wined3d: Improve color fixups in atifs shaders.
[wine.git] / dlls / wined3d / ati_fragment_shader.c
blob8dfb56882468024f21e7afa0d7a79a8c68a11134
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 <math.h>
25 #include <stdio.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 ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
39 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
40 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
41 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
42 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
43 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
44 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
45 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
47 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
48 struct atifs_ffp_desc
50 struct ffp_frag_desc parent;
51 GLuint shader;
52 unsigned int num_textures_used;
55 struct atifs_private_data
57 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
60 static const char *debug_dstmod(GLuint mod) {
61 switch(mod) {
62 case GL_NONE: return "GL_NONE";
63 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
64 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
65 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
66 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
67 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
68 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
69 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
70 default: return "Unexpected modifier\n";
74 static const char *debug_argmod(GLuint mod) {
75 switch(mod) {
76 case GL_NONE:
77 return "GL_NONE";
79 case GL_2X_BIT_ATI:
80 return "GL_2X_BIT_ATI";
81 case GL_COMP_BIT_ATI:
82 return "GL_COMP_BIT_ATI";
83 case GL_NEGATE_BIT_ATI:
84 return "GL_NEGATE_BIT_ATI";
85 case GL_BIAS_BIT_ATI:
86 return "GL_BIAS_BIT_ATI";
88 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
89 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
90 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
91 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
92 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
93 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
94 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
95 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
96 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
97 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
98 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
99 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
101 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
102 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
103 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
104 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
105 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
106 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
107 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
108 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
110 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
111 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
113 default:
114 return "Unexpected argmod combination\n";
117 static const char *debug_register(GLuint reg) {
118 switch(reg) {
119 case GL_REG_0_ATI: return "GL_REG_0_ATI";
120 case GL_REG_1_ATI: return "GL_REG_1_ATI";
121 case GL_REG_2_ATI: return "GL_REG_2_ATI";
122 case GL_REG_3_ATI: return "GL_REG_3_ATI";
123 case GL_REG_4_ATI: return "GL_REG_4_ATI";
124 case GL_REG_5_ATI: return "GL_REG_5_ATI";
126 case GL_CON_0_ATI: return "GL_CON_0_ATI";
127 case GL_CON_1_ATI: return "GL_CON_1_ATI";
128 case GL_CON_2_ATI: return "GL_CON_2_ATI";
129 case GL_CON_3_ATI: return "GL_CON_3_ATI";
130 case GL_CON_4_ATI: return "GL_CON_4_ATI";
131 case GL_CON_5_ATI: return "GL_CON_5_ATI";
132 case GL_CON_6_ATI: return "GL_CON_6_ATI";
133 case GL_CON_7_ATI: return "GL_CON_7_ATI";
135 case GL_ZERO: return "GL_ZERO";
136 case GL_ONE: return "GL_ONE";
137 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
138 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
140 default: return "Unknown register\n";
144 static const char *debug_swizzle(GLuint swizzle) {
145 switch(swizzle) {
146 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
147 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
148 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
149 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
150 default: return "unknown swizzle";
154 static const char *debug_rep(GLuint rep) {
155 switch(rep) {
156 case GL_NONE: return "GL_NONE";
157 case GL_RED: return "GL_RED";
158 case GL_GREEN: return "GL_GREEN";
159 case GL_BLUE: return "GL_BLUE";
160 case GL_ALPHA: return "GL_ALPHA";
161 default: return "unknown argrep";
165 static const char *debug_op(GLuint op) {
166 switch(op) {
167 case GL_MOV_ATI: return "GL_MOV_ATI";
168 case GL_ADD_ATI: return "GL_ADD_ATI";
169 case GL_MUL_ATI: return "GL_MUL_ATI";
170 case GL_SUB_ATI: return "GL_SUB_ATI";
171 case GL_DOT3_ATI: return "GL_DOT3_ATI";
172 case GL_DOT4_ATI: return "GL_DOT4_ATI";
173 case GL_MAD_ATI: return "GL_MAD_ATI";
174 case GL_LERP_ATI: return "GL_LERP_ATI";
175 case GL_CND_ATI: return "GL_CND_ATI";
176 case GL_CND0_ATI: return "GL_CND0_ATI";
177 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
178 default: return "unexpected op";
182 static const char *debug_mask(GLuint mask) {
183 switch(mask) {
