mf/tests: Test input type for WMA decoder DMO.
[wine.git] / dlls / wined3d / ati_fragment_shader.c
blob46fa5d4d64f6584b7aa3880e2329f254c98723d9
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 <stdio.h>
23 #include "wined3d_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
26 WINE_DECLARE_DEBUG_CHANNEL(d3d);
28 /* Context activation for state handlers is done by the caller. */
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 ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
35 #define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i)
36 #define ATIFS_CONST_TFACTOR GL_CON_6_ATI
38 enum atifs_constant_value
40 ATIFS_CONSTANT_UNUSED = 0,
41 ATIFS_CONSTANT_BUMP,
42 ATIFS_CONSTANT_TFACTOR,
43 ATIFS_CONSTANT_STAGE,
46 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
47 struct atifs_ffp_desc
49 struct ffp_frag_desc parent;
50 GLuint shader;
51 unsigned int num_textures_used;
52 enum atifs_constant_value constants[WINED3D_MAX_TEXTURES];
55 struct atifs_private_data
57 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
60 struct atifs_context_private_data
62 const struct atifs_ffp_desc *last_shader;
65 static const char *debug_dstmod(GLuint mod) {
66 switch(mod) {
67 case GL_NONE: return "GL_NONE";
68 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
69 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
70 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
71 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
72 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
73 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
74 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
75 default: return "Unexpected modifier\n";
79 static const char *debug_argmod(GLuint mod) {
80 switch(mod) {
81 case GL_NONE:
82 return "GL_NONE";
84 case GL_2X_BIT_ATI:
85 return "GL_2X_BIT_ATI";
86 case GL_COMP_BIT_ATI:
87 return "GL_COMP_BIT_ATI";
88 case GL_NEGATE_BIT_ATI:
89 return "GL_NEGATE_BIT_ATI";
90 case GL_BIAS_BIT_ATI:
91 return "GL_BIAS_BIT_ATI";
93 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
94 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
95 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
96 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
97 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
98 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
99 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
100 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
101 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
102 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
103 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
104 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
107 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
108 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
109 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
110 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
111 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
112 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
113 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
115 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
116 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
118 default:
119 return "Unexpected argmod combination\n";
122 static const char *debug_register(GLuint reg) {
123 switch(reg) {
124 case GL_REG_0_ATI: return "GL_REG_0_ATI";
125 case GL_REG_1_ATI: return "GL_REG_1_ATI";
126 case GL_REG_2_ATI: return "GL_REG_2_ATI";
127 case GL_REG_3_ATI: return "GL_REG_3_ATI";
128 case GL_REG_4_ATI: return "GL_REG_4_ATI";
129 case GL_REG_5_ATI: return "GL_REG_5_ATI";
131 case GL_CON_0_ATI: return "GL_CON_0_ATI";
132 case GL_CON_1_ATI: return "GL_CON_1_ATI";
133 case GL_CON_2_ATI: return "GL_CON_2_ATI";
134 case GL_CON_3_ATI: return "GL_CON_3_ATI";
135 case GL_CON_4_ATI: return "GL_CON_4_ATI";
136 case GL_CON_5_ATI: return "GL_CON_5_ATI";
137 case GL_CON_6_ATI: return "GL_CON_6_ATI";
138 case GL_CON_7_ATI: return "GL_CON_7_ATI";
140 case GL_ZERO: return "GL_ZERO";
141 case GL_ONE: return "GL_ONE";
142 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
143 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
145 default: return "Unknown register\n";
149 static const char *debug_swizzle(GLuint swizzle) {
150 switch(swizzle) {
151 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
152 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
153 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
154 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
155 default: return "unknown swizzle";
159 static const char *debug_rep(GLuint rep) {
160 switch(rep) {
161 case GL_NONE: return "GL_NONE";
162 case GL_RED: return "GL_RED";
163 case GL_GREEN: return "GL_GREEN";
164 case GL_BLUE: return "GL_BLUE";
165 case GL_ALPHA: return "GL_ALPHA";
166 default: return "unknown argrep";
170 static const char *debug_op(GLuint op) {
171 switch(op) {
172 case GL_MOV_ATI: return "GL_MOV_ATI";
173 case GL_ADD_ATI: return "GL_ADD_ATI";
174 case GL_MUL_ATI: return "GL_MUL_ATI";
175 case GL_SUB_ATI: return "GL_SUB_ATI";
176 case GL_DOT3_ATI: return "GL_DOT3_ATI";
177 case GL_DOT4_ATI: return "GL_DOT4_ATI";
178 case GL_MAD_ATI: return "GL_MAD_ATI";
179 case GL_LERP_ATI: return "GL_LERP_ATI";
180 case GL_CND_ATI: return "GL_CND_ATI";
181 case GL_CND0_ATI: return "GL_CND0_ATI";
182 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
183 default: return "unexpected op";
187 static const char *debug_mask(GLuint mask) {
188 switch(mask) {
189 case GL_NONE: return "GL_NONE";
190 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
191 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
192 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
193 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
194 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
195 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
196 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";
197 default: return "Unexpected writemask";
