d3d8: Get rid of the format switching code in d3d8_device_CopyRects().
[wine.git] / dlls / wined3d / ati_fragment_shader.c
blob1570a04945dd3aec1cffcdac713ce8a7cdacda0a
1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include "wine/port.h"
24 #include <math.h>
25 #include <stdio.h>
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d);
32 /* Context activation for state handlers is done by the caller. */
34 /* Some private defines, Constant associations, etc.
35 * Env bump matrix and per stage constant should be independent,
36 * a stage that bump maps can't read the per state constant
38 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
39 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
40 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
41 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
42 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
43 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
44 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
45 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
47 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
48 struct atifs_ffp_desc
50 struct ffp_frag_desc parent;
51 GLuint shader;
52 unsigned int num_textures_used;
55 struct atifs_private_data
57 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
60 static const char *debug_dstmod(GLuint mod) {
61 switch(mod) {
62 case GL_NONE: return "GL_NONE";
63 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
64 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
65 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
66 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
67 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
68 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
69 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
70 default: return "Unexpected modifier\n";
74 static const char *debug_argmod(GLuint mod) {
75 switch(mod) {
76 case GL_NONE:
77 return "GL_NONE";
79 case GL_2X_BIT_ATI:
80 return "GL_2X_BIT_ATI";
81 case GL_COMP_BIT_ATI:
82 return "GL_COMP_BIT_ATI";
83 case GL_NEGATE_BIT_ATI:
84 return "GL_NEGATE_BIT_ATI";
85 case GL_BIAS_BIT_ATI:
86 return "GL_BIAS_BIT_ATI";
88 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
89 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
90 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
91 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
92 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
93 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
94 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
95 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
96 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
97 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
98 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
99 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
101 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
102 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
103 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
104 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
105 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
106 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
107 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
108 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
110 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
111 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
113 default:
114 return "Unexpected argmod combination\n";
117 static const char *debug_register(GLuint reg) {
118 switch(reg) {
119 case GL_REG_0_ATI: return "GL_REG_0_ATI";
120 case GL_REG_1_ATI: return "GL_REG_1_ATI";
121 case GL_REG_2_ATI: return "GL_REG_2_ATI";
122 case GL_REG_3_ATI: return "GL_REG_3_ATI";
123 case GL_REG_4_ATI: return "GL_REG_4_ATI";
124 case GL_REG_5_ATI: return "GL_REG_5_ATI";
126 case GL_CON_0_ATI: return "GL_CON_0_ATI";
127 case GL_CON_1_ATI: return "GL_CON_1_ATI";
128 case GL_CON_2_ATI: return "GL_CON_2_ATI";
129 case GL_CON_3_ATI: return "GL_CON_3_ATI";
130 case GL_CON_4_ATI: return "GL_CON_4_ATI";
131 case GL_CON_5_ATI: return "GL_CON_5_ATI";
132 case GL_CON_6_ATI: return "GL_CON_6_ATI";
133 case GL_CON_7_ATI: return "GL_CON_7_ATI";
135 case GL_ZERO: return "GL_ZERO";
136 case GL_ONE: return "GL_ONE";
137 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
138 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
140 default: return "Unknown register\n";
144 static const char *debug_swizzle(GLuint swizzle) {
145 switch(swizzle) {
146 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
147 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
148 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
149 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
150 default: return "unknown swizzle";
154 static const char *debug_rep(GLuint rep) {