184 case GL_NONE: return "GL_NONE";
185 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
186 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
187 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
188 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
189 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
190 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
191 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";
192 default: return "Unexpected writemask";
196 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
197 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
199 if(dstMask == GL_ALPHA) {
200 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
201 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
202 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
203 } else {
204 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
205 debug_mask(dstMask), debug_dstmod(dstMod),
206 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
207 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
211 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
212 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
214 if(dstMask == GL_ALPHA) {
215 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
216 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
217 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
218 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
219 } else {
220 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
221 debug_mask(dstMask), debug_dstmod(dstMod),
222 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
223 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
224 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
228 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
229 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
230 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
232 if(dstMask == GL_ALPHA) {
233 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
234 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
235 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
236 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
237 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
238 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
239 arg1, arg1Rep, arg1Mod,
240 arg2, arg2Rep, arg2Mod,
241 arg3, arg3Rep, arg3Mod));
242 } else {
243 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
244 debug_mask(dstMask), debug_dstmod(dstMod),
245 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
246 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
247 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
248 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
249 arg1, arg1Rep, arg1Mod,
250 arg2, arg2Rep, arg2Mod,
251 arg3, arg3Rep, arg3Mod));
255 static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
256 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
258 GLenum ret;
260 if(mod) *mod = GL_NONE;
261 if(arg == ARG_UNUSED)
263 if (rep) *rep = GL_NONE;
264 return -1; /* This is the marker for unused registers */
267 switch(arg & WINED3DTA_SELECTMASK) {
268 case WINED3DTA_DIFFUSE:
269 ret = GL_PRIMARY_COLOR;
270 break;
272 case WINED3DTA_CURRENT:
273 /* Note that using GL_REG_0_ATI for the passed on register is safe because
274 * texture0 is read at stage0, so in the worst case it is read in the
275 * instruction writing to reg0. Afterwards texture0 is not used any longer.
276 * If we're reading from current
278 ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
279 break;
281 case WINED3DTA_TEXTURE:
282 ret = GL_REG_0_ATI + stage;
283 break;
285 case WINED3DTA_TFACTOR:
286 ret = ATI_FFP_CONST_TFACTOR;
287 break;
289 case WINED3DTA_SPECULAR:
290 ret = GL_SECONDARY_INTERPOLATOR_ATI;
291 break;
293 case WINED3DTA_TEMP:
294 ret = tmparg;
295 break;
297 case WINED3DTA_CONSTANT:
298 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
299 ret = GL_CON_0_ATI;
300 break;
302 default:
303 FIXME("Unknown source argument %d\n", arg);
304 ret = GL_ZERO;
307 if(arg & WINED3DTA_COMPLEMENT) {
308 if(mod) *mod |= GL_COMP_BIT_ATI;
310 if(arg & WINED3DTA_ALPHAREPLICATE) {
311 if(rep) *rep = GL_ALPHA;
312 } else {
313 if(rep) *rep = GL_NONE;
315 return ret;
318 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
320 int lowest_read = -1;
321 int lowest_write = -1;
322 int i;
323 BOOL tex_used[MAX_TEXTURES];
325 memset(tex_used, 0, sizeof(tex_used));
326 for (i = 0; i < MAX_TEXTURES; ++i)
328 if (op[i].cop == WINED3D_TOP_DISABLE)
329 break;
331 if(lowest_read == -1 &&
332 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
333 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
334 lowest_read = i;
337 if(lowest_write == -1 && op[i].dst == tempreg) {
338 lowest_write = i;
341 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
342 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
343 tex_used[i] = TRUE;
347 /* Temp reg not read? We don't need it, return GL_NONE */
348 if(lowest_read == -1) return GL_NONE;
350 if(lowest_write >= lowest_read) {
351 FIXME("Temp register read before being written\n");
354 if(lowest_write == -1) {
355 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
356 FIXME("Temp register read without being written\n");
357 return GL_REG_1_ATI;
358 } else if(lowest_write >= 1) {
359 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
360 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
