diff options
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager.cpp | 26 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 26 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 1 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qtriangulatingstroker_p.h | 6 | ||||
-rw-r--r-- | src/opengl/qglframebufferobject.cpp | 86 | ||||
-rw-r--r-- | src/opengl/qglframebufferobject_p.h | 7 | ||||
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 298 | ||||
-rw-r--r-- | src/opengl/qglshaderprogram.h | 43 | ||||
-rw-r--r-- | src/opengl/qwindowsurface_gl.cpp | 2 | ||||
-rw-r--r-- | src/opengl/util/composition_mode_softlight.glsl | 24 | ||||
-rw-r--r-- | src/opengl/util/fragmentprograms_p.h | 676 |
11 files changed, 614 insertions, 581 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp index 40a6241..8a8f483 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -169,14 +169,14 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context) source.clear(); source.append(qShaderSnippets[MainVertexShader]); source.append(qShaderSnippets[PositionOnlyVertexShader]); - vertexShader = new QGLShader(QGLShader::VertexShader, context, this); - vertexShader->compile(source); + vertexShader = new QGLShader(QGLShader::Vertex, context, this); + vertexShader->compileSourceCode(source); source.clear(); source.append(qShaderSnippets[MainFragmentShader]); source.append(qShaderSnippets[ShockingPinkSrcFragmentShader]); - fragShader = new QGLShader(QGLShader::FragmentShader, context, this); - fragShader->compile(source); + fragShader = new QGLShader(QGLShader::Fragment, context, this); + fragShader->compileSourceCode(source); simpleShaderProg = new QGLShaderProgram(context, this); simpleShaderProg->addShader(vertexShader); @@ -192,14 +192,14 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context) source.clear(); source.append(qShaderSnippets[MainWithTexCoordsVertexShader]); source.append(qShaderSnippets[UntransformedPositionVertexShader]); - vertexShader = new QGLShader(QGLShader::VertexShader, context, this); - vertexShader->compile(source); + vertexShader = new QGLShader(QGLShader::Vertex, context, this); + vertexShader->compileSourceCode(source); source.clear(); source.append(qShaderSnippets[MainFragmentShader]); source.append(qShaderSnippets[ImageSrcFragmentShader]); - fragShader = new QGLShader(QGLShader::FragmentShader, context, this); - fragShader->compile(source); + fragShader = new QGLShader(QGLShader::Fragment, context, this); + fragShader->compileSourceCode(source); blitShaderProg = new QGLShaderProgram(context, this); blitShaderProg->addShader(vertexShader); @@ -243,14 +243,14 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS source.append(qShaderSnippets[prog.compositionFragShader]); if (prog.maskFragShader) source.append(qShaderSnippets[prog.maskFragShader]); - QGLShader* fragShader = new QGLShader(QGLShader::FragmentShader, ctxGuard.context(), this); - fragShader->compile(source); + QGLShader* fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), this); + fragShader->compileSourceCode(source); source.clear(); source.append(qShaderSnippets[prog.mainVertexShader]); source.append(qShaderSnippets[prog.positionVertexShader]); - QGLShader* vertexShader = new QGLShader(QGLShader::VertexShader, ctxGuard.context(), this); - vertexShader->compile(source); + QGLShader* vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), this); + vertexShader->compileSourceCode(source); #if defined(QT_DEBUG) // Name the shaders for easier debugging @@ -673,7 +673,7 @@ bool QGLEngineShaderManager::useCorrectShaderProg() currentShaderProg = sharedShaders->findProgramInCache(requiredProgram); if (currentShaderProg) { - currentShaderProg->program->enable(); + currentShaderProg->program->bind(); if (useCustomSrc) customSrcStage->setUniforms(currentShaderProg->program); } diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index a9744b3..8228c7e 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -246,7 +246,7 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height) glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray); glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray); - pex->shaderManager->blitProgram()->enable(); + pex->shaderManager->blitProgram()->bind(); pex->shaderManager->blitProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT); pex->shaderManager->setDirty(); @@ -395,7 +395,7 @@ void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush) void QGL2PaintEngineExPrivate::useSimpleShader() { - shaderManager->simpleProgram()->enable(); + shaderManager->simpleProgram()->bind(); shaderManager->setDirty(); if (matrixDirty) @@ -1203,7 +1203,9 @@ void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush) ensureActive(); QOpenGL2PaintEngineState *s = state(); - bool doOffset = !(s->renderHints & QPainter::Antialiasing) && style == Qt::SolidPattern; + bool doOffset = !(s->renderHints & QPainter::Antialiasing) && + (style == Qt::SolidPattern) && + !d->multisamplingAlwaysEnabled; if (doOffset) { d->temporaryTransform = s->matrix; @@ -1221,6 +1223,9 @@ void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush) } } +extern bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp + + void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) { Q_D(QGL2PaintEngineEx); @@ -1231,10 +1236,15 @@ void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) return; QOpenGL2PaintEngineState *s = state(); + if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) { + // QTriangulatingStroker class is not meant to support cosmetically sheared strokes. + QPaintEngineEx::stroke(path, pen); + return; + } ensureActive(); - bool doOffset = !(s->renderHints & QPainter::Antialiasing); + bool doOffset = !(s->renderHints & QPainter::Antialiasing) && !d->multisamplingAlwaysEnabled; if (doOffset) { d->temporaryTransform = s->matrix; QTransform tx = QTransform::fromTranslate(0.49, .49); @@ -1772,6 +1782,14 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) } #endif +#if defined(QT_OPENGL_ES_2) + // OpenGL ES can't switch MSAA off, so if the gl paint device is + // multisampled, it's always multisampled. + d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers(); +#else + d->multisamplingAlwaysEnabled = false; +#endif + return true; } diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 4cf2a83..9720723 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -277,6 +277,7 @@ public: bool needsSync; bool inRenderText; + bool multisamplingAlwaysEnabled; GLfloat depthRange[2]; diff --git a/src/opengl/gl2paintengineex/qtriangulatingstroker_p.h b/src/opengl/gl2paintengineex/qtriangulatingstroker_p.h index 97eabef..defa3f1 100644 --- a/src/opengl/gl2paintengineex/qtriangulatingstroker_p.h +++ b/src/opengl/gl2paintengineex/qtriangulatingstroker_p.h @@ -129,9 +129,9 @@ inline void QTriangulatingStroker::normalVector(float x1, float y1, float x2, fl float pw; if (dx == 0) - pw = m_width / dy; + pw = m_width / qAbs(dy); else if (dy == 0) - pw = m_width / dx; + pw = m_width / qAbs(dx); else pw = m_width / sqrt(dx*dx + dy*dy); @@ -259,8 +259,6 @@ void QTriangulatingStroker::lineTo(const qreal *pts) - - void QTriangulatingStroker::join(const qreal *pts) { // Creates a join to the next segment (m_cx, m_cy) -> (pts[0], pts[1]) diff --git a/src/opengl/qglframebufferobject.cpp b/src/opengl/qglframebufferobject.cpp index 7374594..d79283e 100644 --- a/src/opengl/qglframebufferobject.cpp +++ b/src/opengl/qglframebufferobject.cpp @@ -342,39 +342,6 @@ QGLContext *QGLFBOGLPaintDevice::context() const return fboContext; } -void QGLFBOGLPaintDevice::ensureActiveTarget() -{ - if (QGLContext::currentContext() != context()) - context()->makeCurrent(); - - QGLContext* ctx = const_cast<QGLContext*>(QGLContext::currentContext()); - Q_ASSERT(ctx); - const GLuint fboId = fbo->d_func()->fbo(); - if (ctx->d_func()->current_fbo != fboId) { - ctx->d_func()->current_fbo = fboId; - glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId); - } -} - -void QGLFBOGLPaintDevice::beginPaint() -{ - if (QGLContext::currentContext() != context()) - context()->makeCurrent(); - - // We let QFBO track the previously bound FBO rather than doing it - // ourselves here. This has the advantage that begin/release & bind/end - // work as expected. - wasBound = fbo->isBound(); - if (!wasBound) - fbo->bind(); -} - -void QGLFBOGLPaintDevice::endPaint() -{ - if (!wasBound) - fbo->release(); -} - bool QGLFramebufferObjectPrivate::checkFramebufferStatus() const { QGL_FUNCP_CONTEXT; @@ -879,13 +846,6 @@ bool QGLFramebufferObject::isValid() const framebuffer to this framebuffer