !shader->attachFragmentObject("deferred/pbrterrainUtilF.glsl"))
- {
- return false;
- }
- if (features->hasTransport && !gUsePBRShaders &&
- !shader->attachFragmentObject("windlight/transportF.glsl"))
- {
- return false;
- }
- // Note: the order of shader object attaching is VERY IMPORTANT !
- if (gUsePBRShaders)
- {
- if (features->hasAtmospherics &&
- !shader->attachFragmentObject("environment/waterFogF.glsl"))
- {
- return false;
- }
- }
- else if (features->hasWaterFog &&
- !shader->attachFragmentObject("environment/waterFogF.glsl"))
- {
- return false;
- }
- if (features->hasLighting)
- {
- if (features->hasWaterFog && !gUsePBRShaders)
- {
- if (features->disableTextureIndex)
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightWaterNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightWaterF.glsl"))
- {
- return false;
- }
- shader->mFeatures.mIndexedTextureChannels =
- llmax(sIndexedTextureChannels - 1, 1);
- }
- }
- else if (features->disableTextureIndex)
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightF.glsl"))
- {
- return false;
- }
- shader->mFeatures.mIndexedTextureChannels =
- llmax(sIndexedTextureChannels - 1, 1);
- }
- }
- // Note: the order of shader objects attaching is VERY IMPORTANT !
- else if (!gUsePBRShaders && features->isFullbright)
- {
- if (features->isShiny && features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterF.glsl"))
- {
- return false;
- }
- shader->mFeatures.mIndexedTextureChannels =
- llmax(sIndexedTextureChannels - 1, 1);
- }
- }
- else if (features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightFullbrightWaterF.glsl"))
- {
- return false;
- }
- shader->mFeatures.mIndexedTextureChannels =
- llmax(sIndexedTextureChannels - 1, 1);
- }
- }
- else if (features->isShiny)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyF.glsl"))
- {
- return false;
- }
- shader->mFeatures.mIndexedTextureChannels =
- llmax(sIndexedTextureChannels - 1, 1);
- }
- }
- else if (features->disableTextureIndex)
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightFullbrightNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightAlphaMaskF.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachFragmentObject("lighting/lightFullbrightF.glsl"))
- {
- return false;
- }
- shader->mFeatures.mIndexedTextureChannels =
- llmax(sIndexedTextureChannels - 1, 1);
- }
- }
- // Note: the order of shader object attaching is VERY IMPORTANT !
- else if (!gUsePBRShaders && features->isShiny)
- {
- if (features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightShinyWaterNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightShinyWaterF.glsl"))
- {
- return false;
- }
- shader->mFeatures.mIndexedTextureChannels =
- llmax(sIndexedTextureChannels - 1, 1);
- }
- }
- else if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightShinyNonIndexedF.glsl"))
- {
- return false;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightShinyF.glsl"))
- {
- return false;
- }
- shader->mFeatures.mIndexedTextureChannels =
- llmax(sIndexedTextureChannels - 1, 1);
- }
- }
- if (features->mIndexedTextureChannels <= 1)
- {
- if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl"))
- {
- return false;
- }
- }
- else if (!shader->attachVertexObject("objects/indexedTextureV.glsl"))
- {
- return false;
- }
- return true;
- }
- //============================================================================
- // Load Shader
- static std::string get_shader_log(GLuint object)
- {
- std::string res;
- // Get log length
- GLint length;
- glGetShaderiv(object, GL_INFO_LOG_LENGTH, &length);
- if (length > 0)
- {
- // The log could be any size, so allocate appropriately
- GLchar* log = new GLchar[length];
- glGetShaderInfoLog(object, length, &length, log);
- res = std::string((char*)log);
- delete[] log;
- }
- // Intel log spam removal
- if (gGLManager.mIsIntel && res.find("No errors") == 0)
- {
- res.clear();
- }
- return res;
- }
- static std::string get_program_log(GLuint object)
- {
- std::string res;
- // Get log length
- GLint length;
- glGetProgramiv(object, GL_INFO_LOG_LENGTH, &length);
- if (length > 0)
- {
- // The log could be any size, so allocate appropriately
- GLchar* log = new GLchar[length];
- glGetProgramInfoLog(object, length, &length, log);
- res = std::string((char*)log);
- delete[] log;
- }
- // Intel log spam removal
- if (gGLManager.mIsIntel && res.find("No errors") == 0)
- {
- res.clear();
- }
- return res;
