wined3d: Avoid reading uninitialized texcoord varyings in FFP replacement fragment shaders.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
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f511787423
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@ -6295,20 +6295,35 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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if (legacy_context)
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if (legacy_context)
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{
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{
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shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
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shader_addline(buffer, "float ffp_varying_fogcoord;\n");
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shader_addline(buffer, "float ffp_varying_fogcoord;\n");
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}
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}
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else
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else
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{
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{
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shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
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declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
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declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
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}
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}
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shader_addline(buffer, "void main()\n{\n");
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shader_addline(buffer, "void main()\n{\n");
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for (stage = 0; stage < MAX_TEXTURES; ++stage)
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{
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if (tex_map & (1u << stage))
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{
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if (settings->pointsprite)
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shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage);
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else if (settings->texcoords_initialized & (1u << stage))
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shader_addline(buffer, "ffp_texcoord[%u] = gl_TexCoord[%u];\n", stage, stage);
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else
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shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
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}
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}
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if (legacy_context && settings->fog != WINED3D_FFP_PS_FOG_OFF)
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if (legacy_context && settings->fog != WINED3D_FFP_PS_FOG_OFF)
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shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
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shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
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if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
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if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
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shader_addline(buffer, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
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shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
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/* Generate texture sampling instructions) */
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/* Generate texture sampling instructions) */
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for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
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for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
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@ -6409,20 +6424,20 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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{
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{
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if (settings->op[stage].projected == proj_count4)
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if (settings->op[stage].projected == proj_count4)
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{
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{
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shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
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shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
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stage, stage);
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stage, stage);
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shader_addline(buffer, "ret.zw = gl_TexCoord[%u].ww;\n", stage);
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shader_addline(buffer, "ret.zw = ffp_texcoord[%u].ww;\n", stage);
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}
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}
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else
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else
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{
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{
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shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
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shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
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stage, stage);
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stage, stage);
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shader_addline(buffer, "ret.zw = gl_TexCoord[%u].zz;\n", stage);
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shader_addline(buffer, "ret.zw = ffp_texcoord[%u].zz;\n", stage);
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}
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}
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}
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}
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else
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else
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{
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{
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shader_addline(buffer, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage);
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shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage);
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}
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}
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shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
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shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
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@ -6434,12 +6449,12 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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}
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}
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else if (settings->op[stage].projected == proj_count3)
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else if (settings->op[stage].projected == proj_count3)
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{
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{
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shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
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shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
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stage, texture_function, stage, stage);
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stage, texture_function, stage, stage);
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}
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}
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else
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else
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{
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{
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shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
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shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
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stage, texture_function, stage, stage, coord_mask);
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stage, texture_function, stage, stage, coord_mask);
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}
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}
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@ -8391,10 +8406,22 @@ static void glsl_fragment_pipe_fog(struct wined3d_context *context,
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static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
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static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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const struct wined3d_state *state, DWORD state_id)
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{
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{
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/* Because of settings->texcoords_initialized. */
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if (!use_ps(state) && context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
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if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
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if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
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glsl_fragment_pipe_fog(context, state, state_id);
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glsl_fragment_pipe_fog(context, state, state_id);
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}
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}
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static void glsl_fragment_pipe_vs(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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/* Because of settings->texcoords_initialized. */
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if (!use_ps(state) && context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
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}
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static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
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static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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const struct wined3d_state *state, DWORD state_id)
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{
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{
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@ -8447,6 +8474,7 @@ static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
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static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
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static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
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{
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{
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{STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
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{STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
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{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_fragment_pipe_vs }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -4629,6 +4629,43 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
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settings->color_key_enabled = 1;
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settings->color_key_enabled = 1;
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else
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else
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settings->color_key_enabled = 0;
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settings->color_key_enabled = 0;
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/* texcoords_initialized is set to meaningful values only when GL doesn't
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* support enough varyings to always pass around all the possible texture
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* coordinates.
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* This is used to avoid reading a varying not written by the vertex shader.
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* Reading uninitialized varyings on core profile contexts results in an
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* error while with builtin varyings on legacy contexts you get undefined
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* behavior. */
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if (d3d_info->limits.varying_count
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&& d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
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{
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settings->texcoords_initialized = 0;
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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if (use_vs(state))
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{
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if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
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settings->texcoords_initialized |= 1u << i;
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}
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else
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{
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const struct wined3d_stream_info *si = &context->stream_info;
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unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
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if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
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& WINED3D_FFP_TCI_MASK
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|| (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
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settings->texcoords_initialized |= 1u << i;
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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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settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
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}
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settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
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&& state->gl_primitive_type == GL_POINTS;
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}
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}
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const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
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const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
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@ -1865,8 +1865,10 @@ struct ffp_frag_settings
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enum wined3d_ffp_ps_fog_mode fog;
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enum wined3d_ffp_ps_fog_mode fog;
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unsigned char sRGB_write;
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unsigned char sRGB_write;
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unsigned char emul_clipplanes;
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unsigned char emul_clipplanes;
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unsigned char color_key_enabled;
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unsigned char texcoords_initialized;
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unsigned char padding;
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unsigned char color_key_enabled : 1;
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unsigned char pointsprite : 1;
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unsigned char padding : 6;
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};
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};
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struct ffp_frag_desc
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struct ffp_frag_desc
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