201 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
202 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
204 if(dstMask == GL_ALPHA) {
205 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
206 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
207 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
208 } else {
209 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
210 debug_mask(dstMask), debug_dstmod(dstMod),
211 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
212 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
216 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
217 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
219 if(dstMask == GL_ALPHA) {
220 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
221 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
222 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
223 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
224 } else {
225 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
226 debug_mask(dstMask), debug_dstmod(dstMod),
227 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
228 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
229 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
233 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
234 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
235 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
237 if(dstMask == GL_ALPHA) {
238 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
239 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
240 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
241 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
242 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
243 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
244 arg1, arg1Rep, arg1Mod,
245 arg2, arg2Rep, arg2Mod,
246 arg3, arg3Rep, arg3Mod));
247 } else {
248 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
249 debug_mask(dstMask), debug_dstmod(dstMod),
250 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
251 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
252 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
253 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
254 arg1, arg1Rep, arg1Mod,
255 arg2, arg2Rep, arg2Mod,
256 arg3, arg3Rep, arg3Mod));
260 static GLuint register_for_arg(unsigned int arg, const struct wined3d_gl_info *gl_info,
261 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
263 GLenum ret;
265 if(mod) *mod = GL_NONE;
266 if(arg == ARG_UNUSED)
268 if (rep) *rep = GL_NONE;
269 return -1; /* This is the marker for unused registers */
272 switch(arg & WINED3DTA_SELECTMASK) {
273 case WINED3DTA_DIFFUSE:
274 ret = GL_PRIMARY_COLOR;
275 break;
277 case WINED3DTA_CURRENT:
278 /* Note that using GL_REG_0_ATI for the passed on register is safe because
279 * texture0 is read at stage0, so in the worst case it is read in the
280 * instruction writing to reg0. Afterwards texture0 is not used any longer.
281 * If we're reading from current
283 ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
284 break;
286 case WINED3DTA_TEXTURE:
287 ret = GL_REG_0_ATI + stage;
288 break;
290 case WINED3DTA_TFACTOR:
291 ret = ATIFS_CONST_TFACTOR;
292 break;
294 case WINED3DTA_SPECULAR:
295 ret = GL_SECONDARY_INTERPOLATOR_ATI;
296 break;
298 case WINED3DTA_TEMP:
299 ret = tmparg;
300 break;
302 case WINED3DTA_CONSTANT:
303 ret = ATIFS_CONST_STAGE(stage);
304 break;
306 default:
307 FIXME("Unknown source argument %d\n", arg);
308 ret = GL_ZERO;
311 if(arg & WINED3DTA_COMPLEMENT) {
312 if(mod) *mod |= GL_COMP_BIT_ATI;
314 if(arg & WINED3DTA_ALPHAREPLICATE) {
315 if(rep) *rep = GL_ALPHA;
316 } else {
317 if(rep) *rep = GL_NONE;
319 return ret;
322 static GLuint find_tmpreg(const struct texture_stage_op op[WINED3D_MAX_TEXTURES])
324 int lowest_read = -1;
325 int lowest_write = -1;
326 int i;
327 BOOL tex_used[WINED3D_MAX_TEXTURES];
329 memset(tex_used, 0, sizeof(tex_used));
330 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
332 if (op[i].cop == WINED3D_TOP_DISABLE)
333 break;
335 if(lowest_read == -1 &&
336 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
337 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
338 lowest_read = i;
341 if (lowest_write == -1 && op[i].tmp_dst)
342 lowest_write = i;
344 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
345 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
346 tex_used[i] = TRUE;
350 /* Temp reg not read? We don't need it, return GL_NONE */
351 if(lowest_read == -1) return GL_NONE;
353 if(lowest_write >= lowest_read) {
354 FIXME("Temp register read before being written\n");
357 if(lowest_write == -1) {
358 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
359 FIXME("Temp register read without being written\n");
360 return GL_REG_1_ATI;
361 } else if(lowest_write >= 1) {
362 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
363 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
364 * read it
366 return GL_REG_1_ATI;
367 } else {
368 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
369 * for the regular result
371 for(i = 1; i < 6; i++) {
372 if(!tex_used[i]) {
373 return GL_REG_0_ATI + i;
376 /* What to do here? Report it in ValidateDevice? */
377 FIXME("Could not find a register for the temporary register\n");
378 return 0;
382 static const struct color_fixup_desc color_fixup_rg =
384 1, CHANNEL_SOURCE_X,
385 1, CHANNEL_SOURCE_Y,
386 0, CHANNEL_SOURCE_ONE,
387 0, CHANNEL_SOURCE_ONE
389 static const struct color_fixup_desc color_fixup_rgl =
391 1, CHANNEL_SOURCE_X,
392 1, CHANNEL_SOURCE_Y,
393 0, CHANNEL_SOURCE_Z,
394 0, CHANNEL_SOURCE_W
396 static const struct color_fixup_desc color_fixup_rgba =
398 1, CHANNEL_SOURCE_X,
399 1, CHANNEL_SOURCE_Y,
400 1, CHANNEL_SOURCE_Z,
401 1, CHANNEL_SOURCE_W
404 static BOOL op_reads_texture(const struct texture_stage_op *op)
406 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
407 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
408 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
