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
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
28 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
30 /* Context activation for state handlers is done by the caller. */
32 /* Some private defines, Constant associations, etc.
33 * Env bump matrix and per stage constant should be independent,
34 * a stage that bump maps can't read the per state constant
36 #define ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
37 #define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i)
38 #define ATIFS_CONST_TFACTOR GL_CON_6_ATI
40 enum atifs_constant_value
42 ATIFS_CONSTANT_UNUSED
= 0,
44 ATIFS_CONSTANT_TFACTOR
,
48 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
51 struct ffp_frag_desc parent
;
53 unsigned int num_textures_used
;
54 enum atifs_constant_value constants
[WINED3D_MAX_TEXTURES
];
57 struct atifs_private_data
59 struct wine_rb_tree fragment_shaders
; /* A rb-tree to track fragment pipeline replacement shaders */
62 struct atifs_context_private_data
64 const struct atifs_ffp_desc
*last_shader
;
67 static const char *debug_dstmod(GLuint mod
) {
69 case GL_NONE
: return "GL_NONE";
70 case GL_2X_BIT_ATI
: return "GL_2X_BIT_ATI";
71 case GL_4X_BIT_ATI
: return "GL_4X_BIT_ATI";
72 case GL_8X_BIT_ATI
: return "GL_8X_BIT_ATI";
73 case GL_HALF_BIT_ATI
: return "GL_HALF_BIT_ATI";
74 case GL_QUARTER_BIT_ATI
: return "GL_QUARTER_BIT_ATI";
75 case GL_EIGHTH_BIT_ATI
: return "GL_EIGHTH_BIT_ATI";
76 case GL_SATURATE_BIT_ATI
: return "GL_SATURATE_BIT_ATI";
77 default: return "Unexpected modifier\n";
81 static const char *debug_argmod(GLuint mod
) {
87 return "GL_2X_BIT_ATI";
89 return "GL_COMP_BIT_ATI";
90 case GL_NEGATE_BIT_ATI
:
91 return "GL_NEGATE_BIT_ATI";
93 return "GL_BIAS_BIT_ATI";
95 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
:
96 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
97 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
:
98 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
99 case GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
:
100 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
101 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
102 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
103 case GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
104 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
105 case GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
106 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
108 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
109 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
110 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
111 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
112 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
113 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
114 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
115 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
117 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
118 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
121 return "Unexpected argmod combination\n";
124 static const char *debug_register(GLuint reg
) {
126 case GL_REG_0_ATI
: return "GL_REG_0_ATI";
127 case GL_REG_1_ATI
: return "GL_REG_1_ATI";
128 case GL_REG_2_ATI
: return "GL_REG_2_ATI";
129 case GL_REG_3_ATI
: return "GL_REG_3_ATI";
130 case GL_REG_4_ATI
: return "GL_REG_4_ATI";
131 case GL_REG_5_ATI
: return "GL_REG_5_ATI";
133 case GL_CON_0_ATI
: return "GL_CON_0_ATI";
134 case GL_CON_1_ATI
: return "GL_CON_1_ATI";
135 case GL_CON_2_ATI
: return "GL_CON_2_ATI";
136 case GL_CON_3_ATI
: return "GL_CON_3_ATI";
137 case GL_CON_4_ATI
: return "GL_CON_4_ATI";
138 case GL_CON_5_ATI
: return "GL_CON_5_ATI";
139 case GL_CON_6_ATI
: return "GL_CON_6_ATI";
140 case GL_CON_7_ATI
: return "GL_CON_7_ATI";
142 case GL_ZERO
: return "GL_ZERO";
143 case GL_ONE
: return "GL_ONE";
144 case GL_PRIMARY_COLOR
: return "GL_PRIMARY_COLOR";
145 case GL_SECONDARY_INTERPOLATOR_ATI
: return "GL_SECONDARY_INTERPOLATOR_ATI";
147 default: return "Unknown register\n";
151 static const char *debug_swizzle(GLuint swizzle
) {
153 case GL_SWIZZLE_STR_ATI
: return "GL_SWIZZLE_STR_ATI";
154 case GL_SWIZZLE_STQ_ATI
: return "GL_SWIZZLE_STQ_ATI";
155 case GL_SWIZZLE_STR_DR_ATI
: return "GL_SWIZZLE_STR_DR_ATI";
156 case GL_SWIZZLE_STQ_DQ_ATI
: return "GL_SWIZZLE_STQ_DQ_ATI";
157 default: return "unknown swizzle";
161 static const char *debug_rep(GLuint rep
) {
163 case GL_NONE
: return "GL_NONE";