155 switch(rep) {
156 case GL_NONE: return "GL_NONE";
157 case GL_RED: return "GL_RED";
158 case GL_GREEN: return "GL_GREEN";
159 case GL_BLUE: return "GL_BLUE";
160 case GL_ALPHA: return "GL_ALPHA";
161 default: return "unknown argrep";
165 static const char *debug_op(GLuint op) {
166 switch(op) {
167 case GL_MOV_ATI: return "GL_MOV_ATI";
168 case GL_ADD_ATI: return "GL_ADD_ATI";
169 case GL_MUL_ATI: return "GL_MUL_ATI";
170 case GL_SUB_ATI: return "GL_SUB_ATI";
171 case GL_DOT3_ATI: return "GL_DOT3_ATI";
172 case GL_DOT4_ATI: return "GL_DOT4_ATI";
173 case GL_MAD_ATI: return "GL_MAD_ATI";
174 case GL_LERP_ATI: return "GL_LERP_ATI";
175 case GL_CND_ATI: return "GL_CND_ATI";
176 case GL_CND0_ATI: return "GL_CND0_ATI";
177 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
178 default: return "unexpected op";
182 static const char *debug_mask(GLuint mask) {
183 switch(mask) {
184 case GL_NONE: return "GL_NONE";
185 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
186 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
187 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
188 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
189 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
190 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
191 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
192 default: return "Unexpected writemask";
196 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
197 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
199 if(dstMask == GL_ALPHA) {
200 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
201 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
202 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
203 } else {
204 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
205 debug_mask(dstMask), debug_dstmod(dstMod),
206 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
207 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
211 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
212 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
214 if(dstMask == GL_ALPHA) {
215 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
216 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
217 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
218 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
219 } else {
220 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
221 debug_mask(dstMask), debug_dstmod(dstMod),
222 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
223 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
224 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
228 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
229 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
230 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
232 if(dstMask == GL_ALPHA) {
233 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
234 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
235 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
236 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
237 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
238 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
239 arg1, arg1Rep, arg1Mod,
240 arg2, arg2Rep, arg2Mod,
241 arg3, arg3Rep, arg3Mod));
242 } else {
243 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
244 debug_mask(dstMask), debug_dstmod(dstMod),
245 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
246 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
247 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
248 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
249 arg1, arg1Rep, arg1Mod,
250 arg2, arg2Rep, arg2Mod,
251 arg3, arg3Rep, arg3Mod));
255 static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
256 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
258 GLenum ret;
260 if(mod) *mod = GL_NONE;
261 if(arg == ARG_UNUSED)
263 if (rep) *rep = GL_NONE;
264 return -1; /* This is the marker for unused registers */
267 switch(arg & WINED3DTA_SELECTMASK) {
268 case WINED3DTA_DIFFUSE:
269 ret = GL_PRIMARY_COLOR;
270 break;
272 case WINED3DTA_CURRENT:
273 /* Note that using GL_REG_0_ATI for the passed on register is safe because
274 * texture0 is read at stage0, so in the worst case it is read in the
275 * instruction writing to reg0. Afterwards texture0 is not used any longer.
276 * If we're reading from current
278 ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
279 break;
281 case WINED3DTA_TEXTURE:
282 ret = GL_REG_0_ATI + stage;
283 break;
285 case WINED3DTA_TFACTOR:
286 ret = ATI_FFP_CONST_TFACTOR;
287 break;
289 case WINED3DTA_SPECULAR:
290 ret = GL_SECONDARY_INTERPOLATOR_ATI;
291 break;
293 case WINED3DTA_TEMP:
294 ret = tmparg;
295 break;
297 case WINED3DTA_CONSTANT:
298 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
299 ret = GL_CON_0_ATI;
300 break;
302 default:
