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
22 #include "wine/port.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
31 /* Context activation for state handlers is done by the caller. */
33 /* Some private defines, Constant associations, etc.
34 * Env bump matrix and per stage constant should be independent,
35 * a stage that bump maps can't read the per state constant
37 #define ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
38 #define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i)
39 #define ATIFS_CONST_TFACTOR GL_CON_6_ATI
41 enum atifs_constant_value
43 ATIFS_CONSTANT_UNUSED
= 0,
45 ATIFS_CONSTANT_TFACTOR
,
49 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
52 struct ffp_frag_desc parent
;
54 unsigned int num_textures_used
;
55 enum atifs_constant_value constants
[MAX_TEXTURES
];
58 struct atifs_private_data
60 struct wine_rb_tree fragment_shaders
; /* A rb-tree to track fragment pipeline replacement shaders */
63 struct atifs_context_private_data
65 const struct atifs_ffp_desc
*last_shader
;
68 static const char *debug_dstmod(GLuint mod
) {
70 case GL_NONE
: return "GL_NONE";
71 case GL_2X_BIT_ATI
: return "GL_2X_BIT_ATI";
72 case GL_4X_BIT_ATI
: return "GL_4X_BIT_ATI";
73 case GL_8X_BIT_ATI
: return "GL_8X_BIT_ATI";
74 case GL_HALF_BIT_ATI
: return "GL_HALF_BIT_ATI";
75 case GL_QUARTER_BIT_ATI
: return "GL_QUARTER_BIT_ATI";
76 case GL_EIGHTH_BIT_ATI
: return "GL_EIGHTH_BIT_ATI";
77 case GL_SATURATE_BIT_ATI
: return "GL_SATURATE_BIT_ATI";
78 default: return "Unexpected modifier\n";
82 static const char *debug_argmod(GLuint mod
) {
88 return "GL_2X_BIT_ATI";
90 return "GL_COMP_BIT_ATI";
91 case GL_NEGATE_BIT_ATI
:
92 return "GL_NEGATE_BIT_ATI";
94 return "GL_BIAS_BIT_ATI";
96 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
:
97 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
98 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
:
99 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
100 case GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
:
101 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
103 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
104 case GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
105 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
107 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
109 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
110 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
111 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
112 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
113 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
114 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
115 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
116 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
118 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
119 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
122 return "Unexpected argmod combination\n";
125 static const char *debug_register(GLuint reg
) {
127 case GL_REG_0_ATI
: return "GL_REG_0_ATI";
128 case GL_REG_1_ATI
: return "GL_REG_1_ATI";
129 case GL_REG_2_ATI
: return "GL_REG_2_ATI";
130 case GL_REG_3_ATI
: return "GL_REG_3_ATI";
131 case GL_REG_4_ATI
: return "GL_REG_4_ATI";
132 case GL_REG_5_ATI
: return "GL_REG_5_ATI";
134 case GL_CON_0_ATI
: return "GL_CON_0_ATI";
135 case GL_CON_1_ATI
: return "GL_CON_1_ATI";
136 case GL_CON_2_ATI
: return "GL_CON_2_ATI";
137 case GL_CON_3_ATI
: return "GL_CON_3_ATI";
138 case GL_CON_4_ATI
: return "GL_CON_4_ATI";
139 case GL_CON_5_ATI
: return "GL_CON_5_ATI";
140 case GL_CON_6_ATI
: return "GL_CON_6_ATI";
141 case GL_CON_7_ATI
: return "GL_CON_7_ATI";
143 case GL_ZERO
: return "GL_ZERO";
144 case GL_ONE
: return "GL_ONE";
145 case GL_PRIMARY_COLOR
: return "GL_PRIMARY_COLOR";
146 case GL_SECONDARY_INTERPOLATOR_ATI
: return "GL_SECONDARY_INTERPOLATOR_ATI";
148 default: return "Unknown register\n";
152 static const char *debug_swizzle(GLuint swizzle
) {
154 case GL_SWIZZLE_STR_ATI
: return "GL_SWIZZLE_STR_ATI";
155 case GL_SWIZZLE_STQ_ATI
: return "GL_SWIZZLE_STQ_ATI";
156 case GL_SWIZZLE_STR_DR_ATI
: return "GL_SWIZZLE_STR_DR_ATI";
157 case GL_SWIZZLE_STQ_DQ_ATI
: return "GL_SWIZZLE_STQ_DQ_ATI";
158 default: return "unknown swizzle";
162 static const char *debug_rep(GLuint rep
) {
164 case GL_NONE
: return "GL_NONE";
165 case GL_RED
: return "GL_RED";
166 case GL_GREEN
: return "GL_GREEN";