361 * read it
363 return GL_REG_1_ATI;
364 } else {
365 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
366 * for the regular result
368 for(i = 1; i < 6; i++) {
369 if(!tex_used[i]) {
370 return GL_REG_0_ATI + i;
373 /* What to do here? Report it in ValidateDevice? */
374 FIXME("Could not find a register for the temporary register\n");
375 return 0;
379 static const struct color_fixup_desc color_fixup_rg =
381 1, CHANNEL_SOURCE_X,
382 1, CHANNEL_SOURCE_Y,
383 0, CHANNEL_SOURCE_ONE,
384 0, CHANNEL_SOURCE_ONE
386 static const struct color_fixup_desc color_fixup_rgl =
388 1, CHANNEL_SOURCE_X,
389 1, CHANNEL_SOURCE_Y,
390 0, CHANNEL_SOURCE_Z,
391 0, CHANNEL_SOURCE_W
393 static const struct color_fixup_desc color_fixup_rgba =
395 1, CHANNEL_SOURCE_X,
396 1, CHANNEL_SOURCE_Y,
397 1, CHANNEL_SOURCE_Z,
398 1, CHANNEL_SOURCE_W
401 static BOOL op_reads_texture(const struct texture_stage_op *op)
403 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
404 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
405 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
406 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
407 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
408 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
409 || op->cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA;
412 static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup, GLuint reg)
414 if(is_same_fixup(fixup, color_fixup_rg))
416 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE,
417 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
418 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_BLUE_BIT_ATI, GL_NONE,
419 GL_ONE, GL_NONE, GL_NONE);
420 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE,
421 GL_ONE, GL_NONE, GL_NONE);
423 else if(is_same_fixup(fixup, color_fixup_rgl))
425 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE,
426 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
428 else if (is_same_fixup(fixup, color_fixup_rgba))
430 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_NONE, GL_NONE,
431 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
432 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE,
433 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
435 else
437 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
438 ERR("Unsupported color fixup.\n");
442 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
444 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
445 unsigned int stage;
446 GLuint arg0, arg1, arg2, extrarg;
447 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
448 GLuint rep0, rep1, rep2;
449 GLuint swizzle;
450 GLuint tmparg = find_tmpreg(op);
451 GLuint dstreg;
453 if(!ret) {
454 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
455 return 0;
457 GL_EXTCALL(glBindFragmentShaderATI(ret));
458 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
460 TRACE("glBeginFragmentShaderATI()\n");
461 GL_EXTCALL(glBeginFragmentShaderATI());
462 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
464 /* Pass 1: Generate sampling instructions for perturbation maps */
465 for (stage = 0; stage < gl_info->limits.textures; ++stage)
467 if (op[stage].cop == WINED3D_TOP_DISABLE)
468 break;
469 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
470 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
471 continue;
473 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
474 stage, stage);
475 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
476 GL_TEXTURE0_ARB + stage,
477 GL_SWIZZLE_STR_ATI));
478 if(op[stage + 1].projected == proj_none) {
479 swizzle = GL_SWIZZLE_STR_ATI;
480 } else if(op[stage + 1].projected == proj_count4) {
481 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
482 } else {
483 swizzle = GL_SWIZZLE_STR_DR_ATI;
485 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
486 stage + 1, stage + 1, debug_swizzle(swizzle));
487 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
488 GL_TEXTURE0_ARB + stage + 1,
489 swizzle));
492 /* Pass 2: Generate perturbation calculations */
493 for (stage = 0; stage < gl_info->limits.textures; ++stage)
495 GLuint argmodextra_x, argmodextra_y;
496 struct color_fixup_desc fixup;
498 if (op[stage].cop == WINED3D_TOP_DISABLE)
499 break;
500 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
501 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
502 continue;
504 fixup = op[stage].color_fixup;
505 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
507 FIXME("Swizzles not implemented\n");
508 argmodextra_x = GL_NONE;
509 argmodextra_y = GL_NONE;
511 else
513 /* Nice thing, we get the color correction for free :-) */
514 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
515 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
518 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
519 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
520 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
521 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
523 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
524 * component of the bump matrix. Instead do this with two MADs:
526 * coord.a = tex.r * bump.b + coord.g
527 * coord.g = tex.g * bump.a + coord.a
529 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
530 * coord.a is unused. If the perturbed texture is projected, this was already handled
531 * in the glPassTexCoordATI above.