409 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
410 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
411 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
412 || op->cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA;
415 static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup, GLuint reg)
417 if(is_same_fixup(fixup, color_fixup_rg))
419 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE,
420 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
421 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_BLUE_BIT_ATI, GL_NONE,
422 GL_ONE, GL_NONE, GL_NONE);
423 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE,
424 GL_ONE, GL_NONE, GL_NONE);
426 else if(is_same_fixup(fixup, color_fixup_rgl))
428 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE,
429 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
431 else if (is_same_fixup(fixup, color_fixup_rgba))
433 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_NONE, GL_NONE,
434 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
435 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE,
436 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
438 else
440 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
441 ERR("Unsupported color fixup.\n");
445 static BOOL op_reads_tfactor(const struct texture_stage_op *op)
447 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
448 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
449 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
450 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
451 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
452 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
453 || op->cop == WINED3D_TOP_BLEND_FACTOR_ALPHA
454 || op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA;
457 static BOOL op_reads_constant(const struct texture_stage_op *op)
459 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
460 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
461 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
462 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
463 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
464 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT;
467 static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_TEXTURES],
468 const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants)
470 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
471 unsigned int stage;
472 GLuint arg0, arg1, arg2, extrarg;
473 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
474 GLuint rep0, rep1, rep2;
475 GLuint swizzle;
476 GLuint tmparg = find_tmpreg(op);
477 GLuint dstreg;
478 BOOL tfactor_used = FALSE;
480 if(!ret) {
481 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
482 return 0;
484 GL_EXTCALL(glBindFragmentShaderATI(ret));
485 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
487 TRACE("glBeginFragmentShaderATI()\n");
488 GL_EXTCALL(glBeginFragmentShaderATI());
489 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
491 /* Pass 1: Generate sampling instructions for perturbation maps */
492 for (stage = 0; stage < gl_info->limits.textures; ++stage)
494 if (op[stage].cop == WINED3D_TOP_DISABLE)
495 break;
496 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
497 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
498 continue;
500 constants[stage] = ATIFS_CONSTANT_BUMP;
502 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
503 stage, stage);
504 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, GL_TEXTURE0_ARB + stage, GL_SWIZZLE_STR_ATI));
505 if (op[stage + 1].projected == WINED3D_PROJECTION_NONE)
506 swizzle = GL_SWIZZLE_STR_ATI;
507 else if (op[stage + 1].projected == WINED3D_PROJECTION_COUNT4)
508 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
509 else
510 swizzle = GL_SWIZZLE_STR_DR_ATI;
511 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
512 stage + 1, stage + 1, debug_swizzle(swizzle));
513 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
514 GL_TEXTURE0_ARB + stage + 1,
515 swizzle));
518 /* Pass 2: Generate perturbation calculations */
519 for (stage = 0; stage < gl_info->limits.textures; ++stage)
521 GLuint argmodextra_x, argmodextra_y;
522 struct color_fixup_desc fixup;
524 if (op[stage].cop == WINED3D_TOP_DISABLE)
525 break;
526 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
527 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
528 continue;
530 fixup = op[stage].color_fixup;
531 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
533 FIXME("Swizzles not implemented\n");
534 argmodextra_x = GL_NONE;
535 argmodextra_y = GL_NONE;
537 else
539 /* Nice thing, we get the color correction for free :-) */
540 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
541 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
544 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
545 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
546 ATIFS_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
547 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
549 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
550 * component of the bump matrix. Instead do this with two MADs:
552 * coord.a = tex.r * bump.b + coord.g
553 * coord.g = tex.g * bump.a + coord.a
555 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
556 * coord.a is unused. If the perturbed texture is projected, this was already handled
557 * in the glPassTexCoordATI above.
559 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
560 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
561 ATIFS_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
562 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
563 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
564 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
565 ATIFS_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
566 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
569 /* Pass 3: Generate sampling instructions for regular textures */