object. Returns true upon success, false otherwise. - Since 4.6: if another QGLFramebufferObject instance was already bound - to the current context, then its handle() will be remembered and - automatically restored when release() is called. This allows multiple - framebuffer rendering targets to be stacked up. It is important that - release() is called on the stacked framebuffer objects in the reverse - order of the calls to bind(). - \sa release() */ bool QGLFramebufferObject::bind() @@ -896,17 +856,18 @@ bool QGLFramebufferObject::bind() QGL_FUNC_CONTEXT; if (!ctx) return false; // Context no longer exists. + const QGLContext *current = QGLContext::currentContext(); +#ifdef QT_DEBUG + if (!current || + QGLContextPrivate::contextGroup(current) != QGLContextPrivate::contextGroup(ctx)) + { + qWarning("QGLFramebufferObject::bind() called from incompatible context"); + } +#endif glBindFramebuffer(GL_FRAMEBUFFER_EXT, d->fbo()); d->valid = d->checkFramebufferStatus(); - const QGLContext *context = QGLContext::currentContext(); - if (d->valid && context) { - Q_ASSERT(QGLContextPrivate::contextGroup(context) == QGLContextPrivate::contextGroup(ctx)); - // Save the previous setting to automatically restore in release(). - if (context->d_ptr->current_fbo != d->fbo()) { - d->previous_fbo = context->d_ptr->current_fbo; - context->d_ptr->current_fbo = d->fbo(); - } - } + if (d->valid && current) + current->d_ptr->current_fbo = d->fbo(); return d->valid; } @@ -917,30 +878,29 @@ bool QGLFramebufferObject::bind() framebuffer. Returns true upon success, false otherwise. - Since 4.6: if another QGLFramebufferObject instance was already bound - to the current context when bind() was called, then this function will - automatically re-bind it to the current context. - \sa bind() */ bool QGLFramebufferObject::release() { if (!isValid()) return false; - Q_D(QGLFramebufferObject); QGL_FUNC_CONTEXT; if (!ctx) return false; // Context no longer exists. - const QGLContext *context = QGLContext::currentContext(); - if (context) { - Q_ASSERT(QGLContextPrivate::contextGroup(context) == QGLContextPrivate::contextGroup(ctx)); - // Restore the previous setting for stacked framebuffer objects. - if (d->previous_fbo != context->d_ptr->current_fbo) { - context->d_ptr->current_fbo = d->previous_fbo; - glBindFramebuffer(GL_FRAMEBUFFER_EXT, d->previous_fbo); - } - d->previous_fbo = 0; + const QGLContext *current = QGLContext::currentContext(); + +#ifdef QT_DEBUG + if (!current || + QGLContextPrivate::contextGroup(current) != QGLContextPrivate::contextGroup(ctx)) + { + qWarning("QGLFramebufferObject::release() called from incompatible context"); + } +#endif + + if (current) { + current->d_ptr->current_fbo = 0; + glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); } return true; diff --git a/src/opengl/qglframebufferobject_p.h b/src/opengl/qglframebufferobject_p.h index 122c42e..800cb68 100644 --- a/src/opengl/qglframebufferobject_p.h +++ b/src/opengl/qglframebufferobject_p.h @@ -111,9 +111,6 @@ public: virtual QSize size() const {return fbo->size();} virtual QGLContext* context() const; virtual QGLFormat format() const {return fboFormat;} - virtual void ensureActiveTarget(); - virtual void beginPaint(); - virtual void endPaint(); void setFBO(QGLFramebufferObject* f, QGLFramebufferObject::Attachment attachment); @@ -127,7 +124,8 @@ private: class QGLFramebufferObjectPrivate { public: - QGLFramebufferObjectPrivate() : fbo_guard(0), texture(0), depth_stencil_buffer(0), color_buffer(0), valid(false), previous_fbo(0), engine(0) {} + QGLFramebufferObjectPrivate() : fbo_guard(0), texture(0), depth_stencil_buffer(0) + , color_buffer(0), valid(false), engine(0) {} ~QGLFramebufferObjectPrivate() {} void init(QGLFramebufferObject *q, const QSize& sz, @@ -143,7 +141,6 @@ public: QGLFramebufferObjectFormat format; uint valid : 1; QGLFramebufferObject::Attachment fbo_attachment; - GLuint previous_fbo; mutable QPaintEngine *engine; QGLFBOGLPaintDevice glDevice; diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp index e28c382..b4191dc 100644 --- a/src/opengl/qglshaderprogram.cpp +++ b/src/opengl/qglshaderprogram.cpp @@ -69,7 +69,7 @@ QT_BEGIN_NAMESPACE The following example creates a vertex shader program using the supplied source \c{code}. Once compiled and linked, the shader program is activated in the current QGLContext by calling - QGLShaderProgram::enable(): + QGLShaderProgram::bind(): \snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 0 @@ -125,11 +125,11 @@ QT_BEGIN_NAMESPACE */ /*! - \enum QGLShader::ShaderTypeBits + \enum QGLShader::ShaderTypeBit This enum specifies the type of QGLShader that is being created. - \value VertexShader Vertex shader written in the OpenGL Shading Language (GLSL). - \value FragmentShader Fragment shader written in the OpenGL Shading Language (GLSL). + \value Vertex Vertex shader written in the OpenGL Shading Language (GLSL). + \value Fragment Fragment shader written in the OpenGL Shading Language (GLSL). */ #ifndef GL_FRAGMENT_SHADER @@ -211,7 +211,7 @@ bool QGLShaderPrivate::create() return false; if (qt_resolve_glsl_extensions(const_cast<QGLContext *>(context))) { GLuint shader; - if (shaderType == QGLShader::VertexShader) + if (shaderType == QGLShader::Vertex) shader = glCreateShader(GL_VERTEX_SHADER); else shader = glCreateShader(GL_FRAGMENT_SHADER); @@ -266,14 +266,14 @@ void QGLShaderPrivate::deleteShader() /*! Constructs a new QGLShader object of the specified \a type and attaches it to \a parent. If shader programs are not supported, - QGLShaderProgram::hasShaderPrograms() will return false. + QGLShaderProgram::hasOpenGLShaderPrograms() will return false. - This constructor is normally followed by a call to compile() - or compileFile(). + This constructor is normally followed by a call to compileSourceCode() + or compileSourceFile(). The shader will be associated with the current QGLContext. - \sa compile(), compileFile() + \sa compileSourceCode(), compileSourceFile() */ QGLShader::QGLShader(QGLShader::ShaderType type, QObject *parent) : QObject(*new QGLShaderPrivate(QGLContext::currentContext(), type), parent) @@ -283,45 +283,19 @@ QGLShader::QGLShader(QGLShader::ShaderType type, QObject *parent) } /*! - Constructs a new QGLShader object of the specified \a type from the - source code in \a fileName and attaches it to \a parent. - If the shader could not be loaded, then isCompiled() will return false. - - The shader will be associated with the current QGLContext. - - \sa isCompiled() -*/ -QGLShader::QGLShader - (const QString& fileName, QGLShader::ShaderType type, QObject *parent) - : QObject(*new QGLShaderPrivate(QGLContext::currentContext(), type), parent) -{ - Q_D(QGLShader); - if (d->create() && !compileFile(fileName)) - d->deleteShader(); -} - -static inline const QGLContext *contextOrCurrent(const QGLContext *context) -{ - if (context) - return context; - else - return QGLContext::currentContext(); -} - -/*! Constructs a new QGLShader object of the specified \a type and attaches it to \a parent. If shader programs are not supported, - then QGLShaderProgram::hasShaderPrograms() will return false. + then QGLShaderProgram::hasOpenGLShaderPrograms() will return false. - This constructor is normally followed by a call to compile() - or compileFile(). + This constructor is normally followed by a call to compileSourceCode() + or compileSourceFile(). The shader will be associated with \a context. - \sa compile(), compileFile() + \sa compileSourceCode(), compileSourceFile() */ QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent) - : QObject(*new QGLShaderPrivate(contextOrCurrent(context), type), parent) + : QObject(*new QGLShaderPrivate(context ? context : QGLContext::currentContext(), type), parent) { Q_D(QGLShader); #ifndef QT_NO_DEBUG @@ -334,30 +308,6 @@ QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObj } /*! - Constructs a new QGLShader object of the specified \a type from the - source code in \a fileName and attaches it to \a parent. - If the shader could not be loaded, then isCompiled() will return false. - - The shader will be associated with \a context. - - \sa isCompiled() -*/ -QGLShader::QGLShader - (const QString& fileName, QGLShader::ShaderType type, const QGLContext *context, QObject *parent) - : QObject(*new QGLShaderPrivate(contextOrCurrent(context), type), parent) -{ - Q_D(QGLShader); -#ifndef QT_NO_DEBUG - if (context && !QGLContext::areSharing(context, QGLContext::currentContext())) { - qWarning("QGLShader::QGLShader: \'context\' must be current context or sharing