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authorDave Parks <davep@lindenlab.com>2011-09-28 00:41:10 -0500
committerDave Parks <davep@lindenlab.com>2011-09-28 00:41:10 -0500
commit348a70181211b8fe37c569f8b3fb8324cc8c59ea (patch)
tree4b3e5ad42d549879c319bcf7e3fdfc0b60076dc9 /indra/newview/llviewershadermgr.cpp
parent554b14dedac5a51927bad57b475d8f5a571c1add (diff)
SH-2507 Shave some unused/redundant varying state and make the max texture index debug setting rebuild shaders to use no flow control when set to 1 or lower
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp23
1 files changed, 14 insertions, 9 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 17cce3069e..94b7451f0e 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -444,6 +444,9 @@ void LLViewerShaderMgr::setShaders()
return;
}
+ LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1);
+
+
if (LLRender::sGLCoreProfile)
{
if (!gSavedSettings.getBOOL("VertexShaderEnable"))
@@ -826,8 +829,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
vector< pair<string, S32> > shaders;
- shaders.reserve(10);
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
@@ -838,6 +841,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)
@@ -853,8 +858,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
shaders.clear();
- shaders.reserve(13);
- S32 ch = gGLManager.mNumTextureImageUnits-1;
+ S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
if (gGLManager.mGLVersion < 3.1f)
{ //force to 1 texture index channel for old drivers
@@ -863,6 +867,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
@@ -1186,7 +1191,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
}
@@ -1197,7 +1202,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -1394,11 +1399,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
else
{ //shave off some texture units for shadow maps
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
}
gDeferredAlphaProgram.mShaderFiles.clear();
@@ -1428,7 +1433,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
- gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1442,7 +1447,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.hasGamma = true;
gDeferredEmissiveProgram.mFeatures.hasTransport = true;
- gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));