167 case GL_BLUE
: return "GL_BLUE";
168 case GL_ALPHA
: return "GL_ALPHA";
169 default: return "unknown argrep";
173 static const char *debug_op(GLuint op
) {
175 case GL_MOV_ATI
: return "GL_MOV_ATI";
176 case GL_ADD_ATI
: return "GL_ADD_ATI";
177 case GL_MUL_ATI
: return "GL_MUL_ATI";
178 case GL_SUB_ATI
: return "GL_SUB_ATI";
179 case GL_DOT3_ATI
: return "GL_DOT3_ATI";
180 case GL_DOT4_ATI
: return "GL_DOT4_ATI";
181 case GL_MAD_ATI
: return "GL_MAD_ATI";
182 case GL_LERP_ATI
: return "GL_LERP_ATI";
183 case GL_CND_ATI
: return "GL_CND_ATI";
184 case GL_CND0_ATI
: return "GL_CND0_ATI";
185 case GL_DOT2_ADD_ATI
: return "GL_DOT2_ADD_ATI";
186 default: return "unexpected op";
190 static const char *debug_mask(GLuint mask
) {
192 case GL_NONE
: return "GL_NONE";
193 case GL_RED_BIT_ATI
: return "GL_RED_BIT_ATI";
194 case GL_GREEN_BIT_ATI
: return "GL_GREEN_BIT_ATI";
195 case GL_BLUE_BIT_ATI
: return "GL_BLUE_BIT_ATI";
196 case GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
197 case GL_RED_BIT_ATI
| GL_BLUE_BIT_ATI
: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
198 case GL_GREEN_BIT_ATI
| GL_BLUE_BIT_ATI
:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
199 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";
200 default: return "Unexpected writemask";
204 static void wrap_op1(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
205 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
)
207 if(dstMask
== GL_ALPHA
) {
208 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
209 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
210 GL_EXTCALL(glAlphaFragmentOp1ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
212 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
213 debug_mask(dstMask
), debug_dstmod(dstMod
),
214 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
215 GL_EXTCALL(glColorFragmentOp1ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
219 static void wrap_op2(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
220 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
)
222 if(dstMask
== GL_ALPHA
) {
223 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
224 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
225 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
226 GL_EXTCALL(glAlphaFragmentOp2ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
228 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
229 debug_mask(dstMask
), debug_dstmod(dstMod
),
230 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
231 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
232 GL_EXTCALL(glColorFragmentOp2ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
236 static void wrap_op3(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
237 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
,
238 GLuint arg3
, GLuint arg3Rep
, GLuint arg3Mod
)
240 if(dstMask
== GL_ALPHA
) {
241 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
242 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
243 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
244 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
245 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
246 GL_EXTCALL(glAlphaFragmentOp3ATI(op
, dst
, dstMod
,
247 arg1
, arg1Rep
, arg1Mod
,
248 arg2
, arg2Rep
, arg2Mod
,
249 arg3
, arg3Rep
, arg3Mod
));
251 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
252 debug_mask(dstMask
), debug_dstmod(dstMod
),
253 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
254 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
255 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
256 GL_EXTCALL(glColorFragmentOp3ATI(op
, dst
, dstMask
, dstMod
,
257 arg1
, arg1Rep
, arg1Mod
,
258 arg2
, arg2Rep
, arg2Mod
,
259 arg3
, arg3Rep
, arg3Mod
));
263 static GLuint
register_for_arg(DWORD arg
, const struct wined3d_gl_info
*gl_info
,
264 unsigned int stage
, GLuint
*mod
, GLuint
*rep
, GLuint tmparg
)
268 if(mod
) *mod
= GL_NONE
;
269 if(arg
== ARG_UNUSED
)
271 if (rep
) *rep
= GL_NONE
;
272 return -1; /* This is the marker for unused registers */
275 switch(arg
& WINED3DTA_SELECTMASK
) {
276 case WINED3DTA_DIFFUSE
:
277 ret
= GL_PRIMARY_COLOR
;
280 case WINED3DTA_CURRENT
:
281 /* Note that using GL_REG_0_ATI for the passed on register is safe because
282 * texture0 is read at stage0, so in the worst case it is read in the
283 * instruction writing to reg0. Afterwards texture0 is not used any longer.
