Release 0.9.61.
[wine.git] / dlls / wined3d / ati_fragment_shader.c
blobe722f0511bb6fef234281c0b7d008c0febd15f18
1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
23 #include <math.h>
24 #include <stdio.h>
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
30 /* Some private defines, Constant associations, etc.
31 * Env bump matrix and per stage constant should be independent,
32 * a stage that bump maps can't read the per state constant
34 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
35 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
36 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
37 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
38 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
39 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
40 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
41 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
43 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
44 struct atifs_ffp_desc
46 struct ffp_desc parent;
47 GLuint shader;
48 unsigned int num_textures_used;
51 struct atifs_private_data
53 struct shader_arb_priv parent;
54 struct list fragment_shaders; /* A linked list to track fragment pipeline replacement shaders */
58 static const char *debug_dstmod(GLuint mod) {
59 switch(mod) {
60 case GL_NONE: return "GL_NONE";
61 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
62 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
63 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
64 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
65 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
66 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
67 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
68 default: return "Unexpected modifier\n";
72 static const char *debug_argmod(GLuint mod) {
73 switch(mod) {
74 case GL_NONE:
75 return "GL_NONE";
77 case GL_2X_BIT_ATI:
78 return "GL_2X_BIT_ATI";
79 case GL_COMP_BIT_ATI:
80 return "GL_COMP_BIT_ATI";
81 case GL_NEGATE_BIT_ATI:
82 return "GL_NEGATE_BIT_ATI";
83 case GL_BIAS_BIT_ATI:
84 return "GL_BIAS_BIT_ATI";
86 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
87 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
88 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
89 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
90 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
91 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
92 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
93 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
94 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
95 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
96 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
97 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
99 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
100 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
101 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
102 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
103 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
104 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
105 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
106 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
108 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
109 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
111 default:
112 return "Unexpected argmod combination\n";
115 static const char *debug_register(GLuint reg) {
116 switch(reg) {
117 case GL_REG_0_ATI: return "GL_REG_0_ATI";
118 case GL_REG_1_ATI: return "GL_REG_1_ATI";
119 case GL_REG_2_ATI: return "GL_REG_2_ATI";
120 case GL_REG_3_ATI: return "GL_REG_3_ATI";
121 case GL_REG_4_ATI: return "GL_REG_4_ATI";
122 case GL_REG_5_ATI: return "GL_REG_5_ATI";
124 case GL_CON_0_ATI: return "GL_CON_0_ATI";
125 case GL_CON_1_ATI: return "GL_CON_1_ATI";
126 case GL_CON_2_ATI: return "GL_CON_2_ATI";
127 case GL_CON_3_ATI: return "GL_CON_3_ATI";
128 case GL_CON_4_ATI: return "GL_CON_4_ATI";
129 case GL_CON_5_ATI: return "GL_CON_5_ATI";
130 case GL_CON_6_ATI: return "GL_CON_6_ATI";
131 case GL_CON_7_ATI: return "GL_CON_7_ATI";
133 case GL_ZERO: return "GL_ZERO";
134 case GL_ONE: return "GL_ONE";
135 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
136 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
138 default: return "Unknown register\n";
142 static const char *debug_swizzle(GLuint swizzle) {
143 switch(swizzle) {
144 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
145 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
146 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
147 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
148 default: return "unknown swizzle";
152 #define GLINFO_LOCATION (*gl_info)
153 static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int stage, GLuint *mod, GLuint tmparg) {
154 GLenum ret;
156 if(mod) *mod = GL_NONE;
157 if(arg == 0xFFFFFFFF) return -1; /* This is the marker for unused registers */
159 switch(arg & WINED3DTA_SELECTMASK) {
160 case WINED3DTA_DIFFUSE:
161 ret = GL_PRIMARY_COLOR;
162 break;
164 case WINED3DTA_CURRENT:
165 /* Note that using GL_REG_0_ATI for the passed on register is safe because
166 * texture0 is read at stage0, so in the worst case it is read in the
167 * instruction writing to reg0. Afterwards texture0 is not used any longer.
