wined3d: Don't use the builtin FFP uniform for the normal matrix.
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@ -118,6 +118,7 @@ struct glsl_vs_program
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GLint pos_fixup_location;
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GLint pos_fixup_location;
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GLint modelview_matrix_location;
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GLint modelview_matrix_location;
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GLint normal_matrix_location;
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};
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};
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struct glsl_gs_program
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struct glsl_gs_program
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@ -735,6 +736,93 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
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GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
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GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
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}
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}
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/* Taken and adapted from Mesa. */
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static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
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{
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float pos, neg, t, det;
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struct wined3d_matrix temp;
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/* Calculate the determinant of upper left 3x3 submatrix and
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* determine if the matrix is singular. */
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pos = neg = 0.0f;
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t = in->_11 * in->_22 * in->_33;
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if (t >= 0.0f)
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pos += t;
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else
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neg += t;
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t = in->_21 * in->_32 * in->_13;
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if (t >= 0.0f)
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pos += t;
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else
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neg += t;
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t = in->_31 * in->_12 * in->_23;
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if (t >= 0.0f)
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pos += t;
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else
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neg += t;
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t = -in->_31 * in->_22 * in->_13;
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if (t >= 0.0f)
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pos += t;
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else
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neg += t;
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t = -in->_21 * in->_12 * in->_33;
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if (t >= 0.0f)
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pos += t;
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else
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neg += t;
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t = -in->_11 * in->_32 * in->_23;
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if (t >= 0.0f)
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pos += t;
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else
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neg += t;
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det = pos + neg;
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if (fabsf(det) < 1e-25f)
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return FALSE;
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det = 1.0f / det;
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temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
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temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
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temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
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temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
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temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
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temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
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temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
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temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
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temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
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*out = temp;
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return TRUE;
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}
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static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
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const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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float mat[3 * 3];
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struct wined3d_matrix mv;
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unsigned int i, j;
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/* gl_NormalMatrix is defined in the OpenGL spec as "transpose of the
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* inverse of the upper leftmost 3x3 of gl_ModelViewMatrix" and that
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* seems to be correct for D3D too. */
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get_modelview_matrix(context, state, &mv);
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invert_matrix_3d(&mv, &mv);
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/* Tests show that singular modelview matrices are used unchanged as normal
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* matrices on D3D3 and older. There seems to be no clearly consistent
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* behavior on newer D3D versions so always follow older ddraw behavior. */
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for (i = 0; i < 3; ++i)
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for (j = 0; j < 3; ++j)
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mat[i * 3 + j] = (&mv._11)[j * 4 + i];
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GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
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checkGLcall("glUniformMatrix3fv");
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}
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/* Context activation is done by the caller (state handler). */
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/* Context activation is done by the caller (state handler). */
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static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
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static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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const struct wined3d_state *state)
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@ -784,6 +872,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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get_modelview_matrix(context, state, &mat);
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get_modelview_matrix(context, state, &mat);
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GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location, 1, FALSE, &mat._11));
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GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location, 1, FALSE, &mat._11));
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checkGLcall("glUniformMatrix4fv");
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checkGLcall("glUniformMatrix4fv");
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shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
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}
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}
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if (update_mask & WINED3D_SHADER_CONST_PS_F)
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if (update_mask & WINED3D_SHADER_CONST_PS_F)
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@ -5002,6 +5092,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe
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shader_addline(buffer, "\n");
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shader_addline(buffer, "\n");
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shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
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shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
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shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
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shader_addline(buffer, "\nvoid main()\n{\n");
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shader_addline(buffer, "\nvoid main()\n{\n");
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shader_addline(buffer, "float m;\n");
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shader_addline(buffer, "float m;\n");
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@ -5025,9 +5116,9 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe
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if (!settings->normal)
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if (!settings->normal)
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shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
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shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
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else if (settings->normalize)
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else if (settings->normalize)
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shader_addline(buffer, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
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shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
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else
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else
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shader_addline(buffer, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
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shader_addline(buffer, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
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shader_glsl_ffp_vertex_lighting(buffer, settings, gl_info);
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shader_glsl_ffp_vertex_lighting(buffer, settings, gl_info);
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@ -5784,6 +5875,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
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vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
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vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
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vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
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vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
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vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
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}
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}
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static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
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static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
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