- }
- void LLShaderMgr::dumpObjectLog(bool is_program, GLuint ret, bool warns)
- {
- std::string log = is_program ? get_program_log(ret) : get_shader_log(ret);
- if (log.length() > 0)
- {
- if (warns)
- {
- llwarns << log << llendl;
- }
- else
- {
- LL_DEBUGS("ShaderLoading") << log << LL_ENDL;
- }
- }
- }
- void LLShaderMgr::dumpShaderSource(U32 shader_count, GLchar** shader_text)
- {
- llinfos << "\n";
- for (U32 i = 0; i < shader_count; ++i)
- {
- llcont << i << ": " << shader_text[i];
- }
- llcont << llendl;
- }
- GLuint LLShaderMgr::loadShaderFile(const std::string& filename,
- S32& shader_level, U32 type,
- LLGLSLShader::defines_map_t* defines,
- S32 texture_index_channels)
- {
- #if LL_DARWIN
- // Ensure work-around for missing GLSL funcs gets propogated to feature
- // shader files (e.g. srgbF.glsl)
- if (defines)
- {
- (*defines)["OLD_SELECT"] = "1";
- }
- #endif
- LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename
- << " class " << shader_level << LL_ENDL;
- if (filename.empty())
- {
- return 0;
- }
- // Read in from file
- LLFILE* file = NULL;
- S32 try_gpu_class = shader_level;
- S32 gpu_class;
- // Find the most relevant file
- const std::string& prefix = getShaderDirPrefix();
- for (gpu_class = try_gpu_class; gpu_class > 0; --gpu_class)
- {
- // Search from the current GPU class down to class 1 to find the most
- // relevant shader
- std::string fname = prefix + llformat("%d", gpu_class) +
- LL_DIR_DELIM_STR + filename;
- file = LLFile::open(fname, "r");
- if (file)
- {
- LL_DEBUGS("ShaderLoading") << "Loading file: " << fname << LL_ENDL;
- break; // Done
- }
- }
- if (!file)
- {
- llwarns << "GLSL Shader file not found: " << filename << llendl;
- return 0;
- }
- bool found_header = false;
- std::vector<std::string> header, body;
- // We would not accept lines longer than 1024 characters
- char line[1024];
- while (fgets(line, 1024, file))
- {
- if (!found_header && strstr((const char*)line, "[EXTRA_CODE_HERE]"))
- {
- found_header = true;
- header.swap(body);
- }
- else
- {
- body.emplace_back(line);
- }
- }
- LLFile::close(file);
- S32 major_version = gGLManager.mGLSLVersionMajor;
- S32 minor_version = gGLManager.mGLSLVersionMinor;
- std::string glsl_version;
- if (major_version < 2 && minor_version < 30)
- {
- if (gUsePBRShaders)
- {
- // We should NEVER get here: OpenGL v3.1 is the minimum requirement
- // for PBR.
- llwarns << "Unsupported GLSL version for PBR." << llendl;
- return false;
- }
- if (minor_version < 10)
- {
- // We should NEVER get here: if major version is 1 and minor
- // version is less than 10, viewer should never attempt to use
- // shaders and continuing would result in undefined behavior.
- llerrs << "Unsupported GLSL version." << llendl;
- }
- if (minor_version <= 19)
- {
- glsl_version = "#version 110\n";
- header.emplace_back("#define ATTRIBUTE attribute\n");
- header.emplace_back("#define VARYING varying\n");
- header.emplace_back("#define VARYING_FLAT varying\n");
- }
- else if (minor_version <= 29)
- {
- // Set version to 1.20
- glsl_version = "#version 120\n";
- header.emplace_back("#define FXAA_GLSL_120 1\n");
- if (gGLManager.mHasGpuShader4)
- {
- header.emplace_back("#define FXAA_FAST_PIXEL_OFFSET 1\n");
- }
- else
- {
- header.emplace_back("#define FXAA_FAST_PIXEL_OFFSET 0\n");
- }
- header.emplace_back("#define ATTRIBUTE attribute\n");
- header.emplace_back("#define VARYING varying\n");
- header.emplace_back("#define VARYING_FLAT varying\n");
- }
- }
- else
- {
- if (major_version >= 4)
- {
- // Set version to 400 or 420
- if (minor_version >= 20)
- {
- glsl_version = "#version 420\n";
- }
- else
- {
- glsl_version = "#version 400\n";
- }
- header.emplace_back("#define FXAA_GLSL_400 1\n");
- }
- else if (major_version == 3)
- {
- if (minor_version < 10)
- {
- glsl_version = "#version 300\n";
- }
- else if (minor_version <= 19)
- {
- glsl_version = "#version 310\n";
- }
- else if (minor_version <= 29)
- {
- glsl_version = "#version 320\n";
- }
- else
- {
- glsl_version = "#version 330\n";
- }
- header.emplace_back("#define FXAA_GLSL_130 1\n");
- }
- else
- {
- if (minor_version >= 50 && gUsePBRShaders &&
- type == GL_GEOMETRY_SHADER)
- {
- glsl_version = "#version 150\n";
- }
- else if (minor_version >= 40 || gUsePBRShaders)
- {
- glsl_version = "#version 140\n";
- }
- else
- {
- // Set version to 1.30
- glsl_version = "#version 130\n";
- }
- if (minor_version >= 50 && gGLManager.mHasGpuShader5 &&