303 FIXME("Unknown source argument %d\n", arg);
304 ret = GL_ZERO;
307 if(arg & WINED3DTA_COMPLEMENT) {
308 if(mod) *mod |= GL_COMP_BIT_ATI;
310 if(arg & WINED3DTA_ALPHAREPLICATE) {
311 if(rep) *rep = GL_ALPHA;
312 } else {
313 if(rep) *rep = GL_NONE;
315 return ret;
318 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
320 int lowest_read = -1;
321 int lowest_write = -1;
322 int i;
323 BOOL tex_used[MAX_TEXTURES];
325 memset(tex_used, 0, sizeof(tex_used));
326 for (i = 0; i < MAX_TEXTURES; ++i)
328 if (op[i].cop == WINED3D_TOP_DISABLE)
329 break;
331 if(lowest_read == -1 &&
332 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
333 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
334 lowest_read = i;
337 if(lowest_write == -1 && op[i].dst == tempreg) {
338 lowest_write = i;
341 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
342 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
343 tex_used[i] = TRUE;
347 /* Temp reg not read? We don't need it, return GL_NONE */
348 if(lowest_read == -1) return GL_NONE;
350 if(lowest_write >= lowest_read) {
351 FIXME("Temp register read before being written\n");
354 if(lowest_write == -1) {
355 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
356 FIXME("Temp register read without being written\n");
357 return GL_REG_1_ATI;
358 } else if(lowest_write >= 1) {
359 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
360 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
361 * read it
363 return GL_REG_1_ATI;
364 } else {
365 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
366 * for the regular result
368 for(i = 1; i < 6; i++) {
369 if(!tex_used[i]) {
370 return GL_REG_0_ATI + i;
373 /* What to do here? Report it in ValidateDevice? */
374 FIXME("Could not find a register for the temporary register\n");
375 return 0;
379 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
381 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
382 unsigned int stage;
383 GLuint arg0, arg1, arg2, extrarg;
384 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
385 GLuint rep0, rep1, rep2;
386 GLuint swizzle;
387 GLuint tmparg = find_tmpreg(op);
388 GLuint dstreg;
390 if(!ret) {
391 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
392 return 0;
394 GL_EXTCALL(glBindFragmentShaderATI(ret));
395 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
397 TRACE("glBeginFragmentShaderATI()\n");
398 GL_EXTCALL(glBeginFragmentShaderATI());
399 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
401 /* Pass 1: Generate sampling instructions for perturbation maps */
402 for (stage = 0; stage < gl_info->limits.textures; ++stage)
404 if (op[stage].cop == WINED3D_TOP_DISABLE)
405 break;
406 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
407 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
408 continue;
410 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
411 stage, stage);
412 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
413 GL_TEXTURE0_ARB + stage,
414 GL_SWIZZLE_STR_ATI));
415 if(op[stage + 1].projected == proj_none) {
416 swizzle = GL_SWIZZLE_STR_ATI;
417 } else if(op[stage + 1].projected == proj_count4) {
418 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
419 } else {
420 swizzle = GL_SWIZZLE_STR_DR_ATI;
422 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
423 stage + 1, stage + 1, debug_swizzle(swizzle));
424 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
425 GL_TEXTURE0_ARB + stage + 1,
426 swizzle));
429 /* Pass 2: Generate perturbation calculations */
430 for (stage = 0; stage < gl_info->limits.textures; ++stage)
432 GLuint argmodextra_x, argmodextra_y;
433 struct color_fixup_desc fixup;
435 if (op[stage].cop == WINED3D_TOP_DISABLE)
436 break;
437 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
438 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
439 continue;
441 fixup = op[stage].color_fixup;
442 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
444 FIXME("Swizzles not implemented\n");
445 argmodextra_x = GL_NONE;
446 argmodextra_y = GL_NONE;
448 else
450 /* Nice thing, we get the color correction for free :-) */
451 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
452 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
455 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
456 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
457 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
458 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
460 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
461 * component of the bump matrix. Instead do this with two MADs:
463 * coord.a = tex.r * bump.b + coord.g
464 * coord.g = tex.g * bump.a + coord.a
466 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
467 * coord.a is unused. If the perturbed texture is projected, this was already handled
468 * in the glPassTexCoordATI above.