284 * If we're reading from current
286 ret
= stage
? GL_REG_0_ATI
: GL_PRIMARY_COLOR
;
289 case WINED3DTA_TEXTURE
:
290 ret
= GL_REG_0_ATI
+ stage
;
293 case WINED3DTA_TFACTOR
:
294 ret
= ATIFS_CONST_TFACTOR
;
297 case WINED3DTA_SPECULAR
:
298 ret
= GL_SECONDARY_INTERPOLATOR_ATI
;
305 case WINED3DTA_CONSTANT
:
306 ret
= ATIFS_CONST_STAGE(stage
);
310 FIXME("Unknown source argument %d\n", arg
);
314 if(arg
& WINED3DTA_COMPLEMENT
) {
315 if(mod
) *mod
|= GL_COMP_BIT_ATI
;
317 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
318 if(rep
) *rep
= GL_ALPHA
;
320 if(rep
) *rep
= GL_NONE
;
325 static GLuint
find_tmpreg(const struct texture_stage_op op
[MAX_TEXTURES
])
327 int lowest_read
= -1;
328 int lowest_write
= -1;
330 BOOL tex_used
[MAX_TEXTURES
];
332 memset(tex_used
, 0, sizeof(tex_used
));
333 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
335 if (op
[i
].cop
== WINED3D_TOP_DISABLE
)
338 if(lowest_read
== -1 &&
339 (op
[i
].carg1
== WINED3DTA_TEMP
|| op
[i
].carg2
== WINED3DTA_TEMP
|| op
[i
].carg0
== WINED3DTA_TEMP
||
340 op
[i
].aarg1
== WINED3DTA_TEMP
|| op
[i
].aarg2
== WINED3DTA_TEMP
|| op
[i
].aarg0
== WINED3DTA_TEMP
)) {
344 if (lowest_write
== -1 && op
[i
].tmp_dst
)
347 if(op
[i
].carg1
== WINED3DTA_TEXTURE
|| op
[i
].carg2
== WINED3DTA_TEXTURE
|| op
[i
].carg0
== WINED3DTA_TEXTURE
||
348 op
[i
].aarg1
== WINED3DTA_TEXTURE
|| op
[i
].aarg2
== WINED3DTA_TEXTURE
|| op
[i
].aarg0
== WINED3DTA_TEXTURE
) {
353 /* Temp reg not read? We don't need it, return GL_NONE */
354 if(lowest_read
== -1) return GL_NONE
;
356 if(lowest_write
>= lowest_read
) {
357 FIXME("Temp register read before being written\n");
360 if(lowest_write
== -1) {
361 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
362 FIXME("Temp register read without being written\n");
364 } else if(lowest_write
>= 1) {
365 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
366 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
371 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
372 * for the regular result
374 for(i
= 1; i
< 6; i
++) {
376 return GL_REG_0_ATI
+ i
;
379 /* What to do here? Report it in ValidateDevice? */
380 FIXME("Could not find a register for the temporary register\n");
385 static const struct color_fixup_desc color_fixup_rg
=
389 0, CHANNEL_SOURCE_ONE
,
390 0, CHANNEL_SOURCE_ONE
392 static const struct color_fixup_desc color_fixup_rgl
=
399 static const struct color_fixup_desc color_fixup_rgba
=
407 static BOOL
op_reads_texture(const struct texture_stage_op
*op
)
409 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
410 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
411 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
412 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
413 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
414 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
415 || op
->cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
;
418 static void atifs_color_fixup(const struct wined3d_gl_info
*gl_info
, struct color_fixup_desc fixup
, GLuint reg
)
420 if(is_same_fixup(fixup
, color_fixup_rg
))
422 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
, GL_NONE
,
423 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
424 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_BLUE_BIT_ATI
, GL_NONE
,
425 GL_ONE
, GL_NONE
, GL_NONE
);
426 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_ALPHA
, GL_NONE
,
427 GL_ONE
, GL_NONE
, GL_NONE
);
429 else if(is_same_fixup(fixup
, color_fixup_rgl
))
431 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
, GL_NONE
,
432 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
434 else if (is_same_fixup(fixup
, color_fixup_rgba
))
436 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_NONE
, GL_NONE
,
437 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
438 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_ALPHA
, GL_NONE
,
439 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
443 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
444 ERR("Unsupported color fixup.\n");
448 static BOOL
op_reads_tfactor(const struct texture_stage_op
*op
)
450 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
451 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
452 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
453 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
454 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
455 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
456 || op
->cop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
457 || op
->aop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
;
460 static BOOL
op_reads_constant(const struct texture_stage_op
*op
)
462 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
463 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
464 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
465 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
466 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
467 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
;
470 static GLuint
gen_ati_shader(const struct texture_stage_op op
[MAX_TEXTURES
],
471 const struct wined3d_gl_info
*gl_info
, enum atifs_constant_value
*constants
)
473 GLuint ret
= GL_EXTCALL(glGenFragmentShadersATI(1));
475 GLuint arg0
, arg1
, arg2
, extrarg
;
476 GLuint dstmod
, argmod0
, argmod1
, argmod2
, argmodextra
;
477 GLuint rep0
, rep1
, rep2
;
479 GLuint tmparg
= find_tmpreg(op
);
481 BOOL tfactor_used
= FALSE
;
484 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
487 GL_EXTCALL(glBindFragmentShaderATI(ret
));
488 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
490 TRACE("glBeginFragmentShaderATI()\n");
491 GL_EXTCALL(glBeginFragmentShaderATI());
492 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
494 /* Pass 1: Generate sampling instructions for perturbation maps */
495 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
497 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
499 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
500 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
503 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
505 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
507 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
, GL_TEXTURE0_ARB
+ stage
, GL_SWIZZLE_STR_ATI