168 * If we're reading from current
170 if(stage == 0) {
171 ret = GL_PRIMARY_COLOR;
172 } else {
173 ret = GL_REG_0_ATI;
175 break;
177 case WINED3DTA_TEXTURE:
178 ret = GL_REG_0_ATI + stage;
179 break;
181 case WINED3DTA_TFACTOR:
182 ret = ATI_FFP_CONST_TFACTOR;
183 break;
185 case WINED3DTA_SPECULAR:
186 ret = GL_SECONDARY_INTERPOLATOR_ATI;
187 break;
189 case WINED3DTA_TEMP:
190 ret = tmparg;
191 break;
193 case WINED3DTA_CONSTANT:
194 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
195 ret = GL_CON_0_ATI;
196 break;
198 default:
199 FIXME("Unknown source argument %d\n", arg);
200 ret = GL_ZERO;
203 if(arg & WINED3DTA_COMPLEMENT) {
204 if(mod) *mod |= GL_COMP_BIT_ATI;
206 if(arg & WINED3DTA_ALPHAREPLICATE) {
207 FIXME("Unhandled read modifier WINED3DTA_ALPHAREPLICATE\n");
209 return ret;
212 static GLuint find_tmpreg(struct texture_stage_op op[MAX_TEXTURES]) {
213 int lowest_read = -1;
214 int lowest_write = -1;
215 int i;
216 BOOL tex_used[MAX_TEXTURES];
218 memset(tex_used, 0, sizeof(tex_used));
219 for(i = 0; i < MAX_TEXTURES; i++) {
220 if(op[i].cop == WINED3DTOP_DISABLE) {
221 break;
224 if(lowest_read == -1 &&
225 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
226 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
227 lowest_read = i;
230 if(lowest_write == -1 && op[i].dst == WINED3DTA_TEMP) {
231 lowest_write = i;
234 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
235 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
236 tex_used[i] = TRUE;
240 /* Temp reg not read? We don't need it, return GL_NONE */
241 if(lowest_read == -1) return GL_NONE;
243 if(lowest_write >= lowest_read) {
244 FIXME("Temp register read before being written\n");
247 if(lowest_write == -1) {
248 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
249 FIXME("Temp register read without being written\n");
250 return GL_REG_1_ATI;
251 } else if(lowest_write >= 1) {
252 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
253 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
254 * read it
256 return GL_REG_1_ATI;
257 } else {
258 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
259 * for the regular result
261 for(i = 1; i < 6; i++) {
262 if(!tex_used[i]) {
263 return GL_REG_0_ATI + i;
266 /* What to do here? Report it in ValidateDevice? */
267 FIXME("Could not find a register for the temporary register\n");
268 return 0;
272 static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_GL_Info *gl_info) {
273 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
274 unsigned int stage;
275 GLuint arg0, arg1, arg2, extrarg;
276 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
277 GLuint swizzle;
278 GLuint tmparg = find_tmpreg(op);
279 GLuint dstreg;
281 if(!ret) {
282 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
283 return 0;
285 GL_EXTCALL(glBindFragmentShaderATI(ret));
286 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
288 TRACE("glBeginFragmentShaderATI()\n");
289 GL_EXTCALL(glBeginFragmentShaderATI());
290 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
292 /* Pass 1: Generate sampling instructions for perturbation maps */
293 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
294 if(op[stage].cop == WINED3DTOP_DISABLE) break;
295 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
296 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
298 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
299 stage, stage);
300 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
301 GL_TEXTURE0_ARB + stage,
302 GL_SWIZZLE_STR_ATI));
303 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
304 stage + 1, stage + 1);
305 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
306 GL_TEXTURE0_ARB + stage + 1,
307 GL_SWIZZLE_STR_ATI));
309 /* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
310 * issues if we're bump mapping on stage 4 or 5
312 if(stage >= 4) {
313 FIXME("Bump mapping in stage %d\n", stage);
317 /* Pass 2: Generate perturbation calculations */
318 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
319 if(op[stage].cop == WINED3DTOP_DISABLE) break;
320 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
321 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
323 /* Nice thing, we get the color correction for free :-) */
324 if(op[stage].color_correction == WINED3DFMT_V8U8) {
325 argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI;
326 } else {
327 argmodextra = 0;
330 TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_RED_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, ATI_FFP_CONST_BUMPMAT(%d), GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_RED, GL_NONE)\n",
331 stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1);
332 GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
333 GL_REG_0_ATI + stage, GL_NONE, argmodextra,
334 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
335 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE));
337 /* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
338 * and it is fairly easy to make it read GL_BLUE or BL_ALPHA, but I can't get an R * B + G * A. So we're wasting
339 * one register and two instructions in this pass for a simple swizzling operation.