164 case GL_RED
: return "GL_RED";
165 case GL_GREEN
: return "GL_GREEN";
166 case GL_BLUE
: return "GL_BLUE";
167 case GL_ALPHA
: return "GL_ALPHA";
168 default: return "unknown argrep";
172 static const char *debug_op(GLuint op
) {
174 case GL_MOV_ATI
: return "GL_MOV_ATI";
175 case GL_ADD_ATI
: return "GL_ADD_ATI";
176 case GL_MUL_ATI
: return "GL_MUL_ATI";
177 case GL_SUB_ATI
: return "GL_SUB_ATI";
178 case GL_DOT3_ATI
: return "GL_DOT3_ATI";
179 case GL_DOT4_ATI
: return "GL_DOT4_ATI";
180 case GL_MAD_ATI
: return "GL_MAD_ATI";
181 case GL_LERP_ATI
: return "GL_LERP_ATI";
182 case GL_CND_ATI
: return "GL_CND_ATI";
183 case GL_CND0_ATI
: return "GL_CND0_ATI";
184 case GL_DOT2_ADD_ATI
: return "GL_DOT2_ADD_ATI";
185 default: return "unexpected op";
189 static const char *debug_mask(GLuint mask
) {
191 case GL_NONE
: return "GL_NONE";
192 case GL_RED_BIT_ATI
: return "GL_RED_BIT_ATI";
193 case GL_GREEN_BIT_ATI
: return "GL_GREEN_BIT_ATI";
194 case GL_BLUE_BIT_ATI
: return "GL_BLUE_BIT_ATI";
195 case GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
196 case GL_RED_BIT_ATI
| GL_BLUE_BIT_ATI
: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
197 case GL_GREEN_BIT_ATI
| GL_BLUE_BIT_ATI
:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
198 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";
199 default: return "Unexpected writemask";
203 static void wrap_op1(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
204 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
)
206 if(dstMask
== GL_ALPHA
) {
207 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
208 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
209 GL_EXTCALL(glAlphaFragmentOp1ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
211 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
212 debug_mask(dstMask
), debug_dstmod(dstMod
),
213 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
214 GL_EXTCALL(glColorFragmentOp1ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
218 static void wrap_op2(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
219 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
)
221 if(dstMask
== GL_ALPHA
) {
222 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
223 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
224 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
225 GL_EXTCALL(glAlphaFragmentOp2ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
227 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
228 debug_mask(dstMask
), debug_dstmod(dstMod
),
229 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
230 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
231 GL_EXTCALL(glColorFragmentOp2ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
235 static void wrap_op3(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
236 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
,
237 GLuint arg3
, GLuint arg3Rep
, GLuint arg3Mod
)
239 if(dstMask
== GL_ALPHA
) {
240 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
241 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
242 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
243 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
244 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
245 GL_EXTCALL(glAlphaFragmentOp3ATI(op
, dst
, dstMod
,
246 arg1
, arg1Rep
, arg1Mod
,
247 arg2
, arg2Rep
, arg2Mod
,
248 arg3
, arg3Rep
, arg3Mod
));
250 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
251 debug_mask(dstMask
), debug_dstmod(dstMod
),
252 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
253 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
254 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
255 GL_EXTCALL(glColorFragmentOp3ATI(op
, dst
, dstMask
, dstMod
,
256 arg1
, arg1Rep
, arg1Mod
,
257 arg2
, arg2Rep
, arg2Mod
,
258 arg3
, arg3Rep
, arg3Mod
));
262 static GLuint
register_for_arg(DWORD arg
, const struct wined3d_gl_info
*gl_info
,
263 unsigned int stage
, GLuint
*mod
, GLuint
*rep
, GLuint tmparg
)
267 if(mod
) *mod
= GL_NONE
;
268 if(arg
== ARG_UNUSED
)
270 if (rep
) *rep
= GL_NONE
;
271 return -1; /* This is the marker for unused registers */
274 switch(arg
& WINED3DTA_SELECTMASK
) {
275 case WINED3DTA_DIFFUSE
:
276 ret
= GL_PRIMARY_COLOR
;
279 case WINED3DTA_CURRENT
:
280 /* Note that using GL_REG_0_ATI for the passed on register is safe because
281 * texture0 is read at stage0, so in the worst case it is read in the
282 * instruction writing to reg0. Afterwards texture0 is not used any longer.