- !gUsePBRShaders)
- {
- header.emplace_back("#extension GL_ARB_gpu_shader5 : enable\n");
- }
- header.emplace_back("#define FXAA_GLSL_130 1\n");
- // Some implementations of GLSL 1.30 require integer precision be
- // explicitly declared
- header.emplace_back("precision mediump int;\n");
- header.emplace_back("precision highp float;\n");
- }
- if (sMirrorsEnabled)
- {
- header.emplace_back("#define HERO_PROBES 1\n");
- }
- if (!gUsePBRShaders)
- {
- header.emplace_back("#define DEFINE_GL_FRAGCOLOR 1\n");
- header.emplace_back("#define ATTRIBUTE in\n");
- if (type == GL_VERTEX_SHADER)
- {
- // "varying" state is "out" in a vertex program, "in" in a
- // fragment program ("varying" is deprecated after version
- // 1.20)
- header.emplace_back("#define VARYING out\n");
- header.emplace_back("#define VARYING_FLAT flat out\n");
- }
- else
- {
- header.emplace_back("#define VARYING in\n");
- header.emplace_back("#define VARYING_FLAT flat in\n");
- }
- // Backwards compatibility with legacy texture lookup syntax
- header.emplace_back("#define texture2D texture\n");
- header.emplace_back("#define textureCube texture\n");
- header.emplace_back("#define texture2DLod textureLod\n");
- header.emplace_back("#define shadow2D(a,b) vec2(texture(a,b))\n");
- if (major_version > 1 || minor_version >= 40)
- {
- // GLSL 1.40 replaces texture2DRect et al with texture
- header.emplace_back("#define texture2DRect texture\n");
- header.emplace_back("#define shadow2DRect(a,b) vec2(texture(a,b))\n");
- }
- }
- }
- // Use alpha float to store bit flags. See addDeferredAttachments() in
- // llpipeline.cpp, and frag_data[2] in shaders.
- if (gUsePBRShaders)
- {
- // ATMOS kill
- header.emplace_back("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n");
- // Bit 0
- header.emplace_back("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n");
- // Bit 1
- header.emplace_back("#define GBUFFER_FLAG_HAS_PBR 0.67\n");
- // Bit 2
- header.emplace_back("#define GBUFFER_FLAG_HAS_HDRI 1.0\n");
- header.emplace_back("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)<0.1)\n");
- }
- // Used by the SMAA shader only (this is actually one same shader source
- // used in both a fragment and a vertex shader files, with VERTEX_SHADER
- // defining what is its actual usage). HB
- if (type == GL_VERTEX_SHADER)
- {
- header.emplace_back("#define VERTEX_SHADER 1\n");
- }
- // Copy preprocessor definitions into buffer
- if (defines)
- {
- for (LLGLSLShader::defines_map_t::iterator iter = defines->begin(),
- end = defines->end();
- iter != end; ++iter)
- {
- header.emplace_back("#define " + iter->first + " " + iter->second +
- "\n");
- }
- }
- // #define used to implement workarounds for ATI GLSL compiler bugs
- if (gGLManager.mIsAMD)
- {
- header.emplace_back("#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;
- VARYING_FLAT ivec4 vary_texture_index;
- vec4 ret = vec4(1,0,1,1);
- vec4 diffuseLookup(vec2 texcoord)
- {
- switch (vary_texture_index.r))
- {
- case 0: ret = texture2D(tex0, texcoord); break;
- case 1: ret = texture2D(tex1, texcoord); break;
- case 2: ret = texture2D(tex2, texcoord); break;
- .
- .
- .
- case N: return texture2D(texN, texcoord); break;
- }
- return ret;
- }
- NOTE: 'texture2D' is replaced with 'texture' for PBR shaders. HB
- */
- header.emplace_back("#define HAS_DIFFUSE_LOOKUP\n");
- // Uniform declaration
- for (S32 i = 0; i < texture_index_channels; ++i)
- {
- header.emplace_back(llformat("uniform sampler2D tex%d;\n", i));
- }
- if (texture_index_channels > 1)
- {
- if (gUsePBRShaders)
- {
- header.emplace_back("flat in int vary_texture_index;\n");
- }
- else
- {
- header.emplace_back("VARYING_FLAT int vary_texture_index;\n");
- }
- }
- header.emplace_back("vec4 diffuseLookup(vec2 texcoord)\n");
- header.emplace_back("{\n");
- const char* texture_fn = gUsePBRShaders ? "texture" : "texture2D";
- if (texture_index_channels == 1)
- {
- // Do not use flow control, that is silly
- header.emplace_back(llformat("\treturn %s(tex0, texcoord);\n",
- texture_fn));
- header.emplace_back("}\n");
- }
- else if (major_version < 2 && minor_version < 30)
- {
- // We should never get here. Indexed texture rendering requires
- // GLSL 1.30 or later (for passing integers between vertex and
- // fragment shaders)
- llerrs << "Indexed texture rendering requires GLSL 1.30 or later."
- << llendl;
- }
- // Switches are unreliable on some NVIDIA drivers.