533 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
534 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
535 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
536 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
537 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
538 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
539 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
540 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
543 /* Pass 3: Generate sampling instructions for regular textures */
544 for (stage = 0; stage < gl_info->limits.textures; ++stage)
546 if (op[stage].cop == WINED3D_TOP_DISABLE)
547 break;
549 if(op[stage].projected == proj_none) {
550 swizzle = GL_SWIZZLE_STR_ATI;
551 } else if(op[stage].projected == proj_count3) {
552 swizzle = GL_SWIZZLE_STR_DR_ATI;
553 } else {
554 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
557 if (op_reads_texture(&op[stage]))
559 if (stage > 0
560 && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
561 || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
563 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
564 stage, stage);
565 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
566 GL_REG_0_ATI + stage,
567 GL_SWIZZLE_STR_ATI));
568 } else {
569 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
570 stage, stage, debug_swizzle(swizzle));
571 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
572 GL_TEXTURE0_ARB + stage,
573 swizzle));
578 /* Pass 4: Generate the arithmetic instructions */
579 for (stage = 0; stage < MAX_TEXTURES; ++stage)
581 if (op[stage].cop == WINED3D_TOP_DISABLE)
583 if (!stage)
585 /* Handle complete texture disabling gracefully */
586 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
587 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
588 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
589 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
591 break;
594 if(op[stage].dst == tempreg) {
595 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
596 * skip the entire stage, this saves some GPU time
598 if(tmparg == GL_NONE) continue;
600 dstreg = tmparg;
601 } else {
602 dstreg = GL_REG_0_ATI;
605 if (op[stage].cop == WINED3D_TOP_BUMPENVMAP || op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
607 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
608 continue;
611 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
612 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
613 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
614 dstmod = GL_NONE;
615 argmodextra = GL_NONE;
616 extrarg = GL_NONE;
618 if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup))
619 atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage);
621 switch (op[stage].cop)
623 case WINED3D_TOP_SELECT_ARG2:
624 arg1 = arg2;
625 argmod1 = argmod2;
626 rep1 = rep2;
627 /* fall through */
628 case WINED3D_TOP_SELECT_ARG1:
629 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
630 arg1, rep1, argmod1);
631 break;
633 case WINED3D_TOP_MODULATE_4X:
634 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
635 /* fall through */
636 case WINED3D_TOP_MODULATE_2X:
637 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
638 dstmod |= GL_SATURATE_BIT_ATI;
639 /* fall through */
640 case WINED3D_TOP_MODULATE:
641 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
642 arg1, rep1, argmod1,
643 arg2, rep2, argmod2);
644 break;
646 case WINED3D_TOP_ADD_SIGNED_2X:
647 dstmod = GL_2X_BIT_ATI;
648 /* fall through */
649 case WINED3D_TOP_ADD_SIGNED:
650 argmodextra = GL_BIAS_BIT_ATI;
651 /* fall through */
652 case WINED3D_TOP_ADD:
653 dstmod |= GL_SATURATE_BIT_ATI;
654 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
655 arg1, rep1, argmod1,
656 arg2, rep2, argmodextra | argmod2);
657 break;
659 case WINED3D_TOP_SUBTRACT:
660 dstmod |= GL_SATURATE_BIT_ATI;
661 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
662 arg1, rep1, argmod1,
663 arg2, rep2, argmod2);
664 break;
666 case WINED3D_TOP_ADD_SMOOTH:
667 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
668 /* Dst = arg1 + * arg2(1 -arg 1)
669 * = arg2 * (1 - arg1) + arg1
671 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
672 arg2, rep2, argmod2,
673 arg1, rep1, argmodextra,
674 arg1, rep1, argmod1);
675 break;
677 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
678 if (extrarg == GL_NONE)
679 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
680 /* fall through */
681 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
682 if (extrarg == GL_NONE)
683 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
684 /* fall through */
685 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
686 if (extrarg == GL_NONE)
687 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
688 /* fall through */
689 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
690 if (extrarg == GL_NONE)
691 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