570 for (stage = 0; stage < gl_info->limits.textures; ++stage)
572 if (op[stage].cop == WINED3D_TOP_DISABLE)
573 break;
575 if (op[stage].projected == WINED3D_PROJECTION_NONE)
576 swizzle = GL_SWIZZLE_STR_ATI;
577 else if (op[stage].projected == WINED3D_PROJECTION_COUNT3)
578 swizzle = GL_SWIZZLE_STR_DR_ATI;
579 else
580 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
582 if (op_reads_texture(&op[stage]))
584 if (stage > 0
585 && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
586 || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
588 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
589 stage, stage);
590 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
591 GL_REG_0_ATI + stage,
592 GL_SWIZZLE_STR_ATI));
593 } else {
594 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
595 stage, stage, debug_swizzle(swizzle));
596 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
597 GL_TEXTURE0_ARB + stage,
598 swizzle));
603 /* Pass 4: Generate the arithmetic instructions */
604 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
606 if (op[stage].cop == WINED3D_TOP_DISABLE)
608 if (!stage)
610 /* Handle complete texture disabling gracefully */
611 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
612 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
613 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
614 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
616 break;
619 if (op[stage].tmp_dst)
621 /* If we're writing to D3DTA_TEMP, but never reading from it we
622 * don't have to write there in the first place. Skip the entire
623 * stage, this saves some GPU time. */
624 if (tmparg == GL_NONE)
625 continue;
627 dstreg = tmparg;
629 else
631 dstreg = GL_REG_0_ATI;
634 if (op[stage].cop == WINED3D_TOP_BUMPENVMAP || op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
636 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
637 continue;
640 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
641 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
642 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
643 dstmod = GL_NONE;
644 argmodextra = GL_NONE;
645 extrarg = GL_NONE;
647 if (op_reads_tfactor(&op[stage]))
648 tfactor_used = TRUE;
650 if (op_reads_constant(&op[stage]))
652 if (constants[stage] != ATIFS_CONSTANT_UNUSED)
653 FIXME("Constant %u already used.\n", stage);
654 constants[stage] = ATIFS_CONSTANT_STAGE;
657 if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup))
658 atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage);
660 switch (op[stage].cop)
662 case WINED3D_TOP_SELECT_ARG2:
663 arg1 = arg2;
664 argmod1 = argmod2;
665 rep1 = rep2;
666 /* fall through */
667 case WINED3D_TOP_SELECT_ARG1:
668 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
669 arg1, rep1, argmod1);
670 break;
672 case WINED3D_TOP_MODULATE_4X:
673 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
674 /* fall through */
675 case WINED3D_TOP_MODULATE_2X:
676 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
677 dstmod |= GL_SATURATE_BIT_ATI;
678 /* fall through */
679 case WINED3D_TOP_MODULATE:
680 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
681 arg1, rep1, argmod1,
682 arg2, rep2, argmod2);
683 break;
685 case WINED3D_TOP_ADD_SIGNED_2X:
686 dstmod = GL_2X_BIT_ATI;
687 /* fall through */
688 case WINED3D_TOP_ADD_SIGNED:
689 argmodextra = GL_BIAS_BIT_ATI;
690 /* fall through */
691 case WINED3D_TOP_ADD:
692 dstmod |= GL_SATURATE_BIT_ATI;
693 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
694 arg1, rep1, argmod1,
695 arg2, rep2, argmodextra | argmod2);
696 break;
698 case WINED3D_TOP_SUBTRACT:
699 dstmod |= GL_SATURATE_BIT_ATI;
700 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
701 arg1, rep1, argmod1,
702 arg2, rep2, argmod2);
703 break;
705 case WINED3D_TOP_ADD_SMOOTH:
706 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
707 /* Dst = arg1 + * arg2(1 -arg 1)
708 * = arg2 * (1 - arg1) + arg1
710 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
711 arg2, rep2, argmod2,
712 arg1, rep1, argmodextra,
713 arg1, rep1, argmod1);
714 break;
716 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
717 if (extrarg == GL_NONE)
718 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
719 /* fall through */
720 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
721 if (extrarg == GL_NONE)
722 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
723 /* fall through */
724 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
725 if (extrarg == GL_NONE)
726 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
727 /* fall through */
728 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
729 if (extrarg == GL_NONE)
730 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
731 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
732 extrarg, GL_ALPHA, GL_NONE,
733 arg1, rep1, argmod1,
734 arg2, rep2, argmod2);
735 break;
737 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
738 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
739 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
740 arg2, rep2, argmod2,
741 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
742 arg1, rep1, argmod1);
743 break;
745 /* D3DTOP_PREMODULATE ???? */
747 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
748 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
749 /* fall through */
750 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
751 if (!argmodextra)
752 argmodextra = argmod1;
753 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
754 arg2, rep2, argmod2,
755 arg1, GL_ALPHA, argmodextra,
756 arg1, rep1, argmod1);
757 break;
759 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
760 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
761 /* fall through */
762 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
763 if (!argmodextra)
764 argmodextra = argmod1;
765 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
766 arg2, rep2, argmod2,
767 arg1, rep1, argmodextra,
768 arg1, GL_ALPHA, argmod1);
