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"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
32 /* Context activation for state handlers is done by the caller. */
34 /* Some private defines, Constant associations, etc.
35 * Env bump matrix and per stage constant should be independent,
36 * a stage that bump maps can't read the per state constant
38 #define ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
39 #define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i)
40 #define ATIFS_CONST_TFACTOR GL_CON_6_ATI
42 enum atifs_constant_value
44 ATIFS_CONSTANT_UNUSED
= 0,
46 ATIFS_CONSTANT_TFACTOR
,
50 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
53 struct ffp_frag_desc parent
;
55 unsigned int num_textures_used
;
56 enum atifs_constant_value constants
[8];
59 struct atifs_private_data
61 struct wine_rb_tree fragment_shaders
; /* A rb-tree to track fragment pipeline replacement shaders */
64 struct atifs_context_private_data
66 const struct atifs_ffp_desc
*last_shader
;
69 static const char *debug_dstmod(GLuint mod
) {
71 case GL_NONE
: return "GL_NONE";
72 case GL_2X_BIT_ATI
: return "GL_2X_BIT_ATI";
73 case GL_4X_BIT_ATI
: return "GL_4X_BIT_ATI";
74 case GL_8X_BIT_ATI
: return "GL_8X_BIT_ATI";
75 case GL_HALF_BIT_ATI
: return "GL_HALF_BIT_ATI";
76 case GL_QUARTER_BIT_ATI
: return "GL_QUARTER_BIT_ATI";
77 case GL_EIGHTH_BIT_ATI
: return "GL_EIGHTH_BIT_ATI";
78 case GL_SATURATE_BIT_ATI
: return "GL_SATURATE_BIT_ATI";
79 default: return "Unexpected modifier\n";
83 static const char *debug_argmod(GLuint mod
) {
89 return "GL_2X_BIT_ATI";
91 return "GL_COMP_BIT_ATI";
92 case GL_NEGATE_BIT_ATI
:
93 return "GL_NEGATE_BIT_ATI";
95 return "GL_BIAS_BIT_ATI";
97 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
:
98 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
99 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
:
100 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
101 case GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
:
102 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
103 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
104 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
105 case GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
106 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
107 case GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
108 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
110 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
111 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
112 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
113 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
114 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
115 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
116 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
117 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
119 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
120 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
123 return "Unexpected argmod combination\n";
126 static const char *debug_register(GLuint reg
) {
128 case GL_REG_0_ATI
: return "GL_REG_0_ATI";
129 case GL_REG_1_ATI
: return "GL_REG_1_ATI";
130 case GL_REG_2_ATI
: return "GL_REG_2_ATI";
131 case GL_REG_3_ATI
: return "GL_REG_3_ATI";
132 case GL_REG_4_ATI
: return "GL_REG_4_ATI";
133 case GL_REG_5_ATI
: return "GL_REG_5_ATI";
135 case GL_CON_0_ATI
: return "GL_CON_0_ATI";
136 case GL_CON_1_ATI
: return "GL_CON_1_ATI";
137 case GL_CON_2_ATI
: return "GL_CON_2_ATI";
138 case GL_CON_3_ATI
: return "GL_CON_3_ATI";
139 case GL_CON_4_ATI
: return "GL_CON_4_ATI";
140 case GL_CON_5_ATI
: return "GL_CON_5_ATI";
141 case GL_CON_6_ATI
: return "GL_CON_6_ATI";
142 case GL_CON_7_ATI
: return "GL_CON_7_ATI";
144 case GL_ZERO
: return "GL_ZERO";
145 case GL_ONE
: return "GL_ONE";
146 case GL_PRIMARY_COLOR
: return "GL_PRIMARY_COLOR";
147 case GL_SECONDARY_INTERPOLATOR_ATI
: return "GL_SECONDARY_INTERPOLATOR_ATI";
149 default: return "Unknown register\n";
153 static const char *debug_swizzle(GLuint swizzle
) {
155 case GL_SWIZZLE_STR_ATI
: return "GL_SWIZZLE_STR_ATI";
156 case GL_SWIZZLE_STQ_ATI
: return "GL_SWIZZLE_STQ_ATI";
157 case GL_SWIZZLE_STR_DR_ATI
: return "GL_SWIZZLE_STR_DR_ATI";
158 case GL_SWIZZLE_STQ_DQ_ATI
: return "GL_SWIZZLE_STQ_DQ_ATI";
159 default: return "unknown swizzle";
163 static const char *debug_rep(GLuint rep
) {
165 case GL_NONE
: return "GL_NONE";
166 case GL_RED
: return "GL_RED";