283 * If we're reading from current
285 ret
= stage
? GL_REG_0_ATI
: GL_PRIMARY_COLOR
;
288 case WINED3DTA_TEXTURE
:
289 ret
= GL_REG_0_ATI
+ stage
;
292 case WINED3DTA_TFACTOR
:
293 ret
= ATIFS_CONST_TFACTOR
;
296 case WINED3DTA_SPECULAR
:
297 ret
= GL_SECONDARY_INTERPOLATOR_ATI
;
304 case WINED3DTA_CONSTANT
:
305 ret
= ATIFS_CONST_STAGE(stage
);
309 FIXME("Unknown source argument %d\n", arg
);
313 if(arg
& WINED3DTA_COMPLEMENT
) {
314 if(mod
) *mod
|= GL_COMP_BIT_ATI
;
316 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
317 if(rep
) *rep
= GL_ALPHA
;
319 if(rep
) *rep
= GL_NONE
;
324 static GLuint
find_tmpreg(const struct texture_stage_op op
[WINED3D_MAX_TEXTURES
])
326 int lowest_read
= -1;
327 int lowest_write
= -1;
329 BOOL tex_used
[WINED3D_MAX_TEXTURES
];
331 memset(tex_used
, 0, sizeof(tex_used
));
332 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
334 if (op
[i
].cop
== WINED3D_TOP_DISABLE
)
337 if(lowest_read
== -1 &&
338 (op
[i
].carg1
== WINED3DTA_TEMP
|| op
[i
].carg2
== WINED3DTA_TEMP
|| op
[i
].carg0
== WINED3DTA_TEMP
||
339 op
[i
].aarg1
== WINED3DTA_TEMP
|| op
[i
].aarg2
== WINED3DTA_TEMP
|| op
[i
].aarg0
== WINED3DTA_TEMP
)) {
343 if (lowest_write
== -1 && op
[i
].tmp_dst
)
346 if(op
[i
].carg1
== WINED3DTA_TEXTURE
|| op
[i
].carg2
== WINED3DTA_TEXTURE
|| op
[i
].carg0
== WINED3DTA_TEXTURE
||
347 op
[i
].aarg1
== WINED3DTA_TEXTURE
|| op
[i
].aarg2
== WINED3DTA_TEXTURE
|| op
[i
].aarg0
== WINED3DTA_TEXTURE
) {
352 /* Temp reg not read? We don't need it, return GL_NONE */
353 if(lowest_read
== -1) return GL_NONE
;
355 if(lowest_write
>= lowest_read
) {
356 FIXME("Temp register read before being written\n");
359 if(lowest_write
== -1) {
360 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
361 FIXME("Temp register read without being written\n");
363 } else if(lowest_write
>= 1) {
364 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
365 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
370 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
371 * for the regular result
373 for(i
= 1; i
< 6; i
++) {
375 return GL_REG_0_ATI
+ i
;
378 /* What to do here? Report it in ValidateDevice? */
379 FIXME("Could not find a register for the temporary register\n");
384 static const struct color_fixup_desc color_fixup_rg
=
388 0, CHANNEL_SOURCE_ONE
,
389 0, CHANNEL_SOURCE_ONE
391 static const struct color_fixup_desc color_fixup_rgl
=
398 static const struct color_fixup_desc color_fixup_rgba
=
406 static BOOL
op_reads_texture(const struct texture_stage_op
*op
)
408 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
409 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
410 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
411 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
412 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
413 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
414 || op
->cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
;
417 static void atifs_color_fixup(const struct wined3d_gl_info
*gl_info
, struct color_fixup_desc fixup
, GLuint reg
)
419 if(is_same_fixup(fixup
, color_fixup_rg
))
421 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
, GL_NONE
,
422 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
423 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_BLUE_BIT_ATI
, GL_NONE
,
424 GL_ONE
, GL_NONE
, GL_NONE
);
425 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_ALPHA
, GL_NONE
,
426 GL_ONE
, GL_NONE
, GL_NONE
);
428 else if(is_same_fixup(fixup
, color_fixup_rgl
))
430 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
, GL_NONE
,
431 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
433 else if (is_same_fixup(fixup
, color_fixup_rgba
))
435 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_NONE
, GL_NONE
,
436 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
437 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_ALPHA
, GL_NONE
,
438 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
442 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
443 ERR("Unsupported color fixup.\n");
447 static BOOL
op_reads_tfactor(const struct texture_stage_op
*op
)
449 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
450 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
451 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
452 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
453 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
454 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
455 || op
->cop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
456 || op
->aop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
;
459 static BOOL
op_reads_constant(const struct texture_stage_op
*op
)
461 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
462 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
463 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
464 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
465 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
466 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
;
469 static GLuint
gen_ati_shader(const struct texture_stage_op op
[WINED3D_MAX_TEXTURES
],
470 const struct wined3d_gl_info
*gl_info
, enum atifs_constant_value
*constants
)
472 GLuint ret
= GL_EXTCALL(glGenFragmentShadersATI(1));
474 GLuint arg0
, arg1
, arg2
, extrarg
;
475 GLuint dstmod
, argmod0
, argmod1
, argmod2
, argmodextra
;
476 GLuint rep0
, rep1
, rep2
;
478 GLuint tmparg
= find_tmpreg(op
);
480 BOOL tfactor_used
= FALSE
;
483 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
486 GL_EXTCALL(glBindFragmentShaderATI(ret
));
487 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
489 TRACE("glBeginFragmentShaderATI()\n");
490 GL_EXTCALL(glBeginFragmentShaderATI());
491 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
493 /* Pass 1: Generate sampling instructions for perturbation maps */
494 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
496 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
498 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
499 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
502 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
504 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
506 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
, GL_TEXTURE0_ARB
+ stage
, GL_SWIZZLE_STR_ATI
));
507 if (op
[stage
+ 1].projected
== WINED3D_PROJECTION_NONE
)
508 swizzle
= GL_SWIZZLE_STR_ATI
;
509 else if (op
[stage
+ 1].projected