- // *TODO: check to see if that decade-old affirmation is still true
- // nowadays... Perhaps via a debug setting ? HB
- else if (gGLManager.mIsNVIDIA)
- {
- static const char* if_line =
- "\t%sif (vary_texture_index == %d) { return %s(tex%d, texcoord); }\n";
- for (S32 i = 0; i < texture_index_channels; ++i)
- {
- header.emplace_back(llformat(if_line, i > 0 ? "else " : "", i,
- texture_fn, i));
- }
- header.emplace_back("\treturn vec4(1,0,1,1);\n");
- header.emplace_back("}\n");
- }
- else
- {
- static const char* case_line =
- "\t\tcase %d: return %s(tex%d, texcoord);\n";
- header.emplace_back("\tvec4 ret = vec4(1,0,1,1);\n");
- header.emplace_back("\tswitch (vary_texture_index)\n");
- header.emplace_back("\t{\n");
- // Switch body
- for (S32 i = 0; i < texture_index_channels; ++i)
- {
- header.emplace_back(llformat(case_line, i, texture_fn, i));
- }
- header.emplace_back("\t}\n");
- header.emplace_back("\treturn ret;\n");
- header.emplace_back("}\n");
- }
- }
- // We cannot have any shaders longer than 4096 lines...
- constexpr U32 MAX_SHADER_TEXT_SIZE = 4096;
- GLchar* text[MAX_SHADER_TEXT_SIZE];
- U32 count = 0;
- // #version must come first in the directives...
- text[count++] = (GLchar*)strdup(glsl_version.c_str());
- // Copy shader header text into memory
- for (U32 i = 0, lines = header.size();
- i < lines && count < MAX_SHADER_TEXT_SIZE; ++i)
- {
- text[count++] = (GLchar*)strdup(header[i].c_str());
- }
- // Copy shader body text into memory
- for (U32 i = 0, lines = body.size();
- i < lines && count < MAX_SHADER_TEXT_SIZE; ++i)
- {
- text[count++] = (GLchar*)strdup(body[i].c_str());
- }
- LL_DEBUGS("ShaderPreprocessing") << filename << " text:\n"
- << "----------------------------------\n";
- for (U32 i = 0; i < count; ++i)
- {
- LL_CONT << text[i];
- }
- LL_CONT << "----------------------------------" << LL_ENDL;
- GLenum error = GL_NO_ERROR;
- if (count >= MAX_SHADER_TEXT_SIZE)
- {
- llwarns << "Shader file " << filename
- << " is too large (more than 4096 lines): shader loading skipped."
- << llendl;
- ++error; // Flag an error, we do not care which. HB
- }
- GLuint ret = 0;
- if (error == GL_NO_ERROR)
- {
- // Create the shader object
- clear_glerror();
- ret = glCreateShader(type);
- error = glGetError();
- if (error != GL_NO_ERROR)
- {
- llwarns << "GL error in glCreateShader: " << error
- << " - Shader file: " << filename << llendl;
- if (ret)
- {
- glDeleteShader(ret); // We no longer need that handle
- ret = 0;
- }
- clear_glerror();
- }
- }
- // Load source
- if (ret)
- {
- glShaderSource(ret, count, (const GLchar**)text, NULL);
- error = glGetError();
- if (error != GL_NO_ERROR)
- {
- llwarns << "GL error in glShaderSource: " << error
- << " - Shader file: " << filename << llendl;
- if (ret)
- {
- glDeleteShader(ret); // We no longer need that handle
- ret = 0;
- }
- clear_glerror();
- }
- }
- // Compile source
- if (ret)
- {
- glCompileShader(ret);
- error = glGetError();
- if (error != GL_NO_ERROR)
- {
- llwarns << "GL error in glCompileShader: " << error
- << " - Shader file: " << filename << llendl;
- if (ret)
- {
- glDeleteShader(ret); // We no longer need that handle
- ret = 0;
- }
- clear_glerror();
- }
- }
- if (ret)
- {
- // 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
- llwarns << "GLSL compilation error: " << error
- << " - Shader file: " << filename << llendl;
- if (gDebugGL)
- {
- dumpObjectLog(false, ret);
- dumpShaderSource(count, text);
- }
- glDeleteShader(ret); // We no longer need that handle
- ret = 0;
- clear_glerror();
- }
- }
- // Free memory
- for (GLuint i = 0; i < count; i++)
- {
- free(text[i]);
- }
- // Successfully loaded, save results
- if (ret)
- {
- // Add shader file to map
- if (type == GL_VERTEX_SHADER)
- {
- sVertexShaderObjects[filename] = ret;
- }
- else if (type == GL_FRAGMENT_SHADER)
- {
- sFragmentShaderObjects[filename] = ret;
- }
- else if (type != GL_GEOMETRY_SHADER)
- {
- llwarns << "Unmanaged shader type " << type << " for: "
- << filename << llendl;
- }
- shader_level = try_gpu_class;
- return ret;
- }
- if (shader_level <= 1)
- {
- llwarns << "Failed to load " << filename << llendl;
- return ret;
- }
- // Try again at a lower shader level...