470 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
471 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
472 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
473 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
474 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
475 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
476 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
477 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
480 /* Pass 3: Generate sampling instructions for regular textures */
481 for (stage = 0; stage < gl_info->limits.textures; ++stage)
483 if (op[stage].cop == WINED3D_TOP_DISABLE)
484 break;
486 if(op[stage].projected == proj_none) {
487 swizzle = GL_SWIZZLE_STR_ATI;
488 } else if(op[stage].projected == proj_count3) {
489 swizzle = GL_SWIZZLE_STR_DR_ATI;
490 } else {
491 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
494 if ((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
495 || (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
496 || (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
497 || (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
498 || (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
499 || (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
500 || op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
502 if (stage > 0
503 && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
504 || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
506 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
507 stage, stage);
508 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
509 GL_REG_0_ATI + stage,
510 GL_SWIZZLE_STR_ATI));
511 } else {
512 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
513 stage, stage, debug_swizzle(swizzle));
514 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
515 GL_TEXTURE0_ARB + stage,
516 swizzle));
521 /* Pass 4: Generate the arithmetic instructions */
522 for (stage = 0; stage < MAX_TEXTURES; ++stage)
524 if (op[stage].cop == WINED3D_TOP_DISABLE)
526 if (!stage)
528 /* Handle complete texture disabling gracefully */
529 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
530 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
531 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
532 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
534 break;
537 if(op[stage].dst == tempreg) {
538 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
539 * skip the entire stage, this saves some GPU time
541 if(tmparg == GL_NONE) continue;
543 dstreg = tmparg;
544 } else {
545 dstreg = GL_REG_0_ATI;
548 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
549 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
550 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
551 dstmod = GL_NONE;
552 argmodextra = GL_NONE;
553 extrarg = GL_NONE;
555 switch (op[stage].cop)
557 case WINED3D_TOP_SELECT_ARG2:
558 arg1 = arg2;
559 argmod1 = argmod2;
560 rep1 = rep2;
561 /* fall through */
562 case WINED3D_TOP_SELECT_ARG1:
563 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
564 arg1, rep1, argmod1);
565 break;
567 case WINED3D_TOP_MODULATE_4X:
568 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
569 /* fall through */
570 case WINED3D_TOP_MODULATE_2X:
571 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
572 dstmod |= GL_SATURATE_BIT_ATI;
573 /* fall through */
574 case WINED3D_TOP_MODULATE:
575 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
576 arg1, rep1, argmod1,
577 arg2, rep2, argmod2);
578 break;
580 case WINED3D_TOP_ADD_SIGNED_2X:
581 dstmod = GL_2X_BIT_ATI;
582 /* fall through */
583 case WINED3D_TOP_ADD_SIGNED:
584 argmodextra = GL_BIAS_BIT_ATI;
585 /* fall through */
586 case WINED3D_TOP_ADD:
587 dstmod |= GL_SATURATE_BIT_ATI;
588 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
589 arg1, rep1, argmod1,
590 arg2, rep2, argmodextra | argmod2);
591 break;
593 case WINED3D_TOP_SUBTRACT:
594 dstmod |= GL_SATURATE_BIT_ATI;
595 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
596 arg1, rep1, argmod1,
597 arg2, rep2, argmod2);
598 break;
600 case WINED3D_TOP_ADD_SMOOTH:
601 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
602 /* Dst = arg1 + * arg2(1 -arg 1)
603 * = arg2 * (1 - arg1) + arg1
605 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
606 arg2, rep2, argmod2,
607 arg1, rep1, argmodextra,
608 arg1, rep1, argmod1);
609 break;
611 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
612 if (extrarg == GL_NONE)
613 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
614 /* fall through */
615 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
616 if (extrarg == GL_NONE)
617 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
618 /* fall through */
619 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
620 if (extrarg == GL_NONE)
621 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
622 /* fall through */
623 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
624 if (extrarg == GL_NONE)
625 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