340 * For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
342 * NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
343 * constants doesn't make sense, considering their values.
345 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_BLUE, GL_NONE)\n", stage);
346 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
347 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE));
348 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_ALPHA, GL_NONE)\n", stage);
349 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
350 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE));
351 TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, GL_REG_5_ATI, GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_GREEN, GL_NONE)\n",
352 stage + 1, stage, debug_argmod(argmodextra), stage + 1);
353 GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
354 GL_REG_0_ATI + stage, GL_NONE, argmodextra,
355 GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
356 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE));
359 /* Pass 3: Generate sampling instructions for regular textures */
360 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
361 if(op[stage].cop == WINED3DTOP_DISABLE) {
362 break;
365 if(op[stage].projected == proj_none) {
366 swizzle = GL_SWIZZLE_STR_ATI;
367 } else if(op[stage].projected == proj_count3) {
368 /* TODO: D3DTTFF_COUNT3 | D3DTTFF_PROJECTED would be GL_SWIZZLE_STR_DR_ATI.
369 * However, the FFP vertex processing texture transform matrix handler does
370 * some transformations in the texture matrix which makes the 3rd coordinate
371 * arrive in Q, not R in that case. This is needed for opengl fixed function
372 * fragment processing which always divides by Q. In this backend we can
373 * handle that properly and be compatible with vertex shader output and avoid
374 * side effects of the texture matrix games
376 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
377 } else {
378 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
381 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
382 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
383 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
384 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
385 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
386 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
387 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
389 if(stage > 0 &&
390 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
391 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
392 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
393 stage, stage);
394 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
395 GL_REG_0_ATI + stage,
396 GL_SWIZZLE_STR_ATI));
397 } else {
398 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
399 stage, stage, debug_swizzle(swizzle));
400 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
401 GL_TEXTURE0_ARB + stage,
402 swizzle));
407 /* Pass 4: Generate the arithmetic instructions */
408 for(stage = 0; stage < MAX_TEXTURES; stage++) {
409 if(op[stage].cop == WINED3DTOP_DISABLE) {
410 if(stage == 0) {
411 /* Handle complete texture disabling gracefully */
412 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
413 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
414 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
415 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
416 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
417 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
419 break;
422 if(op[stage].dst == WINED3DTA_TEMP) {
423 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
424 * skip the entire stage, this saves some GPU time
426 if(tmparg == GL_NONE) continue;
428 dstreg = tmparg;
429 } else {
430 dstreg = GL_REG_0_ATI;
433 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, tmparg);
434 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, tmparg);
435 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, tmparg);
436 dstmod = GL_NONE;
437 argmodextra = GL_NONE;
438 extrarg = GL_NONE;
440 switch(op[stage].cop) {
441 case WINED3DTOP_SELECTARG2:
442 arg1 = arg2;
443 argmod1 = argmod2;
444 case WINED3DTOP_SELECTARG1:
445 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s)\n",
446 debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1));
447 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
448 arg1, GL_NONE, argmod1));
449 break;
451 case WINED3DTOP_MODULATE4X:
452 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
453 case WINED3DTOP_MODULATE2X:
454 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
455 case WINED3DTOP_MODULATE:
456 TRACE("glColorFragmentOp2ATI(GL_MUL_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
457 debug_register(dstreg), debug_dstmod(dstmod),
458 debug_register(arg1), debug_argmod(argmod1),
459 debug_register(arg2), debug_argmod(argmod2));