- return loadShaderFile(filename, --shader_level, type, defines,
- texture_index_channels);
- }
- bool LLShaderMgr::linkProgramObject(GLuint obj, bool suppress_errors)
- {
- // Check for errors
- glLinkProgram(obj);
- GLint success = GL_TRUE;
- glGetProgramiv(obj, GL_LINK_STATUS, &success);
- if (success == GL_FALSE && !suppress_errors)
- {
- // An error occured, print log
- llwarns << "GLSL linker error:" << llendl;
- }
- #if !LL_DARWIN
- std::string log = get_program_log(obj);
- LLStringUtil::toLower(log);
- if (log.find("software") != std::string::npos)
- {
- llwarns << "GLSL linker: running in software" << llendl;
- success = GL_FALSE;
- suppress_errors = false;
- }
- #endif
- if (!suppress_errors)
- {
- dumpObjectLog(true, obj, !success);
- }
- return success != GL_FALSE;
- }
- #if 0 // Not used
- bool LLShaderMgr::validateProgramObject(GLuint obj)
- {
- // Check program validity against current GL
- glValidateProgram(obj);
- GLint success = GL_TRUE;
- glGetShaderiv(obj, GL_VALIDATE_STATUS, &success);
- if (success == GL_FALSE)
- {
- llwarns << "GLSL program not valid: " << llendl;
- dumpObjectLog(true, obj);
- return false;
- }
- dumpObjectLog(true, obj, false);
- return true;
- }
- #endif
- //virtual
- void LLShaderMgr::initAttribsAndUniforms()
- {
- sReservedAttribs.clear();
- sReservedUniforms.clear();
- // MUST match order of enum in llvertexbuffer.h
- sReservedAttribs.emplace_back("position");
- sReservedAttribs.emplace_back("normal");
- sReservedAttribs.emplace_back("texcoord0");
- sReservedAttribs.emplace_back("texcoord1");
- sReservedAttribs.emplace_back("texcoord2");
- sReservedAttribs.emplace_back("texcoord3");
- sReservedAttribs.emplace_back("diffuse_color");
- sReservedAttribs.emplace_back("emissive");
- sReservedAttribs.emplace_back("tangent");
- sReservedAttribs.emplace_back("weight");
- sReservedAttribs.emplace_back("weight4");
- sReservedAttribs.emplace_back("clothing");
- sReservedAttribs.emplace_back("joint");
- sReservedAttribs.emplace_back("texture_index");
- // Matrix state
- sReservedUniforms.emplace_back("modelview_matrix");
- sReservedUniforms.emplace_back("projection_matrix");
- sReservedUniforms.emplace_back("inv_proj");
- sReservedUniforms.emplace_back("modelview_projection_matrix");
- sReservedUniforms.emplace_back("inv_modelview");
- sReservedUniforms.emplace_back("normal_matrix");
- sReservedUniforms.emplace_back("texture_matrix0");
- // Actually never used by shaders, but currently needed by the C++ code due
- // to NUM_MATRIX_MODES. *TODO: cleanup the code and get rid of this. HB
- sReservedUniforms.emplace_back("texture_matrix1");
- sReservedUniforms.emplace_back("texture_matrix2");
- sReservedUniforms.emplace_back("texture_matrix3");
- sReservedUniforms.emplace_back("object_plane_s");
- sReservedUniforms.emplace_back("object_plane_t");
- llassert(sReservedUniforms.size() == size_t(OBJECT_PLANE_T + 1));
- // For PBR shaders only
- sReservedUniforms.emplace_back("texture_base_color_transform");
- sReservedUniforms.emplace_back("texture_normal_transform");
- sReservedUniforms.emplace_back("texture_metallic_roughness_transform");
- sReservedUniforms.emplace_back("texture_emissive_transform");
- sReservedUniforms.emplace_back("base_color_texcoord");
- sReservedUniforms.emplace_back("emissive_texcoord");
- sReservedUniforms.emplace_back("normal_texcoord");
- sReservedUniforms.emplace_back("metallic_roughness_texcoord");
- sReservedUniforms.emplace_back("occlusion_texcoord");
- sReservedUniforms.emplace_back("gltf_node_id");
- sReservedUniforms.emplace_back("gltf_material_id");
- sReservedUniforms.emplace_back("terrain_texture_transforms");
- llassert(sReservedUniforms.size() ==
- size_t(TERRAIN_TEXTURE_TRANSFORMS + 1));
- sReservedUniforms.emplace_back("viewport");
- sReservedUniforms.emplace_back("light_position");
- sReservedUniforms.emplace_back("light_direction");
- sReservedUniforms.emplace_back("light_attenuation");
- // For PBR shaders only
- sReservedUniforms.emplace_back("light_deferred_attenuation");
- sReservedUniforms.emplace_back("light_diffuse");
- sReservedUniforms.emplace_back("light_ambient");