769 break;
771 case WINED3D_TOP_DOTPRODUCT3:
772 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
773 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
774 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
775 break;
777 case WINED3D_TOP_MULTIPLY_ADD:
778 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
779 arg1, rep1, argmod1,
780 arg2, rep2, argmod2,
781 arg0, rep0, argmod0);
782 break;
784 case WINED3D_TOP_LERP:
785 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
786 arg0, rep0, argmod0,
787 arg1, rep1, argmod1,
788 arg2, rep2, argmod2);
789 break;
791 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
794 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
795 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
796 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
797 dstmod = GL_NONE;
798 argmodextra = GL_NONE;
799 extrarg = GL_NONE;
801 switch (op[stage].aop)
803 case WINED3D_TOP_DISABLE:
804 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
805 if (!stage)
807 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
808 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
810 break;
812 case WINED3D_TOP_SELECT_ARG2:
813 arg1 = arg2;
814 argmod1 = argmod2;
815 /* fall through */
816 case WINED3D_TOP_SELECT_ARG1:
817 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
818 arg1, GL_NONE, argmod1);
819 break;
821 case WINED3D_TOP_MODULATE_4X:
822 if (dstmod == GL_NONE)
823 dstmod = GL_4X_BIT_ATI;
824 /* fall through */
825 case WINED3D_TOP_MODULATE_2X:
826 if (dstmod == GL_NONE)
827 dstmod = GL_2X_BIT_ATI;
828 dstmod |= GL_SATURATE_BIT_ATI;
829 /* fall through */
830 case WINED3D_TOP_MODULATE:
831 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
832 arg1, GL_NONE, argmod1,
833 arg2, GL_NONE, argmod2);
834 break;
836 case WINED3D_TOP_ADD_SIGNED_2X:
837 dstmod = GL_2X_BIT_ATI;
838 /* fall through */
839 case WINED3D_TOP_ADD_SIGNED:
840 argmodextra = GL_BIAS_BIT_ATI;
841 /* fall through */
842 case WINED3D_TOP_ADD:
843 dstmod |= GL_SATURATE_BIT_ATI;
844 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
845 arg1, GL_NONE, argmod1,
846 arg2, GL_NONE, argmodextra | argmod2);
847 break;
849 case WINED3D_TOP_SUBTRACT:
850 dstmod |= GL_SATURATE_BIT_ATI;
851 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
852 arg1, GL_NONE, argmod1,
853 arg2, GL_NONE, argmod2);
854 break;
856 case WINED3D_TOP_ADD_SMOOTH:
857 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
858 /* Dst = arg1 + * arg2(1 -arg 1)
859 * = arg2 * (1 - arg1) + arg1
861 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
862 arg2, GL_NONE, argmod2,
863 arg1, GL_NONE, argmodextra,
864 arg1, GL_NONE, argmod1);
865 break;
867 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
868 if (extrarg == GL_NONE)
869 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
870 /* fall through */
871 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
872 if (extrarg == GL_NONE)
873 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
874 /* fall through */
875 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
876 if (extrarg == GL_NONE)
877 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
878 /* fall through */
879 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
880 if (extrarg == GL_NONE)
881 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
882 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
883 extrarg, GL_ALPHA, GL_NONE,
884 arg1, GL_NONE, argmod1,
885 arg2, GL_NONE, argmod2);
886 break;
888 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
889 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
890 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
891 arg2, GL_NONE, argmod2,
892 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
893 arg1, GL_NONE, argmod1);
894 break;
896 /* D3DTOP_PREMODULATE ???? */
898 case WINED3D_TOP_DOTPRODUCT3:
899 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
900 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
901 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
902 break;
904 case WINED3D_TOP_MULTIPLY_ADD:
905 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
906 arg1, GL_NONE, argmod1,
907 arg2, GL_NONE, argmod2,
908 arg0, GL_NONE, argmod0);
909 break;
911 case WINED3D_TOP_LERP:
912 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
913 arg1, GL_NONE, argmod1,
914 arg2, GL_NONE, argmod2,
915 arg0, GL_NONE, argmod0);
916 break;
918 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
919 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
920 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
921 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
922 case WINED3D_TOP_BUMPENVMAP:
923 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
924 ERR("Application uses an invalid alpha operation\n");
925 break;
927 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
931 if (tfactor_used && constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED)
932 FIXME("Texture factor constant already used.\n");
933 constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
935 /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
936 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
938 if (constants[stage] == ATIFS_CONSTANT_UNUSED)
939 constants[stage] = ATIFS_CONSTANT_BUMP;
942 TRACE("glEndFragmentShaderATI()\n");
943 GL_EXTCALL(glEndFragmentShaderATI());
944 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
945 return ret;
948 static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
950 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
951 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
952 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
953 struct wined3d_color color;
955 if (!ctx_priv->last_shader
956 || ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
957 return;
959 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
960 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r));
961 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)");