167 case GL_GREEN
: return "GL_GREEN";
168 case GL_BLUE
: return "GL_BLUE";
169 case GL_ALPHA
: return "GL_ALPHA";
170 default: return "unknown argrep";
174 static const char *debug_op(GLuint op
) {
176 case GL_MOV_ATI
: return "GL_MOV_ATI";
177 case GL_ADD_ATI
: return "GL_ADD_ATI";
178 case GL_MUL_ATI
: return "GL_MUL_ATI";
179 case GL_SUB_ATI
: return "GL_SUB_ATI";
180 case GL_DOT3_ATI
: return "GL_DOT3_ATI";
181 case GL_DOT4_ATI
: return "GL_DOT4_ATI";
182 case GL_MAD_ATI
: return "GL_MAD_ATI";
183 case GL_LERP_ATI
: return "GL_LERP_ATI";
184 case GL_CND_ATI
: return "GL_CND_ATI";
185 case GL_CND0_ATI
: return "GL_CND0_ATI";
186 case GL_DOT2_ADD_ATI
: return "GL_DOT2_ADD_ATI";
187 default: return "unexpected op";
191 static const char *debug_mask(GLuint mask
) {
193 case GL_NONE
: return "GL_NONE";
194 case GL_RED_BIT_ATI
: return "GL_RED_BIT_ATI";
195 case GL_GREEN_BIT_ATI
: return "GL_GREEN_BIT_ATI";
196 case GL_BLUE_BIT_ATI
: return "GL_BLUE_BIT_ATI";
197 case GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
198 case GL_RED_BIT_ATI
| GL_BLUE_BIT_ATI
: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
199 case GL_GREEN_BIT_ATI
| GL_BLUE_BIT_ATI
:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
200 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";
201 default: return "Unexpected writemask";
205 static void wrap_op1(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
206 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
)
208 if(dstMask
== GL_ALPHA
) {
209 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
210 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
211 GL_EXTCALL(glAlphaFragmentOp1ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
213 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
214 debug_mask(dstMask
), debug_dstmod(dstMod
),
215 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
216 GL_EXTCALL(glColorFragmentOp1ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
220 static void wrap_op2(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
221 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
)
223 if(dstMask
== GL_ALPHA
) {
224 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
225 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
226 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
227 GL_EXTCALL(glAlphaFragmentOp2ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
229 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
230 debug_mask(dstMask
), debug_dstmod(dstMod
),
231 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
232 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
233 GL_EXTCALL(glColorFragmentOp2ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
237 static void wrap_op3(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
238 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
,
239 GLuint arg3
, GLuint arg3Rep
, GLuint arg3Mod
)
241 if(dstMask
== GL_ALPHA
) {
242 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
243 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
244 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
245 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
246 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
247 GL_EXTCALL(glAlphaFragmentOp3ATI(op
, dst
, dstMod
,
248 arg1
, arg1Rep
, arg1Mod
,
249 arg2
, arg2Rep
, arg2Mod
,
250 arg3
, arg3Rep
, arg3Mod
));
252 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
253 debug_mask(dstMask
), debug_dstmod(dstMod
),
254 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
255 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
256 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
257 GL_EXTCALL(glColorFragmentOp3ATI(op
, dst
, dstMask
, dstMod
,
258 arg1
, arg1Rep
, arg1Mod
,
259 arg2
, arg2Rep
, arg2Mod
,
260 arg3
, arg3Rep
, arg3Mod
));
264 static GLuint
register_for_arg(DWORD arg
, const struct wined3d_gl_info
*gl_info
,
265 unsigned int stage
, GLuint
*mod
, GLuint
*rep
, GLuint tmparg
)
269 if(mod
) *mod
= GL_NONE
;
270 if(arg
== ARG_UNUSED
)
272 if (rep
) *rep
= GL_NONE
;
273 return -1; /* This is the marker for unused registers */
276 switch(arg
& WINED3DTA_SELECTMASK
) {
277 case WINED3DTA_DIFFUSE
:
278 ret
= GL_PRIMARY_COLOR
;
281 case WINED3DTA_CURRENT
:
282 /* Note that using GL_REG_0_ATI for the passed on register is safe because
283 * texture0 is read at stage0, so in the worst case it is read in the
284 * instruction writing to reg0. Afterwards texture0 is not used any longer.