- sReservedUniforms.emplace_back("light_count");
- sReservedUniforms.emplace_back("light");
- sReservedUniforms.emplace_back("light_col");
- sReservedUniforms.emplace_back("far_z");
- llassert(sReservedUniforms.size() == size_t(MULTI_LIGHT_FAR_Z + 1));
- // MUST match order in eGLSLReservedUniforms
- sReservedUniforms.emplace_back("proj_mat");
- sReservedUniforms.emplace_back("proj_p");
- sReservedUniforms.emplace_back("proj_n");
- sReservedUniforms.emplace_back("proj_origin");
- sReservedUniforms.emplace_back("proj_range");
- sReservedUniforms.emplace_back("proj_ambiance");
- sReservedUniforms.emplace_back("proj_shadow_idx");
- sReservedUniforms.emplace_back("shadow_fade");
- sReservedUniforms.emplace_back("proj_focus");
- sReservedUniforms.emplace_back("proj_lod");
- llassert(sReservedUniforms.size() == size_t(PROJECTOR_LOD + 1));
- sReservedUniforms.emplace_back("color");
- // For PBR shaders only
- sReservedUniforms.emplace_back("emissiveColor");
- sReservedUniforms.emplace_back("metallicFactor");
- sReservedUniforms.emplace_back("roughnessFactor");
- sReservedUniforms.emplace_back("mirror_flag");
- sReservedUniforms.emplace_back("clipPlane");
- sReservedUniforms.emplace_back("diffuseMap");
- sReservedUniforms.emplace_back("altDiffuseMap");
- sReservedUniforms.emplace_back("specularMap");
- sReservedUniforms.emplace_back("emissiveMap"); // For PBR shaders
- sReservedUniforms.emplace_back("bumpMap");
- sReservedUniforms.emplace_back("bumpMap2");
- sReservedUniforms.emplace_back("environmentMap");
- // For PBR shaders only
- sReservedUniforms.emplace_back("sceneMap");
- sReservedUniforms.emplace_back("sceneDepth");
- sReservedUniforms.emplace_back("reflectionProbes");
- sReservedUniforms.emplace_back("irradianceProbes");
- sReservedUniforms.emplace_back("heroProbes");
- sReservedUniforms.emplace_back("cloud_noise_texture");
- sReservedUniforms.emplace_back("cloud_noise_texture_next");
- sReservedUniforms.emplace_back("fullbright"); // For EE shaders
- sReservedUniforms.emplace_back("lightnorm");
- sReservedUniforms.emplace_back("sunlight_color");
- sReservedUniforms.emplace_back("ambient_color");
- sReservedUniforms.emplace_back("sky_hdr_scale"); // For PBR shaders
- sReservedUniforms.emplace_back("sky_sunlight_scale"); // For PBR shaders
- sReservedUniforms.emplace_back("sky_ambient_scale"); // For PBR shaders
- sReservedUniforms.emplace_back("blue_horizon");
- sReservedUniforms.emplace_back("blue_density");
- sReservedUniforms.emplace_back("haze_horizon");
- sReservedUniforms.emplace_back("haze_density");
- sReservedUniforms.emplace_back("cloud_shadow");
- sReservedUniforms.emplace_back("density_multiplier");
- sReservedUniforms.emplace_back("distance_multiplier");
- sReservedUniforms.emplace_back("max_y");
- sReservedUniforms.emplace_back("glow");
- sReservedUniforms.emplace_back("cloud_color");
- sReservedUniforms.emplace_back("cloud_pos_density1");
- sReservedUniforms.emplace_back("cloud_pos_density2");
- sReservedUniforms.emplace_back("cloud_scale");
- sReservedUniforms.emplace_back("gamma");
- sReservedUniforms.emplace_back("scene_light_strength");
- llassert(sReservedUniforms.size() == size_t(SCENE_LIGHT_STRENGTH + 1));
- sReservedUniforms.emplace_back("center");
- sReservedUniforms.emplace_back("size");
- sReservedUniforms.emplace_back("falloff");
- sReservedUniforms.emplace_back("box_center");
- sReservedUniforms.emplace_back("box_size");
- sReservedUniforms.emplace_back("minLuminance");
- sReservedUniforms.emplace_back("maxExtractAlpha");
- sReservedUniforms.emplace_back("lumWeights");
- sReservedUniforms.emplace_back("warmthWeights");
- sReservedUniforms.emplace_back("warmthAmount");
- sReservedUniforms.emplace_back("glowStrength");
- sReservedUniforms.emplace_back("glowDelta");
- sReservedUniforms.emplace_back("glowNoiseMap"); // For PBR shaders
- llassert(sReservedUniforms.size() == size_t(GLOW_NOISE_MAP + 1));
- sReservedUniforms.emplace_back("minimum_alpha");
- sReservedUniforms.emplace_back("emissive_brightness");
- sReservedUniforms.emplace_back("shadow_matrix");
- sReservedUniforms.emplace_back("env_mat");