692 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
693 extrarg, GL_ALPHA, GL_NONE,
694 arg1, rep1, argmod1,
695 arg2, rep2, argmod2);
696 break;
698 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
699 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
700 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
701 arg2, rep2, argmod2,
702 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
703 arg1, rep1, argmod1);
704 break;
706 /* D3DTOP_PREMODULATE ???? */
708 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
709 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
710 /* fall through */
711 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
712 if (!argmodextra)
713 argmodextra = argmod1;
714 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
715 arg2, rep2, argmod2,
716 arg1, GL_ALPHA, argmodextra,
717 arg1, rep1, argmod1);
718 break;
720 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
721 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
722 /* fall through */
723 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
724 if (!argmodextra)
725 argmodextra = argmod1;
726 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
727 arg2, rep2, argmod2,
728 arg1, rep1, argmodextra,
729 arg1, GL_ALPHA, argmod1);
730 break;
732 case WINED3D_TOP_DOTPRODUCT3:
733 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
734 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
735 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
736 break;
738 case WINED3D_TOP_MULTIPLY_ADD:
739 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
740 arg1, rep1, argmod1,
741 arg2, rep2, argmod2,
742 arg0, rep0, argmod0);
743 break;
745 case WINED3D_TOP_LERP:
746 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
747 arg0, rep0, argmod0,
748 arg1, rep1, argmod1,
749 arg2, rep2, argmod2);
750 break;
752 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
755 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
756 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
757 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
758 dstmod = GL_NONE;
759 argmodextra = GL_NONE;
760 extrarg = GL_NONE;
762 switch (op[stage].aop)
764 case WINED3D_TOP_DISABLE:
765 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
766 if (!stage)
768 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
769 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
771 break;
773 case WINED3D_TOP_SELECT_ARG2:
774 arg1 = arg2;
775 argmod1 = argmod2;
776 /* fall through */
777 case WINED3D_TOP_SELECT_ARG1:
778 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
779 arg1, GL_NONE, argmod1);
780 break;
782 case WINED3D_TOP_MODULATE_4X:
783 if (dstmod == GL_NONE)
784 dstmod = GL_4X_BIT_ATI;
785 /* fall through */
786 case WINED3D_TOP_MODULATE_2X:
787 if (dstmod == GL_NONE)
788 dstmod = GL_2X_BIT_ATI;
789 dstmod |= GL_SATURATE_BIT_ATI;
790 /* fall through */
791 case WINED3D_TOP_MODULATE:
792 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
793 arg1, GL_NONE, argmod1,
794 arg2, GL_NONE, argmod2);
795 break;
797 case WINED3D_TOP_ADD_SIGNED_2X:
798 dstmod = GL_2X_BIT_ATI;
799 /* fall through */
800 case WINED3D_TOP_ADD_SIGNED:
801 argmodextra = GL_BIAS_BIT_ATI;
802 /* fall through */
803 case WINED3D_TOP_ADD:
804 dstmod |= GL_SATURATE_BIT_ATI;
805 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
806 arg1, GL_NONE, argmod1,
807 arg2, GL_NONE, argmodextra | argmod2);
808 break;
810 case WINED3D_TOP_SUBTRACT:
811 dstmod |= GL_SATURATE_BIT_ATI;
812 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
813 arg1, GL_NONE, argmod1,
814 arg2, GL_NONE, argmod2);
815 break;
817 case WINED3D_TOP_ADD_SMOOTH:
818 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
819 /* Dst = arg1 + * arg2(1 -arg 1)
820 * = arg2 * (1 - arg1) + arg1
822 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
823 arg2, GL_NONE, argmod2,
824 arg1, GL_NONE, argmodextra,
825 arg1, GL_NONE, argmod1);
826 break;
828 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
829 if (extrarg == GL_NONE)
830 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
831 /* fall through */
832 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
833 if (extrarg == GL_NONE)
834 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
835 /* fall through */
836 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
837 if (extrarg == GL_NONE)
838 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
839 /* fall through */
840 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
841 if (extrarg == GL_NONE)
842 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
843 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
844 extrarg, GL_ALPHA, GL_NONE,
845 arg1, GL_NONE, argmod1,
846 arg2, GL_NONE, argmod2);
847 break;
849 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
850 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
851 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
852 arg2, GL_NONE, argmod2,