285 * If we're reading from current
287 ret
= stage
? GL_REG_0_ATI
: GL_PRIMARY_COLOR
;
290 case WINED3DTA_TEXTURE
:
291 ret
= GL_REG_0_ATI
+ stage
;
294 case WINED3DTA_TFACTOR
:
295 ret
= ATIFS_CONST_TFACTOR
;
298 case WINED3DTA_SPECULAR
:
299 ret
= GL_SECONDARY_INTERPOLATOR_ATI
;
306 case WINED3DTA_CONSTANT
:
307 ret
= ATIFS_CONST_STAGE(stage
);
311 FIXME("Unknown source argument %d\n", arg
);
315 if(arg
& WINED3DTA_COMPLEMENT
) {
316 if(mod
) *mod
|= GL_COMP_BIT_ATI
;
318 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
319 if(rep
) *rep
= GL_ALPHA
;
321 if(rep
) *rep
= GL_NONE
;
326 static GLuint
find_tmpreg(const struct texture_stage_op op
[MAX_TEXTURES
])
328 int lowest_read
= -1;
329 int lowest_write
= -1;
331 BOOL tex_used
[MAX_TEXTURES
];
333 memset(tex_used
, 0, sizeof(tex_used
));
334 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
336 if (op
[i
].cop
== WINED3D_TOP_DISABLE
)
339 if(lowest_read
== -1 &&
340 (op
[i
].carg1
== WINED3DTA_TEMP
|| op
[i
].carg2
== WINED3DTA_TEMP
|| op
[i
].carg0
== WINED3DTA_TEMP
||
341 op
[i
].aarg1
== WINED3DTA_TEMP
|| op
[i
].aarg2
== WINED3DTA_TEMP
|| op
[i
].aarg0
== WINED3DTA_TEMP
)) {
345 if(lowest_write
== -1 && op
[i
].dst
== tempreg
) {
349 if(op
[i
].carg1
== WINED3DTA_TEXTURE
|| op
[i
].carg2
== WINED3DTA_TEXTURE
|| op
[i
].carg0
== WINED3DTA_TEXTURE
||
350 op
[i
].aarg1
== WINED3DTA_TEXTURE
|| op
[i
].aarg2
== WINED3DTA_TEXTURE
|| op
[i
].aarg0
== WINED3DTA_TEXTURE
) {
355 /* Temp reg not read? We don't need it, return GL_NONE */
356 if(lowest_read
== -1) return GL_NONE
;
358 if(lowest_write
>= lowest_read
) {
359 FIXME("Temp register read before being written\n");
362 if(lowest_write
== -1) {
363 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
364 FIXME("Temp register read without being written\n");
366 } else if(lowest_write
>= 1) {
367 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
368 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
373 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
374 * for the regular result
376 for(i
= 1; i
< 6; i
++) {
378 return GL_REG_0_ATI
+ i
;
381 /* What to do here? Report it in ValidateDevice? */
382 FIXME("Could not find a register for the temporary register\n");
387 static const struct color_fixup_desc color_fixup_rg
=
391 0, CHANNEL_SOURCE_ONE
,
392 0, CHANNEL_SOURCE_ONE
394 static const struct color_fixup_desc color_fixup_rgl
=
401 static const struct color_fixup_desc color_fixup_rgba
=
409 static BOOL
op_reads_texture(const struct texture_stage_op
*op
)
411 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
412 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
413 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
414 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
415 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
416 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
417 || op
->cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
;
420 static void atifs_color_fixup(const struct wined3d_gl_info
*gl_info
, struct color_fixup_desc fixup
, GLuint reg
)
422 if(is_same_fixup(fixup
, color_fixup_rg
))
424 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
, GL_NONE
,
425 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
426 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_BLUE_BIT_ATI
, GL_NONE
,
427 GL_ONE
, GL_NONE
, GL_NONE
);
428 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_ALPHA
, GL_NONE
,
429 GL_ONE
, GL_NONE
, GL_NONE
);
431 else if(is_same_fixup(fixup
, color_fixup_rgl
))
433 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
, GL_NONE
,
434 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
436 else if (is_same_fixup(fixup
, color_fixup_rgba
))
438 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_NONE
, GL_NONE
,
439 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
440 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_ALPHA
, GL_NONE
,
441 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
445 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
446 ERR("Unsupported color fixup.\n");
450 static BOOL
op_reads_tfactor(const struct texture_stage_op
*op
)
452 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
