wined3d: Use wined3d_mask_from_size() in shader_glsl_gather4().
[wine.git] / dlls / wined3d / ati_fragment_shader.c
blob3317fdb6b68028252432f7944590b8d7c3419f67
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"
23 #include <stdio.h>
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,
43 ATIFS_CONSTANT_BUMP,
44 ATIFS_CONSTANT_TFACTOR,
45 ATIFS_CONSTANT_STAGE,
48 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
49 struct atifs_ffp_desc
51 struct ffp_frag_desc parent;
52 GLuint shader;
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) {
68 switch(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) {
82 switch(mod) {
83 case GL_NONE:
84 return "GL_NONE";
86 case GL_2X_BIT_ATI:
87 return "GL_2X_BIT_ATI";
88 case GL_COMP_BIT_ATI:
89 return "GL_COMP_BIT_ATI";
90 case GL_NEGATE_BIT_ATI:
91 return "GL_NEGATE_BIT_ATI";
92 case GL_BIAS_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";
120 default:
121 return "Unexpected argmod combination\n";
124 static const char *debug_register(GLuint reg) {
125 switch(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) {
152 switch(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) {
162 switch(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) {
173 switch(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) {
190 switch(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));
210 } else {
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));
226 } else {
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));
249 } else {
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)
265 GLenum ret;
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;
277 break;
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;
286 break;
288 case WINED3DTA_TEXTURE:
289 ret = GL_REG_0_ATI + stage;
290 break;
292 case WINED3DTA_TFACTOR:
293 ret = ATIFS_CONST_TFACTOR;
294 break;
296 case WINED3DTA_SPECULAR:
297 ret = GL_SECONDARY_INTERPOLATOR_ATI;
298 break;
300 case WINED3DTA_TEMP:
301 ret = tmparg;
302 break;
304 case WINED3DTA_CONSTANT:
305 ret = ATIFS_CONST_STAGE(stage);
306 break;
308 default:
309 FIXME("Unknown source argument %d\n", arg);
310 ret = GL_ZERO;
313 if(arg & WINED3DTA_COMPLEMENT) {
314 if(mod) *mod |= GL_COMP_BIT_ATI;
316 if(arg & WINED3DTA_ALPHAREPLICATE) {
317 if(rep) *rep = GL_ALPHA;
318 } else {
319 if(rep) *rep = GL_NONE;
321 return ret;
324 static GLuint find_tmpreg(const struct texture_stage_op op[WINED3D_MAX_TEXTURES])
326 int lowest_read = -1;
327 int lowest_write = -1;
328 int i;
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)
335 break;
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)) {
340 lowest_read = i;
343 if (lowest_write == -1 && op[i].tmp_dst)
344 lowest_write = i;
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) {
348 tex_used[i] = TRUE;
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");
362 return GL_REG_1_ATI;
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
366 * read it
368 return GL_REG_1_ATI;
369 } else {
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++) {
374 if(!tex_used[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");
380 return 0;
384 static const struct color_fixup_desc color_fixup_rg =
386 1, CHANNEL_SOURCE_X,
387 1, CHANNEL_SOURCE_Y,
388 0, CHANNEL_SOURCE_ONE,
389 0, CHANNEL_SOURCE_ONE
391 static const struct color_fixup_desc color_fixup_rgl =
393 1, CHANNEL_SOURCE_X,
394 1, CHANNEL_SOURCE_Y,
395 0, CHANNEL_SOURCE_Z,
396 0, CHANNEL_SOURCE_W
398 static const struct color_fixup_desc color_fixup_rgba =
400 1, CHANNEL_SOURCE_X,
401 1, CHANNEL_SOURCE_Y,
402 1, CHANNEL_SOURCE_Z,
403 1, CHANNEL_SOURCE_W
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);
440 else
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));
473 unsigned int stage;
474 GLuint arg0, arg1, arg2, extrarg;
475 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
476 GLuint rep0, rep1, rep2;
477 GLuint swizzle;
478 GLuint tmparg = find_tmpreg(op);
479 GLuint dstreg;
480 BOOL tfactor_used = FALSE;
482 if(!ret) {
483 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
484 return 0;
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)
497 break;
498 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
499 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
500 continue;
502 constants[stage] = ATIFS_CONSTANT_BUMP;
504 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
505 stage, stage);
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;
511 else
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,
517 swizzle));
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)
527 break;
528 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
529 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
530 continue;
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;
539 else
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)
575 break;
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;
581 else
582 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
584 if (op_reads_texture(&op[stage]))
586 if (stage > 0
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",
591 stage, stage);
592 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
593 GL_REG_0_ATI + stage,
594 GL_SWIZZLE_STR_ATI));
595 } else {
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,
600 swizzle));
605 /* Pass 4: Generate the arithmetic instructions */
606 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
608 if (op[stage].cop == WINED3D_TOP_DISABLE)
610 if (!stage)
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);
618 break;
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)
627 continue;
629 dstreg = tmparg;
631 else
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 */
639 continue;
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);
645 dstmod = GL_NONE;
646 argmodextra = GL_NONE;
647 extrarg = GL_NONE;
649 if (op_reads_tfactor(&op[stage]))
650 tfactor_used = TRUE;
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:
665 arg1 = arg2;
666 argmod1 = argmod2;
667 rep1 = rep2;
668 /* fall through */
669 case WINED3D_TOP_SELECT_ARG1:
670 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
671 arg1, rep1, argmod1);
672 break;
674 case WINED3D_TOP_MODULATE_4X:
675 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
676 /* fall through */
677 case WINED3D_TOP_MODULATE_2X:
678 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
679 dstmod |= GL_SATURATE_BIT_ATI;