== WINED3D_PROJECTION_COUNT4
)
510 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
512 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
513 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
514 stage
+ 1, stage
+ 1, debug_swizzle(swizzle
));
515 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI
+ stage
+ 1,
516 GL_TEXTURE0_ARB
+ stage
+ 1,
520 /* Pass 2: Generate perturbation calculations */
521 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
523 GLuint argmodextra_x
, argmodextra_y
;
524 struct color_fixup_desc fixup
;
526 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
528 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
529 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
532 fixup
= op
[stage
].color_fixup
;
533 if (fixup
.x_source
!= CHANNEL_SOURCE_X
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
)
535 FIXME("Swizzles not implemented\n");
536 argmodextra_x
= GL_NONE
;
537 argmodextra_y
= GL_NONE
;
541 /* Nice thing, we get the color correction for free :-) */
542 argmodextra_x
= fixup
.x_sign_fixup
? GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
: GL_NONE
;
543 argmodextra_y
= fixup
.y_sign_fixup
? GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
: GL_NONE
;
546 wrap_op3(gl_info
, GL_DOT2_ADD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_RED_BIT_ATI
, GL_NONE
,
547 GL_REG_0_ATI
+ stage
, GL_NONE
, argmodextra_x
,
548 ATIFS_CONST_BUMPMAT(stage
), GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
549 GL_REG_0_ATI
+ stage
+ 1, GL_RED
, GL_NONE
);
551 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
552 * component of the bump matrix. Instead do this with two MADs:
554 * coord.a = tex.r * bump.b + coord.g
555 * coord.g = tex.g * bump.a + coord.a
557 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
558 * coord.a is unused. If the perturbed texture is projected, this was already handled
559 * in the glPassTexCoordATI above.
561 wrap_op3(gl_info
, GL_MAD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
,
562 GL_REG_0_ATI
+ stage
, GL_RED
, argmodextra_y
,
563 ATIFS_CONST_BUMPMAT(stage
), GL_BLUE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
564 GL_REG_0_ATI
+ stage
+ 1, GL_GREEN
, GL_NONE
);
565 wrap_op3(gl_info
, GL_MAD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_GREEN_BIT_ATI
, GL_NONE
,
566 GL_REG_0_ATI
+ stage
, GL_GREEN
, argmodextra_y
,
567 ATIFS_CONST_BUMPMAT(stage
), GL_ALPHA
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
568 GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
);
571 /* Pass 3: Generate sampling instructions for regular textures */
572 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
574 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
577 if (op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
578 swizzle
= GL_SWIZZLE_STR_ATI
;
579 else if (op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
580 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
582 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
584 if (op_reads_texture(&op
[stage
]))
587 && (op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
588 || op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
590 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
592 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
593 GL_REG_0_ATI
+ stage
,
594 GL_SWIZZLE_STR_ATI
));
596 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
597 stage
, stage
, debug_swizzle(swizzle
));
598 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
599 GL_TEXTURE0_ARB
+ stage
,
605 /* Pass 4: Generate the arithmetic instructions */
606 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
608 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
612 /* Handle complete texture disabling gracefully */
613 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_NONE
, GL_NONE
,
614 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
615 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
616 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
621 if (op
[stage
].tmp_dst
)
623 /* If we're writing to D3DTA_TEMP, but never reading from it we
624 * don't have to write there in the first place. Skip the entire
625 * stage, this saves some GPU time. */
626 if (tmparg
== GL_NONE
)
633 dstreg
= GL_REG_0_ATI
;
636 if (op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
|| op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
638 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
642 arg0
= register_for_arg(op
[stage
].carg0
, gl_info
, stage
, &argmod0
, &rep0
, tmparg
);
643 arg1
= register_for_arg(op
[stage
].carg1
, gl_info
, stage
, &argmod1
, &rep1
, tmparg
);
644 arg2
= register_for_arg(op
[stage
].carg2
, gl_info
, stage
, &argmod2
, &rep2
, tmparg
);
646 argmodextra
= GL_NONE
;
649 if (op_reads_tfactor(&op
[stage
]))
652 if (op_reads_constant(&op
[stage
]))
654 if (constants
[stage
] != ATIFS_CONSTANT_UNUSED
)
655 FIXME("Constant %u already used.\n", stage
);
656 constants
[stage
] = ATIFS_CONSTANT_STAGE
;
659 if (op_reads_texture(&op
[stage
]) && !is_identity_fixup(op
[stage
].color_fixup
))
660 atifs_color_fixup(gl_info
, op
[stage
].color_fixup
, GL_REG_0_ATI
+ stage
);
662 switch (op
[stage
].cop
)
664 case WINED3D_TOP_SELECT_ARG2
:
669 case WINED3D_TOP_SELECT_ARG1
:
670 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_NONE
, GL_NONE
,
671 arg1
, rep1
, argmod1
);
674 case WINED3D_TOP_MODULATE_4X
:
675 if(dstmod
== GL_NONE
) dstmod
= GL_4X_BIT_ATI
;
677 case WINED3D_TOP_MODULATE_2X
:
678 if(dstmod
== GL_NONE
) dstmod
= GL_2X_BIT_ATI
;
679 dstmod
|= GL_SATURATE_BIT_ATI
;
681 case WINED3D_TOP_MODULATE
:
682 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_NONE
, dstmod
,
684 arg2
, rep2
, argmod2
);
687 case WINED3D_TOP_ADD_SIGNED_2X
:
688 dstmod
= GL_2X_BIT_ATI
;
690 case WINED3D_TOP_ADD_SIGNED
:
691 argmodextra
= GL_BIAS_BIT_ATI
;
693 case WINED3D_TOP_ADD
:
694 dstmod
|= GL_SATURATE_BIT_ATI
;
695 wrap_op2(gl_info
, GL_ADD_ATI
, GL_REG_0_ATI
, GL_NONE
, dstmod
,
697 arg2
, rep2
, argmodextra
| argmod2
);
700 case WINED3D_TOP_SUBTRACT
:
701 dstmod
|= GL_SATURATE_BIT_ATI
;
702 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_NONE
, dstmod
,
704 arg2
, rep2
, argmod2
);
707 case WINED3D_TOP_ADD_SMOOTH
:
708 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
709 /* Dst = arg1 + * arg2(1 -arg 1)
710 * = arg2 * (1 - arg1) + arg1
712 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
714 arg1
, rep1
, argmodextra