- sReservedUniforms.emplace_back("shadow_clip");
- sReservedUniforms.emplace_back("sun_wash");
- sReservedUniforms.emplace_back("shadow_noise");
- sReservedUniforms.emplace_back("blur_size");
- sReservedUniforms.emplace_back("ssao_radius");
- sReservedUniforms.emplace_back("ssao_max_radius");
- sReservedUniforms.emplace_back("ssao_factor");
- sReservedUniforms.emplace_back("ssao_effect_mat");
- sReservedUniforms.emplace_back("screen_res");
- sReservedUniforms.emplace_back("near_clip");
- sReservedUniforms.emplace_back("shadow_offset");
- sReservedUniforms.emplace_back("shadow_bias");
- sReservedUniforms.emplace_back("spot_shadow_bias");
- sReservedUniforms.emplace_back("spot_shadow_offset");
- sReservedUniforms.emplace_back("sun_dir");
- sReservedUniforms.emplace_back("moon_dir");
- sReservedUniforms.emplace_back("shadow_res");
- sReservedUniforms.emplace_back("proj_shadow_res");
- sReservedUniforms.emplace_back("shadow_target_width");
- // For PBR shaders only
- sReservedUniforms.emplace_back("iterationCount");
- sReservedUniforms.emplace_back("rayStep");
- sReservedUniforms.emplace_back("distanceBias");
- sReservedUniforms.emplace_back("depthRejectBias");
- sReservedUniforms.emplace_back("glossySampleCount");
- sReservedUniforms.emplace_back("noiseSine");
- sReservedUniforms.emplace_back("adaptiveStepMultiplier");
- llassert(sReservedUniforms.size() ==
- size_t(DEFERRED_SSR_NOISE_SINE + 1));
- // For PBR shaders only
- sReservedUniforms.emplace_back("modelview_delta");
- sReservedUniforms.emplace_back("inv_modelview_delta");
- sReservedUniforms.emplace_back("cube_snapshot");
- sReservedUniforms.emplace_back("tc_scale");
- sReservedUniforms.emplace_back("rcp_screen_res");
- sReservedUniforms.emplace_back("rcp_frame_opt");
- sReservedUniforms.emplace_back("rcp_frame_opt2");
- sReservedUniforms.emplace_back("focal_distance");
- sReservedUniforms.emplace_back("blur_constant");
- sReservedUniforms.emplace_back("tan_pixel_angle");
- sReservedUniforms.emplace_back("magnification");
- sReservedUniforms.emplace_back("max_cof");
- sReservedUniforms.emplace_back("res_scale");
- sReservedUniforms.emplace_back("dof_width");
- sReservedUniforms.emplace_back("dof_height");
- sReservedUniforms.emplace_back("depthMap");
- sReservedUniforms.emplace_back("shadowMap0");
- sReservedUniforms.emplace_back("shadowMap1");
- sReservedUniforms.emplace_back("shadowMap2");
- sReservedUniforms.emplace_back("shadowMap3");
- sReservedUniforms.emplace_back("shadowMap4");
- sReservedUniforms.emplace_back("shadowMap5");
- llassert(sReservedUniforms.size() == size_t(DEFERRED_SHADOW5 + 1));
- sReservedUniforms.emplace_back("normalMap");
- sReservedUniforms.emplace_back("positionMap");
- sReservedUniforms.emplace_back("diffuseRect");
- sReservedUniforms.emplace_back("specularRect");
- sReservedUniforms.emplace_back("emissiveRect"); // For PBR shaders only
- sReservedUniforms.emplace_back("exposureMap"); // For PBR shaders only
- sReservedUniforms.emplace_back("brdfLut"); // For PBR shaders only
- sReservedUniforms.emplace_back("noiseMap");
- sReservedUniforms.emplace_back("lightFunc");
- sReservedUniforms.emplace_back("lightMap");
- sReservedUniforms.emplace_back("bloomMap"); // For EE shaders only
- sReservedUniforms.emplace_back("projectionMap");
- sReservedUniforms.emplace_back("norm_mat");
- sReservedUniforms.emplace_back("texture_gamma"); // For EE shaders only
- sReservedUniforms.emplace_back("specular_color");
- sReservedUniforms.emplace_back("env_intensity");
- sReservedUniforms.emplace_back("matrixPalette");
- sReservedUniforms.emplace_back("screenTex");
- sReservedUniforms.emplace_back("screenDepth"); // For PBR shaders only
- sReservedUniforms.emplace_back("refTex");
- sReservedUniforms.emplace_back("eyeVec");
- sReservedUniforms.emplace_back("time");
- sReservedUniforms.emplace_back("waveDir1");
- sReservedUniforms.emplace_back("waveDir2");
- sReservedUniforms.emplace_back("lightDir");
- sReservedUniforms.emplace_back("specular");
- sReservedUniforms.emplace_back("waterFogColor");
- sReservedUniforms.emplace_back("waterFogColorLinear"); // For PBR shaders