964 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
966 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
967 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
968 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
969 float mat[2][2];
970 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
972 if (!ctx_priv->last_shader
973 || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP)
974 return;
976 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
977 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
978 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
979 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
980 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
981 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
982 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
983 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
984 * shader(it is free). This might potentially reduce precision. However, if the hardware does
985 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
986 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
987 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
988 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
989 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
990 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat));
991 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
994 static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
996 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
997 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
998 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
999 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1000 struct wined3d_color color;
1002 if (!ctx_priv->last_shader
1003 || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE)
1004 return;
1006 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
1007 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r));
1008 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)");
1011 static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1013 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
1014 const struct atifs_ffp_desc *desc, *last_shader = ctx_priv->last_shader;
1015 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1016 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1017 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1018 const struct wined3d_device *device = context->device;
1019 struct atifs_private_data *priv = device->fragment_priv;
1020 struct ffp_frag_settings settings;
1021 DWORD mapped_stage;
1022 unsigned int i;
1024 wined3d_ffp_get_fs_settings(context, state, &settings, TRUE);
1025 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
1026 if (!desc)
1028 struct atifs_ffp_desc *new_desc;
1030 if (!(new_desc = heap_alloc_zero(sizeof(*new_desc))))
1032 ERR("Out of memory\n");
1033 return;
1035 new_desc->num_textures_used = 0;
1036 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
1038 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
1039 break;
1040 ++new_desc->num_textures_used;
1043 new_desc->parent.settings = settings;
1044 new_desc->shader = gen_ati_shader(settings.op, gl_info, new_desc->constants);
1045 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
1046 TRACE("Allocated fixed function replacement shader descriptor %p.\n", new_desc);
1047 desc = new_desc;
1050 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
1051 * used by this shader
1053 for (i = 0; i < desc->num_textures_used; ++i)
1055 mapped_stage = context_gl->tex_unit_map[i];
1056 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
1058 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
1059 texture_activate_dimensions(state->textures[i], gl_info);
1063 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
1064 ctx_priv->last_shader = desc;
1066 for (i = 0; i < WINED3D_MAX_TEXTURES; i++)
1068 if (last_shader && last_shader->constants[i] == desc->constants[i])
1069 continue;
1071 switch (desc->constants[i])
1073 case ATIFS_CONSTANT_BUMP:
1074 set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
1075 break;
1077 case ATIFS_CONSTANT_TFACTOR:
1078 atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
1079 break;
1081 case ATIFS_CONSTANT_STAGE:
1082 atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
1083 break;
1085 default:
1086 ERR("Unexpected constant type %u.\n", desc->constants[i]);
1091 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1093 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
1094 set_tex_op_atifs(context, state, state_id);
1097 static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1099 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1100 WARN("sRGB writes are not supported by this fragment pipe.\n");
1103 static const struct wined3d_state_entry_template atifs_fragmentstate_template[] =
1105 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), atifs_tfactor }, WINED3D_GL_EXT_NONE },
1106 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
1107 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
1108 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
1109 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
1110 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
1111 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
1112 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
1113 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
1114 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
1115 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
1116 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
1117 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
1118 {STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
1119 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