,
715 arg1
, rep1
, argmod1
);
718 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
719 if (extrarg
== GL_NONE
)
720 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
722 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
723 if (extrarg
== GL_NONE
)
724 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
726 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
727 if (extrarg
== GL_NONE
)
728 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
730 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
731 if (extrarg
== GL_NONE
)
732 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
733 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
734 extrarg
, GL_ALPHA
, GL_NONE
,
736 arg2
, rep2
, argmod2
);
739 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
740 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
741 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_NONE
,
743 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
744 arg1
, rep1
, argmod1
);
747 /* D3DTOP_PREMODULATE ???? */
749 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
750 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
752 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
754 argmodextra
= argmod1
;
755 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
757 arg1
, GL_ALPHA
, argmodextra
,
758 arg1
, rep1
, argmod1
);
761 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
762 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
764 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
766 argmodextra
= argmod1
;
767 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
769 arg1
, rep1
, argmodextra
,
770 arg1
, GL_ALPHA
, argmod1
);
773 case WINED3D_TOP_DOTPRODUCT3
:
774 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_NONE
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
775 arg1
, rep1
, argmod1
| GL_BIAS_BIT_ATI
,
776 arg2
, rep2
, argmod2
| GL_BIAS_BIT_ATI
);
779 case WINED3D_TOP_MULTIPLY_ADD
:
780 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
783 arg0
, rep0
, argmod0
);
786 case WINED3D_TOP_LERP
:
787 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
790 arg2
, rep2
, argmod2
);
793 default: FIXME("Unhandled color operation %d on stage %d\n", op
[stage
].cop
, stage
);
796 arg0
= register_for_arg(op
[stage
].aarg0
, gl_info
, stage
, &argmod0
, NULL
, tmparg
);
797 arg1
= register_for_arg(op
[stage
].aarg1
, gl_info
, stage
, &argmod1
, NULL
, tmparg
);
798 arg2
= register_for_arg(op
[stage
].aarg2
, gl_info
, stage
, &argmod2
, NULL
, tmparg
);
800 argmodextra
= GL_NONE
;
803 switch (op
[stage
].aop
)
805 case WINED3D_TOP_DISABLE
:
806 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
809 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
810 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
814 case WINED3D_TOP_SELECT_ARG2
:
818 case WINED3D_TOP_SELECT_ARG1
:
819 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
820 arg1
, GL_NONE
, argmod1
);
823 case WINED3D_TOP_MODULATE_4X
:
824 if (dstmod
== GL_NONE
)
825 dstmod
= GL_4X_BIT_ATI
;
827 case WINED3D_TOP_MODULATE_2X
:
828 if (dstmod
== GL_NONE
)
829 dstmod
= GL_2X_BIT_ATI
;
830 dstmod
|= GL_SATURATE_BIT_ATI
;
832 case WINED3D_TOP_MODULATE
:
833 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_ALPHA
, dstmod
,
834 arg1
, GL_NONE
, argmod1
,
835 arg2
, GL_NONE
, argmod2
);
838 case WINED3D_TOP_ADD_SIGNED_2X
:
839 dstmod
= GL_2X_BIT_ATI
;
841 case WINED3D_TOP_ADD_SIGNED
:
842 argmodextra
= GL_BIAS_BIT_ATI
;
844 case WINED3D_TOP_ADD
:
845 dstmod
|= GL_SATURATE_BIT_ATI
;
846 wrap_op2(gl_info
, GL_ADD_ATI
, dstreg
, GL_ALPHA
, dstmod
,
847 arg1
, GL_NONE
, argmod1
,
848 arg2
, GL_NONE
, argmodextra
| argmod2
);
851 case WINED3D_TOP_SUBTRACT
:
852 dstmod
|= GL_SATURATE_BIT_ATI
;
853 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_ALPHA
, dstmod
,
854 arg1
, GL_NONE
, argmod1
,
855 arg2
, GL_NONE
, argmod2
);
858 case WINED3D_TOP_ADD_SMOOTH
:
859 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
860 /* Dst = arg1 + * arg2(1 -arg 1)
861 * = arg2 * (1 - arg1) + arg1
863 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
864 arg2
, GL_NONE
, argmod2
,
865 arg1
, GL_NONE
, argmodextra
,
866 arg1
, GL_NONE
, argmod1
);
869 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
870 if (extrarg
== GL_NONE
)
871 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
873 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
874 if (extrarg
== GL_NONE
)
875 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
877 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
878 if (extrarg
== GL_NONE
)
879 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
881 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
882 if (extrarg
== GL_NONE
)
883 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
884 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
885 extrarg
, GL_ALPHA
, GL_NONE
,
886 arg1
, GL_NONE
, argmod1
,
887 arg2
, GL_NONE
, argmod2
);
890 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
891 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
892 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
893 arg2
, GL_NONE
, argmod2
,
894 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
895 arg1
, GL_NONE
, argmod1
);
898 /* D3DTOP_PREMODULATE ???? */
900 case WINED3D_TOP_DOTPRODUCT3
:
901 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_ALPHA
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
902 arg1
, GL_NONE
, argmod1
| GL_BIAS_BIT_ATI
,
903 arg2
, GL_NONE
, argmod2
| GL_BIAS_BIT_ATI
);
906 case WINED3D_TOP_MULTIPLY_ADD
:
907 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
908 arg1
, GL_NONE
, argmod1
,
909 arg2
, GL_NONE
, argmod2
,
910 arg0
, GL_NONE
, argmod0
);
913 case WINED3D_TOP_LERP
:
914 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
915 arg1
, GL_NONE
, argmod1
,
916 arg2
, GL_NONE
, argmod2
,
917 arg0
, GL_NONE
, argmod0
);
920 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
921 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
922 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
923 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
924 case WINED3D_TOP_BUMPENVMAP
:
925 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
926 ERR("Application uses an invalid alpha operation\n");
929 default: FIXME("Unhandled alpha operation %d on stage %d\n", op
[stage
].aop
, stage
);
933 if (tfactor_used
&& constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] != ATIFS_CONSTANT_UNUSED