453 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
454 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
455 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
456 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
457 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
458 || op
->cop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
459 || op
->aop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
;
462 static BOOL
op_reads_constant(const struct texture_stage_op
*op
)
464 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
465 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
466 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
467 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
468 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
469 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
;
472 static GLuint
gen_ati_shader(const struct texture_stage_op op
[MAX_TEXTURES
],
473 const struct wined3d_gl_info
*gl_info
, enum atifs_constant_value
*constants
)
475 GLuint ret
= GL_EXTCALL(glGenFragmentShadersATI(1));
477 GLuint arg0
, arg1
, arg2
, extrarg
;
478 GLuint dstmod
, argmod0
, argmod1
, argmod2
, argmodextra
;
479 GLuint rep0
, rep1
, rep2
;
481 GLuint tmparg
= find_tmpreg(op
);
483 BOOL tfactor_used
= FALSE
;
486 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
489 GL_EXTCALL(glBindFragmentShaderATI(ret
));
490 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
492 TRACE("glBeginFragmentShaderATI()\n");
493 GL_EXTCALL(glBeginFragmentShaderATI());
494 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
496 /* Pass 1: Generate sampling instructions for perturbation maps */
497 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
499 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
501 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
502 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
505 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
507 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
509 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
510 GL_TEXTURE0_ARB
+ stage
,
511 GL_SWIZZLE_STR_ATI
));
512 if(op
[stage
+ 1].projected
== proj_none
) {
513 swizzle
= GL_SWIZZLE_STR_ATI
;
514 } else if(op
[stage
+ 1].projected
== proj_count4
) {
515 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
517 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
519 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
520 stage
+ 1, stage
+ 1, debug_swizzle(swizzle
));
521 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI
+ stage
+ 1,
522 GL_TEXTURE0_ARB
+ stage
+ 1,
526 /* Pass 2: Generate perturbation calculations */
527 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
529 GLuint argmodextra_x
, argmodextra_y
;
530 struct color_fixup_desc fixup
;
532 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
534 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
535 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
538 fixup
= op
[stage
].color_fixup
;
539 if (fixup
.x_source
!= CHANNEL_SOURCE_X
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
)
541 FIXME("Swizzles not implemented\n");
542 argmodextra_x
= GL_NONE
;
543 argmodextra_y
= GL_NONE
;
547 /* Nice thing, we get the color correction for free :-) */
548 argmodextra_x
= fixup
.x_sign_fixup
? GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
: GL_NONE
;
549 argmodextra_y
= fixup
.y_sign_fixup
? GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
: GL_NONE
;
552 wrap_op3(gl_info
, GL_DOT2_ADD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_RED_BIT_ATI
, GL_NONE
,
553 GL_REG_0_ATI
+ stage
, GL_NONE
, argmodextra_x
,
554 ATIFS_CONST_BUMPMAT(stage
), GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
555 GL_REG_0_ATI
+ stage
+ 1, GL_RED
, GL_NONE
);
557 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
558 * component of the bump matrix. Instead do this with two MADs:
560 * coord.a = tex.r * bump.b + coord.g
561 * coord.g = tex.g * bump.a + coord.a
563 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
564 * coord.a is unused. If the perturbed texture is projected, this was already handled
565 * in the glPassTexCoordATI above.