680 /* fall through */
681 case WINED3D_TOP_MODULATE:
682 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
683 arg1, rep1, argmod1,
684 arg2, rep2, argmod2);
685 break;
687 case WINED3D_TOP_ADD_SIGNED_2X:
688 dstmod = GL_2X_BIT_ATI;
689 /* fall through */
690 case WINED3D_TOP_ADD_SIGNED:
691 argmodextra = GL_BIAS_BIT_ATI;
692 /* fall through */
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,
696 arg1, rep1, argmod1,
697 arg2, rep2, argmodextra | argmod2);
698 break;
700 case WINED3D_TOP_SUBTRACT:
701 dstmod |= GL_SATURATE_BIT_ATI;
702 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
703 arg1, rep1, argmod1,
704 arg2, rep2, argmod2);
705 break;
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,
713 arg2, rep2, argmod2,
714 arg1, rep1, argmodextra,
715 arg1, rep1, argmod1);
716 break;
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);
721 /* fall through */
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);
725 /* fall through */
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);
729 /* fall through */
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,
735 arg1, rep1, argmod1,
736 arg2, rep2, argmod2);
737 break;
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,
742 arg2, rep2, argmod2,
743 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
744 arg1, rep1, argmod1);
745 break;
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;
751 /* fall through */
752 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
753 if (!argmodextra)
754 argmodextra = argmod1;
755 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
756 arg2, rep2, argmod2,
757 arg1, GL_ALPHA, argmodextra,
758 arg1, rep1, argmod1);
759 break;
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;
763 /* fall through */
764 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
765 if (!argmodextra)
766 argmodextra = argmod1;
767 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
768 arg2, rep2, argmod2,
769 arg1, rep1, argmodextra,
770 arg1, GL_ALPHA, argmod1);
771 break;
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);
777 break;
779 case WINED3D_TOP_MULTIPLY_ADD:
780 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
781 arg1, rep1, argmod1,
782 arg2, rep2, argmod2,
783 arg0, rep0, argmod0);
784 break;
786 case WINED3D_TOP_LERP:
787 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
788 arg0, rep0, argmod0,
789 arg1, rep1, argmod1,
790 arg2, rep2, argmod2);
791 break;
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);
799 dstmod = GL_NONE;
800 argmodextra = GL_NONE;
801 extrarg = 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 */
807 if (!stage)
809 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
810 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
812 break;
814 case WINED3D_TOP_SELECT_ARG2:
815 arg1 = arg2;
816 argmod1 = argmod2;
817 /* fall through */
818 case WINED3D_TOP_SELECT_ARG1:
819 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
820 arg1, GL_NONE, argmod1);
821 break;
823 case WINED3D_TOP_MODULATE_4X:
824 if (dstmod == GL_NONE)
825 dstmod = GL_4X_BIT_ATI;
826 /* fall through */
827 case WINED3D_TOP_MODULATE_2X:
828 if (dstmod == GL_NONE)
829 dstmod = GL_2X_BIT_ATI;
830 dstmod |= GL_SATURATE_BIT_ATI;
831 /* fall through */
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);
836 break;
838 case WINED3D_TOP_ADD_SIGNED_2X:
839 dstmod = GL_2X_BIT_ATI;
840 /* fall through */
841 case WINED3D_TOP_ADD_SIGNED:
842 argmodextra = GL_BIAS_BIT_ATI;
843 /* fall through */
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);
849 break;
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);
856 break;
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);
867 break;
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);
872 /* fall through */
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);
876 /* fall through */
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);
880 /* fall through */
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);
888 break;
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);
896 break;
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);
904 break;
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);
911 break;
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);
918 break;
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");
927 break;
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())");
947 return ret;
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)
959 return;
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;
971 float mat[2][2];
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)
976 return;
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)
1006 return;
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;
1023 DWORD mapped_stage;
1024 unsigned int i;
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);
1028 if (!desc)
1030 struct atifs_ffp_desc *new_desc;
1032 if (!(new_desc = heap_alloc_zero(sizeof(*new_desc))))
1034 ERR("Out of memory\n");
1035 return;
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)
1041 break;
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);
1049 desc = 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])
1071 continue;
1073 switch (desc->constants[i])
1075 case ATIFS_CONSTANT_BUMP:
1076 set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
1077 break;
1079 case ATIFS_CONSTANT_TFACTOR:
1080 atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
1081 break;
1083 case ATIFS_CONSTANT_STAGE:
1084 atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
1085 break;
1087 default:
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;
1259 if (enable)
1261 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
1262 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1264 else
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))))
1330 return NULL;
1332 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
1333 return priv;
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);
1357 heap_free(priv);
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))))
1373 return FALSE;
1374 context->fragment_pipe_data = priv;
1375 return TRUE;
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 =
1385 atifs_enable,
1386 atifs_get_caps,
1387 atifs_get_emul_mask,
1388 atifs_alloc,
1389 atifs_free,
1390 atifs_alloc_context_data,
1391 atifs_free_context_data,
1392 atifs_color_fixup_supported,
1393 atifs_fragmentstate_template,