626 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
627 extrarg, GL_ALPHA, GL_NONE,
628 arg1, rep1, argmod1,
629 arg2, rep2, argmod2);
630 break;
632 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
633 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
634 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
635 arg2, rep2, argmod2,
636 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
637 arg1, rep1, argmod1);
638 break;
640 /* D3DTOP_PREMODULATE ???? */
642 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
643 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
644 /* fall through */
645 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
646 if (!argmodextra)
647 argmodextra = argmod1;
648 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
649 arg2, rep2, argmod2,
650 arg1, GL_ALPHA, argmodextra,
651 arg1, rep1, argmod1);
652 break;
654 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
655 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
656 /* fall through */
657 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
658 if (!argmodextra)
659 argmodextra = argmod1;
660 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
661 arg2, rep2, argmod2,
662 arg1, rep1, argmodextra,
663 arg1, GL_ALPHA, argmod1);
664 break;
666 case WINED3D_TOP_DOTPRODUCT3:
667 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
668 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
669 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
670 break;
672 case WINED3D_TOP_MULTIPLY_ADD:
673 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
674 arg1, rep1, argmod1,
675 arg2, rep2, argmod2,
676 arg0, rep0, argmod0);
677 break;
679 case WINED3D_TOP_LERP:
680 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
681 arg0, rep0, argmod0,
682 arg1, rep1, argmod1,
683 arg2, rep2, argmod2);
684 break;
686 case WINED3D_TOP_BUMPENVMAP:
687 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
688 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
689 break;
691 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
694 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
695 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
696 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
697 dstmod = GL_NONE;
698 argmodextra = GL_NONE;
699 extrarg = GL_NONE;
701 switch (op[stage].aop)
703 case WINED3D_TOP_DISABLE:
704 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
705 if (!stage)
707 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
708 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
710 break;
712 case WINED3D_TOP_SELECT_ARG2:
713 arg1 = arg2;
714 argmod1 = argmod2;
715 /* fall through */
716 case WINED3D_TOP_SELECT_ARG1:
717 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
718 arg1, GL_NONE, argmod1);
719 break;
721 case WINED3D_TOP_MODULATE_4X:
722 if (dstmod == GL_NONE)
723 dstmod = GL_4X_BIT_ATI;
724 /* fall through */
725 case WINED3D_TOP_MODULATE_2X:
726 if (dstmod == GL_NONE)
727 dstmod = GL_2X_BIT_ATI;
728 dstmod |= GL_SATURATE_BIT_ATI;
729 /* fall through */
730 case WINED3D_TOP_MODULATE:
731 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
732 arg1, GL_NONE, argmod1,
733 arg2, GL_NONE, argmod2);
734 break;
736 case WINED3D_TOP_ADD_SIGNED_2X:
737 dstmod = GL_2X_BIT_ATI;
738 /* fall through */
739 case WINED3D_TOP_ADD_SIGNED:
740 argmodextra = GL_BIAS_BIT_ATI;
741 /* fall through */
742 case WINED3D_TOP_ADD:
743 dstmod |= GL_SATURATE_BIT_ATI;
744 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
745 arg1, GL_NONE, argmod1,
746 arg2, GL_NONE, argmodextra | argmod2);
747 break;
749 case WINED3D_TOP_SUBTRACT:
750 dstmod |= GL_SATURATE_BIT_ATI;
751 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
752 arg1, GL_NONE, argmod1,
753 arg2, GL_NONE, argmod2);
754 break;
756 case WINED3D_TOP_ADD_SMOOTH:
757 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
758 /* Dst = arg1 + * arg2(1 -arg 1)
759 * = arg2 * (1 - arg1) + arg1
761 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
762 arg2, GL_NONE, argmod2,
763 arg1, GL_NONE, argmodextra,
764 arg1, GL_NONE, argmod1);
765 break;
767 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
768 if (extrarg == GL_NONE)
769 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
770 /* fall through */
771 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
772 if (extrarg == GL_NONE)
773 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
774 /* fall through */
775 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
776 if (extrarg == GL_NONE)
777 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
778 /* fall through */
779 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
780 if (extrarg == GL_NONE)
781 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
782 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
783 extrarg, GL_ALPHA, GL_NONE,
784 arg1, GL_NONE, argmod1,
785 arg2, GL_NONE, argmod2);
786 break;
788 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
789 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