567 wrap_op3(gl_info
, GL_MAD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
,
568 GL_REG_0_ATI
+ stage
, GL_RED
, argmodextra_y
,
569 ATIFS_CONST_BUMPMAT(stage
), GL_BLUE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
570 GL_REG_0_ATI
+ stage
+ 1, GL_GREEN
, GL_NONE
);
571 wrap_op3(gl_info
, GL_MAD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_GREEN_BIT_ATI
, GL_NONE
,
572 GL_REG_0_ATI
+ stage
, GL_GREEN
, argmodextra_y
,
573 ATIFS_CONST_BUMPMAT(stage
), GL_ALPHA
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
574 GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
);
577 /* Pass 3: Generate sampling instructions for regular textures */
578 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
580 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
583 if(op
[stage
].projected
== proj_none
) {
584 swizzle
= GL_SWIZZLE_STR_ATI
;
585 } else if(op
[stage
].projected
== proj_count3
) {
586 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
588 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
591 if (op_reads_texture(&op
[stage
]))
594 && (op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
595 || op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
597 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
599 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
600 GL_REG_0_ATI
+ stage
,
601 GL_SWIZZLE_STR_ATI
));
603 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
604 stage
, stage
, debug_swizzle(swizzle
));
605 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
606 GL_TEXTURE0_ARB
+ stage
,
612 /* Pass 4: Generate the arithmetic instructions */
613 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
615 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
619 /* Handle complete texture disabling gracefully */
620 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_NONE
, GL_NONE
,
621 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
622 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
623 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
628 if(op
[stage
].dst
== tempreg
) {
629 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
630 * skip the entire stage, this saves some GPU time
632 if(tmparg
== GL_NONE
) continue;
636 dstreg
= GL_REG_0_ATI
;
639 if (op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
|| op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
641 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
645 arg0
= register_for_arg(op
[stage
].carg0
, gl_info
, stage
, &argmod0
, &rep0
, tmparg
);
646 arg1
= register_for_arg(op
[stage
].carg1
, gl_info
, stage
, &argmod1
, &rep1
, tmparg
);
647 arg2
= register_for_arg(op
[stage
].carg2
, gl_info
, stage
, &argmod2
, &rep2
, tmparg
);
649 argmodextra
= GL_NONE
;
652 if (op_reads_tfactor(&op
[stage
]))
655 if (op_reads_constant(&op
[stage
]))
657 if (constants
[stage
] != ATIFS_CONSTANT_UNUSED
)
658 FIXME("Constant %u already used.\n", stage
);
659 constants
[stage
] = ATIFS_CONSTANT_STAGE
;
662 if (op_reads_texture(&op
[stage
]) && !is_identity_fixup(op
[stage
].color_fixup
))
663 atifs_color_fixup(gl_info
, op
[stage
].color_fixup
, GL_REG_0_ATI
+ stage
);
665 switch (op
[stage
].cop
)
667 case WINED3D_TOP_SELECT_ARG2
:
672 case WINED3D_TOP_SELECT_ARG1
:
673 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_NONE
, GL_NONE
,
674 arg1
, rep1
, argmod1
);
677 case WINED3D_TOP_MODULATE_4X
:
678 if(dstmod
== GL_NONE
) dstmod
= GL_4X_BIT_ATI
;
680 case WINED3D_TOP_MODULATE_2X
:
681 if(dstmod
== GL_NONE
) dstmod
= GL_2X_BIT_ATI
;
682 dstmod
|= GL_SATURATE_BIT_ATI
;
684 case WINED3D_TOP_MODULATE
:
685 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_NONE
, dstmod
,
687 arg2
, rep2
, argmod2
);
690 case WINED3D_TOP_ADD_SIGNED_2X
:
691 dstmod
= GL_2X_BIT_ATI
;
693 case WINED3D_TOP_ADD_SIGNED
:
694 argmodextra
= GL_BIAS_BIT_ATI
;
696 case WINED3D_TOP_ADD
:
697 dstmod
|= GL_SATURATE_BIT_ATI
;
698 wrap_op2(gl_info
, GL_ADD_ATI
, GL_REG_0_ATI
, GL_NONE
, dstmod
,
700 arg2
, rep2
, argmodextra
| argmod2
);
703 case WINED3D_TOP_SUBTRACT
:
704 dstmod
|= GL_SATURATE_BIT_ATI
;
705 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_NONE
, dstmod
,
707 arg2
, rep2
, argmod2
);
710 case WINED3D_TOP_ADD_SMOOTH
:
711 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
712 /* Dst = arg1 + * arg2(1 -arg 1)
713 * = arg2 * (1 - arg1) + arg1
715 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
717 arg1
, rep1
, argmodextra
,
718 arg1
, rep1
, argmod1
);
721 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
722 if (extrarg
== GL_NONE
)
723 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
725 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
726 if (extrarg
== GL_NONE
)
727 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
729 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
730 if (extrarg
== GL_NONE
)
731 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
733 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
734 if (extrarg
== GL_NONE
)
735 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
736 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
737 extrarg
, GL_ALPHA
, GL_NONE
,
739 arg2
, rep2
, argmod2
);
742 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
743 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
744 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_NONE
,
746 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
747 arg1
, rep1
, argmod1
);
750 /* D3DTOP_PREMODULATE ???? */
752 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
753 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
755 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
757 argmodextra
= argmod1
;
758 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
760 arg1
, GL_ALPHA
, argmodextra
,
761 arg1
, rep1
, argmod1
);
764 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
765 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
767 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
769 argmodextra
= argmod1
;
770 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
772 arg1
, rep1
, argmodextra
,
773 arg1
, GL_ALPHA
, argmod1
);
776 case WINED3D_TOP_DOTPRODUCT3
:
777 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_NONE
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
778 arg1
, rep1
, argmod1
| GL_BIAS_BIT_ATI
,
779 arg2
, rep2
, argmod2
| GL_BIAS_BIT_ATI
);
782 case WINED3D_TOP_MULTIPLY_ADD
:
783 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
786 arg0
, rep0
, argmod0
);
789 case WINED3D_TOP_LERP
:
790 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
793 arg2
