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wine
wine-cw
Commits
08b21528
Commit
08b21528
authored
Oct 06, 2015
by
Matteo Bruni
Committed by
Alexandre Julliard
Oct 07, 2015
Browse files
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Plain Diff
wined3d: Avoid reading uninitialized texcoord varyings in pixel shaders.
Signed-off-by:
Matteo Bruni
<
mbruni@codeweavers.com
>
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
parent
f5117874
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
77 additions
and
41 deletions
+77
-41
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+1
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+42
-37
shader.c
dlls/wined3d/shader.c
+31
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+3
-2
No files found.
dlls/wined3d/arb_program_shader.c
View file @
08b21528
...
...
@@ -4538,7 +4538,7 @@ static void find_arb_ps_compile_args(const struct wined3d_state *state,
int
i
;
WORD
int_skip
;
find_ps_compile_args
(
state
,
shader
,
context
->
stream_info
.
position_transformed
,
&
args
->
super
,
gl_info
);
find_ps_compile_args
(
state
,
shader
,
context
->
stream_info
.
position_transformed
,
&
args
->
super
,
context
);
/* This forces all local boolean constants to 1 to make them stateblock independent */
args
->
bools
=
shader
->
reg_maps
.
local_bool_consts
;
...
...
dlls/wined3d/glsl_shader.c
View file @
08b21528
...
...
@@ -1806,12 +1806,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
if
(
map
&
1
)
shader_addline
(
buffer
,
"ivec4 A%u;
\n
"
,
i
);
}
/* Declare texture coordinate temporaries and initialize them */
for
(
i
=
0
,
map
=
reg_maps
->
texcoord
;
map
;
map
>>=
1
,
++
i
)
{
if
(
map
&
1
)
shader_addline
(
buffer
,
"vec4 T%u = gl_TexCoord[%u];
\n
"
,
i
,
i
);
}
if
(
version
->
type
==
WINED3D_SHADER_TYPE_VERTEX
)
{
for
(
i
=
0
;
i
<
shader
->
input_signature
.
element_count
;
++
i
)
...
...
@@ -1858,10 +1852,12 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
if
(
gl_info
->
supported
[
WINED3D_GL_LEGACY_CONTEXT
])
{
shader_addline
(
buffer
,
"vec4 ffp_texcoord[%u];
\n
"
,
MAX_TEXTURES
);
shader_addline
(
buffer
,
"float ffp_varying_fogcoord;
\n
"
);
}
else
{
shader_addline
(
buffer
,
"vec4 ffp_texcoord[%u];
\n
"
,
MAX_TEXTURES
);
declare_in_varying
(
gl_info
,
buffer
,
FALSE
,
"float ffp_varying_fogcoord;
\n
"
);
}
}
...
...
@@ -4209,7 +4205,7 @@ static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
char
dst_mask
[
6
];
shader_glsl_get_write_mask
(
&
ins
->
dst
[
0
],
dst_mask
);
shader_addline
(
buffer
,
"clamp(
gl_TexC
oord[%u], 0.0, 1.0)%s);
\n
"
,
shader_addline
(
buffer
,
"clamp(
ffp_texc
oord[%u], 0.0, 1.0)%s);
\n
"
,
ins
->
dst
[
0
].
reg
.
idx
[
0
].
offset
,
dst_mask
);
}
else
...
...
@@ -4220,33 +4216,22 @@ static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
shader_glsl_get_swizzle
(
&
ins
->
src
[
0
],
FALSE
,
write_mask
,
dst_swizzle
);
if
(
src_mod
==
WINED3DSPSM_DZ
)
if
(
src_mod
==
WINED3DSPSM_DZ
||
src_mod
==
WINED3DSPSM_DW
)
{
unsigned
int
mask_size
=
shader_glsl_get_write_mask_size
(
write_mask
);
struct
glsl_src_param
div_param
;
DWORD
src_writemask
=
src_mod
==
WINED3DSPSM_DZ
?
