From: Matteo Bruni Subject: [PATCH 5/5] wined3d: Don't use the builtin FFP uniforms for texture transformation matrices. Message-Id: <1426855856-28216-5-git-send-email-mbruni@codeweavers.com> Date: Fri, 20 Mar 2015 13:50:56 +0100 --- dlls/wined3d/glsl_shader.c | 103 ++++++++++++++++++++++++++++------------- dlls/wined3d/state.c | 4 +- dlls/wined3d/wined3d_private.h | 7 +-- 3 files changed, 76 insertions(+), 38 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index c0d551f..c2f5de1 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -119,6 +119,7 @@ struct glsl_vs_program GLint modelview_matrix_location; GLint projection_matrix_location; + GLint texture_matrix_location[MAX_TEXTURES]; }; struct glsl_gs_program @@ -736,6 +737,22 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants)); } +static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context, + const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog) +{ + const struct wined3d_gl_info *gl_info = context->gl_info; + struct wined3d_matrix mat; + + if (tex >= MAX_TEXTURES) + return; + if (prog->vs.texture_matrix_location[tex] == -1) + return; + + get_texture_matrix(context, state, tex, &mat); + GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, (GLfloat *)&mat)); + checkGLcall("glUniformMatrix4fv"); +} + /* Context activation is done by the caller (state handler). */ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) @@ -796,6 +813,12 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context checkGLcall("glUniformMatrix4fv"); } + if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX) + { + for (i = 0; i < MAX_TEXTURES; ++i) + shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog); + } + if (update_mask & WINED3D_SHADER_CONST_PS_F) shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f, prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version); @@ -5000,6 +5023,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n"); shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n"); + shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES); shader_addline(buffer, "\nvoid main()\n{\n"); shader_addline(buffer, "float m;\n"); @@ -5035,27 +5059,27 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe { case WINED3DTSS_TCI_PASSTHRU: if (settings->texcoords & (1 << i)) - shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n", + shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * gl_MultiTexCoord%d;\n", i, i, i); break; case WINED3DTSS_TCI_CAMERASPACENORMAL: - shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i, i); + shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i); break; case WINED3DTSS_TCI_CAMERASPACEPOSITION: - shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i, i); + shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i); break; case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR: - shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u]" + shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u]" " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i); break; case WINED3DTSS_TCI_SPHEREMAP: shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n"); shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n"); - shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u]" + shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u]" " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i); break; @@ -5783,6 +5807,13 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info * vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix")); vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix")); + for (i = 0; i < MAX_TEXTURES; ++i) + { + char name[22]; + + sprintf(name, "ffp_texture_matrix[%u]", i); + vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name)); + } } static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info, @@ -6087,6 +6118,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW | WINED3D_SHADER_CONST_FFP_PROJ; + + for (i = 0; i < MAX_TEXTURES; ++i) + { + if (entry->vs.texture_matrix_location[i] != -1) + { + entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; + break; + } + } } if (gshader) @@ -7005,11 +7045,7 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context, if (transformed != wasrhw) context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ; - for (i = 0; i < MAX_TEXTURES; ++i) - { - if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i))) - transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); - } + context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING))) state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING)); @@ -7109,6 +7145,12 @@ static void glsl_vertex_pipe_viewport(struct wined3d_context *context, context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP; } +static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context, + const struct wined3d_state *state, DWORD state_id) +{ + context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; +} + static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] = { {STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE }, @@ -7172,14 +7214,14 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] = {STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, - {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, @@ -7220,35 +7262,34 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] = {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, - /* Samplers for NP2 texture matrix adjustions. They are not needed if - * GL_ARB_texture_non_power_of_two is supported, so register a NULL state - * handler in that case to get the vertex part of sampler() skipped (VTF - * is handled in the misc states). Otherwise, register - * sampler_texmatrix(), which takes care of updating the texture matrix. */ + /* NP2 texture matrix fixups. They are not needed if + * GL_ARB_texture_non_power_of_two is supported. Otherwise, register + * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture + * matrix. */ {STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, - {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, + {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, - {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, + {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, - {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, + {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, - {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, + {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, - {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, + {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, - {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, + {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, - {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, + {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, - {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, + {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_POINT_SIZE_ENABLE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE }, }; diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index ae6b84d..d9d0375 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3276,7 +3276,7 @@ void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *st } } -void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) +static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); @@ -3548,7 +3548,7 @@ static void tex_coordindex(struct wined3d_context *context, const struct wined3d } } -void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) +static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const DWORD sampler = state_id - STATE_SAMPLER(0); const struct wined3d_texture *texture = state->textures[sampler]; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index eaaf44c..5e6b621 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -308,7 +308,8 @@ enum wined3d_shader_resource_type #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00000400 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00000800 -#define WINED3D_SHADER_CONST_FFP_PS 0x00001000 +#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00001000 +#define WINED3D_SHADER_CONST_FFP_PS 0x00002000 enum wined3d_shader_register_type { @@ -2802,12 +2803,8 @@ void state_fog_fragpart(struct wined3d_context *context, void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; -void sampler_texmatrix(struct wined3d_context *context, - const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; -void transform_texture(struct wined3d_context *context, - const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_clipping(struct wined3d_context *context, -- 2.0.5