1120 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1121 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1122 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1124 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1125 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1126 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1127 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1128 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1129 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1130 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1131 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1132 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1133 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1134 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1135 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1136 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1137 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1138 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1139 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1140 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1141 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1142 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1143 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1144 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1145 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1146 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1147 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1148 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1149 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1150 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1151 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1152 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1153 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1154 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1155 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1156 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1157 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1158 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1159 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1160 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1161 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1162 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1163 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1164 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1165 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1166 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1167 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1168 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1169 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1170 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1171 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1172 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1173 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1174 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1175 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1176 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1177 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1178 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1179 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1180 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1181 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1182 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1183 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1184 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1185 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1186 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1187 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1188 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1189 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1190 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1191 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1192 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1193 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1194 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1195 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1196 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1197 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1198 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1199 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1200 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1201 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1202 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1203 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1204 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1205 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1206 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1207 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1208 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1209 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1210 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1211 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1212 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1213 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1214 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1215 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1216 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1217 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1218 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1219 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1220 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1221 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1222 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1223 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1224 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1225 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1226 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1227 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1228 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1229 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1230 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1231 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1232 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1233 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1234 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1235 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1236 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1237 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1238 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1239 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1240 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1241 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1242 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1243 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1244 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1245 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1246 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1247 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1248 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1249 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1252 /* Context activation is done by the caller. */
1253 static void atifs_enable(const struct wined3d_context *context, BOOL enable)
1255 const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
1257 if (enable)
1259 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
1260 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1262 else
1264 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI);
1265 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1269 static void atifs_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
1271 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1272 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP |
1273 WINED3DPMISCCAPS_PERSTAGECONSTANT;
1274 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1275 WINED3DTEXOPCAPS_SELECTARG1 |
1276 WINED3DTEXOPCAPS_SELECTARG2 |
1277 WINED3DTEXOPCAPS_MODULATE4X |
1278 WINED3DTEXOPCAPS_MODULATE2X |
1279 WINED3DTEXOPCAPS_MODULATE |
1280 WINED3DTEXOPCAPS_ADDSIGNED2X |
1281 WINED3DTEXOPCAPS_ADDSIGNED |
1282 WINED3DTEXOPCAPS_ADD |
1283 WINED3DTEXOPCAPS_SUBTRACT |
1284 WINED3DTEXOPCAPS_ADDSMOOTH |
1285 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1286 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1287 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1288 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1289 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1290 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1291 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1292 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1293 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1294 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1295 WINED3DTEXOPCAPS_MULTIPLYADD |
1296 WINED3DTEXOPCAPS_LERP |
1297 WINED3DTEXOPCAPS_BUMPENVMAP;
1299 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1300 and WINED3DTEXOPCAPS_PREMODULATE */
1302 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1303 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1304 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1305 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1306 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1307 * pipeline, and almost all games are happy with that. We can however support up to 8
1308 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1309 * only 1 instruction.
1311 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1312 * r200 series and use an ARB or GLSL shader instead
1314 caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
1315 caps->MaxSimultaneousTextures = 6;
1318 static unsigned int atifs_get_emul_mask(const struct wined3d_gl_info *gl_info)
1320 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
1323 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1325 struct atifs_private_data *priv;
1327 if (!(priv = heap_alloc_zero(sizeof(*priv))))
1328 return NULL;
1330 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
1331 return priv;
1334 /* Context activation is done by the caller. */
1335 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *param)
1337 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1338 struct wined3d_context_gl *context_gl = param;
1339 const struct wined3d_gl_info *gl_info;
1341 gl_info = context_gl->gl_info;
1342 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1343 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1344 heap_free(entry_ati);
1347 /* Context activation is done by the caller. */
1348 static void atifs_free(struct wined3d_device *device, struct wined3d_context *context)
1350 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1351 struct atifs_private_data *priv = device->fragment_priv;
1353 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, context_gl);
1355 heap_free(priv);
1356 device->fragment_priv = NULL;
1359 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1361 /* We only support sign fixup of the first two channels. */
1362 return is_identity_fixup(fixup) || is_same_fixup(fixup, color_fixup_rg)
1363 || is_same_fixup(fixup, color_fixup_rgl) || is_same_fixup(fixup, color_fixup_rgba);
1366 static BOOL atifs_alloc_context_data(struct wined3d_context *context)
1368 struct atifs_context_private_data *priv;
1370 if (!(priv = heap_alloc_zero(sizeof(*priv))))
1371 return FALSE;
1372 context->fragment_pipe_data = priv;
1373 return TRUE;
1376 static void atifs_free_context_data(struct wined3d_context *context)
1378 heap_free(context->fragment_pipe_data);
1381 const struct wined3d_fragment_pipe_ops atifs_fragment_pipeline =
1383 atifs_enable,
1384 atifs_get_caps,
1385 atifs_get_emul_mask,
1386 atifs_alloc,
1387 atifs_free,
1388 atifs_alloc_context_data,
1389 atifs_free_context_data,
1390 atifs_color_fixup_supported,
1391 atifs_fragmentstate_template,