with it."); - return; - } -#endif - if (d->create() && !compileFile(fileName)) - d->deleteShader(); -} - -/*! Deletes this shader. If the shader has been attached to a QGLShaderProgram object, then the actual shader will stay around until the QGLShaderProgram is destroyed. @@ -400,9 +350,9 @@ static const char redefineHighp[] = Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - \sa compileFile() + \sa compileSourceFile() */ -bool QGLShader::compile(const char *source) +bool QGLShader::compileSourceCode(const char *source) { Q_D(QGLShader); if (d->shaderGuard.id()) { @@ -431,7 +381,7 @@ bool QGLShader::compile(const char *source) srclen.append(GLint(sizeof(qualifierDefines) - 1)); #endif #ifdef QGL_REDEFINE_HIGHP - if (d->shaderType == FragmentShader) { + if (d->shaderType == Fragment) { src.append(redefineHighp); srclen.append(GLint(sizeof(redefineHighp) - 1)); } @@ -451,11 +401,11 @@ bool QGLShader::compile(const char *source) Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - \sa compileFile() + \sa compileSourceFile() */ -bool QGLShader::compile(const QByteArray& source) +bool QGLShader::compileSourceCode(const QByteArray& source) { - return compile(source.constData()); + return compileSourceCode(source.constData()); } /*! @@ -464,11 +414,11 @@ bool QGLShader::compile(const QByteArray& source) Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - \sa compileFile() + \sa compileSourceFile() */ -bool QGLShader::compile(const QString& source) +bool QGLShader::compileSourceCode(const QString& source) { - return compile(source.toLatin1().constData()); + return compileSourceCode(source.toLatin1().constData()); } /*! @@ -476,9 +426,9 @@ bool QGLShader::compile(const QString& source) and compiles it. Returns true if the file could be opened and the source compiled, false otherwise. - \sa compile() + \sa compileSourceCode() */ -bool QGLShader::compileFile(const QString& fileName) +bool QGLShader::compileSourceFile(const QString& fileName) { QFile file(fileName); if (!file.open(QFile::ReadOnly)) { @@ -487,13 +437,13 @@ bool QGLShader::compileFile(const QString& fileName) } QByteArray contents = file.readAll(); - return compile(contents.constData()); + return compileSourceCode(contents.constData()); } /*! Returns the source code for this shader. - \sa compile() + \sa compileSourceCode() */ QByteArray QGLShader::sourceCode() const { @@ -516,7 +466,7 @@ QByteArray QGLShader::sourceCode() const /*! Returns true if this shader has been compiled; false otherwise. - \sa compile() + \sa compileSourceCode(), compileSourceFile() */ bool QGLShader::isCompiled() const { @@ -527,7 +477,7 @@ bool QGLShader::isCompiled() const /*! Returns the errors and warnings that occurred during the last compile. - \sa compile() + \sa compileSourceCode(), compileSourceFile() */ QString QGLShader::log() const { @@ -666,6 +616,7 @@ bool QGLShaderProgram::init() is deleted. This allows the caller to add the same shader to multiple shader programs. + \sa addShaderFromSourceCode(), addShaderFromSourceFile() \sa removeShader(), link(), removeAllShaders() */ bool QGLShaderProgram::addShader(QGLShader *shader) @@ -705,15 +656,16 @@ bool QGLShaderProgram::addShader(QGLShader *shader) adding vertex and fragment shaders to a shader program without creating an instance of QGLShader first. + \sa addShader(), addShaderFromSourceFile() \sa removeShader(), link(), log(), removeAllShaders() */ -bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const char *source) +bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const char *source) { Q_D(QGLShaderProgram); if (!init()) return false; QGLShader *shader = new QGLShader(type, this); - if (!shader->compile(source)) { + if (!shader->compileSourceCode(source)) { d->log = shader->log(); delete shader; return false; @@ -734,11 +686,12 @@ bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const char *source) adding vertex and fragment shaders to a shader program without creating an instance of QGLShader first. + \sa addShader(), addShaderFromSourceFile() \sa removeShader(), link(), log(), removeAllShaders() */ -bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QByteArray& source) +bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const QByteArray& source) { - return addShader(type, source.constData()); + return addShaderFromSourceCode(type, source.constData()); } /*! @@ -753,11 +706,12 @@ bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QByteArray& s adding vertex and fragment shaders to a shader program without creating an instance of QGLShader first. + \sa addShader(), addShaderFromSourceFile() \sa removeShader(), link(), log(), removeAllShaders() */ -bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QString& source) +bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const QString& source) { - return addShader(type, source.toLatin1().constData()); + return addShaderFromSourceCode(type, source.toLatin1().constData()); } /*! @@ -770,16 +724,16 @@ bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QString& sour adding vertex and fragment shaders to a shader program without creating an instance of QGLShader first. - \sa addShader() + \sa addShader(), addShaderFromSourceCode() */ -bool QGLShaderProgram::addShaderFromFile +bool QGLShaderProgram::addShaderFromSourceFile (QGLShader::ShaderType type, const QString& fileName) { Q_D(QGLShaderProgram); if (!init()) return false; QGLShader *shader = new QGLShader(type, this); - if (!shader->compileFile(fileName)) { + if (!shader->compileSourceFile(fileName)) { d->log = shader->log(); delete shader; return false; @@ -912,14 +866,16 @@ QString QGLShaderProgram::log() const } /*! - Enable use of this shader program in the currently active QGLContext. - Returns true if the program was successfully enabled; false - otherwise. If the shader program has not yet been linked, + Binds this shader program to the active QGLContext and makes + it the current shader program. Any previously bound shader program + is released. This is equivalent to calling \c{glUseProgram()} on + programId(). Returns true if the program was successfully bound; + false otherwise. If the shader program has not yet been linked, or it needs to be re-linked, this function will call link(). - \sa link(), disable() + \sa link(), release() */ -bool QGLShaderProgram::enable() +bool QGLShaderProgram::bind() { Q_D(QGLShaderProgram); GLuint program = d->programGuard.id(); @@ -927,6 +883,12 @@ bool QGLShaderProgram::enable() return false; if (!d->linked && !link()) return false; +#ifndef QT_NO_DEBUG + if (!QGLContext::areSharing(d->programGuard.context(), QGLContext::currentContext())) { + qWarning("QGLShaderProgram::bind: program is not valid in the current context."); + return false; + } +#endif glUseProgram(program); return true; } @@ -935,13 +897,18 @@ bool QGLShaderProgram::enable() #define ctx QGLContext::currentContext() /*! - Disables the active shader program in the current QGLContext. + Releases the active shader program from the current QGLContext. This is equivalent to calling \c{glUseProgram(0)}. - \sa enable() + \sa bind() */ -void QGLShaderProgram::disable() +void QGLShaderProgram::release() { +#ifndef QT_NO_DEBUG + Q_D(QGLShaderProgram); + if (!QGLContext::areSharing(d->programGuard.context(), QGLContext::currentContext())) + qWarning("QGLShaderProgram::release: program is not valid in the current context."); +#endif #if defined(QT_OPENGL_ES_2) glUseProgram(0); #else @@ -1331,22 +1298,26 @@ void QGLShaderProgram::setAttributeValue /*! Sets an array of vertex \a values on the attribute at \a location - in this shader program. The \a size indicates the number of + in this shader program. The \a tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and the \a stride indicates the number of bytes between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on the \a location. Otherwise the value specified with + setAttributeValue() for \a location will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray - (int location, const GLfloat *values, int size, int stride) + (int location, const GLfloat *values, int tupleSize, int stride) { Q_D(QGLShaderProgram); Q_UNUSED(d); if (location != -1) { - glVertexAttribPointer(location, size, GL_FLOAT, GL_FALSE, + glVertexAttribPointer(location, tupleSize, GL_FLOAT, GL_FALSE, stride, values); - glEnableVertexAttribArray(location); } } @@ -1356,7 +1327,12 @@ void QGLShaderProgram::setAttributeArray between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on the \a location. Otherwise the value specified with + setAttributeValue() for \a location will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (int location, const QVector2D *values, int stride) @@ -1366,7 +1342,6 @@ void QGLShaderProgram::setAttributeArray if (location != -1) { glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, stride, values); - glEnableVertexAttribArray(location); } } @@ -1376,7 +1351,12 @@ void QGLShaderProgram::setAttributeArray between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on the \a location. Otherwise the value specified with + setAttributeValue() for \a location will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (int location, const QVector3D *values, int stride) @@ -1386,7 +1366,6 @@ void QGLShaderProgram::setAttributeArray if (location != -1) { glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, stride, values); - glEnableVertexAttribArray(location); } } @@ -1396,7 +1375,12 @@ void QGLShaderProgram::setAttributeArray between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on the \a location. Otherwise the value specified with + setAttributeValue() for \a location will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (int location, const QVector4D *values, int stride) @@ -1406,7 +1390,6 @@ void QGLShaderProgram::setAttributeArray if (location != -1) { glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, stride, values); - glEnableVertexAttribArray(location); } } @@ -1414,17 +1397,22 @@ void QGLShaderProgram::setAttributeArray \overload Sets an array of vertex \a values on the attribute called \a name - in this shader program. The \a size indicates the number of + in this shader program. The \a tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and the \a stride indicates the number of bytes between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on \a name. Otherwise the value specified with setAttributeValue() + for \a name will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray - (const char *name, const GLfloat *values, int size, int stride) + (const char *name, const GLfloat *values, int tupleSize, int stride) { - setAttributeArray(attributeLocation(name), values, size, stride); + setAttributeArray(attributeLocation(name), values, tupleSize, stride); } /*! @@ -1435,7 +1423,12 @@ void QGLShaderProgram::setAttributeArray between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on \a name. Otherwise the value specified with setAttributeValue() + for \a name will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (const char *name, const QVector2D *values, int stride) @@ -1451,7 +1444,12 @@ void QGLShaderProgram::setAttributeArray between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on \a name. Otherwise the value specified with setAttributeValue() + for \a name will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (const char *name, const QVector3D *values, int stride) @@ -1467,7 +1465,12 @@ void QGLShaderProgram::setAttributeArray between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on \a name. Otherwise the value specified with setAttributeValue() + for \a name will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (const char *name, const QVector4D *values, int stride) @@ -1476,10 +1479,42 @@ void QGLShaderProgram::setAttributeArray } /*! + Enables the vertex array at \a location in this shader program + so that the value set by setAttributeArray() on \a location + will be used by the shader program. + + \sa disableAttributeArray(), setAttributeArray(), setAttributeValue() + \sa setUniformValue() +*/ +void QGLShaderProgram::enableAttributeArray(int location) +{ + Q_D(QGLShaderProgram); + Q_UNUSED(d); + if (location != -1) + glEnableVertexAttribArray(location); +} + +/*! + \overload + + Enables the vertex array called \a name in this shader program + so that the value set by setAttributeArray() on \a name + will be used by the shader program. + + \sa disableAttributeArray(), setAttributeArray(), setAttributeValue() + \sa setUniformValue() +*/ +void QGLShaderProgram::enableAttributeArray(const char *name) +{ + enableAttributeArray(attributeLocation(name)); +} + +/*! Disables the vertex array at \a location in this shader program - that was enabled by a previous call to setAttributeArray(). + that was enabled by a previous call to enableAttributeArray(). - \sa setAttributeArray(), setAttributeValue(), setUniformValue() + \sa enableAttributeArray(), setAttributeArray(), setAttributeValue() + \sa setUniformValue() */ void QGLShaderProgram::disableAttributeArray(int location) { @@ -1493,9 +1528,10 @@ void QGLShaderProgram::disableAttributeArray(int location) \overload Disables the vertex array called \a name in this shader program - that was enabled by a previous call to setAttributeArray(). + that was enabled by a previous call to enableAttributeArray(). - \sa setAttributeArray(), setAttributeValue(), setUniformValue() + \sa enableAttributeArray(), setAttributeArray(), setAttributeValue() + \sa setUniformValue() */ void QGLShaderProgram::disableAttributeArray(const char *name) { @@ -2363,25 +2399,25 @@ void QGLShaderProgram::setUniformValueArray /*! Sets the uniform variable array at \a location in the current context to the \a count elements of \a values. Each element - has \a size components. The \a size must be 1, 2, 3, or 4. + has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4. \sa setAttributeValue() */ -void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int size) +void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize) { Q_D(QGLShaderProgram); Q_UNUSED(d); if (location != -1) { - if (size == 1) + if (tupleSize == 1) glUniform1fv(location, count, values); - else if (size == 2) + else if (tupleSize == 2) glUniform2fv(location, count, values); - else if (size == 3) + else if (tupleSize == 3) glUniform3fv(location, count, values); - else if (size == 4) + else if (tupleSize == 4) glUniform4fv(location, count, values); else - qWarning() << "QGLShaderProgram::setUniformValue: size" << size << "not supported"; + qWarning() << "QGLShaderProgram::setUniformValue: size" << tupleSize << "not supported"; } } @@ -2390,14 +2426,14 @@ void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, Sets the uniform variable array called \a name in the current context to the \a count elements of \a values. Each element - has \a size components. The \a size must be 1, 2, 3, or 4. + has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4. \sa setAttributeValue() */ void QGLShaderProgram::setUniformValueArray - (const char *name, const GLfloat *values, int count, int size) + (const char *name, const GLfloat *values, int count, int tupleSize) { - setUniformValueArray(uniformLocation(name), values, count, size); + setUniformValueArray(uniformLocation(name), values, count, tupleSize); } /*! @@ -2800,7 +2836,7 @@ void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x4 * The \a context is used to resolve the GLSL extensions. If \a context is null, then QGLContext::currentContext() is used. */ -bool QGLShaderProgram::hasShaderPrograms(const QGLContext *context) +bool QGLShaderProgram::hasOpenGLShaderPrograms(const QGLContext *context) { #if !defined(QT_OPENGL_ES_2) if (!context) @@ -2825,8 +2861,6 @@ void QGLShaderProgram::shaderDestroyed() removeShader(shader); } -#endif - #ifdef Q_MAC_COMPAT_GL_FUNCTIONS /*! \internal */ void QGLShaderProgram::setUniformValue(int location, QMacCompatGLint value) @@ -2877,4 +2911,6 @@ void QGLShaderProgram::setUniformValueArray(const char *name, const QMacCompatGL } #endif +#endif // !defined(QT_OPENGL_ES_1_CL) && !defined(QT_OPENGL_ES_1) + QT_END_NAMESPACE diff --git a/src/opengl/qglshaderprogram.h b/src/opengl/qglshaderprogram.h index 49c3364..deeaee2 100644 --- a/src/opengl/qglshaderprogram.h +++ b/src/opengl/qglshaderprogram.h @@ -63,25 +63,23 @@ class Q_OPENGL_EXPORT QGLShader : public QObject { Q_OBJECT public: - enum ShaderTypeBits + enum ShaderTypeBit { - VertexShader = 0x0001, - FragmentShader = 0x0002 + Vertex = 0x0001, + Fragment = 0x0002 }; - Q_DECLARE_FLAGS(ShaderType, ShaderTypeBits) + Q_DECLARE_FLAGS(ShaderType, ShaderTypeBit) explicit QGLShader(QGLShader::ShaderType type, QObject *parent = 0); - QGLShader(const QString& fileName, QGLShader::ShaderType type, QObject *parent = 0); QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent = 0); - QGLShader(const QString& fileName, QGLShader::ShaderType type, const QGLContext *context, QObject *parent = 0); virtual ~QGLShader(); QGLShader::ShaderType shaderType() const; - bool compile(const char *source); - bool compile(const QByteArray& source); - bool compile(const