790 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
791 arg2, GL_NONE, argmod2,
792 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
793 arg1, GL_NONE, argmod1);
794 break;
796 /* D3DTOP_PREMODULATE ???? */
798 case WINED3D_TOP_DOTPRODUCT3:
799 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
800 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
801 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
802 break;
804 case WINED3D_TOP_MULTIPLY_ADD:
805 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
806 arg1, GL_NONE, argmod1,
807 arg2, GL_NONE, argmod2,
808 arg0, GL_NONE, argmod0);
809 break;
811 case WINED3D_TOP_LERP:
812 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
813 arg1, GL_NONE, argmod1,
814 arg2, GL_NONE, argmod2,
815 arg0, GL_NONE, argmod0);
816 break;
818 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
819 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
820 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
821 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
822 case WINED3D_TOP_BUMPENVMAP:
823 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
824 ERR("Application uses an invalid alpha operation\n");
825 break;
827 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
831 TRACE("glEndFragmentShaderATI()\n");
832 GL_EXTCALL(glEndFragmentShaderATI());
833 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
834 return ret;
837 static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
839 const struct wined3d_device *device = context->swapchain->device;
840 const struct wined3d_gl_info *gl_info = context->gl_info;
841 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
842 const struct atifs_ffp_desc *desc;
843 struct ffp_frag_settings settings;
844 struct atifs_private_data *priv = device->fragment_priv;
845 DWORD mapped_stage;
846 unsigned int i;
848 gen_ffp_frag_op(context, state, &settings, TRUE);
849 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
850 if(!desc) {
851 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
852 if (!new_desc)
854 ERR("Out of memory\n");
855 return;
857 new_desc->num_textures_used = 0;
858 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
860 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
861 break;
862 new_desc->num_textures_used = i + 1;
865 new_desc->parent.settings = settings;
866 new_desc->shader = gen_ati_shader(settings.op, gl_info);
867 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
868 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
869 desc = new_desc;
872 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
873 * used by this shader
875 for (i = 0; i < desc->num_textures_used; ++i)
877 mapped_stage = context->tex_unit_map[i];
878 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
880 context_active_texture(context, gl_info, mapped_stage);
881 texture_activate_dimensions(state->textures[i], gl_info);
885 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
888 static void state_texfactor_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
890 const struct wined3d_gl_info *gl_info = context->gl_info;
891 float col[4];
893 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
894 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
895 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
898 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
900 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
901 const struct wined3d_gl_info *gl_info = context->gl_info;
902 float mat[2][2];
904 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
905 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
906 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
907 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
908 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
909 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
910 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
911 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
912 * shader(it is free). This might potentially reduce precision. However, if the hardware does
913 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
915 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
916 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
917 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
918 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
919 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
920 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
923 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
925 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
926 set_tex_op_atifs(context, state, state_id);
929 static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
931 context->last_was_pshader = use_ps(state);
932 /* The ATIFS code does not support pixel shaders currently, but we have to
933 * provide a state handler to call shader_select to select a vertex shader
934 * if one is applied because the vertex shader state may defer calling the
935 * shader backend if the pshader state is dirty.