460 GL_EXTCALL(glColorFragmentOp2ATI(GL_MUL_ATI, dstreg, GL_NONE, dstmod,
461 arg1, GL_NONE, argmod1,
462 arg2, GL_NONE, argmod2));
463 break;
465 case WINED3DTOP_ADDSIGNED2X:
466 dstmod = GL_2X_BIT_ATI;
467 case WINED3DTOP_ADDSIGNED:
468 argmodextra = GL_BIAS_BIT_ATI;
469 case WINED3DTOP_ADD:
470 TRACE("glColorFragmentOp2ATI(GL_ADD_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
471 debug_register(dstreg), debug_dstmod(dstmod),
472 debug_register(arg1), debug_argmod(argmod1),
473 debug_register(arg2), debug_argmod(argmodextra | argmod2));
474 GL_EXTCALL(glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
475 arg1, GL_NONE, argmod1,
476 arg2, GL_NONE, argmodextra | argmod2));
477 break;
479 case WINED3DTOP_SUBTRACT:
480 TRACE("glColorFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
481 debug_register(dstreg), debug_dstmod(dstmod),
482 debug_register(arg1), debug_argmod(argmod1),
483 debug_register(arg2), debug_argmod(argmod2));
484 GL_EXTCALL(glColorFragmentOp2ATI(GL_SUB_ATI, dstreg, GL_NONE, dstmod,
485 arg1, GL_NONE, argmod1,
486 arg2, GL_NONE, argmod2));
487 break;
489 case WINED3DTOP_ADDSMOOTH:
490 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
491 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
492 debug_register(dstreg),
493 debug_register(arg2), debug_argmod(argmod2),
494 debug_register(arg1), debug_argmod(argmodextra),
495 debug_register(arg1), debug_argmod(argmod1));
496 /* Dst = arg1 + * arg2(1 -arg 1)
497 * = arg2 * (1 - arg1) + arg1
499 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
500 arg2, GL_NONE, argmod2,
501 arg1, GL_NONE, argmodextra,
502 arg1, GL_NONE, argmod1));
503 break;
505 case WINED3DTOP_BLENDCURRENTALPHA:
506 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1);
507 case WINED3DTOP_BLENDFACTORALPHA:
508 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1);
509 case WINED3DTOP_BLENDTEXTUREALPHA:
510 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
511 case WINED3DTOP_BLENDDIFFUSEALPHA:
512 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1);
513 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
514 debug_register(dstreg),
515 debug_register(extrarg),
516 debug_register(arg1), debug_argmod(argmod1),
517 debug_register(arg2), debug_argmod(argmod2));
518 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
519 extrarg, GL_ALPHA, GL_NONE,
520 arg1, GL_NONE, argmod1,
521 arg2, GL_NONE, argmod2));
522 break;
524 case WINED3DTOP_BLENDTEXTUREALPHAPM:
525 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
526 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
527 debug_register(dstreg),
528 debug_register(arg2), debug_argmod(argmod2),
529 debug_register(arg0),
530 debug_register(arg1), debug_argmod(argmod1));
531 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
532 arg2, GL_NONE, argmod2,
533 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
534 arg1, GL_NONE, argmod1));
535 break;
537 /* D3DTOP_PREMODULATE ???? */
539 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
540 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
541 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
542 if(!argmodextra) argmodextra = argmod1;
543 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, %s, %s, GL_NONE, %s)\n",
544 debug_register(dstreg),
545 debug_register(arg2), debug_argmod(argmod2),
546 debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(arg1));
547 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
548 arg2, GL_NONE, argmod2,
549 arg1, GL_ALPHA, argmodextra,
550 arg1, GL_NONE, argmod1));
551 break;
553 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
554 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
555 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
556 if(!argmodextra) argmodextra = argmod1;
557 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_ALPHA, %s)\n",
558 debug_register(dstreg),
559 debug_register(arg2), debug_argmod(argmod2),
560 debug_register(arg1), debug_argmod(argmodextra),
561 debug_register(arg1), debug_argmod(argmod1));
562 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
563 arg2, GL_NONE, argmod2,
564 arg1, GL_NONE, argmodextra,
565 arg1, GL_ALPHA, argmod1));
566 break;
568 case WINED3DTOP_DOTPRODUCT3:
569 TRACE("glColorFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
570 debug_register(dstreg),
571 debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
572 debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
573 GL_EXTCALL(glColorFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI,
574 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
575 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
576 break;
578 case WINED3DTOP_MULTIPLYADD:
579 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
580 debug_register(dstreg),
581 debug_register(arg0), debug_argmod(argmod0),