));
508 if (op
[stage
+ 1].projected
== WINED3D_PROJECTION_NONE
)
509 swizzle
= GL_SWIZZLE_STR_ATI
;
510 else if (op
[stage
+ 1].projected
== WINED3D_PROJECTION_COUNT4
)
511 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
513 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
514 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
515 stage
+ 1, stage
+ 1, debug_swizzle(swizzle
));
516 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI
+ stage
+ 1,
517 GL_TEXTURE0_ARB
+ stage
+ 1,
521 /* Pass 2: Generate perturbation calculations */
522 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
524 GLuint argmodextra_x
, argmodextra_y
;
525 struct color_fixup_desc fixup
;
527 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
529 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
530 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
533 fixup
= op
[stage
].color_fixup
;
534 if (fixup
.x_source
!= CHANNEL_SOURCE_X
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
)
536 FIXME("Swizzles not implemented\n");
537 argmodextra_x
= GL_NONE
;
538 argmodextra_y
= GL_NONE
;
542 /* Nice thing, we get the color correction for free :-) */
543 argmodextra_x
= fixup
.x_sign_fixup
? GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
: GL_NONE
;
544 argmodextra_y
= fixup
.y_sign_fixup
? GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
: GL_NONE
;
547 wrap_op3(gl_info
, GL_DOT2_ADD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_RED_BIT_ATI
, GL_NONE
,
548 GL_REG_0_ATI
+ stage
, GL_NONE
, argmodextra_x
,
549 ATIFS_CONST_BUMPMAT(stage
), GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
550 GL_REG_0_ATI
+ stage
+ 1, GL_RED
, GL_NONE
);
552 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
553 * component of the bump matrix. Instead do this with two MADs:
555 * coord.a = tex.r * bump.b + coord.g
556 * coord.g = tex.g * bump.a + coord.a
558 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
559 * coord.a is unused. If the perturbed texture is projected, this was already handled
560 * in the glPassTexCoordATI above.
562 wrap_op3(gl_info
, GL_MAD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
,
563 GL_REG_0_ATI
+ stage
, GL_RED
, argmodextra_y
,
564 ATIFS_CONST_BUMPMAT(stage
), GL_BLUE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
565 GL_REG_0_ATI
+ stage
+ 1, GL_GREEN
, GL_NONE
);
566 wrap_op3(gl_info
, GL_MAD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_GREEN_BIT_ATI
, GL_NONE
,
567 GL_REG_0_ATI
+ stage
, GL_GREEN
, argmodextra_y
,
568 ATIFS_CONST_BUMPMAT(stage
), GL_ALPHA
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
569 GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
);
572 /* Pass 3: Generate sampling instructions for regular textures */
573 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
575 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
578 if (op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
579 swizzle
= GL_SWIZZLE_STR_ATI
;
580 else if (op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
581 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
583 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
585 if (op_reads_texture(&op
[stage
]))
588 && (op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
589 || op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
591 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
593 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
594 GL_REG_0_ATI
+ stage
,
595 GL_SWIZZLE_STR_ATI
));
597 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
598 stage
, stage
, debug_swizzle(swizzle
));
599 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
600 GL_TEXTURE0_ARB
+ stage
,
606 /* Pass 4: Generate the arithmetic instructions */
607 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
609 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
613 /* Handle complete texture disabling gracefully */
614 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_NONE
, GL_NONE
,
615 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
616 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
617 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
622 if (op
[stage
].tmp_dst
)
624 /* If we're writing to D3DTA_TEMP, but never reading from it we
625 * don't have to write there in the first place. Skip the entire
626 * stage, this saves some GPU time. */
627 if (tmparg
== GL_NONE
)
634 dstreg
= GL_REG_0_ATI
;
637 if (op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
|| op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
639 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
643 arg0
= register_for_arg(op
[stage
].carg0
, gl_info
, stage
, &argmod0
, &rep0
, tmparg
);
644 arg1
= register_for_arg(op
[stage
].carg1
, gl_info
, stage
, &argmod1
, &rep1
, tmparg
);
645 arg2
= register_for_arg(op
[stage
].carg2
, gl_info
, stage
, &argmod2
, &rep2
, tmparg
);
647 argmodextra
= GL_NONE
;
650 if (op_reads_tfactor(&op
[stage
]))
653 if (op_reads_constant(&op
[stage
]))
655 if (constants
[stage
] != ATIFS_CONSTANT_UNUSED
)
656 FIXME("Constant %u already used.\n", stage
);
657 constants
[stage
] = ATIFS_CONSTANT_STAGE
;
660 if (op_reads_texture(&op
[stage
]) && !is_identity_fixup(op
[stage
].color_fixup
))
661 atifs_color_fixup(gl_info
, op
[stage
].color_fixup
, GL_REG_0_ATI
+ stage
);
663 switch (op
[stage
].cop
)
665 case WINED3D_TOP_SELECT_ARG2
:
670 case WINED3D_TOP_SELECT_ARG1
:
671 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_NONE
, GL_NONE
,
672 arg1
, rep1
, argmod1
);
675 case WINED3D_TOP_MODULATE_4X
:
676 if(dstmod
== GL_NONE
) dstmod
= GL_4X_BIT_ATI
;
678 case WINED3D_TOP_MODULATE_2X
:
679 if(dstmod
== GL_NONE
) dstmod
= GL_2X_BIT_ATI
;
680 dstmod
|= GL_SATURATE_BIT_ATI
;
682 case WINED3D_TOP_MODULATE
:
683 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_NONE
, dstmod
,
685 arg2
, rep2
, argmod2
);
688 case WINED3D_TOP_ADD_SIGNED_2X
:
689 dstmod
= GL_2X_BIT_ATI
;
691 case WINED3D_TOP_ADD_SIGNED
:
692 argmodextra
= GL_BIAS_BIT_ATI
;
694 case WINED3D_TOP_ADD
:
695 dstmod
|= GL_SATURATE_BIT_ATI
;
696 wrap_op2(gl_info
, GL_ADD_ATI
, GL_REG_0_ATI
, GL_NONE
, dstmod
,
698 arg2
, rep2
, argmodextra
| argmod2
);
701 case WINED3D_TOP_SUBTRACT
:
702 dstmod
|= GL_SATURATE_BIT_ATI
;
703 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_NONE