QString& source); - bool compileFile(const QString& fileName); + bool compileSourceCode(const char *source); + bool compileSourceCode(const QByteArray& source); + bool compileSourceCode(const QString& source); + bool compileSourceFile(const QString& fileName); QByteArray sourceCode() const; @@ -114,10 +112,10 @@ public: void removeShader(QGLShader *shader); QList<QGLShader *> shaders() const; - bool addShader(QGLShader::ShaderType type, const char *source); - bool addShader(QGLShader::ShaderType type, const QByteArray& source); - bool addShader(QGLShader::ShaderType type, const QString& source); - bool addShaderFromFile(QGLShader::ShaderType type, const QString& fileName); + bool addShaderFromSourceCode(QGLShader::ShaderType type, const char *source); + bool addShaderFromSourceCode(QGLShader::ShaderType type, const QByteArray& source); + bool addShaderFromSourceCode(QGLShader::ShaderType type, const QString& source); + bool addShaderFromSourceFile(QGLShader::ShaderType type, const QString& fileName); void removeAllShaders(); @@ -125,8 +123,8 @@ public: bool isLinked() const; QString log() const; - bool enable(); - static void disable(); + bool bind(); + void release(); GLuint programId() const; @@ -159,7 +157,7 @@ public: void setAttributeValue(const char *name, const GLfloat *values, int columns, int rows); void setAttributeArray - (int location, const GLfloat *values, int size, int stride = 0); + (int location, const GLfloat *values, int tupleSize, int stride = 0); void setAttributeArray (int location, const QVector2D *values, int stride = 0); void setAttributeArray @@ -167,13 +165,16 @@ public: void setAttributeArray (int location, const QVector4D *values, int stride = 0); void setAttributeArray - (const char *name, const GLfloat *values, int size, int stride = 0); + (const char *name, const GLfloat *values, int tupleSize, int stride = 0); void setAttributeArray (const char *name, const QVector2D *values, int stride = 0); void setAttributeArray (const char *name, const QVector3D *values, int stride = 0); void setAttributeArray (const char *name, const QVector4D *values, int stride = 0); + + void enableAttributeArray(int location); + void enableAttributeArray(const char *name); void disableAttributeArray(int location); void disableAttributeArray(const char *name); @@ -244,7 +245,7 @@ public: void setUniformValue(const char *name, const GLfloat value[4][4]); void setUniformValue(const char *name, const QTransform& value); - void setUniformValueArray(int location, const GLfloat *values, int count, int size); + void setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize); void setUniformValueArray(int location, const GLint *values, int count); void setUniformValueArray(int location, const GLuint *values, int count); void setUniformValueArray(int location, const QVector2D *values, int count); @@ -260,7 +261,7 @@ public: void setUniformValueArray(int location, const QMatrix4x3 *values, int count); void setUniformValueArray(int location, const QMatrix4x4 *values, int count); - void setUniformValueArray(const char *name, const GLfloat *values, int count, int size); + void setUniformValueArray(const char *name, const GLfloat *values, int count, int tupleSize); void setUniformValueArray(const char *name, const GLint *values, int count); void setUniformValueArray(const char *name, const GLuint *values, int count); void setUniformValueArray(const char *name, const QVector2D *values, int count); @@ -276,7 +277,7 @@ public: void setUniformValueArray(const char *name, const QMatrix4x3 *values, int count); void setUniformValueArray(const char *name, const QMatrix4x4 *values, int count); - static bool hasShaderPrograms(const QGLContext *context = 0); + static bool hasOpenGLShaderPrograms(const QGLContext *context = 0); private Q_SLOTS: void shaderDestroyed(); diff --git a/src/opengl/qwindowsurface_gl.cpp b/src/opengl/qwindowsurface_gl.cpp index ebe101d..f1f5976 100644 --- a/src/opengl/qwindowsurface_gl.cpp +++ b/src/opengl/qwindowsurface_gl.cpp @@ -625,7 +625,7 @@ void QGLWindowSurface::flush(QWidget *widget, const QRegion &rgn, const QPoint & QGLShaderProgram *blitProgram = QGLEngineSharedShaders::shadersForContext(ctx)->blitProgram(); - blitProgram->enable(); + blitProgram->bind(); blitProgram->setUniformValue("imageTexture", 0 /*QT_IMAGE_TEXTURE_UNIT*/); // The shader manager's blit program does not multiply the diff --git a/src/opengl/util/composition_mode_softlight.glsl b/src/opengl/util/composition_mode_softlight.glsl index 4777b74..e4c1f89 100644 --- a/src/opengl/util/composition_mode_softlight.glsl +++ b/src/opengl/util/composition_mode_softlight.glsl @@ -1,18 +1,22 @@ -// Dca' = 2.Sca < Sa ? -// Dca.(Sa - (1 - Dca/Da).(2.Sca - Sa)) + Sca.(1 - Da) + Dca.(1 - Sa) : -// (8.Dca <= Da ? -// Dca.(Sa - (1 - Dca/Da).(2.Sca - Sa).(3 - 8.Dca/Da)) + Sca.(1 - Da) + Dca.(1 - Sa) : -// (Dca.Sa + ((Dca/Da)^(0.5).Da - Dca).(2.Sca - Sa)) + Sca.(1 - Da) + Dca.(1 - Sa)) +// if 2.Sca <= Sa +// Dca' = Dca.(Sa + (2.Sca - Sa).(1 - Dca/Da)) + Sca.(1 - Da) + Dca.(1 - Sa) +// otherwise if 2.Sca > Sa and 4.Dca <= Da +// Dca' = Dca.Sa + Da.(2.Sca - Sa).(4.Dca/Da.(4.Dca/Da + 1).(Dca/Da - 1) + 7.Dca/Da) + Sca.(1 - Da) + Dca.(1 - Sa) +// otherwise if 2.Sca > Sa and 4.Dca > Da +// Dca' = Dca.Sa + Da.(2.Sca - Sa).((Dca/Da)^0.5 - Dca/Da) + Sca.(1 - Da) + Dca.(1 - Sa) // Da' = Sa + Da - Sa.Da + vec4 composite(vec4 src, vec4 dst) { vec4 result; float da = max(dst.a, 0.00001); - result.rgb = mix(dst.rgb * (src.a - (1.0 - dst.rgb / da) * (2.0 * src.rgb - src.a)), - mix(dst.rgb * (src.a - (1.0 - dst.rgb / da) * (2.0 * src.rgb - src.a) * (3.0 - 8.0 * dst.rgb / da)), - (dst.rgb * src.a + (sqrt(dst.rgb / da) * dst.a - dst.rgb) * (2.0 * src.rgb - src.a)), - step(dst.a, 8.0 * dst.rgb)), - step(src.a, 2.0 * src.rgb)) + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a); + vec3 dst_np = dst.rgb / da; + result.rgb = mix(dst.rgb * (src.a + (2.0 * src.rgb - src.a) * (1.0 - dst_np)), + mix(dst.rgb * src.a + dst.a * (2.0 * src.rgb - src.a) * ((16.0 * dst_np - 12.0) * dst_np + 3.0) * dst_np, + dst.rgb * src.a + dst.a * (2.0 * src.rgb - src.a) * (sqrt(dst_np) - dst_np), + step(dst.a, 4.0 * dst.rgb)), + step(src.a, 2.0 * src.rgb)) + + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a); result.a = src.a + dst.a - src.a * dst.a; return result; } diff --git a/src/opengl/util/fragmentprograms_p.h b/src/opengl/util/fragmentprograms_p.h index 9154c6e..2241057 100644 --- a/src/opengl/util/fragmentprograms_p.h +++ b/src/opengl/util/fragmentprograms_p.h @@ -519,8 +519,8 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_SOLID_COMPOSITION_MODE static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_SOLID_COMPOSITION_MODES_SOFTLIGHT = "!!ARBfp1.0\n" "PARAM c[6] = { program.local[0..3],\n" - " { 1, 2, 9.9999997e-006, 8 },\n" - " { 3 } };\n" + " { 1, 2, 9.9999997e-006, 4 },\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -530,30 +530,31 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_SOLID_COMPOSITION_MODE "MUL R0.xy, fragment.position, c[1];\n" "TEX R0, R0, texture[0], 2D;\n" "MAX R1.x, R0.w, c[4].z;\n" - "RCP R1.w, R1.x;\n" - "MUL R1.xyz, R0, R1.w;\n" - "MUL R4.xyz, -R1, c[4].w;\n" - "RSQ R2.x, R1.x;\n" - "RSQ R2.z, R1.z;\n" - "RSQ R2.y, R1.y;\n" - "MAD R1.xyz, -R0, R1.w, c[4].x;\n" - "RCP R2.x, R2.x;\n" - "RCP R2.z, R2.z;\n" - "RCP R2.y, R2.y;\n" - "MAD R3.xyz, R0.w, R2, -R0;\n" - "MAD R2.xyz, fragment.color.primary, c[4].y, -fragment.color.primary.w;\n" - "MUL R3.xyz, R2, R3;\n" - "ADD R5.xyz, R4, c[5].x;\n" - "MUL R4.xyz, R1, R2;\n" - "MAD R1.xyz, -R1, R2, fragment.color.primary.w;\n" + "RCP R1.x, R1.x;\n" + "MUL R2.xyz, R0, R1.x;\n" + "MAD R1.xyz, R2, c[5].x, -c[5].y;\n" + "MAD R3.xyz, R2, R1, c[5].z;\n" + "MAD R1.xyz, fragment.color.primary, c[4].y, -fragment.color.primary.w;\n" + "MUL R4.xyz, R0.w, R1;\n" + "MUL R5.xyz, R4, R3;\n" + "RSQ R1.w, R2.x;\n" + "RSQ R2.w, R2.z;\n" + "RCP R3.x, R1.w;\n" + "RSQ R1.w, R2.y;\n" + "MUL R5.xyz, R2, R5;\n" + "RCP R3.z, R2.w;\n" + "RCP R3.y, R1.w;\n" + "ADD R3.xyz, -R2, R3;\n" + "MUL R3.xyz, R4, R3;\n" + "ADD R2.xyz, -R2, c[4].x;\n" + "MAD R1.xyz, R1, R2, fragment.color.primary.w;\n" "MUL R2.xyz, fragment.color.primary, c[4].y;\n" - "MAD R5.xyz, -R4, R5, fragment.color.primary.w;\n" + "MAD R4.xyz, fragment.color.primary.w, R0, R5;\n" "MAD R3.xyz, fragment.color.primary.w, R0, R3;\n" - "MAD R4.xyz, -R0, R5, R3;\n" + "ADD R5.xyz, R3, -R4;\n" "MUL R3.xyz, R0, c[4].w;\n" - "MUL R5.xyz, R0, R5;\n" "SGE R3.xyz, R3, R0.w;\n" - "MAD R3.xyz, R3, R4, R5;\n" + "MAD R3.xyz, R3, R5, R4;\n" "MAD R3.xyz, -R0, R1, R3;\n" "MUL