582 debug_register(arg2), debug_argmod(argmod2),
583 debug_register(arg1), debug_argmod(argmod1));
584 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
585 arg0, GL_NONE, argmod0,
586 arg2, GL_NONE, argmod2,
587 arg1, GL_NONE, argmod1));
588 break;
590 case WINED3DTOP_LERP:
591 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
592 debug_register(dstreg),
593 debug_register(arg1), debug_argmod(argmod1),
594 debug_register(arg2), debug_argmod(argmod2),
595 debug_register(arg0), debug_argmod(argmod0));
596 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
597 arg1, GL_NONE, argmod1,
598 arg2, GL_NONE, argmod2,
599 arg0, GL_NONE, argmod0));
600 break;
602 case WINED3DTOP_BUMPENVMAP:
603 case WINED3DTOP_BUMPENVMAPLUMINANCE:
604 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
605 break;
607 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
610 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, tmparg);
611 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, tmparg);
612 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, tmparg);
613 dstmod = GL_NONE;
614 argmodextra = GL_NONE;
615 extrarg = GL_NONE;
617 switch(op[stage].aop) {
618 case WINED3DTOP_DISABLE:
619 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
620 if(stage == 0) {
621 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
622 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
623 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
625 break;
627 case WINED3DTOP_SELECTARG2:
628 arg1 = arg2;
629 argmod1 = argmod2;
630 case WINED3DTOP_SELECTARG1:
631 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, %s, GL_NONE, %s)\n",
632 debug_register(dstreg),
633 debug_register(arg1), debug_argmod(argmod1));
634 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE,
635 arg1, GL_NONE, argmod1));
636 break;
638 case WINED3DTOP_MODULATE4X:
639 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
640 case WINED3DTOP_MODULATE2X:
641 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
642 case WINED3DTOP_MODULATE:
643 TRACE("glAlphaFragmentOp2ATI(GL_MUL_ATI, %s, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
644 debug_register(dstreg), debug_dstmod(dstmod),
645 debug_register(arg1), debug_argmod(argmod1),
646 debug_register(arg2), debug_argmod(argmod2));
647 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_MUL_ATI, dstreg, dstmod,
648 arg1, GL_NONE, argmod1,
649 arg2, GL_NONE, argmod2));
650 break;
652 case WINED3DTOP_ADDSIGNED2X:
653 dstmod = GL_2X_BIT_ATI;
654 case WINED3DTOP_ADDSIGNED:
655 argmodextra = GL_BIAS_BIT_ATI;
656 case WINED3DTOP_ADD:
657 TRACE("glAlphaFragmentOp2ATI(GL_ADD_ATI, %s, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
658 debug_register(dstreg), debug_dstmod(dstmod),
659 debug_register(arg1), debug_argmod(argmod1),
660 debug_register(arg2), debug_argmod(argmodextra | argmod2));
661 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_ADD_ATI, dstreg, dstmod,
662 arg1, GL_NONE, argmod1,
663 arg2, GL_NONE, argmodextra | argmod2));
664 break;
666 case WINED3DTOP_SUBTRACT:
667 TRACE("glAlphaFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
668 debug_register(dstreg), debug_dstmod(dstmod),
669 debug_register(arg1), debug_argmod(argmod1),
670 debug_register(arg2), debug_argmod(argmod2));
671 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_SUB_ATI, dstreg, dstmod,
672 arg1, GL_NONE, argmod1,
673 arg2, GL_NONE, argmod2));
674 break;
676 case WINED3DTOP_ADDSMOOTH:
677 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
678 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
679 debug_register(dstreg),
680 debug_register(arg2), debug_argmod(argmod2),
681 debug_register(arg1), debug_argmod(argmodextra),
682 debug_register(arg1), debug_argmod(argmod1));
683 /* Dst = arg1 + * arg2(1 -arg 1)
684 * = arg2 * (1 - arg1) + arg1
686 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
687 arg2, GL_NONE, argmod2,
688 arg1, GL_NONE, argmodextra,
689 arg1, GL_NONE, argmod1));
690 break;
692 case WINED3DTOP_BLENDCURRENTALPHA:
693 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1);
694 case WINED3DTOP_BLENDFACTORALPHA:
695 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1);
696 case WINED3DTOP_BLENDTEXTUREALPHA:
697 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
698 case WINED3DTOP_BLENDDIFFUSEALPHA:
699 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1);
700 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
701 debug_register(dstreg),
702 debug_register(extrarg),
703 debug_register(arg1), debug_argmod(argmod1),
704 debug_register(arg2), debug_argmod(argmod2));
705 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE,
706 extrarg, GL_ALPHA, GL_NONE,
707 arg1, GL_NONE, argmod1,
708 arg2, GL_NONE, argmod2));
709 break;
711 case WINED3DTOP_BLENDTEXTUREALPHAPM:
712 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