, dstmod
,
705 arg2
, rep2
, argmod2
);
708 case WINED3D_TOP_ADD_SMOOTH
:
709 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
710 /* Dst = arg1 + * arg2(1 -arg 1)
711 * = arg2 * (1 - arg1) + arg1
713 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
715 arg1
, rep1
, argmodextra
,
716 arg1
, rep1
, argmod1
);
719 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
720 if (extrarg
== GL_NONE
)
721 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
723 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
724 if (extrarg
== GL_NONE
)
725 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
727 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
728 if (extrarg
== GL_NONE
)
729 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
731 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
732 if (extrarg
== GL_NONE
)
733 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
734 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
735 extrarg
, GL_ALPHA
, GL_NONE
,
737 arg2
, rep2
, argmod2
);
740 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
741 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
742 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_NONE
,
744 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
745 arg1
, rep1
, argmod1
);
748 /* D3DTOP_PREMODULATE ???? */
750 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
751 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
753 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
755 argmodextra
= argmod1
;
756 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
758 arg1
, GL_ALPHA
, argmodextra
,
759 arg1
, rep1
, argmod1
);
762 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
763 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
765 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
767 argmodextra
= argmod1
;
768 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
770 arg1
, rep1
, argmodextra
,
771 arg1
, GL_ALPHA
, argmod1
);
774 case WINED3D_TOP_DOTPRODUCT3
:
775 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_NONE
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
776 arg1
, rep1
, argmod1
| GL_BIAS_BIT_ATI
,
777 arg2
, rep2
, argmod2
| GL_BIAS_BIT_ATI
);
780 case WINED3D_TOP_MULTIPLY_ADD
:
781 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
784 arg0
, rep0
, argmod0
);
787 case WINED3D_TOP_LERP
:
788 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
791 arg2
, rep2
, argmod2
);
794 default: FIXME("Unhandled color operation %d on stage %d\n", op
[stage
].cop
, stage
);
797 arg0
= register_for_arg(op
[stage
].aarg0
, gl_info
, stage
, &argmod0
, NULL
, tmparg
);
798 arg1
= register_for_arg(op
[stage
].aarg1
, gl_info
, stage
, &argmod1
, NULL
, tmparg
);
799 arg2
= register_for_arg(op
[stage
].aarg2
, gl_info
, stage
, &argmod2
, NULL
, tmparg
);
801 argmodextra
= GL_NONE
;
804 switch (op
[stage
].aop
)
806 case WINED3D_TOP_DISABLE
:
807 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
810 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
811 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
815 case WINED3D_TOP_SELECT_ARG2
:
819 case WINED3D_TOP_SELECT_ARG1
:
820 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
821 arg1
, GL_NONE
, argmod1
);
824 case WINED3D_TOP_MODULATE_4X
:
825 if (dstmod
== GL_NONE
)
826 dstmod
= GL_4X_BIT_ATI
;
828 case WINED3D_TOP_MODULATE_2X
:
829 if (dstmod
== GL_NONE
)
830 dstmod
= GL_2X_BIT_ATI
;
831 dstmod
|= GL_SATURATE_BIT_ATI
;
833 case WINED3D_TOP_MODULATE
:
834 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_ALPHA
, dstmod
,
835 arg1
, GL_NONE
, argmod1
,
836 arg2
, GL_NONE
, argmod2
);
839 case WINED3D_TOP_ADD_SIGNED_2X
:
840 dstmod
= GL_2X_BIT_ATI
;
842 case WINED3D_TOP_ADD_SIGNED
:
843 argmodextra
= GL_BIAS_BIT_ATI
;
845 case WINED3D_TOP_ADD
:
846 dstmod
|= GL_SATURATE_BIT_ATI
;
847 wrap_op2(gl_info
, GL_ADD_ATI
, dstreg
, GL_ALPHA
, dstmod
,
848 arg1
, GL_NONE
, argmod1
,
849 arg2
, GL_NONE
, argmodextra
| argmod2
);
852 case WINED3D_TOP_SUBTRACT
:
853 dstmod
|= GL_SATURATE_BIT_ATI
;
854 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_ALPHA
, dstmod
,
855 arg1
, GL_NONE
, argmod1
,
856 arg2
, GL_NONE
, argmod2
);
859 case WINED3D_TOP_ADD_SMOOTH
:
860 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
861 /* Dst = arg1 + * arg2(1 -arg 1)
862 * = arg2 * (1 - arg1) + arg1
864 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
865 arg2
, GL_NONE
, argmod2
,
866 arg1
, GL_NONE
, argmodextra
,
867 arg1
, GL_NONE
, argmod1
);
870 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
871 if (extrarg
== GL_NONE
)
872 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
874 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
875 if (extrarg
== GL_NONE
)
876 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
878 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
879 if (extrarg
== GL_NONE
)
880 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
882 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
883 if (extrarg
== GL_NONE
)
884 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
885 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
886 extrarg
, GL_ALPHA
, GL_NONE
,
887 arg1
, GL_NONE
, argmod1
,
888 arg2
, GL_NONE
, argmod2
);
891 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
892 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
893 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
894 arg2
, GL_NONE
, argmod2
,
895 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
896 arg1
, GL_NONE
, argmod1
);
899 /* D3DTOP_PREMODULATE ???? */
901 case WINED3D_TOP_DOTPRODUCT3
:
902 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_ALPHA
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
903 arg1
, GL_NONE
, argmod1
| GL_BIAS_BIT_ATI
,
904 arg2
, GL_NONE
, argmod2
| GL_BIAS_BIT_ATI
);
907 case WINED3D_TOP_MULTIPLY_ADD
:
908 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
909 arg1
, GL_NONE
, argmod1
,
910 arg2
, GL_NONE
, argmod2
,
911 arg0
, GL_NONE
, argmod0
);
914 case WINED3D_TOP_LERP
:
915 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
916 arg1
, GL_NONE
, argmod1
,
917 arg2
, GL_NONE
, argmod2
,
918 arg0
, GL_NONE
, argmod0
);
921 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