R1.xyz, R0, R1;\n" "SGE R2.xyz, R2, fragment.color.primary.w;\n" @@ -861,8 +862,8 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_SOLID_COMPOSITION_MODE static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_SOLID_COMPOSITION_MODES_SOFTLIGHT_NOMASK = "!!ARBfp1.0\n" "PARAM c[3] = { program.local[0],\n" - " { 1, 2, 9.9999997e-006, 8 },\n" - " { 3 } };\n" + " { 1, 2, 9.9999997e-006, 4 },\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -872,30 +873,31 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_SOLID_COMPOSITION_MODE "MUL R0.xy, fragment.position, c[0];\n" "TEX R0, R0, texture[0], 2D;\n" "MAX R1.x, R0.w, c[1].z;\n" - "RCP R1.w, R1.x;\n" - "MUL R1.xyz, R0, R1.w;\n" - "MUL R4.xyz, -R1, c[1].w;\n" - "RSQ R2.x, R1.x;\n" - "RSQ R2.z, R1.z;\n" - "RSQ R2.y, R1.y;\n" - "RCP R2.x, R2.x;\n" - "RCP R2.z, R2.z;\n" - "RCP R2.y, R2.y;\n" - "MAD R3.xyz, R0.w, R2, -R0;\n" - "MAD R2.xyz, fragment.color.primary, c[1].y, -fragment.color.primary.w;\n" - "MUL R3.xyz, R2, R3;\n" + "RCP R1.x, R1.x;\n" + "MUL R2.xyz, R0, R1.x;\n" + "MAD R1.xyz, R2, c[2].x, -c[2].y;\n" + "MAD R3.xyz, R2, R1, c[2].z;\n" + "MAD R1.xyz, fragment.color.primary, c[1].y, -fragment.color.primary.w;\n" + "MUL R4.xyz, R0.w, R1;\n" + "MUL R5.xyz, R4, R3;\n" + "RSQ R1.w, R2.x;\n" + "RCP R3.x, R1.w;\n" + "RSQ R2.w, R2.z;\n" + "RSQ R1.w, R2.y;\n" + "MUL R5.xyz, R2, R5;\n" + "RCP R3.z, R2.w;\n" + "RCP R3.y, R1.w;\n" + "ADD R3.xyz, -R2, R3;\n" + "MUL R3.xyz, R4, R3;\n" + "ADD R2.xyz, -R2, c[1].x;\n" + "MAD R1.xyz, R1, R2, fragment.color.primary.w;\n" + "MUL R2.xyz, fragment.color.primary, c[1].y;\n" + "MAD R4.xyz, fragment.color.primary.w, R0, R5;\n" "MAD R3.xyz, fragment.color.primary.w, R0, R3;\n" - "MAD R1.xyz, -R0, R1.w, c[1].x;\n" - "ADD R5.xyz, R4, c[2].x;\n" - "MUL R4.xyz, R1, R2;\n" - "MAD R1.xyz, -R1, R2, fragment.color.primary.w;\n" - "MAD R5.xyz, -R4, R5, fragment.color.primary.w;\n" - "MAD R4.xyz, -R0, R5, R3;\n" + "ADD R5.xyz, R3, -R4;\n" "MUL R3.xyz, R0, c[1].w;\n" - "MUL R2.xyz, fragment.color.primary, c[1].y;\n" - "MUL R5.xyz, R0, R5;\n" "SGE R3.xyz, R3, R0.w;\n" - "MAD R3.xyz, R3, R4, R5;\n" + "MAD R3.xyz, R3, R5, R4;\n" "MAD R3.xyz, -R0, R1, R3;\n" "MUL R1.xyz, R0, R1;\n" "SGE R2.xyz, R2, fragment.color.primary.w;\n" @@ -1457,7 +1459,7 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_RADIAL_COMPOSITION_MOD "!!ARBfp1.0\n" "PARAM c[11] = { program.local[0..8],\n" " { 2, 4, 1, 9.9999997e-006 },\n" - " { 8, 3 } };\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -1469,53 +1471,55 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_RADIAL_COMPOSITION_MOD "MAD R0.xyz, fragment.position.x, c[2], R0;\n" "ADD R0.xyz, R0, c[4];\n" "RCP R0.z, R0.z;\n" - "MUL R1.xy, fragment.position, c[6];\n" - "TEX R1, R1, texture[0], 2D;\n" - "MAX R0.w, R1, c[9];\n" - "RCP R2.w, R0.w;\n" - "MUL R5.xyz, R1, R2.w;\n" "MUL R0.xy, R0, R0.z;\n" "MUL R0.zw, R0.xyxy, R0.xyxy;\n" "ADD R0.z, R0, R0.w;\n" "MUL R0.xy, R0, c[0];\n" "ADD R0.x, R0, R0.y;\n" - "MUL R0.y, R0.x, c[9].x;\n" - "MOV R0.x, c[9];\n" - "RSQ R2.x, R5.x;\n" - "RSQ R2.z, R5.z;\n" - "RSQ R2.y, R5.y;\n" "MUL R0.z, -R0, c[1].x;\n" - "MUL R0.z, R0, c[9].y;\n" - "MAD R0.z, R0.y, R0.y, -R0;\n" - "MUL R0.w, R0.x, c[1].x;\n" - "RSQ R0.z, R0.z;\n" - "RCP R0.x, R0.z;\n" - "RCP R0.z, R0.w;\n" - "ADD R0.x, -R0.y, R0;\n" - "MUL R0.x, R0, R0.z;\n" + "MUL R0.y, R0.z, c[9];\n" + "MUL R0.x, R0, c[9];\n" + "MUL R0.zw, fragment.position.xyxy, c[6].xyxy;\n" + "TEX R1, R0.zwzw, texture[0], 2D;\n" + "MAD R0.y, R0.x, R0.x, -R0;\n" + "RSQ R0.y, R0.y;\n" + "RCP R0.y, R0.y;\n" + "ADD R0.y, -R0.x, R0;\n" + "MOV R0.x, c[9];\n" + "MUL R0.x, R0, c[1];\n" + "MAX R0.z, R1.w, c[9].w;\n" + "RCP R0.z, R0.z;\n" + "MUL R3.xyz, R1, R0.z;\n" + "MAD R4.xyz, R3, c[10].x, -c[10].y;\n" + "RCP R0.x, R0.x;\n" + "MUL R0.x, R0.y, R0;\n" "TEX R0, R0, texture[2], 1D;\n" - "MAD R3.xyz, R0, c[9].x, -R0.w;\n" - "MAD R6.xyz, -R5, c[10].x, c[10].y;\n" - "RCP R2.x, R2.x;\n" - "RCP R2.z, R2.z;\n" - "RCP R2.y, R2.y;\n" - "MAD R2.xyz, R1.w, R2, -R1;\n" - "MUL R2.xyz, R3, R2;\n" - "MAD R4.xyz, R0.w, R1, R2;\n" - "MAD R2.xyz, -R1, R2.w, c[9].z;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R6.xyz, -R5, R6, R0.w;\n" - "MAD R5.xyz, -R1, R6, R4;\n" - "MAD R2.xyz, -R2, R3, R0.w;\n" + "MAD R2.xyz, R0, c[9].x, -R0.w;\n" + "MAD R4.xyz, R3, R4, c[10].z;\n" + "MUL R5.xyz, R1.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[9].z;\n" + "MAD R2.xyz, R2, R3, R0.w;\n" "MUL R3.xyz, R0, c[9].x;\n" - "MUL R4.xyz, R1, c[10].x;\n" - "SGE R3.xyz, R3, R0.w;\n" - "ADD R2.w, -R1, c[9].z;\n" - "MUL R6.xyz, R1, R6;\n" + "MAD R5.xyz, R0.w, R1, R6;\n" + "MAD R4.xyz, R0.w, R1, R4;\n" + "ADD R6.xyz, R4, -R5;\n" + "MUL R4.xyz, R1, c[9].y;\n" "SGE R4.xyz, R4, R1.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R1, R2, R4;\n" + "SGE R3.xyz, R3, R0.w;\n" "MUL R2.xyz, R1, R2;\n" + "ADD R2.w, -R1, c[9].z;\n" "MAD R2.xyz, R3, R4, R2;\n" "MAD R2.xyz, R0, R2.w, R2;\n" "ADD R0.x, -R0.w, c[9].z;\n" @@ -2060,7 +2064,7 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_RADIAL_COMPOSITION_MOD "!!ARBfp1.0\n" "PARAM c[8] = { program.local[0..5],\n" " { 2, 4, 1, 9.9999997e-006 },\n" - " { 8, 3 } };\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -2072,49 +2076,51 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_RADIAL_COMPOSITION_MOD "MAD R0.xyz, fragment.position.x, c[2], R0;\n" "ADD R0.xyz, R0, c[4];\n" "RCP R0.z, R0.z;\n" - "MUL R1.xy, fragment.position, c[5];\n" - "TEX R1, R1, texture[0], 2D;\n" - "MAX R0.w, R1, c[6];\n" - "RCP R2.w, R0.w;\n" - "MUL R5.xyz, R1, R2.w;\n" "MUL R0.xy, R0, R0.z;\n" "MUL R0.zw, R0.xyxy, R0.xyxy;\n" "ADD R0.z, R0, R0.w;\n" "MUL R0.xy, R0, c[0];\n" "ADD R0.x, R0, R0.y;\n" - "MUL R0.y, R0.x, c[6].x;\n" - "MOV R0.x, c[6];\n" - "RSQ R2.x, R5.x;\n" - "RSQ R2.z, R5.z;\n" - "RSQ R2.y, R5.y;\n" "MUL R0.z, -R0, c[1].x;\n" - "MUL R0.z, R0, c[6].y;\n" - "MAD R0.z, R0.y, R0.y, -R0;\n" - "MUL R0.w, R0.x, c[1].x;\n" - "RSQ R0.z, R0.z;\n" - "RCP R0.x, R0.z;\n" - "RCP R0.z, R0.w;\n" - "ADD R0.x, -R0.y, R0;\n" - "MUL R0.x, R0, R0.z;\n" + "MUL R0.y, R0.z, c[6];\n" + "MUL R0.x, R0, c[6];\n" + "MUL R0.zw, fragment.position.xyxy, c[5].xyxy;\n" + "TEX R1, R0.zwzw, texture[0], 2D;\n" + "MAD R0.y, R0.x, R0.x, -R0;\n" + "RSQ R0.y, R0.y;\n" + "RCP R0.y, R0.y;\n" + "ADD R0.y, -R0.x, R0;\n" + "MOV R0.x, c[6];\n" + "MUL R0.x, R0, c[1];\n" + "MAX R0.z, R1.w, c[6].w;\n" + "RCP R0.z, R0.z;\n" + "MUL R3.xyz, R1, R0.z;\n" + "MAD R4.xyz, R3, c[7].x, -c[7].y;\n" + "RCP R0.x, R0.x;\n" + "MUL R0.x, R0.y, R0;\n" "TEX R0, R0, texture[1], 1D;\n" - "MAD R3.xyz, R0, c[6].x, -R0.w;\n" - "MAD R6.xyz, -R5, c[7].x, c[7].y;\n" - "RCP R2.x, R2.x;\n" - "RCP R2.z, R2.z;\n" - "RCP R2.y, R2.y;\n" - "MAD R2.xyz, R1.w, R2, -R1;\n" - "MUL R2.xyz, R3, R2;\n" - "MAD R4.xyz, R0.w, R1, R2;\n" - "MAD R2.xyz, -R1, R2.w, c[6].z;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R2.xyz, -R2, R3, R0.w;\n" - "MAD R6.xyz, -R5, R6, R0.w;\n" - "MAD R5.xyz, -R1, R6, R4;\n" + "MAD R2.xyz, R0, c[6].x, -R0.w;\n" + "MAD R4.xyz, R3, R4, c[7].z;\n" + "MUL R5.xyz, R1.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[6].z;\n" + "MAD R2.xyz, R2, R3, R0.w;\n" "MUL R3.xyz, R0, c[6].x;\n" - "MUL R4.xyz, R1, c[7].x;\n" - "MUL R6.xyz, R1, R6;\n" + "MAD R5.xyz, R0.w, R1, R6;\n" + "MAD R4.xyz, R0.w, R1, R4;\n" + "ADD R6.xyz, R4, -R5;\n" + "MUL R4.xyz, R1, c[6].y;\n" "SGE R4.xyz, R4, R1.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R1, R2, R4;\n" "MUL R2.xyz, R1, R2;\n" "SGE R3.xyz, R3, R0.w;\n" @@ -2899,11 +2905,12 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_CONICAL_COMPOSITION_MO static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_CONICAL_COMPOSITION_MODES_SOFTLIGHT = "!!ARBfp1.0\n" - "PARAM c[12] = { program.local[0..7],\n" + "PARAM c[13] = { program.local[0..7],\n" " { 0.0020000001, -0.01348047, 0.05747731, 0.1212391 },\n" " { 0.1956359, 0.33299461, 0.99999559, 1.570796 },\n" " { 3.141593, 0.15915494, 1, 2 },\n" - " { 9.9999997e-006, 8, 3 } };\n" + " { 9.9999997e-006, 4, 16, 12 },\n" + " { 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -2940,41 +2947,43 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_CONICAL_COMPOSITION_MO "ADD R0.w, -R0.z, c[10].x;\n" "CMP R0.x, R0, R0.w, R0.z;\n" "MUL R0.zw, fragment.position.xyxy, c[5].xyxy;\n" - "CMP R0.x, -R0.y, -R0, R0;\n" "TEX R1, R0.zwzw, texture[0], 2D;\n" - "MAX R0.y, R1.w, c[11].x;\n" - "RCP R2.w, R0.y;\n" - "MUL R5.xyz, R1, R2.w;\n" - "RSQ R2.x, R5.x;\n" - "RSQ R2.z, R5.z;\n" - "RSQ R2.y, R5.y;\n" + "CMP R0.x, -R0.y, -R0, R0;\n" + "MAX R0.z, R1.w, c[11].x;\n" + "RCP R2.x, R0.z;\n" + "MUL R3.xyz, R1, R2.x;\n" + "MAD R4.xyz, R3, c[11].z, -c[11].w;\n" "ADD R0.x, R0, c[0];\n" "MUL R0.x, R0, c[10].y;\n" "FLR R0.y, R0.x;\n" "ADD R0.x, R0, -R0.y;\n" "TEX R0, R0, texture[2], 1D;\n" - "MAD R3.xyz, R0, c[10].w, -R0.w;\n" - "MAD R6.xyz, -R5, c[11].y, c[11].z;\n" - "RCP R2.x, R2.x;\n" - "RCP R2.z, R2.z;\n" - "RCP R2.y, R2.y;\n" - "MAD R2.xyz, R1.w, R2, -R1;\n" - "MUL R2.xyz, R3, R2;\n" - "MAD R4.xyz, R0.w, R1, R2;\n" - "MAD R2.xyz, -R1, R2.w, c[10].z;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R6.xyz, -R5, R6, R0.w;\n" - "MAD R5.xyz, -R1, R6, R4;\n" - "MAD R2.xyz, -R2, R3, R0.w;\n" + "MAD R2.xyz, R0, c[10].w, -R0.w;\n" + "MAD R4.xyz, R3, R4, c[12].x;\n" + "MUL R5.xyz, R1.