jscript: Get rid of no longer used jsdisp_propput_const.
[wine.git] / dlls / wined3d / ati_fragment_shader.c
blob9a1cae34cd7e43a110a04fc8c079d96465e9c57b
1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include "wine/port.h"
24 #include <stdio.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,
44 ATIFS_CONSTANT_BUMP,
45 ATIFS_CONSTANT_TFACTOR,
46 ATIFS_CONSTANT_STAGE,
49 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
50 struct atifs_ffp_desc
52 struct ffp_frag_desc parent;
53 GLuint shader;
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) {
69 switch(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) {
83 switch(mod) {
84 case GL_NONE:
85 return "GL_NONE";
87 case GL_2X_BIT_ATI:
88 return "GL_2X_BIT_ATI";
89 case GL_COMP_BIT_ATI:
90 return "GL_COMP_BIT_ATI";
91 case GL_NEGATE_BIT_ATI:
92 return "GL_NEGATE_BIT_ATI";
93 case GL_BIAS_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";
121 default:
122 return "Unexpected argmod combination\n";
125 static const char *debug_register(GLuint reg) {
126 switch(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) {
153 switch(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) {
163 switch(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) {
174 switch(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) {
191 switch(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));
211 } else {
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));
227 } else {
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));
250 } else {
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)
266 GLenum ret;
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;
278 break;
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;
287 break;
289 case WINED3DTA_TEXTURE:
290 ret = GL_REG_0_ATI + stage;
291 break;
293 case WINED3DTA_TFACTOR:
294 ret = ATIFS_CONST_TFACTOR;
295 break;
297 case WINED3DTA_SPECULAR:
298 ret = GL_SECONDARY_INTERPOLATOR_ATI;
299 break;
301 case WINED3DTA_TEMP:
302 ret = tmparg;
303 break;
305 case WINED3DTA_CONSTANT:
306 ret = ATIFS_CONST_STAGE(stage);
307 break;
309 default:
310 FIXME("Unknown source argument %d\n", arg);
311 ret = GL_ZERO;
314 if(arg & WINED3DTA_COMPLEMENT) {
315 if(mod) *mod |= GL_COMP_BIT_ATI;
317 if(arg & WINED3DTA_ALPHAREPLICATE) {
318 if(rep) *rep = GL_ALPHA;
319 } else {
320 if(rep) *rep = GL_NONE;
322 return ret;
325 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
327 int lowest_read = -1;
328 int lowest_write = -1;
329 int i;
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)
336 break;
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)) {
341 lowest_read = i;
344 if (lowest_write == -1 && op[i].tmp_dst)
345 lowest_write = i;
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) {
349 tex_used[i] = TRUE;
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");
363 return GL_REG_1_ATI;
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
367 * read it
369 return GL_REG_1_ATI;
370 } else {
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++) {
375 if(!tex_used[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");
381 return 0;
385 static const struct color_fixup_desc color_fixup_rg =
387 1, CHANNEL_SOURCE_X,
388 1, CHANNEL_SOURCE_Y,
389 0, CHANNEL_SOURCE_ONE,
390 0, CHANNEL_SOURCE_ONE
392 static const struct color_fixup_desc color_fixup_rgl =
394 1, CHANNEL_SOURCE_X,
395 1, CHANNEL_SOURCE_Y,
396 0, CHANNEL_SOURCE_Z,
397 0, CHANNEL_SOURCE_W
399 static const struct color_fixup_desc color_fixup_rgba =
401 1, CHANNEL_SOURCE_X,
402 1, CHANNEL_SOURCE_Y,
403 1, CHANNEL_SOURCE_Z,
404 1, CHANNEL_SOURCE_W
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);
441 else
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));
474 unsigned int stage;
475 GLuint arg0, arg1, arg2, extrarg;
476 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
477 GLuint rep0, rep1, rep2;
478 GLuint swizzle;
479 GLuint tmparg = find_tmpreg(op);
480 GLuint dstreg;
481 BOOL tfactor_used = FALSE;
483 if(!ret) {
484 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
485 return 0;
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)
498 break;
499 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
500 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
501 continue;
503 constants[stage] = ATIFS_CONSTANT_BUMP;
505 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
506 stage, stage);
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;
512 else
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,
518 swizzle));
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)
528 break;
529 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
530 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
531 continue;
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;
540 else
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)
576 break;
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;
582 else
583 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
585 if (op_reads_texture(&op[stage]))
587 if (stage > 0
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",
592 stage, stage);
593 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
594 GL_REG_0_ATI + stage,
595 GL_SWIZZLE_STR_ATI));
596 } else {
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,
601 swizzle));
606 /* Pass 4: Generate the arithmetic instructions */
607 for (stage = 0; stage < MAX_TEXTURES; ++stage)
609 if (op[stage].cop == WINED3D_TOP_DISABLE)
611 if (!stage)
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);
619 break;
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)
628 continue;
630 dstreg = tmparg;
632 else
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 */
640 continue;
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);
646 dstmod = GL_NONE;
647 argmodextra = GL_NONE;
648 extrarg = GL_NONE;
650 if (op_reads_tfactor(&op[stage]))
651 tfactor_used = TRUE;
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:
666 arg1 = arg2;
667 argmod1 = argmod2;
668 rep1 = rep2;
669 /* fall through */
670 case WINED3D_TOP_SELECT_ARG1:
671 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
672 arg1, rep1, argmod1);
673 break;
675 case WINED3D_TOP_MODULATE_4X:
676 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
677 /* fall through */
678 case WINED3D_TOP_MODULATE_2X:
679 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
680 dstmod |= GL_SATURATE_BIT_ATI;
681 /* fall through */
682 case WINED3D_TOP_MODULATE:
683 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
684 arg1, rep1, argmod1,
685 arg2, rep2, argmod2);
686 break;
688 case WINED3D_TOP_ADD_SIGNED_2X:
689 dstmod = GL_2X_BIT_ATI;