853 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
854 arg1, GL_NONE, argmod1);
855 break;
857 /* D3DTOP_PREMODULATE ???? */
859 case WINED3D_TOP_DOTPRODUCT3:
860 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
861 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
862 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
863 break;
865 case WINED3D_TOP_MULTIPLY_ADD:
866 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
867 arg1, GL_NONE, argmod1,
868 arg2, GL_NONE, argmod2,
869 arg0, GL_NONE, argmod0);
870 break;
872 case WINED3D_TOP_LERP:
873 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
874 arg1, GL_NONE, argmod1,
875 arg2, GL_NONE, argmod2,
876 arg0, GL_NONE, argmod0);
877 break;
879 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
880 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
881 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
882 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
883 case WINED3D_TOP_BUMPENVMAP:
884 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
885 ERR("Application uses an invalid alpha operation\n");
886 break;
888 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
892 TRACE("glEndFragmentShaderATI()\n");
893 GL_EXTCALL(glEndFragmentShaderATI());
894 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
895 return ret;
898 static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
900 const struct wined3d_device *device = context->swapchain->device;
901 const struct wined3d_gl_info *gl_info = context->gl_info;
902 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
903 const struct atifs_ffp_desc *desc;
904 struct ffp_frag_settings settings;
905 struct atifs_private_data *priv = device->fragment_priv;
906 DWORD mapped_stage;
907 unsigned int i;
909 gen_ffp_frag_op(context, state, &settings, TRUE);
910 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
911 if(!desc) {
912 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
913 if (!new_desc)
915 ERR("Out of memory\n");
916 return;
918 new_desc->num_textures_used = 0;
919 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
921 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
922 break;
923 new_desc->num_textures_used = i + 1;
926 new_desc->parent.settings = settings;
927 new_desc->shader = gen_ati_shader(settings.op, gl_info);
928 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
929 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
930 desc = new_desc;
933 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
934 * used by this shader
936 for (i = 0; i < desc->num_textures_used; ++i)
938 mapped_stage = context->tex_unit_map[i];
939 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
941 context_active_texture(context, gl_info, mapped_stage);
942 texture_activate_dimensions(state->textures[i], gl_info);
946 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
949 static void state_texfactor_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
951 const struct wined3d_gl_info *gl_info = context->gl_info;
952 float col[4];
954 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
955 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
956 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
959 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
961 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
962 const struct wined3d_gl_info *gl_info = context->gl_info;
963 float mat[2][2];
965 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
966 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
967 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
968 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
969 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
970 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
971 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
972 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
973 * shader(it is free). This might potentially reduce precision. However, if the hardware does
974 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
976 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
977 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
978 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
979 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
980 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
981 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
984 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
986 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
987 set_tex_op_atifs(context, state, state_id);
990 static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
992 context->last_was_pshader = use_ps(state);
993 /* The ATIFS code does not support pixel shaders currently, but we have to
994 * provide a state handler to call shader_select to select a vertex shader
995 * if one is applied because the vertex shader state may defer calling the
996 * shader backend if the pshader state is dirty.