713 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
714 debug_register(dstreg),
715 debug_register(arg2), debug_argmod(argmod2),
716 debug_register(arg0),
717 debug_register(arg1), debug_argmod(argmod1));
718 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
719 arg2, GL_NONE, argmod2,
720 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
721 arg1, GL_NONE, argmod1));
722 break;
724 /* D3DTOP_PREMODULATE ???? */
726 case WINED3DTOP_DOTPRODUCT3:
727 TRACE("glAlphaFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
728 debug_register(dstreg),
729 debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
730 debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
731 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_4X_BIT_ATI,
732 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
733 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
734 break;
736 case WINED3DTOP_MULTIPLYADD:
737 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
738 debug_register(dstreg),
739 debug_register(arg0), debug_argmod(argmod0),
740 debug_register(arg2), debug_argmod(argmod2),
741 debug_register(arg1), debug_argmod(argmod1));
742 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
743 arg0, GL_NONE, argmod0,
744 arg2, GL_NONE, argmod2,
745 arg1, GL_NONE, argmod1));
746 break;
748 case WINED3DTOP_LERP:
749 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
750 debug_register(dstreg),
751 debug_register(arg1), debug_argmod(argmod1),
752 debug_register(arg2), debug_argmod(argmod2),
753 debug_register(arg0), debug_argmod(argmod0));
754 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE,
755 arg1, GL_NONE, argmod1,
756 arg2, GL_NONE, argmod2,
757 arg0, GL_NONE, argmod0));
758 break;
760 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
761 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
762 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
763 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
764 case WINED3DTOP_BUMPENVMAP:
765 case WINED3DTOP_BUMPENVMAPLUMINANCE:
766 ERR("Application uses an invalid alpha operation\n");
767 break;
769 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
773 TRACE("glEndFragmentShaderATI()\n");
774 GL_EXTCALL(glEndFragmentShaderATI());
775 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
776 return ret;
778 #undef GLINFO_LOCATION
780 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
781 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
782 IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
783 struct atifs_ffp_desc *desc;
784 struct texture_stage_op op[MAX_TEXTURES];
785 struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv;
786 DWORD mapped_stage;
787 unsigned int i;
789 gen_ffp_op(stateblock, op);
790 desc = (struct atifs_ffp_desc *) find_ffp_shader(&priv->fragment_shaders, op);
791 if(!desc) {
792 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
793 if(!desc) {
794 ERR("Out of memory\n");
795 return;
797 desc->num_textures_used = 0;
798 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
799 if(op[i].cop == WINED3DTOP_DISABLE) break;
800 desc->num_textures_used = i;
803 memcpy(desc->parent.op, op, sizeof(op));
804 desc->shader = gen_ati_shader(op, &GLINFO_LOCATION);
805 add_ffp_shader(&priv->fragment_shaders, &desc->parent);
806 TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
809 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
810 * used by this shader
812 for(i = 0; i < desc->num_textures_used; i++) {
813 mapped_stage = This->texUnitMap[i];
814 if(mapped_stage != -1) {
815 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
816 checkGLcall("glActiveTextureARB");
817 texture_activate_dimensions(i, stateblock, context);
821 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
824 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
825 float col[4];
826 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
828 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
829 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
832 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
833 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
834 float mat[2][2];
836 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
837 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
838 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
839 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
840 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
841 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
842 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
843 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
844 * shader(it is free). This might potentially reduce precision. However, if the hardware does
845 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
847 mat[0][0] = (mat[0][0] + 1.0) * 0.5;
848 mat[1][0] = (mat[1][0] + 1.0) * 0.5;