- sReservedUniforms.emplace_back("waterFogDensity");
- sReservedUniforms.emplace_back("waterFogKS");
- sReservedUniforms.emplace_back("refScale");
- sReservedUniforms.emplace_back("waterHeight");
- sReservedUniforms.emplace_back("waterPlane");
- sReservedUniforms.emplace_back("normScale");
- sReservedUniforms.emplace_back("fresnelScale");
- sReservedUniforms.emplace_back("fresnelOffset");
- sReservedUniforms.emplace_back("blurMultiplier");
- sReservedUniforms.emplace_back("sunAngle");
- sReservedUniforms.emplace_back("camPosLocal");
- sReservedUniforms.emplace_back("gWindDir");
- sReservedUniforms.emplace_back("gSinWaveParams");
- sReservedUniforms.emplace_back("gGravity");
- sReservedUniforms.emplace_back("detail_0");
- sReservedUniforms.emplace_back("detail_1");
- sReservedUniforms.emplace_back("detail_2");
- sReservedUniforms.emplace_back("detail_3");
- sReservedUniforms.emplace_back("alpha_ramp");
- // For PBR shaders only (PBR terrain)
- sReservedUniforms.emplace_back("detail_0_base_color");
- sReservedUniforms.emplace_back("detail_1_base_color");
- sReservedUniforms.emplace_back("detail_2_base_color");
- sReservedUniforms.emplace_back("detail_3_base_color");
- sReservedUniforms.emplace_back("detail_0_normal");
- sReservedUniforms.emplace_back("detail_1_normal");
- sReservedUniforms.emplace_back("detail_2_normal");
- sReservedUniforms.emplace_back("detail_3_normal");
- sReservedUniforms.emplace_back("detail_0_metallic_roughness");
- sReservedUniforms.emplace_back("detail_1_metallic_roughness");
- sReservedUniforms.emplace_back("detail_2_metallic_roughness");
- sReservedUniforms.emplace_back("detail_3_metallic_roughness");
- sReservedUniforms.emplace_back("detail_0_emissive");
- sReservedUniforms.emplace_back("detail_1_emissive");
- sReservedUniforms.emplace_back("detail_2_emissive");
- sReservedUniforms.emplace_back("detail_3_emissive");
- sReservedUniforms.emplace_back("baseColorFactors");
- sReservedUniforms.emplace_back("metallicFactors");
- sReservedUniforms.emplace_back("roughnessFactors");
- sReservedUniforms.emplace_back("emissiveColors");
- sReservedUniforms.emplace_back("minimum_alphas");
- sReservedUniforms.emplace_back("origin");
- sReservedUniforms.emplace_back("display_gamma");
- sReservedUniforms.emplace_back("sun_size");
- sReservedUniforms.emplace_back("fog_color");
- sReservedUniforms.emplace_back("blend_factor");
- sReservedUniforms.emplace_back("no_atmo"); // For EE shaders only
- sReservedUniforms.emplace_back("moisture_level");
- sReservedUniforms.emplace_back("droplet_radius");
- sReservedUniforms.emplace_back("ice_level");
- sReservedUniforms.emplace_back("rainbow_map");
- sReservedUniforms.emplace_back("halo_map");
- sReservedUniforms.emplace_back("moon_brightness");
- sReservedUniforms.emplace_back("cloud_variance");
- // For PBR shaders only
- sReservedUniforms.emplace_back("reflection_probe_ambiance");
- sReservedUniforms.emplace_back("max_probe_lod");
- sReservedUniforms.emplace_back("probe_strength");
- // Used only by the EE shaders, but not in the C++ renderer code.
- // *TODO: check for a possible bug or eliminate if actually useless. HB
- sReservedUniforms.emplace_back("sh_input_r");
- sReservedUniforms.emplace_back("sh_input_g");
- sReservedUniforms.emplace_back("sh_input_b");
- sReservedUniforms.emplace_back("sun_moon_glow_factor");
- sReservedUniforms.emplace_back("sun_up_factor");
- sReservedUniforms.emplace_back("moonlight_color");
- // For PBR shaders only
- sReservedUniforms.emplace_back("debug_normal_draw_length");
- llassert_always(sReservedUniforms.size() == (size_t)END_RESERVED_UNIFORMS);
- LL_DEBUGS("ShaderLoading") << "Checking duplicates in reserved uniforms: ";
- std::set<std::string> dupe_check;
- for (U32 i = 0, count = sReservedUniforms.size(); i < count; ++i)
- {
- if (dupe_check.find(sReservedUniforms[i]) != dupe_check.end())
- {
- LL_CONT << "Duplicate reserved uniform name found: "
- << sReservedUniforms[i];
- llassert(false);
- }
- else
- {
- dupe_check.emplace(sReservedUniforms[i]);
- }
- }
- LL_CONT << "Done." << LL_ENDL;
- }
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