)
934 FIXME("Texture factor constant already used.\n");
935 constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] = ATIFS_CONSTANT_TFACTOR
;
937 /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
938 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
940 if (constants
[stage
] == ATIFS_CONSTANT_UNUSED
)
941 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
944 TRACE("glEndFragmentShaderATI()\n");
945 GL_EXTCALL(glEndFragmentShaderATI());
946 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
950 static void atifs_tfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
952 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
953 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
954 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
955 struct wined3d_color color
;
957 if (!ctx_priv
->last_shader
958 || ctx_priv
->last_shader
->constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] != ATIFS_CONSTANT_TFACTOR
)
961 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
962 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR
, &color
.r
));
963 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)");
966 static void set_bumpmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
968 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
969 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
970 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
972 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
974 if (!ctx_priv
->last_shader
975 || ctx_priv
->last_shader
->constants
[stage
] != ATIFS_CONSTANT_BUMP
)
978 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
979 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
980 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
981 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
982 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
983 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
984 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
985 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
986 * shader(it is free). This might potentially reduce precision. However, if the hardware does
987 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
988 mat
[0][0] = (mat
[0][0] + 1.0f
) * 0.5f
;
989 mat
[1][0] = (mat
[1][0] + 1.0f
) * 0.5f
;
990 mat
[0][1] = (mat
[0][1] + 1.0f
) * 0.5f
;
991 mat
[1][1] = (mat
[1][1] + 1.0f
) * 0.5f
;
992 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage
), (float *) mat
));
993 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
996 static void atifs_stage_constant(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
998 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
999 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
1000 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1001 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1002 struct wined3d_color color
;
1004 if (!ctx_priv
->last_shader
1005 || ctx_priv
->last_shader
->constants
[stage
] != ATIFS_CONSTANT_STAGE
)
1008 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[stage
][WINED3D_TSS_CONSTANT
]);
1009 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage
), &color
.r
));
1010 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)");
1013 static void set_tex_op_atifs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1015 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
1016 const struct atifs_ffp_desc
*desc
, *last_shader
= ctx_priv
->last_shader
;
1017 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1018 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
1019 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1020 const struct wined3d_device
*device
= context
->device
;
1021 struct atifs_private_data
*priv
= device
->fragment_priv
;
1022 struct ffp_frag_settings settings
;
1026 wined3d_ffp_get_fs_settings(context
, state
, &settings
, TRUE
);
1027 desc
= (const struct atifs_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
1030 struct atifs_ffp_desc
*new_desc
;
1032 if (!(new_desc
= heap_alloc_zero(sizeof(*new_desc
))))
1034 ERR("Out of memory\n");
1037 new_desc
->num_textures_used
= 0;
1038 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
1040 if (settings
.op
[i
].cop
== WINED3D_TOP_DISABLE
)
1042 ++new_desc
->num_textures_used
;
1045 new_desc
->parent
.settings
= settings
;
1046 new_desc
->shader
= gen_ati_shader(settings
.op
, gl_info
, new_desc
->constants
);
1047 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
1048 TRACE("Allocated fixed function replacement shader descriptor %p.\n", new_desc
);
1052 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
1053 * used by this shader
1055 for (i
= 0; i
< desc
->num_textures_used
; ++i
)
1057 mapped_stage
= context_gl
->tex_unit_map
[i
];
1058 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
1060 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
1061 texture_activate_dimensions(state
->textures
[i
], gl_info
);
1065 GL_EXTCALL(glBindFragmentShaderATI(desc
->shader
));
1066 ctx_priv
->last_shader
= desc
;
1068 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; i
++)
1070 if (last_shader
&& last_shader
->constants
[i
] == desc
->constants
[i
])
1073 switch (desc
->constants
[i
])
1075 case ATIFS_CONSTANT_BUMP
:
1076 set_bumpmat(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
1079 case ATIFS_CONSTANT_TFACTOR
:
1080 atifs_tfactor(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
1083 case ATIFS_CONSTANT_STAGE
:
1084 atifs_stage_constant(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_CONSTANT
));
1088 ERR("Unexpected constant type %u.\n", desc
->constants
[i
]);
1093 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1095 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
1096 set_tex_op_atifs(context
, state
, state_id
);
1099 static void atifs_srgbwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1101 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1102 WARN("sRGB writes are not supported by this fragment pipe.\n");
1105 static const struct wined3d_state_entry_template atifs_fragmentstate_template
[] =
1107 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), atifs_tfactor
}, WINED3D_GL_EXT_NONE
},
1108 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1109 {STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1110 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
1111 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1112 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