WINED3DSP_WRITEMASK_2
:
WINED3DSP_WRITEMASK_3
;
shader_glsl_add_src_param
(
ins
,
&
ins
->
src
[
0
],
WINED3DSP_WRITEMASK_2
,
&
div_param
);
shader_glsl_add_src_param
(
ins
,
&
ins
->
src
[
0
],
src_writemask
,
&
div_param
);
if
(
mask_size
>
1
)
{
shader_addline
(
buffer
,
"gl_TexCoord[%u]%s / vec%d(%s));
\n
"
,
reg
,
dst_swizzle
,
mask_size
,
div_param
.
param_str
);
}
else
{
shader_addline
(
buffer
,
"gl_TexCoord[%u]%s / %s);
\n
"
,
reg
,
dst_swizzle
,
div_param
.
param_str
);
}
if
(
mask_size
>
1
)
shader_addline
(
buffer
,
"ffp_texcoord[%u]%s / vec%d(%s));
\n
"
,
reg
,
dst_swizzle
,
mask_size
,
div_param
.
param_str
);
else
shader_addline
(
buffer
,
"ffp_texcoord[%u]%s / %s);
\n
"
,
reg
,
dst_swizzle
,
div_param
.
param_str
);
}
else
if
(
src_mod
==
WINED3DSPSM_DW
)
else
{
unsigned
int
mask_size
=
shader_glsl_get_write_mask_size
(
write_mask
);
struct
glsl_src_param
div_param
;
shader_glsl_add_src_param
(
ins
,
&
ins
->
src
[
0
],
WINED3DSP_WRITEMASK_3
,
&
div_param
);
if
(
mask_size
>
1
)
{
shader_addline
(
buffer
,
"gl_TexCoord[%u]%s / vec%d(%s));
\n
"
,
reg
,
dst_swizzle
,
mask_size
,
div_param
.
param_str
);
}
else
{
shader_addline
(
buffer
,
"gl_TexCoord[%u]%s / %s);
\n
"
,
reg
,
dst_swizzle
,
div_param
.
param_str
);
}
}
else
{
shader_addline
(
buffer
,
"gl_TexCoord[%u]%s);
\n
"
,
reg
,
dst_swizzle
);
shader_addline
(
buffer
,
"ffp_texcoord[%u]%s);
\n
"
,
reg
,
dst_swizzle
);
}
}
}
...
...
@@ -4276,17 +4261,17 @@ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
{
case
1
:
shader_glsl_gen_sample_code
(
ins
,
sampler_idx
,
&
sample_function
,
WINED3DSP_NOSWIZZLE
,
NULL
,
NULL
,
NULL
,
"dot(
gl_TexC
oord[%u].xyz, %s)"
,
sampler_idx
,
src0_param
.
param_str
);
"dot(
ffp_texc
oord[%u].xyz, %s)"
,
sampler_idx
,
src0_param
.
param_str
);
break
;
case
2
:
shader_glsl_gen_sample_code
(
ins
,
sampler_idx
,
&
sample_function
,
WINED3DSP_NOSWIZZLE
,
NULL
,
NULL
,
NULL
,
"vec2(dot(
gl_TexC
oord[%u].xyz, %s), 0.0)"
,
sampler_idx
,
src0_param
.
param_str
);
"vec2(dot(
ffp_texc
oord[%u].xyz, %s), 0.0)"
,
sampler_idx
,
src0_param
.
param_str
);
break
;
case
3
:
shader_glsl_gen_sample_code
(
ins
,
sampler_idx
,
&
sample_function
,
WINED3DSP_NOSWIZZLE
,
NULL
,
NULL
,
NULL
,
"vec3(dot(
gl_TexC
oord[%u].xyz, %s), 0.0, 0.0)"
,
sampler_idx
,
src0_param
.
param_str
);
"vec3(dot(
ffp_texc
oord[%u].xyz, %s), 0.0, 0.0)"
,
sampler_idx
,
src0_param
.
param_str
);
break
;
default:
...
...
@@ -4491,7 +4476,7 @@ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *in
shader_addline
(
buffer
,
"tmp0.z = dot(vec3(T%u), vec3(%s));
\n
"
,
reg
,
src0_param
.
param_str
);
/* Construct the eye-ray vector from w coordinates */
shader_addline
(
buffer
,
"tmp1.xyz = normalize(vec3(
gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexC
oord[%u].w));
\n
"
,
shader_addline
(
buffer
,
"tmp1.xyz = normalize(vec3(
ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texc
oord[%u].w));
\n
"
,
tex_mx
->
texcoord_w
[
0
],
tex_mx
->
texcoord_w
[
1
],
reg
);
shader_addline
(
buffer
,
"tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));
\n
"
);
...