, rep2
, argmod2
);
796 default: FIXME("Unhandled color operation %d on stage %d\n", op
[stage
].cop
, stage
);
799 arg0
= register_for_arg(op
[stage
].aarg0
, gl_info
, stage
, &argmod0
, NULL
, tmparg
);
800 arg1
= register_for_arg(op
[stage
].aarg1
, gl_info
, stage
, &argmod1
, NULL
, tmparg
);
801 arg2
= register_for_arg(op
[stage
].aarg2
, gl_info
, stage
, &argmod2
, NULL
, tmparg
);
803 argmodextra
= GL_NONE
;
806 switch (op
[stage
].aop
)
808 case WINED3D_TOP_DISABLE
:
809 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
812 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
813 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
817 case WINED3D_TOP_SELECT_ARG2
:
821 case WINED3D_TOP_SELECT_ARG1
:
822 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
823 arg1
, GL_NONE
, argmod1
);
826 case WINED3D_TOP_MODULATE_4X
:
827 if (dstmod
== GL_NONE
)
828 dstmod
= GL_4X_BIT_ATI
;
830 case WINED3D_TOP_MODULATE_2X
:
831 if (dstmod
== GL_NONE
)
832 dstmod
= GL_2X_BIT_ATI
;
833 dstmod
|= GL_SATURATE_BIT_ATI
;
835 case WINED3D_TOP_MODULATE
:
836 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_ALPHA
, dstmod
,
837 arg1
, GL_NONE
, argmod1
,
838 arg2
, GL_NONE
, argmod2
);
841 case WINED3D_TOP_ADD_SIGNED_2X
:
842 dstmod
= GL_2X_BIT_ATI
;
844 case WINED3D_TOP_ADD_SIGNED
:
845 argmodextra
= GL_BIAS_BIT_ATI
;
847 case WINED3D_TOP_ADD
:
848 dstmod
|= GL_SATURATE_BIT_ATI
;
849 wrap_op2(gl_info
, GL_ADD_ATI
, dstreg
, GL_ALPHA
, dstmod
,
850 arg1
, GL_NONE
, argmod1
,
851 arg2
, GL_NONE
, argmodextra
| argmod2
);
854 case WINED3D_TOP_SUBTRACT
:
855 dstmod
|= GL_SATURATE_BIT_ATI
;
856 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_ALPHA
, dstmod
,
857 arg1
, GL_NONE
, argmod1
,
858 arg2
, GL_NONE
, argmod2
);
861 case WINED3D_TOP_ADD_SMOOTH
:
862 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
863 /* Dst = arg1 + * arg2(1 -arg 1)
864 * = arg2 * (1 - arg1) + arg1
866 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
867 arg2
, GL_NONE
, argmod2
,
868 arg1
, GL_NONE
, argmodextra
,
869 arg1
, GL_NONE
, argmod1
);
872 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
873 if (extrarg
== GL_NONE
)
874 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
876 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
877 if (extrarg
== GL_NONE
)
878 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
880 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
881 if (extrarg
== GL_NONE
)
882 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
884 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
885 if (extrarg
== GL_NONE
)
886 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
887 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
888 extrarg
, GL_ALPHA
, GL_NONE
,
889 arg1
, GL_NONE
, argmod1
,
890 arg2
, GL_NONE
, argmod2
);
893 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
894 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
895 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
896 arg2
, GL_NONE
, argmod2
,
897 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
898 arg1
, GL_NONE
, argmod1
);
901 /* D3DTOP_PREMODULATE ???? */
903 case WINED3D_TOP_DOTPRODUCT3
:
904 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_ALPHA
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
905 arg1
, GL_NONE
, argmod1
| GL_BIAS_BIT_ATI
,
906 arg2
, GL_NONE
, argmod2
| GL_BIAS_BIT_ATI
);
909 case WINED3D_TOP_MULTIPLY_ADD
:
910 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
911 arg1
, GL_NONE
, argmod1
,
912 arg2
, GL_NONE
, argmod2
,
913 arg0
, GL_NONE
, argmod0
);
916 case WINED3D_TOP_LERP
:
917 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
918 arg1
, GL_NONE
, argmod1
,
919 arg2
, GL_NONE
, argmod2
,
920 arg0
, GL_NONE
, argmod0
);
923 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
924 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
925 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
926 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
927 case WINED3D_TOP_BUMPENVMAP
:
928 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
929 ERR("Application uses an invalid alpha operation\n");
932 default: FIXME("Unhandled alpha operation %d on stage %d\n", op
[stage
].aop
, stage
);
936 if (tfactor_used
&& constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] != ATIFS_CONSTANT_UNUSED
)
937 FIXME("Texture factor constant already used.\n");
938 constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] = ATIFS_CONSTANT_TFACTOR
;
940 /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
941 for (stage
= 0; stage
< 8; ++stage
)
943 if (constants
[stage
] == ATIFS_CONSTANT_UNUSED
)
944 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
947 TRACE("glEndFragmentShaderATI()\n");
948 GL_EXTCALL(glEndFragmentShaderATI());
949 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
953 static void atifs_tfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
955 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
957 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
959 if (!ctx_priv
->last_shader
960 || ctx_priv
->last_shader
->constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] != ATIFS_CONSTANT_TFACTOR
)
963 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
964 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR
, col
));
965 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, col)");
968 static void set_bumpmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
970 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
971 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
973 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
975 if (!ctx_priv
->last_shader
976 || ctx_priv
->last_shader
->constants
[stage
] != ATIFS_CONSTANT_BUMP
)
979 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
980 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
981 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
982 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
983 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
984 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
985 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
986 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
987 * shader(it is free). This might potentially reduce precision. However, if the hardware does
988 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
989 mat
[0][0] = (mat
[0][0] + 1.0f
) * 0.5f
;
990 mat
[1][0] = (mat
[1][0] + 1.0f
) * 0.5f
;
991 mat
[0][1] = (mat
[0][1] + 1.0f
) * 0.5f
;
992 mat
[1][1] = (mat
[1][1] + 1.0f
) * 0.5f
;
993 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage
), (float *) mat
));
994 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
997 static void atifs_stage_constant(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
999 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
1000 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1002 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
1004 if (!ctx_priv
->last_shader
1005 || ctx_priv
->last_shader
->constants
[stage
] != ATIFS_CONSTANT_STAGE
)
1008 D3DCOLORTOGLFLOAT4(state
->texture_states
[stage
][WINED3D_TSS_CONSTANT
], col
);
1009 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage
), col
));
1010 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), col)");
1013 static void set_tex_op_atifs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1015 const struct wined3d_device
*device
= context
->swapchain
->device
;
1016 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1017 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
1018 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
1019 const struct atifs_ffp_desc
*desc
, *last_shader
= ctx_priv
->last_shader
;
1020 struct ffp_frag_settings settings
;
1021 struct atifs_private_data
*priv
= device
->fragment_priv
;
1025 gen_ffp_frag_op(context
, state
, &settings
, TRUE
);
1026 desc
= (const struct atifs_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
1028 struct atifs_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 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
= i
+ 1;
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
< 8; 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_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1118 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1119 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1120 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1121 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1122 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1124 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1125 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1126 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1127 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1128 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1129 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1130 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1131 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1132 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1133 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1134 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1135 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1136 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1137 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1138 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1139 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1140 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1141 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1142 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1143 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1144 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1145 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1146 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1147 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1148 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1149 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1150 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1151 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1152 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1153 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1154 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1155 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1156 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1157 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1158 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1159 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1160 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1161 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1162 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1163 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1164 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1165 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1166 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1167 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1168 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1169 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1170 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1171 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1172 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1173 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1174 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1175 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1176 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1177 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1178 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1179 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1180 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1181 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1182 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1183 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1184 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1185 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1186 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1187 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1188 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1189 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1190 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1191 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1192 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1193 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1194 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1195 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1196 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1197 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1198 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1199 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1200 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1201 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1202 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1203 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1204 