1113 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
1114 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
1115 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1116 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1117 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
1118 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
1119 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), atifs_srgbwriteenable
}, WINED3D_GL_EXT_NONE
},
1120 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
1121 {STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
1122 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1124 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1125 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1126 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1127 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1128 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1129 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1130 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1131 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1132 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1133 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1134 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1135 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1136 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1137 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1138 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1139 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1140 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1141 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1142 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1143 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1144 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1145 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1146 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1147 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1148 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1149 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1150 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1151 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1152 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1153 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1154 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1155 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1156 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1157 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1158 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1159 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1160 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1161 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1162 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1163 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1164 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1165 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1166 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1167 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1168 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1169 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1170 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1171 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1172 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1173 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1174 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1175 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1176 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1177 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1178 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1179 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1180 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1181 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1182 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1183 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1184 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1185 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1186 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1187 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1188 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1189 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1190 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1191 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1192 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1193 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1194 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1195 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1196 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1197 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1198 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1199 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1200 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1201 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1202 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1203 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1204 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1205 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1206 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1207 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1208 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1209 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1210 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1211 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1212 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1213 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1214 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1215 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1216 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1217 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1218 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1219 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1220 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1221 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1222 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1223 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1224 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1225 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1226 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1227 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1228 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1229 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1230 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1231 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1232 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1233 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1234 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1235 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1236 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1237 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1238 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1239 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1240 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1241 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1242 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1243 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1244 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1245 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1246 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1247 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1248 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1249 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1250 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), set_tex_op_atifs
}, WINED3D_GL_EXT_NONE
},
1251 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
1254 /* Context activation is done by the caller. */
1255 static void atifs_enable(const struct wined3d_context
*context
, BOOL enable
)
1257 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl_const(context
)->gl_info
;
1261 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_SHADER_ATI
);
1262 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1266 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_SHADER_ATI
);
1267 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1271 static void atifs_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
1273 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
1274 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
|
1275 WINED3DPMISCCAPS_PERSTAGECONSTANT
;
1276 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
1277 WINED3DTEXOPCAPS_SELECTARG1
|
1278 WINED3DTEXOPCAPS_SELECTARG2
|
1279 WINED3DTEXOPCAPS_MODULATE4X
|
1280 WINED3DTEXOPCAPS_MODULATE2X
|
1281 WINED3DTEXOPCAPS_MODULATE
|
1282 WINED3DTEXOPCAPS_ADDSIGNED2X
|
1283 WINED3DTEXOPCAPS_ADDSIGNED
|
1284 WINED3DTEXOPCAPS_ADD
|
1285 WINED3DTEXOPCAPS_SUBTRACT
|
1286 WINED3DTEXOPCAPS_ADDSMOOTH
|
1287 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
1288 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
1289 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
1290 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
1291 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
1292 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
1293 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
1294 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
1295 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
1296 WINED3DTEXOPCAPS_DOTPRODUCT3
|
1297 WINED3DTEXOPCAPS_MULTIPLYADD
|
1298 WINED3DTEXOPCAPS_LERP
|
1299 WINED3DTEXOPCAPS_BUMPENVMAP
;
1301 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1302 and WINED3DTEXOPCAPS_PREMODULATE */
1304 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1305 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1306 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1307 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1308 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1309 * pipeline, and almost all games are happy with that. We can however support up to 8
1310 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1311 * only 1 instruction.
1313 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1314 * r200 series and use an ARB or GLSL shader instead
1316 caps
->MaxTextureBlendStages
= WINED3D_MAX_TEXTURES
;
1317 caps
->MaxSimultaneousTextures
= 6;
1320 static DWORD
atifs_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
1322 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
1325 static void *atifs_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
1327 struct atifs_private_data
*priv
;
1329 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
1332 wine_rb_init(&priv
->fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
1336 /* Context activation is done by the caller. */
1337 static void atifs_free_ffpshader(struct wine_rb_entry
*entry
, void *param
)
1339 struct atifs_ffp_desc
*entry_ati
= WINE_RB_ENTRY_VALUE(entry
, struct atifs_ffp_desc
, parent
.entry
);
1340 struct wined3d_context_gl
*context_gl
= param
;
1341 const struct wined3d_gl_info
*gl_info
;
1343 gl_info
= context_gl
->gl_info
;
1344 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati
->shader
));
1345 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1346 heap_free(entry_ati
);
1349 /* Context activation is done by the caller. */
1350 static void atifs_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
1352 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1353 struct atifs_private_data
*priv
= device
->fragment_priv
;
1355 wine_rb_destroy(&priv
->fragment_shaders
, atifs_free_ffpshader
, context_gl
);
1358 device
->fragment_priv
= NULL
;
1361 static BOOL
atifs_color_fixup_supported(struct color_fixup_desc fixup
)
1363 /* We only support sign fixup of the first two channels. */
1364 return is_identity_fixup(fixup
) || is_same_fixup(fixup
, color_fixup_rg
)
1365 || is_same_fixup(fixup
, color_fixup_rgl
) || is_same_fixup(fixup
, color_fixup_rgba
);
1368 static BOOL
atifs_alloc_context_data(struct wined3d_context
*context
)
1370 struct atifs_context_private_data
*priv
;
1372 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
1374 context
->fragment_pipe_data
= priv
;
1378 static void atifs_free_context_data(struct wined3d_context
*context
)
1380 heap_free(context
->fragment_pipe_data
);
1383 const struct wined3d_fragment_pipe_ops atifs_fragment_pipeline
=
1387 atifs_get_emul_mask
,
1390 atifs_alloc_context_data
,
1391 atifs_free_context_data
,
1392 atifs_color_fixup_supported
,
1393 atifs_fragmentstate_template
,