849 mat[0][1] = (mat[0][1] + 1.0) * 0.5;
850 mat[1][1] = (mat[1][1] + 1.0) * 0.5;
851 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
852 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
854 /* FIXME: This should go away
855 * This is currently needed because atifs borrows a pixel shader implementation
856 * from somewhere else, but consumes bump map matrix change events. The other pixel
857 * shader implementation may need notification about the change to update the texbem
858 * constants. Once ATIFS supports real shaders on its own, and GLSL/ARB have a replacement
859 * pipeline this call can go away
861 * FIXME2: Even considering this workaround calling FFPStateTable directly isn't nice
862 * as well. Better would be to call the model's table we inherit from, but currently
863 * it is always the FFP table, and as soon as this changes we can remove the call anyway
865 FFPStateTable[state].apply(state, stateblock, context);
867 #undef GLINFO_LOCATION
869 /* our state table. Borrows lots of stuff from the base implementation */
870 struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1];
872 static void init_state_table() {
873 unsigned int i;
874 const DWORD rep = STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP);
875 memcpy(ATIFSStateTable, arb_program_shader_backend.StateTable, sizeof(ATIFSStateTable));
877 for(i = 0; i < MAX_TEXTURES; i++) {
878 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply = set_tex_op_atifs;
879 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].representative = rep;
880 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].apply = set_tex_op_atifs;
881 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].representative = rep;
882 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].apply = set_tex_op_atifs;
883 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].representative = rep;
884 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].apply = set_tex_op_atifs;
885 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].representative = rep;
887 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].apply = set_tex_op_atifs;
888 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].representative = rep;
889 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].apply = set_tex_op_atifs;
890 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].representative = rep;
891 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].apply = set_tex_op_atifs;
892 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].representative = rep;
893 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].apply = set_tex_op_atifs;
894 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].representative = rep;
896 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].apply = set_tex_op_atifs;
897 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].representative = rep;
899 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)].apply = set_bumpmat;
900 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT01)].apply = set_bumpmat;
901 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT10)].apply = set_bumpmat;
902 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT11)].apply = set_bumpmat;
905 ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].apply = state_texfactor_atifs;
906 ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].representative = STATE_RENDER(WINED3DRS_TEXTUREFACTOR);
909 /* GL_ATI_fragment_shader backend.It borrows a lot from a the
910 * ARB shader backend, currently the whole vertex processing
911 * code. This code would also forward pixel shaders, but if
912 * GL_ARB_fragment_program is supported, the atifs shader backend
913 * is not used.
915 static void shader_atifs_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
916 arb_program_shader_backend.shader_select(iface, usePS, useVS);
919 static void shader_atifs_select_depth_blt(IWineD3DDevice *iface) {
920 arb_program_shader_backend.shader_select_depth_blt(iface);
923 static void shader_atifs_destroy_depth_blt(IWineD3DDevice *iface) {
924 arb_program_shader_backend.shader_destroy_depth_blt(iface);
927 static void shader_atifs_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {
928 arb_program_shader_backend.shader_load_constants(iface, usePS, useVS);
931 static void shader_atifs_cleanup(IWineD3DDevice *iface) {
932 arb_program_shader_backend.shader_cleanup(iface);
935 static void shader_atifs_color_correction(SHADER_OPCODE_ARG* arg) {
936 arb_program_shader_backend.shader_color_correction(arg);
939 static void shader_atifs_destroy(IWineD3DBaseShader *iface) {
940 arb_program_shader_backend.shader_destroy(iface);
943 static HRESULT shader_atifs_alloc(IWineD3DDevice *iface) {
944 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
945 HRESULT hr;
946 struct atifs_private_data *priv;
947 hr = arb_program_shader_backend.shader_alloc_private(iface);