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[10].z;\n" + "MAD R2.xyz, R2, R3, R0.w;\n" "MUL R3.xyz, R0, c[10].w;\n" + "MAD R5.xyz, R0.w, R1, R6;\n" + "MAD R4.xyz, R0.w, R1, R4;\n" + "ADD R6.xyz, R4, -R5;\n" "MUL R4.xyz, R1, c[11].y;\n" - "SGE R3.xyz, R3, R0.w;\n" - "ADD R2.w, -R1, c[10].z;\n" - "MUL R6.xyz, R1, R6;\n" "SGE R4.xyz, R4, R1.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R1, R2, R4;\n" + "SGE R3.xyz, R3, R0.w;\n" "MUL R2.xyz, R1, R2;\n" + "ADD R2.w, -R1, c[10].z;\n" "MAD R2.xyz, R3, R4, R2;\n" "MAD R2.xyz, R0, R2.w, R2;\n" "ADD R0.x, -R0.w, c[10].z;\n" @@ -3682,11 +3691,12 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_CONICAL_COMPOSITION_MO static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_CONICAL_COMPOSITION_MODES_SOFTLIGHT_NOMASK = "!!ARBfp1.0\n" - "PARAM c[9] = { program.local[0..4],\n" + "PARAM c[10] = { program.local[0..4],\n" " { 0.0020000001, -0.01348047, 0.05747731, 0.1212391 },\n" " { 0.1956359, 0.33299461, 0.99999559, 1.570796 },\n" " { 3.141593, 0.15915494, 1, 2 },\n" - " { 9.9999997e-006, 8, 3 } };\n" + " { 9.9999997e-006, 4, 16, 12 },\n" + " { 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -3723,37 +3733,39 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_CONICAL_COMPOSITION_MO "ADD R0.w, -R0.z, c[7].x;\n" "CMP R0.x, R0, R0.w, R0.z;\n" "MUL R0.zw, fragment.position.xyxy, c[4].xyxy;\n" - "CMP R0.x, -R0.y, -R0, R0;\n" "TEX R1, R0.zwzw, texture[0], 2D;\n" - "MAX R0.y, R1.w, c[8].x;\n" - "RCP R2.w, R0.y;\n" - "MUL R5.xyz, R1, R2.w;\n" - "RSQ R2.x, R5.x;\n" - "RSQ R2.z, R5.z;\n" - "RSQ R2.y, R5.y;\n" + "CMP R0.x, -R0.y, -R0, R0;\n" + "MAX R0.z, R1.w, c[8].x;\n" + "RCP R2.x, R0.z;\n" + "MUL R3.xyz, R1, R2.x;\n" + "MAD R4.xyz, R3, c[8].z, -c[8].w;\n" "ADD R0.x, R0, c[0];\n" "MUL R0.x, R0, c[7].y;\n" "FLR R0.y, R0.x;\n" "ADD R0.x, R0, -R0.y;\n" "TEX R0, R0, texture[1], 1D;\n" - "MAD R3.xyz, R0, c[7].w, -R0.w;\n" - "MAD R6.xyz, -R5, c[8].y, c[8].z;\n" - "RCP R2.x, R2.x;\n" - "RCP R2.z, R2.z;\n" - "RCP R2.y, R2.y;\n" - "MAD R2.xyz, R1.w, R2, -R1;\n" - "MUL R2.xyz, R3, R2;\n" - "MAD R4.xyz, R0.w, R1, R2;\n" - "MAD R2.xyz, -R1, R2.w, c[7].z;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R2.xyz, -R2, R3, R0.w;\n" - "MAD R6.xyz, -R5, R6, R0.w;\n" - "MAD R5.xyz, -R1, R6, R4;\n" + "MAD R2.xyz, R0, c[7].w, -R0.w;\n" + "MAD R4.xyz, R3, R4, c[9].x;\n" + "MUL R5.xyz, R1.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[7].z;\n" + "MAD R2.xyz, R2, R3, R0.w;\n" "MUL R3.xyz, R0, c[7].w;\n" + "MAD R5.xyz, R0.w, R1, R6;\n" + "MAD R4.xyz, R0.w, R1, R4;\n" + "ADD R6.xyz, R4, -R5;\n" "MUL R4.xyz, R1, c[8].y;\n" - "MUL R6.xyz, R1, R6;\n" "SGE R4.xyz, R4, R1.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R1, R2, R4;\n" "MUL R2.xyz, R1, R2;\n" "SGE R3.xyz, R3, R0.w;\n" @@ -4356,8 +4368,8 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_LINEAR_COMPOSITION_MOD static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_LINEAR_COMPOSITION_MODES_SOFTLIGHT = "!!ARBfp1.0\n" "PARAM c[10] = { program.local[0..7],\n" - " { 1, 2, 9.9999997e-006, 8 },\n" - " { 3 } };\n" + " { 1, 2, 9.9999997e-006, 4 },\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -4365,13 +4377,6 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_LINEAR_COMPOSITION_MOD "TEMP R4;\n" "TEMP R5;\n" "TEMP R6;\n" - "MUL R0.xy, fragment.position, c[5];\n" - "TEX R1, R0, texture[0], 2D;\n" - "MAX R0.w, R1, c[8].z;\n" - "RCP R2.w, R0.w;\n" - "MUL R2.xyz, R1, R2.w;\n" - "RSQ R0.w, R2.x;\n" - "MUL R5.xyz, -R2, c[8].w;\n" "MUL R0.xyz, fragment.position.y, c[2];\n" "MAD R0.xyz, fragment.position.x, c[1], R0;\n" "ADD R0.xyz, R0, c[3];\n" @@ -4379,32 +4384,40 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_LINEAR_COMPOSITION_MOD "MUL R0.xy, R0, R0.z;\n" "MUL R0.xy, R0, c[0];\n" "ADD R0.x, R0, R0.y;\n" - "RSQ R0.z, R2.y;\n" - "RSQ R0.y, R2.z;\n" - "MAD R2.xyz, -R1, R2.w, c[8].x;\n" - "RCP R3.x, R0.w;\n" - "RCP R3.y, R0.z;\n" - "RCP R3.z, R0.y;\n" + "MUL R1.xy, fragment.position, c[5];\n" + "TEX R1, R1, texture[0], 2D;\n" + "MAX R0.z, R1.w, c[8];\n" + "RCP R0.z, R0.z;\n" + "MUL R3.xyz, R1, R0.z;\n" + "MAD R2.xyz, R3, c[9].x, -c[9].y;\n" "MUL R0.x, R0, c[0].z;\n" "TEX R0, R0, texture[2], 1D;\n" - "MAD R4.xyz, R1.w, R3, -R1;\n" - "MAD R3.xyz, R0, c[8].y, -R0.w;\n" - "MUL R4.xyz, R3, R4;\n" - "ADD R6.xyz, R5, c[9].x;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R2.xyz, -R2, R3, R0.w;\n" + "MAD R4.xyz, R3, R2, c[9].z;\n" + "MAD R2.xyz, R0, c[8].y, -R0.w;\n" + "MUL R5.xyz, R1.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[8].x;\n" + "MAD R2.xyz, R2, R3, R0.w;\n" "MUL R3.xyz, R0, c[8].y;\n" - "MAD R6.xyz, -R5, R6, R0.w;\n" + "MAD R5.xyz, R0.w, R1, R6;\n" "MAD R4.xyz, R0.w, R1, R4;\n" - "MAD R5.xyz, -R1, R6, R4;\n" + "ADD R6.xyz, R4, -R5;\n" "MUL R4.xyz, R1, c[8].w;\n" - "SGE R3.xyz, R3, R0.w;\n" - "ADD R2.w, -R1, c[8].x;\n" - "MUL R6.xyz, R1, R6;\n" "SGE R4.xyz, R4, R1.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R1, R2, R4;\n" + "SGE R3.xyz, R3, R0.w;\n" "MUL R2.xyz, R1, R2;\n" + "ADD R2.w, -R1, c[8].x;\n" "MAD R2.xyz, R3, R4, R2;\n" "MAD R2.xyz, R0, R2.w, R2;\n" "ADD R0.x, -R0.w, c[8];\n" @@ -4815,8 +4828,8 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_LINEAR_COMPOSITION_MOD static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_LINEAR_COMPOSITION_MODES_SOFTLIGHT_NOMASK = "!!ARBfp1.0\n" "PARAM c[7] = { program.local[0..4],\n" - " { 1, 2, 9.9999997e-006, 8 },\n" - " { 3 } };\n" + " { 1, 2, 9.9999997e-006, 4 },\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -4824,13 +4837,6 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_LINEAR_COMPOSITION_MOD "TEMP R4;\n" "TEMP R5;\n" "TEMP R6;\n" - "MUL R0.xy, fragment.position, c[4];\n" - "TEX R1, R0, texture[0], 2D;\n" - "MAX R0.w, R1, c[5].z;\n" - "RCP R2.w, R0.w;\n" - "MUL R2.xyz, R1, R2.w;\n" - "RSQ R0.w, R2.x;\n" - "MUL R5.xyz, -R2, c[5].w;\n" "MUL R0.xyz, fragment.position.y, c[2];\n" "MAD R0.xyz, fragment.position.x, c[1], R0;\n" "ADD R0.xyz, R0, c[3];\n" @@ -4838,28 +4844,36 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_LINEAR_COMPOSITION_MOD "MUL R0.xy, R0, R0.z;\n" "MUL R0.xy, R0, c[0];\n" "ADD R0.x, R0, R0.y;\n" - "RSQ R0.z, R2.y;\n" - "RSQ R0.y, R2.z;\n" - "MAD R2.xyz, -R1, R2.w, c[5].x;\n" - "RCP R3.x, R0.w;\n" - "RCP R3.y, R0.z;\n" - "RCP R3.z, R0.y;\n" + "MUL R1.xy, fragment.position, c[4];\n" + "TEX R1, R1, texture[0], 2D;\n" + "MAX R0.z, R1.w, c[5];\n" + "RCP R0.z, R0.z;\n" + "MUL R3.xyz, R1, R0.z;\n" + "MAD R2.xyz, R3, c[6].x, -c[6].y;\n" "MUL R0.x, R0, c[0].z;\n" "TEX R0, R0, texture[1], 1D;\n" - "MAD R4.xyz, R1.w, R3, -R1;\n" - "MAD R3.xyz, R0, c[5].y, -R0.w;\n" - "MUL R4.xyz, R3, R4;\n" - "ADD R6.xyz, R5, c[6].x;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R2.xyz, -R2, R3, R0.w;\n" + "MAD R4.xyz, R3, R2, c[6].z;\n" + "MAD R2.xyz, R0, c[5].y, -R0.w;\n" + "MUL R5.xyz, R1.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[5].x;\n" + "MAD R2.xyz, R2, R3, R0.w;\n" "MUL R3.xyz, R0, c[5].y;\n" - "MAD R6.xyz, -R5, R6, R0.w;\n" + "MAD R5.xyz, R0.w, R1, R6;\n" "MAD R4.xyz, R0.w, R1, R4;\n" - "MAD R5.xyz, -R1, R6, R4;\n" + "ADD R6.xyz, R4, -R5;\n" "MUL R4.xyz, R1, c[5].w;\n" - "MUL R6.xyz, R1, R6;\n" "SGE R4.xyz, R4, R1.