998 * In theory the application should not be able to mark the pixel shader
999 * dirty because it cannot create a shader, and thus has no way to set the
1000 * state to something != NULL. However, a different pipeline part may link
1001 * a different state to its pixelshader handler, thus a pshader state
1002 * exists and can be dirtified. Also the pshader is always dirtified at
1003 * startup, and blitting disables all shaders and dirtifies all shader
1004 * states. If atifs can deal with this it keeps the rest of the code
1005 * simpler. */
1006 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
1009 static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1011 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1012 WARN("sRGB writes are not supported by this fragment pipe.\n");
1015 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
1016 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
1017 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
1018 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
1019 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
1020 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
1021 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
1022 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
1023 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
1024 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
1025 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1026 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1027 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1028 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1029 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1030 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1031 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1032 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1033 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1034 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1035 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1036 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1037 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1038 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1039 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1040 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1041 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1042 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1043 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1044 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1045 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1046 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1047 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1048 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1049 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1050 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1051 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1052 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1053 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1054 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1055 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1056 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1057 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1058 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1059 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1060 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1061 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1062 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1063 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1064 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1065 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1066 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1067 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1068 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1069 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1070 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1071 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1072 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1073 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1074 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1075 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1076 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1077 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1078 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1079 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1080 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1081 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1082 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1083 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1084 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1085 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1086 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1087 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1088 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1089 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1090 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1091 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1092 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1093 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1094 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1095 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1096 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1097 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1098 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1099 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1100 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1101 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1102 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1103 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1104 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1105 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1106 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1107 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1108 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1109 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1110 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1111 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1112 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1113 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1114 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1115 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1116 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1117 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1118 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1119 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1120 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1121 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1122 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1123 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1124 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1125 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1126 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1127 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1128 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1129 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1130 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1131 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1132 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1133 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1134 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1135 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1136 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1137 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1138 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1139 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1140 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1141 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1142 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1143 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1144 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1145 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE },
1146 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1149 /* Context activation is done by the caller. */
1150 static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
1152 if (enable)
1154 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
1155 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1157 else
1159 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI);
1160 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1164 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1166 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1167 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
1168 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1169 WINED3DTEXOPCAPS_SELECTARG1 |
1170 WINED3DTEXOPCAPS_SELECTARG2 |
1171 WINED3DTEXOPCAPS_MODULATE4X |
1172 WINED3DTEXOPCAPS_MODULATE2X |
1173 WINED3DTEXOPCAPS_MODULATE |
1174 WINED3DTEXOPCAPS_ADDSIGNED2X |
1175 WINED3DTEXOPCAPS_ADDSIGNED |
1176 WINED3DTEXOPCAPS_ADD |
1177 WINED3DTEXOPCAPS_SUBTRACT |
1178 WINED3DTEXOPCAPS_ADDSMOOTH |
1179 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1180 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1181 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1182 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1183 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1184 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1185 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1186 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1187 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1188 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1189 WINED3DTEXOPCAPS_MULTIPLYADD |
1190 WINED3DTEXOPCAPS_LERP |
1191 WINED3DTEXOPCAPS_BUMPENVMAP;
1193 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1194 and WINED3DTEXOPCAPS_PREMODULATE */
1196 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1197 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1198 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1199 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1200 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1201 * pipeline, and almost all games are happy with that. We can however support up to 8
1202 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1203 * only 1 instruction.
1205 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1206 * r200 series and use an ARB or GLSL shader instead
1208 caps->MaxTextureBlendStages = 8;
1209 caps->MaxSimultaneousTextures = 6;
1212 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1214 struct atifs_private_data *priv;
1216 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
1217 return NULL;
1219 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1221 ERR("Failed to initialize rbtree.\n");
1222 HeapFree(GetProcessHeap(), 0, priv);
1223 return NULL;
1226 return priv;
1229 /* Context activation is done by the caller. */
1230 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *cb_ctx)
1232 const struct wined3d_gl_info *gl_info = cb_ctx;
1233 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1235 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1236 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1237 HeapFree(GetProcessHeap(), 0, entry_ati);
1240 /* Context activation is done by the caller. */
1241 static void atifs_free(struct wined3d_device *device)
1243 struct atifs_private_data *priv = device->fragment_priv;
1245 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, &device->adapter->gl_info);
1247 HeapFree(GetProcessHeap(), 0, priv);
1248 device->fragment_priv = NULL;
1251 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1253 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1255 TRACE("Checking support for fixup:\n");
1256 dump_color_fixup_desc(fixup);
1259 /* We only support sign fixup of the first two channels. */
1260 if (is_identity_fixup(fixup) || is_same_fixup(fixup, color_fixup_rg)
1261 || is_same_fixup(fixup, color_fixup_rgl) || is_same_fixup(fixup, color_fixup_rgba))
1263 TRACE("[OK]\n");
1264 return TRUE;
1267 TRACE("[FAILED]\n");
1268 return FALSE;
1271 const struct fragment_pipeline atifs_fragment_pipeline = {
1272 atifs_enable,
1273 atifs_get_caps,
1274 atifs_alloc,
1275 atifs_free,
1276 atifs_color_fixup_supported,
1277 atifs_fragmentstate_template,