690 /* fall through */
691 case WINED3D_TOP_ADD_SIGNED:
692 argmodextra = GL_BIAS_BIT_ATI;
693 /* fall through */
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,
697 arg1, rep1, argmod1,
698 arg2, rep2, argmodextra | argmod2);
699 break;
701 case WINED3D_TOP_SUBTRACT:
702 dstmod |= GL_SATURATE_BIT_ATI;
703 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
704 arg1, rep1, argmod1,
705 arg2, rep2, argmod2);
706 break;
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,
714 arg2, rep2, argmod2,
715 arg1, rep1, argmodextra,
716 arg1, rep1, argmod1);
717 break;
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);
722 /* fall through */
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);
726 /* fall through */
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);
730 /* fall through */
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,
736 arg1, rep1, argmod1,
737 arg2, rep2, argmod2);
738 break;
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,
743 arg2, rep2, argmod2,
744 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
745 arg1, rep1, argmod1);
746 break;
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;
752 /* fall through */
753 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
754 if (!argmodextra)
755 argmodextra = argmod1;
756 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
757 arg2, rep2, argmod2,
758 arg1, GL_ALPHA, argmodextra,
759 arg1, rep1, argmod1);
760 break;
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;
764 /* fall through */
765 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
766 if (!argmodextra)
767 argmodextra = argmod1;
768 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
769 arg2, rep2, argmod2,
770 arg1, rep1, argmodextra,
771 arg1, GL_ALPHA, argmod1);
772 break;
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);
778 break;
780 case WINED3D_TOP_MULTIPLY_ADD:
781 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
782 arg1, rep1, argmod1,
783 arg2, rep2, argmod2,
784 arg0, rep0, argmod0);
785 break;
787 case WINED3D_TOP_LERP:
788 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
789 arg0, rep0, argmod0,
790 arg1, rep1, argmod1,
791 arg2, rep2, argmod2);
792 break;
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);
800 dstmod = GL_NONE;
801 argmodextra = GL_NONE;
802 extrarg = 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 */
808 if (!stage)
810 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
811 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
813 break;
815 case WINED3D_TOP_SELECT_ARG2:
816 arg1 = arg2;
817 argmod1 = argmod2;
818 /* fall through */
819 case WINED3D_TOP_SELECT_ARG1:
820 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
821 arg1, GL_NONE, argmod1);
822 break;
824 case WINED3D_TOP_MODULATE_4X:
825 if (dstmod == GL_NONE)
826 dstmod = GL_4X_BIT_ATI;
827 /* fall through */
828 case WINED3D_TOP_MODULATE_2X:
829 if (dstmod == GL_NONE)
830 dstmod = GL_2X_BIT_ATI;
831 dstmod |= GL_SATURATE_BIT_ATI;
832 /* fall through */
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);
837 break;
839 case WINED3D_TOP_ADD_SIGNED_2X:
840 dstmod = GL_2X_BIT_ATI;
841 /* fall through */
842 case WINED3D_TOP_ADD_SIGNED:
843 argmodextra = GL_BIAS_BIT_ATI;
844 /* fall through */
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);
850 break;
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);
857 break;
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);
868 break;
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);
873 /* fall through */
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);
877 /* fall through */
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);
881 /* fall through */
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);
889 break;
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);
897 break;
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);
905 break;
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);
912 break;
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);
919 break;
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");
928 break;
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())");
948 return ret;
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)
959 return;
961 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
962 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r));
963 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)");
966 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
968 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
969 const struct wined3d_gl_info *gl_info = context->gl_info;
970 float mat[2][2];
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)
975 return;
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)
1004 return;
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;
1020 DWORD mapped_stage;
1021 unsigned int i;
1023 gen_ffp_frag_op(context, state, &settings, TRUE);
1024 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
1025 if (!desc)
1027 struct atifs_ffp_desc *new_desc;
1029 if (!(new_desc = heap_alloc_zero(sizeof(*new_desc))))
1031 ERR("Out of memory\n");
1032 return;
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)
1038 break;
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);
1046 desc = 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])
1068 continue;
1070 switch (desc->constants[i])
1072 case ATIFS_CONSTANT_BUMP:
1073 set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
1074 break;
1076 case ATIFS_CONSTANT_TFACTOR:
1077 atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
1078 break;
1080 case ATIFS_CONSTANT_STAGE:
1081 atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
1082 break;
1084 default:
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)
1253 if (enable)
1255 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
1256 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1258 else
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))))
1324 return NULL;
1326 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
1327 return 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 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);
1348 heap_free(priv);
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))))
1364 return FALSE;
1365 context->fragment_pipe_data = priv;
1366 return TRUE;
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 = {
1375 atifs_enable,
1376 atifs_get_caps,
1377 atifs_get_emul_mask,
1378 atifs_alloc,
1379 atifs_free,
1380 atifs_alloc_context_data,
1381 atifs_free_context_data,
1382 atifs_color_fixup_supported,
1383 atifs_fragmentstate_template,