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R1, R2, R4;\n" "MUL R2.xyz, R1, R2;\n" "SGE R3.xyz, R3, R0.w;\n" @@ -5333,8 +5347,8 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_TEXTURE_COMPOSITION_MO static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_TEXTURE_COMPOSITION_MODES_SOFTLIGHT = "!!ARBfp1.0\n" "PARAM c[10] = { program.local[0..7],\n" - " { 1, 2, 9.9999997e-006, 8 },\n" - " { 3 } };\n" + " { 1, 2, 9.9999997e-006, 4 },\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -5342,44 +5356,45 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_TEXTURE_COMPOSITION_MO "TEMP R4;\n" "TEMP R5;\n" "TEMP R6;\n" - "MUL R0.xy, fragment.position, c[5];\n" - "TEX R1, R0, texture[0], 2D;\n" - "MAX R0.x, R1.w, c[8].z;\n" - "RCP R2.w, R0.x;\n" - "MUL R2.xyz, R1, R2.w;\n" - "RSQ R0.w, R2.x;\n" - "RCP R3.x, R0.w;\n" - "RSQ R0.w, R2.y;\n" - "MUL R5.xyz, -R2, c[8].w;\n" "MUL R0.xyz, fragment.position.y, c[2];\n" + "MUL R1.xy, fragment.position, c[5];\n" + "TEX R1, R1, texture[0], 2D;\n" "MAD R0.xyz, fragment.position.x, c[1], R0;\n" "ADD R0.xyz, R0, c[3];\n" "RCP R0.z, R0.z;\n" "MUL R0.xy, R0, R0.z;\n" - "RSQ R0.z, R2.z;\n" - "MAD R2.xyz, -R1, R2.w, c[8].x;\n" - "RCP R3.y, R0.w;\n" - "RCP R3.z, R0.z;\n" + "MAX R0.w, R1, c[8].z;\n" + "RCP R0.w, R0.w;\n" + "MUL R3.xyz, R1, R0.w;\n" + "MAD R2.xyz, R3, c[9].x, -c[9].y;\n" "MUL R0.xy, R0, c[0];\n" "TEX R0, R0, texture[2], 2D;\n" - "MAD R4.xyz, R1.w, R3, -R1;\n" - "MAD R3.xyz, R0, c[8].y, -R0.w;\n" - "MUL R4.xyz, R3, R4;\n" - "ADD R6.xyz, R5, c[9].x;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R2.xyz, -R2, R3, R0.w;\n" + "MAD R4.xyz, R3, R2, c[9].z;\n" + "MAD R2.xyz, R0, c[8].y, -R0.w;\n" + "MUL R5.xyz, R1.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[8].x;\n" + "MAD R2.xyz, R2, R3, R0.w;\n" "MUL R3.xyz, R0, c[8].y;\n" - "MAD R6.xyz, -R5, R6, R0.w;\n" + "MAD R5.xyz, R0.w, R1, R6;\n" "MAD R4.xyz, R0.w, R1, R4;\n" - "MAD R5.xyz, -R1, R6, R4;\n" + "ADD R6.xyz, R4, -R5;\n" "MUL R4.xyz, R1, c[8].w;\n" - "SGE R3.xyz, R3, R0.w;\n" - "ADD R2.w, -R1, c[8].x;\n" - "MUL R6.xyz, R1, R6;\n" "SGE R4.xyz, R4, R1.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R1, R2, R4;\n" + "SGE R3.xyz, R3, R0.w;\n" "MUL R2.xyz, R1, R2;\n" + "ADD R2.w, -R1, c[8].x;\n" "MAD R2.xyz, R3, R4, R2;\n" "MAD R2.xyz, R0, R2.w, R2;\n" "ADD R0.x, -R0.w, c[8];\n" @@ -5768,8 +5783,8 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_TEXTURE_COMPOSITION_MO static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_TEXTURE_COMPOSITION_MODES_SOFTLIGHT_NOMASK = "!!ARBfp1.0\n" "PARAM c[7] = { program.local[0..4],\n" - " { 1, 2, 9.9999997e-006, 8 },\n" - " { 3 } };\n" + " { 1, 2, 9.9999997e-006, 4 },\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -5777,40 +5792,41 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_TEXTURE_COMPOSITION_MO "TEMP R4;\n" "TEMP R5;\n" "TEMP R6;\n" - "MUL R0.xy, fragment.position, c[4];\n" - "TEX R1, R0, texture[0], 2D;\n" - "MAX R0.x, R1.w, c[5].z;\n" - "RCP R2.w, R0.x;\n" - "MUL R2.xyz, R1, R2.w;\n" - "RSQ R0.w, R2.x;\n" - "RCP R3.x, R0.w;\n" - "RSQ R0.w, R2.y;\n" - "MUL R5.xyz, -R2, c[5].w;\n" "MUL R0.xyz, fragment.position.y, c[2];\n" + "MUL R1.xy, fragment.position, c[4];\n" + "TEX R1, R1, texture[0], 2D;\n" "MAD R0.xyz, fragment.position.x, c[1], R0;\n" "ADD R0.xyz, R0, c[3];\n" "RCP R0.z, R0.z;\n" "MUL R0.xy, R0, R0.z;\n" - "RSQ R0.z, R2.z;\n" - "MAD R2.xyz, -R1, R2.w, c[5].x;\n" - "RCP R3.y, R0.w;\n" - "RCP R3.z, R0.z;\n" + "MAX R0.w, R1, c[5].z;\n" + "RCP R0.w, R0.w;\n" + "MUL R3.xyz, R1, R0.w;\n" + "MAD R2.xyz, R3, c[6].x, -c[6].y;\n" "MUL R0.xy, R0, c[0];\n" "TEX R0, R0, texture[1], 2D;\n" - "MAD R4.xyz, R1.w, R3, -R1;\n" - "MAD R3.xyz, R0, c[5].y, -R0.w;\n" - "MUL R4.xyz, R3, R4;\n" - "ADD R6.xyz, R5, c[6].x;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R2.xyz, -R2, R3, R0.w;\n" + "MAD R4.xyz, R3, R2, c[6].z;\n" + "MAD R2.xyz, R0, c[5].y, -R0.w;\n" + "MUL R5.xyz, R1.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[5].x;\n" + "MAD R2.xyz, R2, R3, R0.w;\n" "MUL R3.xyz, R0, c[5].y;\n" - "MAD R6.xyz, -R5, R6, R0.w;\n" + "MAD R5.xyz, R0.w, R1, R6;\n" "MAD R4.xyz, R0.w, R1, R4;\n" - "MAD R5.xyz, -R1, R6, R4;\n" + "ADD R6.xyz, R4, -R5;\n" "MUL R4.xyz, R1, c[5].w;\n" - "MUL R6.xyz, R1, R6;\n" "SGE R4.xyz, R4, R1.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R1, R2, R4;\n" "MUL R2.xyz, R1, R2;\n" "SGE R3.xyz, R3, R0.w;\n" @@ -6295,8 +6311,8 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_PATTERN_COMPOSITION_MO static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_PATTERN_COMPOSITION_MODES_SOFTLIGHT = "!!ARBfp1.0\n" "PARAM c[10] = { program.local[0..7],\n" - " { 1, 2, 9.9999997e-006, 8 },\n" - " { 3 } };\n" + " { 1, 2, 9.9999997e-006, 4 },\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -6304,46 +6320,47 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_PATTERN_COMPOSITION_MO "TEMP R4;\n" "TEMP R5;\n" "TEMP R6;\n" - "MUL R0.xy, fragment.position, c[5];\n" - "TEX R0, R0, texture[0], 2D;\n" - "MAX R1.w, R0, c[8].z;\n" - "RCP R2.w, R1.w;\n" - "MUL R2.xyz, R0, R2.w;\n" - "RSQ R1.w, R2.x;\n" - "MUL R5.xyz, -R2, c[8].w;\n" - "MUL R1.xyz, fragment.position.y, c[2];\n" - "MAD R1.xyz, fragment.position.x, c[1], R1;\n" - "ADD R1.xyz, R1, c[3];\n" + "MUL R0.xyz, fragment.position.y, c[2];\n" + "MAD R0.xyz, fragment.position.x, c[1], R0;\n" + "ADD R1.xyz, R0, c[3];\n" "RCP R1.z, R1.z;\n" "MUL R1.xy, R1, R1.z;\n" "MUL R1.xy, R1, c[0];\n" "TEX R1.x, R1, texture[2], 2D;\n" - "RSQ R1.z, R2.y;\n" - "RSQ R1.y, R2.z;\n" - "MAD R2.xyz, -R0, R2.w, c[8].x;\n" - "RCP R3.x, R1.w;\n" - "RCP R3.y, R1.z;\n" - "RCP R3.z, R1.y;\n" + "MUL R0.xy, fragment.position, c[5];\n" + "TEX R0, R0, texture[0], 2D;\n" + "MAX R1.z, R0.w, c[8];\n" + "RCP R1.z, R1.z;\n" + "MUL R3.xyz, R0, R1.z;\n" + "MAD R2.xyz, R3, c[9].x, -c[9].y;\n" "ADD R1.x, -R1, c[8];\n" "MUL R1, fragment.color.primary, R1.x;\n" - "MAD R4.xyz, R0.w, R3, -R0;\n" - "MAD R3.xyz, R1, c[8].y, -R1.w;\n" - "MUL R4.xyz, R3, R4;\n" - "ADD R6.xyz, R5, c[9].x;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R2.xyz, -R2, R3, R1.w;\n" + "MAD R4.xyz, R3, R2, c[9].z;\n" + "MAD R2.xyz, R1, c[8].y, -R1.w;\n" + "MUL R5.xyz, R0.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[8].x;\n" + "MAD R2.xyz, R2, R3, R1.w;\n" "MUL R3.xyz, R1, c[8].y;\n" - "MAD R6.xyz, -R5, R6, R1.w;\n" + "MAD R5.xyz, R1.w, R0, R6;\n" "MAD R4.xyz, R1.w, R0, R4;\n" - "MAD R5.xyz, -R0, R6, R4;\n" + "ADD R6.xyz, R4, -R5;\n" "MUL R4.xyz, R0, c[8].w;\n" - "SGE R3.xyz, R3, R1.w;\n" - "ADD R2.w, -R0, c[8].x;\n" - "MUL R6.xyz, R0, R6;\n" "SGE R4.xyz, R4, R0.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R0, R2, R4;\n" + "SGE R3.xyz, R3, R1.w;\n" "MUL R2.xyz, R0, R2;\n" + "ADD R2.w, -R0, c[8].x;\n" "MAD R2.xyz, R3, R4, R2;\n" "MAD R2.xyz, R1, R2.w, R2;\n" "ADD R1.x, -R1.w, c[8];\n" @@ -6755,8 +6772,8 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_PATTERN_COMPOSITION_MO static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_PATTERN_COMPOSITION_MODES_SOFTLIGHT_NOMASK = "!!ARBfp1.0\n" "PARAM c[7] = { program.local[0..4],\n" - " { 1, 2, 9.9999997e-006, 8 },\n" - " { 3 } };\n" + " { 1, 2, 9.9999997e-006, 4 },\n" + " { 16, 12, 3 } };\n" "TEMP R0;\n" "TEMP R1;\n" "TEMP R2;\n" @@ -6764,42 +6781,43 @@ static const char *FragmentProgram_FRAGMENT_PROGRAM_BRUSH_PATTERN_COMPOSITION_MO "TEMP R4;\n" "TEMP R5;\n" "TEMP R6;\n" - "MUL R0.xy, fragment.position, c[4];\n" - "TEX R0, R0, texture[0], 2D;\n" - "MAX R1.w, R0, c[5].z;\n" - "RCP R2.w, R1.w;\n" - "MUL R2.xyz, R0, R2.w;\n" - "RSQ R1.w, R2.x;\n" - "MUL R5.xyz, -R2, c[5].w;\n" - "MUL R1.xyz, fragment.position.y, c[2];\n" - "MAD R1.xyz, fragment.position.x, c[1], R1;\n" - "ADD R1.xyz, R1, c[3];\n" + "MUL R0.xyz, fragment.position.y, c[2];\n" + "MAD R0.xyz, fragment.position.x, c[1], R0;\n" + "ADD R1.xyz, R0, c[3];\n" "RCP R1.z, R1.z;\n" "MUL R1.xy, R1, R1.z;\n" "MUL R1.xy, R1, c[0];\n" "TEX R1.x, R1, texture[1], 2D;\n" - "RSQ R1.z, R2.y;\n" - "RSQ R1.y, R2.z;\n" - "MAD R2.xyz, -R0, R2.w, c[5].x;\n" - "RCP R3.x, R1.w;\n" - "RCP R3.y, R1.z;\n" - "RCP R3.z, R1.y;\n" + "MUL R0.xy, fragment.position, c[4];\n" + "TEX R0, R0, texture[0], 2D;\n" + "MAX R1.z, R0.w, c[5];\n" + "RCP R1.z, R1.z;\n" + "MUL R3.xyz, R0, R1.z;\n" + "MAD R2.xyz, R3, c[6].x, -c[6].y;\n" "ADD R1.x, -R1, c[5];\n" "MUL R1, fragment.color.primary, R1.x;\n" - "MAD R4.xyz, R0.w, R3, -R0;\n" - "MAD R3.xyz, R1, c[5].y, -R1.w;\n" - "MUL R4.xyz, R3, R4;\n" - "ADD R6.xyz, R5, c[6].x;\n" - "MUL R5.xyz, R2, R3;\n" - "MAD R2.xyz, -R2, R3, R1.w;\n" + "MAD R4.xyz, R3, R2, c[6].z;\n" + "MAD R2.xyz, R1, c[5].y, -R1.w;\n" + "MUL R5.xyz, R0.w, R2;\n" + "MUL R6.xyz, R5, R4;\n" + "RSQ R2.w, R3.x;\n" + "RCP R4.x, R2.w;\n" + "RSQ R2.w, R3.y;\n" + "RSQ R3.w, R3.z;\n" + "RCP R4.y, R2.w;\n" + "RCP R4.z, R3.w;\n" + "ADD R4.xyz, -R3, R4;\n" + "MUL R6.xyz, R3, R6;\n" + "MUL R4.xyz, R5, R4;\n" + "ADD R3.xyz, -R3, c[5].x;\n" + "MAD R2.xyz, R2, R3, R1.w;\n" "MUL R3.xyz, R1, c[5].y;\n" - "MAD R6.xyz, -R5, R6, R1.w;\n" + "MAD R5.xyz, R1.w, R0, R6;\n" "MAD R4.xyz, R1.w, R0, R4;\n" - "MAD R5.xyz, -R0, R6, R4;\n" + "ADD R6.xyz, R4, -R5;\n" "MUL R4.xyz, R0, c[5].w;\n" - "MUL R6.xyz, R0, R6;\n" "SGE R4.xyz, R4, R0.w;\n" - "MAD R4.xyz, R4, R5, R6;\n" + "MAD R4.xyz, R4, R6, R5;\n" "MAD R4.xyz, -R0, R2, R4;\n" "MUL R2.xyz, R0, R2;\n" "SGE R3.xyz, R3, R1.w;\n" |