937 * In theory the application should not be able to mark the pixel shader
938 * dirty because it cannot create a shader, and thus has no way to set the
939 * state to something != NULL. However, a different pipeline part may link
940 * a different state to its pixelshader handler, thus a pshader state
941 * exists and can be dirtified. Also the pshader is always dirtified at
942 * startup, and blitting disables all shaders and dirtifies all shader
943 * states. If atifs can deal with this it keeps the rest of the code
944 * simpler. */
945 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
948 static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
950 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
951 WARN("sRGB writes are not supported by this fragment pipe.\n");
954 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
955 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
956 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
957 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
958 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
959 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
960 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
961 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
962 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
963 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
964 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
965 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
966 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
967 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
968 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
969 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
970 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
971 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
972 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
973 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
974 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
975 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
976 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
977 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
978 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
979 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
980 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
981 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
982 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
983 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
984 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
985 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
986 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
987 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
988 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
989 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
990 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
991 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
992 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
993 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
994 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
995 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
996 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
997 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
998 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
999 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1000 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1001 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1002 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1003 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1004 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1005 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1006 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1007 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1008 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1009 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1010 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1011 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1012 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1013 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1014 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1015 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1016 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1017 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1018 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1019 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1020 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1021 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1022 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1023 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1024 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1025 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1026 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1027 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1028 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1029 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1030 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1031 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1032 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1033 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1034 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1035 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1036 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1037 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1038 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1039 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1040 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1041 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1042 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1043 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1044 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1045 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1046 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1047 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1048 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1049 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1050 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1051 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1052 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1053 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1054 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1055 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1056 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1057 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1058 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1059 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1060 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1061 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1062 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1063 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1064 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1065 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1066 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1067 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1068 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1069 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1070 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1071 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1072 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1073 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1074 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1075 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1076 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1077 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1078 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1079 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1080 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1081 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1082 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1083 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1084 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE },
1085 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1088 /* Context activation is done by the caller. */
1089 static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
1091 if (enable)
1093 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
1094 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1096 else
1098 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI);
1099 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1103 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1105 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1106 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
1107 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1108 WINED3DTEXOPCAPS_SELECTARG1 |
1109 WINED3DTEXOPCAPS_SELECTARG2 |
1110 WINED3DTEXOPCAPS_MODULATE4X |
1111 WINED3DTEXOPCAPS_MODULATE2X |
1112 WINED3DTEXOPCAPS_MODULATE |
1113 WINED3DTEXOPCAPS_ADDSIGNED2X |
1114 WINED3DTEXOPCAPS_ADDSIGNED |
1115 WINED3DTEXOPCAPS_ADD |
1116 WINED3DTEXOPCAPS_SUBTRACT |
1117 WINED3DTEXOPCAPS_ADDSMOOTH |
1118 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1119 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1120 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1121 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1122 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1123 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1124 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1125 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1126 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1127 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1128 WINED3DTEXOPCAPS_MULTIPLYADD |
1129 WINED3DTEXOPCAPS_LERP |
1130 WINED3DTEXOPCAPS_BUMPENVMAP;
1132 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1133 and WINED3DTEXOPCAPS_PREMODULATE */
1135 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1136 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1137 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1138 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1139 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1140 * pipeline, and almost all games are happy with that. We can however support up to 8
1141 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1142 * only 1 instruction.
1144 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1145 * r200 series and use an ARB or GLSL shader instead
1147 caps->MaxTextureBlendStages = 8;
1148 caps->MaxSimultaneousTextures = 6;
1151 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1153 struct atifs_private_data *priv;
1155 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
1156 return NULL;
1158 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1160 ERR("Failed to initialize rbtree.\n");
1161 HeapFree(GetProcessHeap(), 0, priv);
1162 return NULL;
1165 return priv;
1168 /* Context activation is done by the caller. */
1169 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *cb_ctx)
1171 const struct wined3d_gl_info *gl_info = cb_ctx;
1172 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1174 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1175 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1176 HeapFree(GetProcessHeap(), 0, entry_ati);
1179 /* Context activation is done by the caller. */
1180 static void atifs_free(struct wined3d_device *device)
1182 struct atifs_private_data *priv = device->fragment_priv;
1184 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, &device->adapter->gl_info);
1186 HeapFree(GetProcessHeap(), 0, priv);
1187 device->fragment_priv = NULL;
1190 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1192 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1194 TRACE("Checking support for fixup:\n");
1195 dump_color_fixup_desc(fixup);
1198 /* We only support sign fixup of the first two channels. */
1199 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1200 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1201 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1203 TRACE("[OK]\n");
1204 return TRUE;
1207 TRACE("[FAILED]\n");
1208 return FALSE;
1211 const struct fragment_pipeline atifs_fragment_pipeline = {
1212 atifs_enable,
1213 atifs_get_caps,
1214 atifs_alloc,
1215 atifs_free,
1216 atifs_color_fixup_supported,
1217 atifs_fragmentstate_template,