922 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
923 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
924 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
925 case WINED3D_TOP_BUMPENVMAP
:
926 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
927 ERR("Application uses an invalid alpha operation\n");
930 default: FIXME("Unhandled alpha operation %d on stage %d\n", op
[stage
].aop
, stage
);
934 if (tfactor_used
&& constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] != ATIFS_CONSTANT_UNUSED
)
935 FIXME("Texture factor constant already used.\n");
936 constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] = ATIFS_CONSTANT_TFACTOR
;
938 /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
939 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
941 if (constants
[stage
] == ATIFS_CONSTANT_UNUSED
)
942 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
945 TRACE("glEndFragmentShaderATI()\n");
946 GL_EXTCALL(glEndFragmentShaderATI());
947 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
951 static void atifs_tfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
953 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
954 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
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 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
971 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
973 if (!ctx_priv
->last_shader
974 || ctx_priv
->last_shader
->constants
[stage
] != ATIFS_CONSTANT_BUMP
)
977 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
978 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
979 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
980 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
981 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
982 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
983 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
984 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
985 * shader(it is free). This might potentially reduce precision. However, if the hardware does
986 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
987 mat
[0][0] = (mat
[0][0] + 1.0f
) * 0.5f
;
988 mat
[1][0] = (mat
[1][0] + 1.0f
) * 0.5f
;
989 mat
[0][1] = (mat
[0][1] + 1.0f
) * 0.5f
;
990 mat
[1][1] = (mat
[1][1] + 1.0f
) * 0.5f
;
991 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage
), (float *) mat
));
992 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
995 static void atifs_stage_constant(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
997 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
998 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
999 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
1000 struct wined3d_color color
;
1002 if (!ctx_priv
->last_shader
1003 || ctx_priv
->last_shader
->constants
[stage
] != ATIFS_CONSTANT_STAGE
)
1006 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[stage
][WINED3D_TSS_CONSTANT
]);
1007 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage
), &color
.r
));
1008 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)");
1011 static void set_tex_op_atifs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1013 const struct wined3d_device
*device
= context
->device
;
1014 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1015 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
1016 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
1017 const struct atifs_ffp_desc
*desc
, *last_shader
= ctx_priv
->last_shader
;
1018 struct ffp_frag_settings settings
;
1019 struct atifs_private_data
*priv
= device
->fragment_priv
;
1023 gen_ffp_frag_op(context
, state
, &settings
, TRUE
);
1024 desc
= (const struct atifs_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
1027 struct atifs_ffp_desc
*new_desc
;
1029 if (!(new_desc
= heap_alloc_zero(sizeof(*new_desc
))))
1031 ERR("Out of memory\n");
1034 new_desc
->num_textures_used
= 0;
1035 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
1037 if (settings
.op
[i
].cop
== WINED3D_TOP_DISABLE
)
1039 ++new_desc
->num_textures_used
;
1042 new_desc
->parent
.settings
= settings
;
1043 new_desc
->shader
= gen_ati_shader(settings
.op
, gl_info
, new_desc
->constants
);
1044 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
1045 TRACE("Allocated fixed function replacement shader descriptor %p.\n", new_desc
);
1049 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
1050 * used by this shader
1052 for (i
= 0; i
< desc
->num_textures_used
; ++i
)
1054 mapped_stage
= context
->tex_unit_map
[i
];
1055 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
1057 context_active_texture(context
, gl_info
, mapped_stage
);
1058 texture_activate_dimensions(state
->textures
[i
], gl_info
);
1062 GL_EXTCALL(glBindFragmentShaderATI(desc
->shader
));
1063 ctx_priv
->last_shader
= desc
;
1065 for (i
= 0; i
< MAX_TEXTURES
; i
++)
1067 if (last_shader
&& last_shader
->constants
[i
] == desc
->constants
[i
])
1070 switch (desc
->constants
[i
])
1072 case ATIFS_CONSTANT_BUMP
:
1073 set_bumpmat(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
1076 case ATIFS_CONSTANT_TFACTOR
:
1077 atifs_tfactor(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
1080 case ATIFS_CONSTANT_STAGE
:
1081 atifs_stage_constant(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_CONSTANT
));
1085 ERR("Unexpected constant type %u.\n", desc
->constants
[i
]);
1090 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1092 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
1093 set_tex_op_atifs(context
, state
, state_id
);
1096 static void atifs_srgbwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1098 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1099 WARN("sRGB writes are not supported by this fragment pipe.\n");
1102 static const struct StateEntryTemplate atifs_fragmentstate_template
[] = {
1103 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), atifs_tfactor
}, WINED3D_GL_EXT_NONE
},
1104 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1105 {STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1106 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
1107 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1108 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
1109 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