...
@@ -4732,7 +4717,10 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
}
else
if
(
shader_match_semantic
(
semantic_name
,
WINED3D_DECL_USAGE_TEXCOORD
))
{
if
(
semantic_idx
<
8
&&
args
->
vp_mode
==
pretransformed
)
if
(
args
->
pointsprite
)
shader_addline
(
buffer
,
"ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);
\n
"
,
shader
->
u
.
ps
.
input_reg_map
[
input
->
register_idx
]);
else
if
(
args
->
vp_mode
==
pretransformed
&&
args
->
texcoords_initialized
&
(
1u
<<
semantic_idx
))
shader_addline
(
buffer
,
"ps_in[%u]%s = gl_TexCoord[%u]%s;
\n
"
,
shader
->
u
.
ps
.
input_reg_map
[
input
->
register_idx
],
reg_mask
,
semantic_idx
,
reg_mask
);
else
...
...
@@ -5137,6 +5125,23 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
if
(
reg_maps
->
shader_version
.
major
<
3
||
args
->
vp_mode
!=
vertexshader
)
{
unsigned
int
i
;
WORD
map
=
reg_maps
->
texcoord
;
for
(
i
=
0
;
map
;
map
>>=
1
,
++
i
)
{
if
(
map
&
1
)
{
if
(
args
->
pointsprite
)
shader_addline
(
buffer
,
"ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);
\n
"
,
i
);
else
if
(
args
->
texcoords_initialized
&
(
1u
<<
i
))
shader_addline
(
buffer
,
"ffp_texcoord[%u] = gl_TexCoord[%u];
\n
"
,
i
,
i
);
else
shader_addline
(
buffer
,
"ffp_texcoord[%u] = vec4(0.0);
\n
"
,
i
);
shader_addline
(
buffer
,
"vec4 T%u = ffp_texcoord[%u];
\n
"
,
i
,
i
);
}
}
if
(
legacy_context
)
shader_addline
(
buffer
,
"ffp_varying_fogcoord = gl_FogFragCoord;
\n
"
);
}
...
...
@@ -6816,7 +6821,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
{
struct
ps_compile_args
ps_compile_args
;
pshader
=
state
->
shader
[
WINED3D_SHADER_TYPE_PIXEL
];
find_ps_compile_args
(
state
,
pshader
,
context
->
stream_info
.
position_transformed
,
&
ps_compile_args
,
gl_info
);
find_ps_compile_args
(
state
,
pshader
,
context
->
stream_info
.
position_transformed
,
&
ps_compile_args
,
context
);
ps_id
=
find_glsl_pshader
(
context
,
&
priv
->
shader_buffer
,
&
priv
->
string_buffers
,
pshader
,
&
ps_compile_args
,
&
np2fixup_info
);
ps_list
=
&
pshader
->
linked_programs
;
...
...
@@ -8406,8 +8411,8 @@ static void glsl_fragment_pipe_fog(struct wined3d_context *context,
static
void
glsl_fragment_pipe_vdecl
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
/* Because of settings->texcoords_initialized. */
if
(
!
use_ps
(
state
)
&&
context
->
gl_info
->
limits
.
glsl_varyings
<
wined3d_max_compat_varyings
(
context
->
gl_info
))
/* Because of settings->texcoords_initialized
and args->texcoords_initialized
. */
if
(
context
->
gl_info
->
limits
.
glsl_varyings
<
wined3d_max_compat_varyings
(
context
->
gl_info
))
context
->
shader_update_mask
|=
1u
<<
WINED3D_SHADER_TYPE_PIXEL
;
if
(
!
isStateDirty
(
context
,
STATE_RENDER
(
WINED3D_RS_FOGENABLE
)))
...
...