948 if(FAILED(hr)) return hr;
950 This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv,
951 sizeof(struct atifs_private_data));
952 priv = (struct atifs_private_data *) This->shader_priv;
953 list_init(&priv->fragment_shaders);
954 return WINED3D_OK;
957 #define GLINFO_LOCATION This->adapter->gl_info
958 static void shader_atifs_free(IWineD3DDevice *iface) {
959 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
960 struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv;
961 struct ffp_desc *entry, *entry2;
962 struct atifs_ffp_desc *entry_ati;
964 ENTER_GL();
965 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &priv->fragment_shaders, struct ffp_desc, entry) {
966 entry_ati = (struct atifs_ffp_desc *) entry;
967 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
968 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
969 list_remove(&entry->entry);
970 HeapFree(GetProcessHeap(), 0, entry);
972 LEAVE_GL();
974 /* Not actually needed, but revert what we've done before */
975 This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv,
976 sizeof(struct shader_arb_priv));
977 arb_program_shader_backend.shader_free_private(iface);
979 #undef GLINFO_LOCATION
981 static BOOL shader_atifs_dirty_const(IWineD3DDevice *iface) {
982 return arb_program_shader_backend.shader_dirtifyable_constants(iface);
985 static void shader_atifs_load_init(void) {
986 arb_program_shader_backend.shader_dll_load_init();
987 init_state_table();
990 static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) {
991 arb_program_shader_backend.shader_get_caps(devtype, gl_info, caps);
993 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
994 WINED3DTEXOPCAPS_SELECTARG1 |
995 WINED3DTEXOPCAPS_SELECTARG2 |
996 WINED3DTEXOPCAPS_MODULATE4X |
997 WINED3DTEXOPCAPS_MODULATE2X |
998 WINED3DTEXOPCAPS_MODULATE |
999 WINED3DTEXOPCAPS_ADDSIGNED2X |
1000 WINED3DTEXOPCAPS_ADDSIGNED |
1001 WINED3DTEXOPCAPS_ADD |
1002 WINED3DTEXOPCAPS_SUBTRACT |
1003 WINED3DTEXOPCAPS_ADDSMOOTH |
1004 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1005 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1006 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1007 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1008 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1009 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1010 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1011 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1012 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1013 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1014 WINED3DTEXOPCAPS_MULTIPLYADD |
1015 WINED3DTEXOPCAPS_LERP |
1016 WINED3DTEXOPCAPS_BUMPENVMAP;
1018 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1019 and WINED3DTEXOPCAPS_PREMODULATE */
1021 /* GL_ATI_fragment_shader only supports up to 6 textures, which was the limit on r200 cards
1022 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1023 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1024 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1025 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1026 * pipeline, and almost all games are happy with that. We can however support up to 8
1027 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1028 * only 1 instruction.
1030 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1031 * r200 series and use an ARB or GLSL shader instead
1033 if(caps->MaxSimultaneousTextures > 6) {
1034 WARN("OpenGL fixed function supports %d simultaneous textures,\n", caps->MaxSimultaneousTextures);
1035 WARN("but GL_ATI_fragment_shader limits this to 6\n");
1036 caps->MaxSimultaneousTextures = 6;
1039 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1042 static void shader_atifs_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
1043 ERR("Should not get here\n");
1046 static void shader_atifs_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
1047 arb_program_shader_backend.shader_generate_vshader(iface, buffer);
1050 static void shader_atifs_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
1051 if(enable) {
1052 glEnable(GL_FRAGMENT_SHADER_ATI);
1053 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1054 } else {
1055 glDisable(GL_FRAGMENT_SHADER_ATI);
1056 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1060 const shader_backend_t atifs_shader_backend = {
1061 shader_atifs_select,
1062 shader_atifs_select_depth_blt,
1063 shader_atifs_destroy_depth_blt,
1064 shader_atifs_load_constants,
1065 shader_atifs_cleanup,
1066 shader_atifs_color_correction,
1067 shader_atifs_destroy,
1068 shader_atifs_alloc,
1069 shader_atifs_free,
1070 shader_atifs_dirty_const,
1071 shader_atifs_generate_pshader,
1072 shader_atifs_generate_vshader,
1073 shader_atifs_get_caps,
1074 shader_atifs_load_init,
1075 shader_atifs_fragment_enable,
1076 ATIFSStateTable