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1205 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1206 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1207 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1208 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1209 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1210 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1211 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1212 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1213 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1214 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1215 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1216 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1217 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1218 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1219 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1220 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1221 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1222 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1223 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1224 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1225 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1226 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1227 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1228 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1229 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1230 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1231 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1232 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1233 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1234 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1235 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1236 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1237 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1238 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1239 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1240 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1241 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1242 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1243 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1244 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1245 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), set_tex_op_atifs
}, WINED3D_GL_EXT_NONE
},
1246 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
1249 /* Context activation is done by the caller. */
1250 static void atifs_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
1254 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_SHADER_ATI
);
1255 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1259 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_SHADER_ATI
);
1260 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1264 static void atifs_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
1266 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
1267 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
|
1268 WINED3DPMISCCAPS_PERSTAGECONSTANT
;
1269 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
1270 WINED3DTEXOPCAPS_SELECTARG1
|
1271 WINED3DTEXOPCAPS_SELECTARG2
|
1272 WINED3DTEXOPCAPS_MODULATE4X
|
1273 WINED3DTEXOPCAPS_MODULATE2X
|
1274 WINED3DTEXOPCAPS_MODULATE
|
1275 WINED3DTEXOPCAPS_ADDSIGNED2X
|
1276 WINED3DTEXOPCAPS_ADDSIGNED
|
1277 WINED3DTEXOPCAPS_ADD
|
1278 WINED3DTEXOPCAPS_SUBTRACT
|
1279 WINED3DTEXOPCAPS_ADDSMOOTH
|
1280 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
1281 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
1282 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
1283 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
1284 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
1285 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
1286 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
1287 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
1288 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
1289 WINED3DTEXOPCAPS_DOTPRODUCT3
|
1290 WINED3DTEXOPCAPS_MULTIPLYADD
|
1291 WINED3DTEXOPCAPS_LERP
|
1292 WINED3DTEXOPCAPS_BUMPENVMAP
;
1294 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1295 and WINED3DTEXOPCAPS_PREMODULATE */
1297 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1298 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1299 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1300 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1301 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1302 * pipeline, and almost all games are happy with that. We can however support up to 8
1303 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1304 * only 1 instruction.
1306 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1307 * r200 series and use an ARB or GLSL shader instead
1309 caps
->MaxTextureBlendStages
= 8;
1310 caps
->MaxSimultaneousTextures
= 6;
1313 static void *atifs_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
1315 struct atifs_private_data
*priv
;
1317 if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
1320 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
1322 ERR("Failed to initialize rbtree.\n");
1323 HeapFree(GetProcessHeap(), 0, priv
);
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 HeapFree(GetProcessHeap(), 0, 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
);
1348 HeapFree(GetProcessHeap(), 0, priv
);
1349 device
->fragment_priv
= NULL
;
1352 static BOOL
atifs_color_fixup_supported(struct color_fixup_desc fixup
)
1354 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1356 TRACE("Checking support for fixup:\n");
1357 dump_color_fixup_desc(fixup
);
1360 /* We only support sign fixup of the first two channels. */
1361 if (is_identity_fixup(fixup
) || is_same_fixup(fixup
, color_fixup_rg
)
1362 || is_same_fixup(fixup
, color_fixup_rgl
) || is_same_fixup(fixup
, color_fixup_rgba
))
1368 TRACE("[FAILED]\n");
1372 static BOOL
atifs_alloc_context_data(struct wined3d_context
*context
)
1374 struct atifs_context_private_data
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
1377 context
->fragment_pipe_data
= priv
;
1381 static void atifs_free_context_data(struct wined3d_context
*context
)
1383 HeapFree(GetProcessHeap(), 0, context
->fragment_pipe_data
);
1386 const struct fragment_pipeline atifs_fragment_pipeline
= {
1391 atifs_alloc_context_data
,
1392 atifs_free_context_data
,
1393 atifs_color_fixup_supported
,
1394 atifs_fragmentstate_template
,