@@ -8417,8 +8422,8 @@ static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
static
void
glsl_fragment_pipe_vs
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
/* Because of settings->texcoords_initialized. */
if
(
!
use_ps
(
state
)
&&
context
->
gl_info
->
limits
.
glsl_varyings
<
wined3d_max_compat_varyings
(
context
->
gl_info
))
/* Because of settings->texcoords_initialized
and args->texcoords_initialized
. */
if
(
context
->
gl_info
->
limits
.
glsl_varyings
<
wined3d_max_compat_varyings
(
context
->
gl_info
))
context
->
shader_update_mask
|=
1u
<<
WINED3D_SHADER_TYPE_PIXEL
;
}
...
...
dlls/wined3d/shader.c
View file @
08b21528
...
...
@@ -2397,8 +2397,9 @@ static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d
}
void
find_ps_compile_args
(
const
struct
wined3d_state
*
state
,
const
struct
wined3d_shader
*
shader
,
BOOL
position_transformed
,
struct
ps_compile_args
*
args
,
const
struct
wined3d_
gl_info
*
gl_info
)
BOOL
position_transformed
,
struct
ps_compile_args
*
args
,
const
struct
wined3d_
context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_texture
*
texture
;
UINT
i
;
...
...
@@ -2571,6 +2572,35 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
}
}
if
(
context
->
d3d_info
->
limits
.
varying_count
<
wined3d_max_compat_varyings
(
context
->
gl_info
))
{
const
struct
wined3d_shader
*
vs
=
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
];
args
->
texcoords_initialized
=
0
;
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
++
i
)
{
if
(
vs
)
{
if
(
state
->
shader
[
WINED3D_SHADER_TYPE_VERTEX
]
->
reg_maps
.
output_registers
&
(
1u
<<
i
))
args
->
texcoords_initialized
|=
1u
<<
i
;
}
else
{
const
struct
wined3d_stream_info
*
si
=
&
context
->
stream_info
;
unsigned
int
coord_idx
=
state
->
texture_states
[
i
][
WINED3D_TSS_TEXCOORD_INDEX
];
if
((
state
->
texture_states
[
i
][
WINED3D_TSS_TEXCOORD_INDEX
]
>>
WINED3D_FFP_TCI_SHIFT
)
&
WINED3D_FFP_TCI_MASK
||
(
coord_idx
<
MAX_TEXTURES
&&
(
si
->
use_map
&
(
1u
<<
(
WINED3D_FFP_TEXCOORD0
+
coord_idx
)))))
args
->
texcoords_initialized
|=
1u
<<
i
;
}
}
}
else
{
args
->
texcoords_initialized
=
(
1u
<<
MAX_TEXTURES
)
-
1
;
}
args
->
pointsprite
=
state
->
render_states
[
WINED3D_RS_POINTSPRITEENABLE
]
&&
state
->
gl_primitive_type
==
GL_POINTS
;
}
...
...
dlls/wined3d/wined3d_private.h
View file @
08b21528
...
...
@@ -833,11 +833,12 @@ struct ps_compile_args {
WORD
tex_transform
;
/* ps 1.0-1.3, 4 textures */
WORD
tex_types
;
/* ps 1.0 - 1.4, 6 textures */
WORD
srgb_correction
;
WORD
np2_fixup
;
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
D3D9 has a limit of 16 samplers and the fixup is superfluous
in D3D10 (unconditional NP2 support mandatory). */
WORD
np2_fixup
;
WORD
shadow
;
/* MAX_FRAGMENT_SAMPLERS, 16 */
WORD
texcoords_initialized
;
/* MAX_TEXTURES, 8 */
BOOL
pointsprite
;
};
...
...
@@ -3006,7 +3007,7 @@ struct wined3d_shader
void
pixelshader_update_resource_types
(
struct
wined3d_shader
*
shader
,
WORD
tex_types
)
DECLSPEC_HIDDEN
;
void
find_ps_compile_args
(
const
struct
wined3d_state
*
state
,
const
struct
wined3d_shader
*
shader
,
BOOL
position_transformed
,
struct
ps_compile_args
*
args
,
const
struct
wined3d_
gl_info
*
gl_info
)
DECLSPEC_HIDDEN
;
const
struct
wined3d_
context
*
context
)
DECLSPEC_HIDDEN
;
void
find_vs_compile_args
(
const
struct
wined3d_state
*
state
,
const
struct
wined3d_shader
*
shader
,
WORD
swizzle_map
,
struct
vs_compile_args
*
args
)
DECLSPEC_HIDDEN
;
...
...
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