1110 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
1111 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1112 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1113 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
1114 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
1115 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), atifs_srgbwriteenable
}, WINED3D_GL_EXT_NONE
},
1116 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
1117 {STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
1118 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1119 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1120 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1121 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1122 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1124 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1125 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1126 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1127 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1128 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1129 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1130 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1131 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1132 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1133 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1134 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1135 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1136 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1137 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1138 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1139 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1140 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1141 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1142 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1143 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1144 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1145 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1146 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1147 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1148 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1149 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1150 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1151 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1152 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1153 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1154 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1155 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1156 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1157 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1158 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1159 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1160 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1161 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1162 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1163 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1164 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1165 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1166 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1167 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1168 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1169 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1170 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1171 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1172 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1173 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1174 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1175 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1176 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1177 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1178 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1179 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1180 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1181 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1182 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1183 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1184 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1185 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1186 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1187 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1188 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1189 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1190 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1191 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1192 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1193 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1194 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1195 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1196 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1197 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1198 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1199 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1200 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1201 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1202 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1203 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1204 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1205 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1206 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1207 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1208 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1209 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1210 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1211 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1212 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1213 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1214 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1215 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1216 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1217 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1218 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1219 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1220 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1221 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1222 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1223 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1224 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1225 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1226 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1227 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1228 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1229 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1230 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1231 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1232 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1233 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1234 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1235 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1236 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1237 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1238 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1239 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1240 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1241 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1242 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1243 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1244 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1245 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1246 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), set_tex_op_atifs
}, WINED3D_GL_EXT_NONE
},
1247 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
1250 /* Context activation is done by the caller. */
1251 static void atifs_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
1255 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_SHADER_ATI
);
1256 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1260 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_SHADER_ATI
);
1261 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1265 static void atifs_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
1267 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
1268 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
|
1269 WINED3DPMISCCAPS_PERSTAGECONSTANT
;
1270 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
1271 WINED3DTEXOPCAPS_SELECTARG1
|
1272 WINED3DTEXOPCAPS_SELECTARG2
|
1273 WINED3DTEXOPCAPS_MODULATE4X
|
1274 WINED3DTEXOPCAPS_MODULATE2X
|
1275 WINED3DTEXOPCAPS_MODULATE
|
1276 WINED3DTEXOPCAPS_ADDSIGNED2X
|
1277 WINED3DTEXOPCAPS_ADDSIGNED
|
1278 WINED3DTEXOPCAPS_ADD
|
1279 WINED3DTEXOPCAPS_SUBTRACT
|
1280 WINED3DTEXOPCAPS_ADDSMOOTH
|
1281 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
1282 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
1283 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
1284 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
1285 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
1286 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
1287 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
1288 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
1289 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
1290 WINED3DTEXOPCAPS_DOTPRODUCT3
|
1291 WINED3DTEXOPCAPS_MULTIPLYADD
|
1292 WINED3DTEXOPCAPS_LERP
|
1293 WINED3DTEXOPCAPS_BUMPENVMAP
;
1295 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1296 and WINED3DTEXOPCAPS_PREMODULATE */
1298 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1299 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1300 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1301 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1302 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1303 * pipeline, and almost all games are happy with that. We can however support up to 8
1304 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1305 * only 1 instruction.
1307 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1308 * r200 series and use an ARB or GLSL shader instead
1310 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
1311 caps
->MaxSimultaneousTextures
= 6;
1314 static DWORD
atifs_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
1316 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
1319 static void *atifs_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
1321 struct atifs_private_data
*priv
;
1323 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
1326 wine_rb_init(&priv
->fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
1330 /* Context activation is done by the caller. */
1331 static void atifs_free_ffpshader(struct wine_rb_entry
*entry
, void *cb_ctx
)
1333 const struct wined3d_gl_info
*gl_info
= cb_ctx
;
1334 struct atifs_ffp_desc
*entry_ati
= WINE_RB_ENTRY_VALUE(entry
, struct atifs_ffp_desc
, parent
.entry
);
1336 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati
->shader
));
1337 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1338 heap_free(entry_ati
);
1341 /* Context activation is done by the caller. */
1342 static void atifs_free(struct wined3d_device
*device
)
1344 struct atifs_private_data
*priv
= device
->fragment_priv
;
1346 wine_rb_destroy(&priv
->fragment_shaders
, atifs_free_ffpshader
, &device
->adapter
->gl_info
);
1349 device
->fragment_priv
= NULL
;
1352 static BOOL
atifs_color_fixup_supported(struct color_fixup_desc fixup
)
1354 /* We only support sign fixup of the first two channels. */
1355 return is_identity_fixup(fixup
) || is_same_fixup(fixup
, color_fixup_rg
)
1356 || is_same_fixup(fixup
, color_fixup_rgl
) || is_same_fixup(fixup
, color_fixup_rgba
);
1359 static BOOL
atifs_alloc_context_data(struct wined3d_context
*context
)
1361 struct atifs_context_private_data
*priv
;
1363 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
1365 context
->fragment_pipe_data
= priv
;
1369 static void atifs_free_context_data(struct wined3d_context
*context
)
1371 heap_free(context
->fragment_pipe_data
);
1374 const struct fragment_pipeline atifs_fragment_pipeline
= {
1377 atifs_get_emul_mask
,
1380 atifs_alloc_context_data
,
1381 atifs_free_context_data
,
1382 atifs_color_fixup_supported
,
1383 atifs_fragmentstate_template
,